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Tobi Daira - AI-generated fantasy Character

Tobi Daira

Frogkin · Nomad (Reedstep Tradition) · Level 5 · Farmer

Tobi Daira

Tobi is observant, brisk, and unexpectedly warm.
AC13
HP39/39
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 13 · HP 39 · 30 ft., swim 30 ft.
AlignmentNeutral GoodGenderMaleAge24 years old
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

  • AcrobaticsDEX
  • Animal HandlingWIS
  • AthleticsSTR
  • InsightWIS
  • InvestigationINT
  • NatureINT
  • PerceptionWIS
  • PersuasionCHA
  • SurvivalWIS

Weapons

Simple weapons,
Shortswords,
Sickles,
Shortbows,
Nomad weapons,
Unarmed strikes

Tools

Farmer's tools,
Cook's utensils,
Land vehicles

Languages

Common,
Frogkin,
Dwarvish

Features

18 features

Action

  • TraitFrogkinSticky Tongue, as an action, you can extend your tongue up to 15 feet to grasp an unattended object weighing no more than 10 pounds or pull yourself to a stable surface. Once used, this trait cannot be used again until you finish a short or long rest.

Bonus action

  • Trail Point Maneuver

    When On Tobi's turn

    As a bonus action, Tobi spends 1 Trail Point to Dash, Disengage, or Search.

  • Wandering FlurryLevel 5

    When After the Attack action

    After taking the Attack action with an unarmed strike or nomad weapon, Tobi makes one unarmed strike as a bonus action.

  • Trail PointsLevel 2

    You gain a pool of five Trail Points, which you regain when you finish a short or long rest. You can spend 1 Trail Point to take the Dash, Disengage, or Search action as a bonus action. You can also spend 1 Trail Point when you hit with an unarmed strike to deal an extra 1d6 bludgeoning damage.

Always on

  • Trail-Forged Blow

    When After hitting with an unarmed strike

    When Tobi hits with an unarmed strike, he can spend 1 Trail Point to deal an extra 1d6 bludgeoning damage.

  • Reedbreaker StrikeLevel 5

    When Once per turn after hitting with an unarmed strike

    On a hit with an unarmed strike, the target makes a DC 14 Strength saving throw or is pushed 10 feet or knocked prone.

  • Wayfarer TrainingLevel 1

    You are trained in light-footed travel, improvised defense, and reading the habits of roads, settlements, and wilderness. You gain proficiency with Dexterity and Wisdom saving throws, and with Acrobatics, Insight, Survival, and one additional skill of your choice, which is Perception.

  • Unarmored Defense and Nomad CombatLevel 1

    While you are not wearing armor or wielding a shield, your Armor Class equals 10 + your Dexterity modifier. Your unarmed strikes deal 1d4 bludgeoning damage. You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and nomad weapons.

  • Surefooted TravelerLevel 2

    Your speed increases by 10 feet while you are not wearing armor or wielding a shield. Difficult terrain caused by mud, shallow water, loose earth, or dense vegetation costs you no extra movement.

  • Nomad TraditionLevel 3

    You choose the Reedstep Tradition, a Nomad tradition focused on misdirection, sudden movement, and protecting companions through positioning.

  • Roadwise MindLevel 3

    You gain proficiency in one artisan's tool or vehicle, and you learn to read the signs of settlements, roads, weather, and recent passage. When traveling for at least an hour, you can identify the safest obvious route through natural terrain without making an ability check.

  • TraitFrogkinAmphibious, you can breathe air and water.
  • TraitFrogkinSwim speed of 30 feet.
  • TraitFrogkinStanding Leap, your long jump is up to 20 feet and your high jump is up to 10 feet, with or without a running start.
  • TraitFrogkinMarshwise, you have advantage on ability checks made to track creatures through wetlands or identify naturally occurring plants.
  • TraitFrogkinDarkvision out to 60 feet.
  • TraitFrogkinAbility score increase, your Dexterity increases by 2 and your Intelligence increases by 1.
  • Rustic HospitalityFarmer

    You can find shelter, food, and basic aid among farming communities, especially when you offer honest labor in return. Common folk usually hide you from danger or provide simple assistance unless doing so would put their families at serious risk.

Gear

10 items

Weapons

  • Sickle
    A simple, well-maintained sickle used for both harvesting and defense.
  • Shortbow
    A short, recurved bow suitable for hunting from marsh paths.

Tools

  • Cooking Pot
    A small iron cooking pot blackened by years of use.
  • Farmer's Tools
    A farming hoe, seed knife, and compact pruning shears.

Gear

  • 20×
    Arrows
    Arrows carried in a waterproof reed case.
  • Explorer's Pack
    A sturdy traveler's pack containing ordinary adventuring supplies.
  • Traveler's Cloak
    A weatherproof cloak stitched from green and brown cloth.
  • Heirloom Seed Pouch
    A pouch containing heirloom bean and reed seeds from Tobi's family farm.
  • Ira's Brass Button
    A brass button once worn by Ira, kept as a reminder of an old promise.

Purse

  • 12×
    Gold Pieces
    Coins saved from seasonal labor and early guide work.

Appearance

Tobi is a short, broad-bodied frogkin with moss-green skin, a cream throat, amber eyes, and a faint scatter of dark freckles across his cheeks. He has powerful springing legs, compact arms, and a round belly that makes him look softer and slower than he is. His patched traveling coat is lined with woven reed fiber, and small farming charms hang from his belt beside a sharpened sickle and a bundle of trail maps.

Mannerisms

Tobi taps two fingers against his throat when thinking, as if feeling the rhythm of an unseen croak. He crouches rather than sits, keeps his back to walls, and instinctively measures doorways, windows, and distances in footsteps.

Personality

Tobi is observant, brisk, and unexpectedly warm. He notices broken buckles, bad drainage, false smiles, and changes in bird calls almost immediately. He speaks with practical confidence about complicated subjects, but becomes awkward when praised. Around hungry people or frightened children, his guarded manner vanishes and he turns into an efficient, cheerful caretaker.

Ideals

Useful knowledge belongs to everyone. A clever map, a repaired bridge, or a warning shared in time can save more lives than a heroic speech.

Bonds

He will return any debt owed to Ira, even if doing so is dangerous or inconvenient. He carries a pouch of heirloom seeds from Daira Hollow and refuses to let the family crop disappear.

Flaws

He cannot resist proving that he has noticed something everyone else missed, even when silence would be wiser. He also treats every disagreement like a puzzle to solve, which can make frightened or grieving people feel analyzed instead of understood.

Quirks

He names every important bridge he crosses and remembers the names years later.
He carries roasted beans in one pocket and offers them to people who look nervous.
He can identify most farm weeds by touch, even in darkness.
When startled, he makes a soft involuntary croak and immediately pretends it was intentional.

Background

Tobi Daira was born among the flooded vegetable terraces of Daira Hollow, where frogkin farmers raised watercress, beans, and medicinal reeds. He was a short, chubby child with an enormous appetite and a mind that raced faster than his legs. Other children mocked his shape, his habit of counting everything twice, and the way he preferred repairing irrigation gates to playing mudball. Ira, an older neighbor and fearless troublemaker, stood between Tobi and every bully who tried to make him feel small. Tobi never forgot it. When a season of strange blight ruined the terraces, Tobi discovered that the disease followed a pattern in the water channels. His observations led him to a forgotten route through the marshes, where he found that upstream miners were washing poisonous dust into the watershed. The village council dismissed him until he personally crossed the flooded lowlands, mapped the contamination, and returned with proof. The council eventually acted, but Tobi realized that knowledge locked inside one village could not protect anyone beyond it. He left home as a nomad, carrying his family's seed pouch and Ira's old brass button, learning to move between settlements, read roads like irrigation lines, and defend travelers who had nobody else to stand for them.

“He was a short, chubby child with an enormous appetite and a mind that raced faster than his legs.”
From their backstory
Background
Farmer

Connections

Species

Frogkin

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