Yves Timberfoot    (Gnome Male Carpenter)
Character Information   
Name: Yves Timberfoot XP/Next lvl: 0 / 900
Class: Carpenter HP:curr/max 9 / 9
Alignment: AC:reg/rear/no shield 11 / 0 / 0
Race: Gnome Level: 0
Age: Height:
Weight: Gender: Male
Encumbrance: Movement:
Languages:
Ability Scores   
STR: 11 ()
INT: 5 ()
WIS: 17 ()
DEX: 13 ()
CON: 12 ()
CHR: 14 ()

Saving Throws   
Death, Paralysis,
Poison:
Petrification,
Polymorph:
Rod, Staff
or Wand:
Breath: Spell:

Notes:

Description and Background   
Description:


Background:


Weapons
Weapon Att/Rnd Range Speed Damage sm/l Spec. Dbl. spec. THAC0 Projectiles
Left
Notes
Hammer, Normal 1 1d6/ n n
Quarterstaff 1 1d6/ n n
Equipment
Qty Item Location
1 Padded/Quilted Armor Wear
1 Backpack, Medium Wear
1 Bedroll Backpack
1 Belt Pouch, Small Wear
1 Blanket, Light Backpack
1 Candle Backpack
2 Sticks Chalk Backpack
1 Flint & Steel Set Backpack
1 Spool Fishing Line Backpack
1 Hammer, Common Wear
1 Quarterstaff Carry
25 Feet of Hemp Rope Backpack
1 Knife, Simple Wear
1 Small Fishing Net Backpack
3 Pitons Backpack
1 Small Sack Backpack
1 Medium Sack Backpack
1 Large Sack Backpack
3 Torches Backpack
1 Waterskin Backpack
24 Nails (personal item) Backpack
1 Hatchet (personal item) Backpack
1 Chisel (personal item) Backpack


Wealth   Enter negative number to subtract
PP GP EP SP CP
0 0 0 0 25
Magic Items
Qty Item Location


Gems and Jewelry
Qty Item Location
Memorized Spells



Spell Book



Notes
Carpenter Skills
Skill at carpentry enables a character to construct wooden structures. A carpenter can build a house, a shack, a wooden cabinet, or similar items.

Components. Carpenter's tools include a saw, a hammer, nails, a hatchet, a square, a ruler, an adze, a plane, and a chisel.

History. This tool proficiency aids you in identifying the use and the origin of wooden buildings and other large wooden objects.

Investigation. You gain additional insight when inspecting areas within wooden structures, because you know tricks of construction that can conceal areas from discovery.

Perception. You can spot irregularities in wooden walls or floors, making it easier to find trap doors and secret passages.

Stealth. You can quickly assess the weak spots in a wooden floor, making it easier to avoid the places that creak and groan when they're stepped on.

Fortify. With 1 minute of work and raw materials, you can make a door or window harder to force open. Increase the DC needed to open it by 5.

Temporary Shelter. As part of a long rest, you can construct a lean-to or a similar shelter to keep your group dry and in the shade for the duration of the rest. Because it was fashioned quickly from whatever wood was available , the shelter collapses 1d3 days after being assembled.