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Scooby Bergstern

Scooby Bergstern

Mental characteristics

Personal history

Born to the inventive minds of Tinkabell Glimmer and Jasper Bergstern in the Gnomelands, Scooby's early life was filled with the whirlwind of mischievous antics. As an only child, he reveled in the freedom of exploration granted by his inventive parents. Their airship, initially designed for research, became Scooby's ticket to the unknown.

In a moment of youthful curiosity, Scooby pilfered the airship, embarking on a solo journey beyond the familiar borders of the Gnomelands. The airship's maiden voyage, however, wasn't as smooth as anticipated. A crash landing in Entler marked the beginning of Scooby's adventures in unfamiliar territories.

Undeterred by the mishap, Scooby adapted to his new surroundings, learning the intricacies of various cultures as he journeyed through different lands. His mischievous nature and quick wit opened doors to both challenges and opportunities. Eventually, Scooby found his way to Perlis, where the allure of the Shadow Syndicate beckoned him into the world of organized mischief.

Joining the Shadow Syndicate, Scooby thrived in the camaraderie of fellow rogues and the thrill of their criminal pursuits. His airship, now a distant memory, was replaced by street performances, lockpicking competitions, and the exploration of hidden alleyways.

Sexuality

Scooby is straight.

Accomplishments & Achievements

Sleight of Hand Virtuoso

Known for his nimble fingers and unmatched dexterity, Scooby has perfected the art of sleight of hand. His pickpocketing skills are unparalleled, earning him a reputation as one of the city's finest.

 
Ingenious Gadgeteer

Inheriting his parents' knack for invention, Scooby has crafted a collection of ingenious gadgets. From smoke bombs to grappling hooks, his creations aid the syndicate in their covert operations.

 
Survival in the Underworld

Thriving in the shadows, Scooby has adapted to the dangerous landscape of Perlis (City). His knack for survival in the criminal underworld has kept him one step ahead of rivals and authorities.

Failures & Embarrassments

Airship Mishap

Scooby's grand entrance into the Forest Frej was marred by a crash landing of the stolen airship. The once-impressive vessel now lies wrecked, serving as a reminder of his daring but ill-fated expedition.

Intellectual Characteristics

Streetwise Ingenuity

Scooby has an innate understanding of the city's streets and back alleys. His ability to navigate the complex urban landscape and devise clever escape routes showcases his street-smart approach.

 
Practical Problem-Solving

Growing up in a world of mischief and thievery, Scooby has honed his practical problem-solving skills. Whether it's bypassing security measures or finding unconventional solutions, he excels in real-world scenarios.

 
Intuitive Gadget Crafting

While not formally trained, Scooby's intuitive grasp of gadget crafting allows him to invent practical tools on the fly. He can fashion improvised devices to overcome obstacles or create diversions during heists.

 
Adaptive Learning

Scooby's experiences in the underworld have fostered an adaptive learning style. He quickly picks up on new skills and techniques, assimilating knowledge from various sources to enhance his capabilities.

Morality & Philosophy

Survivalist Code

Scooby adheres to a survivalist philosophy, emphasizing the importance of adaptability and resourcefulness in the unpredictable underworld. His primary goal is to navigate the dangerous landscape of Perlis and ensure his own survival.

 
Merit in Mischief

Growing up as a mischievous gnome, Scooby believes in the merit of clever tricks and inventive mischief. He sees these skills as valuable tools, helping him outsmart adversaries and navigate through sticky situations.

 
Pragmatic Opportunism

Scooby adopts a pragmatic approach to opportunities that arise. He seizes the moment and assesses situations based on practical benefits, prioritizing outcomes that serve his own interests or those of the Shadow Syndicate.

 
Gnomish Ingenuity

Rooted in his Gnomeland heritage, Scooby values inventive solutions and gnomish ingenuity. He sees creative problem-solving as a key to success, utilizing gadgets and clever contraptions to achieve his goals.

Taboos

Betrayal Aversion

Scooby holds a strong aversion to betrayal. Having experienced the bonds of loyalty within the Shadow Syndicate, he considers betrayal of trust as a grave offense and avoids engaging in actions that might lead to betrayal.

 
Reluctance to Harm Innocents

Despite his penchant for mischief and the criminal underworld, Scooby draws a line when it comes to harming innocent beings. He refrains from actions that could cause harm to those who are not involved in the criminal activities he's part of.

Personality Characteristics

Motivation

Quest for Gadget Mastery

Scooby harbors a deep passion for inventing and tinkering. His motivation lies in becoming a master gadgeteer, creating ingenious contraptions that blend magic and engineering. The desire to leave a mark in the world of invention fuels his quest for gadget mastery.

 
Yearning for Adventure

Having grown up as a troublemaker, Scooby seeks continuous excitement and adventure. His insatiable curiosity and love for mischief drive him to explore the unknown, taking on daring escapades and uncovering secrets hidden in the shadows.

 
Reputation in the Underworld

Scooby aspires to establish a formidable reputation within the underworld of Perlis (City). His motivation is to be recognized as a cunning and resourceful rogue, earning the respect and fear of both allies and rivals in the criminal underworld.

 
Redemption for Past Mistakes

Despite his mischievous nature, Scooby carries a sense of responsibility for his past actions, especially the crash of his parents' airship. His motivation includes seeking redemption by rectifying the mistakes of his youth and proving himself as a capable and dependable individual.

Savvies & Ineptitudes

Savvies

Gadgetry Guru

Scooby excels in crafting and manipulating gadgets. His innate understanding of intricate machinery allows him to create ingenious devices, enhancing his effectiveness in various situations.

 
Quick Reflexes

Years of mischief and adventures have honed Scooby's reflexes. He can swiftly react to sudden changes in his surroundings, allowing him to evade danger or snatch opportunities with agility.

 
Street Smarts

Immersed in the underworld of Perlis, Scooby has developed keen street smarts. He navigates the complex network of alleys and hidden passages with ease, making him adept at understanding the dynamics of the criminal underworld.

 

Ineptitudes

Risk-Taking Impulses

Scooby's love for mischief and thrill-seeking sometimes leads him to take unnecessary risks. His impulsive nature can put him in precarious situations, requiring quick thinking to avoid potential disasters.

 
Inability to Swim

Growing up in The Gnomelands, Scooby had little exposure to bodies of water. As a result, he never learned how to swim, making aquatic environments a significant challenge for him.

 
Overindulgence in Mischief

While Scooby's mischievous nature has its advantages, it can also be a liability. His tendency to indulge in pranks and tricks might create tension or attract unwanted attention in certain situations.

Likes & Dislikes

Likes

Ingenious Gadgets

Scooby has a fascination with cleverly designed gadgets and inventions. He enjoys tinkering with new contraptions and admires the ingenuity of fellow inventors.

 
Unexpected Surprises

As a lover of mischief, Scooby enjoys unexpected surprises and pranks. He appreciates humor and delights in the unexpected twists that life brings.

 

Dislikes

Strict Authorities

Scooby has a disdain for overly strict authorities and rules. He finds bureaucratic structures and rigid enforcement oppressive and prefers a more flexible and lenient approach to governance.

 
Betrayal

Given his aversion to betrayal, Scooby strongly dislikes individuals who break trust. He harbors resentment towards those who deceive or betray the bonds of loyalty.

 
Confinement

The adventurous gnome dislikes being confined or restricted. He values freedom and independence, and any form of captivity or confinement is met with discomfort and frustration.

Virtues & Personality perks

Virtues

Quick Wit

Scooby's mind operates at a rapid pace, allowing him to think on his feet and respond swiftly to unexpected situations. His quick wit helps him navigate through challenges and devise clever solutions.

 
Adaptability

Whether crash-landing in a foreign country or exploring the unknown, Scooby demonstrates exceptional adaptability. He embraces change and approaches new environments with a flexible and open-minded attitude.

 
Curiosity

A natural curiosity propels Scooby to explore the world around him. He's eager to discover new gadgets, hidden passageways, and the mysteries that lie within the realms of Perlis.

 
Gnomish Ingenuity

As a gnome, Scooby takes pride in his inventiveness. His gnomish ingenuity allows him to create improvised gadgets, gadgets, and solutions on the fly, making him a valuable asset in inventive endeavors.

 

Perks

Mischief Master

Scooby excels in the art of mischief, and this talent provides him with unique advantages when it comes to pranks, distractions, and cunning maneuvers.

 
Acrobatic Agility

The gnome's nimble physique grants him acrobatic prowess. Scooby can navigate through tight spaces, perform daring maneuvers, and evade obstacles with remarkable agility.

 
Gadget Proficiency

With a keen interest in gadgets and inventions, Scooby is proficient in handling and understanding various mechanical devices. He can quickly adapt to and operate new gadgets with ease.

Vices & Personality flaws

Vices

Prankster's Dilemma

Scooby's love for mischief sometimes leads him into situations where his pranks may backfire or cause unintended consequences. This constant pursuit of amusement can create challenges for both himself and those around him.

 

Restless Wanderlust

The gnome's insatiable curiosity and desire for adventure can result in a restlessness that makes it challenging for him to settle down or commit to long-term endeavors. This wanderlust may prevent him from establishing deep connections.

 

Compulsive Pilfering

Scooby's mischievous tendencies extend to a compulsion for picking up trinkets and items that catch his eye. This habit can lead to sticky fingers, potentially causing trouble when he "borrows" things without permission.

 

Disregard for Authority

The gnome's independent spirit and love for freedom may manifest as a disregard for authority figures. Scooby might struggle to conform to rules and structures, preferring his own path.

 

Flaws

Impulsiveness

Scooby often acts on his whims and immediate desires without thoroughly considering the consequences. His impulsiveness can land him in tricky situations or result in hasty decisions.

 
Overconfidence

The gnome's quick thinking and knack for mischief sometimes make him overly confident in his abilities. This overconfidence may blind him to potential dangers or lead him to underestimate challenges.

Personality Quirks

Gadget Inspection

Having a fascination with gadgets, Scooby occasionally pulls out small contraptions or gadgets to inspect and tinker with. This habit showcases his inventive side and his enduring love for anything mechanical.

Social

Mannerisms

Quick Finger Movements

Known for his nimble fingers, Scooby has a habit of idly playing with small objects or twirling his fingers when lost in thought. These quick finger movements reveal his dexterity and penchant for sleight of hand.

 
Playful Whistling

Scooby has a repertoire of lively tunes that he whistles, especially when in a good mood or trying to lighten the atmosphere. His whistling might become a signal of his presence in the vicinity.

 
Energetic Foot Taps

When excited or anticipating something, Scooby tends to tap his foot rhythmically. This energetic foot tapping is a visible expression of his boundless enthusiasm and eagerness for the next adventure.

 
Cunning Chuckle

Accompanying his mischievous plans or clever observations, Scooby often emits a low, cunning chuckle. This chuckle serves as a prelude to his next playful escapade or clever maneuver.

 
Jovial Greetings

Scooby has a knack for greeting people with an infectious, upbeat energy. His greetings are often accompanied by a friendly wave, making him approachable and endearing.

 
Whistle While You Work

When focused on a task or immersed in his mischievous plans, Scooby has a habit of softly whistling tunes. This light-hearted whistle reflects his enjoyment of the moment and carefree spirit.

Hobbies & Pets

Exploring Hidden Alleyways

Scooby has a penchant for exploring the less-traveled parts of cities, seeking hidden nooks, crannies, and secret passages. This adventurous hobby satisfies his curiosity and often leads to interesting discoveries.

Speech

Quick Wit and Banter

Known for his sharp wit, Scooby engages in quick banter and playful teasing during conversations. His ability to think on his feet adds a lighthearted and humorous touch to interactions.

Character Location
View Character Profile
Current Location
Species
Ethnicity
Date of Birth
Frejus, 2946
Year of Birth
2946 54 Years old
Children
Gender
Man
Aligned Organization
Known Languages

Gnomish, Common


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Scooby Bergstern

10 Level (0/85000 XP for level-up) Gnomelander Background Gnome Race / Species / Heritage Alignment
Rogue
Level 10
Hit Dice: 10/10
1d8+1 Class 1

STR
10
+0
DEX
17
+3
CON
12
+1
INT
17
+3
WIS
10
+0
CHA
17
+3
51
Hit Points
+3
Initiative (DEX)
10
Armor Class (AC)
+4
Prof. Bonus
40/80/-
Speed (walk/run/fly)
Spellcasting ...
+7 Attack mod
INT Ability
+3 Abi Mod
15 Save DC
+8 Expertise Bonus
+4 Proficiency Bonus
+0 Strength
+7 Dexterity
+1 Constitution
+7 Intelligence
+0 Wisdom
+3 Charisma
saving throws
+3 Acrobatics DEX
+0 Animal Handling WIS
+3 Arcana INT
+0 Athletics STR
+3 Deception CHA
+3 History INT
+0 Insight WIS
+3 Intimidation CHA
+7 Investigation INT
skills
+0 Medicine WIS
+3 Nature INT
+0 Perception WIS
+3 Performance CHA
+7 Persuasion CHA
+3 Religion INT
+11 Sleight of Hand DEX
+11 Stealth DEX
+0 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Attacks

Spell Book

Cantrips

NAME AB CAST RNG DUR DMG CMP #
Mage Hand +7 1 action 30 ft 1 minute VS
Minor Illusion +7 1 action 30 ft 1 minute SM

Level 1 Spells 1 slots

NAME AB CAST RNG DUR DMG CMP #
Concealment +7 1 action Touch 1 hour VS

Gnome


Knowledge of the Ages
Knowledge of the Ages

Once a day, you can tap into a divine well of knowledge. As an action, you choose one skill or tool. For 10 minutes, you have proficiency with the chosen skill or tool.



Giant Killer
Giant Killer

When a Large or larger creature within 5 feet of you hits or misses you with an attack, you can use your reaction to attack that creature immediately after its attack, provided that you can see the creature.



Nimble Escape
Nimble Escape

The gnome can take the Disengage or Hide action as a bonus action on each of its turns.



Lucky
Lucky

When you roll a 1 on an attack roll, ability check or saving throw, you can reroll the die and must use the new roll.



Gnome Nimbleness
Gnome Nimbleness

You can move through the space of any creature that is of a size larger than yours.



Rogue


Sneak Attack
Sneak Attack

You know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.


You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated , and you don't have disadvantage on the attack roll.


The amount of the extra damage increases as you gain levels in this class, as show in in the Sneak Attack column of the Rogue table.



Thieves' Cant
Thieves' Cant

During your rogue training you learned thieves' cant, a secret mix of dialect jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves' cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly.


In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves' guild, whether loot is nearby, or whether the people in the area are easy marks or will provide a safe house for thieves on the run.



Cunning Action
Cunning Action

Your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage or Hide action.



Subclass Options


Second Story Work
Second Story Work

You gain the ability to climb faster than normal; climbing no longer costs you extra movement.


In addition, when you make a running jump, the distance you cover increases by a number of feet equal to your Dexterity modifier.



Fast Hands
Fast Hands

You can use the bonus action granted by your Cunning Action to make a Dexterity (Sleight of Hand) check, use your thieves’ tools to disarm a trap or open a lock, or take the Use an Object action.p]



Uncanny Dodge
Uncanny Dodge

When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.



Shadow Step
Shadow Step

You gain the ability to step from one shadow into another. When you are in dim light or darkness, as a bonus action you can teleport up to 60 feet to an unoccupied space you can see that is also in dim light or darkness. You then have advantage on the first melee attack you make before the end of the turn.



Evasion
Evasion

You can nimbly dodge out of the way of certain area effects, such as a red dragon’s fiery breath or an ice storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.



Supreme Sneak
Supreme Sneak

You have advantage on a Dexterity (Stealth) check if you move no more than half your speed on the same turn.



Feats


Actor

Actor

Skilled at mimicry and dramatics, you gain the following benefits:

 
  • Increase your Charisma score by 1, to a maximum of 20.
  • You have advantage on Charisma (Deception) and Charisma (Performance) checks when trying to pass yourself off as a different person.
  • You can mimic the speech of another person or the sounds made by other creatures. You must have heard the person speaking, or heard the creature make the sound, for at least 1 minute. A successful Wisdom (Insight) check contested by your Charisma (Deception) check allows a listener to determine that the effect is faked.


Mobile

Mobile

You are exceptionally speedy and agile. You gain the following benefits:

 
  • Your speed increases by 10 feet.
  • When you use the Dash action, difficult terrain doesn't cost you extra movement on that turn.
  • When you make a melee attack against a creature, you don't provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not.


Magic Initiate

Magic Initiate

You learn two cantrips of your choice from the Wizard Spell List.

In addition, choose one 1st-level spell from that same list. You learn that spell and can cast it at its lowest level. Once you cast it, you must finish a long rest before you can cast it again.

Your spellcasting ability for these spells is Intelligence.


Features & Traits

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money

Languages


Gnomish, Common



Weapon Proficiencies


Dagger, Light Crossbow, Tiger Fork, Hand Crossbow, Longbow, Net, Sling



Armour Proficiencies


Light Armour, Medium Armour



Tool Proficiencies


Thieves' Tools, Tinker’s Tools, Dice Set


Languages & Proficiencies
Mischievous Demeanor

Scooby possesses a mischievous and playful demeanor that is hard to shake. He often finds humor in unlikely situations and enjoys pulling pranks on both allies and rivals.



Inquisitive Nature

There's a natural curiosity about Scooby; he's always eager to learn, discover, and explore. This inquisitive trait is what led him to steal an airship and venture into the unknown.



Adventurous Spirit

Scooby embraces an adventurous spirit, seeking excitement and thrills in the various heists and activities orchestrated by the Shadow Syndicate. He enjoys the unpredictable nature of his criminal endeavors.



Resourceful Problem-Solver

Despite his mischievous tendencies, Scooby possesses a keen intellect when it comes to solving problems, especially those requiring quick thinking and resourcefulness.



Gnomish Wit

A characteristic gnomish wit accompanies Scooby in conversations and interactions. He uses humor as a coping mechanism and a way to disarm potential threats.



Optimistic Outlook

Despite his involvement in criminal activities, Scooby maintains an optimistic outlook on life. He believes in making the most of every situation and finding joy even in the darkest corners of Perlis.


Personality Traits
Freedom and Exploration

Scooby values the freedom to explore the world without constraints, fueled by an insatiable curiosity inherited from his gnome lineage.



Mischief and Laughter

Life is an adventure to be enjoyed, and Scooby believes in infusing moments with mischief and laughter, adding a touch of whimsy to the mundane.



Innovation and Creativity

Embracing the inventive spirit of his parents, Scooby holds a deep appreciation for innovation and creative problem solving.



Individuality and Independence

Scooby cherishes individuality and believes in forging his path, unbound by societal expectations or norms.



Adaptability

A life of mischief and daring escapades has instilled in Scooby an ability to adapt swiftly to changing circumstances and navigate the unpredictable twists of life.


Ideals
Loyalty to Shadow Syndicate

Scooby feels a deep sense of loyalty to the Shadow Syndicate, the criminal organization he's become a part of. He considers the members of the syndicate as his extended family.



Airship Inventor Legacy

Despite his rebellious nature, Scooby holds a sense of pride and connection to his parents' legacy as inventors of the airship. He might seek to honor their memory in his own way.



Fondness for Gadgets

Scooby has a fondness for gadgets, especially those related to inventions and gnomish craftsmanship. This bond reflects his appreciation for the ingenuity of his people.



Curiosity about the World

Scooby's insatiable curiosity about the world outside drives a bond with the desire to explore and experience new things, even if it means bending or breaking the rules.


Bonds
Reckless Impulses

Scooby often acts on whims and impulses, sometimes without considering the potential consequences. This impulsive behavior can lead to trouble or unintended outcomes.



Overly Trusting

Despite his experiences in the criminal world, Scooby tends to be overly trusting of others, making him susceptible to deception and manipulation.



Aversion to Authority

Scooby has a natural aversion to authority figures, which can lead to clashes with those in positions of power. This rebellious streak may hinder his ability to navigate certain situations.



Easily Distracted

Scooby's curiosity and short attention span can lead to him being easily distracted, making it challenging for him to stay focused on tasks or plans.



Trouble with Seriousness

In serious or tense situations, Scooby may struggle to maintain a serious demeanor. His inclination to inject humor or levity into serious matters can be perceived as insensitivity.


Flaws


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.07, made by Tillerz - Updated: 2023-05-29
To print this sheet: Expand the spell book (if you have any entries there), then click "Print Sheet" at the top, select "Print to PDF" and format A3. Then print the resulting PDF to whichever format you need with "fit to page" selected.

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