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Semety

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  1. Mark of Hospitality Halfling Bard (Creation) 5 AC: 15 (studded leather) | HP: 40/40 | Initiative: +4 | Passive Perception: 14 Spell Slots: Extra 1-1-1Purify Food and Water Unseen Servant Feather Fall 1st 4/4, 2nd 3/3, 3rd 2/2 | Spell Attack: +6 (+7 Drum) | Spell DC: 14 (15 Drum) Bardic Inspiration: 3/3 | Performance of Creation: 1/1 free | Inspiration: 1/1 The chicken currently being fed delicious birdseed crackers was, in fact, not confused at all. Polly, as she was called, was quite used to being in the arms of this woman and eating out of her hands. Though the surroundings were less salty than usual - a far cry from the swaying decks of the Stormwrack - Polly seemed content. The general expressions of the "parrot" were probably lost on these strangers though. The halfling woman carrying Polly was possibly more confused, murmuring fondly to the bird, "How's my Polly liking her crackers? Eat 'em up, that's a good parrot." She let her gaze wander enjoying the atmosphere. This cafe had a great view of the harbour, a welcome familiarity while ashore. Too bad the food itself did not meet her standards, such small portions, and not a decent fish cake in sight - this close to the sea! As her gaze swept over the other patrons, Fred decided she'd had enough of sitting still. She needed some excitement, some company, something more than these measly pastries. But before she could pick her next target, her attention was snagged by a blue-skinned man calling for olives. Well, he certainly needed more than a couple measly little vegetable berries. "Ducky," she called, her high-pitched voice carrying surprisingly well over the cafe chatter, "you're a growin' man! Those salty grapes wouldn't feed a goldfish. Can you not afford a meal?" Concerned by his obvious lack of appetite, Fred was about to reach for the bowl of olives herself when it floated towards him on its own. Not batting an eye, the halfling chuckled, "See, the olives agree with me." Then the conversation turned to the falling stars. Seemed rocks falling from the sky was the news of the hour. Moving closer to be part of this conversation, the storyteller in her bubbling to the surface, she piped up. "This reminds me of the time the Stormwrack sailed right under a cloud giants' game of marbles. We thought the whole sky was fallin', we did. Nearly turned the crew to fish paste!" OOC Why do I suddenly have a David Bowie song stuck in my head?
  2. Mark of Hospitality Halfling Bard (Creation) 5 AC: 15 (studded leather) | HP: 40/40 | Initiative: +4 | Passive Perception: 14 Spell Slots: Extra 1-1-1Purify Food and Water Unseen Servant Feather Fall 1st 4/4, 2nd 3/3, 3rd 2/2 | Spell Attack: +6 (+7 Drum) | Spell DC: 14 (15 Drum) Bardic Inspiration: 3/3 | Performance of Creation: 1/1 free | Inspiration: 1/1 Excuse you, Polly likes crackers. (text, text, text) OOC ...
  3. Oh, I just said keyboard cause I had to press ctrl, I wasn't trying to only use the keyboard.
  4. Ohh. Yeah that works. Is there anyway to multiselect on tablet, or is it just with a keyboard?
  5. I tried creating a new folder with selected, and it created a new empty folder. Since it didn't move anything, I tried again. Now I have two empty folders with the same name. I see no way to rename or delete those folders and no way to move sheets into the folders.
  6. Does that work? And I forgot to ask if the rhythm-maker's drum was ok for her magic item?
  7. Oh, shoot, I didn't realize they were different planes. I thought Eberron was another continent. Her husband mistook a bag of holding for a sock, and that lead to a tear through to the Astral Plane when the laundry was done. Instead of their ship being destroyed, the Stormwrack was thrown from Eberron to Toril. Or I can just change her race I guess, it just felt thematically appropriate.
  8. I think I've got everything for Minnifred, if you wanna look her over.
  9. Minnifred "Fred" Stormcandle Bard, School of Creation 5 Small Humanoid Halfling (Mark of Hospitality), Chaotic Good Armor Class: 15 Hit Points: 40 (5d8+2) Speed: 25' ft. Senses: Passive Perception (14) Languages: Common, Halfling Proficiency Bonus +3 Description: Fred's youthful spirit belies her age. Buckteeth peek out from her mischievous grin, somewhere at the height of a short table. Freckles are smattered across her lightly tanned skin, which has very few wrinkles aside from some crow's feet at the corners of her large, dark eyes. Short, once light brown curls have faded to a soft blonde. Her pirate years have not left many visible scars, or at least none that show over what her clothes cover, but she does tend to be a little overstocked on things that might be useful, and to still wear some armor even if she's wearing fine clothes. She's accompanied by her "parrot" Polly mostly everywhere she goes, and refuses to acknowledge the fact that Polly is a chicken. Age: 156 (Human Equivalent ~65), Height: 2'9", Weight: 37lbs Story: Minnifred "Fred" was the den mother to a bunch of Robin Hood style pirates, and wife of the fearsome goliath pirate, Captain Bartholomew "Stormhands". Their ship, the Stormwrack, was known throughout the Storm Coast as a ship for the rich to fear, partly because of their deeds and partly because of great advertising. Sometimes they'd even send "raiding parties" onto land, gathering up urchins and the poor, taking them out to sea for a feast and a chance of a better life, at sea if they wished, or in a different country. She's been on Toril with her family and crew since her husband mistook a bag of holding for a sock, and that lead to a tear through to the Astral Plane when the laundry was done. Instead of their ship being destroyed, the Stormwrack was thrown from Eberron to Toril. Fred's son, Harriet, took over after the death of his father to a monstrous kraken. And though the Stormwrack managed to defeat the beast, adding to their notoriety, Fred began to consider retiring. She has plans to start a fish and chips restaurant/tavern in one of the big cities, a place for people to gather, make new friends, and enjoy the sea while on land. While she was in Baldur's Gate for her grandchild, Finch's, wedding, she was also scouting out possible locations for this restaurant. Some notable events that Fred might reminisce about include: Following a treasure map that turned out to be a grocery list. The crew ended up with a hold full of spices, exotic fruits, and enough cheese to last a lifetime. An adventure gone wrong led the crew face-to-face with the legendary Chupacabra. It turned out the beast was just a very large, very lost opossum with a taste for Captain Stormhands' socks. Polly won her place at Fred's side by winning the Parrot Talent Show put on by the Stormwrack. She neglects to mention that none of the parrots were actual parrots, and in fact the other contestants were more chickens, a goat, a bag of flour with a picture of a bird, and a dead seagull. Personality: A feisty little lady with a sharp wit and sharper tongue, Fred sometimes seems to have never left her sea-faring pirate life no matter her actual physical location. She values family and the idea that anyone can be family through cooperation, even if some people might need sense knocked into them first. She's always ready with a word of encouragement and a fish cake. Fred tends to think that big people need to be stuffed to be healthy. Though she tends to find ways to add seafood to every meal, including dessert (fish bones make good jello). Tavern brawls are a great way for people to let off steam, as long as they don't get carried away and forget to make up and have a good drink after. Maybe two or three - this granny can handle her ale. She has a fondness for, most likely exaggerated, stories of the fish that got away or the adventures of her family, though she rarely thinks to include herself in these tales except as an observer. ABILITIES & SKILLS Proficiency Bonus: +3 Strength 8 (-1) Save -1 Athletics +2 Dexterity 16 (+3) Save +6 Acrobatics +4 | Sleight of Hand +4 | Stealth +4 Constitution 14 (+2) Save +2 No skills associated. Intelligence 10 (0) Save 0 Arcana +1 | History +1 | Investigation +1 | Nature +1 | Religion +1 Wisdom 12 (+1) Save +1 Animal Handling +2 | Insight +7 (E) | Medicine +2 | Perception +4 | Survival +2 Charisma 16 (+3) Save +6 Deception +4 | Intimidation +6 | Performance +4 | Persuasion +9 (E) * (E) denotes expertise. / Bold denotes proficiency. PROFICIENCIES & ABILITIES PROFICIENCIES Tools: Navigator's Tools, Vehicles (Water), Cook's Utensils Instruments: Drum, Concertina, Hurdy-Gurdy Weapons: Simple Weapons, Hand Crossbows, Longswords, Rapiers, Shortswords Armors: Light Armor Languages: Common, Halfling BARD FEATURES Bardic Inspiration (d8)Use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d8. Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time. You can use this feature a number of times equal to your Charisma modifier. You regain any expended uses when you finish a short or long rest. 3/3 per rest | Jack of All TradesYou can add half your proficiency bonus, rounded down, to any ability check you make that doesn't already include your proficiency bonus. | Song of RestIf you or any friendly creatures who can hear your performance regain hit points by spending Hit Dice at the end of the short rest, each of those creatures regains an extra 1d6 hit points. | Magical InspirationIf a creature has a Bardic Inspiration die from you and casts a spell that restores hit points or deals damage, the creature can roll that die and choose a target affected by the spell. Add the number rolled as a bonus to the hit points regained or the damage dealt. The Bardic Inspiration die is then lost. | Mote of PotentialWhenever you give a creature a Bardic Inspiration die, you can utter a note from the Song of Creation to create a tiny mote of potential, which orbits within 5 feet of that creature. The mote is intangible and invulnerable, and it lasts until the Bardic Inspiration die is lost. The mote looks like a musical note, a star, a flower, or another symbol of art or life that you choose. When the creature uses the Bardic Inspiration die, the mote provides an additional effect based on whether the die benefits an ability check, an attack roll, or a saving throw, as detailed below: Ability Check. When the creature rolls the Bardic Inspiration die to add it to an ability check, the creature can roll the Bardic Inspiration die again and choose which roll to use, as the mote pops and emits colorful, harmless sparks for a moment. Attack Roll. Immediately after the creature rolls the Bardic Inspiration die to add it to an attack roll against a target, the mote thunderously shatters. The target and each creature of your choice that you can see within 5 feet of it must succeed on a Constitution saving throw against your spell save DC or take thunder damage equal to the number rolled on the Bardic Inspiration die. Saving Throw. Immediately after the creature rolls the Bardic Inspiration die and adds it to a saving throw, the mote vanishes with the sound of soft music, causing the creature to gain temporary hit points equal to the number rolled on the Bardic Inspiration die plus your Charisma modifier. |Performance of CreationAs an action, you can channel the magic of the Song of Creation to create one non-magical item of your choice in an unoccupied space within 10 feet of you. The item must appear on a surface or in a liquid that can support it. The gp value of the item can't be more than 20 times your bard level (100gp), and the item must be Medium or smaller. The item glimmers softly, and a creature can faintly hear music when touching it. The created item disappears after a number of hours equal to your proficiency bonus (3 hours). Once you create an item with this feature, you can't do so again until you finish a long rest, unless you expend a spell slot of 2nd level or higher to use this feature again. You can have only one item created by this feature at a time; if you use this action and already have an item from this feature, the first one immediately vanishes. 1/1 free per long rest RACIAL TRAITS LuckyWhen you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll. | BraveYou have advantage on saving throws against being frightened. | Halfling NimblenessYou can move through the space of any creature that is of a size larger than yours. | Ever HospitableWhen you make a Charisma (Persuasion) check or an ability check involving brewer's supplies or cook's utensils, you can roll a d4 and add the number rolled to the ability check. | Innkeeper's MagicYou know the Prestidigitation cantrip. You can also cast the Purify Food and Drink and Unseen Servant spells with this trait. Once you cast either spell with this trait, you can't cast that spell with it again until you finish long rest. Charisma is your spellcasting ability for these spells. (Purify Food and DrinkCasting Time: 1 action Range: 10 feet Components: V, S Duration: Instantaneous All non-magical food and drink within a 5-foot-radius sphere centered on a point of your choice within range is purified and rendered free of poison and disease. 1/1 per long rest) (Unseen ServantCasting Time: 1 action Range: 60 feet Components: V, S, M (a piece of string and a bit of wood) Duration: 1 hour This spell creates an invisible, mindless, shapeless, Medium force that performs simple tasks at your command until the spell ends. The servant springs into existence in an unoccupied space on the ground within range. It has AC 10, 1 hit point, and a Strength of 2, and it can't attack. If it drops to 0 hit points, the spell ends. Once on each of your turns as a bonus action, you can mentally command the servant to move up to 15 feet and interact with an object. The servant can perform simple tasks that a human servant could do, such as fetching things, cleaning, mending, folding clothes, lighting fires, serving food, and pouring wine. Once you give the command, the servant performs the task to the best of its ability until it completes the task, then waits for your next command. If you command the servant to perform a task that would move it more than 60 feet away from you, the spell ends. 1/1 per long rest | Spells of the MarkIf you have the Spellcasting or the Pact Magic class feature, the following spells are added to the spell list of your spellcasting class 1st Goodberry, Sleep 2nd Aid, Calm Emotions 3rd Create Food and Water, Leomund's Tiny Hut 4th Aura of Purity, Mordenkainen's Private Sanctum 5th Hallow FEATS Magic Initiate: SorcererYou learn two cantrips of your choice from the Sorcerer spell list. In addition, choose one 1st-level spell to learn from that same list. Using this feat, you can cast the spell once at its lowest level, and you must finish a long rest before you can cast it in this way again. Your spellcasting ability for these spells is Charisma. | ChefIncrease your Constitution or Wisdom by 1, to a maximum of 20. You gain proficiency with cook's utensils if you don't already have it. As part of a short rest, you can cook special food, provided you have ingredients and cook's utensils on hand. You can prepare enough of this food for a number of creatures equal to 4 + your proficiency bonus. At the end of the short rest, any creature who eats the food and spends one or more Hit Dice to regain hit points regains an extra 1d8 hit points. With one hour of work or when you finish a long rest, you can cook a number of treats equal to your proficiency bonus. These special treats last 8 hours after being made. A creature can use a bonus action to eat one of those treats to gain temporary hit points equal to your proficiency bonus. WEAPONS Rapier (Finesse/5'), +6, 1d8+3 Dagger (Finesse, Light, Thrown/5'-20'-60'), +6, 1d4+3 Belaying Pin (Light/5'), +2, 1d4-1 Silvered Hand Crossbow (Light, Loading/30'-120'), +6, 1d6+3 Ammo - Silvered Bolts (20/20) EQUIPMENT MONEY POUCH Copper: 2 | Silver: 1 | Gold: 76 | Electrum: 0 | Platinum: 20 EQUIPMENT READIED Armor - Studded Leather Armor (AC 12 + Dex Mod), Common Clothes Weapons - Rapier, Silvered Hand Crossbow & Bolts (20), Dagger, Belaying Pin Readied Items - +1 Rhythm-Maker's Drum*, Healer's Kit, Signal Whistle, Healing Potion (2d4+2, 2), Polly the "Parrot" (Chicken) EQUIPMENT STORED Stored items can be retrieved with an action. In Backpack - Diplomat's Pack (Fine Clothes, Bottle of Ink, Ink Pen, Sheets of Paper (5), Vial of Perfume, Sealing Wax, Soap), Glass jar containing lard with a label that reads "Griffon Grease", Steel Mirror, Piece of Chalk, Fishing Tackle, 5 Candles, Mess Kit, Rations (5 days) Strapped to Backpack - Concertina, Silk Rope (50'), Cook's Utensils, Navigator's Tools, Tinderbox, Blanket & Bedroll, Waterskin, 2 Scroll Cases, Lamp & Flasks of Oil (2) * Denotes magic item (see below) MAGIC ITEMS NON-ATTUNED ATTUNED (1/3) +1 Rhythm-Maker's DrumWhile holding this drum, you gain a +1 bonus to spell attack rolls and to the saving throw DCs of your bard spells. As an action, you can play the drum to regain one use of your Bardic Inspiration feature. This property of the drum can't be used again until the next dawn. (1/1) SPELLS SPELL SLOTS Bard - Spell Save DC: 14 (+1) | Spell Attack Mod: +6 (+1) | Spells Known: 8 | Spell Slots: 4, 3, 2 CANTRIPS (Bard) PrestidigitationCasting Time: 1 action Range: 10 feet Components: V, S Duration: Up to 1 hour This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range: You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor. You instantaneously light or snuff out a candle, a torch, or a small campfire. You instantaneously clean or soil an object no larger than 1 cubic foot. You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour. You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour. You create a non-magical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn. If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action. (from Lineage), MendingCasting Time: 1 minute Range: Touch Components: V, S, M (two lodestones) Duration: Instantaneous This spell repairs a single break or tear in an object you touch, such as broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage. This spell can physically repair a magic item or construct, but the spell can't restore magic to such an object., Vicious MockeryCasting Time: 1 action Range: 60 feet Components: V Duration: Instantaneous You unleash a string of insults laced with subtle enchantments at a creature you can see within range. If the target can hear you (though it need not understand you), it must succeed on a Wisdom saving throw or take 2d4 psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn., Mage HandCasting Time: 1 action Range: 30 feet Components: V, S Duration: 1 minute A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again. You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it. The hand can't attack, activate magic items, or carry more than 10 pounds. (Magic Initiate: Sorcerer) Minor IllusionCasting Time: 1 action Range: 30 feet Components: S, M (a bit of fleece) Duration: 1 minute You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again. If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends. If you create an image of an object—such as a chair, muddy footprints, or a small chest—it must be no larger than a 5-foot cube. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it. If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature., Mind SliverYou drive a disorienting spike of psychic energy into the mind of one creature you can see within range. The target must succeed on an Intelligence saving throw or take 2d6 psychic damage and subtract 1d4 from the next saving throw it makes before the end of your next turn. SPELL KNOWN (Bard): 1st: GoodberryCasting Time: 1 action Range: Touch Components: V, S, M (a sprig of mistletoe) Duration: Instantaneous Up to ten berries appear in your hand and are infused with magic for the duration. A creature can use its action to eat one berry. Eating a berry restores 1 hit point, and the berry provides enough nourishment to sustain a creature for one day. The berries lose their potency if they have not been consumed within 24 hours of the casting of this spell. (from Lineage), Faerie FireCasting Time: 1 action Range: 60 feet Components: V Duration: Concentration, up to 1 minute Each object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice). Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius. Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can't benefit from being invisible., Healing WordCasting Time: 1 bonus action Range: 60 feet Components: V Duration: Instantaneous A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d4 for each slot level above 1st., Dissonant WhispersCasting Time: 1 action Range: 60 feet Components: V Duration: Instantaneous You whisper a discordant melody that only one creature of your choice within range can hear, wracking it with terrible pain. The target must make a Wisdom saving throw. On a failed save, it takes 3d6 psychic damage and must immediately use its reaction, if available, to move as far as its speed allows away from you. The creature doesn't move into obviously dangerous ground, such as a fire or a pit. On a successful save, the target takes half as much damage and doesn't have to move away. A deafened creature automatically succeeds on the save. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. 2nd: AidCasting Time: 1 action Range: 30 feet Components: V, S, M (a tiny strip of white cloth) Duration: 8 hours Your spell bolsters your allies with toughness and resolve. Choose up to three creatures within range. Each target's hit point maximum and current hit points increase by 5 for the duration. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, a target's hit points increase by an additional 5 for each slot level above 2nd. (from Lineage), Silence (R)Casting Time: 1 action Range: 120 feet Components: V, S Duration: Concentration, up to 10 minutes For the duration, no sound can be created within or pass through a 20-foot-radius sphere centered on a point you choose within range. Any creature or object entirely inside the sphere is immune to thunder damage, and creatures are deafened while entirely inside it. Casting a spell that includes a verbal component is impossible there., SuggestionCasting Time: 1 action Range: 30 feet Components: V, M (a snake's tongue and either a bit of honeycomb or a drop of sweet oil) Duration: Concentration, up to 8 hours You suggest a course of activity (limited to a sentence or two) and magically influence a creature you can see within range that can hear and understand you. Creatures that can't be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act ends the spell. The target must make a Wisdom saving throw. On a failed save, it pursues the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do. You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a knight give her warhorse to the first beggar she meets. If the condition isn't met before the spell expires, the activity isn't performed. If you or any of your companions damage the target, the spell ends. 3rd: Leomund's Tiny Hut (R)Casting Time: 1 minute Range: Self (10-foot-radius hemisphere) Components: V, S, M (a small crystal bead) Duration: 8 hours A 10-foot-radius immobile dome of force springs into existence around and above you and remains stationary for the duration. The spell ends if you leave its area. Nine creatures of Medium size or smaller can fit inside the dome with you. The spell fails if its area includes a larger creature or more than nine creatures. Creatures and objects within the dome when you cast this spell can move through it freely. All other creatures and objects are barred from passing through it. Spells and other magical effects can't extend through the dome or be cast through it. The atmosphere inside the space is comfortable and dry, regardless of the weather outside. Until the spell ends, you can command the interior to become dimly lit or dark. The dome is opaque from the outside, of any color you choose, but it is transparent from the inside. (Magic Initiate: Sorcerer): 1st: Feather FallCasting Time: 1 reaction, which you take when you or a creature within 60 feet of you falls Range: 60 feet Components: V, M (a small feather or a piece of down) Duration: 1 minute Choose up to five falling creatures within range. A falling creature's rate of descent slows to 60 feet per round until the spell ends. If the creature lands before the spell ends, it takes no falling damage and can land on its feet, and the spell ends for that creature. (1/1 Free uses per long rest) BACKGROUND - Sailor (Pirate) Personality Traits: To me, watching a tavern brawl, followed by a hearty meal for everyone involved, is a nice way to get to know a new city. I do enjoy sailing into new ports and making new friends over a flagon of ale. I stretch the truth for the sake of a good story. Ideals: Family Aspiration - Someday, I'll own my own ship-themed restaurant and be the matriarch to all the youngsters. Bond: I'm loyal to my family, both of blood and ship. Flaws: I couldn't hide my emotions and opinions even if I wanted to, and I don't want to. Background Feature: Bad Reputation No matter where you go, people are afraid of you due to your reputation. When you are in a civilized settlement, you can get away with minor criminal offenses, such as refusing to pay for food at a tavern or breaking down doors at a local shop, since most people will not report your activity to the authorities.
  10. Oh this does sound interesting. I'm not sure how it would work, but it seems like the improv would be fun. One application I filled out for a Dnd game had us make characters based off a random word, and I absolutely loved that idea. I don't mind playing any class really, except when I get the chance I usually avoid wizards, just cause they seem complicated to play. And kobolds are cute, though I might still be picturing them as the fuzzy little guys from when I played ad&d.
  11. Can my character have a pet chicken that she insists is a parrot?
  12. I think Zephyr's ready for review now. I can add more or change things if needed. His tattoo is meant to be the inheritance from his inheritor feature, but I was thinking something more in line of him being tied in to a cult or having people after him than any actual physical inheritance related to the tattoo. I realize he might be a little amnesia-y, but I don't plan on him suddenly knowing things or getting advantages from the extra memories, they're mostly just to explain some of his skills and mess with him. If a dm feels like using this as a reason to cause trouble for my character, that's great.
  13. CHARACTER THREAD TEMPLATE Zephyr Barbarian Drifter, Inheritor, Former Human "Look at me and tell me who I am, why I am what I am." BARBARIAN 5 Medium humanoid male (Jinnborn, Shaper), neutral good Armor Class 15 (18 w/ shield +1) Hit Points 55 ( 5d12 + 3 ) Speed 40' ft. (when not in heavy armor) Senses darkvision 60', passive perception 14 Languages common, southern tongue Proficiency Bonus +3 ABILITIES & SKILLS Proficiency Bonus: +3 Strength 16 (+3) Save +6 Athletics +6 Dexterity 14 (+2) Save +2 Acrobatics +2 | Sleight of Hand +2 | Stealth +2 Constitution 16 (+3) Save +6 No skills associated. Intelligence 8 (-1) Save -1 Arcana -1 | History -1 | Investigation -1 | Nature -1 | Religion +2 Wisdom 12 (+1) Save +1 Animal Handling +1 | Insight +4 | Medicine +1 | Perception +4 | Survival +4 Charisma 8 (-1) Save -1 Deception -1 | Intimidation -1 | Performance -1 | Persuasion +2 (E) denotes expertise. / Bold denotes proficiency. PROFICIENCIES & ABILITIES PROFICIENCIES Tools Woodcarver's Tools, Gaming Set (Dice) Weapons Simple, Martial Armors Light, Medium, Shields BARBARIAN CLASS ABILITIES RageOn your turn, you can enter a rage as a bonus action. While raging, you gain the following benefits if you aren't wearing heavy armor: You have advantage on Strength checks and Strength saving throws. When you make a melee weapon attack using Strength, you gain a +2 bonus to the damage roll. This bonus increases as you level. You have resistance to bludgeoning, piercing, and slashing damage. If you are able to cast spells, you can't cast them or concentrate on them while raging. Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action. Once you have raged the maximum number of times for your barbarian level, you must finish a long rest before you can rage again. (3/3) | Unarmored DefenseWhile you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit. | Danger SenseYou have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can't be blinded, deafened, or incapacitated. | Reckless AttackWhen you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn. | Form of the BeastWhen you enter your rage, you can transform, revealing the bestial power within you. Until the rage ends, you manifest a natural weapon. It counts as a simple melee weapon for you, and you add your Strength modifier to the attack and damage rolls when you attack with it, as normal. You choose the weapon's form each time you rage: Bite. Your mouth transforms into a bestial muzzle or great mandibles (your choice). It deals 1d8 piercing damage on a hit. Once on each of your turns when you damage a creature with this bite, you regain a number of hit points equal to your proficiency bonus, provided you have less than half your hit points when you hit. Claws. Each of your hands transforms into a claw, which you can use as a weapon if it's empty. It deals 1d6 slashing damage on a hit. Once on each of your turns when you attack with a claw using the Attack action, you can make one additional claw attack as part of the same action. Tail. You grow a lashing, spiny tail, which deals 1d8 piercing damage on a hit and has the reach property. If a creature you can see within 10 feet of you hits you with an attack roll, you can use your reaction to swipe your tail and roll a d8, applying a bonus to your AC equal to the number rolled, potentially causing the attack to miss you. | Extra AttackYou can attack twice, instead of once, whenever you take the Attack action on your turn. | Fast Movement+10' to movement speed when not wearing heavy armor RACIAL TRAITS DarkvisionAccustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. | Desert DescendantYou cannot get lost in the desert except by magical means. You also can't gain negative effects from extreme heat. | Siraati (Water)Resistance to Cold Damage | Elemental StrikeOnce per turn, when you make a melee attack, you can add 1d6 extra cold damage. | Protection of the JinnAdvantage on saves against effects that deal cold damage. FEATS Shield MasterYou gain the following benefits while you are wielding a shield: If you take the Attack action on your turn, you can use a bonus action to try to shove (push back or knock prone) a creature within 5 feet of you with your shield. If you aren't incapacitated, you can add your shield's AC bonus to any Dexterity saving throw you make against a spell or other harmful effect that targets only you. If you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you can use your reaction to take no damage if you succeed on the saving throw, interposing your shield between yourself and the source of the effect. WEAPONS WEAPONS Northlands Estoc +6 to hit for (1d6+3) piercing damage. | Versatile (1d8), specialDoes an additional 1d6 damage against foes wearing heavy armor, or creatures with natural armor and an AC of 16 or more. Handaxe +6 to hit for (1d6+3) slashing damage. | Light, thrown (20/60) Javelin +6 to hit for (1d6+3) piercing damage. | Thrown (30/120) EQUIPMENT & ENCUMBRANCE TOTAL ENCUMBRANCE (84.40 lbs.) Weight: 84.40 lbs. / 240 lbs. max. (15 x STR Score) Status: Unencumbered Penalty: None MONEY POUCH (2.40 lbs.) Copper: 7 | Silver: 9 | Gold: 104 | Obsidian: 0 | Platinum: 0 (120 Coins x .02 lbs. = 2.40 lbs. Total Weight) EQUIPEMENT READIED (29.5 lbs.) Equipped items can be retrieved with a manipulate item interaction. Armor (10 lbs.) Traveler's Clothes - 4 lbs. | +1 Shield* - 6 lbs. Weapons (19 lbs.) Northlands Estoc - 3 lbs. | (2) Handaxes - 4 lbs. | (6) Javelins - 12 lbs. Readied Items (0 lbs.) Masquerade Tattoo* | Potion of Healing* - 0.5lbs. | Dice Set | Signal Whistle | Piece of Chalk | (3) Moonstones (50gp) | (3) Tiger Eyes (10gp) EQUIPMENT STORED (52.5 lbs.) Stored items can be retrieved with an action. In Backpack (21.5 lbs.) Backpack - 5 lbs. | Mess Kit - 1 lbs. | (5) Torches - 5 lbs. | (5) Rations (1 day) - 10 lbs. | Steel Mirror - 0.5 lbs. | Soap | Glass Eye Strapped to Backpack (31 lbs.) Waterskin - 5 lbs. | Hemp Rope - 10 lbs. | Bedroll & Blanket - 10 lbs. | Tinderbox - 1 lb. | Woodcarver's Tools - 5 lbs EQUIPMENT NOT CARRIED (--) At Home * Denotes magic item (see below) MAGIC ITEMS NON-ATTUNED +1 Shield, Potion of Healing (2d4+2) ATTUNED (1/3) Masquerade TattooIf your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space. Fluid Ink. As a bonus action, you can shape the tattoo into any color or pattern and move it to any area of your skin. Whatever form it takes, it is always obviously a tattoo. It can range in size from no smaller than a copper piece to an intricate work of art that covers all your skin. Disguise Self. As an action, you can use the tattoo to cast the disguise self spell (DC 13 to discern the disguise). Once the spell is cast from the tattoo, it can't be cast from the tattoo again until the next dawn. APPEARANCE Age 21 | Height 5'7" | Weight 160 lbs. | Hair Black | Eyes Stormy Blue-Green | Complexion Slate Blue At first glance, Zephyr would probably seem to be a stocky human man of roughly average height, if it weren't for the blue shade of his skin and his pointed ears. He has close-cropped black hair and stormy eyes that range from green to blue depending on the lighting. His facial expressions lean towards neutral, or small half smiles, except when he bares his sharp teeth in battle frenzy. And he has a tendency towards more nervous laughter than large laughs. He wears sturdy neutral clothes, practical for travelling and doing odd jobs, foregoing armor for his weapons and a shield. His masquerade tattoo he usually keeps on his shoulder, but he has a hard time deciding what to keep it as, so it changes from day to day. It often depicts a bird or some other symbol of freedom. His other tattoo, a small symbol on the back of his neck, is usually partially covered by his clothes. A man of few words when it comes to his past, Zephyr can make passable small talk, and he's always up for a drink or a game. When he needs recharge time, he can often be found sitting in high spots like trees or balconies and whittling in his spare time. Backstory Raised by a single mother with a revolving door of "boyfriends", Zephyr (AFAB) was the youngest of nine children. They lived in a large house inherited from a relative, but with so many mouths to feed, they were still nowhere near wealthy. Zephyr's wealthy father showered him with attention on his infrequent visits, treating him like a princess. However, these moments were fleeting, and left Zephyr dysphoric, as well as more isolated when he left. Childhood was a lonely experience for Zephyr, lost in the chaos of a large family, and struggling to connect with his siblings. Feeling like he was in the wrong body didn't help. Often overwhelmed, Zephyr spent much time in the solitude of the cliffs near his home. One day, in a moment of impulse despair, he wandered too close to the edge. But instead of drowning in the sea, Zephyr found himself reborn in a new body; a strong, masculine jinnborn. A chaotic entity, intrigued by his despair, had offered him a twisted form of salvation. However, this new body came with baggage; chaotic urges and fragmented memories of the life it once held. The first few years after this transformation, unrecognizable to everyone he once knew and unable to return to his previous life, he found work on the docks, his new strength making him a valuable asset. However, manual labor alone wasn't enough to quell the chaotic urges within him. Bar brawls became a frequent occurrence. Zephyr found himself drawn to these violent confrontations. At first impulsive and unskilled, being the loser in these conflicts had him paying more attention to his body's memories, and he began to learn to channel his rage, eventually catching the attention of a pit fighter trainer. While this did offer a more structured outlet for his impulse, and training in some valuable skills, it led to more nightmares as well, his body's fragmented memories surfacing in his dreams. These memories combined with the descriptions of the cryptic tattoo on his neck and a desire to atone for the cruelties of his new body's former owner, led him to begin a life of adventuring. He hoped to do good in the world, and to learn about this mysterious cult people would think he had been a part of, hopefully before they found him. Personality & Character Traits While grateful for a fresh start, Zephyr struggles to reconcile his past and present. He struggles to reconcile who he was and the fragmented memories of a life he never knew. He suppresses chaotic urges and emotional turmoil through gambling and risky behavior, and has trouble saying no to people who would encourage such behaviours, as long as they aren't causing harm to someone innocent. His personal philosophy on power and authority is: "You're either strong or powerless. The powerless have to follow the whims of the powerful or be crushed. Therefore, if you want to be a force for good, you have to be strong. The people with the most power are the beautiful and fast talkers because they can get wealth and connections the easiest. If you're not beautiful or good with words, you'll have to rely on physical strength and luck. Sometimes the people in authority shouldn't be listened to because they're corrupt, but you can't openly fight them until you have enough wealth, strength, and/or allies to beat them." He enjoys whittling wood, something he picked up as a child, and suspects whoever used to own his body does as well. Zephyr harbours a fear of drowning due to his near death experience. He feels his body's past life most often in nightmares. He knows very little, but gets the sense that this jinnborn was not a good person and probably in a cult. He thinks the tattoo on his neck related to this, but it hasn't been recognized yet. He can't see it himself, but has gotten someone to draw it for him so he knows what it looks like. Zephyr's barbarian rage is a double-edged sword. It allows him to tap into his jinnborn body's raw power and resilience, making him a formidable warrior. However, he risks succumbing to the chaotic urges if he loses control.
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