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Act 2.5: The Book in the Old House


bwatford

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Virgil Elaleth The People's Legal Councilspacer.png


Virgil listened to the others, nodding along. "I agree, I'm not sure how much more careful we can be," he said to the others. "We've been checking everything to the best of our knowledge, and you even opened up that trapped coffer with your spear instead of your hand," he said to Caspian. "I don't think we're being careless. We're doing the job we were hired to do, and sometimes that means being in danger. We're doing our best to be careful, and I think as long as we continue to look out for each other, we will be successful."



Mechanics

Main Hand: None
Off Hand: None


Death Saves: 2 success, 1 failure
 

Action: none
Bonus Action: None.
Move: None
Manipulate: None.

Character Sheet

Virgil Elaleth
Half-Elf Bard 1


STATS

Str 10 (+0) Dex 14 (+2) Con 14 (+2) Int 12 (+1) Wis 12 (+1) Cha 16 (+3)
HP 1/10 HD 1/1d8 AC 13 (Leather) Speed 30 ft. 

Bardic Inspiration: 3/3d6

Passive Perception 13 Initiative +2
DM Inspiration No
Languages Common, Elvish, Gasquen
Background Entertainer Feature  By Popular Demand

You can always find a place to perform, usually in an inn or tavern but possibly with a circus, at a theater, or even in a noble’s court. At such a place, you receive free lodging and food of a modest or comfortable standard (depending on the quality of the establishment), as long as you perform each night. In addition, your performance makes you something of a local figure. When strangers recognize you in a town where you have performed, they typically take a liking to you.


WEAPONS

Rapier +4 attack, 1d8+2 piercing damage
Dagger (range 20/60) +4 attack, 1d4+2 piercing damage


PROFICIENCIES

Proficiency +2 Saving Throws Dexterity +4, Charisma +5 
Skills Acrobatics +4, Deception +5, Insight +3, Perception +3, Performance +5, Persuasion +5, Stealth +4
Tools Disguise Kit, Lute, Drum, Flute, Flute (Pan)
Weapons Simple, Crossbow (Hand), Longsword, Rapier, Shortsowrd
Armor Light



FEATS 

 


RACIAL FEATURES.
Darkvision: Accustomed to living underground and in other dingy places, you have superior vision in dark and dim conditions. To a distance of 60 feet from yourself, you can see in dim light 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.

Fey Ancestry: You have advantage on saving throws against being charmed, and magic can’t put you to sleep.


CLASS FEATURES

Spellcasting: You have learned to untangle and reshape the fabric of reality in harmony with your wishes and music. Your spells are part of your vast repertoire, magic that you can tune to different situations. See chapter 10 for the general rules of spellcasting and chapter 11 for the bard spell list.

Cantrips:
You know two cantrips of your choice from the bard spell list. You learn additional bard cantrips of your choice at higher levels, as shown in the Cantrips Known column o f the Bard table.

Spell Slots:

The Bard table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot o f the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
For example, if you know the 1st-level spell cure wounds and have a 1st-level and a 2nd-level spell slot available, you can cast cure wounds using either slot.

Spells Known of 1st Level and Higher
You know four 1st-level spells of your choice from the bard spell list.
The Spells Known column of the Bard table shows when you learn more bard spells of your choice. Each of these spells must be of a level for which you have spell slots, as shown on the table. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.
Additionally, when you gain a level in this class, you can choose one of the bard spells you know and replace it with another spell from the bard spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability:

Charisma is your spellcasting ability for your bard spells. Your magic comes from the heart and soul you pour into the performance o f your music or oration. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a bard spell you cast and when making an attack roll with one.

Spell save DC (13) = 8 + your proficiency bonus (2) + your Charisma modifier (3)
Spell attack modifier (5) = your proficiency bonus (2) + your Charisma modifier (3)

Ritual Casting:
You can cast any bard spell you know as a ritual if that spell has the ritual tag.

Spellcasting Focus:
You can use a musical instrument (found in chapter 5) as a spellcasting focus for your bard spells.

 

Bardic Inspiration: (1d6) You can inspire others through stirring words or music. To do so, you 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 d6.
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 (a minimum of once). You regain any expended uses when you finish a long rest.
Your Bardic Inspiration die changes when you reach certain levels in this class. The die becomes a d8 at 5th level, a d 10 at 10th level, and a d l2 at 15th level.

 

Equipment

General Inventory (46.06 lbs.)

Rapier - 2 lbs.
Dagger - 1 lbs.
Leather Armor - 10 lbs.

Winter Clothes - 5 lbs

Snow Goggles - 0 lbs
Coin Pouch - 1 lb.

Ball Bearings x 1000 2 lbs.

Caltrops x 20 - 2 lbs.

Flask of Oil x 2 - 2 lbs. 

Chalk x 10 - 2 lbs.

Backpack - 5.0 lbs.
Bell - 0.0 lbs.
Costume - 4 lbs.
Ink - 0.06 lbs.
Ink Pen - 0.0 lbs.
Mess Kit - 1.0 lbs.
Paper x5 - 0.0 lbs.
Rations x3 - 6 lbs.
Perfume - 0.0 lbs. 
Scroll Case x2 - 2 lbs.
Sealing Wax - 0.0 lbs.
Soap - 0.0 lbs.
Tinderbox - 1.0 lbs.
Love Letter - 0.0 lbs.
Scroll of Cure Wounds x 2 - 0.0 lbs.


Coin Purse (0.34 lbs.)
Platinum: 0
Gold: 17
Electrum: 0
Silver: 0
Copper: 0

 

Encumbrance

Max Load: 90 lbs. (15 x STR)

Current Weight: 64.84 lbs.

Spells

 Bard Spells


Spell Save DC: 12
Spell Attack Mod: +5
Spells Known: 4

Cantrips

Prestidigitation

Vicious Mockery


1st Level

Bane

Charm Person

Dissonant Whispers

Healing Word

 

 

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Caspian Talwycke - The Questing Doctorimage.png.5698ff5fa8bc912017df6f0b64149ba6.png


 The Doctor  AC: 16 | HP: 6/9  | HD: 1/1d8 | Initiative: +3 | Passive Perception: 13 | Ki: 0/0 | DM Inspiration: 1/1


The young man rubbed the back of his neck, trying to listen to what the Captain and Virgil were saying instead of just what he thought he should hear.  It was a bit of advice he'd gotten from a scroll he'd half read in a monastery.  It had been fairly metaphor heavy, going on about reflections, and honestly viewing oneself in order to achieve true understanding and unity of body and spirit, and in truth Caspian had set it aside before he'd finished because there wasn't much about cultivating Ki in it, but there had been a paragraph that talked about the reflection of self in others, and that some things were less biased coming from unclouded eyes when the mirror of one's heart had yet to be cleared of dust... or something like that.

 

Still, while he could agree he had been careful, and appreciated that no one seemed to be blaming him for what had transpired in the study, he had been acting without knowing exactly what sort of care was really necessary.  That was still something that he needed to correct.  

 

"Magical traps," Caspian muttered, folding his hands and tapping his thumbs together, "I guess we can presume the other coffer is trapped as well?"



Mechanics

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Main Hand: Empty
Off Hand: 

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Action: .
Bonus Action: N/A.
Move: .
Manipulate: .

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Ki Abilities

     

 

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