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Lawrence Daunam, Human Bard


Trigun

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Ability Score Generation

 

EDIT: Choosing Standard Array due to sum of rolled stats being below 72.

 

Standard Array: 15, 14, 13, 12, 10, 8

Edited by Trigun (see edit history)
Name
Ability Scores
8,13,9,15,12,10
repeat(drop(4d6,lowest),6) 4,2,2,2,1,6,6,1,4,2,3,1,6,4,5,4,2,3,6,3,4,3,3,2
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Posted (edited)

Ability Scores:

-Strength: 8 (base) (-1 modifier)

-Dexterity: 13 (base) (+1 modifier)

-Constitution: 12 (base) (+1 modifier)

-Intelligence: 14 (base) + 1 (Sage Background) = 15 total (+2 modifier)

-Wisdom: 10 (base) (0 modifier)

-Charisma: 15 (base) + 1 (Sage Background) = 16 total (+3 modifier)

 

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Heritage: Human

 

Traits: 

-Age: 25

-Size: Medium

-Fast Learner: You gain proficiency in one additional skill of your choice (Intimidation). In addition, you require half as much time as normal to train yourself in the use of a suit of armor, tool, or weapon during downtime.

-Intrepid: When you make an ability check, attack roll, or saving throw, you can choose to gain an expertise die on that roll. Once you use this trait, you cannot use it again until you finish a short or long rest. 

 

Heritage Gift: Ingenious Focus

-Inexorable Concentration: When you fail a Constitution saving throws to maintain concentration, you can immediately reroll it, taking the new result. You may use this trait a number of times equal to your Intelligence modifier (minimum 1), and regain all expended uses after a long rest. (+2 Intelligence modifier) 

-Resident Expert: You have a reputation for painstaking detail on certain tasks and subjects. Choose two tools with which you are proficient , or a skill with which you are proficient from Animal Handling, Arcana, Culture, Engineering, History, Medicine, Nature, or Religion. (Alchemist's supplies and calligrapher's supplies chosen). When you make a check with that tool or skill and the d20 shows a natural result of less than 10, you can count the d20 result as being 10. 

 

Culture: Collegiate

-Philosophic Mind: Once between long rests , at the start of your turn you can suppress the effects of an enchantment spell you are under for 1 round as your logic overrides it.

-Practiced Artisan: You are proficient with calligrapher’s supplies and two other artisan's tools. (Alchemists supplies and cook's utensils chosen)

-Studied Discipline (Sciences): You have extensive knowledge in certain fields. For all skill proficiencies gained through this trait, you always choose which ability score to use for these rolls (Intelligence, Wisdom, or Charisma). Pick two skills from Arcana, History, Nature, and Religion. You gain proficiency with the two skills. (Religion and Nature chosen, Charisma)

-Languages: You can speak, read, write, and sign Common and three additional languages. (Elven, Dwarf, Halfling chosen)

 

Background: Sage

-Ability Score Increases: +1 to Intelligence and one other ability score (Charisma)

-Skill Proficiencies: History, and either Arcana, Culture, Engineering, or Religion (Arcana chosen)

-Languages: Two of your choice (Celestial and Draconic chosen)

-Suggested equipment (costs 16 gold): Bottle of ink, pen, 50 sheets of parchment, common clothes

-Feature (Library Privileges): As a fellow or friend of several universities you have visiting access to the great libraries, most of which are off-limits to the general public. With enough time spent in a library, you can uncover most of the answers you seek (any question answerable with a DC 20 Arcana, Culture, Engineering, History, Nature, or Religion check).

-Adventures and Advancement: When you visit libraries and universities you tend to be asked for help in your role as a comparatively rough-and-tumble adventurer. After fetching a few bits of esoteric knowledge and settling a few academic disputes, you may be granted access to the restricted areas of the library (which contain darker secrets and deeper mysteries, such as those answerable with a DC 25 Arcana, Culture, Engineering, History, Nature, or Religion check).

-Connection: The peer with a competing cosmological theory that causes endless friendly bickering.

-Memento: A formula for a legendary magic item for which you have no ingredients.

 

Destiny: Knowledge

-Source of Inspiration: Learning. You draw inspiration from research, understanding, and gaining new insights and data. You gain inspiration whenever you make an arcane, divine, scholastic, or scientific discovery.

-Inspiration Feature: Critical Evaluation. As a bonus action you may spend your inspiration to quickly evaluate a creature or item you can see and accurately determine one objective attribute of your choice. When evaluating a creature in this way, you may determine its resistances immunities vulnerabilities , what languages it speaks, or its Armor Class. When evaluating an item in this way, you may determine if it is magical, poisonous, cursed, trapped, or its approximate value.

-Fulfillment Feature: Converging Theories. Your understanding has bridged the gaps and you join what once was disparate into a unified scientific and spiritual theory. Your Intelligence, Wisdom, and Charisma scores each increase by 2 and their maximums each become 22.

-Motivation: Enigma. A puzzle has occupied your every thought and you must find the solution.

 

Class: Bard

-Level: 1

-Hit Dice: 1d8 per bard level

-Hit Points: 8 + Constitution modifier = 8 + 1 = 9 hit points total

 

Proficiencies:

-Armor: Light armor

-Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords

-Tools: Two musical instruments of your choice, or 1 musical instrument and any other tool (Lute and Flute chosen)

-Saving Throws: Dexterity, Charisma

-Skills: Choose any three (Deception, Persuasion, Performance chosen)

 

Skill Specialties: Choose two skill specialties from skills you are proficient in. (Persuasion: Negotiation, Deception: Ciphers chosen) Bonus knowledge from Intelligence modifier also included (History: Legends and Arcana: Magic Items chosen.)

 

Class Features:

-Art Specialty: No bard is complete without their instrument. Be it a flute, a lute, or even your own voice, starting at 1st level you learn how to make art your greatest weapon for influencing the battlefield. For the purposes of spellcasting, any musical instrument that you have proficiency with counts as a spell focus. Although spells can be cast without these instruments, only targets that are able to perceive your performance can benefit from this feature. Whenever you finish a short or long rest , choose one of the following to be your Art Specialty.

-Bardic Inspiration (3/3): You have a preternatural ability to inspire those around you. You can use a bonus action to choose one creature other than yourself within 60 feet of you who can hear or see 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 Narrator 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 (minimum once). You regain any expended uses when you finish a long rest. At 5th level your Bardic Inspiration die increases to d8, at 10th level it increases to d10, and at 15th level it increases to d12.

-Battle Hymn: Like music, battle can be wild and chaotic, and through the sensible use of formula and talent order can be brought with a dedicated change of tune. At 1st level, you learn a battle hymn. It can be expressed in any way you like—a special leitmotif in your music, a change in pitch, or even a more advanced version of your favorite art. Once at the start of your turn, you can activate a battle hymn by expending a use of Bardic Inspiration (no action is required). Performing a battle hymn requires your concentration, as though you were casting a spell. Once activated, a battle hymn continues until you lose concentration or the start of your next turn. Whenever you gain a bard level, you may swap one battle hymn you know for a new battle hymn.

--Song of Clarity: At the start of the creature’s turn, if it is not at 0 hit points the creature may expend and roll one of its hit dice to regain hit points.

 

Spellcasting:

-Cantrips: Two cantrips of your choice from the bard spell list. (Vicious Mockery and Friends chosen)

-Spell slots: 2

-Spells known of 1st level or higher: Four 1st-level spells of your choice from the bard spell list. (Cure Wounds, Healing Word, Arcane Riposte and Comprehend Languages chosen)

-Ritual Casting: You can cast any bard spells you know as a ritual if it has the ritual tag.

-Spellcasting ability: Charisma

-Spell save DC: 8 + your proficiency bonus + your Charisma modifier = 8 + 2 + 3 = 13 DC

-Spell attack modifier: your proficiency bonus + your Charisma modifier = 2 + 3 = 5

-Spellcasting focus: You can use an arcane focus or Art Speciality as a spellcasting focus for your bard spells.

 

Proficiency Bonus: +2

 

Equipment:

-Ambassador's Set (costs 91 gold): Longsword, shortbow with 20 arrows, padded leather, diplomat’s pack, violin

 

Gold: 44 gold.

 

Appearance: Lawrence is a young man of the age of 25, with slightly tan skin and hazel eyes. He has short brown hair, standing at a height of 6'0" feet and 179 lbs. He also wears a white shirt with a bright purple coat and padded leather armor over it. On his back are his sword, sheathed, quiver and shortbow as well, with his lute hanging over his shoulder. He also wears a pair of purple pants with a pair of traveling, brown boots, his flute tucked in his belt. Lawrence also has a pack for carrying his things, his own tools amongst them.

 

Personality: Lawrence is a very knowledgeable person. He's someone who's always eager to learn, whether they're legends, or stories or even histories of the world. He's also an outgoing person, eager to talk to new people he runs into and is easy to get along, willing to help anyone if he's capable and able to do so. However, he can be very impulsive and easily distracted, sometimes getting lost in thought or thinking too much, especially if he's reading. Despite his scholarly pursuits, he does have a good sense of music, skilled with both flute, lute and his own voice.

 

Background: Lawrence was born to a couple who owned a small inn in Hengistbury. He grew up helping his parents around the inn, cleaning the guest rooms, doing errands and the few short times he was allowed to play with other children, which was on slow days. Yet his interests in knowledge and music began after a visiting merchant left when he was of the age of 8. His parents had taught him to read but he never had to before. The merchant however, gave him a book as a tip, telling him it was worth more than he thought. While it would take him years to learn that it's because the book was a collectible worth a tidy sum, Lawrence took it more philosophically, enjoying reading and gaining a desire for knowledge as a result. The book spoke of the history of the fallen elven empire and some of it's legends, especially the epic battle between an elven general and a large, powerful lizardman chieftain.

 

The story entranced him and he found himself reading it every time he got some free time. Lawrence still played with the other children when he could, but his nights were always about reading. This cause some friction with his parents, who believed learning and such was a waste when he could be learning a solid, stable trade. The boy still stubbornly clung to his dream, of working in a large library, reading and learning, recording new knowledge and such. Doing scholarly work, traveling to learn old legends and such, which is also seen as something adventurers do.

 

As such, he worked hard to save up money so he could travel up north to Northminster, to gain work as a scholar. By the time he reached the age of 16, he was considered an adult and had saved up enough to leave. Thankfully, his parents did allow him to leave, but not before saying he always had a place back at the inn. Lawrence suspected that they were expecting him to come crawling back after failing to gain work up north and take over the inn as they wanted. Either way, he joined a caravan after saying his goodbyes and traveled to Northminster.

 

Once he arrived, he quickly searched for work regarding being a scholar and was sent to the abbey. There, Lawrence managed to gain apprenticeship under a mid-level scholar and quickly learned the reality of working in the abbey. The current abbot was less inclined to religion and knowledge like the previous one and more ill-defined. There were many times he worked on a tome, only to be told it was false or the knowledge was heretical and forced to get rid of the books. At first, he thought he could keep one, sneaking it out once he was told to destroy it. While the young sage was not found out, he saw what happened to someone else who tried the same thing he did. The sight of a tied up, almost naked sage, neck hanging from a noose and a heavy stone tied to his legs and left dangling in the air was a traumatizing thing indeed.

 

For seven years, he worked there, being careful to never end up as someone's target by showing complete indifference to the politics involved in the abbey. Lawrence had been wishing to leave the abbey, tired of being talked into siding with one of the factions in the abbey and finally got his chance when he was sent west to Wintercliff to help bring some tomes donated to the abbey. He made to leave immediately but disaster struck halfway through when they were ambushed by bandits. The caravan managed to survive but took longer due to stolen supplies and two injured horses. Things got worse when they arrived and learned that what they were bringing was in exchange for the donated tomes.

 

The acolyte in charge was ambitious and arrogant, panicking at the thought of being punished. So he chose someone unimportant, who no one would bat an eye at being punished, and also would have no one defending him due to lacking influence of any kind, to be the scapegoat. And sadly, Lawrence fit the bill. Thankfully, he had always behaved himself and his one indiscretion had never been found out, so his punishment was thankfully lenient. Unfortunately, it amounted to a two year exile in Wintercliff, and he was not allowed near the tomes in the temple there either as part of his punishment.

 

As such, he was forced to do menial, clerical work. It didn't help that the acolytes stationed there blamed him for the whole bandit problem even though Lawrence was just as much a victim as they were. Being the one who was punished meant he made an easy target, making his days of exile seem longer and harder. The young man would've gone insane, unaccustomed to being attacked and treated like this, if it wasn't for the friendship of a traveling bard. The two had met one night in the tavern and Lawrence, feeling lonely, offered to buy the bard some food. The latter shows he had learned of his undeserved reputation but revealed he didn't believe it, having also known about his accuser's bad habits and telling him he wasn't the first one thrown under the rug like that.

 

The young sage even learned to play music from the bard, not just playing instruments but singing as well. That along with his sagely knowledge made for an effective storyteller, as halfway through his exile, he was allowed to sing acapella during the monthly service done by the temple. As he reached the age of 25, Lawrence received a letter from the abbey one day. Reading it, he learned that his exile had come to an end and to report back to the abbey in Northminster in a week's time. The young sage quickly packed everything, including his weapons, having learned some self defense and bardic magic as well during his exile. He managed to return in four days, ahead of time, with no issues. What he didn't know was that doing so would land him underneath and into the beginning of a new adventure.

Edited by Trigun (see edit history)
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Lawrence Daunam

Human BARD 1 token_1.png.e42c264db18ed8e489d2568f735dc7c2.png


AC: 13 | HP: 9/9 | Maneuver DC: 11 | Passive Perception/Insight: 10/10
Spell Slots: 1st 2/2, 2nd 0/0 | Spell Attack: +5 | Spell DC: 13
Bardic Inspiration: 3/3 | Eternium Palette: 1/1 | DM Inspiration: 1/1


Posts should use the default size and color for optimal viewing across different themes and devices. If you decide to use colors, it's best to adhere to the basic palette since these colors vary with the themes.

"Speech should always be in quotes and in bold." Thoughts should be in italics

Mechanics

Main Hand: Empty
Off Hand: Empty


Action: Your action goes here.
Bonus Action: Your bonus action goes here.
Move: Your movement goes here.
Manipulate: Your one free object interaction goes here.

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  • 3 weeks later...

Thanks for the application. I adjusted the token size and position for you in the posting template (double click on a picture to bring up the editor to size and float it).

It also looks like you might benefit from using the clone function to copy another post which keeps all the formatting.

Application looks good, all the pieces are there. I have marked him as completed.

Good luck in final selection.

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