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Brigantyna
The Enchanting Musician! 
 
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"It's Showtime! Smile for the Crowd!"

 

Bard, College of Glamour

Medium Drow Female, Lawful Good


Armor Class 14

Hit Points 27/27
Speed 30 ft


Senses Passive Perception 13, Superior Darkvision, Sunlight Sensitivity

Languages Common, Elvish

Proficiency Bonus +2

 

ABILITIES & SKILLS

Proficiency Bonus: +2

Strength 10 (+0)
Save +0
Athletics +3


Dexterity 15 (+2) 
Save +4 
Acrobatics +6* | Sleight of Hand +3 | Stealth +5


Constitution 12 (+1)
Save +1 
No skills associated.


Intelligence 11 (+0)
Save +0
Arcana +1 | History +1 | Investigation +1 | Nature +1 | Religion +1


Wisdom 12 (+1)
Save +1 
Animal Handling +2 | Insight +2 | Medicine +2 | Perception +3 | Survival +2


Charisma 16 (+3) 
Save +5 
Deception +4 | Intimidation +4 | Performance +7*Persuasion +5

Bold denotes Proficiency. *Denotes Expertise.

 
PROFICIENCIES & ABILITIES

 PROFICIENCIES

  • Tools Dragonchess, Land Vehicles
  • Instruments Viols, Flutes, Drums 
  • Weapons Daggers, darts, light crossbows, longbows, longswords, rapiers, shortbows, shortswords, slings, staves 
  • Armors Light

BARD CLASS ABILITIES
Bardic Inspiration (d8) | Jack of All Trades (+1) | Song of Rest (d6) | College of Glamour | Mantle of Inspiration | Enthralling Performance


RACIAL TRAITS
Superior Darkvision | Keen Senses | Fey Ancestry | Trance | Sunlight Sensitivity | Drow Magic


FEATS
None yet...


SUPERNATURAL GIFT

Heroic Destiny

Great deeds lie in your future, and it will take extraordinary effort to kill you before you accomplish those deeds. Choose or roll a random destiny using the Heroic Destiny table. Additionally, you gain the following traits.

Defy Death. 

You have advantage on death saving throws.

 
Hard to Kill. 

When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. Once you use this trait, you can't use it again until you finish a long rest.

 

 

WEAPONS

WEAPONS

  • (Weapon Here) +7 to hit for (1d8+4) piercing, magic damage. | Finesse
  • Dagger +6 to hit for (1d4+3) piercing damage. | Finesse, light, thrown (20/60)
  • Longbow +6 to hit for (1d8+3) piercing damage. | Ammunition, heavy, two-handed (150/600)

 

SPELLS

SPELL SLOTS 4/4 (1st), 2/2 (2nd)

  • Bard - Spell Save DC: 13 | Spell Attack Mod: +5 | Spells Known: 6 + Dancing Lights + Faerie Fire

CANTRIPS (Bard)

Dancing Lights | Prestidigitation | Vicious Mockery


FIRST LEVEL (Bard)

Cure Wounds | Color Spray | Feather Fall | Silvery Barbs | Faerie Fire (One Free Use per Long Rest (Drow Magic))


SECOND LEVEL (Bard)

Mirror Image | Calm Emotions 


THIRD LEVEL (Bard) (Keeping this for when we do reach this level)
Spell | Spell

* Denotes a Midgard spell. / (C) Denotes concentration. / (R) Denotes reaction spell. / (B) Denotes bonus action spell.

 

EQUIPMENT & ENCUMBERANCE (To be Updated)

TOTAL ENCUMBERANCE (54.80 lbs.)

  • Weight: 54.80 lbs. / 150 lbs. max. (15 x STR Score)
  • Status: Unencumbered
  • Penalty: None

MONEY POUCH (3.30 lbs.)

Copper: 0 | Silver: 165 | Gold: 0 | Obsidian: 0 | Platinum: 0

(165 Coins x .02 lbs. = 3.30 lbs. Total Weight)


EQUIPMENT READIED (21 lbs.)

Equipped items can be retrieved with a manipulate item interaction.

  • Armor (17 lbs.) Traveler's Clothes - 4 lbs. Studded Leather Armor - 13 lbs
  • Weapons (3 lbs.) Rapier - 2 lbs. | Dagger - 1 lb.  
  • Readied Items (1 lbs.) Viol - 1 lb. 

EQUIPMENT STORED (30.5 lbs.)

Stored items can be retrieved with an action.

  • In Backpack (18 lbs.) Backpack - 5 lbs. | Disguise Kit - 3 lbs. | 2 sets of Costume Clothes - 8 lbs | (5) Candles | (5) Days of Rations - 2 lbs 
  • Strapped to Backpack (12.5 lbs.) Waterskin - 5 lbs. | Bedroll - 7 lbs. | Dragonchess Set - 0.5 lbs.

EQUIPMENT NOT CARRIED (--)

  • At Home Nothing...

* Denotes magic item (see below)

 

MAGIC ITEMS 

NON-ATTUNED

 


ATTUNED (0/3)

 

 

APPEARANCE

Age 645 | Height 4'8" | Weight 150 lbs. | Hair White | Eyes Blue| Complexion Dark Ashen


 

 

BACKGROUND

Mercenary Veteran
Source Sword Coast Adventurer's Guide


  • Personality Traits: I've lost too many friends, and I'm slow to make new ones.
    I can stare down a hell hound without flinching.
  • Ideals: Greater Good. Our lot is to lay down our lives in defense of others. (Good)
    Responsibility. I do what I must and obey just authority. (Lawful)
  • Bonds: Those who fight beside me are those worth dying for.
    I'll never forget the crushing defeat my company suffered or the enemies who dealt it.
  • Flaws: I have little respect for anyone who is not a proven warrior.
    I made a terrible mistake in battle that cost many lives—and I would do anything to keep that mistake secret.

Background Feature: Mercenary Life

You know the mercenary life as only someone who has experienced it can. You are able to identify mercenary companies by their emblems, and you know a little about any such company, including who has hired them recently. You can find the taverns and festhalls where mercenaries abide in any area, as long as you speak the language. You can find mercenary work between adventures sufficient to maintain a comfortable lifestyle (see "Practicing a Profession" under "Downtime Activities" in chapter 8 of the Player's Handbook).


BACKSTORY

Brigantyna is a mysterious traveling bard. Her tales and songs enchant and delight her audience everywhere she went. However, she seems to keep everyone at arms' length. So, nobody really knows about her life. She hasn't spoken a word about herself to anyone. Her background is shrouded in mystery. 

She tends to travel by night, so she is not hindered by the sunlight. People have noticed that she's not just an expert entertainer, so is also capable of magic and combat. Wherever she goes, she helps good people who are in need of assistance. She also seems to be knowledgable about customs and rules regarding Mercenaries. While she hasn't given a name of a Mercenary Company she worked with before, it is clear that she is a Mercenary Veteran. Despite her appearance, she has a wizened and steeled look to her blue eyes. Do not ask or even bring up her age. It would be quite rude! 

Lately, during her trances, she's been receiving visions of a man telling her to find him and that he is in Haalea, before a yellow eye appears saying that she would be the last to die. 

With that vision plaguing her trances, she decided to head to Haalea next. There were too many questions and she needed to know what was going on. If someone was in trouble...well, then she had to help them. She couldn't just ignore what is happening. 

So, she is now traveling to Haalea alone. Unless....she finds others who shared the same nightmare. 

Show Stat Block

[b][url=http://www.myth-weavers.com/sheet.html#id=2764859]Brigantyna [/url][/b] 
[i]Drow Bard: College of Glamour 3 [/i] 

[b]AC[/b] 14 [b]HP[/b] 27/27 [b]Speed[/b] 30ft 

[b]Str[/b] 10 (0) [b]Dex[/b] 15 (2) [b]Con[/b] 12 (1) [b]Wis[/b] 12 (1) [b]Int[/b] 11 (0) [b]Cha[/b] 16 (3)

[b]Attacks[/b]
[b]Rapier[/b] +4 1d8+2
[b]Dagger[/b] +4 1d4+2
[b][/b]  
[b][/b]  
[b][/b]  

+2 DEX, +1 CHA

Superior Darkvision: Accustomed to the depths of the Underdark, you have superior vision in dark and dim conditions. You can see in dim light within 120 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.

Keen Senses: You have proficiency in the Perception skill.

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

Trance: Elves don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is "trance.") While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.
If you meditate during a long rest, you finish the rest after only 4 hours. You otherwise obey all the rules for a long rest; only the duration is changed.

Sunlight Sensitivity: You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.

Drow Magic: You know the dancing lights cantrip. When you reach 3rd level, you can cast the faerie fire spell once with this trait; you regain the ability to cast it when you finish a long rest. When you reach 5th level, you can also cast the darkness spell once per day with this trait; you regain the ability to cast it when you finish a long rest. Charisma is your spellcasting ability for these spells.

Bardic Inspiration: 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 d10 at 10th level, and a d12 at 15th level.

Jack of All Trades: Starting at 2nd level, you can add half your proficiency bonus, rounded down, to any ability check you make that doesn't already include your proficiency bonus.

Song of Rest (D6) : Beginning at 2nd level, you can use soothing music or oration to help revitalize your wounded allies during a short rest. If 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.
The extra hit points increase when you reach certain levels in this class: to 1d8 at 9th level, to 1d10 at 13th level, and to 1d12 at 17th level.

Mantle of Inspiration: When you join the College of Glamour at 3rd level, you gain the ability to weave a song of fey magic that imbues your allies with vigor and speed.
As a bonus action, you can expend one use of your Bardic Inspiration to grant yourself a wondrous appearance. When you do so, choose a number of creatures you can see and that can see you within 60 feet of you, up to a number equal to your Charisma modifier (minimum of one). Each of them gains 5 temporary hit points. When a creature gains these temporary hit points, it can immediately use its reaction to move up to its speed, without provoking opportunity attacks.
The number of temporary hit points increases when you reach certain levels in this class, increasing to 8 at 5th level, 11 at 10th level, and 14 at 15th level.

Enthralling Performance: Starting at 3rd level, you can charge your performance with seductive, fey magic.
If you perform for at least 1 minute, you can attempt to inspire wonder in your audience by singing, reciting a poem, or dancing. At the end of the performance, choose a number of humanoids within 60 feet of you who watched and listened to all of it, up to a number equal to your Charisma modifier (minimum of one). Each target must succeed on a Wisdom saving throw against your spell save DC or be charmed by you. While charmed in this way, the target idolizes you, it speaks glowingly of you to anyone who talks to it, and it hinders anyone who opposes you, although it avoids violence unless it was already inclined to fight on your behalf. This effect ends on a target after 1 hour, if it takes any damage, if you attack it, or if it witnesses you attacking or damaging any of its allies.
If a target succeeds on its saving throw, the target has no hint that you tried to charm it.
Once you use this feature, you can't use it again until you finish a short or long rest.

Expertise: At 3rd level, choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies. (Performance & Acrobatics)
At 10th level, you can choose another two skill proficiencies to gain this benefit.

Mercenary Life: You know the mercenary life as only someone who has experienced it can. You are able to identify mercenary companies by their emblems, and you know a little about any such company, including who has hired them recently. You can find the taverns and festhalls where mercenaries abide in any area, as long as you speak the language. You can find mercenary work between adventures sufficient to maintain a comfortable lifestyle (see "Practicing a Profession" under "Downtime Activities" in chapter 8 of the Player's Handbook).

Supernatural Gift: Heroic Destiny
Great deeds lie in your future, and it will take extraordinary effort to kill you before you accomplish those deeds. Choose or roll a random destiny using the Heroic Destiny table. Additionally, you gain the following traits.

Defy Death. 
You have advantage on death saving throws.

 
Hard to Kill. 
When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. Once you use this trait, you can't use it again until you finish a long rest.

 

Edited by Guardian Angel Haruki
Removed copyright infringing links. (see edit history)
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Rolling for Stats...!

 

Character Generation: Drow Bard. College of Glamour. Background: Mercenary Veteran.

 

Gold (I'm sorry, Silver) Count...

200 SP

+10 SP from Background

----------------------------------

210 SP

-45 Studded Leather Armor

-----------------------------------

165 SP

+5 SP (Selling Standard Leather Armor)

--------------------------------------------------------

170 SP

 

Edited by Guardian Angel Haruki (see edit history)
Name
Ability Scores
11,12,13,12,15,10
repeat(drop(reroll(4d6,1,below),lowest),6) 3,3,4,1,4,6,2,1,4,2,6,2,5,2,2,5,3,4,1,6,2,3,6,1,2,4,2,4
Race
55
1d100 55
Elf
85
1d100 85
Class
3
1d12 3
Subclass
3
1d8 3
Background
15
1d100 15
Traits
8
2d8 3,5
Ideals
3
2d6 1,2
roll
9
2d6 5,4
Flaws
5
2d6 2,3
HP Level 2
8
1d8+1 7
HP Level 3
9
1d8+1 8
Height & Weight Modifiers
2; 6
2d6;1d6 [1,1]; [1,1,6]
Height & Weight Modifiers Reroll
3; 2
2d6;1d6 [1,2]; [1,2,2]
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9 minutes ago, Guardian Angel Haruki said:

 

There are a couple such as the Grim Striders who are rebelling against queen Sylra and the Scorpion Queen. There are the Slivershade Mercenaries who act as hired escorts to and from the Underdark. But please feel free to create your own I always love seeing what players can come up with!

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3 minutes ago, TheWordWeaver said:

There are a couple such as the Grim Striders who are rebelling against queen Sylra and the Scorpion Queen. There are the Slivershade Mercenaries who act as hired escorts to and from the Underdark. But please feel free to create your own I always love seeing what players can come up with!

Ooh! OK.

I think I'll create a Mercenary Group that once existed as allies of the Grim Striders...

 

 

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@TheWordWeaver

Hi.

Um...I'm almost done with the app, but apparently my app is now hidden. ^^"
Sorry to bother you, but can you help?

I deleted the picture in case that was the problem. But it's still hidden.

I tried adding in my app into the dice roll post, without the picture, and that got hidden too. DX

 

Never Mind, I learned what the problem was. Turns out the links to other D&D websites were copyright infringement. ^^" Now, I've learned.

Thank you, @Stygian!

Edited by Guardian Angel Haruki (see edit history)
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