MysteriousMiller Posted August 3 Clone Share Posted August 3 (edited) Too good an opportunity to miss! I'm thinking Rogue (Spy) Just need to decide on everything else... As always I will look for inspiration in a portrait I'll try a random generator for Height, weight etc. Age: 112 Height: 4' 8" + 2" = 4' 10" Weight: 90+(2×2)-14 = 80 lbs. Trinket: 66 - a single caltrop made of bone Ru's time in the Shadowrealm has caused Weight loss as well as other physical changes. Spending: general resources 91 gp, 8 sp, 2 cp Howard's Handy Spice Pouch 100 gp Remaining Coin: 408 gp 1 sp 8 cp Edited August 17 by MysteriousMiller (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Age 112 4d6+100 3,2,6,1 Height modifier 2 2d8 1,1 Weight modifier 2 1d4 2 Trinket 66 1d100 66 Weight loss 14 2d6+6 6,2 Link to comment Share on other sites More sharing options...
MysteriousMiller Posted August 4 Author Clone Share Posted August 4 (edited) Ru'ath Firvanna Shadow Touched Elf "If you watch, and you listen, all secrets will be revealed." ROGUE 5 (Spy) Medium, female, humanoid (Shadar-kai elf), neutral good Armor Class 15 Hit Points 28 ( 5d8 + 0 ) Speed 30' ft. Senses darkvision 60', passive perception 20' Languages common, elvish, thieves' cant Proficiency Bonus +3 ABILITIES & SKILLS Proficiency Bonus: +3 Strength 8 (-1) Save -1 Athletics -1 Dexterity 16 (+3) Save +6 Acrobatics +3 | Sleight of Hand +9 (E) | Stealth +9 (E) Constitution 10 (+0) Save +0 No skills associated. Intelligence 12 (+1) Save +4 Arcana +2 | History +1 | Investigation +7 (E) | Nature +1 | Religion +1 Wisdom 14 (+2) Save +2 Animal Handling +2 | Insight +5 | Medicine +2 | Perception +8 (E) | Survival +2 Charisma 16 (+3) Save +3 Deception +9 (E) | Intimidation +3 | Performance +3 | Persuasion +6 (E) denotes expertise. / Bold denotes proficiency. PROFICIENCIES & ABILITIES PROFICIENCIES Tools Thieves' tools, Disguise kit Instruments Lutes Weapons Light weapons, hand crossbows, longswords, rapiers, shortbows, shortswords Armors Light ROGUE CLASS ABILITIES Sneak Attack (3d6)Beginning at 1st level, 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 shown in the Sneak Attack column of the Rogue table. | Thieves' CantDuring 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 an area are easy marks or will provide a safe house for thieves on the run. | ExpertiseAt 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves' tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies. (Perception, Investigation) At 6th level, you can choose two more of your proficiencies (in skills or with thieves' tools) to gain this benefit. | Steady AimAt 3rd level, as a bonus action, you give yourself advantage on your next attack roll on the current turn. You can use this bonus action only if you haven't moved during this turn, and after you use the bonus action, your speed is 0 until the end of the current turn. | Cunning ActionStarting at 2nd level, 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. | SpycraftStarting at 3rd level, you become a master of spycraft. You gain proficiency with the Dexterity (Stealth), Dexterity (Sleight of Hand), and Charisma (Deception) skills if you are not already proficient in them or double your proficiency bonus if you are already proficient in them. | Photographic MemoryStarting at 3rd level, you gain photographic memory and can recall the most minute details of what you’ve seen. You can recall every detail of a single image or a single page of script that you’ve studied for one round. You can recall a number of images or pages up to your Intelligence ability modifier. You can memorize new images or pages, but you will lose the memory of an image or page that you have previously memorized. | Uncanny DodgeStarting at 5th level, 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. RACIAL TRAITS DarkvisionYou 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 discern colors in that darkness only as shades of gray. | Keen SensesYou have proficiency in the Perception skill. | Fey AncestryYou have advantage on saving throws you make to avoid or end the charmed condition on yourself. | TranceYou don’t need to sleep, and magic can’t put you to sleep. You can finish a long rest in 4 hours if you spend those hours in a trancelike meditation, during which you retain consciousness. Whenever you finish this trance, you can gain two proficiencies that you don’t have, each one with a weapon or a tool of your choice selected from the Player’s Handbook. You mystically acquire these proficiencies by drawing them from shared elven memory, and you retain them until you finish your next long rest | Necrotic ResistanceYou have resistance to necrotic damage. | Blessings of the Raven QueenAs a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. Starting at 3rd level, you also gain resistance to all damage when you teleport using this trait. The resistance lasts until the start of your next turn. During that time, you appear ghostly and translucent. FEATS Shadow TouchedYour exposure to the Shadowfell's magic has changed you, granting you the following benefits: Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20. You learn the Invisibility spell and one 1st-level spell of your choice. The 1st-level spell must be from the Illusion or Necromancy school of magic. (Disguise Self) You can cast each of these spells without expending a spell slot. Once you cast either of these spells in this way, you can't cast that spell in this way again until you finish a long rest. You can also cast these spells using spell slots you have of the appropriate level. The spells' spellcasting ability is the ability increased by this feat. (CHA) | WEAPONS WEAPONS Rapier +5 to hit for (1d8+3) piercing damage. | Finesse Dagger +5 to hit for (1d4+3) piercing damage. | Finesse, light, thrown (20/60) Shortbow +5 to hit for (1d6+3) piercing damage. | Ammunition, two-handed (80/320) SPELLS SPELL SLOTS none Spell Save DC: 14 | Spell Attack Mod: +6 | Spells Known: CANTRIPS FIRST LEVEL Disguise Self Casting Time: 1 action Range: Self Target: Self Components: V S Duration: 1 hour Classes: Bard, Sorcerer, Wizard You make yourself—including your clothing, armor, weapons, and other belongings on your person—look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can’t change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you. The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair. To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your spell save DC. (1 Free Use) SECOND LEVEL Invisibility Casting Time: 1 action Range: Touch Target: A creature you touch Components: V S M (An eyelash encased in gum arabic) Duration: Up to 1 hour Classes: Bard, Sorcerer, Warlock, Wizard A creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target’s person. The spell ends for a target that attacks or casts a spell. At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. (1 Free Use) (C) Denotes concentration. / (R) Denotes reaction spell. / (B) Denotes bonus action spell. EQUIPMENT & ENCUMBERANCE TOTAL ENCUMBERANCE (66.48 lbs.) Weight: 54.08 lbs. / 120 lbs. max. (15 x STR Score) Status: Unencumbered Penalty: None MONEY POUCH (1.48 lbs.) Copper: 8 | Silver: 1 | Gold: 18 | Obsidian: 0 | Platinum: 47 (74 Coins x .02 lbs. = 1.48 lbs. Total Weight) EQUIPEMENT READIED (34 lbs.) Equipped items can be retrieved with a manipulate item interaction. Armor (17 lbs.) Traveler's Clothes - 4 lbs. | Studded leather - 13 lbs. Weapons (6 lbs.) Rapier - 2 lbs. | 2 Daggers - 2 lb. | Shortbow - 2 lbs. Readied Items (11 lbs.) Thieves' Tools - 1 lb. | Quiver of arrows - 1 lb. | Healer's Kit - 3 lbs. | Bag of Caltrops - 2lbs. | Bag of 1000 Ball Bearings - 2 lbs. | Lute - 2 lbs. | Signal whistle | Single Bone Caltrop Necklace | Heward's Handy Spice Pouch EQUIPMENT STORED (31 lbs.) Stored items can be retrieved with an action. In Bag of Holding (15 lbs.) Mess Kit - 1 lbs. | (10) Sheets of Parchment | (2) Scroll Cases - 2 lbs. | Bottle of Ink | Ink Pen | Vial of Perfume | A Set of Costumes Clothes - 3 lbs. | Disguise Kit - 3 lbs. | Hooded Lantern - 1 lbs. | (2) Flask of Oil - 2 lbs. | (5) Sheets of Paper | Sealing Wax | Bedroll & Blanket - 10 lbs. | Waterskin - 5 lbs. | Chalk (5) | Steel mirror - 0.5 lbs. |10 feet of string | a bell | candles (5) | a crowbar - 5 lbs. | a hammer - 3 lbs. | pitons (10) - | 5 days rations - 10 lbs. | Tinderbox - 1 lb. Strapped to pack (16 lbs.) Silk Rope & Grappling Hook - 9 lbs. | EQUIPMENT NOT CARRIED (--) At Home | nothing MAGIC ITEMS NON-ATTUNED Bag of HoldingThis bag has an interior space considerably larger than its outside dimensions, roughly 2 feet in diameter at the mouth and 4 feet deep. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 15 pounds, regardless of its contents. Retrieving an item from the bag requires an action. If the bag is overloaded, pierced, or torn, it ruptures and is destroyed, and its contents are scattered in the Astral Plane. If the bag is turned inside out, its contents spill forth, unharmed, but the bag must be put right before it can be used again. Breathing creatures inside the bag can survive up to a number of minutes equal to 10 divided by the number of creatures (minimum 1 minute), after which time they begin to suffocate. Placing a bag of holding inside an extradimensional space created by a handy haversack, portable hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened. Heward's Handy Spice PouchThis belt pouch appears empty and has 10 charges. While holding the pouch, you can use an action to expend 1 of its charges, speak the name of any nonmagical food seasoning (such as salt, pepper, saffron, or cilantro), and remove a pinch of the desired seasoning from the pouch. A pinch is enough to season a single meal. The pouch regains 1d6 + 4 expended charges daily at dawn. ATTUNED none APPEARANCE Age 112 | Height 4' 10" | Weight 80 lbs. | Hair Jet black| Eyes Ebony | Complexion Alabaster At just under 5 feet tall and 80 lbs. Ru is a very slightly built figure...skinny is perhaps a better description of the elf, some would even say gaunt. She wasn't always this way, it's just one of the side effects of her time in the Shadowrealm. During her "missing years" Ru lost her childhood, lost weight, lost the "bonny" complexion, lost her beautiful green irises, lost much of her sense of taste, lost most of her memories and emotions and even lost her shadow! Nowadays she seems almost a washed out version of what she might have been. Jet black hair frames an ivory skinned face with high cheekbones and eyes with large black irises. Her body is lithe but there's little muscle and her skin is so pale that it's almost possible to see the veins within. The only colour seems to come from her striking red lipstick. Her outfits match her appearance, black and gothic in style. Studded leather armour and a needle sharp rapier show the world that she's no shrinking wallflower and picks and tools hidden in her belt and her hair hint that she has a casual disregard for the rules. She carries her lute strung across her back and most of her travelling gear stuffed into a cavernous magical shoulder bag. On her belt she carries a mystical spice bag which she uses to flavour everything she eats and drinks. At night, she struggles to find rest and only truly seems comfortable when holding a small bone caltrop that she wears on a thong around her neck. She was given it by....someone important she's sure, though she can't remember who! She rarely ever laughs or gets angry and seems to have accepted that death is the inevitable end for us all. However, she's doing all she can to fight her melancholy, and to find the feelings and memories that she's lost - travelling from tavern to tavern, from festival to festival, living life to its full and trying to squeeze the most out of every moment, always with a faint, wry smile on her brightly painted lips. BACKGROUND Travelling Entertainer Source PHB (Customised) Personality Traits: Whenever I come to a new place, I collect local news and gossip. Tell me about yourself...I'm a hell of a listener! I'm always calm no matter what. I never raise my voice or let emotion control me. I'm driven by a wanderlust that led me away from home, always searching for what I feel I have lost. Ideals: People should be free to do as they please. Death comes to everyone, so take as much pleasure as you can from every moment in life. I help people who help me - that's what keeps us alive. Bonds: I owe a debt I can never repay to Grump, the firbolg who found me in the Blackwood and guided me back from the Shadowrealm. Flaws: I have a weakness for the food drink and intoxicants of this land...I'm constantly searching for those lost sensations. Background Feature: Back 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. BACKSTORY "I hurt myself today, to see if I still feel..." Ru's childhood was fairly normal...right up until about the age of 10. She grew up in a small village on the edge of the forest north of Harveston, living in a tiny shack with her father - her mother having died during childbirth. While he toiled in the woods the young elf was looked after by the elders, playing and learning alongside the other children of the village. She loved to sing, to listen to stories and to play the lute. She was a happy, carefree child, full of joy and quick to laugh despite her family's meagre existence. She was also highly inquisitive, a trait that came from her mother and made her father smile and frown in equal amounts. For, by the age of five, Ru simply would not stay where she was supposed to be. She was forever wandering off, chasing butterflies, hunting for frogs or playing her favourite game - Hide and Seek! It was an extended version of this very game which caused the incident which would change her life forever. Ru danced away from the village, laughing as she ran to hide in the Blackwood where her father went to collect bark. She giggled as she moved from hiding place to hiding place, then as her attention wandered she saw a floating light in the woods. With the naivety and curiosity of the young, she followed it deeper and deeper into the forest. It seemed to be a lantern, carried aloft by a young girl who looked very much like Ru herself...if only she could catch up and get a better look! Just a little further and she'd be there... She woke amidst the fallen leaves on the forest floor, a large but gentle hand shaking her shoulder. Dazed and confused she allowed herself to be guided through the misty, ethereal woodland by the huge Firbolg Ranger "Grump". What she failed to comprehend at the time was that he was guiding her not just back from the Blackwood, but back from the ShadowRealm, where she had wandered lost, not just for a few hours but for the best part of a century. Her time there had not just aged her, but changed her physically and mentally. Unsurprisingly, her skin had paled and her muscles had wasted away, but there were other stranger changes. Her irises were now jet black and her seemed to be missing! Emotionally she seemed "flat", even her sense of taste had dulled! Full of melancholy, the bright eyed, laughing little girl was long, long gone! With Grump's help, Ru returned to her village, but her father and their home was gone and the people she did recognise treated her with suspicion. She felt she had lost so much her hope started to fade, but the wisdom and encouragement of her firbolg saviour spurred her on. If she couldn't find any joy here then she would travel the land until she did. And so she roamed the Ulden Plains and Lowlands, finding work where she could as a busker and wandering minstrel. Wherever there was fun to be had, you would find the pale skinned elf with her wry smile. She would drink, smoke and take all manner of substances...just to try to rediscover that feeling of happiness. From the Cattlefest in Harveston to the Monastery of the Spirited Leaf and the Weary Ogre Restaurant she sought the joy and zest for life that she had lost in the ShadowRealm. Her journey finally brought her to the Azure Bridge and to the sign that pointed the way to Onadbyr. Surely in the City of Adventure she would find the excitement that was missing from her life...wouldn't she? Edited August 17 by MysteriousMiller (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
MysteriousMiller Posted August 17 Author Clone Share Posted August 17 (edited) PC Ru'ath Firvanna Shadar-kai Rogue (Spy) 5 AC: 15 (studded leather) | HP: 28/28 | Initiative: +3 | Passive Perception: 18 Spells: Disguise Self 1/1, Invisibility 1/1 | Spell Attack: +6 | Spell DC: 14 DM Inspiration: 1/1 Post goes here. "Speech" thoughts 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. Edited August 17 by MysteriousMiller (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
MysteriousMiller Posted August 17 Author Clone Share Posted August 17 @bwatford I think my application is ready for review ☺️ Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
bwatford Posted August 17 Clone Share Posted August 17 1 hour ago, MysteriousMiller said: @bwatford I think my application is ready for review ☺️ Thanks for the application, I have marked her as completed. Good luck with final selection. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
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