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spacer.png                       Meryelle "Mery" Keryndon

                         Level 3 Half-Elf Sage College of Lore Bard


AC: 13 (Leather Armor) | HP: 25/25 | Speed: 30 ft.
Senses:  Darkvision 60 ft; Passive Perception 11, Passive Insight 11, Passive Investigation 14
Str: 8 (-1) | Dex: 14 (+4) | Con: 14 (+2) | Int: 14 (+2) | Wis: 11 (+0) | Cha: 16 (+5)
Languages:  Common, Elven, Solamnic, Kharolian, and Draconic
Spell-casting: +5 or DC 131st 4/4 2nd 1/2 | Bardic Inspiration: 1/3


 “My words,” | ‘My thoughts,’ | My actions


When she sees the scowl cross Modri's face and the subsequent display of intimidating manner, Mery can't help but inwardly chuckle a little. 'I'll have to tell him later this kind of situation isn't really my cup of tea either.'

However, it's the panicked expression on Kai's face that pushes her to act.  'Huh.  Maybe shoal Elves aren't prone to riotous behavior.'  She comes up to stand next to him, places her hand on his arm in a gesture of reassurance, and begins speaking in low tones to him.  

"Courage, friend.  We may pull this off yet if we keep working together.  I haven't felt very effective recently myself dealing with people, but I'm certainly not going to stop trying!"

"When I was younger, people would occasionally ask my mother, my sister and I to perform music in front of a crowd, and just before we were due to get started, I used to get very nervous. My mother taught me that if I would take 3 or 4 deep, slow breaths, it would help ease that. She was right, and I've found it helps to ease other uncomfortable feelings like fear and panic as well. So breathe, Kai. It's gonna be okay, even if it takes a little longer or gets a little rougher than we might hope." Privately, Mery's not so certain of this, but she remembers from her studies of persuasion and influence that while fear and panic can spread from person to person, so can calmness and steadiness. For good measure, she takes a few of her own deep, slow breaths. Then something occurs to her. "Come to think of it, if the others can't finish calming this crowd enough to get them moving into the boats, this gives me an idea." The idea reinforces her confidence that she and her friends can do this, and she hopes that her confidence will bolster Kai and the others, too.

"Remember, too, if everyone was good at this sort of thing, we'd be less effective when we needed a strong swimmer or a sharp pair of eyes and ears." She winks at the shoal Elf as she speaks the final sentence, and upon finishing, steps back a little, relaxing somewhat when Ser Artanis' words have a noticeable effect quieting some of the crowd's unease.

Actions & Resources

Actions:

   Shortbow (simple, ranged, ammunition, two-handed). Ranged Weapon Attack: +4 to hit, ranged 80/320 ft., one target.
                                                                                   Hit:  (1d6 + 2) piercing damage. 

   Dagger (light, ranged or melee). Ranged Weapon Attack: +4 to hit, ranged 20/80 ft., one target.
                                                   Hit: (1d4 + 2) piercing damage.
                                                                   Melee Weapon Attack: +4 to hit, reach 5 ft., one target.

                                                  Hit: (1d4+2) piercing damage.

Bonus Actions:

   Healing Word

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.

  Bardic Inspiration (3 per long rest, for 1d6)

As a bonus action, a creature (other than yourself) within 60 ft. that can hear you gains an inspiration die (1d6). For 10 minutes, the creature can add it to one ability check, attack roll, or saving throw. This can be added after seeing the roll, but before knowing the outcome.

  Heat Metal

Until the spell ends (up to 1 minute), you can use a bonus action on each of your subsequent turns to cause this damage (1d8 fire damage for each level the spell is cast at, minimum 2nd level) again.

Ammunition:

   17 arrows in quiver, 1 arrow bundles in backpack.

Spellcasting:

   Mery is a 2nd-level spellcaster. Her spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). She has the following bard spells available for spontaneous casting: 

  • Cantrips (2/2 slots): prestidigitation, vicious mockery
  • 1st level (4/4 slots): healing word, hideous laughter, cure wounds, unseen servant
  • 2nd (2/2 slots): invisibility, heat metal

Class Features:

  • 3/3 Bardic Inspiration, recovered after a long rest
  • Song of Rest (Use on any short rest - anyone who hears her performance and chooses to regain a hit die gains an extra 1d6 of HP.)
  • Jack of All Trades (add 1/2 proficiency bonus, rounded down, to any ability check you make that doesn't already include your proficiency bonus.)
  • Bardic College = College of Lore. Gain expertise in 2 skills you already have proficiency in, and proficiency in 3 new skills. (Choosing Persuasion and Deception for Expertise, adding Nature, Stealth, and Religion for Proficiency.)

OOC

OOC comments, if I have them, go here

 

tbgg

tbgg

spacer.png                       Meryelle "Mery" Keryndon

                         Level 3 Half-Elf Sage College of Lore Bard


AC: 13 (Leather Armor) | HP: 25/25 | Speed: 30 ft.
Senses:  Darkvision 60 ft; Passive Perception 11, Passive Insight 11, Passive Investigation 14
Str: 8 (-1) | Dex: 14 (+4) | Con: 14 (+2) | Int: 14 (+2) | Wis: 11 (+0) | Cha: 16 (+5)
Languages:  Common, Elven, Solamnic, Kharolian, and Draconic
Spell-casting: +5 or DC 131st 4/4 2nd 1/2 | Bardic Inspiration: 1/3


 “My words,” | ‘My thoughts,’ | My actions


When she sees the scowl cross Modri's face and the subsequent display of intimidating manner, Mery can't help but inwardly chuckle a little. 'I'll have to tell him later this kind of situation isn't really my cup of tea either.'

However, it's the panicked expression on Kai's face that pushes her to act.  'Huh.  Maybe shoal Elves aren't prone to riotous behavior.'  She comes up to stand next to him, places her hand on his arm in a gesture of reassurance, and begins speaking in low tones to him.  

"Courage, friend.  We may pull this off yet if we keep working together.  I haven't felt very effective recently myself dealing with people, but I'm certainly not going to stop trying!"

"When I was younger, people would occasionally ask my mother, my sister and I to perform music in front of a crowd, and just before we were due to get started, I used to get very nervous. My mother taught me that if I would take 3 or 4 deep, slow breaths, it would help ease that. She was right, and I've found it helps to ease other uncomfortable feelings like fear and panic as well. So breathe, Kai. It's gonna be okay, even if it takes a little longer or gets a little rougher than we might hope." Privately, Mery's not so certain of this, but she remembers from her studies of persuasion and influence that while fear and panic can spread from person to person, so can calmness and steadiness. For good measure, she takes a few of her own deep, slow breaths. Then something occurs to her. "Come to think of it, if the others can't finish calming this crowd enough to get them moving into the boats, this gives me an idea." The idea reinforces her confidence that she and her friends can do this, and she hopes that her confidence will bolster Kai and the others, too.

"Remember, too, if everyone was good at this sort of thing, we'd be less effective when we needed a strong swimmer or a sharp pair of eyes and ears." She winks at the shoal Elf as she speaks the final sentence, and upon finishing, steps back a little, relaxing somewhat when Ser Artanis' words have a noticeable effect quieting some of the crowd's unease.

Actions & Resources

Actions:

   Shortbow (simple, ranged, ammunition, two-handed). Ranged Weapon Attack: +4 to hit, ranged 80/320 ft., one target.
                                                                                   Hit:  (1d6 + 2) piercing damage. 

   Dagger (light, ranged or melee). Ranged Weapon Attack: +4 to hit, ranged 20/80 ft., one target.
                                                   Hit: (1d4 + 2) piercing damage.
                                                                   Melee Weapon Attack: +4 to hit, reach 5 ft., one target.

                                                  Hit: (1d4+2) piercing damage.

Bonus Actions:

   Healing Word

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.

  Bardic Inspiration (3 per long rest, for 1d6)

As a bonus action, a creature (other than yourself) within 60 ft. that can hear you gains an inspiration die (1d6). For 10 minutes, the creature can add it to one ability check, attack roll, or saving throw. This can be added after seeing the roll, but before knowing the outcome.

  Heat Metal

Until the spell ends (up to 1 minute), you can use a bonus action on each of your subsequent turns to cause this damage (1d8 fire damage for each level the spell is cast at, minimum 2nd level) again.

Ammunition:

   17 arrows in quiver, 1 arrow bundles in backpack.

Spellcasting:

   Mery is a 2nd-level spellcaster. Her spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). She has the following bard spells available for spontaneous casting: 

  • Cantrips (2/2 slots): prestidigitation, vicious mockery
  • 1st level (4/4 slots): healing word, hideous laughter, cure wounds, unseen servant
  • 2nd (2/2 slots): invisibility, heat metal

Class Features:

  • 3/3 Bardic Inspiration, recovered after a long rest
  • Song of Rest (Use on any short rest - anyone who hears her performance and chooses to regain a hit die gains an extra 1d6 of HP.)
  • Jack of All Trades (add 1/2 proficiency bonus, rounded down, to any ability check you make that doesn't already include your proficiency bonus.)
  • Bardic College = College of Lore. Gain expertise in 2 skills you already have proficiency in, and proficiency in 3 new skills. (Choosing Persuasion and Deception for Expertise, adding Nature, Stealth, and Religion for Proficiency.)

OOC

OOC comments, if I have them, go here

 

tbgg

tbgg

spacer.png                       Meryelle "Mery" Keryndon

                         Level 3 Half-Elf Sage College of Lore Bard


AC: 13 (Leather Armor) | HP: 25/25 | Speed: 30 ft.
Senses:  Darkvision 60 ft; Passive Perception 11, Passive Insight 11, Passive Investigation 14
Str: 8 (-1) | Dex: 14 (+4) | Con: 14 (+2) | Int: 14 (+2) | Wis: 11 (+0) | Cha: 16 (+5)
Languages:  Common, Elven, Solamnic, Kharolian, and Draconic
Spell-casting: +5 or DC 131st 4/4 2nd 1/2 | Bardic Inspiration: 1/3


 “My words,” | ‘My thoughts,’ | My actions


When she sees the scowl cross Modri's face and the subsequent display of intimidating manner, Mery can't help but inwardly chuckle a little. 'I'll have to tell him later this kind of situation isn't really my cup of tea either.'

However, it's the panicked expression on Kai's face that pushes her to act.  'Huh.  Maybe shoal Elves aren't prone to riotous behavior.'  She comes up to stand next to him, places her hand on his arm in a gesture of reassurance, and begins speaking in low tones to him.  

"Courage, friend.  We may pull this off yet if we keep working together.  I haven't felt very effective recently myself dealing with people, but I'm certainly not going to stop trying!"

"When I was younger, people would occasionally ask my mother, my sister and I to perform music in front of a crowd, and just before we were due to get started, I used to get very nervous. My mother taught me that if I would take 3 or 4 deep, slow breaths, it would help ease that. She was right, and I've found it helps to ease other uncomfortable feelings like fear and panic as well. So breathe, Kai. It's gonna be okay, even if it takes a little longer or gets a little rougher than we might hope." Privately, Mery's not so certain of this, but she remembers from her studies of persuasion and influence that while fear and panic can spread from person to person, so can calmness and steadiness. For good measure, she takes a few of her own deep, slow breaths. Then something occurs to her. "Come to think of it, if the others can't finish calming this crowd enough to get them moving into the boats, this gives me an idea." The idea reinforces her confidence that she and her friends can do this, and she hopes that her confidence will bolster Kai and the others, too.

"Remember, too, if everyone was good at this sort of thing, we'd be less effective when we needed a strong swimmer or a sharp pair of eyes and ears." She winks at the shoal Elf as she speaks the final sentence, and upon finishing, steps back a little, relaxing somewhat when Ser Artanis' words have a noticeable effect quieting some of the crowd's unease.

Actions & Resources

Actions:

   Shortbow (simple, ranged, ammunition, two-handed). Ranged Weapon Attack: +4 to hit, ranged 80/320 ft., one target.
                                                                                   Hit:  (1d6 + 2) piercing damage. 

   Dagger (light, ranged or melee). Ranged Weapon Attack: +4 to hit, ranged 20/80 ft., one target.
                                                   Hit: (1d4 + 2) piercing damage.
                                                                   Melee Weapon Attack: +4 to hit, reach 5 ft., one target.

                                                  Hit: (1d4+2) piercing damage.

Bonus Actions:

   Healing Word

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.

  Bardic Inspiration (3 per long rest, for 1d6)

As a bonus action, a creature (other than yourself) within 60 ft. that can hear you gains an inspiration die (1d6). For 10 minutes, the creature can add it to one ability check, attack roll, or saving throw. This can be added after seeing the roll, but before knowing the outcome.

  Heat Metal

Until the spell ends (up to 1 minute), you can use a bonus action on each of your subsequent turns to cause this damage (1d8 fire damage for each level the spell is cast at, minimum 2nd level) again.

Ammunition:

   17 arrows in quiver, 1 arrow bundles in backpack.

Spellcasting:

   Mery is a 2nd-level spellcaster. Her spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). She has the following bard spells available for spontaneous casting: 

  • Cantrips (2/2 slots): prestidigitation, vicious mockery
  • 1st level (4/4 slots): healing word, hideous laughter, cure wounds, unseen servant
  • 2nd (2/2 slots): invisibility, heat metal

Class Features:

  • 3/3 Bardic Inspiration, recovered after a long rest
  • Song of Rest (Use on any short rest - anyone who hears her performance and chooses to regain a hit die gains an extra 1d6 of HP.)
  • Jack of All Trades (add 1/2 proficiency bonus, rounded down, to any ability check you make that doesn't already include your proficiency bonus.)
  • Bardic College = College of Lore. Gain expertise in 2 skills you already have proficiency in, and proficiency in 3 new skills. (Choosing Persuasion and Deception for Expertise, adding Nature, Stealth, and Religion for Proficiency.)

OOC

OOC comments, if I have them, go here

 

tbgg

tbgg

spacer.png                       Meryelle "Mery" Keryndon

                         Level 3 Half-Elf Sage College of Lore Bard


AC: 13 (Leather Armor) | HP: 25/25 | Speed: 30 ft.
Senses:  Darkvision 60 ft; Passive Perception 11, Passive Insight 11, Passive Investigation 14
Str: 8 (-1) | Dex: 14 (+4) | Con: 14 (+2) | Int: 14 (+2) | Wis: 11 (+0) | Cha: 16 (+5)
Languages:  Common, Elven, Solamnic, Kharolian, and Draconic
Spell-casting: +5 or DC 131st 4/4 2nd 1/2 | Bardic Inspiration: 1/3


 “My words,” | ‘My thoughts,’ | My actions


When she sees the scowl cross Modri's face and the subsequent display of intimidating manner, Mery can't help but inwardly chuckle a little. 'I'll have to tell him later this kind of situation isn't really my cup of tea either.'

However, it's the panicked expression on Kai's face that pushes her to act.  'Huh.  Maybe shoal Elves aren't prone to riotous behavior.'  She comes up to stand next to him, places her hand on his arm in a gesture of reassurance, and begins speaking in low tones to him.  

"Courage, friend.  We may yet pull this off yet if we keep working together.  I haven't felt very effective recently myself dealing with people, but I'm certainly not going to stop trying!"

"When I was younger, people would occasionally ask my mother, my sister and I to perform music in front of a crowd, and just before we were due to get started, I used to get very nervous. My mother taught me that if I would take 3 or 4 deep, slow breaths, it would help ease that. She was right, and I've found it helps to ease other uncomfortable feelings like fear and panic as well. So breathe, Kai. It's gonna be okay, even if it takes a little longer or gets a little rougher than we might hope." Privately, Mery's not so certain of this, but she remembers from her studies of persuasion and influence that while fear and panic can spread from person to person, so can calmness and steadiness. For good measure, she takes a few of her own deep, slow breaths. Then something occurs to her. "Come to think of it, if the others can't finish calming this crowd enough to get them moving into the boats, this gives me an idea." The idea reinforces her confidence that she and her friends can do this, and she hopes that her confidence will bolster Kai and the others, too.

"Remember, too, if everyone was good at this sort of thing, we'd be less effective when we needed a strong swimmer or a sharp pair of eyes and ears." She winks at the shoal Elf as she speaks the final sentence, and upon finishing, steps back a little, relaxing somewhat when Ser Artanis' words have a noticeable effect quieting some of the crowd's unease.

Actions & Resources

Actions:

   Shortbow (simple, ranged, ammunition, two-handed). Ranged Weapon Attack: +4 to hit, ranged 80/320 ft., one target.
                                                                                   Hit:  (1d6 + 2) piercing damage. 

   Dagger (light, ranged or melee). Ranged Weapon Attack: +4 to hit, ranged 20/80 ft., one target.
                                                   Hit: (1d4 + 2) piercing damage.
                                                                   Melee Weapon Attack: +4 to hit, reach 5 ft., one target.

                                                  Hit: (1d4+2) piercing damage.

Bonus Actions:

   Healing Word

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.

  Bardic Inspiration (3 per long rest, for 1d6)

As a bonus action, a creature (other than yourself) within 60 ft. that can hear you gains an inspiration die (1d6). For 10 minutes, the creature can add it to one ability check, attack roll, or saving throw. This can be added after seeing the roll, but before knowing the outcome.

  Heat Metal

Until the spell ends (up to 1 minute), you can use a bonus action on each of your subsequent turns to cause this damage (1d8 fire damage for each level the spell is cast at, minimum 2nd level) again.

Ammunition:

   17 arrows in quiver, 1 arrow bundles in backpack.

Spellcasting:

   Mery is a 2nd-level spellcaster. Her spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). She has the following bard spells available for spontaneous casting: 

  • Cantrips (2/2 slots): prestidigitation, vicious mockery
  • 1st level (4/4 slots): healing word, hideous laughter, cure wounds, unseen servant
  • 2nd (2/2 slots): invisibility, heat metal

Class Features:

  • 3/3 Bardic Inspiration, recovered after a long rest
  • Song of Rest (Use on any short rest - anyone who hears her performance and chooses to regain a hit die gains an extra 1d6 of HP.)
  • Jack of All Trades (add 1/2 proficiency bonus, rounded down, to any ability check you make that doesn't already include your proficiency bonus.)
  • Bardic College = College of Lore. Gain expertise in 2 skills you already have proficiency in, and proficiency in 3 new skills. (Choosing Persuasion and Deception for Expertise, adding Nature, Stealth, and Religion for Proficiency.)

OOC

OOC comments, if I have them, go here

 

tbgg

tbgg

spacer.png                       Meryelle "Mery" Keryndon

                         Level 3 Half-Elf Sage College of Lore Bard


AC: 13 (Leather Armor) | HP: 25/25 | Speed: 30 ft.
Senses:  Darkvision 60 ft; Passive Perception 11, Passive Insight 11, Passive Investigation 14
Str: 8 (-1) | Dex: 14 (+4) | Con: 14 (+2) | Int: 14 (+2) | Wis: 11 (+0) | Cha: 16 (+5)
Languages:  Common, Elven, Solamnic, Kharolian, and Draconic
Spell-casting: +5 or DC 131st 4/4 2nd 1/2 | Bardic Inspiration: 1/3


 “My words,” | ‘My thoughts,’ | My actions


When she sees the scowl cross Modri's face and the subsequent display of intimidating manner, Mery can't help but inwardly chuckle a little. 'I'll have to tell him later this kind of situation isn't really my cup of tea either.'

However, it's the panicked expression on Kai's face that pushes her to act.  'Huh.  Maybe shoal Elves aren't prone to riotous behavior.'  She comes up to stand next to him, places her hand on his arm in a gesture of reassurance, and begins speaking in low tones to him.  

"Courage, friend.  We may yet pull this off yet if we keep working together.  I haven't felt very effective recently myself dealing with people, but I'm certainly not going to stop trying!"

"When I was younger, people would occasionally ask my mother, my sister and I to perform music in front of a crowd, and just before we were due to get started, I used to get very nervous. My mother taught me that if I would take 3 or 4 deep, slow breaths, it would help ease that. She was right, and I've found it helps to ease other uncomfortable feelings like fear and panic as well. So breathe, Kai. It's gonna be okay, even if it takes a little longer or gets a little rougher than we might hope." Privately, Mery's not so certain of this, but she remembers from her studies of persuasion and influence that while fear and panic can spread from person to person, so can calmness and steadiness. For good measure, she takes a few of her own deep, slow breaths. Then something occurs to her. "Come to think of it, if the others can't finish calming this crowd enough to get them moving into the boats, this gives me an idea." The idea reinforces her confidence that she and her friends can do this, and she hopes that her confidence will bolster Kai and the others, too.

"Remember, too, if everyone was good at this sort of thing, we'd be less effective when we needed a strong swimmer or a sharp pair of eyes and ears." She winks at the shoal Elf as she speaks the final sentence, and upon finishing, steps back a little, relaxing a little more when Ser Artanis' words have a noticeable effect quieting some of the crowd's unease.

Actions & Resources

Actions:

   Shortbow (simple, ranged, ammunition, two-handed). Ranged Weapon Attack: +4 to hit, ranged 80/320 ft., one target.
                                                                                   Hit:  (1d6 + 2) piercing damage. 

   Dagger (light, ranged or melee). Ranged Weapon Attack: +4 to hit, ranged 20/80 ft., one target.
                                                   Hit: (1d4 + 2) piercing damage.
                                                                   Melee Weapon Attack: +4 to hit, reach 5 ft., one target.

                                                  Hit: (1d4+2) piercing damage.

Bonus Actions:

   Healing Word

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.

  Bardic Inspiration (3 per long rest, for 1d6)

As a bonus action, a creature (other than yourself) within 60 ft. that can hear you gains an inspiration die (1d6). For 10 minutes, the creature can add it to one ability check, attack roll, or saving throw. This can be added after seeing the roll, but before knowing the outcome.

  Heat Metal

Until the spell ends (up to 1 minute), you can use a bonus action on each of your subsequent turns to cause this damage (1d8 fire damage for each level the spell is cast at, minimum 2nd level) again.

Ammunition:

   17 arrows in quiver, 1 arrow bundles in backpack.

Spellcasting:

   Mery is a 2nd-level spellcaster. Her spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). She has the following bard spells available for spontaneous casting: 

  • Cantrips (2/2 slots): prestidigitation, vicious mockery
  • 1st level (4/4 slots): healing word, hideous laughter, cure wounds, unseen servant
  • 2nd (2/2 slots): invisibility, heat metal

Class Features:

  • 3/3 Bardic Inspiration, recovered after a long rest
  • Song of Rest (Use on any short rest - anyone who hears her performance and chooses to regain a hit die gains an extra 1d6 of HP.)
  • Jack of All Trades (add 1/2 proficiency bonus, rounded down, to any ability check you make that doesn't already include your proficiency bonus.)
  • Bardic College = College of Lore. Gain expertise in 2 skills you already have proficiency in, and proficiency in 3 new skills. (Choosing Persuasion and Deception for Expertise, adding Nature, Stealth, and Religion for Proficiency.)

OOC

OOC comments, if I have them, go here

 

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