Ersarkess Masheken
Half elf bard 2
STR 9+1 (racial) = 10
DEX 13 +1 (racial) = 14
CON 13+1 (racial) = 14
INT 13+1 (racial) = 14
WIS 10+1 (racial) = 11
CHA 15+1 (racial) = 16
[sblock=IMAGE]
View attachment 82897
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Alignment: Chaotic Good
Size: Medium
Type (Subtype): Humanoid (Half elf)
Init: +2 (+2 dex)
Senses: Darkvision (60 ft.)
Passive Perception:
DEFENSES
AC: 15 (leather armor + dex)
HP: 18
Saves: Str +0; Dex +4; Con +2; Int +2; Wisdom +2; Cha +5
Special Defenses:
Advantage vs Charm, Immune to magical sleep
OFFENSE
Speed: 30ft
Melee:
Rapier +4/1d8+2 piercing
Whip +4/1d4+2 slashing Reach
Ranged:
Javelin +4/1d6+2 piercing Thrown (range 30/120)
Net +4/- Thrown (range 5/15)
Traits:
Ability to use nets safely (currently they are strangely written so you always use them with disadvantage)
Luck
SKILLS: 2 background (Deception, Stealth), 2 half elf (Perception, Athletics), 3 bard (Performance, Sleight of Hand, Insight)
Gaming set, Thieves tools
Acrobatics (Dex) +3
Animal Handling (Wis) +0
Arcana (Int) +3
Athletics (Str) +2
Deception (Cha) +5
History (Int) +3
Insight (Wis) +2
Intimidation (Cha) +4
Investigation (Int) +3
Medicine (Wis) +1
Nature (Int) +3
Perception (Wis) +2
Performance (Cha) +5
Persuasion (Cha) +4
Religion (Int) +3
Sleight of Hand (Dex) +4
Stealth (Dex) +4
Survival (Wis) +1
[sblock=FEATURES]
Half elf
Darkvision: Can see in dim light within 60' as if it were bright light, and in darkness as if it was dim light normally apply.
Languages: Common (Kengetic/Sansori), Elven, Sclyvendi
Spy
Criminal Contact
Skill Proficiencies: Deception, Stealth
Tool Proficiencies: One type of gaming set, thieves’ tools
Equipment: A crowbar, a set of dark common clothes including a hood, and a belt pouch containing 15 g
Bard
Spells known:
0 1 2
2 4 0
Spell save DC: 8 +2 (prof) +3 (CHA) = 13
Bonus action inspiration: 1d6 3/short rest
Ritual Caster
Jack of All Trades (add 1/2 prof to any non-proficient skill)
Song of Rest
0: Minor Illusion, Vicious Mockery
1: Bane, Faerie Fire, Dissonant Whispers, Heroism, Healing Word
2:
Proficiencies:
Armor: Light armor Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords
Tools: Three musical instruments of your choice (
an oboa,
a harp (hand version),
Ganza)
Saving Throws: Dexterity, Charisma
Skills: Choose any three
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Traits: I always have a plan for what to do when things go wrong.
Ideal: People deserve to be treated with dignity and respect...or destroyed utterly if guilty.
Bond: I sponsor an orphanage to keep others from enduring what I was forced to endure
Flaw: I like keeping secrets and its hard for me to share them.
[sblock=EQUIPMENT]
Rapier 2lbs
Diplomats kit
Leather armor 10lbs
Dagger 1lb
Javelin x2 1gp 4lbs
Bedroll 1 gp 7 lb
Kit, healer’s 5 gp 3 lb.
Manacles 2 gp 6 lb.
Robes 1 gp 4 lb.
Net 1 gp 3 lb. x2
-------------------
Total : 11gp 39lbs
4 remaining gp
[sblock=Diplomats kit]
Diplomat's Pack (39 gp).
a chest,
2 cases for maps and scrolls,
a set of fine clothes,
a bottle of ink,
an ink pen,
a lamp,
2 flasks of oil,
5 sheets of paper,
a vial of perfume,
sealing wax,
soap
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[/sblock]
Needs some more work, but in a nutshell:
[sblock=Description and History]
Ersarkess lost his village to monsters. He survived due luck as the house collapsed and trapped him inside, but hid him from the invaders.
[MENTION=552]Creamsteak[/MENTION], this may need to change if there are not supernatural monsters at all
Once upon a time, a boy came over strange item in the forest. Idling his summers away, curious boy knew surroundings of his village very well. In the village inn, he always listened to travellers stories even if sometimes he had to sneak in. Thus he heard stories of happenings worlds away. So, when he found the gleaming metal shape in the middle of the forest, supported by stone that looked like it grew from the ground rather than being built, he knew he found his own adventure. He was cautious, observing it first, looking as small animals approached it and even through some things at it. Returning over the course of the week, he tried everything and anything he could think of. He talked to it, touched it, looked for hidden latches, poked it with wood, stone and metal. One day he slept right next to it. Yet nothing happened. As the days passed, he grew bored. Finally, in frustration, he kicked the stone under the thing and to his surprise, it broke off and the metallic things fell over the leafs and branches on the forest floor. And still, nothing happened. The boy huffed and stomped off. That night, there was a storm and terrible wailing filled the night. The lightning started fires, screams started and people ran around trying to see what is happening, to flee or defend their homes. His own home collapsed over Ersarkess and he lost consciousness. When he woke up, everyone was dead or missing. The village destroyed. He called, searched and cried. As the sun rose higher, he went into the forest to the item he kicked over earlier. There was nothing. No trace the item ever was. Ersarkess blamed himself. Returning to the village, he waited for someone to come along.
Next visitors, guards from the local lords found the boy sitting in the ruins, waiting for them. When questioned, the boy just said "Monsters did this." in a quiet, eerily calm voice. The guards took him with them, but the boy unnerved them. He looked at the weapons, his brows would furrow as he concentrated on the little details of their lives, sharpening weapons, polishing armor, caring for horses...when they returned with the report, the boy was given into the priestly care. The library had many wonderful tomes about the times forgotten, magic, monsters and items of power. He read them all, doing his chores without complaint just to be able to read.
He grew up an intense young man with strange interest in the occult. Whenever there was a report of strange happenings, he was there with the guards to investigate. He devoted his years to fighting the monsters, collecting bits and pieces of knowledge to fight them better. In time, he became good at getting into various repositories of lore, jealously guarded by churches, academies or learned lords and ladies. The knowledge gained would send him away to investigate a ruin, a tomb or consult with a sage. He maintains contacts in various cities and receives reports from wide network of spies. At one point he learned he was part elven as he consulted with an elven sage. In time, he found out who his mother was, but also found out she died and nobody knows how or why, just that she went into human lands and never came back. His mission in life remains unchanged, find the artifact that destroyed his village.
Occasionally, he would catch a wind of some ancient find and would hurry to see what could be salvaged.
Ersarkess learned to be cautious with his knowledge, not everyone reacts well to 'witchcraft rituals' or 'dark knowledge' he occasionally references. He is somewhat jaded, but still tries to find the best in people. Too light, too intense eyes betray his heritage. His life of loneliness and tomb raiding led him to hard earned lesson: have a plan for every eventuality and every plan needs a failsafe.
When he learned about Ashwell, he went there as fast as he could.
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