gargoyleking
Adventurer
Dandin Applesbane (Lightfoot Halfling, Merchant/Bard)
[sblock]

Dandin has always been basically on his own. He was orphaned at a young age and had to take care of himself. He had a knack for talking himself out of trouble, and on occasion using a bit of illusion to make an escape.
He didn't know where the magic came from, only that he could use it in a small variety of ways, usually while playing his only clue to his past, a shawm.
Eventually, he caught the eye of one of the local merchants who brought him in as an apprentice. Over the ensuing 5 years he learned much of the business world and more importantly, how to wheel and deal with the best of them.
Eventually he earned enough to set himself up with a cart, a mule and a small load of supplies. His objective? Look for any opportunity that arises, load up on anything of value he can find and sell it at a profit. Morals optional.
Race: Halfling (Lightfoot)
Background: Guild Merchant
Class: Bard
Alignment: Chaotic Neutral
Abilities: Abil(Bonus)<Save>, Skill Prof(Bonus)
Strength: 8(-1)
Dexterity: 14(+2)<+4>, Stealth(+4)
Constitution: 10(+0)
Intellect: 13(+1), History(+3)
Wisdom: 14(+2), Insight(+4)
Charisma: 16(+3)<+5>, Deception, Persuasion(+5)
Vital Stats:
HP: 8/8 Hit dice: 1d8
AC: 14
Initiative: +2
Passive Perception: 12
Speed: 25 ft.
Languages: Common, Halfling, Elven, Dwarven
Combat:
Rapier: +4, 1d8+2(P), Finesse
Dagger: +4, 1d4+2(P), Finesse, Light, Thrown(20/60)
Sling: +4, 1d4+2(B), Ammunition(30/120) <60 bullets>
Abilities:
Halfling(Lightfoot)
Abil: Dex +2, Cha +1
Age: 25, Height: 2'10", Wgt: 38lbs, Hair: Brown, Eyes: Blue
Speed: 25 ft.
Lucky (Reroll 1's on Attack, Abil, or save)
Brave: Advantage vs. Frightened
Halfling Nimbleness: Move through the space of any creature larger than self.
Naturally Stealthy: Can hide even when obscured only by a larger creature. (Medium +)
BG: Guild Artisan(Merchant)
Skill Prof: Insight, Persuasion
Bonus Languages: +2
Guild Business: (Merchants)
Feature: Guild Membership
Traits: Haggles tirelessly, Always trying to figure out what makes people tick.
Ideal: In it for the freedom to do what he pleases, and make some coin on the side.
Bond: The Bazaar where I learned my trade is the most important place in the world for me.
Flaw: I'm never satisfied with what I have. I always want more.
Bard: HD(d8)
Proficiencies
Weapons: Simple, Hand crossbows, longswords, rapiers, shortswords
Tools: Shawm, Dulcimer, Lute
Spellcasting:
Abil: Cha(+3) Save DC: 13, Spell Attack: +5
Cantrips Known: 2
Minor Illusion, Viscious Mockery
Spell Slots:
1st: 2
Spells Known: 4
Comprehend Languages(R), Detect Magic(R), Identify(R), Sleep
Ritual Casting
Spellcasting Focus: Musical Instrument
Bardic Inspiration: 1d6, (0/3) used/LR
Equipment:
Coins: (PP: 0, GP: 49, EP: 0, SP: 2, CP: 8)
Weight: (30lb/(E40/HE80/M120))
Studded Leather(13lb)
Rapier(2lb)
2 Daggers(2lb)
Sling (Ammo 60)(-/4.5lb)
Shawm
Pouch (1lb)
(Coins)
Backpack (5lb)
2 Cases (Map/Scroll) (2lb)
5 sheets of paper
Sealing Wax
Ink (bottle), Ink Pen
Cart (Pulled by Donkey<Bit&Bridle>)
Chest (W/Lock) (25lb/1lb)
Set of fine clothes (6lb)
Lamp(1lb), 2 flasks of oil(2lb)
Bottle of Perfume, Soap
[/sblock]
On an aside, I would like to buy him a barrel of apples to keep in his cart. He earned the name "Applesbane" for a reason, afterall.
[sblock]

Dandin has always been basically on his own. He was orphaned at a young age and had to take care of himself. He had a knack for talking himself out of trouble, and on occasion using a bit of illusion to make an escape.
He didn't know where the magic came from, only that he could use it in a small variety of ways, usually while playing his only clue to his past, a shawm.
Eventually, he caught the eye of one of the local merchants who brought him in as an apprentice. Over the ensuing 5 years he learned much of the business world and more importantly, how to wheel and deal with the best of them.
Eventually he earned enough to set himself up with a cart, a mule and a small load of supplies. His objective? Look for any opportunity that arises, load up on anything of value he can find and sell it at a profit. Morals optional.
Race: Halfling (Lightfoot)
Background: Guild Merchant
Class: Bard
Alignment: Chaotic Neutral
Abilities: Abil(Bonus)<Save>, Skill Prof(Bonus)
Strength: 8(-1)
Dexterity: 14(+2)<+4>, Stealth(+4)
Constitution: 10(+0)
Intellect: 13(+1), History(+3)
Wisdom: 14(+2), Insight(+4)
Charisma: 16(+3)<+5>, Deception, Persuasion(+5)
Vital Stats:
HP: 8/8 Hit dice: 1d8
AC: 14
Initiative: +2
Passive Perception: 12
Speed: 25 ft.
Languages: Common, Halfling, Elven, Dwarven
Combat:
Rapier: +4, 1d8+2(P), Finesse
Dagger: +4, 1d4+2(P), Finesse, Light, Thrown(20/60)
Sling: +4, 1d4+2(B), Ammunition(30/120) <60 bullets>
Abilities:
Halfling(Lightfoot)
Abil: Dex +2, Cha +1
Age: 25, Height: 2'10", Wgt: 38lbs, Hair: Brown, Eyes: Blue
Speed: 25 ft.
Lucky (Reroll 1's on Attack, Abil, or save)
Brave: Advantage vs. Frightened
Halfling Nimbleness: Move through the space of any creature larger than self.
Naturally Stealthy: Can hide even when obscured only by a larger creature. (Medium +)
BG: Guild Artisan(Merchant)
Skill Prof: Insight, Persuasion
Bonus Languages: +2
Guild Business: (Merchants)
Feature: Guild Membership
Traits: Haggles tirelessly, Always trying to figure out what makes people tick.
Ideal: In it for the freedom to do what he pleases, and make some coin on the side.
Bond: The Bazaar where I learned my trade is the most important place in the world for me.
Flaw: I'm never satisfied with what I have. I always want more.
Bard: HD(d8)
Proficiencies
Weapons: Simple, Hand crossbows, longswords, rapiers, shortswords
Tools: Shawm, Dulcimer, Lute
Spellcasting:
Abil: Cha(+3) Save DC: 13, Spell Attack: +5
Cantrips Known: 2
Minor Illusion, Viscious Mockery
Spell Slots:
1st: 2
Spells Known: 4
Comprehend Languages(R), Detect Magic(R), Identify(R), Sleep
Ritual Casting
Spellcasting Focus: Musical Instrument
Bardic Inspiration: 1d6, (0/3) used/LR
Equipment:
Coins: (PP: 0, GP: 49, EP: 0, SP: 2, CP: 8)
Weight: (30lb/(E40/HE80/M120))
Studded Leather(13lb)
Rapier(2lb)
2 Daggers(2lb)
Sling (Ammo 60)(-/4.5lb)
Shawm
Pouch (1lb)
(Coins)
Backpack (5lb)
2 Cases (Map/Scroll) (2lb)
5 sheets of paper
Sealing Wax
Ink (bottle), Ink Pen
Cart (Pulled by Donkey<Bit&Bridle>)
Chest (W/Lock) (25lb/1lb)
Set of fine clothes (6lb)
Lamp(1lb), 2 flasks of oil(2lb)
Bottle of Perfume, Soap
[/sblock]
On an aside, I would like to buy him a barrel of apples to keep in his cart. He earned the name "Applesbane" for a reason, afterall.