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[5E] [RG] JM's A Bit of Trouble
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<blockquote data-quote="Steve Gorak" data-source="post: 7904916" data-attributes="member: 15132"><p><strong>Name:</strong> Theremin of Keltarin</p><p></p><p><strong>Sex:</strong> Male</p><p></p><p><strong>Race:</strong> Human</p><p></p><p><strong>Class/Level:</strong> Bard 4 (lore)</p><p></p><p><strong>Alignment:</strong> Neutral good</p><p></p><p><strong>Size:</strong> Medium</p><p></p><p><strong>Type (Subtype):</strong> Humanoid (Human)</p><p></p><p><strong>Init:</strong> +4 (+3 dex, +1 jack of all trades)</p><p></p><p><strong>Senses:</strong></p><p><strong></strong></p><p><strong>Passive Perception:</strong> 12</p><p></p><p></p><p><strong>DEFENSE </strong></p><p><strong></strong></p><p><strong>AC:</strong> 15 (+2 studded leather, +3 dex)</p><p></p><p><strong>HP:</strong> 31+ 7temp (8 + 15 lvl 2-4 +2*4 con)</p><p></p><p><strong>Saves:</strong> Dexterity & Charisma</p><p></p><p><strong>Special Defenses:</strong></p><p><strong></strong></p><p><strong></strong></p><p><strong>OFFENSE</strong></p><p><strong></strong></p><p><strong>Speed:</strong> 30ft</p><p></p><p><strong>Melee:</strong></p><p></p><p>rapier +5 Attack, 1d8+3 Piercing</p><p></p><p>dagger +5 Attack, 1d4+3 Piercing (range 20/60)</p><p></p><p>light crossbow +5 attack; 1d8+3 damage Piercing (range 80/320)</p><p></p><p><strong>Special Attacks:</strong> Spells:</p><p></p><p>Spell attack modifier: +6</p><p></p><p>Spell save DC: 14</p><p></p><p></p><p>known: 3 cantrips: Friends, vicious mockery, Prestidigitation</p><p></p><p>7 spells known: Lvl: 1: sleep, Faerie Fire, Healing word, Tasha’s Hideous Laughter, alter self</p><p></p><p> lvl2: Suggestion, invisibility</p><p></p><p></p><p>Spell slots: lvl 1:4, lvl2: 3</p><p></p><p></p><p><strong>feats</strong></p><p></p><p>inspiring leader</p><p></p><p>You can spend 10 minutes inspiring your companions,</p><p></p><p>shoring up their resolve to fight. When you do so, choose</p><p></p><p>up to six friendly creatures (which can include yourself)</p><p></p><p>within 30 feet o f you w ho can see or hear you and who can understand you. Each creature can gain temporary hit points equal to your level + your Charisma modifier.</p><p></p><p>A creature can’t gain temporary hit points from this feat</p><p></p><p>again until it has finished a short or long rest.</p><p></p><p></p><p>Actor</p><p></p><p>+1 cha</p><p></p><p>You have an advantage on Charisma (Deception) and Charisma (Performance) checks when trying to pass yourself off as a different person.</p><p></p><p>You can mimic the speech of another person or the sounds made by other creatures. You must have heard the person speaking, or heard the creature make the sound, for at least 1 minute. A successful Wisdom (Insight) check contested by your Charisma (Deception) check allows a listener to determine that the effect is faked.</p><p></p><p></p><p></p><p><strong>STATISTICS</strong></p><p><strong></strong></p><p><strong>Str</strong> 10 (+0), <strong>Dex</strong> 16 (+3)* , <strong>Con</strong> 14 (+2), <strong>Int</strong> 12 (+1), <strong>Wis</strong> 8(-1), <strong>Cha</strong> 16 (+3)*</p><p></p><p>*Proficient</p><p></p><p></p><p></p><p><strong>SKILLS</strong> Proficiencies in bold: 1 variant human, 3 bard, 2 background, 3 college of lore</p><p></p><p>Not proficient gets +1 from Jack of all trades</p><p></p><p>* denotes expertise</p><p></p><p></p><p><strong>+5 (dex) Acrobatics</strong> - bard</p><p></p><p>+0 (wis) Animal Handling</p><p></p><p>+2 (int) Arcana</p><p></p><p>+1 (str) Athletics</p><p></p><p><strong>+7 (cha) Deception*</strong>. - human</p><p></p><p><strong>+3 (int) History</strong> </p><p></p><p>+0 (wis) Insight</p><p></p><p>+4 (cha) Intimidation</p><p></p><p>+2 (int) Investigation</p><p></p><p>+0 (wis) Medicine</p><p></p><p>+2 (int) Nature</p><p></p><p><strong>+2 (wis) Perception</strong> - bard</p><p></p><p><strong>+5 (cha) Performance</strong> - bard</p><p></p><p><strong>+7 (cha) Persuasion*</strong> - backgtound</p><p></p><p>+2 (int) Religion</p><p></p><p><strong>+5 (dex) Sleight of Hand</strong>. - college of lore</p><p></p><p><strong>+5 (dex) Stealth</strong> - bard</p><p></p><p><strong>+1 (wis) Survival</strong> - college of lore</p><p></p><p></p><p>Tools:</p><p></p><p>-Thieve's tools (spent 250 gp for training)</p><p></p><p>-disguise kit</p><p></p><p>-lute</p><p></p><p>-flute</p><p></p><p>-drum</p><p></p><p></p><p></p><p><strong>Languages:</strong>Common, Elvish</p><p></p><p></p><p><strong>RACE FEATURES</strong></p><p></p><p>One skill, one feat, one language</p><p></p><p></p><p><strong>BACKGROUND FEATURES</strong> Noble/entertainer</p><p></p><p><strong>Feature: Position of privilege</strong></p><p><strong></strong></p><p><strong>Skill Proficiencies:</strong> performance, persuasion</p><p></p><p><strong>Tool Proficiencies:</strong> Disguise kit</p><p></p><p><strong>Language</strong>: 1 extra language: draconic</p><p></p><p></p><p><strong>CLASS FEATURES - bard</strong></p><p><strong></strong></p><p><strong>- Spellcasting:</strong> Charisma is your spellcasting ability for your spells. The saving throw DC to resist a spell you cast is 14 (8 + prof bonus + cha mod). Your attack bonus when you make an attack with a spell is +6.</p><p></p><p>Spell level 1/2/3/4/5/6/7/8/9</p><p></p><p>Slots per day 4/3/0/0/0/0/0/0/0</p><p></p><p><strong>- Bardic inspiration:</strong> Bonus action, chose a creature other than yourself within 60 ft.</p><p></p><p>Creature gains one bardic inspiration dice. In the next 10 minutes, it can add the die to an ability check, an attack or a save</p><p></p><p>Gain 4 uses/ long rest (cha mod)</p><p></p><p><strong>Jack of all trades</strong> you can add half your proficiency bonus, rounded down, to any ability che ck you make that doesn ’t already include your proficiency bonus.</p><p></p><p><strong>Song of Rest</strong> Allies regain an extra d6 after a short rest</p><p></p><p><strong>Expertise</strong> 2 skills</p><p></p><p><strong>Bard College </strong>lore, get 3 skills</p><p></p><p><strong><strong>Cutting Words </strong></strong>When a creature that you can see within 60 feet of you makes an Attack roll, an ability check, or a damage roll, you can use your Reaction to expend one of your uses of Bardic Inspiration, rolling a Bardic Inspiration die and subtracting the number rolled from the creature’s roll. You can choose to use this feature after the creature makes its roll, but before the GM determines whether the Attack roll or ability check succeeds or fails, or before the creature deals its damage. The creature is immune if it can’t hear you or if it’s immune to being Charmed.</p><p></p><p></p><p><strong><strong><strong>Proficiencies</strong> </strong></strong>Simple weapons, hand crossbows, longswords, rapiers, shortswords</p><p></p><p></p><p><strong><strong><strong>Gear: </strong></strong></strong></p><p><strong><strong></strong></strong></p><p><strong><strong>• </strong></strong>a rapier</p><p></p><p>• a diplomat’s pack: </p><p></p><p>Includes a chest, 2 cases for maps and scrolls, a set of fine clothes, a bottle of ink, an ink pen, </p><p></p><p>a lamp, 2 flasks of oil, 5 sheets of paper, a vial of perfume, </p><p></p><p>sealing wax, and soap</p><p></p><p>• a lute</p><p></p><p>• studded Leather armor (sold leather armor 10gp) and a dagger</p><p></p><p></p><p>A set of fine clothes, a signet ring, a scroll of pedigree, and a purse containing money</p><p></p><p></p><p>Cash balance</p><p></p><p>25 noble</p><p></p><p>400 level 4</p><p></p><p>-250 thieves tools training</p><p></p><p>-25gp thieves tools</p><p></p><p>-35gp (45-10) studded leather</p><p></p><p>-25gp light crossbows</p><p></p><p>-2gp 2x 20 bolts</p><p></p><p>-4 gp 2x flutes</p><p></p><p>-25gp disguise kit</p><p></p><p></p><p>Money:59 gp</p><p></p><p></p><p><strong><strong><strong>Physical Appearance:</strong></strong></strong></p><p></p><p>Theremin is a good looking human of boyish appearance, 5’9” tall, and weighs 155 pounds. He has olive skin, brown eyes and dark brown hair. He is 19 years old.</p><p></p><p></p><p><strong><strong><strong>Backstory:</strong></strong></strong></p><p></p><p>In the works</p></blockquote><p></p>
[QUOTE="Steve Gorak, post: 7904916, member: 15132"] [B]Name:[/B] Theremin of Keltarin [B]Sex:[/B] Male [B]Race:[/B] Human [B]Class/Level:[/B] Bard 4 (lore) [B]Alignment:[/B] Neutral good [B]Size:[/B] Medium [B]Type (Subtype):[/B] Humanoid (Human) [B]Init:[/B] +4 (+3 dex, +1 jack of all trades) [B]Senses: Passive Perception:[/B] 12 [B]DEFENSE AC:[/B] 15 (+2 studded leather, +3 dex) [B]HP:[/B] 31+ 7temp (8 + 15 lvl 2-4 +2*4 con) [B]Saves:[/B] Dexterity & Charisma [B]Special Defenses: OFFENSE Speed:[/B] 30ft [B]Melee:[/B] rapier +5 Attack, 1d8+3 Piercing dagger +5 Attack, 1d4+3 Piercing (range 20/60) light crossbow +5 attack; 1d8+3 damage Piercing (range 80/320) [B]Special Attacks:[/B] Spells: Spell attack modifier: +6 Spell save DC: 14 known: 3 cantrips: Friends, vicious mockery, Prestidigitation 7 spells known: Lvl: 1: sleep, Faerie Fire, Healing word, Tasha’s Hideous Laughter, alter self lvl2: Suggestion, invisibility Spell slots: lvl 1:4, lvl2: 3 [B]feats[/B] inspiring leader You can spend 10 minutes inspiring your companions, shoring up their resolve to fight. When you do so, choose up to six friendly creatures (which can include yourself) within 30 feet o f you w ho can see or hear you and who can understand you. Each creature can gain temporary hit points equal to your level + your Charisma modifier. A creature can’t gain temporary hit points from this feat again until it has finished a short or long rest. Actor +1 cha You have an advantage on Charisma (Deception) and Charisma (Performance) checks when trying to pass yourself off as a different person. You can mimic the speech of another person or the sounds made by other creatures. You must have heard the person speaking, or heard the creature make the sound, for at least 1 minute. A successful Wisdom (Insight) check contested by your Charisma (Deception) check allows a listener to determine that the effect is faked. [B]STATISTICS Str[/B] 10 (+0), [B]Dex[/B] 16 (+3)* , [B]Con[/B] 14 (+2), [B]Int[/B] 12 (+1), [B]Wis[/B] 8(-1), [B]Cha[/B] 16 (+3)* *Proficient [B]SKILLS[/B] Proficiencies in bold: 1 variant human, 3 bard, 2 background, 3 college of lore Not proficient gets +1 from Jack of all trades * denotes expertise [B]+5 (dex) Acrobatics[/B] - bard +0 (wis) Animal Handling +2 (int) Arcana +1 (str) Athletics [B]+7 (cha) Deception*[/B]. - human [B]+3 (int) History[/B] +0 (wis) Insight +4 (cha) Intimidation +2 (int) Investigation +0 (wis) Medicine +2 (int) Nature [B]+2 (wis) Perception[/B] - bard [B]+5 (cha) Performance[/B] - bard [B]+7 (cha) Persuasion*[/B] - backgtound +2 (int) Religion [B]+5 (dex) Sleight of Hand[/B]. - college of lore [B]+5 (dex) Stealth[/B] - bard [B]+1 (wis) Survival[/B] - college of lore Tools: -Thieve's tools (spent 250 gp for training) -disguise kit -lute -flute -drum [B]Languages:[/B]Common, Elvish [B]RACE FEATURES[/B] One skill, one feat, one language [B]BACKGROUND FEATURES[/B] Noble/entertainer [B]Feature: Position of privilege Skill Proficiencies:[/B] performance, persuasion [B]Tool Proficiencies:[/B] Disguise kit [B]Language[/B]: 1 extra language: draconic [B]CLASS FEATURES - bard - Spellcasting:[/B] Charisma is your spellcasting ability for your spells. The saving throw DC to resist a spell you cast is 14 (8 + prof bonus + cha mod). Your attack bonus when you make an attack with a spell is +6. Spell level 1/2/3/4/5/6/7/8/9 Slots per day 4/3/0/0/0/0/0/0/0 [B]- Bardic inspiration:[/B] Bonus action, chose a creature other than yourself within 60 ft. Creature gains one bardic inspiration dice. In the next 10 minutes, it can add the die to an ability check, an attack or a save Gain 4 uses/ long rest (cha mod) [B]Jack of all trades[/B] you can add half your proficiency bonus, rounded down, to any ability che ck you make that doesn ’t already include your proficiency bonus. [B]Song of Rest[/B] Allies regain an extra d6 after a short rest [B]Expertise[/B] 2 skills [B]Bard College [/B]lore, get 3 skills [B][B]Cutting Words [/B][/B]When a creature that you can see within 60 feet of you makes an Attack roll, an ability check, or a damage roll, you can use your Reaction to expend one of your uses of Bardic Inspiration, rolling a Bardic Inspiration die and subtracting the number rolled from the creature’s roll. You can choose to use this feature after the creature makes its roll, but before the GM determines whether the Attack roll or ability check succeeds or fails, or before the creature deals its damage. The creature is immune if it can’t hear you or if it’s immune to being Charmed. [B][B][B]Proficiencies[/B] [/B][/B]Simple weapons, hand crossbows, longswords, rapiers, shortswords [B][B][B]Gear: [/B] • [/B][/B]a rapier • a diplomat’s pack: Includes 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, and soap • a lute • studded Leather armor (sold leather armor 10gp) and a dagger A set of fine clothes, a signet ring, a scroll of pedigree, and a purse containing money Cash balance 25 noble 400 level 4 -250 thieves tools training -25gp thieves tools -35gp (45-10) studded leather -25gp light crossbows -2gp 2x 20 bolts -4 gp 2x flutes -25gp disguise kit Money:59 gp [B][B][B]Physical Appearance:[/B][/B][/B] Theremin is a good looking human of boyish appearance, 5’9” tall, and weighs 155 pounds. He has olive skin, brown eyes and dark brown hair. He is 19 years old. [B][B][B]Backstory:[/B][/B][/B] In the works [/QUOTE]
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[5E] [RG] JM's A Bit of Trouble
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