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Keep on the Borderlands - OOC (Filled UP)
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<blockquote data-quote="jmucchiello" data-source="post: 7443138" data-attributes="member: 813"><p>Okay, here goes:</p><p></p><table style='width: 100%'><tr><td><strong>Name:</strong> Lady Lindrel Sennt<br /> <strong>Race:</strong> Human<br /> <strong>Background:</strong> Brothel Urchin<br /> <strong>Class:</strong> Lore Bard-5<br /> <strong>Alignment:</strong> Chaotic Neutral (good tendencies)<br /> <strong>Proficiency Bonus:</strong> +3<br /> <strong>Inspiration:</strong> No<br /> <br /> <strong>Strength:</strong> 10 (+0/+1)<br /> <p style="margin-left: 20px">Athlethics: +1</p> <br /> <strong>Dexterity:</strong> 16 (+3/+4), save +6<br /> <p style="margin-left: 20px">+Acrobatics: +6<br /> +Sleight of Hand: +6<br /> +Stealth: +6<br /> +(+)Thieves Tools: +9</p> <br /> <strong>Constitution:</strong> 14 (+2/+3)<br /> <br /> <strong>Charisma:</strong> 16 (+3/+4), save +6<br /> <p style="margin-left: 20px">++Deception: +9<br /> Intimidation: +4<br /> +Performance: +6<br /> ++Persuasion: +9</p> </td><td><strong>Passive Perception:</strong> 14<br /> <strong>Passive Investigation:</strong> 15<br /> <strong>Initiative:</strong> +4<br /> <strong>AC:</strong> 15<br /> <strong>Speed:</strong> 30 ft<br /> <strong>Hit Dice:</strong> 5d8; <strong>Spent HD:</strong> none<br /> <strong>HP:</strong> 34/34<br /> <br /> <strong>Intelligence:</strong> 14 (+2/+3)<br /> <p style="margin-left: 20px">Arcana: +3<br /> History: +3<br /> +Investigation: +5<br /> Nature: +3<br /> Religion: +3</p> <br /> <strong>Wisdom:</strong> 12 (+1/+2)<br /> <p style="margin-left: 20px">Animal Handling: +2<br /> +Insight: +4<br /> Medicine: +2<br /> +Perception: +4<br /> Survival: +2</p> <br /> +Proficient, ++Expert<br /> +(+) Expert because of masterwork.<br /> </td><td><br /> <img src="http://paizo.com/image/content/PathfinderTales/PZO8536-ShieraTristane_360.jpeg" alt="" class="fr-fic fr-dii fr-draggable " style="" /><br /> </td></tr></table><p>[sblock="COMBAT"]<strong>OFFENSE</strong> Initiative: +4 <table style='width: 100%'><tr><td><strong>Weapon</strong><br /> Rapier<br /> Hand Crossbow<br /> SPELL</td><td><strong>Range</strong><br /> <br /> 120/-<br /> varies</td><td><strong>To Hit</strong><br /> +6<br /> +6<br /> +6</td><td><strong>Damage</strong><br /> 1d8+3 (p)<br /> 1d6+4 (p)<br /> varies</td><td><strong>Notes</strong><br /> finesse<br /> light, [-]loading[/-], -5 atk for +10 dmg<br /> varies, DC 14</td></tr></table><p><strong>DEFENSE</strong></p><p><strong>AC:</strong> 15 (armor + Dex)</p><table style='width: 100%'><tr><td><strong>Strength:</strong> +0<br /> <strong>Intelligence:</strong> +2</td><td>+<strong>Dexterity:</strong> +6<br /> <strong>Wisdom:</strong> +1</td><td><strong>Constitution:</strong> +2<br /> +<strong>Charisma:</strong> +6</td></tr></table><p><strong>EXPENDABLES</strong></p><p><strong>Bardic Inspiration:</strong> 3/3</p><table style='width: 100%'><tr><td><br /> <br /> <strong>Spells Per Long Rest</strong><br /> <strong>Spells Cast</strong></td><td>1st<br /> 4<br /> 0</td><td>2nd<br /> 3<br /> 0</td><td>3rd<br /> 2<br /> 0</td><td>4th<br /> -</td><td>5th<br /> -</td><td>6th<br /> -</td><td>7th<br /> -</td><td>8th<br /> -</td><td>9th<br /> -</td></tr></table><p><strong>SPELLS KNOWN</strong> 8 spells, 3 cantrips</p><p><strong>Cantrips:</strong> Light, Message, Prestidigitation</p><p><strong>1st level:</strong> Cure Wounds+, Disguise Self, Dissonant Whispers+</p><p><strong>2nd level:</strong> Blindness/Deafness+, Phantasmal Force*, See Invisibility, Shatter+</p><p><strong>3rd level:</strong> Dispel Magic+</p><p>+ Spell benefits from higher casting level; * Spell requires concentration; $ Requires a material component that costs money</p><p>[sblock="Spell notes"]Blindness/Deafness: V, 30 ft, 1 minute, Con save, additional targets with higher spell level.</p><p>Cure Wounds: VS, touch, Instant, 1d8+3 healing + 1d8 per spell level</p><p>Disguise Self: VS, self, 1 hour</p><p>Dispel Magic: VS, 120 ft, Instant</p><p>Dissonant Whispers: V, 60 ft, Instant, 3d6 psychic +1d6 per spell level, Wisdom Save for half damage</p><p>Message: VSM, 120 ft, 1 round</p><p>Phantasmal Force: VSM, 60 ft, 1 minute (C), Int save, 10 ft cube effect area.</p><p>Prestidigitation: VS, 10 ft, up to 1 hour</p><p>See Invisibility: VSM, self, 1 hour</p><p>Shatter: VSM, 60 ft, Instant, 10-ft radius, 3d8 thunder + 1d8 per spell level, Con Save for half</p><p>[/sblock][/sblock][sblock="FEATURES AND TRAITS"]<strong>Proficiencies and Languages</strong><p style="margin-left: 20px"><strong>Languages:</strong> Common, Elvish</p> <p style="margin-left: 20px"><strong>Armor:</strong> Light Armor</p> <p style="margin-left: 20px"><strong>Weapons:</strong> All simple and hand crossbows, longswords, rapiers, shortswords</p> <p style="margin-left: 20px"><strong>Tools:</strong> herbalism kit, thieves' tools, flute, lute, lyre</p><p><strong>Race:</strong> Human (variant)<p style="margin-left: 20px">+1 to two abilities (Dex, Wis); <strong>Speed:</strong> 30 feet; <strong>Size:</strong> Medium; <strong>Lifespan:</strong> 100 years</p> <p style="margin-left: 20px"><strong>Bonus Skill and Feat:</strong> Persuasion, Crossbow Expert</p> <p style="margin-left: 20px"></p><p><strong>Background:</strong> Brothel Urchin<p style="margin-left: 20px"><strong>Skills:</strong> Deception, Sleight of Hand; <strong>Tools:</strong> herbalism kit, thieves' tools; <strong>Language:</strong> none</p> <p style="margin-left: 20px"><strong>Feature: No Hard Feelings:</strong> Wherever you go, there are probably one or more former lovers there who are willing to help you out. Whenever you break off an "affair" of any length, there are usually no hard feelings.</p> <p style="margin-left: 20px"></p><p><strong>Feats:</strong> <p style="margin-left: 20px"><strong>Crossbow Expert:</strong> Ignore the loading property on crossbows. Being within 5 feet of an opponent does not give disadvantage when using a crossbow against them. After taking the Attack action with a one handed weapon, can fire a crossbow in the other hand as a bonus action.</p> <p style="margin-left: 20px"><strong>Sharpshooter:</strong> Attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls; Your ranged weapon attackes ignore half cover and three-quarters cover; Before you make an attack with a ranged weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack's damage.</p><p><strong>Class:</strong> Bard<p style="margin-left: 20px"><strong>Hit Die:</strong> d8; <strong>Saves:</strong> Dex, Cha; <strong>Skills:</strong> (any 3) Acrobatics, Performance, Stealth</p> <p style="margin-left: 20px"><strong>Bardic Inspiration:</strong> 3 times per short rest. 1d8 effect die</p><p style="margin-left: 20px">You can inspire others through stirring words or music. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d6. Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the GM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time. You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest. Your Bardic Inspiration die changes when you reach certain levels in this class. The die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level.</p></p> <p style="margin-left: 20px"><strong>Jack of all Trades:</strong> effect: +1</p><p style="margin-left: 20px">you can add half your proficiency bonus, rounded down, to any ability check you make that doesn’t already include your proficiency bonus. (figured in above)</p></p> <p style="margin-left: 20px"><strong>Song of Rest:</strong> 1d6 effect die</p><p style="margin-left: 20px">Beginning at 2nd level, you can use soothing music or oration to help revitalize your wounded allies during a short rest. If you or any friendly creatures who can hear your performance regain hit points at the end of the short rest by spending one or more Hit Dice, each of those creatures regains an extra 1d6 hit points. The extra hit points increase when you reach certain levels in this class: to 1d8 at 9th level, to 1d10 at 13th level, and to 1d12 at 17th level.</p></p> <p style="margin-left: 20px"><strong>Expertise:</strong> Deception, Persuasion</p><p style="margin-left: 20px">At 3rd level, choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies. At 10th level, you can choose another two skill proficiencies to gain this benefit.</p></p> <p style="margin-left: 20px"><strong>4th Level ASI:</strong> Sharpshooter Feat</p> <p style="margin-left: 20px"><strong>Font of Inspiration:</strong> You regain all of your expended uses of bardic inspiration when you finish a short or long rest. (figured in above)</p> <p style="margin-left: 20px">Bardic College -- College of Lore</p> <p style="margin-left: 20px"><strong>Bonus Proficiencies:</strong> (any three) Investigation, Insight, Perception</p> <p style="margin-left: 20px"><strong>Cutting Words:</strong></p><p style="margin-left: 20px">Also at 3rd level, you learn how to use your wit to distract, confuse, and otherwise sap the confidence and competence of others. 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>[/sblock][sblock="EQUIPMENT"]Studded Leather (15#)</p><p>Hand Crossbow (3#)</p><p>quiver (20 bolts, 10 bolts silvered)</p><p>Rapier (2#)</p><p>Belt</p><p style="margin-left: 20px">Belt hook (for crossbow)</p> <p style="margin-left: 20px">belt pouch (33 gp, 0 sp, )</p> <p style="margin-left: 20px">small knife (not for combat, just cutting non-monstrous things)</p> <p style="margin-left: 20px"></p><p>Commoners clothes</p><p>soft brown boots</p><p>dark robe</p><p>Waterskin</p><p>backpack<p style="margin-left: 20px">common clothes (3#)</p> <p style="margin-left: 20px">Fine clothes (4#)</p> <p style="margin-left: 20px">masterwork thieves' tools (1# - prof becomes expert, expert becomes 2.5 * prof bonus)</p> <p style="margin-left: 20px">herbalism kit (3#, her kit leans toward abortifacient herbs)</p> <p style="margin-left: 20px">flute, lute, and lyre (1#, 2#, 2#)</p> <p style="margin-left: 20px">a blanket</p> <p style="margin-left: 20px">bedroll (7#)</p> <p style="margin-left: 20px">A kerchief given to her by Rodry</p> <p style="margin-left: 20px">patch of House Sennt sigil</p> <p style="margin-left: 20px">4 potions of greater Healing (4d4+4)</p> <p style="margin-left: 20px">1 potion of Healing (2d4+2)</p> <p style="margin-left: 20px"></p><p></p><p>Equipment Weight: </p><p>[sblock="Carrying Capacity"] <table style='width: 100%'><tr><td>Encumbered<br /> 50</td><td>Heavily Encumbered<br /> 100</td><td>Carrying Capacity<br /> 150</td><td>Push, Drag, Lift<br /> 300</td></tr></table><p>[/sblock][/sblock][sblock="DESCRIPTION and HISTORY"]<strong>HISTORY:</strong> Lindrel is a honey-tongued woman who built herself from nothing. She was left on the doorsteps of a brothel as a baby. She never knew her parents. Growing up in the brothel was for the most part safe. There were other children around and she became their leader for a whle. She developed slower than some of the other girls. She always suspected that Madam Ysilix was putting something in the girls' food to accelerate their maturity. She would trade food with one of the eunuch boys as often as she could. She learned she had an affinity for music there, learning how to play with the eunuch bards on staff. She was fifteen when she was finally forced into the situation she had been putting off. It was not as terrible as she had thought as the madam set her up with a nobleman who was timid around the brothel. She twisted him around her finger and was out of the brothel a few weeks later, living with the nobleman, Sir Rodry Sennt.</p><p></p><p>Living as Lady Lindrel Sennt did not last. They married and then the country was invaded and Rodry died in the battle. She had to flee and hooked up with the Bronze Lions who were fighting on the other side of the war. She met Kordo Vos that day and he gave her martial training. She paid for that training with the only coin she had left. Soon she was a member of the Lions and fighting with them. Eventually they parted ways and she spent time hustling men in expensive taverns and doing a little second story work (based on leads she got from the drunks).</p><p></p><p>Recently gambling debts have started catching up to her and she fled Suzail on the next caravan out of town going somewhere remote. It just happened to be headed to the Keep. There she rediscovered some of her old merc friends and rumors about town told her they were meeting at the boarded up inn. What she did not expect to find there was Kordo Vos. Awkward.</p><p></p><table style='width: 100%'><tr><td><strong>Race:</strong> Human<br /> <strong>Gender:</strong> Female<br /> <strong>Age:</strong> 25<br /> <strong>Relationship:</strong> Varies</td><td><strong>Height:</strong> 5' 4"<br /> <strong>Weight:</strong> 120#<br /> <strong>Complexion:</strong> fair<br /> <strong>Skin:</strong> unadorned</td><td><strong>Hair:</strong> red, long in back, curly<br /> <strong>Eyes:</strong> hazel<br /> <strong>Face Structure:</strong> angular<br /> </td></tr></table><p><strong>APPEARANCE:</strong> Lindrel wears loose fitting, colorful clothes when she entertains. She prefers darker, tighter fitting clothes when she adventures. Her face is plain but people call her a beauty because they are drawn by her personality. She</p><p></p><p><strong>PERSONALITY:</strong> Lindrel affects a gregarious, party-on attitude when she entertains. Her wit is sharp. Her humor stretches from dry to lewd. Off-stage she is flirtatious but old habits never die and she will not give her body away for free. ("You can't afford me.")</p><p></p><p><em>Traits:</em> Look out for number one, no one else will.</p><p><em>Traits:</em> Nothing is free, especially not me.</p><p><em>Ideal:</em> She would like to find a home. She has never felt like she had a home.</p><p><em>Bond:</em> She has allowed the Bronze Lions to become a sort of family.</p><p><em>Flaw:</em> She still wants to know why her parents or mother abandoned her all those years ago. Even though that trail has gone completely dry.</p><p>[sblock="Level History"]</p><p><a href="http://roll.coyotecode.net/lookup.php?rollid=204844" target="_blank">_: 4D6.HIGH(3) = [6, 4, 3, 4] = 14 Con</a></p><p><a href="http://roll.coyotecode.net/lookup.php?rollid=204844" target="_blank">4D6.HIGH(3) = [6, 3, 1, 1] = 10 Str</a></p><p><a href="http://roll.coyotecode.net/lookup.php?rollid=204844" target="_blank">4D6.HIGH(3) = [4, 3, 3, 4] = 11 Wis</a></p><p><a href="http://roll.coyotecode.net/lookup.php?rollid=204844" target="_blank">4D6.HIGH(3) = [5, 5, 3, 5] = 15 Dex</a></p><p><a href="http://roll.coyotecode.net/lookup.php?rollid=204844" target="_blank">4D6.HIGH(3) = [4, 6, 6, 3] = 16 Cha</a></p><p><a href="http://roll.coyotecode.net/lookup.php?rollid=204844" target="_blank">4D6.HIGH(3) = [6, 4, 3, 4] = 14 Int</a></p><p><a href="http://roll.coyotecode.net/lookup.php?rollid=204844" target="_blank"></a> <table style='width: 100%'><tr><td>Abilities</td><td>STR</td><td>DEX</td><td>CON</td><td>INT</td><td>WIS</td><td>CHA</td></tr><tr><td>Initial</td><td>10</td><td>15</td><td>14</td><td>14</td><td>11</td><td>16</td></tr><tr><td>+Race</td><td>10</td><td>16</td><td>14</td><td>14</td><td>12</td><td>16</td></tr></table><p>Hit points 10 + 6 + 3 + 6 + 9 = 34[/sblock][/sblock]</p></blockquote><p></p>
[QUOTE="jmucchiello, post: 7443138, member: 813"] Okay, here goes: [TABLE="width: 100%, align: left"] [TR] [TD="width: 33%"][B]Name:[/B] Lady Lindrel Sennt [B]Race:[/B] Human [B]Background:[/B] Brothel Urchin [B]Class:[/B] Lore Bard-5 [B]Alignment:[/B] Chaotic Neutral (good tendencies) [B]Proficiency Bonus:[/B] +3 [B]Inspiration:[/B] No [b]Strength:[/b] 10 (+0/+1) [indent]Athlethics: +1[/indent] [b]Dexterity:[/b] 16 (+3/+4), save +6 [indent]+Acrobatics: +6 +Sleight of Hand: +6 +Stealth: +6 +(+)Thieves Tools: +9[/indent] [b]Constitution:[/b] 14 (+2/+3) [b]Charisma:[/b] 16 (+3/+4), save +6 [indent]++Deception: +9 Intimidation: +4 +Performance: +6 ++Persuasion: +9[/indent][/TD] [TD="width: 33%"][B]Passive Perception:[/B] 14 [B]Passive Investigation:[/B] 15 [B]Initiative:[/B] +4 [B]AC:[/B] 15 [B]Speed:[/B] 30 ft [B]Hit Dice:[/B] 5d8; [b]Spent HD:[/b] none [B]HP:[/B] 34/34 [b]Intelligence:[/b] 14 (+2/+3) [indent]Arcana: +3 History: +3 +Investigation: +5 Nature: +3 Religion: +3[/indent] [b]Wisdom:[/b] 12 (+1/+2) [indent]Animal Handling: +2 +Insight: +4 Medicine: +2 +Perception: +4 Survival: +2[/indent] +Proficient, ++Expert +(+) Expert because of masterwork. [/td][td="width: 33%"] [IMG]http://paizo.com/image/content/PathfinderTales/PZO8536-ShieraTristane_360.jpeg[/IMG] [/td] [/tr][/table] [sblock="COMBAT"][B]OFFENSE[/B] Initiative: +4[table="align: left"] [tr][td][b]Weapon[/b] Rapier Hand Crossbow SPELL[/td][td="align: center"][b]Range[/b] 120/- varies[/td][td="align: center"][b]To Hit[/b] +6 +6 +6[/td][td][b]Damage[/b] 1d8+3 (p) 1d6+4 (p) varies[/td][td][b]Notes[/b] finesse light, [-]loading[/-], -5 atk for +10 dmg varies, DC 14[/td] [/tr] [/table] [B]DEFENSE[/B] [B]AC:[/B] 15 (armor + Dex) [table="align: left"][tr][td][B]Strength:[/B] +0 [B]Intelligence:[/B] +2[/td][td]+[B]Dexterity:[/B] +6 [B]Wisdom:[/B] +1[/td][td][B]Constitution:[/B] +2 +[B]Charisma:[/B] +6[/td][/tr] [/table] [B]EXPENDABLES[/B] [b]Bardic Inspiration:[/b] 3/3 [table="align: left"] [tr][td] [b]Spells Per Long Rest[/b] [b]Spells Cast[/b][/td][td="align: center"]1st 4 0[/td][td="align: center"]2nd 3 0[/td][td="align: center"]3rd 2 0[/td][td="align: center"]4th -[/td][td="align: center"]5th -[/td][td="align: center"]6th -[/td][td="align: center"]7th -[/td][td="align: center"]8th -[/td][td="align: center"]9th -[/td][/tr][/table] [b]SPELLS KNOWN[/b] 8 spells, 3 cantrips [b]Cantrips:[/b] Light, Message, Prestidigitation [b]1st level:[/b] Cure Wounds+, Disguise Self, Dissonant Whispers+ [b]2nd level:[/b] Blindness/Deafness+, Phantasmal Force*, See Invisibility, Shatter+ [b]3rd level:[/b] Dispel Magic+ + Spell benefits from higher casting level; * Spell requires concentration; $ Requires a material component that costs money [sblock="Spell notes"]Blindness/Deafness: V, 30 ft, 1 minute, Con save, additional targets with higher spell level. Cure Wounds: VS, touch, Instant, 1d8+3 healing + 1d8 per spell level Disguise Self: VS, self, 1 hour Dispel Magic: VS, 120 ft, Instant Dissonant Whispers: V, 60 ft, Instant, 3d6 psychic +1d6 per spell level, Wisdom Save for half damage Message: VSM, 120 ft, 1 round Phantasmal Force: VSM, 60 ft, 1 minute (C), Int save, 10 ft cube effect area. Prestidigitation: VS, 10 ft, up to 1 hour See Invisibility: VSM, self, 1 hour Shatter: VSM, 60 ft, Instant, 10-ft radius, 3d8 thunder + 1d8 per spell level, Con Save for half [/sblock][/sblock][sblock="FEATURES AND TRAITS"][B]Proficiencies and Languages[/B][INDENT][B]Languages:[/B] Common, Elvish [B]Armor:[/B] Light Armor [B]Weapons:[/B] All simple and hand crossbows, longswords, rapiers, shortswords [B]Tools:[/B] herbalism kit, thieves' tools, flute, lute, lyre[/INDENT] [B]Race:[/B] Human (variant)[INDENT]+1 to two abilities (Dex, Wis); [b]Speed:[/b] 30 feet; [b]Size:[/b] Medium; [b]Lifespan:[/b] 100 years [B]Bonus Skill and Feat:[/B] Persuasion, Crossbow Expert [/INDENT] [B]Background:[/B] Brothel Urchin[INDENT][B]Skills:[/B] Deception, Sleight of Hand; [b]Tools:[/b] herbalism kit, thieves' tools; [b]Language:[/b] none [b]Feature: No Hard Feelings:[/b] Wherever you go, there are probably one or more former lovers there who are willing to help you out. Whenever you break off an "affair" of any length, there are usually no hard feelings. [/INDENT] [B]Feats:[/B] [indent][b]Crossbow Expert:[/b] Ignore the loading property on crossbows. Being within 5 feet of an opponent does not give disadvantage when using a crossbow against them. After taking the Attack action with a one handed weapon, can fire a crossbow in the other hand as a bonus action. [b]Sharpshooter:[/b] Attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls; Your ranged weapon attackes ignore half cover and three-quarters cover; Before you make an attack with a ranged weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack's damage.[/indent] [B]Class:[/B] Bard[indent][B]Hit Die:[/B] d8; [B]Saves:[/B] Dex, Cha; [B]Skills:[/B] (any 3) Acrobatics, Performance, Stealth [b]Bardic Inspiration:[/b] 3 times per short rest. 1d8 effect die [indent]You can inspire others through stirring words or music. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d6. Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the GM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time. You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest. Your Bardic Inspiration die changes when you reach certain levels in this class. The die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level.[/indent] [b]Jack of all Trades:[/b] effect: +1 [indent]you can add half your proficiency bonus, rounded down, to any ability check you make that doesn’t already include your proficiency bonus. (figured in above)[/indent] [b]Song of Rest:[/b] 1d6 effect die [indent]Beginning at 2nd level, you can use soothing music or oration to help revitalize your wounded allies during a short rest. If you or any friendly creatures who can hear your performance regain hit points at the end of the short rest by spending one or more Hit Dice, each of those creatures regains an extra 1d6 hit points. The extra hit points increase when you reach certain levels in this class: to 1d8 at 9th level, to 1d10 at 13th level, and to 1d12 at 17th level.[/indent] [b]Expertise:[/b] Deception, Persuasion [indent]At 3rd level, choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies. At 10th level, you can choose another two skill proficiencies to gain this benefit.[/indent] [b]4th Level ASI:[/b] Sharpshooter Feat [b]Font of Inspiration:[/b] You regain all of your expended uses of bardic inspiration when you finish a short or long rest. (figured in above) Bardic College -- College of Lore [b]Bonus Proficiencies:[/b] (any three) Investigation, Insight, Perception [b]Cutting Words:[/b] [indent]Also at 3rd level, you learn how to use your wit to distract, confuse, and otherwise sap the confidence and competence of others. 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.[/indent] [/indent][/sblock][sblock="EQUIPMENT"]Studded Leather (15#) Hand Crossbow (3#) quiver (20 bolts, 10 bolts silvered) Rapier (2#) Belt [indent]Belt hook (for crossbow) belt pouch (33 gp, 0 sp, ) small knife (not for combat, just cutting non-monstrous things) [/indent]Commoners clothes soft brown boots dark robe Waterskin backpack[indent]common clothes (3#) Fine clothes (4#) masterwork thieves' tools (1# - prof becomes expert, expert becomes 2.5 * prof bonus) herbalism kit (3#, her kit leans toward abortifacient herbs) flute, lute, and lyre (1#, 2#, 2#) a blanket bedroll (7#) A kerchief given to her by Rodry patch of House Sennt sigil 4 potions of greater Healing (4d4+4) 1 potion of Healing (2d4+2) [/indent] Equipment Weight: [sblock="Carrying Capacity"][table="align: left"][tr][td="align: center"]Encumbered 50[/td][td="align: center"]Heavily Encumbered 100[/td][td="align: center"]Carrying Capacity 150[/td][td="align: center"]Push, Drag, Lift 300[/td][/tr][/table][/sblock][/sblock][sblock="DESCRIPTION and HISTORY"][b]HISTORY:[/b] Lindrel is a honey-tongued woman who built herself from nothing. She was left on the doorsteps of a brothel as a baby. She never knew her parents. Growing up in the brothel was for the most part safe. There were other children around and she became their leader for a whle. She developed slower than some of the other girls. She always suspected that Madam Ysilix was putting something in the girls' food to accelerate their maturity. She would trade food with one of the eunuch boys as often as she could. She learned she had an affinity for music there, learning how to play with the eunuch bards on staff. She was fifteen when she was finally forced into the situation she had been putting off. It was not as terrible as she had thought as the madam set her up with a nobleman who was timid around the brothel. She twisted him around her finger and was out of the brothel a few weeks later, living with the nobleman, Sir Rodry Sennt. Living as Lady Lindrel Sennt did not last. They married and then the country was invaded and Rodry died in the battle. She had to flee and hooked up with the Bronze Lions who were fighting on the other side of the war. She met Kordo Vos that day and he gave her martial training. She paid for that training with the only coin she had left. Soon she was a member of the Lions and fighting with them. Eventually they parted ways and she spent time hustling men in expensive taverns and doing a little second story work (based on leads she got from the drunks). Recently gambling debts have started catching up to her and she fled Suzail on the next caravan out of town going somewhere remote. It just happened to be headed to the Keep. There she rediscovered some of her old merc friends and rumors about town told her they were meeting at the boarded up inn. What she did not expect to find there was Kordo Vos. Awkward. [table="width: 100%, align: left"][tr][td="width: 33%"][b]Race:[/b] Human [b]Gender:[/b] Female [b]Age:[/b] 25 [b]Relationship:[/b] Varies[/td] [td="width: 33%"][b]Height:[/b] 5' 4" [b]Weight:[/b] 120# [b]Complexion:[/b] fair [b]Skin:[/b] unadorned[/td] [td="width: 33%"][b]Hair:[/b] red, long in back, curly [b]Eyes:[/b] hazel [b]Face Structure:[/b] angular [/td][/tr][/table] [B]APPEARANCE:[/B] Lindrel wears loose fitting, colorful clothes when she entertains. She prefers darker, tighter fitting clothes when she adventures. Her face is plain but people call her a beauty because they are drawn by her personality. She [B]PERSONALITY:[/B] Lindrel affects a gregarious, party-on attitude when she entertains. Her wit is sharp. Her humor stretches from dry to lewd. Off-stage she is flirtatious but old habits never die and she will not give her body away for free. ("You can't afford me.") [i]Traits:[/i] Look out for number one, no one else will. [i]Traits:[/i] Nothing is free, especially not me. [i]Ideal:[/i] She would like to find a home. She has never felt like she had a home. [i]Bond:[/i] She has allowed the Bronze Lions to become a sort of family. [i]Flaw:[/i] She still wants to know why her parents or mother abandoned her all those years ago. Even though that trail has gone completely dry. [sblock="Level History"] [url=http://roll.coyotecode.net/lookup.php?rollid=204844]_: 4D6.HIGH(3) = [6, 4, 3, 4] = 14 Con 4D6.HIGH(3) = [6, 3, 1, 1] = 10 Str 4D6.HIGH(3) = [4, 3, 3, 4] = 11 Wis 4D6.HIGH(3) = [5, 5, 3, 5] = 15 Dex 4D6.HIGH(3) = [4, 6, 6, 3] = 16 Cha 4D6.HIGH(3) = [6, 4, 3, 4] = 14 Int [/url][table="align: left"] [tr][td]Abilities[/td][td]STR[/td][td]DEX[/td][td]CON[/td][td]INT[/td][td]WIS[/td][td]CHA[/td][/tr] [tr][td]Initial[/td][td]10[/td][td]15[/td][td]14[/td][td]14[/td][td]11[/td][td]16[/td][/tr] [tr][td]+Race[/td][td]10[/td][td]16[/td][td]14[/td][td]14[/td][td]12[/td][td]16[/td][/tr] [/table] Hit points 10 + 6 + 3 + 6 + 9 = 34[/sblock][/sblock] [/QUOTE]
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