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(RG) Fitz's Folly
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<blockquote data-quote="Neurotic" data-source="post: 7641907" data-attributes="member: 24380"><p><span style="color: Teal"><strong>Mr-rrr-aul (Dew)</strong>, son of Rawrgrym (Tree-leaper), grandson of Miar-rkuh (Rainbringer), ex-chieftain of Rainbow Snake clan</span></p><p><span style="color: Teal"><strong>Myrral</strong> for humanoids - meaning Dew</span></p><p><strong>Tabaxi lore bard 7</strong></p><p></p><p>[spoiler=Obsessions, Quirks, Trinkets]</p><p><a href="http://roll.coyotecode.net/lookup.php?rollid=228522" target="_blank">Obsession; Quirk: 1D8 = [2] = 2; 1D10 = [8] = 8</a></p><p><a href="http://roll.coyotecode.net/lookup.php?rollid=228523" target="_blank">Trinket: 1D100 = [89] = 89</a> <-- vial of dragon blood</p><p></p><p>TABAXI OBSESSIONS</p><p>d8 My curiosity is currently fixed on ...</p><p>1 A god or planar entity</p><p>2 A monster</p><p>--> 3 A lost civilization <--</p><p>4 A wizard's secrets</p><p>5 A mundane item</p><p>6 A magic item</p><p>1 A location</p><p>8 A legend or tale</p><p></p><p>TABAXI QUIRKS</p><p>d10 Quirk</p><p>1 You miss your tropical home and complain endlessly about the freezing, weather, even in summer.</p><p>2 You never wear the same outfit twice, unless you absolutely must.</p><p>3 You have a minor phobia of water and hate getting wet.</p><p>4 Your tail always betrays your inner thoughts.</p><p>5 You purr loudly when you are happy.</p><p>6 You keep a small ball of yarn in your hand, which you constantly fidget with.</p><p>7 You are always in debt, since you spend your gold on lavish parties and gifts for friends.</p><p>--> 8 When talking about something you're obsessed with, you speak quickly and never pause and others can't understand you.</p><p>9 You are a font of random trivia from the lore and stories you have discovered.</p><p>10 You can't help but pocket interesting objects you come across.</p><p></p><p><a href="http://roll.coyotecode.net/lookup.php?rollid=228665" target="_blank">Birthplace: 1D100 = [63] = 63</a> - midwife home</p><p><a href="http://roll.coyotecode.net/lookup.php?rollid=228666" target="_blank">Family: 1D100 = [7] = 7</a> - Guardian</p><p><a href="http://roll.coyotecode.net/lookup.php?rollid=228668" target="_blank">Outlander: 1D6 = [2] = 2</a></p><p><a href="http://roll.coyotecode.net/lookup.php?rollid=228670" target="_blank">Life Events: 1D100 = [79] = 79</a> - Adventure</p><p><a href="http://roll.coyotecode.net/lookup.php?rollid=228671" target="_blank">Adventure: 1D100 = [88] = 88</a> - discovered treasure</p><p><a href="http://roll.coyotecode.net/lookup.php?rollid=228672" target="_blank">Tragedy: 1D12 = [10] = 10</a> - For a reason you were never told, you were exiled from your community. You then either wandered in the wilderness for a time or promptly found a new place to live.</p><p></p><p>[/spoiler]</p><p></p><p>STR 10 (2pts)</p><p>DEX 16 (7pts +2 racial)</p><p>CON 14 (5pts +1 Resilient)</p><p>INT 10 (2pts)</p><p>WIS 10 (2pts)</p><p>CHA 16 (9pts +1 racial)</p><p></p><p></p><p>[spoiler=IMAGE]</p><p>[ATTACH]107772[/ATTACH]</p><p>[ATTACH]107771[/ATTACH]</p><p>[/spoiler]</p><p></p><p>FEATS</p><p>Resilient (+1 CON, save proficiency)</p><p></p><p>Alignment: Chaotic Good</p><p>Size: Medium</p><p>Type (Subtype): Humanoid (Tabaxi)</p><p>Proficiency: +3</p><p>Init: +4 (+3 dex +1 Jack of all trades)</p><p>Senses: Darkvision (60 ft.)</p><p>Passive Perception: 17</p><p>Languages: Common, Tabaxi, Chult</p><p></p><p>DEFENSES</p><p>AC: 14 (+1 armor, +3 Dex)</p><p>HP: 58 = 10 (8 +2 Con) + 6 x (6 +2)</p><p>Saves: Str +1, Dex* +4, Con* +4, Int +1, Wis +2, Cha* +5</p><p></p><p>OFFENSE</p><p>Speed: 30ft</p><p>Melee:</p><p>Mace: +3 / 1d6+0 (B)</p><p>Claws: +3 / 1d4+0 (S)</p><p>Dagger: +6 / 1d4+3 (P, 20/60)</p><p>Whip: +6 / 1d4+3 (S, reach)</p><p></p><p>Ranged:</p><p>Dagger: +6 / 1d4+3 (P, 20/60)</p><p>Dart: +6 / 1d4+3 (P, 20/60)</p><p>Net Special, thrown (range 5/15)</p><p></p><p>ATTRIBUTES</p><p>Str 10 (+0), Dex 16 (+3), Con 14 (+2), Int 10 (+0), Wis 10 (+0), Cha 16 (+3)</p><p></p><p>SKILLS:</p><p>2 background: Athletics, Survival</p><p>2 tabaxi: Perception, Stealth</p><p>3 bard: Arcana, Initimidation, Performance</p><p>3 college of lore: History, Investigation, Sleight of Hand</p><p></p><p>Three instruments: Singing, Drums, Xsilophone</p><p></p><p>Tribesman</p><p>Skill Proficiencies: Athletics, Survival</p><p>Tool Proficiencies: Herbalism</p><p>Languages: Chult</p><p>Equipment: See equipment</p><p></p><p></p><table style='width: 100%'><tr><td><strong>Skill</strong></td><td><strong>Attrib</strong></td><td><strong>Mod</strong></td><td><strong>Prof</strong></td><td><strong>Total</strong></td></tr><tr><td>Acrobatics</td><td>DEX</td><td>+3</td><td>+1</td><td>+4</td></tr><tr><td>Animal Handling</td><td>WIS</td><td>+0</td><td>+1</td><td>+1</td></tr><tr><td>Arcana</td><td>INT</td><td>+0</td><td>+3</td><td>+3</td></tr><tr><td>Athletics</td><td>STR</td><td>+0</td><td>+3</td><td>+3</td></tr><tr><td>Deception</td><td>CHA</td><td>+3</td><td>+1</td><td>+4</td></tr><tr><td>History</td><td>INT</td><td>+0</td><td>+3</td><td>+3</td></tr><tr><td>Insight</td><td>WIS</td><td>+0</td><td>+1</td><td>+1</td></tr><tr><td>Intimidation</td><td>CHA</td><td>+3</td><td>+3</td><td>+6</td></tr><tr><td>Investigation</td><td>INT</td><td>+0</td><td>+3</td><td>+3</td></tr><tr><td>Medicine</td><td>WIS</td><td>+0</td><td>+1</td><td>+1</td></tr><tr><td>Nature</td><td>INT</td><td>+0</td><td>+1</td><td>+1</td></tr><tr><td>Perception*</td><td>WIS</td><td>+0</td><td>+6</td><td>+6</td></tr><tr><td>Performance</td><td>CHA</td><td>+3</td><td>+3</td><td>+6</td></tr><tr><td>Persuasion</td><td>CHA</td><td>+3</td><td>+1</td><td>+4</td></tr><tr><td>Religion</td><td>INT</td><td>+0</td><td>+1</td><td>+1</td></tr><tr><td>Sleight of Hand</td><td>DEX</td><td>+3</td><td>+3</td><td>+6</td></tr><tr><td>Stealth*</td><td>DEX</td><td>+3</td><td>+6</td><td>+9</td></tr><tr><td>Survival</td><td>WIS</td><td>+0</td><td>+3</td><td>+3</td></tr></table><p></p><p>[spoiler=FEATURES]</p><p><strong>Tabaxi</strong></p><p>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.</p><p>Feline Agility: double your speed TENT, recovers when standing still for 1 round</p><p>Cat's Claws: climb speed 20'; slash attack 1d4+Str</p><p></p><p>Languages: Common, Tabaxi</p><p></p><p></p><p><strong>Bard</strong></p><p>Spells known: 3 cantrips, 8 spells</p><p>0 1 2 3 4 5 6 7 8 9</p><p>3 4 3 3 1 0 0 0 0 0</p><p></p><p>Spell save DC: 8 + 3 +3 = 14</p><p>Bonus action inspiration: 1d8 CHA/short or long rest</p><p>Jack of all trades: +prof/2 to ability checks that don't include proficiency</p><p>Song of rest: HD +1d6 on short rest</p><p></p><p>LORE BARD</p><p>Expertise: choose two proficiencies, gain double prof bonus</p><p>gain 3 proficiencies</p><p>Cutting words: reaction to expend BI subtract from attack, ability check or damage (doesn't work if cannot hear or cannot be charmed)</p><p>Additional Magic Secrets: fireball, aura of vitality</p><p>Countercharm: as an action, give al within 30' advantage on saves vs fright/charm TENT</p><p></p><p>0: Mage Hand, Minor Illusion, Vicious Mockery</p><p>1: Charm Person, Cure Wounds, Detect Magic, Dissonant Whispers, Faerie fire</p><p>2: Phantasmal Force, Suggestion</p><p>3: Bestow Curse, Dispel Magic, Fireball*, Aura of Vitality* <s>Enemies Abound</s></p><p>4: Greater Invisibility</p><p>* gained through additional magic secrets</p><p>[/spoiler]</p><p></p><p>Trait: I’m always picking things up, absently fiddling with them, and sometimes accidentally breaking them.</p><p>Ideal: Life is like the seasons, in constant change and we must change with it.</p><p>Bond: I suffer awful visions of a coming disaster and will do anything to prevent it.</p><p>Flaw: There’s no room for caution in a life lived to the fullest.</p><p></p><p></p><p>[spoiler=EQUIPMENT]</p><p>Tribesman:</p><p>A hunting trap</p><p>a totemic token marking your loyalty to the tribe and your tribal totem</p><p>a set of traveler's clothes</p><p>a pouch containing 10 gp</p><p></p><p>Bard:</p><p>Mace (Simple weapon)</p><p>Entertainers pack (Includes a backpack, a bedroll, 2 costumes, 5 candles, 5 days o f rations, a waterskin, and a disguise kit.)</p><p>An instrument (xsilophone)</p><p>Leather armor</p><p>Dagger</p><p></p><p></p><p>Backpack 0 gp 2 lbs</p><p>Rations x5 0 gp 10lbs</p><p>Candles x5 0 gp -</p><p>Waterskin 0 gp 5 lbs</p><p>Bedroll 0 gp 7 lbs</p><p>Kit, disguise 0 gp 3 lbs</p><p>Kit, herbalism 5 gp 3 lbs</p><p>Kit, healer’s 5 gp 3 lbs</p><p>Mace 0 gp 4 lbs</p><p>Net x2 2 gp 6 lbs</p><p>Whip 2 gp 3 lbs</p><p>-------------------</p><p>14 gp</p><p></p><p>Total Weight: 46 lbs</p><p></p><p>[/spoiler]</p><p></p><p>[spoiler=Tabaxi clawed net]</p><p>DC 12 to get free, 1d4 damage for fail, 10/20 range</p><p>[/spoiler]</p><p></p><p>[spoiler=Net Trap]</p><p>Low level, dangerous, restrain</p><p>2d6 damage, 10x10 feet area, Perc DC 15 to notice, Str DC 12 (fail does 1d4 damage)</p><p></p><p>Trigger. A trip wire strung acr oss a ha llway is rigged</p><p>to a la r ge net. If the trip wire is b roke n , t he n e t fa lls o n</p><p>int r uders. A n iron be ll is a ls o rigg ed to t he trip wire . It</p><p>rin gs whe n the tra p acti vates, alerting nearby g u a rds.</p><p>Effect. A n et cover in g a 10-foot-by-10-fo o t a rea cen te</p><p>r e d o n the t rip w ire fal ls to the fl oor as a bell rings.</p><p>Any c r eature fully with in t hi s a r e a must s ucceed on a</p><p>DC 15 Dex te rity savin g throw o r be r estra ine d . A c reature</p><p>ca n use its actio n to make a D C 10 S tren g th c h eck</p><p>to try to fr ee itself or a n other c reature in the n e t. D ealing</p><p>5 s lashin g dam age to t h e n e t (AC 10, 2 0 hp) a lso</p><p>frees a c r e ature witho ut h a rmi ng the c r eature .</p><p>Countermeasures. A s uccessful D C 15 Wis dom ( P e rception)</p><p>c h eck r eveals the trip wire and the n e t. A s uccessful</p><p>DC 15 D exte rity c h eck using thieves' tools di sa</p><p>bles the tri p w ire w itho ut cau s ing the n e t to drop or the</p><p>b e ll to ring; failin g the c h eck cau ses the t rap to activate</p><p>[/spoiler]</p><p></p><p></p><p>[spoiler=Description and History]</p><p>Myrral was pegged as a wildling from birth, he was on his feet within months, he ran wildly around and even as a cub, he followed warriors, tried to sneak into shamans hut and tried listen at chieftains lodge. His gradfather, chieftain at that time was forgiving. Myrral was punished, but it never stuck. At one expedition when he was entering his teens - punitive one - dragonborn tribe got too close and took slaves from close by tribe of tabaxi - he managed to follow the expeditions. Unfortunately for him, he planned to ran forward and find a place he could observe the events so once the warriors slowed down and started serious deployment he went forward. He got caught by a guard and the carefully planned ambush was dissolved in rushed attack. His grandfather managed to get Myrral and several of the slaves out. But at the cost of several warriors lives and griveous wound to old cats leg. While they managed to do enough damage to dragonmen to be safe for the moment, the boy finally got what he deserved for his rashness.</p><p></p><p>Punishing regiment of despicable jobs, more degrading, filthy or hard the better, were supposed to teach the boy humility and wisdom. In the months that followed, he saw his grandfather defeated in ritual combat for the chieftain, he was constantly dirty, stinky, shunned or ordered about and then...then the nightmares started. At first, he would wake up panting or with a scream or growl, but he couldn't remember anything. Everyone just assumed it was from the punishment or maybe guilt. But despite talks with the shaman, with parents, with what friends he had remaining the nightmares got worse. He started remembering the darkness. Then the cold. He had visions of comfortable cat suddenly enveloped in the dark and cold. Warm, fed cat on a tree being swept down by black stick. Tabaxi sitting around the fire blown away by a bolt of cold, fire extinguished, the fur rimed with frost (which he didn't even recognize and put in perspective only by talking with the shaman). There was a creature, not tabaxi, no fur, pink skin, flat teeth...that was being smothered by a cold, dark vines. And this time, there was a hint of the tree involved.</p><p></p><p>Myrral started learning from the shaman. He was protected from evil, put to sleep with drugs and went onto spiritual travels in shamans hut. At one point, tabaxi started dying from minor wounds or sicknesses, from infections that rarely killed before...Finally, the shaman accepted that the malady couldn't be resolved by his powers and read the bones. His reading said that The Lord of Cats is sending Myrral to the world, learning about it, meeting new people and trying to find out the source of his nightmares. Only hint they had of anything was that last dream about the tree choking someone not of cat people. Thus, Myrral quickly packed his meager equipment and rushed out only to be stopped by the old shaman. 'Once again, you're rushing out, young one. Consider first, run later.' But Myrral had enough of the miserable life in the village, guilt hitting him every time he saw old Miar-rkuh hobbling through the village. He went out toward the only assassin vine known in their territory. Now a young man, no longer a boy, trained intensively in shamanistic tradition of his people and powerful in Tree Song, he went out hoping against hope to save that strange creature and maybe save himself in the eyes of the gods.</p><p>[/spoiler]</p></blockquote><p></p>
[QUOTE="Neurotic, post: 7641907, member: 24380"] [COLOR=Teal][B]Mr-rrr-aul (Dew)[/B], son of Rawrgrym (Tree-leaper), grandson of Miar-rkuh (Rainbringer), ex-chieftain of Rainbow Snake clan [B]Myrral[/B] for humanoids - meaning Dew[/COLOR] [B]Tabaxi lore bard 7[/B] [spoiler=Obsessions, Quirks, Trinkets] [URL='http://roll.coyotecode.net/lookup.php?rollid=228522']Obsession; Quirk: 1D8 = [2] = 2; 1D10 = [8] = 8[/URL] [URL='http://roll.coyotecode.net/lookup.php?rollid=228523']Trinket: 1D100 = [89] = 89[/URL] <-- vial of dragon blood TABAXI OBSESSIONS d8 My curiosity is currently fixed on ... 1 A god or planar entity 2 A monster --> 3 A lost civilization <-- 4 A wizard's secrets 5 A mundane item 6 A magic item 1 A location 8 A legend or tale TABAXI QUIRKS d10 Quirk 1 You miss your tropical home and complain endlessly about the freezing, weather, even in summer. 2 You never wear the same outfit twice, unless you absolutely must. 3 You have a minor phobia of water and hate getting wet. 4 Your tail always betrays your inner thoughts. 5 You purr loudly when you are happy. 6 You keep a small ball of yarn in your hand, which you constantly fidget with. 7 You are always in debt, since you spend your gold on lavish parties and gifts for friends. --> 8 When talking about something you're obsessed with, you speak quickly and never pause and others can't understand you. 9 You are a font of random trivia from the lore and stories you have discovered. 10 You can't help but pocket interesting objects you come across. [URL='http://roll.coyotecode.net/lookup.php?rollid=228665']Birthplace: 1D100 = [63] = 63[/URL] - midwife home [URL='http://roll.coyotecode.net/lookup.php?rollid=228666']Family: 1D100 = [7] = 7[/URL] - Guardian [URL='http://roll.coyotecode.net/lookup.php?rollid=228668']Outlander: 1D6 = [2] = 2[/URL] [URL='http://roll.coyotecode.net/lookup.php?rollid=228670']Life Events: 1D100 = [79] = 79[/URL] - Adventure [URL='http://roll.coyotecode.net/lookup.php?rollid=228671']Adventure: 1D100 = [88] = 88[/URL] - discovered treasure [URL='http://roll.coyotecode.net/lookup.php?rollid=228672']Tragedy: 1D12 = [10] = 10[/URL] - For a reason you were never told, you were exiled from your community. You then either wandered in the wilderness for a time or promptly found a new place to live. [/spoiler] STR 10 (2pts) DEX 16 (7pts +2 racial) CON 14 (5pts +1 Resilient) INT 10 (2pts) WIS 10 (2pts) CHA 16 (9pts +1 racial) [spoiler=IMAGE] [ATTACH alt="Myrral-token.png"]107772[/ATTACH] [ATTACH alt="Myrral.jpg"]107771[/ATTACH] [/spoiler] FEATS Resilient (+1 CON, save proficiency) Alignment: Chaotic Good Size: Medium Type (Subtype): Humanoid (Tabaxi) Proficiency: +3 Init: +4 (+3 dex +1 Jack of all trades) Senses: Darkvision (60 ft.) Passive Perception: 17 Languages: Common, Tabaxi, Chult DEFENSES AC: 14 (+1 armor, +3 Dex) HP: 58 = 10 (8 +2 Con) + 6 x (6 +2) Saves: Str +1, Dex* +4, Con* +4, Int +1, Wis +2, Cha* +5 OFFENSE Speed: 30ft Melee: Mace: +3 / 1d6+0 (B) Claws: +3 / 1d4+0 (S) Dagger: +6 / 1d4+3 (P, 20/60) Whip: +6 / 1d4+3 (S, reach) Ranged: Dagger: +6 / 1d4+3 (P, 20/60) Dart: +6 / 1d4+3 (P, 20/60) Net Special, thrown (range 5/15) ATTRIBUTES Str 10 (+0), Dex 16 (+3), Con 14 (+2), Int 10 (+0), Wis 10 (+0), Cha 16 (+3) SKILLS: 2 background: Athletics, Survival 2 tabaxi: Perception, Stealth 3 bard: Arcana, Initimidation, Performance 3 college of lore: History, Investigation, Sleight of Hand Three instruments: Singing, Drums, Xsilophone Tribesman Skill Proficiencies: Athletics, Survival Tool Proficiencies: Herbalism Languages: Chult Equipment: See equipment [TABLE] [TR] [TD][B]Skill[/B][/TD] [TD][B]Attrib[/B][/TD] [TD][B]Mod[/B][/TD] [TD][B]Prof[/B][/TD] [TD][B]Total[/B][/TD] [/TR] [TR] [TD]Acrobatics[/TD] [TD]DEX[/TD] [TD]+3[/TD] [TD]+1[/TD] [TD]+4[/TD] [/TR] [TR] [TD]Animal Handling[/TD] [TD]WIS[/TD] [TD]+0[/TD] [TD]+1[/TD] [TD]+1[/TD] [/TR] [TR] [TD]Arcana[/TD] [TD]INT[/TD] [TD]+0[/TD] [TD]+3[/TD] [TD]+3[/TD] [/TR] [TR] [TD]Athletics[/TD] [TD]STR[/TD] [TD]+0[/TD] [TD]+3[/TD] [TD]+3[/TD] [/TR] [TR] [TD]Deception[/TD] [TD]CHA[/TD] [TD]+3[/TD] [TD]+1[/TD] [TD]+4[/TD] [/TR] [TR] [TD]History[/TD] [TD]INT[/TD] [TD]+0[/TD] [TD]+3[/TD] [TD]+3[/TD] [/TR] [TR] [TD]Insight[/TD] [TD]WIS[/TD] [TD]+0[/TD] [TD]+1[/TD] [TD]+1[/TD] [/TR] [TR] [TD]Intimidation[/TD] [TD]CHA[/TD] [TD]+3[/TD] [TD]+3[/TD] [TD]+6[/TD] [/TR] [TR] [TD]Investigation[/TD] [TD]INT[/TD] [TD]+0[/TD] [TD]+3[/TD] [TD]+3[/TD] [/TR] [TR] [TD]Medicine[/TD] [TD]WIS[/TD] [TD]+0[/TD] [TD]+1[/TD] [TD]+1[/TD] [/TR] [TR] [TD]Nature[/TD] [TD]INT[/TD] [TD]+0[/TD] [TD]+1[/TD] [TD]+1[/TD] [/TR] [TR] [TD]Perception*[/TD] [TD]WIS[/TD] [TD]+0[/TD] [TD]+6[/TD] [TD]+6[/TD] [/TR] [TR] [TD]Performance[/TD] [TD]CHA[/TD] [TD]+3[/TD] [TD]+3[/TD] [TD]+6[/TD] [/TR] [TR] [TD]Persuasion[/TD] [TD]CHA[/TD] [TD]+3[/TD] [TD]+1[/TD] [TD]+4[/TD] [/TR] [TR] [TD]Religion[/TD] [TD]INT[/TD] [TD]+0[/TD] [TD]+1[/TD] [TD]+1[/TD] [/TR] [TR] [TD]Sleight of Hand[/TD] [TD]DEX[/TD] [TD]+3[/TD] [TD]+3[/TD] [TD]+6[/TD] [/TR] [TR] [TD]Stealth*[/TD] [TD]DEX[/TD] [TD]+3[/TD] [TD]+6[/TD] [TD]+9[/TD] [/TR] [TR] [TD]Survival[/TD] [TD]WIS[/TD] [TD]+0[/TD] [TD]+3[/TD] [TD]+3[/TD] [/TR] [/TABLE] [spoiler=FEATURES] [B]Tabaxi[/B] 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. Feline Agility: double your speed TENT, recovers when standing still for 1 round Cat's Claws: climb speed 20'; slash attack 1d4+Str Languages: Common, Tabaxi [B]Bard[/B] Spells known: 3 cantrips, 8 spells 0 1 2 3 4 5 6 7 8 9 3 4 3 3 1 0 0 0 0 0 Spell save DC: 8 + 3 +3 = 14 Bonus action inspiration: 1d8 CHA/short or long rest Jack of all trades: +prof/2 to ability checks that don't include proficiency Song of rest: HD +1d6 on short rest LORE BARD Expertise: choose two proficiencies, gain double prof bonus gain 3 proficiencies Cutting words: reaction to expend BI subtract from attack, ability check or damage (doesn't work if cannot hear or cannot be charmed) Additional Magic Secrets: fireball, aura of vitality Countercharm: as an action, give al within 30' advantage on saves vs fright/charm TENT 0: Mage Hand, Minor Illusion, Vicious Mockery 1: Charm Person, Cure Wounds, Detect Magic, Dissonant Whispers, Faerie fire 2: Phantasmal Force, Suggestion 3: Bestow Curse, Dispel Magic, Fireball*, Aura of Vitality* [S]Enemies Abound[/S] 4: Greater Invisibility * gained through additional magic secrets [/spoiler] Trait: I’m always picking things up, absently fiddling with them, and sometimes accidentally breaking them. Ideal: Life is like the seasons, in constant change and we must change with it. Bond: I suffer awful visions of a coming disaster and will do anything to prevent it. Flaw: There’s no room for caution in a life lived to the fullest. [spoiler=EQUIPMENT] Tribesman: A hunting trap a totemic token marking your loyalty to the tribe and your tribal totem a set of traveler's clothes a pouch containing 10 gp Bard: Mace (Simple weapon) Entertainers pack (Includes a backpack, a bedroll, 2 costumes, 5 candles, 5 days o f rations, a waterskin, and a disguise kit.) An instrument (xsilophone) Leather armor Dagger Backpack 0 gp 2 lbs Rations x5 0 gp 10lbs Candles x5 0 gp - Waterskin 0 gp 5 lbs Bedroll 0 gp 7 lbs Kit, disguise 0 gp 3 lbs Kit, herbalism 5 gp 3 lbs Kit, healer’s 5 gp 3 lbs Mace 0 gp 4 lbs Net x2 2 gp 6 lbs Whip 2 gp 3 lbs ------------------- 14 gp Total Weight: 46 lbs [/spoiler] [spoiler=Tabaxi clawed net] DC 12 to get free, 1d4 damage for fail, 10/20 range [/spoiler] [spoiler=Net Trap] Low level, dangerous, restrain 2d6 damage, 10x10 feet area, Perc DC 15 to notice, Str DC 12 (fail does 1d4 damage) Trigger. A trip wire strung acr oss a ha llway is rigged to a la r ge net. If the trip wire is b roke n , t he n e t fa lls o n int r uders. A n iron be ll is a ls o rigg ed to t he trip wire . It rin gs whe n the tra p acti vates, alerting nearby g u a rds. Effect. A n et cover in g a 10-foot-by-10-fo o t a rea cen te r e d o n the t rip w ire fal ls to the fl oor as a bell rings. Any c r eature fully with in t hi s a r e a must s ucceed on a DC 15 Dex te rity savin g throw o r be r estra ine d . A c reature ca n use its actio n to make a D C 10 S tren g th c h eck to try to fr ee itself or a n other c reature in the n e t. D ealing 5 s lashin g dam age to t h e n e t (AC 10, 2 0 hp) a lso frees a c r e ature witho ut h a rmi ng the c r eature . Countermeasures. A s uccessful D C 15 Wis dom ( P e rception) c h eck r eveals the trip wire and the n e t. A s uccessful DC 15 D exte rity c h eck using thieves' tools di sa bles the tri p w ire w itho ut cau s ing the n e t to drop or the b e ll to ring; failin g the c h eck cau ses the t rap to activate [/spoiler] [spoiler=Description and History] Myrral was pegged as a wildling from birth, he was on his feet within months, he ran wildly around and even as a cub, he followed warriors, tried to sneak into shamans hut and tried listen at chieftains lodge. His gradfather, chieftain at that time was forgiving. Myrral was punished, but it never stuck. At one expedition when he was entering his teens - punitive one - dragonborn tribe got too close and took slaves from close by tribe of tabaxi - he managed to follow the expeditions. Unfortunately for him, he planned to ran forward and find a place he could observe the events so once the warriors slowed down and started serious deployment he went forward. He got caught by a guard and the carefully planned ambush was dissolved in rushed attack. His grandfather managed to get Myrral and several of the slaves out. But at the cost of several warriors lives and griveous wound to old cats leg. While they managed to do enough damage to dragonmen to be safe for the moment, the boy finally got what he deserved for his rashness. Punishing regiment of despicable jobs, more degrading, filthy or hard the better, were supposed to teach the boy humility and wisdom. In the months that followed, he saw his grandfather defeated in ritual combat for the chieftain, he was constantly dirty, stinky, shunned or ordered about and then...then the nightmares started. At first, he would wake up panting or with a scream or growl, but he couldn't remember anything. Everyone just assumed it was from the punishment or maybe guilt. But despite talks with the shaman, with parents, with what friends he had remaining the nightmares got worse. He started remembering the darkness. Then the cold. He had visions of comfortable cat suddenly enveloped in the dark and cold. Warm, fed cat on a tree being swept down by black stick. Tabaxi sitting around the fire blown away by a bolt of cold, fire extinguished, the fur rimed with frost (which he didn't even recognize and put in perspective only by talking with the shaman). There was a creature, not tabaxi, no fur, pink skin, flat teeth...that was being smothered by a cold, dark vines. And this time, there was a hint of the tree involved. Myrral started learning from the shaman. He was protected from evil, put to sleep with drugs and went onto spiritual travels in shamans hut. At one point, tabaxi started dying from minor wounds or sicknesses, from infections that rarely killed before...Finally, the shaman accepted that the malady couldn't be resolved by his powers and read the bones. His reading said that The Lord of Cats is sending Myrral to the world, learning about it, meeting new people and trying to find out the source of his nightmares. Only hint they had of anything was that last dream about the tree choking someone not of cat people. Thus, Myrral quickly packed his meager equipment and rushed out only to be stopped by the old shaman. 'Once again, you're rushing out, young one. Consider first, run later.' But Myrral had enough of the miserable life in the village, guilt hitting him every time he saw old Miar-rkuh hobbling through the village. He went out toward the only assassin vine known in their territory. Now a young man, no longer a boy, trained intensively in shamanistic tradition of his people and powerful in Tree Song, he went out hoping against hope to save that strange creature and maybe save himself in the eyes of the gods. [/spoiler] [/QUOTE]
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