Difference between revisions of "Edgar Treznor"

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==Spells (9 total except Magical Secrets())==
 
==Spells (9 total except Magical Secrets())==
 
===Cantrips (3 total)===
 
===Cantrips (3 total)===
''Vicious Mockery'' -   <br>
+
''Vicious Mockery'' - '''1 action, 60ft, Vocal, Instant'''  <br>
''Message'' -   <br>
+
Insult creature you can see within range. Target must hear (doesn't have to understand), must make WIS save or take '''2d4 psychic DMG''' and have '''disadvantage''' on next attack roll before end of its next turn.<br>
''Guidance'' -   <br>
+
''Message'' - '''1 action, 120ft, V S & M, 1 round''' <br>
 +
Whisper msg to target within range. Only target can hear, can whisper reply only you can hear. Goes around corners.  Through solid objects if you know target well. Magical Silence, 1ft stone, 1in metal, thin sheet lead, or 3ft woods blocks spell.<br>
 +
''Guidance'' - '''1 action, Touch, V & S, concentration, up to 1 min'''  <br>
 +
Touch one willing creatures. Once before spell ends, target can roll '''1d4''' and add number to one ability check of its choice.  Can roll die before or after check. <br>
  
 
===1st Lvl Spells (4 slots)===
 
===1st Lvl Spells (4 slots)===

Revision as of 02:20, 14 March 2015

Edgar Treznor
EdgarTreznor.jpg
Race: Half-Elf, Class: Bard
Background: Entertainer, Alignment: True Neutral
Patron Deity: N/A
Factions: {{{Factions}}}
Ability Scores
Strength 11 (+0), Dexterity 18 (+4), Constitution 12 (+1);
Intelligence 12 (+1), Wisdom 16 (+3), Charisma 18 (+4)
Proficiencies
Bonus: 3
Saving Throws: Dexterity & Charisma
Skills: Acrobatics, Deception, Insight, Intimidation, Medicine *, Performance *, Sleight of Hand, Stealth, Survival
Tools: Healer's Kit x 2
Languages: Common, Draconic, Elvish
Armor: Light Armor
Weapons: Simple, Rapier, Longsword, Shortsword, Hand Crossbow, Longbow, Shortbow
Traits
Darkvision, Fey Ancestry
Feats
Linguist
Combat
Attacks: Rapier, 1d8 pierce
Armor Class: 16, Initiative: +4, Speed: 30 ft
Hit Points: 49, Hit Dice: 6d8
Social
Personality Traits: {{{Personality}}}
Ideals:
Bonds:
Flaws:

words -Attribution

Origin

xxx

Appearance

xxx

Traits

Racial Traits

Dark Vision - 60ft
Fey Ancestry - Advantage on saves vs being charmed, immune to magical sleep.
Skill Versatility - Choose two proficiencies of your choice.

Class Traits

Inspiration - 1d8 bonus to d20 checks, CHA mod number of times.
Jack of All Trades - 1/2 proficiency bonus, rounded down, to untrained skills.
Song of Rest - 1d6 extra hit points healed, if any healed at all during a short rest.
Expertise - Double proficiency bonus with Medicine and Performance.
Font of Inspiration - Regain all Bardic Inspirations after a short rest.
Countercharm - 1 action, start a performance that typically lasts until end of your next turn. During this, you and all friendlies within 30ft have advantage saving against being frightened or charmed. Must be able to hear you. Ends early if bard is incapacitated, silenced, or ends it voluntarily (no action required).

Specialty Traits

College of Lore
Bonus Proficiencies
Cutting Words - 60ft, Reaction, Expend bardic inspiration to debuff enemy attack roll, ability check or damage roll. Immune if creature cannot hear, or cannot be charmed.
Additional Magical Secrets - Learn any two spells of appropriate level, regardless of class, cast as bard spell. Don't count towards a total spell limit.
Bard Instrument proficiencies - panpipes/flute, lute, glittern.

Background Traits

Skill Proficiencies - Acrobatics, Performance
Tool Proficiencies - Disguise kit, Viola
Equipment - Viola, poetry book, Gothic costume, pouch with 15gp.
Feature - By Popular Demand (can perform for room and board, makes you popular in town)

Feats

Healer
When you use a healer's kit to stabilize a dying creature, that creature also regains 1 hitpoint.
As an action, you can spend one use of a healer's kit to tend to a creature and restores 1d6 + 4 hitpoints to it, plus additional hit points equal to the creature's max number of Hit Dice. The creature can't regain hit points from this feat until after a long or short rest.

Spells (9 total except Magical Secrets())

Cantrips (3 total)

Vicious Mockery - 1 action, 60ft, Vocal, Instant
Insult creature you can see within range. Target must hear (doesn't have to understand), must make WIS save or take 2d4 psychic DMG and have disadvantage on next attack roll before end of its next turn.
Message - 1 action, 120ft, V S & M, 1 round
Whisper msg to target within range. Only target can hear, can whisper reply only you can hear. Goes around corners. Through solid objects if you know target well. Magical Silence, 1ft stone, 1in metal, thin sheet lead, or 3ft woods blocks spell.
Guidance - 1 action, Touch, V & S, concentration, up to 1 min
Touch one willing creatures. Once before spell ends, target can roll 1d4 and add number to one ability check of its choice. Can roll die before or after check.

1st Lvl Spells (4 slots)

Cure Wounds -
Healing Word -
Dissonant Whispers -
Tasha's Hideous Laughter -

2nd Lvl Spells (3 slots)

(Aid) -
(Prayer of Healing) -
Lesser Restoration -
Shatter -
Enthrall -

3rd Lvl Spells (3 slots)

Bestow Curse -
Dispel Maguic -

Resources

  • Moneys:
  • Carried Equipment: xxx
  • Stored Equipment: xxxx
  • Lifestyle: xxx

Other Important Individuals

  • x

Projects, Goals and/or Downtime

  • x

Experience Points

Total: x

  • 0.0.2014: x