Difference between revisions of "Edgar Treznor"
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− | For this breach of protocol, [[Gilmerelin | + | For this breach of protocol, [[Gilmerelin Edledhon]]- still several months pregnant with Edgar- was exiled from Eladrin society. His father Vitario had caused a diplomatic incident and gained the ire of his influential employer. Vitario was dismissed from the nobleman's service, and was further punished by being blacklisted. Vitario would never be able to find work as a minstrel. <br> |
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A few years or so after Edgar's birth, Gilmerelin disappeared without a trace. Vitario did not take this well. Gilmerelin and Vitario had originally bonded over music, and he found it impossible to play without thinking of her. Vitario, unable to make a living from music and unwilling to stir up the emotions that inevitably surfaced from playing, swore off the performing arts and devoted himself utterly to the arts of healing, of herbology, and studies of anatomy. <br> | A few years or so after Edgar's birth, Gilmerelin disappeared without a trace. Vitario did not take this well. Gilmerelin and Vitario had originally bonded over music, and he found it impossible to play without thinking of her. Vitario, unable to make a living from music and unwilling to stir up the emotions that inevitably surfaced from playing, swore off the performing arts and devoted himself utterly to the arts of healing, of herbology, and studies of anatomy. <br> |
Revision as of 22:31, 22 March 2015
Edgar Treznor
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Race: Half-Elf, Class: Bard (College of Lore) Background: Entertainer, Alignment: Neutral Patron Deity: N/A Factions: {{{Factions}}} |
Ability Scores
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Strength 11 (+0), Dexterity 18 (+4), Constitution 12 (+1); Intelligence 12 (+1), Wisdom 16 (+3), Charisma 18 (+4) |
Proficiencies
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Bonus: 3 Saving Throws: Dexterity & Charisma Skills: Acrobatics, Deception, Insight, Intimidation, Medicine *, Performance *, Sleight of Hand, Stealth, Survival Tools: Healer's Kit, Disguise Kit Languages: Common, Draconic, Elvish Armor: Light Armor Weapons: Simple, Rapier, Longsword, Shortsword, Hand Crossbow, Longbow, Shortbow |
Traits
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Darkvision, Fey Ancestry, Spellcasting(Spells, Rituals), Class Feature(College of Lore) |
Feats
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Healer |
Combat
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Attacks: Rapier, 1d8 pierce Armor Class: 16, Initiative: +5, Speed: 30 ft Hit Points: 49, Hit Dice: 6d8 |
Social
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Personality Traits: {{{Personality}}} Ideals: Bonds: Flaws: |
Deep into that darkness peering, long I stood there, wondering, fearing, doubting, dreaming dreams no mortal ever dared to dream before. -Edgar Allan Poe
Origin
The events that led to Edgar's conception were considered scandalous, and that affair cast a persistant shadow over much of his young life. The product of a union between a promising young Eladrin enchantress and a handsome young Human visitor- a musician attached to a visiting Human noble's retinue- Edgar's parents where harshly punished for allowing their affair to lead to pregnancy. It is considered socially acceptable in Eladrin society to take casual lovers from amoung non-elven visitors, but for these liaisons to bear fruit is a significant taboo.
For this breach of protocol, Gilmerelin Edledhon- still several months pregnant with Edgar- was exiled from Eladrin society. His father Vitario had caused a diplomatic incident and gained the ire of his influential employer. Vitario was dismissed from the nobleman's service, and was further punished by being blacklisted. Vitario would never be able to find work as a minstrel.
A few years or so after Edgar's birth, Gilmerelin disappeared without a trace. Vitario did not take this well. Gilmerelin and Vitario had originally bonded over music, and he found it impossible to play without thinking of her. Vitario, unable to make a living from music and unwilling to stir up the emotions that inevitably surfaced from playing, swore off the performing arts and devoted himself utterly to the arts of healing, of herbology, and studies of anatomy.
This led him into conflict with his son, as Edgar showed interest in music and evidence of burgeoning musical talent.
Traits
Racial Traits
- Dark Vision: 60ft
- Fey Ancestry: Advantage on saves vs being charmed, immune to magical sleep.
- Skill Versatility: Deception, Sleight of Hand
Class Traits
- Chosen Bard Skills: Insight, Medicine, Stealth
- Inspiration: 1d8 bonus to d20 checks, CHA mod number of times.
- Jack of All Trades: 1/2 proficiency bonus, rounded down, to untrained skills/ability checks.
- 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: Intimidation, Survival
- 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: (Eldritch Blast) and (Prayer of Healing) - 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 Cantrips and (spells)
Cantrips (3 total +(1))
- (Elritch Blast): 1 action, 120 ft, V & S, Instant
2 beams of crackling energy streak to targets within range. Ranged spell attack, on hit by a beam, take 1d10 force DMG.
- 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.
- Minor Illusion: 1 action, 30ft, S & M,1 min
Create sound or image within range. Can dismiss as an action. If Sound: Volume whisper to scream. Can be any sound, constant or intermittent. If Image: no larger than 5ft cube. Image cannot create sound, light, smell, or any other sensory effect. Has no substance. Can Investigate check to see through.
1st Lvl Spells (4 slots)
- Cure Wounds: 1 action, Touch, V & S, Instant
Creature you touch heals 1d8 + CHA mod. (1d8 increase per spell lvl over 1st)
- Healing Word: 1 bonus action, 60ft, Vocal, Instant
Creature of choice you can see within range heals 1d4 + CHA mod. (2nd spell slot or higher, + 1d4 per level other than 1st)
- Dissonant Whispers: 1 action, 60ft, Vocal, Instant
Whisper to 1 target within range that can hear. Target must make WIS save or take 3d6 psychic DMG and immediately use its reaction, if available, to move max speed away from you. Won't run into obviously dangerous ground. On save, take 1/2 dmg and doesn't have to run. Deafened auto saves. (2nd spell slot or higher, +1d6 per lvl past 1
- Tasha's Hideous Laughter: 1 action, 30ft, V S & M, Concentration 1 min
Creature you can see within range, must make WIS save or fall prone and become incapacitated by laughter. INT 4 or less immune. Can make WIS save at end of turn or when damage taken. Has advantage on save activated by damage. Success ends spell.
2nd Lvl Spells (3 slots)
- (Prayer of Healing): 10 mins, 30ft, Vocal, Instant
Up to 6 creatures you can see within range heal for 2d8 + CHA mod. ( 3rd or higher spell slot, +1d8 per level over 2nd)
- Lesser Restoration: 1 action, Touch, V & S, Instant
Touch creature and end 1 of following: disease, blinded, deafened, paralyzed, poisoned.
- Shatter: 1 action, 60ft, V S & M, Instant
Choose point in range. 20ft circle centered on point.
Each creature in circle must make CON save or take 3d8 thunder dmg. 1/2 dmg on successful save. Metal, stone or crystal have disadvantage. Scene takes damage. (3rd or higher spell slot, +1d8 per lvl over 2nd)
3rd Lvl Spells (3 slots)
- Bestow Curse: 1 action, Touch, V & S, concentration 1 min
Touch creature, it must make WIS save or be cursed. Choose nature of curse from following:
- 1 ability score has disadvantage on ability checks and saving throws. - Target has disadvantage on attack rolls against you. - Target must make WIS save at start of each turn. Failure wastes its turn. - Your attacks and spells deal extra 1d8 necrotic DMG vs cursed target.
A remove curse ends the effect. (Higher spell slot usage affects duration)
- Dispel Magic: 1 action, 120ft, V & S, Instant
Choose 1 creature, object or magical effect in range. Any spell of 3rd or lower on target ends. For each spell of 4th level or higher make ability check using spellcasting ability (CHA). DC = 10 + spell's lvl. Successful check, the spell ends. (Higher spell slot usage affects auto success lvl)
- Hypnotic Pattern: 1 action, 120ft, S & M, Concentration up to 10 min
Affects 30ft cube in range. Each creature in area must make WIS save, or become charmed for the duration. Target is incapacitated and has Speed = 0. Spell ends for an affected creature if it takes dmg or if someone shakes it awake as an action.
Resources
- Moneys: 35pp, 276gp, 55sp, 10cp
- Carried Equipment:
- Rapier, Hand crossbow, dagger, Quiver: 60 bolts, studded leather armor, viola, pan flute - Backpack, belt pouch, poetry book, costume, fine clothes, ink bottle, ink pen - lamp, 2 x oil flasks, 5 sheets of paper, vial of perfume, sealing wax, soap - 2 map/scroll cases, Disguise Kit, Healer's kit x 2, water skin - rations: 7 days, mess kit, tinderbox, bedroll, crow bar.
- Stored Equipment xxxx
- Lifestyle: Comfortable(2gp/day)
Other Important Individuals
- x
Projects, Goals and/or Downtime
- x
Experience Points
Total:14,000
- 0.0.2014: x