Psalm Melshimber

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Psalm Melshimber
Psalm-melshimber.jpg
Race: Glasya Tiefling, Class: Bard (College of Lore)
Background: Waterdhavian Noble, Alignment: Chaotic Neutral
Patron Deity: Oghma
Factions: House Melshimber 1 • Harpers 4 • Heralds 1
Ability Scores
Strength 10 (+0), Dexterity 15 (+2), Constitution 12 (+1);
Intelligence 13 (+1), Wisdom 8 (-1), Charisma 17 (+3)
Proficiencies
Bonus: +2
Saving Throws: DEX & CHA
Skills:
Acrobatics (DEX) 3
Animal Handling (WIS) 0
*Arcana (INT) *expert* 5
*Athletics (STR) 2
*Deception (CHA) 5
*History (INT) *expert* 5
*Insight (WIS) 1 Passive 11
Intimidation (CHA) 4
*Investigation (INT) 3 Passive 13
Medicine (WIS) 0
Nature (INT) 2
Perception (WIS) 0 Passive 10
*Performance (CHA) 5
*Persuasion (CHA) 5
Religion (INT) 2
Sleight of Hand (DEX) 3
Stealth (DEX) 3
Survival (WIS) 0
Tools: Lute, Tantan, Glaur, Piano
Languages: Common, Infernal, Undercommon, Alzhedo
Armor: Light Armor
Weapons: Hand Crossbow, Longsword, Rapier, Shortsword, Simple Weapons
Traits
TRAITS
Feats
FEATS
Combat
Attacks:rapier: +4, 1d8+2, piercing
Armor Class: 14, Initiative: +2, Speed: 30 ft
Hit Points: 27, Hit Dice: 3d8
Social
Personality Traits: If you catch Psalm out on the town, you're in for a long night filled with the kind music, dance, and debauchery you would expect from a Bard of means, but there is a sensitive soul under the surface. The bombastic persona he wears when showing off for his friends or seducing his latest conquest is largely an act, and those that have had a glimpse behind the mask know that Psalm is still the bookish and soft spoken momma's boy who was cruelly bullied for most of his childhood.
Ideals: :
  • Family Man - The Melshimbers have stood by Psalm in the face of public scorn, and Psalm wants greatly to do right by the family and bring honor to the household.
  • Gratitude - Having been bullied for much of his life, Psalm is very mindful of those who have shown him kindness or assisted him in any way, and it gives him great joy to repay that kindness to friends in need.
  • It Gets Better - will not abide bullying and will step in to help when he sees it, as well as offering advice or a friendly ear to a victim when needed. (The Game of Houses may see plenty of nobles knocking the feet from beneath each other, but it's a largely level playing field)
    Bonds: :

(Family - TBD) (Harpers TBD) (Heralds TBD) (Brimstone Boys TBD)
Flaws: :

  • Hedonistic - rarely denies himself of any earthly pleasures, even if it puts him in a compromising position
  • Superstitious - believes in signs and omens and acts in accordance with his interpretations.
  • Vengeful - not one to forget a slight or a bad turn, and while he may appear to laugh it off or let it go unnoticed - you can be sure he's plotting a reckoning.

Template:Dusken-Glade-Milestones

words -Attribution

Traits

Racial Traits

  • Darkvision (60 ft)
  • Hellish Resistance - resistance vs fire damage
  • Legacy of Malbolge - you know the Minor Illusion cantrip, at 3rd level you can cast Disguise Self once per long rest, at 5th level you can cast Invisibility once per long rest. CHA is your spellcasting ability.

Class Traits

  • Spellcasting - you can cast known Bard spells using CHA as your spellcasting modifier (Spell DC 13, Spell Attack +5) and known Bard spells as rituals if they have the ritual tag. You can use a musical instrument as a spellcasting focus.
  • Bardic Inspiration - as a bonus action, a creature (other than you) within 60 ft. that can hear you gains an inspiration die (1d6). For 10 minutes, the creature can add it to one ability check, attack roll, or saving throw. This can be added after seeing the roll, but before knowing the outcome. 3/long rest
  • Jack of All Trades - You can add half your proficiency bonus, rounded down, to any ability check you make that doesn't already include it.
  • Song of Rest - during a short rest, friendly creatures who can hear your performance regain additional hp when they spend hit dice based on your level (1d6)
  • Bard College - College of Lore
  • Expertise - Your proficiency bonus is doubled for any ability check you make with chosen proficiencies (2 at 3rd lvl, 2 more at 10th) 3rd: Arcana & History
  • Bonus Proficiencies - yiu gain proficiency with 3 more skills of your choice (Investigation, Deception, Athletics)
  • Cutting Words - As a reaction when a creature (that's not immune to being charmed) you can see within 60 ft. makes an attack roll, ability check, or damage roll, you can expend one use of Bardic Inspiration, roll the die, and subtract the number from the creature's roll. You can do so after the roll but before knowing the result.

Hero Points:2 Bardic Inspiration 000

Spellcasting

DC: 13 Attack: 5

Cantrips

  • Message
  • Vicious Mockery
  • Far Hearing
  • Project Object(Magic Initiate)
  • Shocking Grasp (Magic Initiate)
  • Minor Illusion (racial bonus)


Lvl 1 Slots: O O O 0

  • Comprehend Languages (Ritual)
  • Feather Fall
  • Healing Word
  • Identify (Ritual)
  • Disguise Self (1x per long rest - racial bonus) x
  • Find Familiar (1x per long rest - magic initiate)


Lvl 2 Slots: 000

  • Heat Metal
  • Detect Thoughts
  • Unluck

Background Traits

Waterdhavian Noble - You are a scion of one of the great noble families of Waterdeep. Human families who jealously guard their privilege and place in the City of Splendors, Waterdhavian nobles have a reputation across Faerûn for being eccentric, spoiled, venal, and, above all else, rich.

    • skill proficiencies: History & Persuasion
    • Tool Proficiency: one type of gaming set or musical instrument
    • Languages: one additionallanguage of your choice
    • Equipment- a set of fine clothes, a signet ring or brooch, a scroll of pedigree, a skin of fine zzar or wine,and a purse containing 20 gp.

Feature: Kept in Style

  • while you are in Waterdeep or elsewhere in the North, your house sees to your everday needs. Your name and signet are sufficient to cover most of yor expenses; the inns, taverns, and festhalls you frequent are glad to record your debt and send an accounting to your family's estate in Waterdeep to settle what you owe.

This advantage enables you to live a comfortable lifestyle without having to pay 2gp a day for it, or reduces the cost of a wealthy or aristocratic lifestyle by that amount.you may not maintain a less affluent lifestyle and use the difference as income - the benefit is a line of credit, not an actual monetary reward.

Feats

Magic Initiate

Resources

  • Coins: x cp • x sp • x ep • 150 gp • x pp • Other coins: x
  • Gems: x

Magic Items

  • Bag of Holding
  • Wand of Magic Missiles 00000xx

Equipment

Carried Equipment

  • In Hand: Rapier
  • Worn: Studded Leather
  • Belt: Dagger
  • Backpack: a set of fine clothes, 2 cases for maps/scrolls, sealing wax, soap, temperature controlled bag
  • BoH: Lute, bottle of ink, ink pen, lamp, 2 flasks of oil, 5 sheets of paper, vial of perfume

Stored Equipment

  • chest

Lifestyle

  • comfortable: (3 gp, 5 sp/day). x

Origin

  • x

Important Individuals

  • x