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Moses Hamato

OWWWWW, my head. I need some damn paracetamol
— Moses's first words in Akarious
Chaotic Neutral - Drow Bard
guild artisan  

Not much is known about Moses. He was seen wandering around the wilderness surrounding Hiruela for weeks. Some thought he was commissioned by a distant demigod on a secret mission, but most thought him a wandering creature who had accidentally come to this plane through an errant portal. And they weren't too far off.

What is known is that Moses is native to a distant plane that experienced a cataclysm event, resulting in the total death of all the creatures in existence. All except Moses. The circumstances surrounding his survival only exist in the form of scant memories he cannot recall, hidden by some seemingly ill-timed amnesia, perhaps a side effect of his accident. He now wanders the land trying to get his bearings straight and forge a new purpose, a stranger in a strange land. And perhaps one day he will uncover the circumstances that landed him the world of Akarious, and learn about the fate that befell his home world.

Physical Description

Apparel & Accessories

A mysterious ring, for which he does not remember the origin or purpose.
His staple instrument is a dark blue ocarina, with a non-traditional 6-hole configuration and strange, engraved glyphs along the base. After a discussion with Gussalen Cartwraith, he discovers his Ocarina possesses some deeper power, and she referred to is as an Equipose Ocarina, although he does not seem to remember what that actually means.
Children
Aligned Organization

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Moses Hamato

Bard 1 Class & Level
Guild Artisan Background
Drow Race
Chaotic Neutral Alignment

Strength 8
-1
Dexterity 16
+3
constitution 13
+1
intelligence 12
+1
wisdom 10
+0
charisma 16
+3
Total Hit Dice 1
Hit Die
1d8+1
+2 proficiency bonus
-1 Strength
+5 Dexterity
+1 Constitution
+1 Intelligence
+0 Wisdom
+5 Charisma
saving throws
+5 Acrobatics
+0 Animal Handling
+1 Arcana
-1 Athletics
+5 Deception
+1 History
+2 Insight
+3 Intimidation
+1 Investigation
+0 Medicine
+1 Nature
+2 Perception
+3 Performance
+5 Persuasion
+1 Religion
+5 Sleight of Hands
+3 Stealth
+0 Survival
skills

 
14
Armor Class
9
Hit Points
+3
Initiative
30ft
Speed
Rapier 1d20+5 1d8+3 ; finesse
Dagger 1d20+5[roll:1d4+3 ; finesse, light, thrown (range 20/60)
Attacks
Skills: insight, persuasion, slight of hand, deception, acrobatics, perception,

Saving Throws: dexterity, charisma, being charmed

Weapons: simple weapons, rapier, shortsword, hand crossbow, longsword

Armors: light armor

Tools: 3 instruments (drum, ocarina, lute), tinkerer's tools

Languages: common, elvish, infernal
Proficiences
Spell save DC = 8 + proficiency bonus + charisma modifier

Spell attack modifier = proficiency bonus + charisma modifier
Spellcasting
Rapier, entertainers pack, drum, leather armor, dagger, letter from your guild, traveler's clothes, tinkerer's tools
Equipment
Superior darkvision (120ft), Fey Ancestry, Trance, sunlight sensitivity, bardic inspiration, Planes walking guild membership
Features & Traits

Heroes Enabled

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