"Sunny", Clint

Story

Sunny was found as a lost child by a joyful human man by the name of Leo, but his friends call him “Happy”. A farmer and medicinal guru from the small village of Hoshu, in the temperate woods of Weifan Province, Oman.   Quickly after taking this child in, giving it a proper bath and meal, Happy’s keen intuitive sense, led him to discover this child was blind… yet it could follow and trail small critters to a certain point… and even see him up close, but unable to determine who or what… It was an odd child… but later found out the child whilst being blind… was not helpless…   Happy took on the charge of his new pal Sunny, he named him.   Happy and Sunny became the closest of friends and the smallest of families…   Both took on the job of Happy’s small farm/medicinal hut for the small village they live in… Happy had a specialization on a medicinal plant that could help cure various illness and alleviate various conditions, the plant has various names… but he called it the Happy Hash…   Happy was able to turn this plant into many different forms for use: Oils, juices, food, balms etc…   Sunny learned the means of growing and conserving such plants, to then later be able to make his own Happy treats that he himself would utilize to help his senses control and sleep when necessary…   However… both Happy and sunny use this for recreational purposes too…     Sunny's friend who would play with him in the edges of the forest and taught him other means to control his abilities... with martial arts, meditation and other fun stuff   This friend... this friend is someone, only Sunny can see.   Yes. One day he was just walking through the woods, and this individual appeared from the bushes... a silent friend... no matter how many question Sunny had for him/her... it never spoke a single word...   instead, It showed him how to grow stronger in mind, body and soul.   Sunny then leaves his village [Hoshu, or 'Huoshu', in in the central-western 'Weifan' Province] due to an altercation with the Fuyo thugs, who had been hired by Hoshu's Jun (Lord), Lianti, for a racketeering scheme. Noticing the Fuyo thugs were about to beat up one of Hoshu's older villagers to hold his safety for ransom from the rest of town, Sunny tried to reason with the Fuyo boys. When he was met with dismissal, Sunny quickly intervened in the old man's defense. With the quick reflexes and movements his Friend had taught him, Sunny dealt with the thugs, who fled wounded and ashamed.   However, only a handful of villagers saw the act of mercy, and when Lianti came by the village with a small squad of soldiers, not many could speak in Sunny's favor with factual information, despite being looked upon fondly. Happy tried to vouch for him as well, but was not seen with much prestige in the eyes of formal authority. Lianti used all of this in his favor and in a swift Martial trial performed then and there atop his steed, Sunny was exiled from Hoshu for "Inciting Violent Elements"; Lianti argued Sunny's secluded ways might mean he's unrestrained and violent, and IF the event with these 'thugs' had actually taken place, then he was a more dangerous individual that had been previously thought.   Despite people's lament, Sunny accepted his charge with dignity. At first Happy was determined to leave with Sunny. But he knew his caretaker's body was not what it used to be; and who knew what awaited Sunny? He insisted; Happy should stay.   When he finally had to leave Hoshu behind and say goodbye to his friend and caretaker, Sunny walked with an optimistic notion in mind: That he'd soon see the whole World... even if only 30 feet at a time. As he left Hoshu behind, the villagers greeted him fondly, but sadly, calling him "Bǎo" ['guardian' or 'protector' in Victorian ].
 

Crafting Edibles

The Process
Step 1
Pick a Craft
[ You can make more than one, but the Crafting Time of all the recipes you are attempting to make cannot add up to more than 8 hours. If you want to make more than 1 kind of the same type of craft, simply increase the tier of the amount die by the amount of time you're repeating the same type of craft. Ex: if you want to make Morning Breeze 3 times, increase the amount die to a d8. ]   Step 2
Roll a WIS Check + Proficiency - VS - Crafting DC
[ You only roll WIS when you are attempting to craft edibles. You use INT when you want to make any other kind of craft with the Alchemist's supplies. When you want to make more than 1 craft in a long rest, roll for each craft separately. Add +2 to the Craft DC of each craft you are attempting for every additional recipe you're trying to complete. Ex. If you're making 3 crafts at once, add +4 to each Crafting DC ]
  Step 3
According to the result of your check, make 'Lesser', 'Common', or 'Greater' version of the craft. Roll amount die, and make servings equal to result.
[ If you made more than 1 type of craft, reduce the amount of each one by 2 (you get a minimum of 1 serving per Craft if you made their DCs). ]
    FAQs
TBD
     

Known Recipes

Recipe List

Morning Breeze

This is one of the first hashes that Sunny perfected; a recipe of his own creation, in fact. The years had worn him down, but there was still a lot of work to get done. So when he first dove into the world of these edibles he sought a recipe that would inspire and energize the senses. 'Morning Breeze' feels refreshing and has a scent of pine that is invigorating.
  Ingredient Cost: 25 gp / 12 sh
Crafting Time: 2 hours
Amount die: d4

General Effect: When consumed, the User gains Inspiration dice, which use a d6. For 8 hours, the consumer can roll the die and add the number rolled to one ability check, Attack roll, or saving throw it makes. The creature can wait until after it rolls the D20 before deciding to use the Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. Only one Inspiration die can be used per turn.

Lesser [DC 11]:
The User gains 1 Inspiration die.
Common [DC 15]:
The User gains 2 Inspiration dice.
Greater[DC 18]:
The User gains 3 Inspiration dice.

NAT 20 Bonus:
The Inspiration dice gained are d8s and last until the User's next long rest.

Smokestick

Perhaps not the friendliest method of absorbing the herbs' qualities, the smokestick was once Happy's favorite treat, until the smoke made him ill and he decided to leave it behind for more natural methods of ingestion. Oman's humans relish in this tool, using it to prank on each other. When it burns, the stick emits a low, wail-like sound that the omani locals claim is the cry of the last dragon; forever lamenting the death of its kind under man's proud fist.
  Ingredient Cost: 25 gp / 12 sh
Crafting Time: 4 hours
Amount die: d2

General Effect: As an action, you can light the smokestick and release its haze of obscuring smoke. All creatures inside of the smoke are lightly obscured. A strong wind may end this effect early

Lesser [DC 10]:
The smoke creates a 5 foot radius cloud that lasts until the start of your next turn.
Common [DC 12]:
The smoke creates a 10 foot radius that lasts for 1d4 rounds.
Greater [DC 15]:
The smoke creates a 20 foot radius cloud that lasts 2d4 rounds.

NAT 20 Bonus:
TBD.  

Smiling Tiger

Happy always claimed this recipe to be ancient and passed down. It comes out as a soothing paste that can be applied or eaten. Once ingested it has a strong, mellowing vibe that dulls inhibitions and makes the user calm but ineffective. Happy always warned that it should be used recreationally. Never when there was work to be done.
  Ingredient Cost: 25 gp / 12 sh
Crafting Time: 8 hours
Amount die: d4

General Effect: When consumed or applied, the User must succeed on a Constitution saving throw or become Stunned. Whenever a creature attacks the user and deals it damage, it can attempt the save again (but only once per the attacker's turn). If they make the save, they're back to normal, but must roll the save again at the end of their turn, becoming stunned again upon failure. To apply the hash as a balm, you must succeed on a grapple attempt against the creature, automatically applying it upon success.

Lesser [DC 13]:
The User can become stunned up to 2 times, ending the effect of the hash once they clear the saving throw a second time. The hash lasts 1 minute.
Common [DC 16]:
The User can become stunned up to 3 times, ending the effect of the hash once they clear the saving throw a second time. The hash lasts 1 hour.
Greater[DC 19]:
The User can become stunned up to 4 times, ending the effect of the hash once they clear the saving throw a second time. The hash lasts 8 hours.

NAT 20 Bonus:
Before the user rolls against being stunned, it has a chance to suffer from the Sleep condition (roll 5d8s and if the total reaches the User's current hit points, the User falls asleep).
Ethnicity
Children
Eyes
Cloudy; Greyed out from being blind. But somehow, alive, still.
Skin Tone/Pigmentation
Like a Peach

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