Muse
Muse
Courageous, strong, tenacious, hero.
This was what the young Kobold has aspired to be ever since she was small. (well smaller)
Having hardly any memory of her parents, savor a small music box and them tearfully leaving her with her tribe for some unknown reason.
The tribe would occasionally bring back tattered books and scrolls among the loot they’d snatch from adventurers and travelers. Drawn in by the colorful covers and pictures within she’d often been found looking through them, admiring the heroic tales and figures from what little she could read of them, filling in some details about them with her imagination. After only a few years spent with her tribe, she had left them, inexperienced and feeling isolated from them and their more simple ways of brutal pillaging, stealing, and trap making.
She was found by a large and diverse adventuring party of merry folk in the Krazax mountains, sad, wandering, and alone. She had found a new and more accepting family, and a new name. Growing up around so many different races, she learned a little bit about each of them, as well as the tales of their great adventurers. Some of them were knights, fighting for honor and justice! Some robbing from villainous royalty and giving to the poor and downtrodden. Some slaying or taming great beasts that posed great threats to the world of Verum. All of these tales of heroic’s never got old to her, and it’s highly doubtful they ever will.
One man’s good cheer always stood out to her the most, and still does to this day, dressed in a fanciful blue coat, feathered hat, and a big copper beard covering his face. He always relished the chance to speak proudly of his friends, building them up even above himself. Samson Surewood, the man that inspired her with his strength of wit, character, and music as opposed to physical power. In turn it warmed her little heart when he had told her she had proven a great “Muse” for many a new song for him, a new light that could bring hope into the world of Verum. Despite her small stature and lack of great might, she was taught she could still walk tall with even the mightiest heroes.
While she lived with them in Krazax, learning to sharpen her sword and wit, harnessing the power from within herself to bring fourth magic from her words and music to aid all who need it along with herself. The only way she could truly blossom into becoming a true hero however, was if she traveled outside the safety of her newfound family. With heartfelt goodbyes she would leave her home, after a good fews years living in Krazax she would wander once again on her own. She’d heard of a city, known for great feats of magic! And sand. Lots and lots of sand! But before heading out, a large blue hat with a white feather in it was placed on her head. She’d turned to find Samson had come to see her off, a tear in his eye. This time she would wander off on her own once again, though not feeling the same sting of sadness as she strummed a joyous tune she memorized from the small music box she’d been left from her parents. It was off to a place called Majital to further her prowess in more ways of magic.
As a side note, she found out about “The Seven” from Samson. Like others of her kind, she believes with all her heart one of The Seven was indeed one of her kind. Another thing to inspire her to become a great hero.
Physical Description
Physical quirks
Generally has to be doing something with her hands. If she's not playing an instrument of some kind she tends to drum on hard surfaces like tables in taverns.
Is usually found snacking on something, that something usually being very sweet and sugary.
Mental characteristics
Education
Studied magic in Majital.
Accomplishments & Achievements
One of her first big adventures she traveled to a pocket in the fey wild, tamed a colony of bats, fought a pack of blink dogs, and recovered an artifact called "The Aurora Stone" from a corrupted and mad druid/mage.
Put an old crypt full of shambling undead to rest, as well as a vicious spirit commanding them.
Guitarist of Pink Sabbath, defeated the legendary bands "The Rolling bones" and "Baron and the Samedis." Winning the battle of the bands and freeing the souls of fallen rockers.
Explored a Sevenic Vault, uncovering long lost constructs and lore. She was even able to channel life into a construct through her own sheer magical prowess, will, and the use of a strange altar found within the darkened recesses of the vault.
Defeated the King and Queen of "The Scaled hand" tribe. Fooled and snuck past the entirety of their forces with her party's quick thinking, as well as a cleaver disguise and performance from herself.
Discovered "The Whispering Isles" as well as the land of "Ryne" with her friends. A place where music and song hold more power than possibly anywhere else.
Took up the mantle of lead singer of Pink Sabbath three years after they reformed with new members. With the newly reformed Pink Sabbath, they traveled through the realm of metal and defeated all who stood in their path, including a duo of bands allied with the "Astral Reckoning."
Helped end a brewing war between the duergar and dwarves of Krazax, as well as aided in slaying Kharkum Volkhaz. She defended her friends till her last breath, taking blow after blow until she could take no more. In the end her brave band of friends had succeeded in slaying the war wizard leader of the underdark forces, and ended up bringing Muse back from the grave to fight another day.
Helped end a brewing war between the duergar and dwarves of Krazax, as well as aided in slaying Kharkum Volkhaz. She defended her friends till her last breath, taking blow after blow until she could take no more. In the end her brave band of friends had succeeded in slaying the war wizard leader of the underdark forces, and ended up bringing Muse back from the grave to fight another day.
Personality Characteristics
Motivation
Every great story is to be topped, and around every treacherous corner lies another legendary tale to be sung!
Destiny is never set in stone, anyone can rewrite fate!
Savvies & Ineptitudes
Knows a lot of lore and tales, both tall and true, as well as how best to bring them to you!
Virtues & Personality perks
Bubbly, Cheerful, Tenacious, Kind, Adventurous, Artsy & Crafty
Vices & Personality flaws
A bit naive, Can be Immature, Bold to a fault, Stubborn, Loves a good drink, easilly tempted to try new things
Hygiene
Generally keeps herself clean and presentable for any impromptu performances, be it on the stage of a tavern or the stage of battle.
But when she feasts however, she easily forgets any table manners.
Wealth & Financial state
Magic Items
Dancing Dreams- Minor Uncommon: This set of two candles produces magical flames when lit; its appearance is unique to each viewer but the flames always give the impression of two dancers in motion. Watching the candles evokes a feeling of peace and causes one to sleep restfully. Whenever you would complete a long rest uninterrupted, you receive 1 temporary HP. This temporary HP lasts until your next short or long rest. The Dragon Force
Attunement required by a Bard - Major Rare: Facemelter: You can use your action to make a special Charisma (Performance) ability check against a DC of 14. If you succeed, you hit a specific power chord that resonates against your enemies. Hostile creatures within 20 feet of you that can hear the performance make Constitution saving throws against a DC equal to the result of your Performance check, taking 1d6 fire, 1d6 lightning, 1d6 thunder, and 1d6 necrotic damage, or half on a successful save. A creature that dies from this ability has their face melted and disfigured beyond recognition. You can use this ability once before finishing a long rest. Step Off: Whenever a hostile creature within 40 feet of you targets you or an ally with an attack, you can use your reaction to play a rebuking rift with the guitar at that creature, dealing 1d10 fire and 1d10 lightning damage unless they succeed on a DC 14 Dexterity saving throw. You can use this ability three times before finishing a short or long rest. [Base Material, Enchantment (1 x Spell)]
Performer's Ribbon
Mageslayer Bolter
+2 Light Crossbow - Major Very Rare [sell: 7,650gp] - Attunement This light and finely carved crossbow is gilded in silver and carved with dwarven runes of strength and devotion. While attuned to this crossbow, you gain access to the following abilities and features: -Spellcaster's Bane: A creature with the pact magic or spellcasting feature struck by this weapon suffers an additional 1d8 points of damage, and the DC made to continue concentrating on any spell that the target must make due to suffering from this damage is increased by two. The Bigger Boom
- [D20+6] - 1D4+3 - Piercing - This dagger deals an additional 1D4 Thunder Damage on hit. The Pick of Ultimate Destiny
- Plectrum (Guitar pick) - Rare: Chiseled out of the dark and sinister necrotic ore, the evil material of this pick has been fashioned to a purpose much more righteous. Warped in the fires of the Bard's College forge, it takes on a strange light green color. A faint green light emits from this item, pulsating rhythmically as though it is breathing. While using both hands to play a stringed instrument with this plectrum, you have access to the following ability: Bardic Aggravation - When a creature that you can see within 30 feet of you makes an attack or damage roll, you can use your reaction to insult them harshly. Roll a d8 and subtract the number rolled from the creature's roll. Additionally, the target of this creature's attack or damage is healed for the number rolled. You can choose to use this ability after the creature makes its roll, but before the GM determines whether the Attack roll succeeds or fails, or before the creature deals its damage. The creature is immune if it can’t hear you or if it’s immune to being Charmed. You can use this ability three times per day. Windlace
- Major Rare - Restricted Attunement (Bard): Whenever the user would use bardic performance, they may summon a baleful wind which will assault an enemy within 10ft. That enemy takes [3d6] slashing damage from the wind lashing against them. Once per long rest, the wielder may cast the fly spell. Wand of Light
The wielder of this wand may cast the light cantrip at will. Once per long rest, the wielder of this wand can summon a daylight spell for 1 minute. Bed Socks
- Wondrous, Common Socks made of wool, for the worthy and the comfy. -As a bonus action, you can cause these socks to radiate a comfy warmth, or a wave of cold. Both last for 1 hour. Good for getting cosy at night, waking yourself up in the morning, or preventing a cold from a late night swim. [Base Material, Enchantment] Billowing Cloak
- Common magical item On command it can flap and furl HEROICALLY as if it was being lifted by a mild wind.
Earthen Guardian [Pet] HD 3d10
Large Construct (Golem), Unaligned
CORE
AC: 16 (natural armor) | HP: 28
Speed: 30 ft.
ABILITIES
STR 18 (+5), DEX 10 (+0), CON 14 (+2), INT 10 (+0), WIS 11 (+0), CHA 1 (-5)
Proficiency: +3 Saving Throws: CON (+5)
Skills: Athletics +8
Condition Immune: Exhaustion, Poisoned
Damage Immunity: Poison
Damage Resistance: Bludgeoning, Piercing, and Slashing from
Nonmagical attacks
Damage Vulnerable: Cold, Force
Senses: Tremorsense 10 ft., Passive Perception 10.
Languages: Understands Common, Terran, and Dwarven, but cannot speak.
ACTIONS
Multiattack: The golem makes two slam attacks. Slam: melee martial Attack (+8 Atk, reach 5 ft., one target, 2d8+4 bludgeoning damage.)
SPECIALS
Force Shutdown: If reduced to 0 hit points, the Construct falls unconscious but is stable. If struck while unconscious, the Construct begins to make death saves as normal. Immutable Form: The golem is immune to any spell or effect that would alter its form.
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Shard of Mimir
Wondrous (Ioun Stone) – Very Rare [4,375gp] – Attunement (Spellcaster), Worthy 3
While attuned to this Ioun Stone, you gain the following abilities and features:
-Whispers of Knowledge: Once per long rest, you can activate this gem on your turn, as a bonus action, to restore knowledge lost to you. When you do so, you can recover up to three levels worth of expended spell slots.
-Glimpse of Weakness: As a bonus action, you can target one creature plus one creature per Ioun Stone you are attuned to within 60 feet of you that you can see. You call upon an ancient curse to reveal their weakness to you. They must succeed on a DC 15 Intelligence saving throw or suffer the effects of the curse. You can choose from the following:
• Insight of the Wise: You curse their ability, giving them disadvantage on their next saving throw against a spell you hard cast until the end of your next turn.
• Ire of the Speaker: You curse their body, giving them vulnerability against your next spell that you hard cast until the end of your next turn.
You can use this ability once per long rest.
Well of Mimir: You increase your Intelligence score by three, up to your ability score cap.
[Base Material, Enchantment, Enhancement]
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Singer's Helper
Trinket - Major Uncommon - This small amber coloured rosin cylinder seems to glow gold very subtly at its centre, and has bright gold lacing elaborately throughout its surface, especially near the top end. Amongst the spacings in the gold there is a musical symbol-esque rune almost in the shape of a musical stave running down the side of the cylinder, and a large rune on the top’s surface in the shape of a treble clef. The item’s fancy design makes it look perfect for a skilled fancy bard, though it looks nothing like any known instrument. When holding this trinket, you can use an item interaction to activate or deactivate the trinket by double tapping your thumb on the musical rune. When activated, you can use an item interaction to slide your thumb up or down on the musical rune to a choice of one of four threshold levels. Any sound originating within 6 inches of the top of the trinket is amplified by the threshold amount.
Threshold 1 - The Trinket amplifies sound by 1.5x
Threshold 2 - The Trinket amplifies sound by 2x
Threshold 3 - The Trinket amplifies sound by 2.5x
Threshold 4 - The Trinket amplifies sound by 3x
Year of Birth
1187
18 Years old
Birthplace
Krazaxian Mountains
Children
Current Residence
The Bards College in the Krazaxian Mountains.
Gender
Female
Eyes
Cerulean (Light Blue)
Height
3'1
Weight
35 lbs
Quotes & Catchphrases
"One for all and all for one! Never give up! Never surrender! Adventure onward!"
"I've had harsher critics..."
"Can't keep a good bard down!"
"This story's not over yet!"
"Bring! It! On!"
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