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.

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
  • Wondrous - Major Rare - Attunement - Worthy 2: Ribbon You gain a +5 bonus on Charisma (Performance) ability checks. When you are the target of an attack, you can spend your reaction to make a Charisma (Performance) ability check, using the result as your AC against that attack. You can use this ability three times before finishing a long rest.

  • 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.
    ________________________
    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]
    ________________________
    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!"
    Known Languages
    Draconic (Fang), Dwarvish, and Common

    The_Lich

    Kobold Race
    Arcane Student Origin
    Lore Bard 12 Class & Level
    Chaotic Good Alignment
    The Seven Deity
    The Bards College Faction
    Ambassador Rank/Position
    25 Loyalty
    Company

    Strength 8
    -1
    Dexterity 16
    +3
    constitution 16
    +3
    intelligence 12
    +1
    wisdom 12
    +1
    charisma 18
    +4
    Total Hit Dice 10D8
    Hit Die
    1d+3
    +4 proficiency bonus
    -1 Strength
    +7 Dexterity
    +3 Constitution
    +1 Intelligence
    +5 Wisdom
    +8 Charisma
    saving throws
    +7 Acrobatics
    +5 Animal Handling
    +9 Arcana
    +1 Athletics
    +8 Deception
    +5 History
    +3 Insight
    +8 Intimidation
    +3 Investigation
    +3 Martial
    +3 Medicine
    +5 Nature
    +9 Perception
    +12 Performance
    +12 Persuasion
    +3 Religion
    +7 Sleight of Hands
    +7 Stealth
    +3 Survival
    skills

     
    66
    MV
    4
    Prestige
    3
    Attunement Slots
    16
    Armor Class
    109
    Hit Points
    +3
    Initiative
    30 ft
    Speed
    WeaponAttackDamage
    The Bigger Boom 1d20+7 1d4+3+1d4
    +1 Rapier 1d20+8 1d8+4
    Attacks
    Armor Proficiency - Light Armor, Khaoan Gliding Suit, Underworld Guard (Breast plate - While Attuned to it.)

    Weapon Proficiency - Simple Weapons, Hand crossbows, Longswords, Rapiers, and Shortswords

    Tool & Instrument Proficiencies - Lutes, Violins, Lyres, Flutes

    Tool Expertise: Leatherworker's Tools

    The Seven Lip service - History Proficiency

    Factionless Starting Proficiency - Calligrapher's supplies & Skill: Nature

    Arcane Student Origin - You receive skill proficiency in two other skills of your choice. Also choose a single wizard cantrip (Fire Bolt), you cast that at character level. (Skills: Acrobatics & Stealth)

    Majital Origin - Gain proficiency in the Arcana skill

    College of Lore: Bonus Proficiencies - When you join the College of Lore at 3rd level, you gain proficiency with three skills of your choice. (Persuasion, Sleight of Hand, Deception)

    Metal Proficiency (Twisted Dead - One Shot) - Electric Guitar Proficiency

    Metal Proficiency (The Return of Banshee Hall) - Vocal / Singing Proficiency

    Bards College - Tool Proficiencies - Alchemist's Supplies and Land Vehicles

    Bards College - Instrument Proficiencies - Viols & Mandolins

    Bards College Loyalty - 25: Bonus gold from day jobs, +5 Max HP

    Bards College Ambassador: +5 HP
    Proficiences
    Spells Prepared

    0: Minor Illusion, Fire Bolt, Vicious Mockery, Prestidigitation, Detect Magic, Mage Hand, Message, Chill Touch

    1: Healing word, Cure Wounds, Identify

    2: Enhance Ability, Heat Metal, Hold Person

    3: Counterspell, Dispel Magic, Spirit Guardians, Tiny Hut, Major Image, Sending

    4: Find Greater Steed, Polymorph

    5: Synaptic Static, Mass Cure Wounds, Animate Objects

    6: Guards and Wards, Tenser's Transformation

    7:

    8:

    9:
    Spellcasting
    Total weight: 106 lbs

    Currency: 350 GP

    208 x Crafting Tokens
    ------------------------------------------------------
    Masterwork Scroll Bandolier
    : Healing Word, Dispel Magic, Gentle Repose, Death Ward - 1 lbs

    Masterwork Potion Bandolier
    : Potion of Supreme Healing, 2 X Potion of Superior Healing, Potion of Invulnerability - 1lbs

    1 x Lute - 1lbs

    The Dragonforce - 10 lbs

    1 x Spyglass - 1 lbs

    1 x Antitoxin

    1 x Healer's Kit (10 Uses) - 3 lbs

    The Bigger boom (Dagger) - 1 lbs

    +1 Rapier - 2 lbs

    1 x Potion of Supreme Healing - 2lbs

    1 x Potion of Superior Healing - 2lbs

    3 x Scroll of Dispel Magic - 3lbs

    1 x Scroll of Death Ward - 1 lbs

    1 x Scroll of Gentle Repose - 1 lbs

    1 x Scroll of Invisibility - 1 lbs

    1 x Scroll of Steel wind strike - 1 lbs

    2 x Scroll of Identify - 2 lbs

    A gleaming flask, with a light speckled feather, copper inlay, and an etching of her friend Peep into the front of it. Full of water. - 1 lbs

    8 x Scrolls of Healing Word - 8 lbs

    Scroll of Shield of Faith (100% success) - 1 lb

    2 x Scrolls of Cure wounds - 2 lbs

    1 x Scroll of Counterspell - 1 lbs

    2 x Scrolls of Shield - 2 lbs

    3 x Scrolls of Lesser Restoration - 3 lbs

    1 x Scroll of Longstrider - 1 lbs

    1 x Potions of Greater Healing - 2 lbs

    2 x Potions of Growth - 4 lbs

    1 x Potion of Invulnerability - 2 lbs

    1 x Masterwork Leatherworker's Tools - 5 lbs

    Backpack - 5 lbs

    1 x Commemorative Bard's College Token (Phase 2 - Heart) "13" Quality - Good!

    1 x Scaled Hand Queen Scale

    Bards College Badge: Faction - This badge not only marks them with authority as a historian, but may also assist in granting the bard access to certain restricted places. Once per long rest, you may brandish your badge in stupendous fashion, announcing your presence, doing so grants you advantage on persuasion checks to enter a forbidden area, or something similar as your DM sees fit. This effect lasts for 1 minute and only affects those that observed it.
    ------------------------------------------------------
    Swifty's Inventory

    Carrying capacity: 540 lbs Max
    Current Carry Weight: 171 lbs
    1 x Barding Breastplate - 40 lbs
    1 x Exotic Saddle - 80 lbs
    Saddle Bags - 16 lbs
    2 x Scrolls of Tiny Hut - 2 lbs
    Disguise kit & Alternate Costume - 7 lbs
    1 x Potion of Animal Friendship - 2 lbs
    1 x Potion of Gaseous Form - 2 lbs
    5 x Bottled breath - 10 lbs
    3 x Cure wounds scrolls - 3 lbs
    2 x Earthbind scrolls - 2 lbs
    7 x Daggers - 7 lbs
    ------------------------------------------------------
    Materials and Wagon items:
    1 x Silver and Alexandrite pendant

    1 x Hydra Fang - Flawless: Enhancement, Enchantment - Weapons - Strength, Constitution - Primal, Bleed, Power - 10% faster craft time

    Stone of Virtue: Compassion - Flawless: Base Material, Enchantment, Adornment - Weapons, Armor, Shields - Wisdom & Charisma - Radiant, Hope, Life, Leadership, Kindness, Aid

    3 x Gold Drake Scale: Base Material, Adornment, Enchantment - Weapons, Armor - Wisdom, Charisma - Light, Arcane, Draconic, Recovery - Lucky

    2 x Brokentoof Warhorn: Adornment, Enhancement - Wondrous, Weapons - Charisma - Rally, Teamwork, Inspiration, Tribalism, Area of Effect - A warhorn that once signified battle for a red orc tribe known as the Brokentoofs - now dormant and ready to rally troops to the cause once more.

    1 x Beaming Bulwark: Base Material, Enchantment, Adornment - Weapons, Armor, Wondrous - Charisma, Strength - Law, Radiant, Fortitude, Constancy

    1 x Prismatic Bastion: Base Material, Enhancement - Weapons, Shields, Wondrous - Strength - Transmutation, Light, Fortification, Color

    Small wooden music box (Small Draconic markings carved into it)

    White Hexcraft Gem: Superior: Enchantment - Wondrous, Armor - Dexterity - Light, Protection, Recovery

    Silverin Silk: Moderate - Base Material - Dexterity Aligned - Armor: Radiant, Mobility, Luck

    Dew of Feywild: Superior - Enchantment - Wondrous: Constitution, Charisma - Chaos, Nature, Growth, Concealment

    Gravewatcher's Shroud: Moderate - Adornment - Constitution Aligned - Armor, Shields: Defense, Lightweight, Silence

    Pegasus Feather: Superior - Enhancement - Wondrous - Charisma: Radiant, Speed, Light

    Muse's Rune of Tenacity: Superior - Special Crafter - Vordvin Clarimonte Ability: Constitution, Wisdom, Charisma Aligned Item: Armor, Shield, Wondrous (Must be used on an item that has a flat enough surface for the rune to be drawn on) Effects: Hope, Perseverance, Resolve, Persistence Special: The rune drawn on this item is a small seven-pointed star. Any related abilities cannot be negative or debilitating in nature.

    1 x Ocean Gem: Enhancement, Enchantment, Adornment - Weapons, Armor, Wondrous, Shields: Constitution - Sea, Brilliance, Water

    1 x Dark Kalos Metal: Base Material, Enchantment - Weapons, Armor, Wondrous, Shield: Strength, Wisdom - Chaos, Metal, Radiant, Glory, Heroism - Superior

    1 x Preserved Kingfruit: Enhancement, Enchantment, Adornment - Weapons, Wondrous: Strength, Constitution - Happiness, Memories, Preservation, Reparation - 20% reduced crafting cost - Superior

    1 x Banner of the Fallen: Base Material, Adornment, Enhancement - Weapons, Armor, Shields - Strength, Charisma - Glory, Protection, Consistency - When a Glorious of renown falls in battle, there will be times when their fellows take a piece of their armor and forge it into a banner to be hoisted high in recognition, remembrance, and honor.

    2 x Crystal Ball: Base Material, Enchantment - Weapons, Wondrous - Strength - Psychic, Magic, Heavy - Moderate

    1 x Angelic Tome: Enhancement, Enchantment - Weapons, Wondrous - Charisma - Illusion, Divine, Strife, Enlightenment - Moderate

    1 x Essence of Honor: Base Material, Enhancement, Enchantment - Armor, Wondrous, Shields - Constitution - Good, Water, Blood, Fortitude, Judgement - Reciprocal, Blessed - Superior

    1 x Solitaire Clover: Enhancement, Enchantment - Armor, Wondrous, Shields - Strength Constitution - Force, Piercing, Unbreakable, Crystalline, Faith, Hope, Love - Efficient: -15% crafting cost - Flawless

    2 x The Spice (P): Base Material, Adornment, Enhancement, Enchantment - Armor, Shields, Wondrous- Dexterity, Intelligence, Charisma - Health, Life, Primal, Foresight, Wealth - Found in the deepest reaches of the Scour-Sands, it takes many hunters to even gather a few ounces of the stuff. Why hunters, you may ask? It has something to do with Sandworms, and, is a well protected secret.

    1 x Magician's Joker: Base Material, Enchantment - Weapons, Shields - Strength, Constitution - Chaos, Coinage, Conjuration, Luck, Performance, Revelry - Consecrated: Sekelcuse
    -------------------------------------------------------
    Hazel Wainwright
    Human/Archfey Warlock/Chaotic Good
    Deity: Wondox
    Item Types: Wondrous
    Ability Alignments: Intelligence, Charisma
    Masterwork: Yes
    Faction Forge: No
    Sp. Attunement: No
    +Bonus: No
    Effects: Trickery, Force, Enchantment, Emotion
    "Superior"
    -------------------------------------------------------
    Rift Master (Mordraz Darhul) - Lawful Evil
    Duergar / Evocation Wizard / Male
    Diety: Astaroth
    Item Types: Wondrous, or spell focus or implements such as wands or staffs
    Ability Alignments: Intelligence, Wisdom
    Faction Forge: No
    Sp. Attunement: Yes
    Masterwork: No
    +Bonus: Yes
    Effects: Bludgeoning, Force, Poison, Earth, Metal, Evocation
    Flawless: 1 Use each
    -------------------------------------------------------
    Warsmith (Felgrum Volkhaz) - Lawful Evil
    Duergar / Zealot Barbarian / Male
    Diety: Astaroth
    Item Types: Weapons, Armor
    Ability Alignments: Strength, Constitution
    Faction Forge: No
    Sp. Attunement: No
    Masterwork: Yes
    +Bonus: Yes
    Effects: Fire, Earth, Poison, Artifice, Combat
    Flawless: 1 Use each
    -------------------------------------------------------
    Bathelia - True Neutral - Yuan-ti Scar Seeker Barbarian, F - Cassius:
    Weapons (Two handed or Versatile only), Armor, Shields
    Strength, Constitution, Charisma
    Faction Forge: Yes
    +Bouns: Yes
    Power, Resilience, Glory, Belief, Freedom
    Flawless
    -------------------------------------------------------
    Silvers
    Firbolg Smith / Barbarian Totem Warrior / True Neutral
    Deity: Silloway
    Item Types: All
    Slots: Base Material, Adornment, Enhancement
    Ability Alignments: Strength, Constitution, Wisdom
    Faction Forge: No
    Sp. Attunement: Yes
    +Bonus: Yes
    Masterwork: Yes
    Effects: Earth, Metal, Rage, Nature, Combat
    Flawless
    -------------------------------------------------------
    The Champ - Flawless - Weapons, Wondrous (No holy symbols of Chaotic deities) - Constitution, Wisdom, Charisma - Athletics, Championship, Combat, Courage, Grapple, Seeking, Stalwart, Unlimited Power
    Alignment: Neutral
    Race: Changeling
    Class: Champion Fighter
    Worships: Himself
    -------------------------------------------------------
    Bank / At Home


    Glowing Blanket X 2 pink and blue (Carriage)

    A well drawn sketch of herself drawn by Arakokana Felegra (Carriage)

    Carriage (The Wagon of Wonders) - (Parked at Bard's College)

    Greyscale drawing of Peep and Muse in costume at the recent masquerade in Majital (Magenta Manor). (( 21 Calligraphy )) (Made by Listria) (Carriage)

    1 x Feather of the Blood Eagle (Trophy)

    A painting of two beautiful blue dragons painted by Gul orn

    1 Kitten (Roams the Bards College)

    A gold inlayed wagon of wonders (A carriage, parked at bards college)

    1 x Sparkly leaf of the metal realm

    4 x bricks of incense

    Cursed music box

    White chapel hat
    ---------------------------------------------------------------------------------------------------------------
    Underworld Guard
    Breastplate - Minor Rare (1,375 gp) - Attunement
    https://i.kinja-img.com/gawker-media/image/upload/t_original/dhlyslbtkqhwwb1xtylq.jpg

    This silvered breastplate gilded in gold and carved in twisting spirals and elegant spires reveals beneath the metal a glowing light that gives off waves of energy, covering the bearer in a field of silence that softens their steps and hides their motions.

    While attuned to this breastplate, you gain access to the following abilities:

    -Proficiency in Underworld Guard (breastplate)
    -Dark Embrace: While you are in an area of shadows, darkness, or dim-light you gain advantage on all stealth checks.
    -Shadow Magic: While you are in an area of shadows, darkness, or dim-light your non-damaging illusion spells persist longer than normal, increasing their duration by 50% (rounding down).

    [Base Material, Enchantment, Adornment]
    Equipment
    The Bards College
    Faction
    The Mad man
    Stat Array
    Bardic Spellcasting:
    3 Loyalty: The member may choose one cantrip from the Bard spell list, and cast it at character level. (Message)

    5 Loyalty: The member may choose one 1st level spell from the Bard spell list, and cast it once per day. This ability refreshes after completing a long rest. (Comprehend Languages)

    7 Loyalty: The member may choose another 1st level spell from the Bard spell list, and cast it once per day. This ability refreshes after completing a long rest. (Feather Fall)

    Inspiring the Masses
    At 10 loyalty members gain the following benefit: You gain a d6 Bardic Inspiration die that you can expend any time that you would be able to expend a normal die. You regain this Bardic Inspiration die at dawn. If you already have the Bardic Inspiration class feature, you gain an additional die to add to your pool. (D10)

    Darkvision - You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

    Distract - As an action on your turn, you can distract nearby foes. Until the end of your next turn, your allies gain advantage on attack rolls against enemies within 10 feet of you that can see you. Once you use this trait, you can't use it again until you finish a short or long rest.

    Pack Tactics - You have advantage on an attack roll against a creature if at least one of your allies is within 5 feet of the creature and the ally isn't incapacitated.

    Sunlight Sensitivity - You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.

    Stat Array & Level ups - The Mad man - Race: +2 Dex (14+2=16) - LVL 4 stat increase to CHA & CON +1 (Were both 15.) Majital Origin: +1 to my 11 INT.
    LVL 8 state increase to CHA +2.
    -
    LVL 12: Feat taken - Resilient Choose one ability score (Wisdom). You gain the following benefits:
    • Increase the chosen ability score by 1, to a maximum of 20.
    • You gain proficiency in saving throws using the chosen ability.

    Attribute Cap Increase - Charisma +2; This boosts the maximum of an ability score but not the score itself. (Bard's college)

    Improved Spellcasting Matrix - Due to the arcane knowledge etched from the the world of Erast, all bard's college members have their spell DCs increased by 1. (No this cannot be shared and it is lost if they leave the faction)

    Bardic Spellcasting (Bards College) - Loyal members of the Bards College receive the ability to cast bardic spells. 3 Loyalty: Message - 5 Loyalty: Comprehend languages (Once per Long Rest) - 7 Loyalty: Feather fall (Once per long rest)

    Bardic Inspiration (D10) - You can inspire others through stirring words or music. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d6. Once within the next 10 minutes, the creature 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 Bardic 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. A creature can have only one Bardic Inspiration die at a time.You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest. Your Bardic Inspiration die changes when you reach certain levels in this class. You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest. Your Bardic Inspiration die changes when you reach certain levels in this class. The die becomes a D8 at 5th level, a D10 at 10th level, and a D12 at 15th level.

    Song of Rest (D8) - Beginning at 2nd level, you can use soothing music or oration to help revitalize your wounded allies during a short rest. If you or any friendly creatures who can hear your performance regain hit points at the end of the short rest, each of those creatures regains an extra 1d6 hit points. The extra hit points increase when you reach certain levels in this class: to 1d8 at 9th level, to 1d10 at 13th level, and to 1d12 at 17th level.

    Jack of all trades (+1) - Starting at 2nd level, you can add half your proficiency bonus, rounded down, to any ability check you make that doesn’t already include your proficiency bonus.

    Expertise - At 3rd level, choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies. (Performance & Persuasion)

    Expertise (10th lvl) - At 10th level, you can choose another two skill Proficiencies to gain this benefit. (Arcana & Perception)

    Cutting Words (D8) - Also at 3rd level, you learn how to use your wit to distract, confuse, and otherwise sap the confidence and competence of others. When a creature that you can see within 60 feet of you makes an Attack roll, an ability check, or a damage roll, you can use your reaction to expend one of your uses of Bardic Inspiration, rolling a Bardic Inspiration die and subtracting the number rolled from the creature’s roll. You can choose to use this feature after the creature makes its roll, but before the GM determines whether the Attack roll or ability check 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.

    Font of Inspiration - You regain all of your expended uses of Bardic Inspiration when you finish a short or Long Rest.

    Countercharm - At 6th level, you gain the ability to use musical notes or words of power to disrupt mind-influencing effects. As an action, you can start a Performance that lasts until the end of your next turn. During that time, you and any friendly creatures within 30 feet of you have advantage on Saving Throws against being Frightened or Charmed. A creature must be able to hear you to gain this benefit. The Performance ends early if you are Incapacitated or silenced or if you voluntarily end it (no action required).

    Additional Magical Secrets: Lore Bard - At 6th level, you learn two Spells of your choice from any class. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip. The chosen Spells count as bard Spells for you but don’t count against the number of bard Spells you know. (Counterspell & Spirit Guardians)

    Magical Secrets: By 10th level, you have plundered magical knowledge from a wide spectrum of disciplines. Choose two Spells from any class, including this one. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip.

    The chosen Spells count as Bard Spells for you and are included in the number in the Spells Known column of the Bard table.

    You learn two additional Spells from any class at 14th level and again at 18th level.
    (10th lvl: Spiritual Weapon & Find Greater Steed)
    Class/Racial Features & Traits

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