Drinking & Dragons

Difference between revisions of "User:Wizardoest/PCs/Anthony Villani"

From Drinking and Dragons
(WIP)
(WIP)
Line 2: Line 2:


'''Majestic Maestro''' (Bard 11)<br>
'''Majestic Maestro''' (Bard 11)<br>
'''Background:''' ???<br>
'''Background:''' Entertainer<br>
Neutral good | Human
Neutral good | Human


'''Abilities''' Str 12 +1 | Dex 14 +2 | Con 14 +2 | Int 13 +1 | Wis 16 +3 | Cha 20 +5  <br/>
'''Abilities''' Str 12 +1 | Dex 14 +2 | Con 14 +2 | Int 13 +1 | Wis 14 +2 | Cha 20 +5  <br/>
''4th: +2 to Cha; 8th: +2 Wis'' <br/>
''4th: +2 to Cha; 8th: Feat'' <br/>
'''Proficiency Bonus:''' +4
'''Proficiency Bonus:''' +4


Line 58: Line 58:
;Bardic Inspiration (5/day; Recharge short or long rest)
;Bardic Inspiration (5/day; Recharge short or long rest)
: w/i 60' get a d10. Use w/i 10 min on ability, attack, save  
: w/i 60' get a d10. Use w/i 10 min on ability, attack, save  
;Mantle of Inspiration (Bonus action; uses Bardic Insp)
: Grant yourself a wondrous appearance. 5 targets w/i 60' gain 11 temp HP and may use their reaction to move up to their speed w/o provoking.
;Enthralling Performance (Recharge short or long rest)
: After 1min performance 5 targets Wis save or are charmed. Failing doesn't notice the save.
;Mantle of Majesty (Bonus action; Concentration)
: Case ''Command'' w/o spending a spell slot and take on an unearthly beauty for 1min.
: Creatures charmed by you automatically fail this save.
;Countercharm
;Countercharm
: Perform until the end of my next turn; w/i 30' adv vs frightened/charmed
: Perform until the end of my next turn; w/i 30' adv vs frightened/charmed
;Song of Rest (end of short rest)
;Song of Rest (end of short rest)
: Everyone gains +1d8 hp.
: Everyone gains +1d8 hp.
;By Popular Demand (Background)
:You can always find a place to perform, usually in an inn or tavern but possibly with a circus, at a theater, or even in a noble’s court. At such a place, you receive free lodging and food of a modest or comfortable standard (depending on the quality of the establishment), as long as you perform each night. In addition, your performance makes you something of a local figure. When strangers recognize you in a town where you have performed, they typically take a liking to you.


=== Feats ===


== Feats ==
;Skilled
: Gain 3 skills or tools
;Inspiring Leader
;Inspiring Leader
: You can spend 10 minutes inspiring your companions, shoring up their resolve to fight. When you do so, choose up to six friendly creatures (which can include yourself) within 30 feet of you who can see or hear you and who can understand you. Each creature can gain temporary hit points equal to your level + your Charisma modifier. A creature can’t gain temporary hit points from this feat again until it has finished a short or long rest.
: After 10 min pep talk, 6 targets w/i 30' gain 16 temp HP.
 
: Cannot benefit again until after a short rest.
;Mobile
: You are exceptionally speedy and agile. You gain the following benefits:
: Your speed increases by 10 feet.
: When you use the Dash action, difficult terrain doesn’t cost you extra movement on that turn.
: When you make a melee attack against a creature, you don’t provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not.
 
;Sharpshooter
: Attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls.
: Your ranged weapon attacks ignore half cover and three-quarters cover.
: Before you make an attack with a ranged weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack’s damage.


== Skills ==
== Skills ==
Line 84: Line 86:
: Use any skill with a +2 bonus.
: Use any skill with a +2 bonus.
;Expertise
;Expertise
: Double proficiency bonus on four skills.
: Double proficiency bonus on four skills (marked with an asterisk)


* Skill +0
* ☹️Animal Handling +4
* ☹️Arcana +3
* ☹️Athletics +3
* 👍Acrobatics +6
* 👍Deception +9
* ☹️History +3
* ❤️Insight* +10
* 👍Investigation +5
* 👍Intimidation +9
* ☹️Medicine +4
* ☹️Nature +3
* ❤️Perception* +10
* ❤️Persuasion* +13
* ❤️Performance* +13
* ☹️Religion +3
* ☹️Sleight of Hand +4
* ☹️Stealth +4
* ☹️Survival +4
 
 
 
Tools
* Disguise kit
* Entertainer's pack
* Four musical instruments (flute, piano)


'''Languages:''' 2
'''Languages:''' 2
Line 92: Line 118:
== Passive Abilities ==
== Passive Abilities ==


'''Proficiencies:''' Light armor, Simple Weapons, Crossbow, Longsword, Short Sword, Rapier, (3) musical instruments
'''Proficiencies:''' Light armor, Simple Weapons, Crossbow, Longsword, Short Sword, Rapier, (3) musical instruments <br>
 
'''Jack of All Trades''' (see Skills)
'''Jack of All Trades''' (see Skills)


=== Background ===
== Equipment ==
 
'''Feature: Shelter of the Faithful'''
 
As an acolyte, you command the respect of those who share your faith, and you can perform the religious ceremonies of your deity. You and your adventuring companions can expect to receive free healing and care at a temple, shrine, or other established presence of your faith, though you must provide any material components needed for spells. Those who share 1 your religion will support you (but only you) at a modest lifestyle.


You might also have ties to a specific temple dedicated to your chosen deity or pantheon, and you have a residence there. This could be the temple where you used to serve, if you remain on good terms with it, or a temple where you have found a new home. While near your temple, you can call upon the priests for assistance, provided the assistance you ask for is not hazardous and you remain in good standing with your temple.
A musical instrument (one of your choice), the favor of an admirer (love letter, lock of hair, or trinket), a costume, and a belt pouch containing 15 gp


== Personal ==
== Personal ==

Revision as of 20:53, 15 March 2018

Name

Majestic Maestro (Bard 11)
Background: Entertainer
Neutral good | Human

Abilities Str 12 +1 | Dex 14 +2 | Con 14 +2 | Int 13 +1 | Wis 14 +2 | Cha 20 +5
4th: +2 to Cha; 8th: Feat
Proficiency Bonus: +4

Defenses

HP: 80 (11d8+22)
AC: 10
Saves: Dexterity, Charisma

Offense

Move: 30'
Melee [Rapier]: +0/+0 (0d0 type)
Ranged: <none> +6 (0 dmg)

Spells

Spell Descriptions
Save: 17 (8+prof(4)+Cha(5))
Spell Attack: +9
Spell Slots: Two spells (<=5) can be from anywhere.

6th (1)
empty
5th (2)
empty
empty
4th (3)
empty
empty
3rd (3)
empty
empty
empty
2nd (3)
empty
empty
1st (4)
empty
empty
empty
empty
empty
Cantrips
empty
empty
empty
empty

Active Abilities

Bardic Inspiration (5/day; Recharge short or long rest)
w/i 60' get a d10. Use w/i 10 min on ability, attack, save
Mantle of Inspiration (Bonus action; uses Bardic Insp)
Grant yourself a wondrous appearance. 5 targets w/i 60' gain 11 temp HP and may use their reaction to move up to their speed w/o provoking.
Enthralling Performance (Recharge short or long rest)
After 1min performance 5 targets Wis save or are charmed. Failing doesn't notice the save.
Mantle of Majesty (Bonus action; Concentration)
Case Command w/o spending a spell slot and take on an unearthly beauty for 1min.
Creatures charmed by you automatically fail this save.
Countercharm
Perform until the end of my next turn; w/i 30' adv vs frightened/charmed
Song of Rest (end of short rest)
Everyone gains +1d8 hp.
By Popular Demand (Background)
You can always find a place to perform, usually in an inn or tavern but possibly with a circus, at a theater, or even in a noble’s court. At such a place, you receive free lodging and food of a modest or comfortable standard (depending on the quality of the establishment), as long as you perform each night. In addition, your performance makes you something of a local figure. When strangers recognize you in a town where you have performed, they typically take a liking to you.


Feats

Skilled
Gain 3 skills or tools
Inspiring Leader
After 10 min pep talk, 6 targets w/i 30' gain 16 temp HP.
Cannot benefit again until after a short rest.

Skills

Jack of All Trades
Use any skill with a +2 bonus.
Expertise
Double proficiency bonus on four skills (marked with an asterisk)
  • ☹️Animal Handling +4
  • ☹️Arcana +3
  • ☹️Athletics +3
  • 👍Acrobatics +6
  • 👍Deception +9
  • ☹️History +3
  • ❤️Insight* +10
  • 👍Investigation +5
  • 👍Intimidation +9
  • ☹️Medicine +4
  • ☹️Nature +3
  • ❤️Perception* +10
  • ❤️Persuasion* +13
  • ❤️Performance* +13
  • ☹️Religion +3
  • ☹️Sleight of Hand +4
  • ☹️Stealth +4
  • ☹️Survival +4


Tools

  • Disguise kit
  • Entertainer's pack
  • Four musical instruments (flute, piano)

Languages: 2

Passive Abilities

Proficiencies: Light armor, Simple Weapons, Crossbow, Longsword, Short Sword, Rapier, (3) musical instruments
Jack of All Trades (see Skills)

Equipment

A musical instrument (one of your choice), the favor of an admirer (love letter, lock of hair, or trinket), a costume, and a belt pouch containing 15 gp

Personal

Personality trait I have a complicated relationship with the truth and straight answers, which is only amplified by my relationship with the fey.

Ideal I have faith that the work I do for Kelemvor putting the dead to rest makes the world a better place for the living and the dead.

Bond I do what I do to be able to someday put my grandmother's spirit to rest.

Flaw Beholden to a community of pixies.