Post by Faye on Feb 25, 2019 2:00:57 GMT
Biography
Character Name:
Merli
Character Level:
1
Race:
Kobold
Racial Traits -
Darkvison: 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.
Grovel, Cower, and Beg: As an action on your turn, you can cower pathetically to 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.
Gender:
Female
Alignment:
Neutral Good
Deity:
Mystra
Size:
Small
Hair:
N/A
Eyes:
Yellow
Height:
2’6”
Weight:
28 lbs.
Age:
6
Appearance:
Coming in at barely knee-height for many of the taller races of the world, Merli is a slight individual in most ways. The entirety of her figure is covered in a mish-mash of stark white and pale grey scales. The grey scales congregated on her back and tail to form semi-constant strips, though they do tend to be rather staggered. Two small horns protrude from the top of her head, curving ever so slightly backward, in addition, her eyes are quite large and a brilliant yellow color.
When it comes to clothes most of Merli's have been cobbled together from what she found around her home. Scraps from old robes and larger attire trimmed and sewn down to fit her form. Most of what she owns is in a variety of deep reds and rich browns, with a few smatterings of gold or silver as trim. A recent addition to her typical attire is a large book she wears like a pack, this is done by tying a length of fabric in between the pages and around her shoulders while she travels.
History:
Merli got her start in the world when she was plucked from her underground home as an egg. When she hatched instead of being greeted by others of her kind she found herself coming snout to face with a half-elf wizard. Who happened to be quite confused when she popped out of her shell, but he had always been a roll with the punches kind of person. So it was, Merli found herself a home with an aging wizard who decided to be much more specific in his requests for adventurers in the future.
Over the years Erwin, the wizard, taught Merli many things. How to read and write, not to mention the basis of spellcasting albeit when the firebolt turned out to be a ray of frost he narrowed down his tutelage. Mainly in an effort to help Merli learn to control her innate magic. All in all, he shaped the individual Merli is today and helped her become accustomed to life around people who always gave her sideways glances.
During her younger years, namely 3-5, Merli helped out Erwin with his errands and running his little potion shop. Admittedly she wasn't very good at it, always mixing up ingredients, and putting the wrong newt eye in the pot. Because of this, she was delegated to counter duty and dealt with many of the customers, while there were indeed some opposed to her even living in the town but those who came by always found themselves leaving with a smile on their faces. While her overall word choice may have been odd she had a way with words and the people who dropped by.
Though what relative stability Merli had all but disappeared when Erwin fell ill, or finally succumbed to his illness in more correct terms. It was a painful few months for both of them, as the shop dwindled Merli did what she could to keep it afloat while also taking care of the only family she'd ever known. Suffice to say it wasn't a happy ending, and with her inheritance and staff in hand she set off from the town she called home in search of...well, she isn't quite sure about that yet, but it'll be a fun trip either way.
Personality:
An energetic ball of sunshine, Merli exudes a seemingly boundless amount of optimism. Cheerfulness and exuberance make up the core of who Merli is as a person. She looks for the good in every situation and is always willing to lend a hand to someone in need. While an inherently kind individual Merli scares easy, not to mention gets rather confused about even simple things. Despite being raised by a half-elf her instincts still lean quite heavily towards self-preservation and it shows in confrontational situations. If alone she is much more likely to run away rather than stay and fight, or talk if she feels truly uncomfortable, in fact even if she is with others she may still disappear or try to placate her enemies if possible.
Other than that Merli will never lie, the reasoning behind this is simple it would disappoint Erwin. In addition to this Merli is quite trusting of strangers, often times to her detriment. She isn't one to expect people of foul play or malicious acts, in fact, she typically expects everyone to be good-natured. All in all, she's a gentle soul who trusts people more than she feasibly should.
Stats
Ability Scores
Using Point Buy:
Strength:
6 | -2 (8 Base - 2 Racial)
Dexterity:
14 | +2 (12 Base + 2 Racial)
Constitution:
14 | +2
Intelligence:
8 | -1
Wisdom:
14 | +2
Charisma:
15 | +2
Class
Sorcerer 1
HP - 9 (6 Base + 2 CON Mod + 1 Draconic Resilience)
AC - 15 (13 Draconic Resilience + 2 DEX Mod)
Sorcerous Origin - Draconic(White)
Dragon Ancestor: At 1st level, you choose one type of dragon as your ancestor. The damage type associated with each dragon is used by features you gain later. You can speak, read, and write Draconic. Additionally, whenever you make a Charisma check when interacting with dragons, your proficiency bonus is doubled if it applies to the check.
Dragon Ancestor Choice: White, Cold Damage
Draconic Resilience: As magic flows through your body, it causes physical traits of your dragon ancestors to emerge. At 1st level, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class. Additionally, parts of your skin are covered by a thin sheen of dragon-like scales. When you aren’t wearing armor, your AC equals 13 + your Dexterity modifier.
Spellcasting -
Cantrips: Frostbite, Minor Illusion, Ray of Frost, and Shape Water
1st Level: Ice Knife, and Shield
Skills
Arcana(Background), Intimidation(Class), Persuasion(Class), Survival(Background)
Proficiencies & Languages
Armor - None
Weapons - Dagger, Dart, Sling, Quarterstaff, Light Crossbow
Saving Throws - Charisma, Constitution
Tools - Playing Card Set
Languages - Common(Racial), Draconic(Racial), Elvish(Background)
Background
Inheritor - Arcane Book Inheritance
Feature - Inheritance
Choose or randomly determine your inheritance from among the possibilities in the table below. Work with your Dungeon Master to come up with details: Why is your inheritance so important, and what is its full story? You might prefer for the DM to invent these details as part of the game, allowing you to learn more about your inheritance as your character does.
The Dungeon Master is free to use your inheritance as a story hook, sending you on quests to learn more about its history or true nature, or confronting you with foes who want to claim it for themselves or prevent you from learning what you seek. The DM also determines the properties of your inheritance and how they figure into the item's history and importance. For instance, the object might be a minor magic item, or one that begins with a modest ability and increases in potency with the passage of time. Or, the true nature of your inheritance might not be apparent at first and is revealed only when certain conditions are met.
When you begin your adventuring career, you can decide whether to tell your companions about your inheritance right away. Rather than attracting attention to yourself, you might want to keep your inheritance a secret until you learn more about what it means to you and what it can do for you.
Personality Traits - I misuse long words in an attempt to sound smarter. Thinking is for other people, I prefer action.
Ideal - Sincerity. There’s no good in pretending to be something I’m not. (Neutral)
Bond - I protect those who cannot protect themselves.
Flaw - I have a weakness for the vices of the city, especially hard drink.
Feats
None
Gear
X1 Component Pouch(Purchased for 25 GP)
X1 Dagger
X1 Explorer’s Pack
X1 Playing Card Set
X1 Pouch Containing 15 GP
X1 Staff(Arcane Focus)
X1 Set of Traveler’s Clothes
Inheritance - Merli inherited an old book full of arcane symbols and formulas, none of which makes any sense to her but the pictures are nice. She received this from her mentor and de facto father before he passed due to illness
Items Sold -
X20 Crossbow Bolts(+ 1 GP)
X1 Dagger (+2 GP)
X1 Light Crossbow (+25 GP)
Remaining Funds -
18 GP
Character Name:
Merli
Character Level:
1
Race:
Kobold
Racial Traits -
Darkvison: 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.
Grovel, Cower, and Beg: As an action on your turn, you can cower pathetically to 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.
Gender:
Female
Alignment:
Neutral Good
Deity:
Mystra
Size:
Small
Hair:
N/A
Eyes:
Yellow
Height:
2’6”
Weight:
28 lbs.
Age:
6
Appearance:
Coming in at barely knee-height for many of the taller races of the world, Merli is a slight individual in most ways. The entirety of her figure is covered in a mish-mash of stark white and pale grey scales. The grey scales congregated on her back and tail to form semi-constant strips, though they do tend to be rather staggered. Two small horns protrude from the top of her head, curving ever so slightly backward, in addition, her eyes are quite large and a brilliant yellow color.
When it comes to clothes most of Merli's have been cobbled together from what she found around her home. Scraps from old robes and larger attire trimmed and sewn down to fit her form. Most of what she owns is in a variety of deep reds and rich browns, with a few smatterings of gold or silver as trim. A recent addition to her typical attire is a large book she wears like a pack, this is done by tying a length of fabric in between the pages and around her shoulders while she travels.
History:
Merli got her start in the world when she was plucked from her underground home as an egg. When she hatched instead of being greeted by others of her kind she found herself coming snout to face with a half-elf wizard. Who happened to be quite confused when she popped out of her shell, but he had always been a roll with the punches kind of person. So it was, Merli found herself a home with an aging wizard who decided to be much more specific in his requests for adventurers in the future.
Over the years Erwin, the wizard, taught Merli many things. How to read and write, not to mention the basis of spellcasting albeit when the firebolt turned out to be a ray of frost he narrowed down his tutelage. Mainly in an effort to help Merli learn to control her innate magic. All in all, he shaped the individual Merli is today and helped her become accustomed to life around people who always gave her sideways glances.
During her younger years, namely 3-5, Merli helped out Erwin with his errands and running his little potion shop. Admittedly she wasn't very good at it, always mixing up ingredients, and putting the wrong newt eye in the pot. Because of this, she was delegated to counter duty and dealt with many of the customers, while there were indeed some opposed to her even living in the town but those who came by always found themselves leaving with a smile on their faces. While her overall word choice may have been odd she had a way with words and the people who dropped by.
Though what relative stability Merli had all but disappeared when Erwin fell ill, or finally succumbed to his illness in more correct terms. It was a painful few months for both of them, as the shop dwindled Merli did what she could to keep it afloat while also taking care of the only family she'd ever known. Suffice to say it wasn't a happy ending, and with her inheritance and staff in hand she set off from the town she called home in search of...well, she isn't quite sure about that yet, but it'll be a fun trip either way.
Personality:
An energetic ball of sunshine, Merli exudes a seemingly boundless amount of optimism. Cheerfulness and exuberance make up the core of who Merli is as a person. She looks for the good in every situation and is always willing to lend a hand to someone in need. While an inherently kind individual Merli scares easy, not to mention gets rather confused about even simple things. Despite being raised by a half-elf her instincts still lean quite heavily towards self-preservation and it shows in confrontational situations. If alone she is much more likely to run away rather than stay and fight, or talk if she feels truly uncomfortable, in fact even if she is with others she may still disappear or try to placate her enemies if possible.
Other than that Merli will never lie, the reasoning behind this is simple it would disappoint Erwin. In addition to this Merli is quite trusting of strangers, often times to her detriment. She isn't one to expect people of foul play or malicious acts, in fact, she typically expects everyone to be good-natured. All in all, she's a gentle soul who trusts people more than she feasibly should.
Stats
Ability Scores
Using Point Buy:
Strength:
6 | -2 (8 Base - 2 Racial)
Dexterity:
14 | +2 (12 Base + 2 Racial)
Constitution:
14 | +2
Intelligence:
8 | -1
Wisdom:
14 | +2
Charisma:
15 | +2
Class
Sorcerer 1
HP - 9 (6 Base + 2 CON Mod + 1 Draconic Resilience)
AC - 15 (13 Draconic Resilience + 2 DEX Mod)
Sorcerous Origin - Draconic(White)
Dragon Ancestor: At 1st level, you choose one type of dragon as your ancestor. The damage type associated with each dragon is used by features you gain later. You can speak, read, and write Draconic. Additionally, whenever you make a Charisma check when interacting with dragons, your proficiency bonus is doubled if it applies to the check.
Dragon Ancestor Choice: White, Cold Damage
Draconic Resilience: As magic flows through your body, it causes physical traits of your dragon ancestors to emerge. At 1st level, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class. Additionally, parts of your skin are covered by a thin sheen of dragon-like scales. When you aren’t wearing armor, your AC equals 13 + your Dexterity modifier.
Spellcasting -
Cantrips: Frostbite, Minor Illusion, Ray of Frost, and Shape Water
1st Level: Ice Knife, and Shield
Skills
Arcana(Background), Intimidation(Class), Persuasion(Class), Survival(Background)
Proficiencies & Languages
Armor - None
Weapons - Dagger, Dart, Sling, Quarterstaff, Light Crossbow
Saving Throws - Charisma, Constitution
Tools - Playing Card Set
Languages - Common(Racial), Draconic(Racial), Elvish(Background)
Background
Inheritor - Arcane Book Inheritance
Feature - Inheritance
Choose or randomly determine your inheritance from among the possibilities in the table below. Work with your Dungeon Master to come up with details: Why is your inheritance so important, and what is its full story? You might prefer for the DM to invent these details as part of the game, allowing you to learn more about your inheritance as your character does.
The Dungeon Master is free to use your inheritance as a story hook, sending you on quests to learn more about its history or true nature, or confronting you with foes who want to claim it for themselves or prevent you from learning what you seek. The DM also determines the properties of your inheritance and how they figure into the item's history and importance. For instance, the object might be a minor magic item, or one that begins with a modest ability and increases in potency with the passage of time. Or, the true nature of your inheritance might not be apparent at first and is revealed only when certain conditions are met.
When you begin your adventuring career, you can decide whether to tell your companions about your inheritance right away. Rather than attracting attention to yourself, you might want to keep your inheritance a secret until you learn more about what it means to you and what it can do for you.
Personality Traits - I misuse long words in an attempt to sound smarter. Thinking is for other people, I prefer action.
Ideal - Sincerity. There’s no good in pretending to be something I’m not. (Neutral)
Bond - I protect those who cannot protect themselves.
Flaw - I have a weakness for the vices of the city, especially hard drink.
Feats
None
Gear
X1 Component Pouch(Purchased for 25 GP)
X1 Dagger
X1 Explorer’s Pack
X1 Playing Card Set
X1 Pouch Containing 15 GP
X1 Staff(Arcane Focus)
X1 Set of Traveler’s Clothes
Inheritance - Merli inherited an old book full of arcane symbols and formulas, none of which makes any sense to her but the pictures are nice. She received this from her mentor and de facto father before he passed due to illness
Items Sold -
X20 Crossbow Bolts(+ 1 GP)
X1 Dagger (+2 GP)
X1 Light Crossbow (+25 GP)
Remaining Funds -
18 GP