Post by kelantar on May 30, 2019 1:49:30 GMT
Biography
Character Name: Ischyros
Character Level: 5
Race: Yuan-ti Pureblood
Gender: Male
Alignment: Lawful neutral
Deity: -
Size: Medium
Hair: White
Eyes: Yellow
Height: 6'3
Weight: 85kg
Age: 17
Appearance:
Ischyros has a tall, gaunt appearance. His skin is of a white color that speaks about not meeting enough sunlight, but it's not milky pale as to be ghostly. The truth however is that his skin does not get much more tanned than that. His hair is gray and wild, growing abundantly and is often cut without remorse. The signs of his heritage are not obvious at first sight, but do become so after one manages to take a look at his hands and forearms, where his skin becomes shiny looking scales for a good patch, mirroring the same length and shape in both arms. He prefers light clothes, but doesn't like going about the cities unarmored, thus his clothes of choice always implement some kind of armor in their design, whether using the heavy wheather or cold conditions to incorporate an overcoat or a cape into the leather or finding ways to innovate.
History:
Ischyros was raised in an Orphanage far along the Sword Coast listening to tales about adventurers making their riches and fame, some of them even getting landed. However his opportunities to grow were sparse, and his heritage made it hard for him to get around by those that knew what he was. He never got to know his real parents and his caretaker described that a robed figure left him there one night, and she couldn't see the features even, which did little to not feed the rumors. Everyone knew what he was where he grew up, as rumours spread like fire, and given the amount of years he spent there it was a given. A regular life had little appeal for him, and he had ambition in it's heart not in any little way stoked by the way it would seem like a life surrounded by not fitting in. Knowing he had to work twice as hard to get people to trust him, he put a lot of effort into becoming charming when he had to, intimidating when he must, in order to avoid fights or get what he wanted, and funny when the ambient needed to be lightened. It was however but a tool to him, something that eventually became a part of him. He picked up an instrument in order to make money; and as he became good with it he managed to make more money that way that he would have managed to having a daytime job, a regular job.
And it was then that he realised he had power within him, the power to change reality with his own words. A primordial power, rare and coveted. Full of ambition he used the money to buy himself the necessary equipment to make his dreams come true, and set out for the rest of the cities of the sword coast, hunting rumors, treasures and fame. He didn't want to remain unknown, hidden, and afraid. And maybe he thought, if he became well known enough and liked, then his parents would come back.
As his exploits were becoming known, and after clearing out a small bandit encampment, he was approached by a Zhentarim member who recognized his ambition and offered him a place in his organization, explaining to him what it was. Seeing it as a chance to grow in the world and use the Zhentarim's influence to find his parents and reach the place where he wanted to be, he accepted after spending some time thinking about it. His particular skills were put to use first as a way to gather intelligence, as he could be talked into reaching into places few could go in and out of with ease. Then, as his skills grew his patron within the organisation groomed him into a figure of authority. And as Ischyros power grew, by extension so did his patron's. Namira was a shrewd, and intelligent woman, and not a cartoonish, moustache-twirling villain. She kept her end of the bargain and helped Ischyros whenever he needed it; she wasn't needlessly cruel, but neither was she shy about the grim realities of the world they lived in and the things that needed to be done.
As his patron rose higher in the echelons, Ischyros role as an executioner, a person who could get in and out of any place, became known to those who were someone in the Zhentarim. For some, a piece of interest in the board. For others, a nuisance that would have to be removed. And for those below that level, someone to be wary and respectful of.
Personality:
Ischyros has a bit of both worlds in him, being utilitarian and logical and yet being drawn to the world with a brush of emotionality to his actions, and some things like a sense of honor and giving his words weight, and specially his promises and such things. And while he would have qualms about stealing from someone that's in dire need of the goods it possessed, it wouldn't be the case about a rich merchant or a similarly well stocked individual. He adheres to his personal code, and even though he's not an absolutely evil being that lives only to cause suffering to other sentient beings, he's a not entirely good either. He is, a bit of both, and that confuses people who only see the world in black and white, and try to apply that kind of values to a living, shifting person.
Stats
Ability Scores
Using point buy or the standard array give us the following stats:
Strength: 8 (-1)
Dexterity: 16 (+3)
Constitution: 14 (+2)
Intelligence: 9 (-1)
Wisdom: 10 (+0)
Charisma: 18 (+4)
HP: 38
Class
Bard 5, College of Whispers
Skills
Stealth [Class] (Expertise)
Sleight of Hand [Class]
Deception [Class] (Expertise)
Insight [Background]
Intimidation [Background]
Proficiencies & Languages
Light Armor
Simple Weapons, & Hand Crossbows, Longswords, Rapiers, Shortswords
Languages:
Common [Race]
Abyssal [Race]
Draconic [Race]
Elvish [Background]
Dwarvish [Background]
Instruments: Harmonica, Lyre, Harp
Saving Throws: Dexterity, Charisma
Background
Reflavored Azorius Functionary
Zhentarim Functionary
Feature: Authority
You have the authority and influence within the Zhentarim, and that status inspires a certain amount of respect and even fear in the populace. People mind their manners in your presence and avoid drawing your attention; they assume you have the right to be wherever you are. Revealing your allegiance and Zhentarim identification gets you an audience with anyone you want to talk to, as the Zhentarim have their tendrils and leverage everywhere (though it might cause more problems than it solves when you’re dealing with incorrigible, incorruptible folks). If you abuse this privilege, though, you can get in serious trouble with your superiors and even be stripped of your position.
Feats
Attribute Score Increase (Level 4): +1 Charisma, +1 Dexterity
Bardic Inspiration
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. The die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level.
Jack of All Trades
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.
Song of Rest
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 spend one or more Hit Dice to regain hit points at the end of the short rest, each of those creatures regains an extra 1d6 hit points.
Psychic Blades
When you join the College of Whispers at 3rd level, you gain the ability to make your weapon attacks magically toxic to a creature's mind.
When you hit a creature with a weapon attack, you can expend one use of your Bardic Inspiration to deal an additional 2d6 psychic damage to that target. You can do so only once per round on your turn.
The psychic damage increases when you reach certain levels in this class, increasing to 3d6 at 5th level, 5d6 at 10th level, and 8d6 at 15th level.
Words of Terror
At 3rd level, you learn to infuse innocent-seeming words with an insidious magic that can inspire terror.
If you speak to a humanoid alone for at least 1 minute, you can attempt to seed paranoia and fear into its mind. At the end of the conversation, the target must succeed on a Wisdom saving throw against your spell save DC or be frightened of you or another creature of your choice. The target is frightened in this way for 1 hour, until it is attacked or damaged, or until it witnesses its allies being attacked or damaged.
If the target succeeds on its saving throw, the target has no hint that you tried to frighten it.
Once you use this feature, you can’t use it again until you finish a short rest or long rest.
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.
Chosen abilities: Stealth & Deception
At 10th level, you can choose another two skill proficiencies to gain this benefit.
Font of Inspiration
Beginning when you reach 5th level, you regain all of your expended uses of Bardic Inspiration when you finish a short or long rest.
Gear
Saber (Reflavored rapier)
Entertainer's Pack
Harmonica
Leather Armor
Dagger
Spellcasting:
Cantrips: Vicious Mockery, Minor Illusion, Prestidigitation, Poison Spray (Race)
Level 1: Bane, Heroism, Tasha's Hideous Laughter, Cure Wounds, Animal Friendship (Race)
Level 2: Heat Metal, See Invisibility, Suggestion (Race)
Level 3: Counterspell, Bestow Curse
[This is a reroll of Kel'antar]
Character Name: Ischyros
Character Level: 5
Race: Yuan-ti Pureblood
Gender: Male
Alignment: Lawful neutral
Deity: -
Size: Medium
Hair: White
Eyes: Yellow
Height: 6'3
Weight: 85kg
Age: 17
Appearance:
Ischyros has a tall, gaunt appearance. His skin is of a white color that speaks about not meeting enough sunlight, but it's not milky pale as to be ghostly. The truth however is that his skin does not get much more tanned than that. His hair is gray and wild, growing abundantly and is often cut without remorse. The signs of his heritage are not obvious at first sight, but do become so after one manages to take a look at his hands and forearms, where his skin becomes shiny looking scales for a good patch, mirroring the same length and shape in both arms. He prefers light clothes, but doesn't like going about the cities unarmored, thus his clothes of choice always implement some kind of armor in their design, whether using the heavy wheather or cold conditions to incorporate an overcoat or a cape into the leather or finding ways to innovate.
History:
Ischyros was raised in an Orphanage far along the Sword Coast listening to tales about adventurers making their riches and fame, some of them even getting landed. However his opportunities to grow were sparse, and his heritage made it hard for him to get around by those that knew what he was. He never got to know his real parents and his caretaker described that a robed figure left him there one night, and she couldn't see the features even, which did little to not feed the rumors. Everyone knew what he was where he grew up, as rumours spread like fire, and given the amount of years he spent there it was a given. A regular life had little appeal for him, and he had ambition in it's heart not in any little way stoked by the way it would seem like a life surrounded by not fitting in. Knowing he had to work twice as hard to get people to trust him, he put a lot of effort into becoming charming when he had to, intimidating when he must, in order to avoid fights or get what he wanted, and funny when the ambient needed to be lightened. It was however but a tool to him, something that eventually became a part of him. He picked up an instrument in order to make money; and as he became good with it he managed to make more money that way that he would have managed to having a daytime job, a regular job.
And it was then that he realised he had power within him, the power to change reality with his own words. A primordial power, rare and coveted. Full of ambition he used the money to buy himself the necessary equipment to make his dreams come true, and set out for the rest of the cities of the sword coast, hunting rumors, treasures and fame. He didn't want to remain unknown, hidden, and afraid. And maybe he thought, if he became well known enough and liked, then his parents would come back.
As his exploits were becoming known, and after clearing out a small bandit encampment, he was approached by a Zhentarim member who recognized his ambition and offered him a place in his organization, explaining to him what it was. Seeing it as a chance to grow in the world and use the Zhentarim's influence to find his parents and reach the place where he wanted to be, he accepted after spending some time thinking about it. His particular skills were put to use first as a way to gather intelligence, as he could be talked into reaching into places few could go in and out of with ease. Then, as his skills grew his patron within the organisation groomed him into a figure of authority. And as Ischyros power grew, by extension so did his patron's. Namira was a shrewd, and intelligent woman, and not a cartoonish, moustache-twirling villain. She kept her end of the bargain and helped Ischyros whenever he needed it; she wasn't needlessly cruel, but neither was she shy about the grim realities of the world they lived in and the things that needed to be done.
As his patron rose higher in the echelons, Ischyros role as an executioner, a person who could get in and out of any place, became known to those who were someone in the Zhentarim. For some, a piece of interest in the board. For others, a nuisance that would have to be removed. And for those below that level, someone to be wary and respectful of.
Personality:
Ischyros has a bit of both worlds in him, being utilitarian and logical and yet being drawn to the world with a brush of emotionality to his actions, and some things like a sense of honor and giving his words weight, and specially his promises and such things. And while he would have qualms about stealing from someone that's in dire need of the goods it possessed, it wouldn't be the case about a rich merchant or a similarly well stocked individual. He adheres to his personal code, and even though he's not an absolutely evil being that lives only to cause suffering to other sentient beings, he's a not entirely good either. He is, a bit of both, and that confuses people who only see the world in black and white, and try to apply that kind of values to a living, shifting person.
Stats
Ability Scores
Using point buy or the standard array give us the following stats:
Strength: 8 (-1)
Dexterity: 16 (+3)
Constitution: 14 (+2)
Intelligence: 9 (-1)
Wisdom: 10 (+0)
Charisma: 18 (+4)
HP: 38
Class
Bard 5, College of Whispers
Skills
Stealth [Class] (Expertise)
Sleight of Hand [Class]
Deception [Class] (Expertise)
Insight [Background]
Intimidation [Background]
Proficiencies & Languages
Light Armor
Simple Weapons, & Hand Crossbows, Longswords, Rapiers, Shortswords
Languages:
Common [Race]
Abyssal [Race]
Draconic [Race]
Elvish [Background]
Dwarvish [Background]
Instruments: Harmonica, Lyre, Harp
Saving Throws: Dexterity, Charisma
Background
Reflavored Azorius Functionary
Zhentarim Functionary
Feature: Authority
You have the authority and influence within the Zhentarim, and that status inspires a certain amount of respect and even fear in the populace. People mind their manners in your presence and avoid drawing your attention; they assume you have the right to be wherever you are. Revealing your allegiance and Zhentarim identification gets you an audience with anyone you want to talk to, as the Zhentarim have their tendrils and leverage everywhere (though it might cause more problems than it solves when you’re dealing with incorrigible, incorruptible folks). If you abuse this privilege, though, you can get in serious trouble with your superiors and even be stripped of your position.
Feats
Attribute Score Increase (Level 4): +1 Charisma, +1 Dexterity
Bardic Inspiration
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. The die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level.
Jack of All Trades
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.
Song of Rest
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 spend one or more Hit Dice to regain hit points at the end of the short rest, each of those creatures regains an extra 1d6 hit points.
Psychic Blades
When you join the College of Whispers at 3rd level, you gain the ability to make your weapon attacks magically toxic to a creature's mind.
When you hit a creature with a weapon attack, you can expend one use of your Bardic Inspiration to deal an additional 2d6 psychic damage to that target. You can do so only once per round on your turn.
The psychic damage increases when you reach certain levels in this class, increasing to 3d6 at 5th level, 5d6 at 10th level, and 8d6 at 15th level.
Words of Terror
At 3rd level, you learn to infuse innocent-seeming words with an insidious magic that can inspire terror.
If you speak to a humanoid alone for at least 1 minute, you can attempt to seed paranoia and fear into its mind. At the end of the conversation, the target must succeed on a Wisdom saving throw against your spell save DC or be frightened of you or another creature of your choice. The target is frightened in this way for 1 hour, until it is attacked or damaged, or until it witnesses its allies being attacked or damaged.
If the target succeeds on its saving throw, the target has no hint that you tried to frighten it.
Once you use this feature, you can’t use it again until you finish a short rest or long rest.
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.
Chosen abilities: Stealth & Deception
At 10th level, you can choose another two skill proficiencies to gain this benefit.
Font of Inspiration
Beginning when you reach 5th level, you regain all of your expended uses of Bardic Inspiration when you finish a short or long rest.
Gear
Saber (Reflavored rapier)
Entertainer's Pack
Harmonica
Leather Armor
Dagger
Spellcasting:
Cantrips: Vicious Mockery, Minor Illusion, Prestidigitation, Poison Spray (Race)
Level 1: Bane, Heroism, Tasha's Hideous Laughter, Cure Wounds, Animal Friendship (Race)
Level 2: Heat Metal, See Invisibility, Suggestion (Race)
Level 3: Counterspell, Bestow Curse
[This is a reroll of Kel'antar]