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Meryelle Keryndon - Half-Elf Sage College of Lore Bard


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Name: Generally goes by Mery

Character Concept: Nerdy girl face/support character constantly seeking new knowledge, wants to write a book that makes a difference, but is unsure what to write about.  This is also an introverted charismatic character who sometimes gets things wrong when she tries to function in a more extroverted role. Note: See updated character concept on second page.

Lineage, Background, Planned Subclass: Mery is a Half-Elf (Qualinesti/Human), with the Sage background and will take the College of Lore when she reaches the correct level.

Description: Mery has long blonde hair that she generally wears up in a bun to keep it out of her face and piercing green eyes. She prefers clothes that are functional and have many pockets. She wouldn't be the first one to come and greet you in a room, as she has a somewhat reserved nature, but she can be incredibly charming and persuasive when she wants to be, and she can be quite warm once she's had a bit of time to warm up to you. She often has a somewhat distracted air, as though her attention is elsewhere, and indeed it is, as she is commonly mentally cataloguing anything that strikes her as worth being written down. During downtime, she can often be found madly scribbling in one of multiple notebooks she carries. When she is distracted, she frowns very slightly and the right side of her mouth quirks upward.

Socially, Mery is fairly relaxed with people she knows, with the one exception being when people are standing too close physically to her or are trying to force her to do something she doesn't want to do. In those cases, she will ask them to either back off or let her go, and if they resist or continue to force her, she will walk away from the conversation if she has the option to do so. Note: See updated Description on second page for updates.

Plothook: Mery met Ispin Greenshield when he once traveled through Palanthas and brought stories and goods. They struck up a correspondence, and he encouraged her in her desire to write, but suggested that she travel and experience the world before she decides what to write about.

Relationships with other characters TBD.

Past is Prologue (backstory):

See second page for a backstory update.

For as long as she could remember, Mery loved books. She loved the feel of them, she loved the smell of them, and most of all, she loved learning the wondrous things contained in their pages. It helped that her parents were parchment makers in Palanthas. They sold parchment to the Great Library, and Mery thought that was the most magical place in the world, a place she visited every time she had some free time.

Her fondest dream was to write at least one book worthy of being included in the Great Library, but what could she write about? Did Krynn need a book about the plants of Ansalon? Did it need a book about a great hero or heroine? Did it need a book about blacksmithing techniques?

When Mery was 15, she met two people who became very important to her. The first was a human boy about 2 years older than she was named Angus Whitequill. She met him in the Great Library and found she could talk to him about books and lore and knowledge for hours on end. The second was Ispin Greenshield. Ispin came into her family's shop one day looking to buy some parchment for letter-writing. What made Ispin different from other customers is that he took a genuine interest in people around him, so much so that her parents invited him to their house for a meal. During the meal, he asked her about her interests, and when she told him she wanted to write a book, he took that seriously and asked what she wanted to write about. When she confessed she wasn't sure, he laughed, but told her to keep learning, she'd eventually figure it out. After getting her parents' permission, he asked if he could write to her and she said yes.

When Mery turned 20, she applied to become an Aesthetic at the Great Library, mostly because Angus was doing it and encouraged her to as well. To her delight, she and Angus were both accepted, but something didn't feel right. In Ispin's letters, he wrote about the importance of doing as the best way of knowing, and being an Aesthetic seemed to skip the doing part entirely. After a week of deliberation, she reluctantly refused the offer.  She fell in love with Angus around this time, but he didn't appear to see her as anything other than a kid sister.

Ispin encouraged her to become an adventurer, as he felt this was one of the best ways to get to know more about the world, but for the next five years, Mery hesitated, continuing to help out her family's parchment-making business.

In his final letter to her, Ispin said he thought he might be dying and asked her if she knew yet what she was going to write her book about. He asked if she thought she could gain the experience she needed to write a good book if she remained in Palanthas. He told her he believed in her and was sorry he likely wouldn't be around to read her book.

Around the same time, Angus started becoming more and more distant from her, making excuses to avoid her company instead of going with her to their normal haunts. One day on her weekly trip to the Great Library to deliver parchment, she caught Angus kissing another girl. So that was why he was avoiding her! When she cornered him a few days later and asked him about the girl, he said it was none of her business.

Mery was more shocked by this response than she could say. Weren't they friends? Didn't friends share this kind of news and support one another in it? When she asked him these questions, he replied by saying she was a stupid half-Elf and didn't know anything about anything.

Now she was hurt and angry. But she did a lot of soul-searching and realized she'd been sticking around Palanthas because of a stupid hope that Angus might finally start to care for her as much as she did for him. It was now clear that not only would he never care for her in the same way, but he didn't even want her friendship anymore. And Ispin's advice was echoing in her thoughts - she should see the world.

Before she could make any concrete plans, another letter arrived announcing Ispin's death and funeral in Vogler. That made her course clear – Vogler would be her first stop, and then she was going to travel around a bit. She told her parents she was leaving Palanthas for a while and wasn't sure when she'd be back. With that, she purchased passage to Kalaman on a local ship and set out, unsure of what the future might hold, but determined to learn as much as she could about the world outside of Palanthas.

 

Truths, Rumors and Lies:

 

Provide at least two to your application:

Deity: Mery favors Branchala, whom she usually refers to as the Song of Life and when in need of inspiration, it is he to whom she prays.  However, her faith is not as yet particularly well-developed and with the right kind of pressures and stresses, it could very well deepen and grow. See second page for updates to Deity.

Connections: 

See second page for updates to Branokras and Riaxis, Tiquirith, and Angus, as well as one entirely new character.

Branokras and Riaxis Keryndon  Mery's mother and stepfather, both human, love her deeply and would be only too happy to receive guests if it means their oldest daughter is in town. They are not aware of Mery's falling out with Angus.

Tiquirith “Tiqi” Keryndon – Mery's younger half-sister, about 3 years younger than she is. Mery and Tiqi have a close relationship, although it does sometimes spiral into bouts of sibling rivalry.

Angus Whitequill – Mery's first love and a human Aesthetic who works at the Great Library.  Mery believes he does not reciprocate her feelings, but she nevertheless values him as a friend.

Markenzi Shanlon (enemy) – Another human Aesthetic from Palanthas.  Markenzi, Angus, and Mery all applied to be Aesthetics at the same time and studied together before the test.  During this time, both Mery and Markenzi became attracted to Angus, but Angus didn't seem particularly interested in either except as study partners.  Mery accepted that while Markenzi kept trying to flirt with Angus, who found the behavior annoying.  Mery pulled Markenzi aside and tried to explain to her that Angus wasn't interested, but Markenzi took it as Mery trying to horn in with Angus.  Finally, Mery and Angus decided to just study on their own without Markenzi.  Mery came up with a way of organizing their notes and made a copy for Angus, but not Markenzi.  After the tests, both Mery and Angus were accepted, but Markenzi was not.  Markenzi blamed Mery for breaking up the threesome, not sharing the reorganized notes, and ruining her chances with Angus.  Mery went on to refuse the position, much to Angus' surprise and dismay.  Markenzi is jealous of Mery's accomplishments and hates the fact that she owes her position as an Aesthetic to Mery, so she constantly belittles her, causes problems for her in the Library, and suggests that Mery can never truly be accepted in Palanthas due to her Elven heritage.  While Markenzi would not necessarily physically harm Mery, she would sabotage her in any way she could. (Note that the Order of Aesthetics are Monks; although many Aesthetics spend their lives in the Great Library, some are given missions and allowed to travel the breadth of Krynn.)

Impressions:

-Hunni Collic (Gully Dwarf Warlock) - Mery finds herself a bit intrigued by Hunni, largely because she's curious why Ispin would befriend a Gully Dwarf.  But as someone who has only been accepted in Palanthas due to having an all-human family, Mery wonders whether she and Hunni may share a kinship as fellow outsiders.

-Wybil D'Kazitwirx (Gnome Artificer) - Mery would definitely respect Wybil's intelligence and curiosity, even if her intellect runs in a completely different direction than his and she can't understand everything he says.

-Coltan Bluetemper (Hill Dwarf Cleric) - Mery doesn't see a ton in common on the surface of things with Coltan, but her curiosity is such that she would do her best to try to learn something new from the young Dwarf.

-Artanis Brightblade (Human Fighter) - Mery would find Artanis quite attractive, and would respect the practical skills he's learned in his humble upbringing.  Moreover (and more importantly in her mind), as a Palanthas native, she's had enough experience with knights to be inclined to trust him, at least until she knows him well enough to judge him by his own merits.

-Modri (Hill Dwarf Barbarian) - Never having met a barbarian before, Dwarven or otherwise, Mery would spend a lot of time watching Modri to see what he was about before making any judgments.  She finds his appearance rather intimidating, but knows that sometimes good hearts lurk beneath stern or fierce exteriors and aren't always readily apparent.

-Emil Rosenthal (Human Paladin) - Emil is not a knight Mery would instinctively trust like she would Artanis, but she loves a good mystery, and Emil's cryptic manner would definitely strike her as a mystery she would want to learn more about.  She would also want to challenge herself to see if her people skills (i.e. high charisma) could help draw him out a little.  

-Merituuli Kaiutin (Dimernesti Ranger) - Without even having to meet him, Mery would be enchanted by Merituuli's sheer exoticness and would want to learn as much as she possibly could about every aspect of Dimernesti society and the practical aspects around how life is lived beneath the waves, to such an extent that she might actually annoy him a bit.  However, her strong people skills would help her to moderate her curiosity to something she hopes he would be able to tolerate.

-Decimus (Human Wizard) - Although Mery has not interacted with this character much yet, I do want to say that as a player, I am really enjoying this player's writing style and some of his(?) textual descriptions.  

 

Music:

https://www.youtube.com/watch?v=fmxOUIddBm0 -  Still Haven't Found What I'm Looking For - Mery's song for Angus, or for her quest for a book topic, for that matter.  😄

https://www.youtube.com/watch?v=fRdMwjQaUI8 - Dancing in the Dark - Mery's song for getting motivated to leave home and see the world.

https://www.youtube.com/watch?v=DCtouot15cA - Sound of Silence - closest I could find to how I imagine Mery would sound musically - something I call "almost acapella" - think of it as vocal harmony with minimal supporting instrumentals.

Edited by tbgg (see edit history)
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Lineage

Half-Elf Lineage

Ability Scores: +2 to Charisma and +1 to any other two skills. (Dexterity, Intelligence)
Creature Type:  Humanoid (Human, Elf)

Age: 25 years 

Size: Medium
Speed: 30 ft.

  Darkvision. Thanks to your elf blood, you have superior vision in dark and dim conditions. 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 discern colors in that darkness only as shades of gray. 

   Fey Ancestry. You have advantage on saving throws you make to avoid or end the charmed condition on yourself.

    Skill Versatility. You gain proficiency in two skills of your choice. (Investigation, Performance)

   Languages. You can speak, read, and write Elven, Common and one other language that you and your DM agree is appropriate for your character. (I'm choosing Solamnic)

Source: PHB

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Background

 

Sage Background


Skill Proficiencies: Arcana, History

Languages: Two of your choice (Kharolian and Draconic)

Equipment: A bottle of black ink, a quill, a small knife, a letter from a dead colleague posing a question you have not yet been able to answer, a set of common clothes, and a pouch containing 10 gp

Specialty:  Librarian/Researcher

 

Feature: Researcher

 When you attempt to learn or recall a piece of lore, if you do not know that information, you often know where and from whom you can obtain it. Usually, this information comes from a library, scriptorium, university, or a sage or other learned person or creature. Your DM might rule that the knowledge you seek is secreted away in an almost inaccessible place, or that it simply cannot be found. Unearthing the deepest secrets of the multiverse can require an adventure or even a whole campaign.

Edited by tbgg (see edit history)
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Class

College of Lore Bard Class

Level Proficiency Bonus Features Cantrips Known Spells Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Bardic Inspiration, Spellcasting 2 4 2
2nd +2 Jack of All Trades, Song of Rest 2 5 3
3rd +2 Bardic College (Lore); Cutting Words 2 6 4 2
4th +2 ASI Increase or Feat 3 7 4 3
5th +3 Bardic Inspiration (d8), Font of Inspiration 3 8 4 3 2

Hit Points

Hit Dice: 1d8
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: For bard levels 2+, roll a d8. If the total is less than halfd8+1, then take d8+1 + your Constitution modifier. If the roll is greater than d8+1, take roll+ your Constitution modifier.

Level 2: Rolled a 2. Add 7 HP. (17 total).
Level 3: Rolled a 6. Add 8 HP. (25 total)

Level 4: Rolled a 3. Add 7 HP. (32 total)
Level 5: Rolled a 5. Add 7 HP. (39 total)

Proficiencies

Armor: light armor
Weapons: simple weapons, hand crossbows, longswords, rapiers, shortswords
Tools: three musical instruments of your choice
Saving Throws: Dexterity, Charisma
Skills: Choose any 3. (I'm taking Persuasion, Deception, Intimidation)

Starting Equipment

You start with the following items, plus anything provided by your background.

  • (a) a rapier, (b) a longsword, or (c) any simple weapon
  • (a) a diplomat’s pack or (b) an entertainer’s pack
  • (a) a lute or (b) any other musical instrument
  • Leather armor, and a dagger

   Alternatively, you may start with 5d4 × 10 gp to buy your own equipment.

Level 1 - 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.

Level 1 - Spellcasting

   You have learned to untangle and reshape the fabric of reality in harmony with your wishes and music. Your spells are part of your vast repertoire, magic that you can tune to different situations. See chapter 10 for the general rules of spellcasting and chapter 11 for the bard spell list.

Cantrips

   You know two cantrips of your choice from the bard spell list. You learn additional bard cantrips of your choice at higher levels, learning a 3rd cantrip at 4th level and a 4th at 10th level.

Spell Slots

   The Bard table shows how many spell slots you have to cast your bard spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.

   For example, if you know the 1st-level spell cure wounds and have a 1st-level and a 2nd-level spell slot available, you can cast cure wounds using either slot.

Spells Known of 1st Level and Higher

   You know four 1st-level spells of your choice from the bard spell list.

   You learn an additional bard spell of your choice at each level except 12th, 16th, 19th, and 20th. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.

   Additionally, when you gain a level in this class, you can choose one of the bard spells you know and replace it with another spell from the bard spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability

   Charisma is your spellcasting ability for your bard spells. Your magic comes from the heart and soul you pour into the performance of your music or oration. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a bard spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Charisma modifier

Spell attack modifier = your proficiency bonus + your Charisma modifier

Ritual Casting

   You can cast any bard spell you know as a ritual if that spell has the ritual tag.

Spellcasting Focus

   You can use a musical instrument as a spellcasting focus for your bard spells.

Level 2 - 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.

Level 2 - 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 regain hit points by spending Hit Dice 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.

Level 3 - Bardic College (Lore)

Gain proficiency in 3 new skills and expertise in 2 skills you already have proficiency in.

Level 3 - Cutting Words

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.

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Feats

 

Feats

Level 1 Bonus Feat

Skilled

Prerequisites: None

   You gain proficiency in any combination of three skills or tools of your choice. (Painter's Supplies, Thieves' Tools, Cook's Utensils)

Source: PHB, page 170

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Inventory

Inventory

Worn

  1. a pouch containing 3 gp, 3 sp, 8 cp - Starting equipment (background)
  2. a set of common clothes - Starting equipment (background)
  3. leather armor (AC 11 + Dex) - Starting equipment (class)
  4. a quiver containing 20 arrows
  5. a backpack - purchased with starting gold
    • bedroll - purchased with starting gold
    • blanket - purchased with starting gold
    • waterskin - purchased with starting gold
    • 4 bundles of arrows

Weapons

  1. a dagger (1d4 piercing - finesse, light, thrown (20/60 ft.)) - Starting equipment (class)
  2. a shortbow (1d6 piercing - ammunition, two-handed, ranged (80/320 ft.)) - Starting equipment (class)

Instruments & Tools

  1. a pan flute - Starting equipment (class)
  2. Cook's Utensils - purchased with starting gold

Other

  1. a bottle of black ink - Starting equipment (background)
  2. a diplomat’s pack - Starting equipment (class)
    • a chest
    • 2 cases for maps and scrolls
    • a set of fine clothes
    • a bottle of ink
    • an ink pen
    • a lamp
    • 2 flasks of oil
    • 5 sheets of paper
    • a vial of perfume
    • sealing wax
    • soap
  3. a quill - Starting equipment (background)
  4. a small knife - Starting equipment (background)
  5. a letter from a dead colleague posing a question you have not yet been able to answer - Starting equipment (background)

Trinket

30 -  A blank book whose pages refuse to hold ink, chalk, graphite, or any other substance or marking (PHB 159)

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Spells

 

Spells

Cantrips

  1. Prestidigitation
  2. Vicious Mockery

1st-Level

  1. Healing Word
  2. Hideous Laughter (tiny tarts and a feather that is waved in the air)
  3. Cure Wounds 
  4. Unseen Servant

2nd-Level

  1. Invisibility
  2. Heat Metal
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spacer.png                       Meryelle "Mery" Keryndon

                         Level 3 Half-Elf Sage College of Lore Bard


AC: 13 (Leather Armor) | HP: 17/24 | Speed: 30 ft.
Senses:  Darkvision 60 ft; Passive Perception 11, Passive Insight 11, Passive Investigation 14
Str:Save: -1
Athletics: +0

Carrying Capacity: 120 lb.
Lift/Push/Drag: 240 lb.
8 (-1) | Dex:Initiative: +2
Save: +4
Acrobatics: +3
Slight-of-Hand: +3
Stealth: +4
.
14 (+4) | Con:Save: +2 14 (+2) | Int:Save: +2
Arcana: +4
History: +4
Investigation: +4
Nature: +4
Religion: +4
14 (+2) | Wis:Save: +0
Animal Handling: +1
Insight: +1
Medicine: +1
Perception: +1
Survival: +1
11 (+0) | Cha:Save: +5
Deception: +7
Intimidation: +5
Performance: +5
Persuasion: +7
16 (+5)

Languages:  Common, Elven, Solamnic, Kharolian, and Draconic
Spell-casting: +5 or DC 131st 4/4 2nd 2/2 | Bardic Inspiration: 3/3


 “My words,” | ‘My thoughts,’  | My actions


Mery did some things. She said some things. She thought some things.

 

OOC

Action: 

Bonus Action: —

Movement: —

Reaction:

Mount Movement:

Mount Action: —

Actions & Resources

Actions:

   Shortbow (simple, ranged, ammunition, two-handed). Ranged Weapon Attack: +4 to hit, ranged 80/320 ft., one target.
                                                                                   Hit:  (1d6 + 2) piercing damage. 

   Dagger (light, ranged or melee). Ranged Weapon Attack: +4 to hit, ranged 20/80 ft., one target.
                                                   Hit: (1d4 + 2) piercing damage.
                                                                   Melee Weapon Attack: +4 to hit, reach 5 ft., one target.

                                                  Hit: (1d4+2) piercing damage.

Bonus Actions:

   Healing Word

A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d4 for each slot level above 1st.

  Bardic Inspiration (3 per long rest, for 1d6)

As a bonus action, a creature (other than yourself) within 60 ft. that can hear you gains an inspiration die (1d6). For 10 minutes, the creature can add it to one ability check, attack roll, or saving throw. This can be added after seeing the roll, but before knowing the outcome.

Ammunition:

   20 arrows in quiver, 3 arrow bundles in backpack.

Spellcasting:

   Mery is a 2nd-level spellcaster. Her spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). She has the following bard spells available for spontaneous casting from her first level slots: 

  • Cantrips (2/2 slots): prestidigitation, vicious mockery
  • 1st level (4/4 slots): healing word, hideous laughter, cure wounds, unseen servant
  • 2nd (2/2 slots): aid, heat metal

Class Features:

  • 3/3 Bardic Inspiration, recovered after a long rest
  • Song of Rest (Use on any short rest - anyone who hears her performance and chooses to regain a hit die gains an extra 1d6 of HP.)
  • Jack of All Trades (add 1/2 proficiency bonus, rounded down, to any ability check you make that doesn't already include your proficiency bonus.)
  • Bardic College = College of Lore. Gain expertise in 2 skills you already have proficiency in, and proficiency in 3 new skills. (Choosing Persuasion and Deception for Expertise, adding Nature, Stealth, and Religion for Proficiency.)

 

OOC

OOC comments, if I have them, go here.

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Statblock
Medium humanoid (human, Elf), Neutral Good
Age: 25 years old | Height: 5'9″ (175 cm) | Weight: 140 lbs. (63.5 kg)
Armor Class: 11 (13 light armor) | Max HP: 10 (1d8 + 2)
Speed: 30 ft.
Proficiency Bonus: +2
STR
8 (-1)

Save: -1
Athletics: +0
Carrying Capacity: 120 lb.
Lift/Push/Drag: 240 lb.

 

DEX
14 (+2)

Save: +4
Acrobatics: +3
Slight-of-Hand: +3
Stealth: +4

 

CON
14 (+2)

Save: +2





 

INT
14 (+2)
Save: +2
Arcana: +4
History: +4
Investigation: +4
Nature: +4
Religion: +4
WIS
11 (+0)
Save: +0
Animal Handling: +1
Insight: +1
Medicine: +1
Perception: +1
Survival: +1
CHA
16 (+3)
Save: +5
Deception: +7
Intimidation: +5
Performance: +5
Persuasion: +7

 

 

Damage Resistances:
Damage Immunities:
Senses: Darkvision 60 ft., passive Perception 10, passive Insight 10, passive Investigation 14
Languages: You can speak, read, and write Common, Elven, Sylvan, Draconic, and Solamnic
Proficiencies: light armor,
simple weapons, hand crossbows, longswords, rapiers, shortswords, drum, lyre, pan flute

Actions

Shortbow (ammunition, two-handed). Ranged Weapon Attack: +4 to hit, ranged 80/320 ft., one target.
Hit:  (1d6 + 2) piercing damage.
Dagger (thrown, finesse). Ranged Weapon Attack: +4 to hit, ranged 20/60 ft., one target.
Hit:  (1d4 + 2) piercing damage.
                                         Melee Weapon Attack: +4 to hit, reach 5 ft., one target
                                        Hit:  (1d8 + 2) piercing damage.
Bonus Actions
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.

Spells

Healing Word (1st)

Reactions
Cutting Words
As a reaction when a creature (that's not immune to being charmed) you can see within 60 ft. makes an attack roll, ability check, or damage roll, you can expend one use of Bardic Inspiration, roll the die, and subtract the number from the creature's roll. You can do so after the roll but before knowing the result.
Edited by tbgg (see edit history)
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Lines & Veils

(This post is totally optional!)

Lines

  • Sexual violence
  • Graphic violence in general, but especially against innocents.  I don't mind the occasional bad guy getting decapitated, just don't go into a long description about it.  My theater of the mind can do the rest just fine.
  • Sexual harassment, both from bad guys AND fellow party members.  The two biggies here for me are being hit on romantically if I make it clear I don't welcome the advance and having my character's private parts touched, neither of which has to be violent. I am not anti-romance per se, but if I turn down an advance, I want the other person to drop it and leave me alone about it.  If an NPC hits on another NPC in an unwanted way, and the party puts a stop to the unwanted behavior, I'd be okay with that.
  • Physical violence toward my character by another party member as a part of that party member's roleplay.  I think of this in terms of roll play vs. roleplay.  Violence toward my character as the result of a dice roll is fine, such as the case where a bad guy drops a mind-control spell on another party member who fails their save and then attacks mine.  Violence toward my character as a result of another player's idea about how to roleplay something is not, and I don't care if not allowing this means that my character dies or loses out on some other benefit.  Another player roleplaying hitting or slapping my character is hugely fun-ruining for me, period.  A mutually agreed-to, roleplayed spar would be the only exception I can think of off-hand that I might be willing to make, and even then, it would depend on whether I felt comfortable enough with the other person.

Veils

  • Sex scenes

Thumbs-Up (stuff you’d actually be happy to see!)

  • I'm not sure if we'll ever have need to travel anywhere by ship, but I do love a good sea encounter!
  • Party splits, if needed, to accommodate different likes and preferences.  I am not one who is going to be offended if a bunch of the male players want to go off and do some kind of super gory hack-n-slash side quest.  I am in favor of any option that lets people get what they want out of an RPG.  I am quite capable of finding something non-gory for my character to do in the meantime!
  • A real possibility of the death of a party member occurring, provided it's a good fight and not a rout.
  •  

   Anything you’d rather others not read, but need to tell me, put it in a private-text bubble.

 

Edited by tbgg (see edit history)
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Let me put in as a final note here that bards are by definition generalists and can be tweaked to fill needs in the party.  If I can keep Mery a Lore Bard whose favorite lore is History, I'm negotiable about changing literally anything else to fill in skill-related gaps in the party.  The two options I see are:

1.  Keep History as part of her Sage background, but exchange Arcana for something else, maybe Investigation, Nature or Religion.  The High Sorcery background seems to be a retooling of the Sage background, so there are a lot of us with both Arcana and History.

2.  Swap out Tough for Skilled as her starting feat (I actually started her with Skilled, chose three skills, then remembered she'll eventually get Jack of All Trades).  The Skilled feat allows three proficiencies with either Tools or Skills, so either kind of gap could easily be filled.

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