Difference between revisions of "Pervinca Diggle"

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Pervinca Diggle
 
Pervinca Diggle
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Stout Halfling Bard 4
  
 
Most of the halflings living along the Sasserine River are rather ... rustic. Most of their cares are for their farms, their attention usually on their crops and animals. Of course, there are always exceptions. In a small village on a tributary of the Sasserine south of Vleris, that exception is Pervinca and her almost compulsive need to study most things she encounters. After exhausting the research potential of her little village - including a rather exhaustive series of books on agriculture, including a few songs of her own composition on the subject - she has begun to venture further afield for both new sources of research and for the money to continue her studies.
 
Most of the halflings living along the Sasserine River are rather ... rustic. Most of their cares are for their farms, their attention usually on their crops and animals. Of course, there are always exceptions. In a small village on a tributary of the Sasserine south of Vleris, that exception is Pervinca and her almost compulsive need to study most things she encounters. After exhausting the research potential of her little village - including a rather exhaustive series of books on agriculture, including a few songs of her own composition on the subject - she has begun to venture further afield for both new sources of research and for the money to continue her studies.
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Con 12 (+1)
 
Con 12 (+1)
  
Int 14 (+2)
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Int 15 (+2)
  
 
Wis 12 (+1)
 
Wis 12 (+1)
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'''Proficiencies''':
 
'''Proficiencies''':
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Proficiency bonus: +2 (+4 for History and Persuasion)
  
 
Weapons: Simple weapons, longswords, hand crossbow, rapier, shortsword
 
Weapons: Simple weapons, longswords, hand crossbow, rapier, shortsword
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Saves: Dex, Cha
 
Saves: Dex, Cha
  
Skills: Performance, Investigation, Persuasion, Arcana, History
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Skills: Performance, Investigation, Persuasion, Arcana, History, Insight, Religion, Nature
  
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(+5 passive Investigation and Perception)
  
 
Equipment, class: Rapier, light armour, dagger, lyre, entertainer's pack
 
Equipment, class: Rapier, light armour, dagger, lyre, entertainer's pack
  
Equipment, background: Ink, quill, knife, common clothes, 10 gp
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Equipment, background/loot: Ink, quill, knife, common clothes, pewter charm (v1 cp) fine clothes, flute, 156 gp 8 sp
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Feats; Observant - +1 Int, Can read lips, +5 bonus to passive Perception and Investigation.
  
 
'''Spells'''
 
'''Spells'''
Cantrips: Light, Vicious Mockery
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Cantrips: Light, Vicious Mockery, Blade Ward
  
Level 1 (3/day): Cure Wounds, Dissonant Whispers, Sleep, Speak With Animals, Healing Word
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Level 1 (4/day): Cure Wounds, Dissonant Whispers, Sleep, Speak With Animals, Healing Word
  
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Level 2 (3/day): Lesser Restoration, Hold Person
  
 
'''Trinket:''' 63. An alabaster mask
 
'''Trinket:''' 63. An alabaster mask
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'''AC:''' 13
 
'''AC:''' 13
  
'''Hit Points''': 15
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'''Hit Points''': 26
  
  
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'''Spell attack bonus''': +4
 
'''Spell attack bonus''': +4
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 +
Vicious Mockery damage: 1d4 psychic + disadvantage on next attack roll (Wis save, DC 12)
  
 
Cure Wound healing: 1d8+2 (touch)
 
Cure Wound healing: 1d8+2 (touch)
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Sleep: Puts 5d8 HP of creatures to sleep (no save)
 
Sleep: Puts 5d8 HP of creatures to sleep (no save)
  
Vicious Mockery damage: 1d4 psychic + disadvantage on next attack roll (Wis save, DC 12)
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Healing Word: 1d4+2 healing (60 ft range)
  
Healing Word: 1d4+2 healing (60 ft range)
 
  
 
'''Class Abilities'''
 
'''Class Abilities'''
  
Bardic Inspiration: Bonus action one creature gains a 1d6 to any one ability check, attack roll or saving throw within the next 10 minutes.
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Bardic Inspiration: Bonus action: one creature gains a 1d6 to any one ability check, attack roll or saving throw within the next 10 minutes.
  
 
Song of Rest: 1d6 extra damage healed by all allies (including self) during a short rest
 
Song of Rest: 1d6 extra damage healed by all allies (including self) during a short rest
  
 
Jack of All Trades: 1/2 proficiency bonus applied to all ability checks that do not recieve proficiency bonus.
 
Jack of All Trades: 1/2 proficiency bonus applied to all ability checks that do not recieve proficiency bonus.
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College of Lore: Gain 3 extra skill proficiencies (Nature, Religion, Insight)
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Expertise (Double proficiency bonus with two skills (History and Persuasion)
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Cutting Words: Spend a Bardic Inspiration uses to give an enemy a penalty on their attack roll equal to one inspiration dice (1d6)
 
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[[http://wiki.rpg.net/index.php/D%26D_5E_Between_Shadow_And_Flame:Main_Page Main Page]]
 
[[http://wiki.rpg.net/index.php/D%26D_5E_Between_Shadow_And_Flame:Main_Page Main Page]]

Latest revision as of 14:00, 30 April 2015

Pervinca Diggle

Stout Halfling Bard 4

Most of the halflings living along the Sasserine River are rather ... rustic. Most of their cares are for their farms, their attention usually on their crops and animals. Of course, there are always exceptions. In a small village on a tributary of the Sasserine south of Vleris, that exception is Pervinca and her almost compulsive need to study most things she encounters. After exhausting the research potential of her little village - including a rather exhaustive series of books on agriculture, including a few songs of her own composition on the subject - she has begun to venture further afield for both new sources of research and for the money to continue her studies.

Physical Description: Short, even by halfling standards, Pervinca's more sedentary than usual life up until now has left her with a slight bit of pudge to her belly. Her eyes are a deep green and constantly studying her surroundings in open curiosity, and her thick, wavy brown hair is, for the most part, caught up in a loose bun.

Str 10 (+0)

Dex 14 (+2)

Con 12 (+1)

Int 15 (+2)

Wis 12 (+1)

Cha 14 (+2)


Alignment: Chaotic Good


Background: Sage (Researcher)

Trait: I speak slowly when talking to idiots, which almost everyone is compared to me

Ideal: No Limits. Nothing should fetter the infinite possibility inherent in all existence

Bond: Life's work is a series of tomes on a specific subject

Flaw: Most people scream and run when they see a demon. Pervinca stops and takes notes on its anatomy.

Languages: Imperial, Halfling, Common, Dwarvish


Proficiencies:

Proficiency bonus: +2 (+4 for History and Persuasion)

Weapons: Simple weapons, longswords, hand crossbow, rapier, shortsword Armour: Light

Tools: Lute, lyre, flute

Saves: Dex, Cha

Skills: Performance, Investigation, Persuasion, Arcana, History, Insight, Religion, Nature

(+5 passive Investigation and Perception)

Equipment, class: Rapier, light armour, dagger, lyre, entertainer's pack

Equipment, background/loot: Ink, quill, knife, common clothes, pewter charm (v1 cp) fine clothes, flute, 156 gp 8 sp


Feats; Observant - +1 Int, Can read lips, +5 bonus to passive Perception and Investigation.

Spells Cantrips: Light, Vicious Mockery, Blade Ward

Level 1 (4/day): Cure Wounds, Dissonant Whispers, Sleep, Speak With Animals, Healing Word

Level 2 (3/day): Lesser Restoration, Hold Person

Trinket: 63. An alabaster mask


AC: 13

Hit Points: 26


Attack bonus: +4

Rapier damage: 1d8+2

Dagger damage: 1d4+2

Spell attack bonus: +4

Vicious Mockery damage: 1d4 psychic + disadvantage on next attack roll (Wis save, DC 12)

Cure Wound healing: 1d8+2 (touch)

Dissonant Whispers damage: 3d6 psychic, must immediately move away from caster. (Wis save, DC 12: Half damage, no forced reaction movement)

Sleep: Puts 5d8 HP of creatures to sleep (no save)

Healing Word: 1d4+2 healing (60 ft range)


Class Abilities

Bardic Inspiration: Bonus action: one creature gains a 1d6 to any one ability check, attack roll or saving throw within the next 10 minutes.

Song of Rest: 1d6 extra damage healed by all allies (including self) during a short rest

Jack of All Trades: 1/2 proficiency bonus applied to all ability checks that do not recieve proficiency bonus.

College of Lore: Gain 3 extra skill proficiencies (Nature, Religion, Insight)

Expertise (Double proficiency bonus with two skills (History and Persuasion)

Cutting Words: Spend a Bardic Inspiration uses to give an enemy a penalty on their attack roll equal to one inspiration dice (1d6)


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