Rails Through Hell: Fenwick

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Fenwick


Fenwick the Scribe, Tome Dwarf, Bard (Creation)[edit]

As a youth, Fenwick was a troublemaker, living on the margins of Stonegate society and thieving what he could in order to procure food for his family. One day, he uncovered some dirt on a middle-ranking official of the Tinker´s Guild [=bard college] and so added blackmail to his list of crimes. Obtaining a position in the Guild was transformative as he now had a steady income and a trade.

Eventually, Fenwick´s master got his revenge, though, having him assigned as Scribe to the Black Betty and out of the way.

Basics[edit]

Level: 6
Alignment: CG
Ht: 4'3"
Wt: 143lbs
Size: Medium
Speed: 25 feet
Appearance: xxxxxxxxxx
Demon: Sticky fingers
  • STR 8 (-1) Save (-1)
  • DEX 16 (+3) Save (+6)
  • CON 14 (+2) Save (+2)
  • INT 12 (+1) Save (+1)
  • WIS 10 (+0) Save (+0)
  • CHA 16 (+3) Save (+6)

Skills & Proficiencies[edit]

Skills (Proficiencies in italics):
  • Acrobatics (Dex) +6
  • Animal Handling (Wis) +0
  • Arcana (Int) +1
  • Athletics (Str) -1
  • Deception (Cha) +9
  • History (Int) +4
  • History, Origin of Stonework (Int) +7
  • Insight (Wis) +6
  • Intimidation (Cha) +3
  • Investigation (Int) +1
  • Medicine (Wis) +0
  • Nature (Int) +1
  • Perception (Wis) +0
  • Performance (Cha) +6
  • Persuasion (Cha) +6
  • Religion (Int) +1
  • Sleight of Hand (Dex) +3
  • Stealth (Dex) +9
  • Survival (Wis) +0
Passive Perception: 10
Proficiency Bonus: +3 (Double for Deception, History (origin of stonework), Insight & Stealth)
Proficiencies
Tools: One type of gaming set, Thieves' tools, Smith's tools, Gun kit. Pipe organ. Percussive metal stuff.
Weapons & Armour: Armor: Light armor, Medium armour, Shields, Simple weapons, hand crossbows, longswords, rapiers, shortswords, battleaxe, handaxe, light hammer, warhammer.


Languages: Common Tongue | Dwarven | +1

Feats[edit]

Moderately Armoured Prof. medium & shields, +1 Dex
Skill Expert (TCoE) +1 Cha | +1 proficiency (Acrobatics) | double proficiency 1 skill (Stealth)

Racial Features (Tome Dwarf)[edit]

Ability: +1 Int
Historian: Proficiency History
Extra Language: +1 language
Darkvision: Accustomed to life underground, 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 can't discern color in darkness, only shades of gray.
Dwarven Resilience: You have advantage on saving throws against poison, and you have resistance against poison damage.
Tool Proficiency: You gain proficiency with the artisan's tools of your choice: smith's tools
Stonecunning: Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check
Languages: You can speak, read, and write Common and Dwarvish.

Class Features (Bard)[edit]

Bardic Inspiration - Inspire others through stirring words or music | Bonus action | One creature (not self) 60' & can hear | 1d8 Bardic Inspiration to use in next 10 min | add post hoc to ability check, attack roll or saving throw | Cha mod = 3 / short/long rest | d8 at 5th level
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
Jack of All Trades - add half proficiency bonus, rounded down, to any ability check you make that doesn’t already include your proficiency bonus
Song of Rest - During short rest | you or any friendly creatures who can hear your performance regain hit points at the end of the short rest by spending one or more Hit Dice, each of those creatures regains an extra 1d6 hit points
Expertise - Double proficiency bonus for 2 skills
Countercharm - Can use musical notes or words of power to disrupt mind-influencing effects | As an action, you can start a performance that lasts until the end of your next turn | During that time, you and any friendly creatures within 30 feet of you have advantage on saving throws against being frightened or charmed | A creature must be able to hear you to gain this benefit | The performance ends early if you are incapacitated or silenced or if you voluntarily end it (no action required).
College of Creation xxxxx
Mote of Potential - Whenever you give a creature a Bardic Inspiration die, you can utter a note from the Song of Creation to create a Tiny mote of potential, which orbits within 5 feet of that creature. The mote is intangible and invulnerable, and it lasts until the Bardic Inspiration die is lost. The mote looks like a musical note, a star, a flower, or another symbol of art or life that you choose | When the creature uses the Bardic Inspiration die, the mote provides an additional effect based on whether the die benefits an ability check, an attack roll, or a saving throw, as detailed below:
Ability Check. When the creature rolls the Bardic Inspiration die to add it to an ability check, the creature can roll the Bardic Inspiration die again and choose which roll to use, as the mote pops and emits colorful, harmless sparks for a moment.
Attack Roll. Immediately after the creature rolls the Bardic Inspiration die to add it to an attack roll against a target, the mote thunderously shatters. The target and each creature of your choice that you can see within 5 feet of it must succeed on a Constitution saving throw against your spell save DC or take thunder damage equal to the number rolled on the Bardic Inspiration die.
Saving Throw. Immediately after the creature rolls the Bardic Inspiration die and adds it to a saving throw, the mote vanishes with the sound of soft music, causing the creature to gain temporary hit points equal to the number rolled on the Bardic Inspiration die plus your Charisma modifier (=3) (minimum of 1 temporary hit point).
Performance of Creation - Also at 3rd level, as an action, you can channel the magic of the Song of Creation to create one nonmagical item of your choice in an unoccupied space within 10 feet of you. The item must appear on a surface or in a liquid that can support it. The gp value of the item can't be more than 20 times your bard level, and the item must be Medium or smaller. The item glimmers softly, and a creature can faintly hear music when touching it. The created item disappears after a number of hours equal to your proficiency bonus. For examples of items you can create, see the equipment chapter of the Player's Handbook.
Once you create an item with this feature, you can't do so again until you finish a long rest, unless you expend a spell slot of 2nd level or higher to use this feature again. You can have only one item created by this feature at a time; if you use this action and already have an item from this feature, the first one immediately vanishes.
The size of the item you can create with this feature increases by one size category when you reach 6th level (Large) and 14th level (Huge).
Animating Performance Can animate one Large (or smaller) nonmagical item within 30 feet of you that isn’t being worn or carried | The item uses the Dancing Item stat block, which uses your proficiency bonus (+3) | It is friendly to you and your companions and obeys your commands | It lives for 1 hour, until it is reduced to 0 hit points, or until you die | 1 / long rest or use L3 spell slot | Only 1 item at a time
In combat, the item shares your initiative count, but it takes its turn immediately after yours | It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action | That action can be one in its stat block or some other action. If you are incapacitated, the item can take any action of its choice, not just Dodge.
When you use your Bardic Inspiration feature, you can command the item as part of the same bonus action you use for Bardic Inspiration.
Dancing Item - Large or smaller construct | AC 16 (natural armor) | HP = 10 + (5 x bard level) = 10+30 = 40 | 30 ft / fly 30 ft. (hover) | PB = mine = +3
STR 18 (+4) DEX 14 (+2) CON 16 (+3) INT 4 (-3) WIS 10 (+0) CHA 6 (-2)
Damage Immunities: poison, psychic | Condition Immunities: charmed, exhaustion, poisoned, frightened | Immutable Form (immune to any spell or effect that would alter its form) | Darkvision 60 ft | Passive Perception 10 | Languages: understands the languages you speak
Irrepressible Dance - When any creature starts its turn within 10 feet of the item, the item can increase or decrease (your choice) the walking speed of that creature by 10 feet until the end of the turn, provided the item isn't incapacitated.
Actions: Force-Empowered Slam = Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target you can see. Hit: 1d10 + PB force damage.

Background Features (Criminal - Burglar)[edit]

Proficiencies: Deception, Stealth
Feature - Criminal Contact - You have a reliable and trustworthy contact who acts as your liaison to a network of other criminals. You know how to get messages to and from your contact, even over great distances; specifically, you know the local messengers, corrupt caravan masters, and seedy sailors who can deliver messages for you.
Personality Trait: The first thing I do in a new place is note the locations of everything valuable – or where such things could be hidden.
Ideal: Freedom. Chains are meant to be broken, as are those who would forge them. (Chaotic)
Bond: My ill-gotten gains go to support my family
Flaw: When I see something valuable, I can't think about anything but how to steal it

Combat[edit]

Fenwick AC 19(17) | HP 45 | BI 3/3 | L1 | 4 || L2 | 3 || L3 | 3

AC 19(17) | HP 45 | Hit Dice 6d8 | Initiative +3

Weapon To Hit Damage Range/Reach Weapon To Hit Damage Range/Reach
Rapier +6 1d8+3 P N/A Dagger +6 1d4+3 P 20/60
Lt. crossbow +6 1d8 P 80/320 XX +X XX XX
XX +X X N/A XX +X XX XX
  • Common Action:
  • Common Action:
  • Common Action:
  • Common Action:
  • Common Action:

Spellcasting[edit]

Spell Slots: L1 | 4 || L2 | 3 || L3 | 3

Spell DC: (8 + Prof 3 + Cha 3) 14

Spell Att Mod: (Prof 3 + Chá 3) +6


Cantrips

Mage Hand: Description
Message: Description
Vicious Mockery: Description
Source: xxx: Description

Spells known (8)

L1

Dissonant Whispers
Faerie Fire
Healing Word

L2:

Aid
Enhance Ability
Invisibility
Shatter

L3

Clairvoyance
Enemies Abound

Equipment[edit]

Wealth

0 gems
0 pp
5 gp
0 ep
0 sp
0 cp

Weapons

Rapier 25 gp 1d8 piercing 2 lb. Finesse
Dagger 2 gp 1d4 piercing 1 lb. Finesse, light, thrown (range 20/60)
Crossbow, light 25 gp 1d8 piercing 80/320 5 lb. ammunition, loading, two-handed

Armor

Breastplate 14 + Dex modifier (max 2) — — 20 lb. 400 gp
Shield AC +2. 6 lb. 10 gp

Gear

In quarters:
Diplomat’s Pack (39 gp): Includes a chest, , a set of fine clothes, a bottle of ink, an ink pen, a lamp, 5 sheets of paper, a vial of perfume, sealing wax, and soap.
10 X Oil (flask) 10sp 10 lb.

Signal whistle 5 cp

Dungeoneer’s Pack (12 gp): Includes a backpack, a crowbar, a hammer, 10 pitons, 10 torches, a tinderbox, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it.
Smith’s tools 20 gp
Block and tackle 1 gp 5 lb.
5 X Ball bearings (bag of 1,000) 5 gp 10 lb.
5 X Caltrops (bag of 20) 5 gp 10 lb.
Chain (10 feet) 5 gp 10 lb.
Crowbar 2 gp 5 lb.
Kit, disguise 25 gp 3 lb.
Kit, forgery 15 gp 5 lb.
2 cases for maps and scrolls
2 flasks of oil
4 X Potion of healing 200 gp 2 lb.
1 holy water
Dark common clothes with a hood, xxxxx Xlb
Pouch with 0 coins Xlb
Item Xlb
Item Xlb
Item Xlb
Item Xlb
Item Xlb


Trinket

xxxxxxxxx


Magic Items

Slippers of spider climbing - While you wear these light shoes, you can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free. You have a climbing speed equal to your walking speed. However, the slippers don't allow you to move this way on a slippery surface, such as one covered by ice or oil.

Backstory[edit]

xxxxxx

Notes[edit]

Still to do:

Combat stats
+1 language
Do I have a pipe organ on board then?
Secret?
Common Actions
General edit (of feats etc)
Spell details
Tidy up equipment