Difference between revisions of "Zyran Wroggereth"

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(Still in progress. Needs equipment. Has open skill proficiency)
(Basically finished)
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'''Zyran Wroggereth''' Female Triton Bard-2
 
'''Zyran Wroggereth''' Female Triton Bard-2
  
==Physical Notes==
+
[http://throwingdice.com/images/Zyran.png Link to image]
 +
 
 +
===Physical Notes===
  
 
:'''Age:''' 24 '''Height:''' 5'2" '''Weight:''' 112 lbs
 
:'''Age:''' 24 '''Height:''' 5'2" '''Weight:''' 112 lbs
 
:'''Hair Color:''' Blue with thin white streaks '''Eye Color:''' Hazel '''Skin Tone:''' Sky Blue
 
:'''Hair Color:''' Blue with thin white streaks '''Eye Color:''' Hazel '''Skin Tone:''' Sky Blue
 +
:'''Deity:'''
 +
:'''Alignment:''' Lawful Good
  
==Personality Traits==
+
===Personality Traits===
 
: '''Bonds:'''
 
: '''Bonds:'''
 
: '''Flaws:'''
 
: '''Flaws:'''
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|}
 
|}
  
==SECONDARY STATS==
+
== STATS==
 
:'''Hit Points:''' 17/17 (2d8+4)
 
:'''Hit Points:''' 17/17 (2d8+4)
 
:'''Armor Class:''' 14 (12 + 2)
 
:'''Armor Class:''' 14 (12 + 2)
 
:'''Proficiency Bonus:''' +2
 
:'''Proficiency Bonus:''' +2
:'''Deity:'''
 
:'''Alignment:''' Lawful Good
 
 
:'''Hero Points:''' 6
 
:'''Hero Points:''' 6
 +
:'''Resistances:''' Cold
  
 
* '''Rapier:'''  +4 / 1d8 piercing / Finesse
 
* '''Rapier:'''  +4 / 1d8 piercing / Finesse
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* ''Faerie Fire:'' Dex DC 13 / all attackers have advantage against target.
 
* ''Faerie Fire:'' Dex DC 13 / all attackers have advantage against target.
  
==Proficiencies==
+
==PROFICIENCIES==
 
:'''Armor:''' Light Armor
 
:'''Armor:''' Light Armor
 
:'''Weapons:''' Simple weapons, hand crossbows, longswords, rapiers, shortswords
 
:'''Weapons:''' Simple weapons, hand crossbows, longswords, rapiers, shortswords
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:'''Skills:''' Acrobatics, Performance, Deception, Persuasion
 
:'''Skills:''' Acrobatics, Performance, Deception, Persuasion
  
==Feats==
+
==ANCESTRY: Triton==
'''Actor:''' Skilled at mimicry and dramatics, you gain the following benefits:
 
:* Increase your Charisma score by 1, to a maximum of 20.
 
:* You have advantage on Charisma (Deception) and Charisma (Performance) checks when trying to pass yourself off as a different person.
 
:* You can mimic the speech of another person or the sounds made by other creatures. You must have heard the person speaking, or heard the creature make the sound, for at least 1 minute. A successful Wisdom (Insight) check contested by your Charisma (Deception) check allows a listener to determine that the effect is faked.
 
 
 
==Ancestry: Triton==
 
 
:'''Size:''' Medium
 
:'''Size:''' Medium
 
:'''Movement:''' 30 ft, '''Swim:''' 30 ft
 
:'''Movement:''' 30 ft, '''Swim:''' 30 ft
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:'''Guardians of the Depths:''' Adapted to even the most extreme ocean depths, you have resistance to cold damage, and you ignore any of the drawbacks caused by a deep, underwater environment.
 
:'''Guardians of the Depths:''' Adapted to even the most extreme ocean depths, you have resistance to cold damage, and you ignore any of the drawbacks caused by a deep, underwater environment.
  
==Background: Entertainer==
+
==BACKGROUND: Entertainer==
 
:'''Skills:''' Acrobatics, Performance
 
:'''Skills:''' Acrobatics, Performance
 
:'''Tools:''' 3 Musical Instruments: Flute, Horn, Lyre
 
:'''Tools:''' 3 Musical Instruments: Flute, Horn, Lyre
 
:'''By Popular Demand:''' You can always find a place to perform, usually in an inn or tavern but possibly with a circus, at a theater, or even in a noble's court. At such a place, you receive free lodging and food of a modest or comfortable standard (depending on the quality of the establishment), as long as you perform each night. In addition, your performance makes you something of a local figure. When strangers recognize you in a town where you have performed, they typically take a liking to you.
 
:'''By Popular Demand:''' You can always find a place to perform, usually in an inn or tavern but possibly with a circus, at a theater, or even in a noble's court. At such a place, you receive free lodging and food of a modest or comfortable standard (depending on the quality of the establishment), as long as you perform each night. In addition, your performance makes you something of a local figure. When strangers recognize you in a town where you have performed, they typically take a liking to you.
  
==Class: Bard==
+
==CLASS: Bard==
:'''Spellcasting (Cha):''' Attack: +5, DC: 13
+
:'''Spellcasting (Cha):''' ''Attack:'' +5, ''Save DC:'' 13
:'''Spells known:''' 5 '''Cantrips:''' 2
+
:'''Spells Known:''' 5 '''Cantrips Known:''' 2
::''Cantrips:'' Prestidigitation, Vicious Mockery
+
::'''Cantrips:''' Prestidigitation, Vicious Mockery
::''1st Level:'' Cure Wounds, Disguise Self, Dissonant Whispers, Faerie Fire
+
::'''1st Level:''' Cure Wounds, Disguise Self, Dissonant Whispers, Faerie Fire, Silent Image
 
:'''Spell Slots:''' 1st: 3/3
 
:'''Spell Slots:''' 1st: 3/3
 
:'''Bardic Inspiration:''' 3 per long rest, d6
 
:'''Bardic Inspiration:''' 3 per long rest, d6
 
:'''Jack of All Trades:''' +1 to non-proficient skill checks
 
:'''Jack of All Trades:''' +1 to non-proficient skill checks
 
:'''Song of Rest:''' restore 1d6 hp at end of short rest to anyone expending a HD.
 
:'''Song of Rest:''' restore 1d6 hp at end of short rest to anyone expending a HD.
 +
 +
==FEATS==
 +
'''Actor:''' Skilled at mimicry and dramatics, you gain the following benefits:
 +
:* Increase your Charisma score by 1, to a maximum of 20.
 +
:* You have advantage on Charisma (Deception) and Charisma (Performance) checks when trying to pass yourself off as a different person.
 +
:* You can mimic the speech of another person or the sounds made by other creatures. You must have heard the person speaking, or heard the creature make the sound, for at least 1 minute. A successful Wisdom (Insight) check contested by your Charisma (Deception) check allows a listener to determine that the effect is faked.
  
 
==SKILLS==
 
==SKILLS==
:Acrobatics (DEX) +4
+
{| class="wikitable"
:Animal Handling (WIS) +2 *
+
|-
:Arcana (INT) +2 *
+
|'''Acrobatics''' (DEX) || +4       || '''Insight''' (WIS) || +2 *       || '''Performance''' (CHA) || +5
:Athletics (STR) +1 *
+
|-
:Deception (CHA) +5  
+
|'''Animal Handling''' (WIS) || +2 * || '''Intimidation''' (CHA) || +3 *   || '''Persuasion''' (CHA) || +5
:History (INT) +2 *
+
|-
:Insight (WIS) +2 *
+
|'''Arcana''' (INT) || +2 *         || '''Investigation''' (INT) || +2 * || '''Religion''' (INT) || +2 *
:Intimidation (CHA) +3 *
+
|-
:Investigation (INT) +2 *
+
|'''Athletics''' (STR) || +1 *       || '''Medicine''' (WIS) || +2 *       || '''Sleight-of-Hand''' (DEX) || +3 *
:Medicine (WIS) +2 *
+
|-
:Nature (INT) +2 *
+
|'''Deception''' (CHA) || +5         || '''Nature''' (INT) || +2 *        || '''Stealth''' (DEX) || +3 *
:Perception (WIS) +2 *
+
|-
:Performance (CHA) +5
+
|'''History''' (INT) || +2 *         || '''Perception''' (WIS) || +2 *     || '''Survival''' (WIS) || +2 *
:Persuasion (CHA) +5
+
|-
:Religion (INT) +2 *
+
|}
:Sleight-of-Hands (DEX) +2 *
 
:Stealth (DEX) +2 *
 
:Survival (WIS) +2 *
 
  
 
: * Benefits from Jack of All Trades
 
: * Benefits from Jack of All Trades
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|-
 
|-
 
|'''Rapier''' || 2 lbs
 
|'''Rapier''' || 2 lbs
 +
|-
 +
|'''Shortbow''' || 2 lbs
 +
|-
 +
|'''20 arrows''' || 1 lbs
 
|-
 
|-
 
|'''Clothes, Travelers''' || 4 lbs
 
|'''Clothes, Travelers''' || 4 lbs
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|'''Flute''' || 1 lbs
 
|'''Flute''' || 1 lbs
 
|-
 
|-
|'''Pouch''' with 10 gp || 0.1 lbs
+
|'''Sack''' || 0.5 lbs
 +
|-
 +
|style="text-align:right;" |'''Mess Kit''' || 1 lbs
 +
|-
 +
|style="text-align:right;" |'''Potion of Healing''' || 0.5 lbs
 +
|-
 +
|'''Pouch''' with 35 gp || 1 lbs
 +
|-
 +
|style="text-align:right;" |'''35 gp''' || 0.35 lbs
 
|-
 
|-
|'''Total ''' || 24.1 lbs
+
|'''Total ''' || 30.4 lbs
 
|-
 
|-
 
|}
 
|}

Revision as of 15:37, 11 March 2021

To campaign: DnD5 theSavageTide

BASICS

Zyran Wroggereth Female Triton Bard-2

Link to image

Physical Notes

Age: 24 Height: 5'2" Weight: 112 lbs
Hair Color: Blue with thin white streaks Eye Color: Hazel Skin Tone: Sky Blue
Deity:
Alignment: Lawful Good

Personality Traits

Bonds:
Flaws:
Ideals:
Traits:

ABILITY SCORES

Abillity Value Mod Save
Strength 10 +0 +0
Dexterity 14 +2 +4
Constitution 14 +2 +2
Intelligence 12 +1 +1
Wisdom 12 +1 +1
Charisma 16 +3 +5

STATS

Hit Points: 17/17 (2d8+4)
Armor Class: 14 (12 + 2)
Proficiency Bonus: +2
Hero Points: 6
Resistances: Cold
  • Rapier: +4 / 1d8 piercing / Finesse
  • Vicious Mockery: Wis DC 13 / 1d4 psychic and disadvantage on attack rolls till end of its next turn.
  • Dissonant Whispers: Wis DC 13 / 3d6 psychic and move away from me, half damage on save and don't need to move.
  • Faerie Fire: Dex DC 13 / all attackers have advantage against target.

PROFICIENCIES

Armor: Light Armor
Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords
Tools: Flute, Horn, Lyre
Languages: Common, Primordial
Skills: Acrobatics, Performance, Deception, Persuasion

ANCESTRY: Triton

Size: Medium
Movement: 30 ft, Swim: 30 ft
Languages: Common, Primordial
Amphibious: You can breathe air and water.
Control Air and Water: A child of the sea, you can call on the magic of elemental air and water. You can cast fog cloud with this trait. Starting at 3rd level, you can cast gust of wind with it, and starting at 5th level, you can also cast wall of water with it. Once you cast a spell with this trait, you can't do so again until you finish a long rest. Charisma is your spellcasting ability for these spells.
Emissary of the Sea: Aquatic beasts have an extraordinary affinity with your people. You can communicate simple ideas with beasts that can breathe water. They can understand the meaning of your words, though you have no special ability to understand them in return.
Guardians of the Depths: Adapted to even the most extreme ocean depths, you have resistance to cold damage, and you ignore any of the drawbacks caused by a deep, underwater environment.

BACKGROUND: Entertainer

Skills: Acrobatics, Performance
Tools: 3 Musical Instruments: Flute, Horn, Lyre
By Popular Demand: You can always find a place to perform, usually in an inn or tavern but possibly with a circus, at a theater, or even in a noble's court. At such a place, you receive free lodging and food of a modest or comfortable standard (depending on the quality of the establishment), as long as you perform each night. In addition, your performance makes you something of a local figure. When strangers recognize you in a town where you have performed, they typically take a liking to you.

CLASS: Bard

Spellcasting (Cha): Attack: +5, Save DC: 13
Spells Known: 5 Cantrips Known: 2
Cantrips: Prestidigitation, Vicious Mockery
1st Level: Cure Wounds, Disguise Self, Dissonant Whispers, Faerie Fire, Silent Image
Spell Slots: 1st: 3/3
Bardic Inspiration: 3 per long rest, d6
Jack of All Trades: +1 to non-proficient skill checks
Song of Rest: restore 1d6 hp at end of short rest to anyone expending a HD.

FEATS

Actor: Skilled at mimicry and dramatics, you gain the following benefits:

  • Increase your Charisma score by 1, to a maximum of 20.
  • You have advantage on Charisma (Deception) and Charisma (Performance) checks when trying to pass yourself off as a different person.
  • You can mimic the speech of another person or the sounds made by other creatures. You must have heard the person speaking, or heard the creature make the sound, for at least 1 minute. A successful Wisdom (Insight) check contested by your Charisma (Deception) check allows a listener to determine that the effect is faked.

SKILLS

Acrobatics (DEX) +4 Insight (WIS) +2 * Performance (CHA) +5
Animal Handling (WIS) +2 * Intimidation (CHA) +3 * Persuasion (CHA) +5
Arcana (INT) +2 * Investigation (INT) +2 * Religion (INT) +2 *
Athletics (STR) +1 * Medicine (WIS) +2 * Sleight-of-Hand (DEX) +3 *
Deception (CHA) +5 Nature (INT) +2 * Stealth (DEX) +3 *
History (INT) +2 * Perception (WIS) +2 * Survival (WIS) +2 *
* Benefits from Jack of All Trades

EQUIPMENT

Encumbrance: 33 lbs/66 lbs/100 lbs

Studded Leather Armor 13 lbs
Rapier 2 lbs
Shortbow 2 lbs
20 arrows 1 lbs
Clothes, Travelers 4 lbs
Lyre 2 lbs
Horn 2 lbs
Flute 1 lbs
Sack 0.5 lbs
Mess Kit 1 lbs
Potion of Healing 0.5 lbs
Pouch with 35 gp 1 lbs
35 gp 0.35 lbs
Total 30.4 lbs

HISTORY

Wrogger is a small Triton city of a few thousand members a few miles north of Saltmarsh in the Azure Sea. Known for it coral goods, the Wroggers feel the stem the tide against saughin assaults on Saltmarsh with little credit given for it.

Zyran was born in Saltmarsh, a rare on land birth for a Triton. Her father was a tradesman and his mother was a representative of the Wrogger government trying to finish a trade deal when nature decided she needed to give birth early. Zyran has spent more time in Saltmarsh than any other member of Wrogger society. She feels at home with the sun shining down on her.