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Created
2 years, 1 month ago
Creator
TheGreatRatsby
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Name: Zeke

Race/Ancestry/Heritage: Tiefling (Mephistopheles)

Class & Level: Bard 12 (College of Whispers)

Background: Charlatan

Alignment: True Neutral

Experience: 105,000 xp

His eye color is inverted in their reflections. He can't lie while at least 25% submerged in a natural body of water.  Really digs spicy foods.   Sleeps with eyes half open and rolled back, snoring in ancient incantations.  He causes recently picked small vegetation to wilt immediately upon skin contact.  He sleeps hanging by tail like an opossum.  If you look closely, he has golden veins and cannot grow facial hair.     Wears robes like these as the leader of the Order of Hyebrios when in the presence of Hyebrios and ones like these (only without the stupid staff and hat) when he is not in Hyebrios’s presence.  He really likes those flavored honey stick things.  Is very temperature sensitive to cold and likes to sunbathe when he can.


Has feathers on horns, collarbone, and upper part of tail.  Horns vary and change as they grow but always have little gold “spikes” on them.  No one is sure if he sheds them during the university’s Christmas break or if he just files them down and most are too scared to ask about that one.

ABILITY SCORES & ABILITIES

(* includes +4 proficiency bonus; ** includes expertise, if any)


Strength 6

-2 ... Strength Ability Checks

-2 ... Strength Saving Throws 

+0 ... Athletics Skill 

90 lbs. ... Maximum Carrying Capacity

180 lbs. ... Max. Push or Drag (Speed -5 ft.)

180 lbs. ... Maximum Lift


Dexterity 17

+3 ... Dexterity Ability Checks

+7 ... Dexterity Saving Throws *

+5 ... Acrobatics Skill 

+7 ... Sleight of Hand Skill  *

+9 ... Stealth Skill  **


Constitution 9

-1 ... Constitution Ability Checks

-1 ... Constitution Saving Throws 


Intelligence 12

+1 ... Intelligence Ability Checks

+1 ... Intelligence Saving Throws 

+5 ... Arcana Skill  *

+7 ... History Skill  **

+3 ... Investigation Skill 

+3 ... Nature Skill 

+3 ... Religion Skill 


Wisdom 17

+3 ... Wisdom Ability Checks

+3 ... Wisdom Saving Throws 

+5 ... Animal Handling Skill 

+7 ... Insight Skill  *

+5 ... Medicine Skill 

+5 ... Perception Skill 

+5 ... Survival Skill 


Charisma 19

+4 ... Charisma Ability Checks

+8 ... Charisma Saving Throws *

+8 ... Deception Skill  *

+6 ... Intimidation Skill 

+12 ... Performance Skill  **

+10 ... Persuasion Skill  **


COMBAT [PHB p. 189]


15 ... Passive Perception

+5 ... Initiative Modifier


Armor Class 15 ... Armor worn: leather jacket


30 ft. Speed ... Base distance per move


99 hp


Rapier. Melee Weapon Attack: +7 to hit, reach 5 ft. Hit:1d8+3 piercing damage.


Dagger (offhand, two-weapon fighting as bonus action).Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. 3d4 piercing damage. (If thrown, normal range to 20 ft.; disadvantage long range 21 to 60 ft.)


Vicious Mockery Cantrip. Ranged Spell Attack: Target within 60 feet that can hear you must make a DC 16 Wisdom saving throw or take 5d4 psychic damage and have disadvantage on next attack made before the end of its next turn. (No damage if made save.)


FEATURES, TRAITS, SPECIAL ABILITIES


Charlatan Background [PHB p. 128]

• Feature: False Identity.

• Tech: Modern / Digital Age.

• Traits: Never explains scars. Obsessed with winning.

• Ideal: Follow rules only so long as they benefit you. No longer.

• Bond: Seeks revenge on a minor deity.

• Flaw: Addicted to gambling.  Obsessed with power, status, and being admired


Proficiencies & Languages

• Proficiency Bonus: +4

• Armor: light armor, medium armor, shields 

• Weapons: simple weapons, martial weapons, hand crossbow, longsword, rapier, shortsword , modern weapons (firearms)

• Tools: musical instrument (bagpipes), disguise kit, musical instrument (drum), forgery kit, musical instrument (lute)

• Saving Throws: Dexterity, Charisma

• Skills: Arcana, Deception, Insight, Performance, Sleight of Hand

• Languages: Common, Infernal


Actor Feat [PHB p. 165]: Adv. on Deception and Performance to pass as another, mimic speech heard for at least 1 minute.

Keen Mind Feat [PHB p. 167]: Perfectly know way north, time to next sunrise or sunset, anything heard or seen in past month.

Sentinel Feat [PHB p. 169]: Opportunity attack hit drops target to Speed 0, opp. attack even vs. disengage, reaction attack vs. enemy's opp. attacks in 5 feet if targeting another.


Tiefling of Mephistopheles Traits [MToF p. 23]

• Creature Type: Humanoid

• Age: 22 years old

• Medium Size (6’ 0", 140 lbs.)

• Darkvision (60 feet)

• Hellish Resistance (vs. fire)

• Infernal Legacy (Charisma-based; Mage Hand cantrip; Burning Hands [as 2nd level] and Flame Blade spells each once betw. long rests)


Bard Class Features

[PHB p. 41, XGtE p. 17]

• Ritual Casting

• Bardic Inspiration (d10) (4 uses per day)

• Jack of All Trades (non-prof. bonus)

• Song of Rest (+1d8 hp/rest)

• Psychic Blades (Bardic Inspiration for +5d6 psychic damage)

• Words of Terror (frighten once betw. short or long rests)

• Expertise (prof. noted with **)

• Font of Inspiration (short rest resets)

• Countercharm (adv. fear, charm)

• Mantle of Whispers (disguise as recently slain)

• Magical Secrets (added spells)

Vicious Mockery Cantrip. Ranged Spell Attack: Target within 60 feet that can hear you must make a DC 16 Wisdom saving throw or take 3d4 psychic damage and have disadvantage on next attack made before the end of its next turn. (No damage if made save.)

Spellcasting [PHB p. 201]

Spell Attack Modifier +8

Spell Save DC 16

Cantrips Known: Blade Ward, Minor Illusion, Prestidigitation, Vicious Mockery


Prepared Spells

1st Level (4 slots): Hex*, Cure Wounds, Charm Person, Detect Magic, Faerie Fire

2nd Level (3 slots): Hold Person, Enhance Ability, Phantasmal Force

3rd Level (3 slots): Fireball*, Clairvoyance, Fear, Hypnotic Pattern

4th Level (3 slots): Fireball*, Dominate Beast*, Charm Monster, Greater Invisibility, Polymorph

5th Level (2 slots): Legend Lore

6th Level (1 slot): Disintegrate*, Eyebite


* Spell is always prepared and does not count against number of prepared spells.


EQUIPMENT & TREASURE


Carried Gear [PHB, p. 143]: leather jacket, rapier, dagger, revolver and 18 bullets, shotgun and 10 rounds, automatic pistol and 30 rounds, automatic rifle and 30 rounds, hunting rifle and 20 rounds, diplomat's pack (chest, 2 cases for papers, set of fine clothes, ink bottle, ink pen, lamp, 2 flasks of oil, 5 paper sheets, perfume vial, sealing wax, soap), disguise kit (cosmetics, hair dye, props, etc.), belt pouch, set of fine clothes, tools of the con (various small convincing fakes). (This load is about 101 lbs.; add 1 lb. per 50 coins carried.)


Magic Items (DMG p. 135)

• cloak of protection

• spell scrolls (Bestow Curse)

• potion of healing (2d4+2 hp)


(a) Item attuned to character.


Coins & Gems: 5,767 gold pieces (gp); 74 silver pieces (sp); 34 copper pieces (cp); 4 gems (worth 100 gp each)