Tykulv Sumjorden
Ac3Kat17
Info
Profile
14
STR (+2)
16
DEX (+3)
12
CON (+1)
14
INT (+2)
12
WIS (+1)
18
CHA (+4)
- Ram - You can use your head and horns to make unarmed strikes. If you hit, deal Bludgeoning DMG equal to 1d4 + STR modifier.
- Mirthful Leaps - Whenever you make a long or high jump, roll 1d8 and add the roll to the number of ft you cover, even when making a standing jump. The extra distance costs movement like normal.
- Ageless - Your body is timeless and you cannot age past a certain point. Your life is not able to be ended by time.
- Renown - Your family stretches far. You’ve walked the world and have a small role in many personal stories. If a person can pick up on those ties, they are more likely to trust you. You gain ADV on Persuasion checks.
- Regeneration - When rolling Hit Dice, apply both your CON modifier and your proficiency bonus to the total.
- Lycanthropy Beast Form:
- Thick Skin. You have natural armor in your beast form equal to 11 + DEX Modifier.
- Bite. 1d8 + STR Modifier Piercing DMG. If the target is humanoid, it must succeed on a DC (5 + CON Modifier) CON Saving Throw, or be cursed with lycanthropy.
- Claw. 2d4 + STR modifier Slashing DMG.
- By Popular Demand - You can always find a place to perform. There, you receive free lodging and food if you perform each night. In addition, your performance makes you a somewhat local figure. When strangers recognize you where you've performed, they typically take a liking to you.
- Bardic Inspiration - 4D6/long rest. You inspire others through stirring words or music. Use a bonus action to choose one creature within 60ft who can hear you; That creature gains one Bardic Inspiration die. Once within the next 10 min, the creature can roll the die and add the number to a roll it makes. Once the die is used, it's lost. A creature can have one Bardic Inspiration die at a time.
- Jack of All Trades - You add 1/2 your proficiency bonus, rounded down, to any ability check you make that doesn't already include it.
- Song of Rest - You use soothing music to revitalize your wounded allies during a short rest. If friendly creatures who can hear your performance regain HP by spending Hit Dice, those creatures regain an extra 1d6 HP.
- Magical Inspiration - If a creature has a Bardic Inspiration die and casts a spell that restores HP or deals DMG, the creature rolls that die and choose a target. Add the roll to the HP regained or the DMG dealt.
- College of Eloquence:
- Silver Tongue - You are a master at saying the right thing at the right time. When you make a CHA (Persuasion) or CHA (Deception) check, you treat a d20 roll of 9 or lower as a 10.
- Unsettling Words - You spin words laced with magic that unsettle a creature and cause it to doubt. As a bonus action, expend one Bardic Inspiration die and choose a creature within 60 feet of you. It must subtract the roll from the next saving throw it makes before the start of your next turn.
- Lute - Tykulv's tried and true favored instrument, the centerpiece of his craft. Tykulv made this one by himself with the help of one of his aunts when he was younger. Intricate carvings can be seen on the neck and body of the instrument.
- Flute - A very expensive instrument, although one can be made from reeds in a pinch if you know how to. Makes a pleasing sound to anyone who will listen- and even some of those who won't.
- Harmonica - The newest instrument added to Tykulv's repetoire. Some find his practice sessions to be grating on their ears, but he insists that he's almost got it figured out. The truth is that he purposefully practicies in front of people he thinks won't like the noise.
- Triangle - Though most scoff at the bent piece of metal, it's quite useful for tuning and adds a nice sparkle to Tykulv's performances. Can also be handed off to a party member to add them to his ensemble in a pinch. Sometimes it's all about appearances!
- Performance Costume- Let's be honest here, how are these really any different from Tykulv's normal clothes? If you ask him, he'll give a very long and defensive explanation about it, so it's best not to push the issue.
- Entertainer's Pack - A professional entertainer can't go anywhere without a pinch of glitter and a whole lot more fun packed away! Contains all of Tykulv's performance essentials as well as some useful extra materials in addition.
- Leather Pouch - Necessary for carrying instrument picks, repair tools, trinkets that won't fit anywhere else, and one's dignity. You can't always just leave it all on the stage, as tempting as it may be!
- Leather Armor - Tykulv has learned quite quickly that anti-fans will make their displeasure of one's craft known by any means necessary. Thus, he always says that it's important to keep oneself protected from those who might have nefarious reactions to the wonders of song.
- Rapier - Mostly for flashy performances and staged duels in front of a crowd, although that point is very much real and very much sharp. Best not to find out just how sharp it is. 1d8 Piercing DMG, Finesse.
- Dagger - A useful and indispensable tool for any traveler. Also a useful last resort for anyone who feels as though they may be in danger. 1d4 Piercing DMG.
- 15 GP
- Common
- Other
- Elvish
- Flute
- Lute
- Piano
- Harmonica
- Armor: Light
- Weapons: Simple, Hand Crossbows, Rapiers, Shortswords
- Tools: Disguise Kit
- Expertise - Perception, Survival
- Light
- Mage Hand
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- Cure Wounds
- Detect Magic
- Dissonant Whispers
- Bane
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- Shatter
- Aid
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Gold
Fluffy, Brown, Messy Hair
Lithe but Capable
Wardrobe: Fancy red satin shirt with black high-waisted cotton pants and thigh-high leather boots. Wears a large and comfy leather jacket over the whole ensemble. Red and gold jewelery embellishes his attire.
Tykulv comes from money. As such, he can usually be found wearing bright colors as a subtle display of his wealth. Not-so-subtle are the fabrics that his clothes are made of, which are usually high-quality and tailored speicifally to suit him.
Tykulv is covered in jewelry, most of it jangly or hanging from his clothes or himself. He claims that it adds to his performance value, which has some merit, but it is also most definitely another display of his status.
Tykulv is from the north, so his skin is very pale. He doesn't tan, he burns, and in the summer his freckles multiply even faster than they already do. He likes to joke that his freckles are his 'camoflauge'.
As much as Tykulv would love for it to be so, his tail is not prehensile. It does, however, wag when he gets excited and moves around with his emotions. Don't pull on it though, or you might just get a rapier pointed at your chest without warning.
Tykulv always carries at least one instrument on his person at all times. Whether he's playing it or just has it by his side, he's never spotted without his tools of the trade.
- The gold gradient on Tykulv's hands, ears, and tail is NOT optional! It comes from his Other blood and as such is just a part of his skin pigmentation.
- Tykulv's magic tends to be gold and red colored. If it's a different color, it usually means his emotions are really out of wack or something is wrong.
- Tykulv doesn't shave, but also can't grow a beard, so he has a little bit of scruff on his chin at all times. He tries to make it work, but he should really just commit to one side or the other at some point.
- Tykulv is half Other, which means that he can be drawn with goat feet and fur around his ankles. It's optional, but a fun option!
Personality | “Tell me about it! No, but really, tell me so I can write a killer riff.”
Tykulv could very easily be described as 'a very smart dumbass' by those close to him. He is certainly smart and is always trying to gain more knowledge, but not necessarily wise, and that leads to situations wherein he gets himself into a great deal of danger. These situations arise mostly in pursuit of his craft and storytelling, to which Tykulv is very dedicated, often going to great lengths just to see if a rumor is true or following the lead on a story. Tykulv is cheesy and is almost always cracking jokes; he loves laughter and tries to surround himself and his party with it. He's also very personable and fairly easy to get along with, which makes him the party's token 'people person'. Tykulv always seems to know what to say to whom and when and how to say it, and due to this, he is especially good at diffusing tense situations or navigating negotiations. Although Tykulv has many impulsive tendencies, he is also a man of his word and refuses to skimp out on prior arrangements or promises, no matter the cost. This also means, however, that he's quite careful with his words and with his time, because if he doesn't pay attention to what he promises others, he'll end up with no time leftover for himself, and that simply won't do.
Creative
Tykulv is an artist at heart. He tends to see music and song in things that most people would roll their eyes at, and loves hearing peoples' personal stories and myths to add to his performances. One can often find him taking a couple of moments to just appreciate the beauty of the world for muscial inspiration.
Reckless
Because Tykulv is so married to his craft, he will do almost anything for a chance at more stories, even and especailly things that he hasn't quite thought through. This can end up landing both him and his party in dangerous places that may not be very easy to get out of- but hey, they'll have one hell of a story!
Silly
Almost everything can be interpreted as a joke, or at least according to Tykulv it can. He tries to not take life too seriously and plays things for laughs, because that's the point of an entertainer; to try and make people have a good time. He often defaults to humor to try and make the best out of most situations.
Musical
Music is always in the air whenever Tykulv is around. When left alone, he's usually humming a tune, tapping his fingers, or some other rhythmic fidgeting. To no one's surprise, it's not uncommon to see him scribbling down lines or trying out new musical refrains for his shows. Mans is marrried to the grindset!
- Music
- Stories, Myths
- Gossip
- Seafood
- Campfire Smell
- Out of Tune Instruments
- Babysitting
- Not Knowing
- Pointless Conflict
- Sunburns
There's a family in Northfall, yeah, the whaling city in Iegraedal, that practically runs the place. Well, maybe not the whole city, but definitely their little slice of it. They say the family's full of Others, and that they're crazy powerful with magic. They power half the city. Best in the whole Homeland, they say. They say they've been here for centuries, that some of their people are the same as those in the legends. They say a lot of things in the streets, but no one knows the truth like Tykulv Sumjorden does. How? Well, why wouldn't he, considering he's the youngest of them all?
In a family of extraordinary folks, Tykulv finds himself as one of the normal ones, but with plenty of room to grow. While no one in his family expected Tykulv to be off slaying drakes or becoming a runesmith, he found he had a knack for magic and a penchant for performing, so becoming a bard seemed to be an easy and obvious choice. So, ever since he was a kid, Tykulv took after his uncle, who had gone to one of the bard colleges of old and was damn good at telling a story. The little rascal learned that he liked making and telling stories of his own, and set off one day with a few of his friends to tell stories all over the isle of Iegraedal.
Things were going fine enough, but Tykulv found that he was quickly running out of inspiration. Northfall stories were great to tell in Northfall, but once he had left the city walls and was much further south, his tales were failing to strike the chord he wanted with his audience. So he started listening to those in his audience, searching out tales to add to his repetoire. Eventually he started seeking out rumors and secrets, one-off comments that could have easily been embellishment. It led him to some pretty interesting people and even more interesting stories, and Tykulv found himself a hit among the people once again. He was still dissatisfied, however, because while his band was content simply touring the island, Tykulv wanted to go further, hear more stories and explore the world. If there was so much to learn and hear about on this island, then certianly there would be much more interesting things beyond its shores. So when a half-orc in one of his audiences told Tykulv that he was being taken to Xi'An with her, he couldn't say that he was too torn up about the prospect of leaving his friends and family behind.
What's next? Who's to say!
We haven't gotten there yet!
Wait your turn.
- During Tykulv's attempt to get a firsthand-account of a werewolf encounter, he also got himself a nasty case of lycanthopy. While he claims he has no regrets regarding the matter, that might also change once it starts actually affecting his day-to-day life...
- Although Tykulv claims to come from the College of Eloquence, he has never actually had any formal musical schooling. He learned most of what he knows from his Uncle, who did go to the College, but Tykulv is just kind of winging it at this point.
- While Tykulv would never admit it to the rest of his group, he does recieve an 'allowance' of sorts every time he returns home. He usually uses this to finance buying more instruments, but claims that it pays itself off with his performances.
- Part of Tykulv's wanting to travel is because he knows that he has unlimited time to do so, while his friends are bound by their lifespans. He wanted to bring his band along with him, but they declined the offer to leave Iegraedal.
- Tykulv has dozens of Aunts and Uncles, but only about three cousins. His parents claim that all the siblings growing up together made them never want to do that to their kids. Tykulv is certain that he will have more cousins in the future, however, what with the amount of golden-eyed in his family.
Relationship: Party Member
To say that Brix and Tykulv simply 'get along' is an insult to their relationship. The two were thick as theieves from the day they met, and have made for excellent partners in crime together. There is always a 'Yes, and' when dealing with these two, and there is nothing that they can't do when they put their skills together- According to them, at least. While Brix can be very forward, Tykulv usually just laughs and goes along with the plan because it's bound to be a pretty damn good one if Brix is involved. She has been the source of many a short and funny tale told around the campfire while Tykulv was keeping watch, and doesn't seem to mind him practicing late into the night either.
Relationship: Party Member
Tykulv finds Alef fascinating. Not only because of his condition, but because of all the stories he has to tell and all the ones he's in the process of making. Alef seems to be the perfect unlikely hero that Tykulv has been looking for, the catalyst to tell all the stories that he has been wanting to tell. Alef is also just a fascinating person to talk to, and can relate to having an incurable condition to be borne for the rest of his life, so he makes for a good friend and travel companion. Tykulv finds him easy and pleasant to talk to, which is great because Alef serves as a constant source of inspiration for Tykulv's music.
Relationship: Party Member
To say that Astra has been a tough nut to crack would be the understatement of the century. He absolutely refuses to talk about his past whatsoever, much to Tykulv's chagrin, and despite being one of the two wyrms in the party, rarely contributes to Tykulv's pool of inspiration. Small hints may be dropped into conversations or the way that Astra talks, and Tykulv is certain that there is so much lying beneath the surface, but Astra refuses to say anything. It's gotten on Tykulv's nerves, but he's not quite desperate enough (yet) to try anything drastic in order to try and get information out of the wyrm. Still, he's certain that he will get Astra to bring down his walls one day, sooner or later.
Relationship: Party Member
Tykulv is absolutely ecstatic that there are two wyrms in his party travelling with him, but absolutely devastated that neither one seems to want to talk about their stories with him. Evren tends to be on the less conversational side most days, and from what Tykulv can tell it doesn't sound like their stories are particularly earth shattering. Still, life from the perspective of a wyrm is bound to be a great tale to hear, and so Tykulv continues to try and get closer to them in order to pry their story out of their head, although without much luck in the matter. Maybe one day he will find the way to convince them into spilling their tale, but until them Tykulv is left high and dry for story material.
Relationship: Party Member
Tukulv feels as though he and Tulu are similar in a lot of ways. Both of them come from large families that they were quite close to and find themselves fairly comfortable in nature. While others may say that the surface level similarities end there, Tykulv is sure that the two of them will make for great friends in due time they already have so much in common! Not to mention that Tulu has her own very interesting stories to tell, especially the one about the large pelt around her waist. Tykulv has been quietly waiting to hear about the epic behind how she got that item, but until his curiosity is satiated, he will just have to wait to find out.