Guy Man

CultC0re

Info


Created
3 months, 6 days ago
Creator
CultC0re
Favorites
7

Profile


13

+1

STR

Athletics +2

13

+1

DEX

Acrobatics +2

Sleight of hand +3

Stealth +2

10

+0

CON

12

+1

INT

Arcana +2

History +2

Investigation +2

Nature +2

Religion +2

13

+1

WIS

Animal Handling +2

Insight +2

Medicine +2

Perception +3

Survival +2

14

+2

CHA

Deception +4

Intimidation +6

Performance +3

Persuasion +6

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Guy Man

"The bard that attacks your psyche."

Creepy Mysterious Silent

Summary


Nobody knows where Guy came from, and he often just stares at you silently if you ask him. He's a bard of the College of Whispers and is usually sharply dressed. He carries a viol with him and a sickle. Many people speculate he's some sort of demon or creature in disguise. Most don't even believe that Guy Man is his real name and he is hiding something, whether it be a terrible secret or even some ulterior motives...

Proficiency Bonus
+2
Passive Wisdom
13
Armor Class
11
Initiative
+2
Speed
30ft
Hit Points
18
Hit Dice
1d6
Age
Unknown
Gender
Male
Height
5'7
Weight
129 Pounds
Build
Lanky

Class
Bard
Level
3
Race
Mimic
Background
Charlatan

Traits & Features


Race: Human? (Mimic)

Creepy Looking.

Extra Language: Deep Speech.

Uncanny Valley kind of look.

Class: Bard

College of Whispers

Musical Instrument: Viol

Illusion Based

Background: Charlatan

False Identity

Deception

Persuasion

Alignment


Chaotic Neutral: Chaotic Neutral creatures follow their whims, holding their personal freedom above all else. Many barbarians and rogues, and some bards, are chaotic neutral. Guy Man is often unpredictable due to not much being known about him.

Personality Traits:

Scary.

Curious.

Ideals:

He just wants to creep people out.

???

Bonds:

???

???

Flaws:

Too scary.

Sometimes gets curious and wanders off.

Story


Before Campaign

Once just a regular mimic, Guy transformed into a more 'human-like' appearance, and tried to fit in with the world. He attended the bard's college, graduating from the College of Whispers. He doesn't speak, barely at all, and many people fear him due to his strange appearance. He carries two sickles with him as weapons, as well as a viol.

Tastes


Likes

Secrets.

Interesting items and/or toys.

Classical music.

Dislikes

Bright lights and/or colors.

Loud noises.

Talking.

Trivia


Personality

Guy is a very mysterious individual with an ever more mysterious personality. In battle, he can become extremely menacing and intimidating, however out of battle he seems to be very casual and curious about everything.

Guy seems to take an interest in trinkets and will occasionally pick one up and play with it in his hands. He doesn't speak often, so it's hard to figure out how he feels, especially when he has the same expression constantly.

Only Guy's left eye has a highlight in it.

Notes
  • Guy has the same expression constantly.
  • He likes to play with small trinkets and fidgets.
  • He is immune to romantic and sexual advances.
  • He likes to be near people, but won't speak.

Proficiencies


Armor

Light Armor

???

Weapons

Crossbow

Hand

Longsword

Rapier

Shortsword

Simple Weapons

Tools

Disguise Kit

Forgery Kit

Saving Throws

???

???

Skills

Deception

Intimidation

Perception

Persusion

Sleight of Hand

Languages

Common

Deep Speech

Inventory


Max carrying capacity: 135lbs.

Max pushing capacity: 270lbs.

Weapons

Sickle

???

Armor/Clothing

Clothes, Fine

???

Miscellaneous

Viol

???

Currency

GP 15

SP 0

CP 0

Gems 0 (0GP each)

Attacks


Sickle x2

Type Melee Weapon/Piercing

Damage 1d4-1

Bonus +2

Name

Type Content

Damage Content

Bonus +0

Name

Type Content

Damage Content

Bonus +0

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Spells


Disguise Self

You make yourself--including your clothing, armor, weapons, and other belongings on your person--look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can't change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you. The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair. To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your spell save DC.

Hold Person

Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them.

Magic Mouth

You implant a message within an object in range, a message that is uttered when a trigger condition is met. Choose an object that you can see and that isn't being worn or carried by another creature. Then speak the message, which must be 25 words or less, though it can be delivered over as long as 10 minutes. Finally, determine the circumstance that will trigger the spell to deliver your message. When that circumstance occurs, a magical mouth appears on the object and recites the message in your voice and at the same volume you spoke. If the object you chose has a mouth or something that looks like a mouth (for example, the mouth of a statue), the magical mouth appears there so that the words appear to come from the object's mouth. When you cast this spell, you can have the spell end after it delivers its message, or it can remain and repeat its message whenever the trigger occurs.The triggering circumstance can be as general or as detailed as you like, though it must be based on visual or audible conditions that occur within 30 feet of the object. For example, you could instruct the mouth to speak when any creature moves within 30 feet of the object or when a silver bell rings within 30 feet of it.

Other

Guy Man also has Psychic Blades and Words of Terror.

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