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- Remy Sayble
- Neutral good
- Mousefolk(Softpaw)
- Bard
- Level 3
- Languages: Common, Squeak Squeak, Elvish
- Size: small
- Speed: 25
- Age: 6
- Hp: 20
- Ac: 15
- Str: 9(-1)
- Dex: 18(+4)
- Con: 14(+2)
- Int: 14(+2)
- Wis: 14(+2)
- Cha: 18(+4)
- Pro: +2
- Spell save dc: 14
- Spell attack mod: 6
- Spell slots: 1st level: 4, 2nd level: 2
- Armor: Light
- Weapons: Simple, hand crossbows, long swords, rapiers, short swords, hand axe, shortbow
- Tools: Bag pipes, pan flute, Viol, card set, dulcimer, painter’s supplies
- Skills: insight, perception(expertise), stealth, animal handling, acrobatics, performance(expertise), persuasion
- Throws: Dexterity, Charisma
- Equipment: rapier, pan flute, leather armor, dagger, entertainer’s pack, card set, travelers clothes, poorly made maps, a small locket worth 10gp, 5 gp pouch
- Mousefolk(Softpaw)
- -Keen skills: perception proficiency
- -Mousefolk weapon training: Proficient with shortsword, shortbow, rapier, handaxe
- -Nimble dodge: When hit by an opportunity attack, can use reaction to cause disadvantage
- -Squirm: Can move through tiny sized spaces as if I was tiny
- Background: Far Traveler
- -Why am I here? A: Sightseeing
- -Personality trait: I have different assumptions from those around me concerning personal space, blithely invading others space in innocence, or reacting to ignorant invasion of my own
- -Ideal: Open: I have so much to learn from the kindly folk I met along the way
- -Bond: I’m fascinated by the beauty and wonder of this new land.
- -Flaws: I pretend not to understand the local language in order to avoid interactions I’d rather not have
- —Feat: All eyes on you: Your accent, mannerisms, figures of speech, and perhaps even your appearance all mark you as foreign. Curious glances are directed your way wherever you go, which can be a nuisance, but you also gain the friendly interest of scholars and others intrigued by far-off lands,
- to say nothing of everyday folk who are eager to hear stories of your homeland. You can parley this attention into access to people
- and places you might not otherwise have, for you and your traveling companions. Noble lords, scholars, and merchant princes, to name a few, might be interested in hearing about your distant homeland and people.
- Bard: College of Beasts
- —Bardic Inspiration: You can inspire others through stirring words or music. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d6.
- Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time.
- You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest.
- —Jack of All Trades: Starting at 2nd level, you can add half your proficiency bonus, rounded down, to any ability check you make that doesn’t already include your proficiency bonus.
- —Song of Rest: Beginning at 2nd level, you can use soothing music or oration to help revitalize your wounded allies during a short rest. If 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
- —Trained Animal: I get an exotic beast(Tamed Lion). The animal is proficient in performance, intimidation, and dex and cha saves(my saves). It uses my proficiency bonus, and when it’s not wearing barding, it’s unarmored defense is 10+prof bonus+dex or cons. The animal tries to follow commands, and can convey a general mood and intent. It can’t attune or activate magic items. It takes its turn on my initiative, has its own bonus action, action; and reaction. I can freely move my animal where I want, but I have to sacrifice my action if I want to have it attack, dodge, disengage, dash, help, hide, search, or use one of its abilities. It focuses on me and itself if I am incapacitated or absent. It acts on its own if I am, and it never requires my command to make a bonus action or reaction. It can spend hit die during short rests and gains a new one every level. The animal makes death saves if it hits 0, and if it does die, I can play a dirge for four hours to magically make a new body.
- —Bestial Quirk: The skin, fur, or feathers of your trained animal are bright pink, or some other color not normally seen in the wild(light blue)
- —Inspiring Command: at the start of each turn, of the animal can hear me and is within 60 feet, I can give my animal some bardic inspiration. It gets some, plus a free dash action, and, for the rest of my turn, it can be commanded to use its action without me being forced to give up mine. Whenever it rolls basics inspiration it gets temp hp= to the roll+my cha mod
- -Lea
- Tamed Lion
- Medium beast, unaligned
- Hp: 16
- Ac: 12, but trained animal=14
- Str: 16(+3)
- Dex: 14(+2)
- Cons: 10(0)
- Int: 2(-4)
- Wis: 10(0)
- Cha: 10(0)
- Prof: my prof
- Skills: acrobatics +6, intimidation, performance
- Senses: 10 passive perception
- Cr: 1/2
- —Fearsome feline: Beasts smaller then the Lion that can see it have disadvantage on ability checks against it
- —running Leap: with a 10 foot runup, this guy can make a 25 foot long jump
- —Pounce: If the Lion moves 20 feet in a straight line towards a creature, then hits it with a claw attack on its turn, the target must make a dc12 strength save or be knocked prone. When prone, the Lion can make a bite attack as a bonus action.
- —Actions
- —bite: melee weapon attack. +4 to hit, 5 foot reach, one target. Hit: 7(1d8+3) piercing damage
- Claws: melee weapon attack. +4 to hit, 5 foot reach, one target. Hit: 6(1d6+3) slashing damage
- Spells:
- —Cantrips: Vicious Mockery, light
- 1st level spells: healing word, heroism, sleep
- 2nd level: phantasmal force, warding wind, invisibility,
- Remy, which is short for Remelia, Sayble was always a quiet mousefolk. She was a polite girl, one who preferred peace over violence and valued knowledge over power. Remy was and still is a nice girl, don’t get me wrong, but she was something of an outcast growing up. She had a passion for music and knowledge, furiously turning the pages of each book she could come across. And then came the day she had feared for years. The day the small mousefolk community ran out of books. This was completely unacceptable to Remy, her curiosity knowing no bounds. She couldn’t fight, so she didn’t dare travel out of the small town to a bigger city. Besides, she was still a child then and her parents wouldn’t let her and no adult would actually take her. So Remy did what she could, using her musical talents to earn money... which she then turned around and used to pay an errand boy to go on a book hunt in another city. One incredibly lucky day(in which a few bards were in town and felt generous in both coin and advice towards an aspiring musician), Remy worked up enough coin to pay for a trip to the city herself. She was enraptured by the sights, the people, the sounds and smells and everything about it. She reluctantly returned home when the trip was over. Remy started requesting less books, instead saving her gold for trips to the city, in which she bought books en masse and could explore a bit. During one returning trip, Remy got distracted by a traveling circus, delighting in the whole experience. She made a point to memorize the whole thing and grew dreams she wouldn’t act on about joining the circus. Eventually, she felt an urge to put her knowledge from watching the show to action, nearly getting herself mauled by a lion. It was a stroke of good fortune that for some reason or another(one being that they had lost their resident lion tamer) the good people of the circus felt it fit to educate her on how to properly not get herself killed when faced with a lion. The lion grew rather attached to the now young adult Remy, and when she left for the final time, the lion managed to follow her. Which was how she got a blue lion as a pet, and she then promptly justified to herself and her parents that Lea was enough protection. It made it far better that she didn’t have to physically fight, considering that she would rather not. It was a minor moral compromise, using Lea to do it, but if it was for her own good, then so be it. Remy began to tour the world, sampling whatever culture she could as fast as she could.
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