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Cora Greenbottle - D&D OC

Feb 22nd, 2016
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  1. Player Name: Toast
  2. Character Name: Cora Greenbottle
  3. Age: 20
  4. Gender: Female
  5. Height: 3'0"
  6. Weight: 35 lbs
  7. Class: Bard (Lore)
  8. Alignment: Chaotic Good
  9. Background: Entertainer; formerly from a temple to Lliira; she was group-raised with the other children by the priests and priestesses there who are all viewed as one big family; she's very curious so when she felt she was old enough she decided she wanted to see more of the world
  10. Distinguishing Features: Very light brown hair, usually wears it in a braid that goes down to the middle of her shoulderblades; light brown eyes; rarely seen not smiling at least a little; tends to wear brighter, 'happier' colors.
  11. http://pre05.deviantart.net/5cd1/th/pre/i/2011/272/a/2/rin_the_shaman_halfling_by_rinielenika-d4bbuvr.jpg
  12.  
  13. --------------------------------
  14.  
  15. STATS:
  16. Level: 1
  17. HP: 8/8
  18. Initiative Modifier: 3
  19. Speed (Normal): 25 ft
  20. AC: 14 (11 + 3)
  21. Passive Perception: 11 (10 + 1)
  22. Current Money: 15 gp
  23.  
  24. --------------------------------
  25.  
  26. SAVING THROWS:
  27. Dexterity and Charisma
  28.  
  29. --------------------------------
  30.  
  31. ATTRIBUTES:
  32.  
  33. STR: 8 [Modifier: -1]
  34. DEX: 16 [Modifier: +3]
  35. CON: 10 [Modifier: +0]
  36. INT: 13 [Modifier: +1]
  37. WIS: 12 [Modifier: +1]
  38. CHA: 16 [Modifier: +3]
  39.  
  40. --------------------------------
  41.  
  42. SKILLS (P = Proficient):
  43. Acrobatics [DEX]: +5 (P)
  44. Animal Handling [WIS]: +1
  45. Arcana [INT]: +1
  46. Athletics [STR]: -1
  47. Deception [CHA]: +3
  48. History [INT]: +1
  49. Insight [WIS]: +1
  50. Intimidation [CHA]: +3
  51. Investigation [INT]: +3 (P)
  52. Medicine [WIS]: +1
  53. Nature [INT]: +1
  54. Perception [WIS]: +1
  55. Performance [CHA]: +5 (P)
  56. Persuasion [CHA]: +5 (P)
  57. Religion [INT]: +3 (P)
  58. Sleight of Hand [DEX]: +3
  59. Stealth [DEX]: +3
  60. Survival [WIS]: +1
  61.  
  62. --------------------------------
  63.  
  64. LANGUAGES:
  65. Common, Halfling
  66.  
  67. --------------------------------
  68.  
  69. PROFICIENCIES:
  70. Light Armor
  71. Simple Weapons, Hand Crossbows, Rapiers, Short Swords, Long Swords
  72.  
  73. --------------------------------
  74.  
  75. FEATS:
  76.  
  77. --------------------------------
  78.  
  79. SPECIAL THINGS THANKS TO CLASS AND RACE:
  80.  
  81. Lucky: When you roll a 1 on the d20 for an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.
  82.  
  83. Brave: You have advantage on saving throws against being frightened.
  84.  
  85. Halfling Nimbleness: You can move through the space of any creature that is of a size larger than yours.
  86.  
  87. Naturally Stealthy: You can attempt to hide even when you are obscured only by a creature that is at least one size larger than you.
  88.  
  89. 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 GM 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. Your Bardic Inspiration die changes when you reach certain levels in this class. The die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level.
  90.  
  91. Expertise: At 3rd level, choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies. At 10th level, you can choose another two skill proficiencies to gain this benefit.
  92.  
  93. Spellcasting: Can cast spells, uses Charisma, casts via musical instrument.
  94.  
  95. Tools: 3 musical instruments.
  96.  
  97. --------------------------------
  98.  
  99. JUST ENTERTAINER THINGS (uwu)
  100.  
  101. By Popular Demand: You can always find a place to perform - an inn, a lord's court, etc - and will receive free lodgings and food every night you perform there. You're kinda famous in the area and people who recognize you take a liking to you.
  102.  
  103. Routines: Dancer, Instrumentalist, Singer
  104.  
  105. Tools: Musical Instrument; Disguise Kit; Belt Pounch with 15 gp.
  106.  
  107. --------------------------------
  108.  
  109. ENTERTAINER'S PACK
  110. 1 Backpack
  111. 1 Bedroll
  112. 1 Waterskin
  113. 2 Costumes
  114. 5 Candles
  115. 5 Days Of Rations
  116. 1 Disguise Kit
  117.  
  118. --------------------------------
  119.  
  120. CANTRIPS:
  121.  
  122. Prestidigitation: Wiggle Hands and Say Things; CAST TIME: 1 Action; RANGE: 10ft; DURATION: Up to 1 Hour; EFFECT: Become a conjurer of cheap tricks and: (1) Create instant, harmless sensory effects [ex: gust of wind, shower of sparks, odd odor, etc]; (2) Instantly light or snuff a candle, torch, or small campfire; (3) Instantly clean or soil a small [1 cubic foot maximum] object; (4) Instantly Flavor, Chill, or Warm small amount [1 cubic foot maximum] of non-living material for 1 hour; (5) Make a color, small mark, or symbol appear on a surface for 1 hour; (6) Create a non-magical trinket or illusionary image that fits in your hand and that lasts to the end of your turn.
  123.  
  124. Vicious Mockery: Verbal Only; CAST TIME: 1 Action; RANGE: 60 ft; DURATION: Instantaneous; SAVING THROW: Wisdom; EFFECT: Target one enemy with enchanted insults, and unless they can succeed on a WIS saving throw, they take 1d4 Psychic damage AND have disadvantage on the next attack roll it makes. [Damage from this spell increases 1d4 when you reach Level 5 (2d4), Level 11 (3d4), and Level 17 (4d4).]
  125.  
  126. --------------------------------
  127.  
  128. SPELLS (R = Ritual):
  129.  
  130. Charm Person: Wiggle Hands And Say Something; CASTING TIME: 1 Action; RANGE: 30ft; DURATION: 1 Hour; SAVING THROW: Wisdom [ADVANTAGE if Being Attacked By You/Party]; EFFECT: Attempt to Charm a humanoid in visual range and no more than 30ft away and, unless it succeeds on a WIS throw, is Charmed until either the spell ends or you/an ally do harm to it, and when the spell ends the creature knows it was Charmed by you. [At higher levels, when you put this spell in a 2nd Level Spell Slot or higher, you can target one additional creature (within 30ft of each other) per slot.]
  131.  
  132. Healing Word: Verbal Only; CASTING TIME: 1 BONUS Action; RANGE: 60ft; DURATION: Instantaneous; EFFECT: Heals a [non-undead and non-construct] creature within sight for 1d4 + [Spellcasting Ability Modifier], and when using this spell in a Spell Slot for 2nd Level Spells or higher, healing increases 1d4 per slot.
  133.  
  134. Unseen Servant (R): Requires a piece of string and a bit of wood; CAST TIME: 1 Action; RANGE: 60ft; DURATION: 1 Hour (unless sent over 60 ft away or killed); EFFECT: Creates an invisible, mindless, shapeless force (AC: 10; HP: 1; STR: 2) that can be mentally commanded to do various tasks (ex: lighting fires, pouring wine, fetching things, mending things, etc)
  135.  
  136. Sleep: Requires either a pinch of fine sand, some rose petals, or a cricket; CASTING TIME: 1 Action; RANGE: 90ft with 20ft Radius; DURATION: 1 Minute or Until Sleeping Enemy is Harmed or Shaken/Slapped Awake; EFFECTS: First, roll 5d8 for the maximum Hit Points a creature has to have to be affected by this spell, and all affectable creatures in a 20ft radius starting from the lowest HP up fall asleep. [When using the spell in a Spell Slot for 2nd Level or higher, roll an additional 2d6 for each slot.]
  137.  
  138. --------------------------------
  139.  
  140. WEARABLE:
  141. 1 Leather Armor
  142. 1 Common Clothes
  143. 1 Belt (+ 2 Pouches)
  144.  
  145. --------------------------------
  146.  
  147. WEAPONS:
  148. 1 Dagger, In Boot [ATTACK: 1d20+5 ; DAMAGE: 1d4+3]
  149. 1 Rapier [ATTACK: 1d20+5 ; DAMAGE: 1d8+3]
  150.  
  151. --------------------------------
  152.  
  153. INSTRUMENTS:
  154. 1 Drum
  155. 1 Flute
  156. 1 Lute
  157. 1 Pan Flute
  158.  
  159. --------------------------------
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