Rotrovio

Deruvian's page

No posts. Alias of Walter das Sombras.


Full Name

Deruvian

Race

Human

Classes/Levels

Bard 1

Gender

Male

Age

24

Alignment

Lawful

Languages

Common, Elven

Strength 10
Dexterity 14
Constitution 14
Intelligence 12
Wisdom 8
Charisma 16

About Deruvian

Deruvian - Lawful Male Human Bard 1
Languages: Common, Elven.
Init +2;
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Defense
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AC 13
HP 10
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Offense
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Speed 40 ft.
Melee Rapier +4 (1d8+2)
Melee Dagger +4 (1d4+2)
Cantrips: Vicious Mockery, Dancing Lights
Spells: Cure Wounds, Sleep, Thunderwave, Comprehend Languages.

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Saves
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Str +0 Dex 4 Con +2 Int +1 Wis -1 Cha +5

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Racial Abilities - Variant Human
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Ability Score Increase: Two different ability scores of your choice increase by 1.
Skills: You gain proficiency in one skill of your choice.
Feat - Mobile: You are exceptionally speedy and agile. You gain the following benefits:
• Your speed increases by 10 feet.
When you use the Dash action, difficult terrain doesn’t cost you extra movement on that turn.
• When you make a melee attack against a creature, you don’t provoke opportunity attacks from that creature for the rest o f the turn, whether you hit or not.
Age: Humans reach adulthood in their late teens and live less than a century.
Alignment: Humans tend toward no particular alignment. The best and the worst are found among them.
Size: Humans vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium.
Speed: Your base walking speed is 30 feet.
Languages: You can speak, read, and write Common and one extra language of your choice. Humans typically learn the languages of other peoples they deal with, including obscure dialects. They are fond of sprinkling their speech with words borrowed from other tongues:
Orc curses, Elvish musical expressions, Dwarvish

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Class Abilities
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Cantrips: You know two cantrips of your choice from the bard spell list. You learn additional bard cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Bard table.
Spell Slots: The Bard table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot o f the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
Ritual Casting: You can cast any bard spell you know as a ritual if that spell has the ritual tag.
Spell casting Focus: You can use a musical instrument (found in chapter 5) as a spellcasting focus for your bard spells.
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 o f 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 d 10 at 10th level, and a d12 at 15th level.

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Background - Entertainer
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By Popular Demand: You can always find a place to perform, usually in an inn or tavern but possibly with a circus, at a theater, or even in a noble’s court. At such a place, you receive free lodging and food o f a modest or comfortable standard (depending on the quality o f the establishment), as long as you perform each night. In addition, your
performance makes you something o f a local figure. When strangers recognize you in a town where you have performed, they typically take a liking to you.
Personality: I’m a hopeless romantic, always searching for that “special someone.”
Tradition: The stories, legends, and songs o f the past must never be forgotten, for they teach us who we are. (Lawful)
Bond: I want to be famous, whatever it takes.
Flaw: I have trouble keeping my true feelings hidden. My
sharp tongue lands me in trouble.
Routines: Jester and Storyteller.

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Proficiencies
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Armor: Light armor.
Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords.
Tools: Disguise Kit; Lute, Viol, Bagpipes, Drum.
Saving Throws: Dexterity. Charisma
Skills: Perception, Deception, Persuasion.

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Skills
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*Acrobatics +4
Animal Handling +3
Arcana +1
Athletics +0
*Deception +5
History +1
Insight -1
Intimidation +3
Investigation +1
Medicine +1
Nature +1
*Perception +1
*Performance +5
*Persuasion +5
Religion +1
Sleight of Hand +2
Stealth +2
Survival -1

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Equipment
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- A mummified goblin hand
- Rapier
- Leather Armor
- Dagger
- An entertainer's pack (Includes a backpack, a bedroll, 5 candles, 5 days of rations, a waterskin, and a disguise kit).
- Lute
- Viol
- Journal with written songs (the favor of an admirer).
- Costumes: Jester; Executioner; Priest.
- belt pouch containing 15 gp

Background:
Deruvian is a proud man. Not only because he is a bard, but because he studied for it. He is a real bard, formed in a college of bards in the wonderful city of Baldur's Gate. This man has only one long-term goal: to write his name in history. So, the way he accomplishes that does not matter much, as long as it leaves a long-standing mark. Play the hero, create something marvelous, or maybe have a child, it matters not. He will do it.

That goal originated during one of his expeditions in the college. He found a mummified goblin hand in an archaeological site, and it immediately brought up several questions with it. Why would someone mummify a goblin to begin with? Weren't goblins stupid creatures? Who was this goblin, and why was he mummified? How would anyone ever find out about his identity, if he didn't make a proper impression on the world? This last one made him realize that his life was too short, and if he wanted to be remembered by this world, he would have to start leaving his mark on it. Otherwise he could end up mummified and forgotten...

Thus began his journey. At first he wanted to make a full trip around the world, as it would be quite a tale, but when it started he quickly realized he wouldn't have time to so much, thus he decided to go in a round-trip around the coast, heading north first. After a few years he already went from Baldur's Gate to Mirabar, learning and experiencing a lot during the journey, and now he was going back south, when an old patron of his - one that he knew some months ago in Neverwinter - hired his services to escort something south. As he wouldn't have to go too far away from the road, and money was always welcome, he accepted it, and now is ready to meet the other guards.