Arnistolientar Popswicker

Cheshire Silvanshee's page

720 posts. Alias of Gnomezrule.


Full Name

Cheshire Silvanshee

Race

Characteristics:
NG Male Forest Gnome Background: Outlander Class: Wild Magic Sorcerer 4Death Saves

Classes/Levels

AC 13 HP 22/22 Pass Perc 11 Init +3 Prof Bonus +2 Spell Attack +5 Spell DC 13 Full Portrait

Size

28 inches

Age

57

Alignment

Neutral Good

Deity

Erastil

Location

Nirmathas

Languages

Common, Gnome, & Sylvan

Occupation

Woodworker

Homepage URL

Cheshire Silvanshee

About Cheshire Silvanshee

Small, Forest Gnome, Sorcerer 4, NG
Armor Class 13
Hit Points 22 (4d6+4)
Speed 25ft.
Ability Scores STR 8 (-1), DEX 16 (+3), CON 13 (+1) INT 12 (+1), WIS 10 (+0), CHA 18 (+4)
Saves Constitution, & Charisma
Senses Darkvision (60 ft.), Passive Perception 10
Languages Common (Race), Gnome (Race),

Attacks:

Dagger- Simple Melee/Range: +5 to hit, 1d4+3 piercing, range - 20/60.
Properties- proficient, finesse, light, thrown, underwater
Quarterstaff- Simple Melee: +2 to hit, 1d6-1 bludgeoning. Properties- proficient, versatile
Light Crossbow- Simple Range: +5 to hit, 1d6+3 piercing, range - 80/320. Properties: proficient, ammunition, loading, two-handed

Skills:

Acrobatics +3
Animal Handling +1
Arcana +3 Class
Athletics +1 Background
Deception +4
History +1
Insight +3 Class
Intimidation +0
Investigation +0
Medicine +3 Trait
Nature +1
Perception +1
Performance +3
Persuasion +4
Religion +1
Sleight of Hand +3
Stealth +3
Survival +3 Background

Race:
Forest Gnome
+2 Charisma, +1 Dexterity
Size. Small
Speed. 25ft
Darkvision 60ft
Gnome Cunning. advantage on all Int, Wis and Cha saving throws against magic
Natural Illusionist. you know the Minor Illusion cantrip (illusion) cast 1 act, range 30 ft, duration 1 min, component SM
create sound or image of object (5ft cube), investigation check ⱽˢ spell DC to determine illusion. Your spellcasting ability for this cantrip is Intelligence, DC 13.
Speak with Small Beasts. communicate simple ideas to Small or smaller beasts
Languages. Common, Gnomish

Class:
Sorcerer
Armor None
Weapons Proficiencies Daggers, darts, slings, quarterstaffs, light crossbows
Saves Constitution, Charisma
Skills Choose 2 from Arcana, Deception, Insight, Intimidation, Persuasion and Religion
Spellcasting 2-1st Level
Spell slots: Finishing a long rest restores any expended spell slots. When gaining a level in this class, you can choose one of the sorcerer spells you know and replace it with another spell from the sorcerer spell list, which must be of a level for which you have spell slots.
Sorcerer Origin (Wild Magic)
Sorcerer Origin Feature (Wild Mage Surge): Immediately after you cast a sorcerer spell of 1st level or higher, the DM can have you roll a d20. If you roll a 1, roll on the Wild Magic Surge table to create a random magical effect (See PH). If a Wild Magic effect is a spell, it’s too wild to be affected by Metamagic. If it normally requires concentration it doesn’t require concentration in this case; the spell lasts for its full duration.
Sorcerer Origin Feature (Tide of Chaos): You can manipulate the forces of chance and chaos to gain advantage on one attack roll, ability check, or saving throw. You must finish a long rest before you can use this feature again. Any time before you regain the use of this feature, the DM can have you roll on the Wild Magic Surge table immediately after you cast a sorcerer spell of 1st level or higher. You then regain the use of this feature.
Font of Magic:At 2nd level, you tap into a deep wellspring of magic within yourself. This wellspring is represented by sorcery points, which allow you to create a variety of magical effects.
Sorcery Points: You have 2 sorcery points, and you gain more as you reach higher levels, as shown in the Sorcery Points column of the Sorcerer table. You can never have more sorcery points than shown on the table for your level. You regain all spent sorcery points when you finish a long rest.
Flexible Casting: You can use your sorcery points to gain additional spell slots, or sacrifice spell slots to gain additional sorcery points. You learn other ways to use your sorcery points as you reach higher levels. Creating Spell Slots. You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. The Creating Spell Slots table shows the cost of creating a spell slot of a given level. You can create spell slots no higher in level than 5th. Any spell slot you create with this feature vanishes when you finish a long rest. Converting a Spell Slot to Sorcery Points. As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot's level.
METAMAGIC: At 3rd level, you gain the ability to twist your spells to suit your needs. Vou gain two of the following Metamagic options of your choice. Vou gain another one at 10th and 17th level.
You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.
EMPOWERED SPELL: When you roll damage for a spell, you can spend 1 sorcery point to reroll a number of the damage dice up to your Charisma modifier (minimum of one). You must use the new rolls.
You can use Empowered Spell even if you have already used a different Metamagic option during the casting of the spell.
QUICKENED SPELL: When you cast a spell that has a casting time of 1 action, you can spend 2 sorcery points to change the casting time to 1 bonus action for this casting.

Spellcasting:
Spell Attack: +6
Spellcasting DC: 14
Sorcery Points: 4
Metamagic: Not Available
Spell Slots: Lvl 1-4, 2-3
Spells Known:
Cantrips: Dancing Lights, Fire Bolt, Friends, Mage Hand, Minor Illusion, Prestidigitation
1st Level Known: Burning Hands, Mage Armor, Magic Missile
2nd Level Known: Maxmillian's Earthen Grasp, Scorching Ray
Spells Prepared: The words have lost all meaning.

Background:

Background: Outlander
Prof: Athletics, & Survival
Lang: Common, Gnome
Speciality: Musical Instrument: Lute
Feature: Wanderer You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.
Trait: 1- I'm always picking things up, absently fiddling with
them, and sometimes accidentally breaking them.
Trait: 2- I have a lesson for every situation, drawn from
observing nature.
Ideal: Greater Good. It is each person's responsibility to
make the most happiness for the whole tribe. (Good)
Bond: I am bound to the cause of liberty in Nirmathas. Down with Molthune.
Flaw: There's no room for caution in a life lived to the fullest.
World Weary Trait: You’ve seen the horrors of war, and had hoped you’d seen the end of it. You’ve retreated from the fighting—likely from the front line with Molthune, but maybe from the crusade of Lastwall or the political infighting of Ustalav—and now just want to protect and provide for those you care about.
Proficient in Medicine, History, Insight, or Survival or Expertise (double proficiency bonus) if
already proficient.

Appearance:
A gnome of middle age. Streaks of white-grey run through his once fiery red hair. His clothes are a mix of greens with a white shirt and mantle. A pair of spectacles are perched on his nose. His clothes are neat and kept in particular order. His cheeks are rosy. He in times of cheer bears a rakish grin likely where his nickname came from. Current Picture of Cheshire

Personality:
A charming gnome. He has a streak of optimism caries him. He loves to share stories in many situations tying things to something he has learned in the wild.

History:
Cheshire Silvanshee's family settled in Nirmathas before the Freedom War. His father, Myrd was a decorated veteran of the conflict and outspoken in the years since. Sometimes returning to the conflict and in his later years harboring fighters and so on. Myrd or the Ole Silvanshee as many call him was remembered by many as a cunning fighter and someone Cheshire could look up to and a high bar to live up to.

His parents hoped that Cheshire would become a wizard as he had shown talent in the natural magical abilities of gnomes and he was generally a bright child. As he grew older he seemed well on his way to mastering magic and filling their hopes. Cheshire early in his adult years attempted to follow in his father's footsteps. He fell in with some Foxclaws who were happy to have Cheshire son of a war hero among them. Things were going well until the unit got caught in a fight they couldn't win. Many died and the unit was scattered. Cheshire didn't return. There were reports by some survivors that Cheshire's magic grew out of control and made the situation worse. Others who claim that Cheshire can't be blamed. Still others who held him as a coward and that was why he did not return. Even when dead in the wild was a more likely explanation. After more than 2 years Cheshire returned walking out of the woods and home. He was welcomed if somewhat half-heartedly. The young man was home but he was at times despondent at other times prone to laughter and strange behavior. Many who had seen war understood but it was the story that Cheshire told that turned many off and strained relations in the family.

Cheshire was gone for more than 2 years but on his return spoke of the battle the night before. Yet he would also speak of strange adventures with talking creatures, fairies and a run in with a bandersnatch. There are some who think he might have wondered into the 1st World or others that he feigned madness to cover his shame and return home.

That was many years ago when Cheshire was a young man. He over time seemed to heal and worked in the family business making furniture and various wooden wares. His father still lives and is on in years but has most of his wits to him. Cheshire's mother passed several years ago. Cheshire as the unmarried son takes care of the family business as well as looks after his father. Cheshire's younger brother, Lendis lives in Tamran with his family and his sister Myrnis is a wandering minstrel sometimes foxclaw last heard to be in the Northwest on the border to Lastwall.

Cheshire looks back on his time in battle with much shame and apprehension. There was little more he could do. His memory of the night that his band was defeated mix in with memories that are strange and even to him unbelievable. He from time to time reads or writes his journal of the strange time he had while lost. He believes in the 1st World. He seldom uses much magic. While in his younger years he was training as a wizard since his experience in the 1st World there a few spells he just remembers and can still cast often clutching at the wand he made from the spine of six legged cat monster. He finds that when he casts spells they sometimes have other effects that he believes are after effects to his time in the 1st World. Or even perhaps his own mental issues. Because of this he avoids magic much of the time and has never tried to get into the action much.

Equiprnent:

Dagger
Arcane Focus: Lucky Coin
Quarterstaff
Light Crossbow
- 20 Bolts
Traveler's clothes
Cloak of the Mounteblank
Lute
Scholar's Pack (Satchel)
- Book of Lore
- Bottle of Ink x2
- Quill
- 10 Sheets of Parchment
- Small bag of sand
- Hunting Trap
- Blanket
- Bedroll
Waterskin
Belt Pouch
- 10 gp
- -Small knife

Lucky Coin:
Wondrous item, minor tier, common (requires attunement by a sorcerer)
This ancient coin seems to faintly glow when darkness sets in. One side is blank while the other reads “Lucky Day”. While you are holding it, you gain the following benefits:
You can use the coin as a spellcasting focus for your sorcerer spells.
You can try to cast a cantrip that you don't know. The cantrip must be on the sorcerer spell list, and you must make a DC 10 Intelligence (Arcana) check (RPed out by flipping the coin). If the check succeeds, you cast the spell. If the check fails, so does the spell, and the action used to cast the spell is wasted. In either case, you can't use this property again until you finish a long rest.