Ezren

Emmett Escheus's page

972 posts. Alias of Dreaming Warforged.


Race

Saves: S -1, D +5, C +1, I +0, W +2, Ch +5 Adv charm, disease; Imm Sleep| Init +4 | PPerc 14; PIns 14; Pinv 12; DrkVis | Spd 30' | Insp: No |

Classes/Levels

HD 2/2 | Spell DC 13 Att +5 (1: 2/3) | BardIns 2/3 | Status: Normal | Insp: Yup! |

Gender

HP 10/15 | AC 14 | Acr +4 Dec +4 His +2 Ins +4 Int +4 Inv +2 Perc +4 Pers +5 SoH +4 Ste +5 Sur +3 |

About Emmett Escheus

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Emmet Escheus aka "The Old Man of Caer-Dal"
Male, Half-elf, Guild Artisan (Cartographers, surveyors, and chart-makers), Bard 1

Combat Stats
Passive Perception: 14; Passive Investigation: 12; Passive Insight: 14; Darkvision.
Init: +4 (Jack of All Trades)
AC: 14 (Dex, Leather)
HP: 15 (2 HD, average after 1st)
Saves: Str -1; Dex* +5; Con +1; Int +0; Wis +2; Ch* +5. Resistance against being charmed, and immune to magical sleep..
Speed: 30 ft

Offense
Rapier +5; 1d8+3

Actions in Combat: Attack, Cast a Spell, Dash, Disengage, Dodge, Grapple, Help, Hide, Improvise, Ready, Search, Shove, Use an Object.

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

Bonus Actions: Two-Weapon Fighting, Bardic Inspiration.

Abilities
Proficiency Bonus*: +2
Str: 8, Dex: 16, Con: 12, Int: 10, Wis: 14, Cha: 16 (Standard array, Half-elf +2 Chr, +1 Dex and Wis).

Proficiencies
Tool Proficiencies: Cartographer's tools, Three musical instruments (Dulcimer, Horn, Viol).
Weapon Proficiencies: Simple weapons, hand crossbows, longswords, rapiers, shortswords.
Armor Proficiencies: Light armor.
Language Proficiencies: Common, Draconic, Dwarvish, Elvish

Talents and Special Powers

Short Rest: HP (through HD).

Long Rest: Spellcasting, HP.

Spellcasting:
Spell slots: 1:3;
Cantrips known: 2
Spells known: 5
Spell save DC = 13 (8 + prof. bonus + Chr mod)
Spell attack modifier = +5 (prof. bonus + Chr mod)

C: Light, Minor Illusion
1 (5): Detect Magic (c,r), Faerie Fire (c) (60 ft, 20-foot cube, Dex), Healing Word (b, 60ft, 1d4+chr), Sleep, Speak with Animals.

Bardic Inspiration (0/3): 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.

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.

Jack of All Trades: Add half your proficiency bonus, rounded down, to any ability check you make that doesn’t already include your proficiency bonus.

Song of 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. The extra hit points increase when you reach certain levels in this class: to 1d8 at 9th level, to 1d10 at 13th level, and to 1d12 at 17th level.

Guild Membership: As an established and respected member of a guild, you can rely on certain benefits that membership provides. Your fellow guild members will provide you with lodging and food if necessary, and pay for your funeral if needed. In some cities and towns, a guildhall offers a central place to meet other members of your profession, which can be a good place to meet potential patrons, allies, or hirelings.

Guilds often wield tremendous political power. If you are accused of a crime, your guild will support you if a good case can be made for your innocence or the crime is justifiable. You can also gain access to powerful political figures through the guild, if you are a member in good standing. Such connections might require the donation of money or magic items to the guild’s coffers.

You must pay dues of 5 gp per month to the guild. If you miss payments, you must make up back dues to remain in the guild’s good graces.

Equipment
Starting equipment: Rapier, leather armour, backpack (bedroll, candle, cartographer's tools, clothes, costume and traveler's, disguise kit, rations (1 day), waterskin), viol, dagger, a letter of introduction from your guild.

Wealth
15 GP, 0 SP, 0 CP.

Description
Age: 55
Height: 6'3"
Weight: 200 lbs

Background
Alignment: Neutral Good
Trait: I always want to know how things work and what makes people tick. I’m well known for my work, and I want to make sure everyone appreciates it. I’m always taken aback when people haven’t heard of me.
Ideal: Generosity. My talents were given to me so that I could use them to benefit the world. (Good)
Bond: The workshop where I learned my trade is the most important place in the world to me.
Flaw: I’m quick to assume that someone is trying to cheat me.

Profile
Primary Motivator: Beneficence
Secondary Motivator: Balance/Peace
Emotional Disposition: Melancholic
Moodiness: Even-tempered
Outlook: Pessimistic
Integrity: Scrupulous
Impulsiveness: Controlled
Boldness: Cautious
Agreeableness: Agreeable
Interactivity: Reserved
Conformity: Conventional
Sense of Humour: Cynical
Favorite Topics of Conversation: Cartographing, Knucklehead trout fishing, oral history and tradition, community news.
Quirks, Habits, and Oddities: Smoking when thinking (smells like tobacco), wondering how far is a landmark and figuring out how to calculate the distance, complaining about old age and the cold.
Hobbies and Enjoyments: Scotch, viol, watching sunrise, coordinating community action, looking forward to retiring.
Others: Emmett longs for rest, for retirement. All his affairs are in order. Yet, his sense of purpose and faith in the grander scheme of the world has always been strong. The calling puts him at odds with himself, torn between his desire for purpose, and his desire for peace.
Favorite Quotes: "Community comes first. That's the only law that has ever saved us from the cold." "Listen to the wind slipping over the waves and it will tell you all that there is to know." "If you keep your eyes open and trained, you will see the lightning long before you feel its thunder." "Traditions are what saves us from the wild."

Story
Emmett grew up the second son of Caer-Dal's chieftain, Dariux Escheus, and following the tradition, was raised to become one of the keepers of the ways of Caer-Dal. For years, he served, taking a small leadership role alongside his older brother Falko, now chieftain, acting as judge and skald, as well as helping the village improve its fishing trade.

Now the elder of Caer-Dal, after countless winters of service, he is retiring, happy and fulfilled, looking forward to a chance to relax, rest, and spend more time with his grandchildren and leave his role to his eldest son.

But the fates have other plans for the Old Man of Caer-Dal...

Campaign Notes: