Lem

Flint of Iron's page

409 posts. Alias of Lord Grey.


Race

Halfling, Bard 3 | AC: 14 | HP: 27/27 | HD: 3/3 | Pass Perc: 12 | Saves: S+1 D+4 C+1 CH+6 Rest+0, Advantage frightened & poison| INSP: 1

Gender

EXP 1181/2700

Special Abilities

Bardic Inspiration: 0/4

Alignment

Spell slots: 1st (3/4), 2nd (2/2)

Strength 12
Dexterity 15
Constitution 12
Intelligence 11
Wisdom 11
Charisma 18

About Flint of Iron

Group Loot:

Group loot is currently unsold, not split portions of the treasure. I won't include things that are claimed by a character, and so they should be added to your own character sheets.

-
a wand of Magic Missiles, Two Potions of Invulnerability, and a ring Of Earth Elemental Command

- A Dagger, normal sized, but still a bit on the small side, with a jeweled scabbard
- A small wooden flask containing a Potion of Levitation - "You could almost swear you felt as if you were rising up in the air"
- Coins from the Cube




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Flint of Iron
Class Bard 3
Race Halfling (Stout)
Background Sailor
Alignment LG
Age 24
Height/Weight 3'1 , 42 lbs
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Weapons
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Rapier +4, 1d8+2p
Shortsword +4, 1d6+2p
dagger +4, 1d4+2p (Range 20/60: +4, 1d4+2p)
club +3, 1d4+1b
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Spell Casting
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Ritual Caster
Spell Save DC 14
Spell Attack Bonus +6
Spell slots
Spell list:

spell level (spell slots) - spells known
0 (na) - Blade Ward, Vicious Mockery
1 (4) - Bane, Comprehend Languages (R), Dissonant Whispers, Heroism,
2 (2) - Knock, Shatter

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Total HP 27 (9/9/9)
AC 14
Proficiency Bonus +2
Speed 25
Passive Perception 12
Hit Dice 3d8
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Saving Throws
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STR +1, DEX +4, CON +1, INT 0, WIS 0, CHA +6

Equipment Studded Leather Armor, Rapier, Shortsword, dagger x3, A belaying pin (club), 50 feet of silk rope, a small stone with a hole in the center (worn like a necklace), a set of common clothes, backpack, bedroll, blanket, crowbar, fishing tackle, mess kit, tinderbox, sacks (x2), whetstone, signal whistle, soap, pouch, a small drum, [magic sound jars (x9), on mule]

Consumables torches (x5), rations (x9 days), waterskin (x3),
(Weight changes not yet calculated: -1 torch])

Treasure 40 gp, 325 sp, 8cp
(Gained, not-calculated weight: 3sp)
(spent, not-calculated weight: 5gp)
Gear Weight: 59
Consumables Weight: 39
Treasure Weight: 4.6
Carrying Capacity 103/180 (roughly)

Proficient Skills/Tools Athletics (+5), Perception (+2), History (+4), Acrobatics (+4), Bluff (+6), Vehicle (water)
Proficient Tools Navigator’s tools, drums, lyre, pan flute
Languages Common, Dwarvern
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Special Abilities
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Feature: Ship's Passage When you need to, you can secure free passage on a sailing ship for yourself and your adventuring companions. You might sail on the ship you served on, or another ship you have good relations with (perhaps one captained by a former crewmate). Because you’re calling in a favor, you can’t be certain o f a schedule or route that w ill meet your every need. Your Dungeon Master will determine how long it takes to get where you need to go. In return for your free passage, you and your companions are expected to assist the crew during the voyage.
Lucky When you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.
Brave You have advantage on saving throws against being frightened.
Halfling Nimbleness You can move through the space of any creature that is of a size larger than yours.
Stout Resilience You have advantage on saving throws against poison, and you have resistance against poison damage.
Bardic Inspiration 60 foot range, creature who can hear me, bonus action: +1d6 bardic inspiration die, usable within 10 minutes. Can be added to attack rolls, ability checks, and saving throws.
Spellcasting I can cast spells! Ritual casting included.
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, 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 1d 10 at 13th level, and to 1d 12 at 17th level.
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 (Athletics and History)
Combat Inspiration Also at 3rd level, you learn to inspire others in battle. A creature that has a Bardic Inspiration die from you can roll that die and add the number rolled to a weapon damage roll it just made. Alternatively, when an attack roll is made against the creature, it can use its reaction to roll the Bardic Inspiration die and add the number rolled to its AC against that attack, after seeing the roll but before knowing whether it hits or misses.

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Personality Traits:
Being raised by dwarvern sailors has turned Flint into a true master of foul language and furrow-brow stares. The only thing that seems to wipe away his grumpy expression are the things that can get any halfling's blood going, the promise of adventure and unusual things. He is a spinner of sea tales told to him by ones who had, themselves, heard it from another, all "true". Having learned the hard way to allow better eyes and minds to think and search first, Flint waits for the craftier sorts to give him the okay to swing open doors and march quickly toward the next object of fascination with a restrained energy. He is always ready to dive past allies to close with an enemy first.

Ideals:
Flint loves adventure, on the sea and the land. Although raised by dwarves (for the most part), he cannot repress the halfling interest in the romantic and mysterious. He will travel to check out rumors of treasures and curses, or find himself going into dangers unknown for the sake of looking into an old legend.

Bonds:
Flint is close to the dwarves, and usually sees them as brothers. He can be over protective of his usually hardier friends, stepping between them and danger whenever he sees it. Living on a dwarvern isle, this means quite a lot of opportunity for Flint to grow upset at the injuries to his adopted kin.

Flaws:
Flint can suffer from a lack of impulse control. Although he tries to overcome it, occasionally the whim to be the first to see or to do will take him over and he'll act before something has been verified to be safe. He can also be rather loud when fighting, diving grin first into battle with a shouted YAAAR!

Backstory:
Flint's family came across to Baylor to escape the tensions in Alodoa. Already pregnant with him, Flints mother gave birth to the baby on the voyage over. The parents made friends with the dwarvern sailors of the ship, who also then took affection to the halfling child. Because of the traumatic storms, Flint's parents never again stepped foot on a ship, and eventually moved away from the coast to another, inland village. Before then, though, their time spent in the coastal village was enough for Flint to throw his lot in with the Dwarves of the sea, and acted as a cabin boy for them for some time.

Flint decided to stay in the coastal village when his parents moved to Nyonunum, but between voyages would visit his parents regularly. Toughened by the sea, Flint is now more of a dwarf than he is a halfling, and a sailor true. In his early twenties though, Flint grew board of the sea life. Having shown excellent aptitude in fighting, and being the toughest damn halfling the dwarves had ever seen, he decided to adventure inland for some time, wandering the roads and helping where he could find it.


Physical Description:
Flint has a a shaggy mess of blonde hair, a youthful face frequently set in a scowl of dwarvern temperment, and wears plain clothes under his armor. He is nearly entirely unadorned by riches (the exception being some brass loops in his ears), but is made up for by his jewelry of weapons he has always in reach.

Parents: Cliff and Dawn Meadowfar