Wyssilka the Fantabulous

'Hush''s page

101 posts. Alias of Jessica Catalan (Organized Play Line Developer).


Full Name

Millicent Mims (Millie), AKA HUSH, AKA The Magnificent Millicent Mims

Race

| Acrobatics +6, Arcana +8, Deception +6, Diplomacy +2, Intimidation +2, Lore (Circus) +8, Medicine +5, Occultism +8, Performance +6, Society +8, Stealth +6

Classes/Levels

| Active Conditions: None

Gender

| HP: 17/20 | AC 17 | F:+5 R:+6 W:+7 | Speed 25 ft. | Hero Points: 1 | Focus Points: 0/1 | Spells: 1st: 2/3 | Drain Bonded Item: 1/1 | Halfling Luck: 1/1 | Perc +5 |

Strength 8
Dexterity 14
Constitution 12
Intelligence 18
Wisdom 12
Charisma 14

About 'Hush'

‘Hush’
AKA The Magnificent Millicent Mims
Female Halfling (Nomadic) Circus Born Wizard (Abjurer) 1
Birthplace (Isle of Kortos)
NG Small, Halfling, Humanoid

Languages Common, Draconic, Dwarven, Elven, Gnomish, Goblin, Halfling, Jotun, Orcish, Sylvan, Undercommon
Senses Perception +5 (Trained); Keen Eyes
Hero Points 1
Class DC 18
Speed: 25 feet

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DEFENSE
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HP: 20
AC: 16 (+0 AC, +2 Dex, +4 Proficiency)
Fortitude: +5 Reflex: +6 Will: +7

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OFFENSE
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Melee: Dagger +6 (1d4-1 P)(agile, finesse, thrown 10 ft., versatile S)
Melee: Fist +6 (1d4-1 B)(agile, finesse, nonlethal, unarmed)

Spell Attack +8, Spell DCs 18

School Spells
1 Point— protective ward (S)

Spell Repertoire
1st****
...chilling spray SV
...colour spray SV
...grease (SV)
...mage armor (SV)
Cantrips*****
daze (SV)
...light (SV)
read aura (1 min)
shield (V)
telekinetic projectile (SV)

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ACTIONS
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Drain Bonded Item: - FREE ACTION
Traits: Arcane, Wizard
Frequency: 1/day
Requirements You haven’t acted yet on your turn
Effect: You expend the power stored in your bonded item. During your turn, you gain the ability to cast one spell you prepared today and already cast, without spending a spell slot. You must still Cast the Spell and meet the spell’s other requirements.

Halfling Luck - FREE ACTION
Traits: Fortune, Halfling
Frequency: 1/day
Trigger: You fail a skill check or saving throw
Effect: Your happy-go-lucky nature makes it seem like misfortune avoids you, and to an extent, that might even be true. You can reroll the triggering check, but you must use the new result, even if it’s worse than your first roll.

Reach Spell - ONE ACTION
Traits: Concentrate, Metamagic, Wizard
Effect: You can extend the range of your spells. If the next action you use is to Cast a Spell that has a range, increase that spell’s range by 30 feet. As is standard for increasing spell ranges, if the spell normally has a range of touch, you extend its range to 30 feet.

Widen Spell - ONE ACTION
Traits:Manipulate, Metamagic, Wizard
Effect: You manipulate the energy of your spell, causing it to spread out and affect a wider area. If the next action you use is to Cast a Spell that has an area of a burst, cone, or line and does not have a duration, increase the area of that spell. Add 5 feet to the radius of a burst that normally has a radius of at least 10 feet (a burst with a smaller radius is not affected). Add 5 feet to the length of a cone or line that is normally 15 feet long or smaller, and add 10 feet to the length of a larger cone or line.

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Skills
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Acrobatics: +6 (Trained)
Arcana: +8 (Trained)
Athletics: -1 (Untrained)
Crafting: +3 (Untrained)
Deception: +6 (Trained)
Diplomacy: +2 (Untrained)
Intimidation: +2 (Untrained)
Lore (Circus): +8 (Trained)
Medicine: +5 (Trained)
Nature: +1 (Untrained)
Occultism: +8 (Trained)
Performance: +6 (Trained)
Religion: +1 (Untrained)
Society: +8 (Trained)
Stealth: +6 (Trained)
Survival: +1 (Untrained)
Thievery: +2 (Untrained)

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Statistics
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STR 8 DEX 14 CON 12 INT 18 WIS 12 CHA 14

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Feats
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Ancestry: nomadic halfling, keen eyes
Background: experienced professional
Class: arcane bond, arcane school (abjurer), arcane thesis (metamagic), widen spell
General:
Skill multilingual

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FEAT AND ABILITY DETAILS
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Arcane Bond - You place some of your magical power in a bonded item. Each day when you prepare your spells, you can designate a single item you own as your bonded item. This is typically an item associated with spellcasting, such as a wand, ring, or staff, but you are free to designate a weapon or other item. You gain the Drain Bonded Item free action.

Arcane Thesis - You’ve realized that the practice known as metamagic is a holdover from a time long ago, when wizards had to work out their own spells and variations rather than rely on spells recorded by others and passed down over the years. This allows you efficient access to various metamagic effects. You gain a 1st-level metamagic wizard feat as a bonus feat. Starting at 4th level, during your daily preparations, you can gain a metamagic wizard feat of your choice that has a level requirement of no more than half your level, which you can use until your next daily preparations.

Experienced Professional - You carefully safeguard your professional endeavors to prevent disaster. When you use Lore to Earn Income, if you roll a critical failure, you instead get a failure. If you’re an expert in Lore, you gain twice as much income from a failed check to Earn Income, unless it was originally a critical failure.

Keen Eyes - Your eyes are sharp, allowing you to make out small details about concealed or even invisible creatures that others might miss. You gain a +2 circumstance bonus when using the Seek action to find hidden or undetected creatures within 30 feet of you. When you target an opponent that is concealed from you or hidden from you, reduce the DC of the flat check to 3 for a concealed target or 9 for a hidden one.

Nomadic Halfling - Your ancestors have traveled from place to place for generations, never content to settle down. You gain two additional languages of your choice, chosen from among the common and uncommon languages available to you, and every time you take the Multilingual feat, you gain another new language.

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Equipment
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Armour:
Weapons: dagger
Alchemical Items
Magical Items spellbook
Containers: Backpack (Bulk 0/4), Belt Pouch (Bulk 0/4L), Sheath
Equipment: bedroll, candle, chalk, clothing (ordinary, performers), disguise kit, healer’s tools, mirror, scroll case, soap, waterskin, writing set

Gold: 3
Silver: 6
Copper: 5

Bulk 0 4L
Encumbered 4 (5+Str), Maxiumum 9 (10+str)
Floating Disk 5

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Spellbook
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1 -
...chilling spray SV
...colour spray SV
...feather fall (REACTION)
...floating disk SV
...grease (SV)
...illusory object (SV)
...mage armor (SV)
...sleep (SV)
0 -
daze (SV)
detect magic (SV)
electric arc (SV)
ghost sound (SV)
...light (SV)
mage hand (SV)
prestidigitation (SV)
read aura (1 min)
shield (V)
telekinetic projectile (SV)

Circus Tricks:

Hush and The Incredible Shrinking Prison
Traits: Audience; Trick Check: Society (+8)
The Act: Completely silent, Hush acts out walking into invisible walls to great comedic effect, eventually finding she's trapped in an ever shrinking invisible box! The atmosphere turns intense, as Hush seems to shrink and shrink, compressed by the ever compressing walls! She gestures for aid from a strong audience member who attempts to help her up, only to find they can't move her tiny body! With time running short, she gestures for aid from a child, who easily pops her up off the ground and saves her. Crisis averted, Hush spends the rest of the performance silently thanking both audience members, and overacting to emphasize the child's great strength, ending with comedy.
Notes: Hush captures the audiences interest with her buffoonery, honed from a lifetime of clowning, gains their attention (and finally makes everyone shut up) during the middle with expert miming and contorting, and ends with comedic audience interaction.

Defense Proficiencies:

Unarmed Defense: Trained
FORT: Trained
REF: Trained
WILL: Expert
Light Armor: Untrained
Medium Armor: Untrained
Heavy Armor: Untrained
Shields: Trained

Offense Proficiencies:

Unarmed Attacks Trained
Simple Weapons: Untrained
Martial Weapons: Untrained
Special Proficiencies: Trained in: club, crossbow, dagger, heavy crossbow, staff
Arcane Magic Trained
Divine Magic Untrained
Occult Magic Untrained
Primal Magic Untrained

Reminder:

Untrained +0
Trained 2+level
Expert 4+level
Master 6+level
Legendary 8+level

Background:

Born and raised in a travelling circus to parents who were both clowns, Millicent Mims — Millie for short — grew up travelling the Isle of Kortos in a caravan of wonders. She learned the art of buffoonery at a young age, adored the spotlight, and fell in love with the spectacle — the lights, the crowds, the excitement, the wonder! When she was just a child, Millie joined her parent’s in their clown act as the Magnificent Millicent Mims.

But, times changed. Millie changed. After a life on the road, with no real friends or lovers to cling to, Millie grew lonely. She tired of the circus life — the flashing lights, the roaring crowds, and the thunderous applause had lost their thrill. The wondrous and msyterious had become familiar and mundane. And the fans were the worst — all the gaping and staring and poking and prodding. And the demands! Oh, the demands! ’Do something funny, clown!’ ‘Fall down, clown!.’ ‘Why aren’t you smiling, clown!’

Being laughed at.

It used to make her happy. Now it grated.

But worst of all?

All the noise, noise, noise!

All Millie wanted was some peace and quiet. But no matter how still she stayed, and how silent she became, everything around her just kept roaring on. She couldn’t hear herself think over the barkers, and the hustlers, and the crowds, and her parents —constantly with the noisy props!

And then it struck her! Inspiration!

She could make everyone silent, if she could capture their attention. But could she do it? Could she bring a roaring crowd to silent wonder? Could she enthrall them with actions alone? Send a shiver down a spine with silence?

It was that or go mad.

Millie took some time off and transformed herself from the The Magnificent Millicent Mims into something different. Someone new. Not a clown, exactly. Not a magician, either. Something oddly in between.

Millie was a mime.

She called herself ‘Hush.’

Appearance and Personality:

Attitude, beliefs, likes, dislikes, catchphrases