Ekaym Smallcask

Illuvin's page

97 posts. Alias of natloz.


Full Name

Illuvin Rothello

Race

HP:56/56 AC:16 Perc:+8 Init:+5 SAVES: Str-1, Dex +7, Con +2 Int +2 Wis +2 Cha +8

Classes/Levels

VHuman Bard (7)

Alignment

Chaotic Good

Strength 8
Dexterity 18
Constitution 14
Intelligence 14
Wisdom 14
Charisma 20

About Illuvin

Illuvin Rothello C/G Varient human Bard(7)
Init +5; Senses Perception:+8

Trackable:
HP: 56/56
Spells:1st:4/4
2nd:3/3
3rd:2/3
4th:1/1
Bardic inspiration: 5/5
inspiration: 0/1

Hd:7/7
==DEFENSE==
AC 16 (12+ 4Dex)
hp 56 (7d8+14)
Str -1, Dex +7, Con +2, Int +2, Wis +2, Cha +8

Cutting words: As a reaction, roll an inspiration die to reduce a creature attack or damage roll or ability check

==OFFENSE==
Spd 30 ft
Melee Rapier +7 (1d8+4)
dagger +7 (1d4+4)
Ranged

Spells: Vicious Mockery

==STATISTICS==
Str 8, Dex 18 (17+1), Con 14 , Int 14, Wis 14, Cha 20 (17+1+2)
Proficiency +3

Skills:

Athletics 0

Acrobatics +7
Sleight of Hand +7
Stealth +10

Arcana +5
History +3
Investigation +5
Nature +3
Religion +3

Animal Handling +3
Insight +3
Medicine +3
Perception +8
Survival +3

Deception +8
Intimidation +6
Performance +8
Persuasion +8

Spells:
Caster lvl:7 DC: 16 Spell Attack:+8 Spells known (10 bard +2 any)
Cantrips: Prestidigitation, Vicious Mockery, Message
1st: Dissonant Whispers, Healing Word, charm person, heroism, Fairy fire
2nd: Hold Person, suggestion, find Steed
3rd: Hypnotic Pattern, Tongues, Hunger of Hadar
4th: Compulsion

Ritual Spell Book: find familiar, detect magic, Comprehend Languages, Identify, Tenser's Floating Disk, Unseen Servant, Water Breathing, Leomund's Tiny Hut

Features:
Urban Bounty Feature:
• You have contacts in most cities that can provide you with information
• Inspire an ally within 60 feet, giving them a bonus 1d8 on one ability check, attack roll, or save (5 times per rest)
• Ritual Caster (feat): You can cast spells as rituals (find familiar, detect magic, Comprehend Languages, Identify, Tenser's Floating Disk, Unseen Servant, Water Breathing, Leomund's Tiny Hut)
•Jack of All Trades: Add half proficiency to any skill I'm not already proficient in
•Song of Rest: during a short rest, any creature that used hit dice to regain hp gets an extra 1d6 back
• Double proficiency with chosen skills (Perception,Stealth)
• Bard Archetype: Lore
• You are proficient in three additional skills
• You can spend a use of Bardic Inspiration as a reaction to give a creature within 60 feet a penalty on an attack roll, damage roll, or ability check
•Use musical notes or words of power to disrupt mind effecting effects. as an action, I can start a performance that lasts until the end of my turn. During that time, I and any friendly creatures within 30 ft of me have advantage on saving throws vs being frightened or charmed. a creature must be able to hear me to gain the benefit.

Proficiences:

Armor: Light
Weapon: Simple Weapons, Hand Crossbows, Longswords, Rapiers, Shortswords
Tools:Thieves' tools, playing cards, lute, pan flute, cittern
Saves: Dex, Cha
Skills: Acrobatics, Sleight of Hand, Stealth, Arcana, Investigation, Perception, Deception, Performance, Persuasion

Languages Common, Elvish

Equipment:
Pearl of power []
Studded leather armor
rapier
dagger

disguise kit
lute
Pan Flute
Thieves tools
Playing Card set

backpack
bedroll
2 costumes
5 candles
5 days of rations
waterskin
set of fine clothes
Belt pouch
50ft silk rope

Opal of the Ild Rune:
This triangular fire opal measures about three inches on each side and is half an inch thick. The ild (fire) rune shimmers within its core, causing it to be slightly warm to the touch. The opal has the following properties, which work only while it’s on your person.

Ignite. As an action, you can ignite an object within 10 feet of you. The object must be flammable, and the fire starts in a circle no larger than 1 foot in diameter.

Fire’s Friend. You have resistance to cold damage.

Fire Tamer. As an action, you can extinguish any open flame within 10 feet of you. You choose how much fire to extinguish in that radius.

Gift of Flame. You can transfer the opal’s magic to a nonmagical item — a weapon or a suit of armor — by tracing the ild rune there with your finger. The transfer takes 8 hours of work that requires the two items to be within 5 feet of each other. At the end, the opal is destroyed, and the rune appears in red on the chosen item, which gains a benefit based on its form:

Weapon. The weapon is now an uncommon magic weapon. It deals an extra 1d6 fire damage to any target it hits.

Armor. The armor is now a rare magic item that requires attunement. You have resistance to cold damage while wearing the armor.


Coins: 2 gp

Weasel Familiar Stats:
Herm
Traits
Keen Hearing and Smell: The weasel has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Speed
30 ft.

Attributes
Size
Tiny

AC 13
STR DEX CON INT WIS CHA
3 16 8 2 12 3

Passive Perception 13

Skills
Perception +3, Stealth +5

Type
Beast

warhorse stats:
Seeb
Large beast, unaligned
Armor Class 11
Hit Points 19 (3d10 + 3)
Speed 60 ft.
STR 18 (+4)
DEX 12 (+1)
CON 13 (+1)
INT 2 (-4)
WIS 12 (+1)
CHA 7 (-2)
Senses passive Perception 11
Languages —
Challenge 1/2 (100 XP)
Trampling Charge. If the horse moves at least 20 feet straight
toward a creature right before hitting it with a hooves attack,
the target must succeed on a DC 14 Strength saving throw or
be knocked prone. If the target is prone, the horse can take a
bonus action to make another attack with its hooves against
the target.
Melee- Hooves: +4 to hit, reach 5 ft. one target.
Hit: 11 (2d6 + 4) bludgeoning damage.

Background:

Having always been a charismatic kid, the life of the performer came easy to Illuvin. Though he was making an ok living he felt the need for more. Making his way to Waterdeep, he enrolled in a school that taught people like him how to weave magic into their performance. He had a rough time there as he was used to being the center of attention but now he was in a school full of people like himself. Weathering his personal storm he emerged a full fledged bard.

He had gotten a taste of the high society through his studies and wished to return but was shunned from all the the nice events. Seeking to ingraine himself in the right circles he started talking on tasks for the lesser nobles fetching items and, on the rare occasion, people that his employer wanted. Usually the people he found owed the noble money or a favor that they were reluctant to pay back. His work earned him a reputation among powerful people that he could find anyone. Before long they had him tracking down thieves and burglers that took things from different estates. His last job in Waterdeep had him working for a particularly powerful and nefarious noble. Upon cornering his quarry he found out that the man was working to end a slavery ring the noble had been bankrolling. Caught between his sense of duty and his morality, Illuvin let the burglar go. Once the noble found out he was furious and sent assassins to 'punish' Illuvin for his failure. Having no other choice he skipped town to try his fortunes on the road once more.

No more than a month goes by before he is contacted by someone that knows about him letting his last target go and asks if he wants to do more good works. Come to find out, the man he let go was a member of the Harpers and had suggested they seek out Illuvin for membership. After proving his worth he is sent to find out what he could about a growing problem with the giants.