Race |
| HP 14/14 | AC 14 |Init: +3 | Perc: +3 |
Classes/Levels |
| Speed 30ft | Bardic Inspo: 2/3 | Song of Rest: 1/1 | Spells: 1st 3/3 | Active conditions: None |
Gender |
male LN human hermit bard 2 |
About Malthus Beardson
Malthus
Male human bard 2
NONE Medium humanoid (human)
Init +3; Senses Perception +1
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DEFENSE
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AC 14 (10 Base, +3 Dex, +1 Armor)
HP 10
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OFFENSE
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Speed Walk 30 ft.
Melee dagger +5 (1d4+3 , critical ; )
Melee rapier +5 (1d8+3 , critical ; )
Ranged dagger (thrown) +5 (1d4+3, critical ; )
Bard Cantrip Spell-Like Abilities light (DC 13,at will)vicious mockery (DC 13,at will)
Bard Spells Known (CL 1st; concentration )
0th(at-will)-vicious mockery(DC 13), light(DC 13)
1st(2/day)-cure wounds(DC ), faerie fire(DC ), tasha's hideous laughter(DC 13), unseen servant(DC )
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STATISTICS
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Str 10, Dex 16, Con 15, Int 10, Wis 13, Cha 16,
Base Atk +0; Grp-8
Feats
Skills Acrobatics +3, Animal Handling +1, Deception +3, Insight +1, Intimidation +3, Investigation +2, Medicine +3, Perception +3, Persuasion +5, Religion +2, SoH +3, Stealth +3, Survival +1
Languages Common, Deep Speech, Elvish
SQ spellcaster spell slots, ability score increase, languages, feature: discovery, hermit bond ~ 3, hermit flaw ~ 2, hermit ideal ~ 2, hermit life of seclusion ~ 5, hermit personality trait ~ 5, hermit personality trait ~ 8, hermit, spellcasting, cantrips, bardic inspiration,
Combat Gear
Other Gear case, map or scroll, case, map or scroll (2), chest, clothes, common, clothes, fine, coin (gold) (5), dagger, herbalism kit, ink (1 ounce bottle), ink pen, lamp, leather, lute, notes, oil (flask) (2), paper (one sheet) (5), perfume (vial), rapier, sealing wax, soap, winter blanket, 140.0 gp
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SPECIAL ABILITIES
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Bardic Inspiration (d6) 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 3. You regain any expended uses when you finish a long rest.
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 by spending Hit Dice 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 1d10 at 13th level, and to 1d12 at 17th level.
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BACKGROUND
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Hermit
Feature: Discovery
The quiet seclusion of your extended hermitage gave you access to a unique and powerful discovery. The exact nature of this revelation depends on the nature of your seclusion. It might be a great truth about the cosmos, the deities, the powerful beings of the outer planes, or the forces of nature. It could be a site that no one else has ever seen. You might have uncovered a fact that has long been forgotten, or unearthed some relic of the past that could rewrite history. It might be information that would be damaging to the people who or consigned you to exile, and hence the reason for your return to society. Work with your DM to determine the details of your discovery and its impact on the campaign.
Bond
I'm still seeking the enlightenment I pursued in my seclusion, and it still eludes me.
Flaw
I harbor dark, bloodthirsty thoughts that my isolation and meditation failed to quell.
Ideal
Logic. Emotions must not cloud our sense of what is right and true, or our logical thinking. (Lawful)
Hermit Life of Seclusion
I needed a quiet place to work on my art, literature, music, or manifesto.
Personality Traits
I'm oblivious to etiquette and social expectations.
I am working on a grand philosophical theory and love sharing my ideas.
a) What makes your character stand out in the crowd?
Sweat, unkempt hair, dirty clothes, referring to every woman as "my lady," looking intimidated when in the same vicinity as more brawny men.
b) What event led you to wanting to become an adventurer?
Malthus had spent his youth, his adolescence, and even a large portion of his adulthood locked up in his parents basement. Not locked up, but perhaps there of his own accord, refusing to leave for any reason. Allergic to the outdoors. Agoraphobic, even. He'd rather perfect the perfect song on his flute or drum, holed up for hours at a time, only pausing to eat. Malthus grew large as a result, the slovenly bard spending very little time moving about or adventuring.
But something haunted Malthus from within, and his inner pain only grew as time went on. His haunt affected his concentration when playing, and he became depressed. One evening, he'd sworn he'd had a dream in which a fair maiden awaited him in a cavern, a dungeon - or tavern? - somewhere. Such a dream set Malthus up with a yearning he'd never known he'd even had. And so Malthus dragged himself outside and set off with his instruments and poetry book in tow, hoping to find a way to quell his pain.
c) What secret do you protect or hold?
Malthus has the Haunted One background, and isn't exactly open about his feelings.