Royster McCleagh

Olden Martis's page

67 posts. Alias of PirateDevon.


Race

HP: 33/50 | AC: 15 [17]| HD: 8/8 | Init: +3 | Saves: Str (+2), Dex (+3), Con (+2), Int* (+3), Wis (+2), Cha* (+3) | Spell Slots: 1st: 4/4, 2nd: 3/3, | Spell Save DC: 11 [14]

Age

32

Alignment

CG

Deity

Olidammara

Languages

Common, Elven, Draconic,

Occupation

Singer of Songs, Teller of Tales, Doer of Deeds™

About Olden Martis


Chaotic Good Human Bard; Male
Size - Medium
HP 50 AC 15 [17] (Studded Leather, +2 dex) [Shield]
Speed: 30ft Init: +3
Longbow, +6, 1d8+3 (piercing)
Rapier, +6, 1d8+3 (piercing)(finesse)
STR 14 (+2)
DEX 16 (+3)
CON 15 (+2)
INT 16 (+3)
WIS 15 (+2)
CHA 16 (+3)

Saving Throws: Intelligence, Charisma

Skills: History (Intelligence), Perception (Wisdom), Performance (Charisma), Persuasion (Charisma), Search (Intellience), Stealth (Dexterity),
Languages: Common,Elvish, Draconic
Proficiencies:
Armor: [Light] [Medium]
Weapons: [Simple] [Martial]
Tools: Disguise Kit, Musical Instrument [Tin Whistle], Musical Instrument [Lute], Musical Instrument [Fiddle], Musical Instrument [Piano]

Proficiency Bonus: +3

Background: Minstrel
Trait – Noted Performer

Racial Abilities:
+1 All Stats

Class Features:
Expertise [MI: Lute] [Persuasion] [Performance] [Stealth]
Bardic Performance [Call to Battle] [Song of Rest] [Inspire Competence] [Counter-Charm]
Bardic Knowledge
Jack of All Trades
Extra Attack
War College Training

Feats:
Lucky [3 Luck Points per day used to manipulate and select preferred rolls.]

Spells:
0 - Prestidigitation, Read Magic
1 - Detect Magic [Ritual], Healing Word, Thunderwave
2 - Invisibility, Suggestion

Spell Slots:
0 - ∞
1 - 4
2 - 3
Equipment:
Studded Leather
Shield
Rapier

Bag of Holding:

Adventurer's Kit
Silvered Arrows (20)
Ball Bearings (100)
Climber's Kit
Disguise Kit
Common Clothes
Fine Clothes
Gaming Set
Grappling Hook
Hammer
Sledge Hammer
Crowbar
Manacles
Steel Mirror
Lute
Fiddle
Tin Whistle
Piton (5)
Potion of Healing (5)
Shovel
Iron Spike (10)
Tent
Thieve's Tools
Bolas
Longbow
Arrows (20)
[Wealth]

Horse [Largent]

Encumbrance:
40 of 140lbs

Wealth:
4 gems worth 50gp
31gp-8sp-3cp

Magic Stuff:

Wand of Enemy Detection
This pale wand is carved from aspen wood, capped on one end with a lens-­‐shaped crystal. When the wand is held, the crystal glows faintly. Olden's particular wand appears to be of Dwarven make, crafted with Song Craft. Its fine harmonics and obvious symbols of power make it highly coveted.

Property: The wand has 7 charges. If you are holding the wand when you roll initiative, you can expend 1 charge (no action required) to roll a d8 and add the number rolled to your initiative. While you hold the wand, you can use an action to expend 2 charges from the wand. If any enemies are within 60 feet of you, one end of the wand rapidly pulses with red light, and the wand tugs your hand in the direction of the nearest hostile creature within range. The wand detects an enemy even if it is invisible, hidden, or disguised. The wand’s detection can penetrate barriers, but it is blocked by 1 foot of stone, 1 inch of metal, a thin sheet of lead, or 3 feet of wood or dirt.

If you expend the wand’s last charge, roll a d20. On a 1, the wand blackens and crumbles to dust, forever destroyed. The wand regains 1d6 + 1 expended charges each day at dawn.

Potion of Healing
This liquid is a faintly phosphorescent blue. Sampling the potion produces a brief sense of well-­‐being. A creature that drinks this potion feels the pain of its wounds lessen.

Property [Consumable]: As an action, you drink the potion and regain 2d4 + 2 hit points.

Bag of Holding
This appears to be an ordinary cloth sack, roughly 2 feet in diameter at the mouth and 4 feet deep. Opening the sack reveals an interior space considerably larger than its outside dimensions. Olden's bag appears to be of ancient human origins, displaying an astounding resilience to temperature even compared to others like it. Notable is that when Olden' opens his particular bag the sound of rushing wind can be heard by those who stand close by.

Property: This bag can hold up to 500 pounds of weight, not exceeding a volume of 70 cubic feet. The bag always weighs 15 pounds, despite the weight of any contents. Placing an object in the bag does not require an action, but retrieving an item from the bag does. The bag has a few limitations. If the bag is overloaded, or if a sharp object pierces it or tears it, the bag ruptures and is destroyed. If the bag is destroyed, its contents are lost forever, although an artifact always turns up again somewhere in the world. If the bag is turned inside out, its contents spill forth, unharmed, but the bag must be put right before it can be used again. If a breathing creature is placed within the bag, the creature can survive for up to 10 minutes, after which time it begins to suffocate.

Secret: Placing a bag of holding inside a portable hole opens a momentary gate to the Astral Plane. Any creatures within a 10-­‐foot radius are drawn to the Astral Plane, the rift closes, and the portable hole and bag of holding are destroyed. If a portable hole is placed into a bag of holding, a similar rift appears, but it leads to a random plane of existence.

Next Mechanics:

Lucky
You have inexplicable luck that seems to kick in at just the right moment. You have 3 luck points. Whenever you make an attack roll, an ability check, or a saving throw, you can spend one luck point to roll an additional d20. You choose which of the d20s is used for the attack roll, ability check, or saving throw.

You can also spend one luck point when an attack roll is made against you. Roll a d20, and you choose whether the attack uses the attacker’s roll or yours.

If more than one creature spends a luck point to influence the outcome of a roll, the points cancel each other out; no additional dice are rolled.

You regain your expended luck points when you complete a long rest.

Minstrel
You wander the land performing music, telling tales, and entertaining audiences with your talents. Rarely does a community not welcome you in, as you bring news of distant lands to the common folk.

Trait – Noted Performer
You can always find a place to perform, usually in an inn or tavern. At such a place, you receive free lodging and food (within reason) as long as you perform each night. In addition, your performance makes you something of a local figure. When strangers recognize you in a town where you have performed, they typically take a liking to you.

Bardic Knowledge:
You learn a little bit about everything. Your knowledge ranges from the obscure but useful to the likely false, but the bits and pieces of tales you have acquired serve you well. When you make an Intelligence check, treat a d20 roll of 9 or lower as a 10 if the check involves any of the following skills: Arcana, History, Nature, or Religion.

Bardic Performance:
You are a master at magically manipulating others through oration, music, and other special performances. You start out knowing two such performances: Call to Battle and Inspire Competence. To use one of these magical performances, you must speak or play an instrument as an action.
Maintaining the performance requires concentration, as some spells do (see the rules for magic). You can switch to a different performance by taking another action. The whole effect, whether it is composed of one performance or several, can last no longer than 10 minutes, and it ends early if you are silenced.
You can’t use this feature again until you rest for at least 10 minutes.

A creature can be affected by only one of these performances at a time. If two or more bards try to affect the same creature with such performances, the creature is affected by neither.

Call to Battle:
While you perform Call to Battle, friendly creatures, including you, are inspired to fight with greater zeal while within 25 feet of you. An affected creature can roll an extra d4 when rolling damage for melee and ranged attacks. This extra damage die increases in size when your bard level reaches 6 (1d6), 9 (1d8), 13 (1d10), and 17 (1d12).

Inspire Competence:
Your performance of Inspire Competence fills friendly creatures with confidence while they are within 25 feet of you. When you start this performance, choose one of the six abilities. An affected creature can add your proficiency bonus to any check it makes with the chosen ability. You can use your action to change the chosen ability.

Expertise:
At 3rd level, choose any mix of four of your skill and tool proficiencies. You gain a +5 bonus to any ability check you make that involves the chosen proficiencies.

Countercharm: At 7th level, you learn Countercharm, a new use for your Bardic Performance. While you perform it, you and friendly creatures within 25 feet of you are protected from being maliciously influenced. An affected creature has advantage on saving throws against being charmed or frightened.

College of Valor Features

Bonus Proficiencies
You gain proficiency with medium armor and martial weapons.

War College Training
Once on each of your turns, you can use the help action as part of the attack action, aiding in an attack against the target of yours.

Song of Rest
Once you reach 6th level, you can use a musical instrument or bolstering words to revitalize your wounded allies during a short rest. If you or any friendly creature who can hear your performance regains any hit points during the short rest, that creature regains 1d6 extra hit points at the end of the rest. The extra hit points increase when you reach level 9 (1d8), 13 (1d10), and 17 (1d12) in this class.

About Olden:

Appearance]