Rogue

Pik's page

413 posts. Alias of aptinuviel.


Gender

Saves:
Strength +0, Dexterity: +6, Constitution+4, Intelligence +2, Wisdom +2, Charisma +7
HP 60/60 | AC 16 | Init +5 | Passive Perception: 18 darkvision | Inspiration: N

About Pik

Pik
Half-elf Bard 6
Alignment: Neutral Good
Senses: Perception +8, Darkvision

USABLE:
Bardic Inspiration: 5/5
1st-Level Spells: 4/4
2nd-Level Spells: 3/3
3rd-Level Spells: 1/3
Resting Hit Dice: 5/6

DEFENSE
AC: 16
hp: 60
Saving Throws: Strength +0, Dexterity: +6, Constitution+4, Intelligence +2, Wisdom +2, Charisma +7
Fey Ancestry: You have advantage on saving throws against being charmed, and magic can’t put you to sleep.

OFFENSE
Melee: Rapier +7 (1d8+4, piercing), Dagger +7 (1d4+4, piercing)
Ranged: Dagger +7 (1d4+4, piercing, range 20/60)
Spell Save DC: 16
Spell attack modifier: +8

STATISTICS
Strength: 10, Dexterity: 18, Constitution: 18, Intelligence: 14, Wisdom: 14, Charisma: 20

Proficiency Bonus: +3
Proficiencies: Light armor; simple weapons, hand crossbows, longswords, rapiers, shortswords
Saves: Dexterity, Charisma
Tools: Lute, Flute, Drum, Disguise Kit, Thieves' Tools
Proficient Skills: Acrobatics +7, Arcana +5, Deception +8, Insight +5, Investigation +5, Perception +8, Persuasion +11, Religion +5, Sleight of Hand +7, Stealth +7
Other Skills: Animal Handling +3, Athletics +1, History +3, Intimidate +6, Medicine +3, Nature +3, Performance +6, Survival +3
Languages: Common, Elven, Varisian

CLASS ABILITIES
Spellcasting: Cantrips, Ritual Casting
Spellcasting Focus: You can use a musical instrument as a spellcasting focus for your bard spells.
Bardic Inspiration [d8]: 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 your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest. Your Bardic Inspiration die changes when you reach certain levels in this class. The die becomes a d8 at 5th level, a d10 at 10th level, and a dl2 at 15th level.
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 (d6): 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: (Perception, Persuasion) 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.
Font of Inspiration: Beginning when you reach 5th level, you regain all of your expended uses of Bardic Inspiration when you finish a short or long rest.
Countercharm: At 6th level, you gain the ability to use musical notes or words of power to disrupt mind-influencing effects. As an action, you can start a performance that lasts until the end of your next turn. During that time, you and any friendly creatures within 30 feet of you have advantage on saving throws against being frightened or charmed. A creature must be able to hear you to gain this benefit. The performance ends early if you are incapacitated or silenced or if you voluntarily end it (no action required).
Additional Magical Secrets: At 6th level, you learn two spells of your choice from any class. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip. The chosen spells count as bard spells for you but don’t count against the number of bard spells you know. Counterspell, Fireball

COLLEGE OF LORE
Bonus Proficiencies: Insight, Investigation, Religion
Cutting Words: Also at 3rd level, you learn how to use your wit to distract, confuse, and otherwise sap the confidence and competence of others. When a creature that you can see within 60 feet of you makes an attack roll, an ability check, or a damage roll, you can use your reaction to expend one of your uses of Bardic Inspiration, rolling a Bardic Inspiration die and subtracting the number rolled from the creature’s roll. You can choose to use this feature after the creature makes its roll, but before the DM determines whether the attack roll or ability check succeeds or fails, or before the creature deals its damage. The creature is immune if it can’t hear you or if it’s immune to being charmed.

SPELLCASTING
Cantrips: Vicious Mockery, Minor Illusion, Prestidigitation
Level One Spells: Bane, Disguise Self, Dissonant Whispers, Faerie Fire, Sleep
Level Two Spells: Heat Metal, Invisibility
Level Three Spells: Dispel Magic, Plant Growth

Spell Slots: You regain all expended spell slots when you finish a long rest.
1st: 4
2nd: 3
3rd: 3

EQUIPMENT
Coins
Gold: 766

Weapons:
Rapier (1d8 piercing, 2lbs, Finesse)
Dagger (1d4 piercing, 1lb, Finesse, light, thrown [range 20/60])
Shortbow (1d6 piercing, 2lbs, Ammunition, two-handed, [range 80/320])

Armor:
Studded Leather Armor (Light Armor, AC 12+Dex mod, 10lbs)

Equipment: Arrows [20], thieves' tools, backpack, bedroll, costumes [2], candles [5], rations [5 days], waterskin, disguise kit, lute, small knife, a map of Korvosa, a pet mouse, common clothes, and an old key.

Magical Items: 3 Potions of Healing [2d4+2 hp], Scroll of Invisibility

Spell Descriptions:

Cantrips
Vicious Mockery (Enchantment) [Time: 1 Action, Range: 60 feet, Components: V, Duration: Instantaneous]: You unleash a string of insults laced with subtle enchantments at a creature you can see within range. If the target can hear you (though it need not understand you), it must succeed on a Wisdom saving throw or take 1d4 psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn.
Minor Illusion (Illusion) [Time: 1 Action, Range: 30 feet, Components: S, M (a bit of fleece), Duration: 1 minute]: You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again. If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else’s voice, a lion’s roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends. If you create an image of an object—such as a chair, muddy footprints, or a small chest—it must be no larger than a 5-foot cube. The image can’t create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it. If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.
Prestidigitation (Transmutation) [Time: 1 Action, Range: 10 feet, Components: V,S, Duration: Up to 1 hour]: This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range:
• You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.
• You instantaneously light or snuff out a candle, a torch, or a small campfire.
• You instantaneously clean or soil an object no larger than 1 cubic foot.
• You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.
• You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.
• You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.
If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.

1st Level
Bane (Enchantment) [Time: 1 Action, Range: 30 feet, Components: V, S, M (a drop of blood), Duration: Concentration (up to one minute)]: Up to three creatures of your choice that you can see within range must make Charisma saving throws. Whenever a target that fails this saving throw makes an attack roll or a saving throw before the spell ends, the target must roll a d4 and subtract the number rolled from the attack roll or saving throw. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.
Disguise Self (Illusion) [Time: 1 Action, Range: Self, Components: V, S, Duration: 1 hour]: You make yourself—including your clothing, armor, weapons, and other belongings on your person—look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can’t change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you. The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair. To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your spell save DC.
Dissonant Whispers (Enchantment) [Time: 1 Action, Range: 60 feet, Components: V, Duration: Instantaneous]: You whisper a discordant melody that only one creature of your choice within range can hear, wracking it with terrible pain. The target must make a Wisdom saving throw. On a failed save, it takes 3d6 psychic damage and must immediately use its reaction, if available, to move as far as its speed allows away from you. The creature doesn’t move into obviously dangerous ground, such as a fire or a pit. On a successful save, the target takes half as much damage and doesn’t have to move away. A deafened creature automatically succeeds on the save. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Faerie Fire (Evocation) [Time: 1 Action, Range: 60 feet, Components: V, Duration: Concentration, up to 1 minute]: Each object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice). Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius. Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can’t benefit from being invisible.
Sleep (Enchantment) [Time: 1 Action, Range: 90 feet, Components: V, S, M (a pinch of fine sand, rose petals, or a cricket), Duration: 1 minute]: This spell sends creatures into a magical slumber. Roll 5d8; the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures).
Starting with the creature that has the lowest current hit points, each creature affected by this spell falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature’s hit points from the total before moving on to the creature with the next lowest hit points. A creature’s hit points must be equal to or less than the remaining total for that creature to be affected. Undead and creatures immune to being charmed aren’t affected by this spell. When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d8 for each slot level above 1st.

2nd level
Heat Metal (Transmutation) [Time: 1 Action, Range: 60 feet, Components: V, S, M (a piece of iron and a flame), Duration: Concentration, up to 1 minute]: Choose a manufactured metal object, such as a metal weapon or a suit of heavy or medium metal armor, that you can see within range. You cause the object to glow red-hot. Any creature in physical contact with the object takes 2d8 fire damage when you cast the spell. Until the spell ends, you can use a bonus action on each of your subsequent turns to cause this damage again. If a creature is holding or wearing the object and takes the damage from it, the creature must succeed on a Constitution saving throw or drop the object if it can. If it doesn’t drop the object, it has disadvantage on attack rolls and ability checks until the start of your next turn.
Invisibility (Illusion) [Time: 1 Action, Range: Touch, Components: V, S, M (an eyelash encased in gum arabic), Duration: Concentration, up to 1 hour]: A creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target’s person. The spell ends for a target that attacks or casts a spell. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.

3rd Level
Dispel Magic (Abjuration) [Time: 1 Action, Range: 120 feet, Components: V, S, Duration: Instantaneous]: Choose one creature, object, or magical effect within range. Any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target, make an ability check using your spellcasting ability. The DC equals 10 + the spell’s level. On a successful check, the spell ends. When you cast this spell using a spell slot of 4th level or higher, you automatically end the effects of a spell on the target if the spell’s level is equal to or less than the level of the spell slot you used.
Fireball (Evocation) [Time: 1 Action, Range: 150 feet, Components: V, S, M (a tiny ball of bat guano and sulfur), Duration: Instantaneous]: A bright streak flashes from your pointing finger to a point you choose within range and then blossoms with a low roar into an explosion of flame. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one. The fire spreads around corners. It ignites flammable objects in the area that aren't being worn or carried. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.
Plant Growth (Transmutation) [Time: 1 action or 8 hours, Range: 150 feet, Components: V, S, Duration: Instantaneous]: This spell channels vitality into plants within a specific area. There are two possible uses for the spell, granting either immediate or long-term benefits. If you cast this spell using 1 action, choose a point within range. All normal plants in a 100-foot radius centered on that point become thick and overgrown. A creature moving through the area must spend 4 feet of movement for every 1 foot it moves. You can exclude one or more areas of any size within the spell’s area from being affected. If you cast this spell over 8 hours, you enrich the land. All plants in a half-mile radius centered on a point within range become enriched for 1 year. The plants yield twice the normal amount of food when harvested.
Counterspell: (Abjuration) [Time: 1 reaction, which you take when you see a creature within 60 feet of you casting a spell, Range: 60 feet, Components: S, Duration: Instantaneous]: You attempt to interrupt a creature in the process of casting a spell. If the creature is casting a spell of 3rd level or lower, its spell fails and has no effect. If it is casting a spell of 4th level or higher, make an ability check using your spellcasting ability. The DC equals 10 + the spell’s level. On a success, the creature’s spell fails and has no effect. When you cast this spell using a spell slot of 4th level or higher, the interrupted spell has no effect if its level is less than or equal to the level of the spell slot you used.

Racial Traits:

Half-Elf
Ability Score Increase: Your Charisma score increases by 2, and two other ability scores of your choice increase by 1.
Size: Medium
Speed: Your base walking speed is 30 feet.
Darkvision: Thanks to your elf blood, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
Fey Ancestry: You have advantage on saving throws against being charmed, and magic can’t put you to sleep.
Skill Versatility: You gain proficiency in two skills of your choice.
Languages: You can speak, read, and write Common, Elvish, and one extra language of your choice.

Background:

Urchin
Skill Proficiencies: Sleight of Hand, Stealth
Tool Proficiencies: Disguise kit, thieves' tools

Feature: You know the secret patterns and flow to cities and can find passages through the urban sprawl that others would miss. When you are not in combat, you (and companions you lead) can travel between any two locations in the city twice as fast as your speed would normally allow.

Personality Trait: I sleep with my back to a wall or tree, with everything I own wrapped in a bundle in my arms.
Ideal: Respect. All people, rich or poor, deserve respect.
Bond: I owe a debt I can never repay to the person who took pity on me.
Flaw: I will never fully trust anyone other than myself.

Growing up on the streets of Kovosa was rough for a young half-elven child. His father, an immigrant from Kyonin, came to Korvosa trying to make a new life for himself. He settled down and married a local girl, but because he lacked any local ties to the Mierani elves he was seen as an outsider and had trouble finding honest work. Falling in with the wrong crowd, Pik's father was well known as a gambler and a drunkard. One night he simply didn't return home. Whether due to being caught up and killed in some criminal activity, or just uninterested in the burden of family, there was no sign of Pik's father. His poor mother, overburdened with having to care for so many children, often left Pik to his own devices. Eventually, disease took both his older sister and brother and one of his younger brothers died in jail, after being convicted of petty crimes. Still some of the family suvives and makes their lonely lives in the poorest quarter of Korvosa.

The Shingles is a dangerous place for a child, but unlike some of his brothers, Pik avoided becoming a criminal (mostly) and scraped for what he needed. As he grew older it became harder and harder to survive without committing some petty crimes but Pik did was he could to pick up odd jobs. As a young man he decided he needed to get out of Korvosa and travel the world. He's been lucky, and been picked up in a few caravans for a time. And he's been unlucky, and run into a bandit or two. All in all, he's managed to pick up a trick here and there. He's currently found himself in Riddleport, a hive of scum and not a little bit of villany. But he's heard that there's honest work to be had. A small village north of here needs help and Pik is of a mind to lend a hand along with a few other like-minded folk.

Description:
Pik is handsome man in his mid-thirties. His hair is black and roguishly unkempt. He's obviously accustomed to traveling given his tanned skin and well worn clothes. He wears an old twisted black iron key on a cord around his neck. The rapier at his side is old but serviceable. In fact, the lute strapped to his backpack is the only thing remotely new looking, and even that looks like it's seen better days. His slightly pointed ears and sharp features, along with the amber eyes of his father, make his elven heritage apparent.