![]()
About Tharivol Galanodel d'PhiarlanAge 101 Height 5-ft, 6-in Weight 102 lb.
APPEARANCE: Tharivol Galanodel d'Phiarlan looks elegant wherever he goes, well representing his Elven Dragonmarked House of Phiarlan, even laying low in the guise of Gilavar Throndel. His traveling clothes are fashionable and are magically clean and bright. His dark hair is magically clean and styled. His brilliant blue eyes and white-teeth of his easy smile always sparkle. He wears a rapier and dagger on his belt. Over his shoulders, he carries a backpack, longbow, quiver, and a lute-shaped leather case.
PERSONALITY: Personality Traits
1. Flattery is my preferred trick for getting what I want. 2. I pocket anything I see that might have some value. Ideal = Aspiration. I’m determined to make something of myself. Bond Somewhere out there, I have a child who doesn’t know me. I’m making the world better for him or her. Flaw I'm always in debt. I spend my gains on decadent luxuries faster than I bring them in.
BACKGROUND:
Tharivol Galanodel d'Phiarlan was born a bit over a hundred years ago into the Dragonmarked House of Phiarlan. He grew up in Sharn with a classic education learning how to play the lute, lyre and viol. In typical fashion, he sowed his noble oats with a servant and produced a by-blow who the House relocated and compensated. Since then, he meticulously practices preventing that from ever happening again.
He does not have a healthy relationship with his older brother, Areyndee Galanodel d'Phiarlan, who he envies his success and celebrity. Twenty-five years ago, when his brother debuted his opera singing career, Tharivol realized how much information the servants had on their rich and noble employers. So, while his brother and competitor chose to network with the well-heeled world of aristocrats, Tharivol chose to gather information from commoners. During the Last War, Tharivol excelled at forging documents for his House and the customers of his House. He occasionally ran errands for the House by collecting from or making dead-drop information exchanges. Also, during this time, he leaked information to his female gnome, drinking buddy, Dalia Dorian Korran, who used it to write her breakthrough article and become a reporter for the Korranberg Chronicle. Currently, Tharivol is a local celebrity entertainer. He maintains a suite at a luxury hotel and performs there and several other venues. In his suite, he hides a go-bag, which is a stylish piece of luggage. Inside his forgery kit, he keeps a set of fake identification documents with his portrait that he made and used during the Last War for Gilavar Throndel. Tharivol is a known playboy and information broker of the neighborhood. One of his regular customers is Kavill, a male shifter Watch investigator. Personality:
Background:
Allies, Contacts, and Rivals:
Race Elf, Dragonmarked of Shadows
Initiative +3 Senses Passive Perception 14, Darkvision 60 ft ==DEFENSE==
==OFFENSE==
==STATISTICS==
==PROFICIENCIES ==
==SKILLS==
Languages Common and Elvish DISGUISE KIT
FORGERY KIT
MUSICAL INSTRUMENTS
==ABILITIES ==
Trance: Elves meditate deeply, remaining semiconscious, for 4 hours a day in place of sleeping. You gain the same benefit that a human does from 8 hours of sleep. Cunning Intuition : When you make a Performance or Stealth check, you can roll one Intuition die, a d4, and add the number rolled to the ability check. Shape Shadows: You know the Minor Illusion cantrip. Starting at 3rd level, you can cast the Invisibility spell once with this trait, and you regain the ability to cast it when you finish a long rest. Charisma is your spellcasting ability for this trait. Bardic Inspiration: 3/short rest 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 d 10 at 10th level, and a d l2 at 15th level. Also at 3rd level, you learn to inspire others in battle. A creature that has a Bardic Inspiration die from you can roll that die and add the number rolled to a weapon damage roll it just made. Alternatively, when an attack roll is made against the creature, it can use its reaction to roll the Bardic Inspiration die and add the number rolled to its AC against that attack, after seeing the roll but before knowing whether it hits or misses. Beginning when you reach 5th level, you regain all of your expended uses of Bardic Inspiration when you finish a short or long rest. 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: 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 At 3rd level, choose two of your skill proficiencies (Deception, Persuasion). Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies. At 10th level, you can choose another two skill proficiencies to gain this benefit. War Caster You have practiced casting spells in the midst of combat, learning techniques that grant you the following benefits:
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). Extra Attack Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Feature = False Identity You have created a second identity that includes documentation, established acquaintances, and disguises that allow you to assume that persona. Additionally, you can forge documents including official papers and personal letters, as long as you have seen an example of the kind of document or the handwriting you are trying to copy. ==SPELL CASTING ==
Spells Spells Known = 9 Clairvoyance (VSM), Cure Wounds (aVS), Dissonant Whispers (aV), Faerie Fire (aVc), Sleep (aVSM – bit of sand), Heat Metal (aVSM – bit of metal), See Invisibility (aVSM – bit of talc), Tongues (aVM – bit of clay), Speak with Dead (aVSM - burning incense) Cantrips = 3+1 Friends (aSM – bit of makeup), Minor Illusion (aSM – bit of fleece), Prestidigitation (aVS), Vicious Mockery (aV) Ritual Casting: You can cast any bard spell you know as a ritual if that spell has the ritual tag. Spellcasting Focus: You can use a musical instrument as a spellcasting focus for your bard spells. == EQUIPMENT ==
Entertainer’s backpack – 5 lb.
Worn load 67 lb. Carrying Capacity: Str x15 = 150 lb. ADVANCEMENT:
- Two weapon fighting: bonus action to attack with second melee light weapon without ability to damage 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: 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. Tasha’s Hideous Laughter (aVSMc - tarts)
Rare magic item:
The Lute of Thoridor arrived with the elves who carried the Mark of Shadow knew it to be unsafe for the dragonmarked in Aerenal, fled to Khorvaire in an effort to avoid the same fate as House Vol, and upon arriving in the continent banded together to form House Phiarlan around -2600. This instrument of the bards who carry the Mark of Shadow is an exquisite example of it kind, superior to an ordinary instrument in every way.
This lute has had dozens of owners. While many elves have led active lives using the instrument to accomplish ballad worthy acts. Every few generations, the lute has become misplaced and collected dust waiting for the next elf of action to find it and add their story to the lineage. You can use an action to play the instrument and cast one of its spells. Once the instrument has been used to cast a spell, it can't be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC. Fly, Invisibility, Levitate, Protection from evil and good, Legend Lore, Sending, and Speak with the dead. When you use the instrument to cast a spell that causes targets to become charmed on a failed save, the targets have disadvantage on the saving throw. This effect applies whether you are using the instrument as the source of the spell or as a spellcasting focus. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d4 psychic damage.
Uncommon magic item:
The Necklace of the Hydra has a small charm with the mark of the hydra. This is House Phiarlan's primary symbol and features a five headed hydra along with a blade resting below it. Four of the heads are aggressive looking whilst one is more tame and calm.
While wearing this necklace, you can use an action to cast the disguise self spell from it at will. The spell ends if the necklace is removed.
|