Berkanin Ardoc

TheBrimstone's page

41 posts. Organized Play character for Douglas MacIntyre.


Full Name

Brimsone | Human Bard |

Race

| HP 35/35 | AC 19-1 | F +4-1 R +8-1 W +9-1 | Per +7 | spells L1x2/3|L2x0/2

Classes/Levels

| Speed 25ft | Normal vision | Hero: 2

About TheBrimstone

Brimstone Bard 3
CN Medium Human Versatile Heritage Humanoid
Perception +7;
Languages Common, Sylvan
Skills Acrobatics +7, Arcana +6, Athletics +1, Deception +9, Diplomacy +9, Lore: Underworld +6, Nature +5,
Occultism +6, Performance +11, Religion +5, Society +6, Thievery +7
Str +1, Dex +2, Con +1, Int +1, Wis +0, Cha +4
Items Studded Leather, Adventurer's Pack, Backpack, Musical Instrument (Handheld), Rope, Sling Bullets (20),
Thieves' Tools
AC 19, Fort +6, Ref +9, Will +7
HP 35
Speed 25 feet
Melee Dagger +7 (Agile, Finesse, Thrown 10 ft., Versatile S), Damage 1d4+1 (P)
Melee Rapier +7 (Deadly d8, Disarm, Finesse), Damage 1d6+1 (P)
Ranged Sling +7 (Propulsive), Damage 1d6 (B)
Trick Magic Item (General, Manipulate, Skill) Prerequisites trained in Arcana, Nature, Occultism, or Religion
You examine a magic item you normally couldn’t use in an effort to fool it and activate it temporarily. For
example, this might allow a fighter to cast a spell from a wand or allow a wizard to cast a spell that’s not on the
arcane list using a scroll. You must know what activating the item does, or you can’t attempt to trick it. Attempt a
check using the skill matching the item’s magic tradition, or matching a tradition that has the spell on its list, if
you’re trying to cast a spell from the item. The relevant skills are Arcana for arcane, Nature for primal, Occultism
for occult, Religion for divine, or any of the four for an item that has the magical trait and not a tradition trait. The
GM determines the DC based on the item’s level (possibly adjusted depending on the item or situation). If you
activate a magic item that requires a spell attack roll or spell DC and you don’t have the ability to cast spells of
the relevant tradition, use your level as your proficiency bonus and the highest of your Intelligence, Wisdom, or
Charisma modifiers. If you’re a master in the appropriate skill for the item’s tradition, you instead use the trained
proficiency bonus, and if you’re legendary, you instead use the expert proficiency bonus. Success For the rest of
the current turn, you can spend actions to activate the item as if you could normally use it. Failure You can’t use
the item or try to trick it again this turn, but you can try again on subsequent turns. Critical Failure You can’t use
the item, and you can’t try to trick it again until your next daily preparations.
Occult Known Spells DC 19, attack +9 2nd Faerie Fire, Blistering Invective (2 slots); 1st Summon Fey, Grim
Tendrils, Magic Weapon, Soothe (3 slots); Cantrips Forbidding Ward, Prestidigitation, Shield, Read Aura, Telekinetic
Projectile
Focus Spells (2 points) Counter Performance Area 60-foot emanation Your performance protects you and
your allies. Roll a Performance check for a type you know: an auditory performance if the trigger was auditory, or
a visual one for a visual trigger. You and allies in the area can use the better result between your Performance
check and the saving throw.
Inspire Courage Area 60-foot emanation Duration 1 round You inspire your allies with words or tunes of
encouragement. You and all allies in the area gain a +1 status bonus to attack rolls, damage rolls, and saves
against fear effects.
Lingering Composition You add a flourish to your composition to extend its benefits. If your next action is to
cast a cantrip composition with a duration of 1 round, attempt a Performance check. The DC is usually a
standard-difficulty DC of a level equal to the highest-level target of your composition, but the GM can assign a
different DC based on the circumstances. The effect depends on the result of your check. Critical Success The
composition lasts 4 rounds. Success The composition lasts 3 rounds. Failure The composition lasts 1 round, but
you don't spend the Focus Point for casting this spell.
Inspire Competence Range 60 feet; Targets 1 ally Duration 1 round Your encouragement inspires your ally to
succeed at a task. This counts as having taken sufficient preparatory actions to Aid your ally on a skill check of
your choice,