Post by nazihalo on Dec 28, 2014 23:56:09 GMT -5
Locust the Heartless
Female Elf Minstrel Bard 1
Neutral Evil
Representing kristen
Strength 10 (+0)
Dexterity 12 (+1)
Constitution 11 (+0)
Intelligence 16 (+3)
Wisdom 15 (+2)
Charisma 14 (+2)
Size: Medium
Height: 5' 0"
Weight: 105 lb
Skin: Pale
Eyes:
Hair: Purple
Maximum Hit Points: 8
Speed: 30 feet
Inspiration:
Armor Class: 15 = 10 + 2 [dragon leather] + 2 [wood shield] + 1 [dexterity]
Proficiency bonus: +2
Initiative modifier: + 1 = + 1 [dexterity]
Attack (handheld / thrown): + 2 = + 2 [proficiency]
Attack (missile / finesse): + 3 = + 2 [proficiency] + 1 [dexterity]
Strength save: + 0
Dexterity save: + 3 = + 2 [proficiency] + 1 [dexterity]
Constitution save: + 0
Intelligence save: + 3 = + 3 [intelligence]
Wisdom save: + 2 = + 2 [wisdom]
Charisma save: + 4 = + 2 [proficiency] + 2 [charisma]
Insight (passive): 12 (17 with advantage)
Perception (passive): 14 (19 with advantage)
Carry: 150 lb maximum
For groups using the optional encumberance rules:
If carrying more than 50 lb, encumbered -- -10 on speed
If carrying more than 100 lb, heavily encumbered -- -20 on speed, disadvantage on ability checks, attack rolls, and saves involving strength, constitution, and/or dexterity
Languages: Common Elvish Dark_Elf_Silent Undercommon
Unarmed strike [+2 to hit; 1 bludgeoning]
Dagger [+3 to hit; 1d4+1 piercing, 1 lb, finesse, light, thrown (range 20/60)]
Longsword [+2 to hit; 1d8 slashing, 4 lb, versatile (1d10 slashing)]
Rapier [+3 to hit; 1d8+1 piercing, 2 lb, finesse]
Crossbow, hand [+3 to hit; 1d6+1 piercing, 3 lb, ammunition (range 30/120), light, loading]
You have enough silver to apply to two hand-held weapons or twenty projectiles. Make a note of which weapons are silvered.
Dragon leather [light; + 2 AC; 15 lb.]
Wood Shield [+2 AC; 6 lb.]
Feats:
Skill Name Key
Ability Skill
Modifier Ability
Modifier Trained? Misc.
Modifier
Acrobatics Dex 1 = +1
Animal Handling Wis 2 = +2
Arcana Int 3 = +3
Athletics Str 0 = +0
Deception Cha 4 = +2 + 2
History Int 5 = +3 + 2
Insight Wis 2 = +2
Intimidation Cha 4 = +2 + 2
Investigation Int 3 = +3
Medicine Wis 2 = +2
Nature Int 3 = +3
Perception Wis 4 = +2 + 2
Performance Cha 4 = +2 + 2
Persuasion Cha 4 = +2 + 2
Religion Int 3 = +3
Sleight of Hand Dex 1 = +1
Stealth Dex 1 = +1
Survival Wis 2 = +2
At bard level 1, Locust knows 2 bard cantrips.
Mark Locust's Bard Cantrip(s) here:
Blade Ward
Dancing Lights
Friends
Light
Mage Hand
Mending
Message
Minor Illusion
Prestidigitation
True Strike
Vicious Mockery
At bard level 1, Locust knows 4 bard spells.
Mark Locust's First Level Bard spells here:
Animal Friendship
Bane
Charm Person
Comprehend Languages
Cure Wounds
Detect Magic
Disguise Self
Dissonant Whispers
Faerie Fire
Feather Fall
Healing Word
Heroism
Identify
Illusory Script
Longstrider
Silent Image
Sleep
Speak with ANimals
Tasha's Hideous Laughter
Thunderwave
Unseen Servant
Check any artisan tools with which Locust is proficient:
Alchemist's supplies
Boyer / fletcher tools
Brewer's supplies
Calligrapher's supplies
Carpenter's tools
Cartographer's tools
Cobbler's tools
Cook's utensils
Glassblower's tools
Goldsmith / silversmith's tools
Jeweler's tools Leatherworker's tools
Mason's tools
Painter's supplies
Potter's tools
Smith's tools
Tinker's tools
Weaver's tools
Woodcarver's tools
Locust is proficient with at least 4 musical instrument(s). Check any instruments with which Locust is proficient:
Bagpipes
Drum
Dulcimer
Flute
Lute
Lyre Horn
Pan flute
Shawm
Viol
Check any games with which Locust is proficient:
Dragon Chess
Three Dragon Ante
Board Game:
Card Game: Dice game:
Check any other tools with which Locust is proficient:
Climber's kit
Disguise kit
Drive a truck
Fly a plane
Forgery kit
Healer's kit Herbalism kit
Navigator tools
Ride a mount
Sail a ship
Poisoner kit
Thieves' tools
Elf
• Elves receive +2 dexterity (already included).
• Darkvision (see 60 feet black-and-white in pitch-dark)
• Advantage on saving throws against being charmed; immune to magical sleep
• All elves have a bonus proficiency in perception
• Trance: Instead of sleeping, spend four hours in a sleep-like state but remain fully aware of surroundings.
Drow / Dark Elf (subrace)
• Dark Elves receive +1 charisma (already included).
• Darkvision -- see in black and white to 120 feet even in darkness.
• Advantage on perception (wisdom) checks, except in sunlight
• Disadvantage on attack rolls and sight-perception (wisdom) checks in sunlight.
• Advantage on saving throws against being charmed; immune to magical sleep.
• Dancing lights, faerie fire 1/day (level 3), darkness 1/day (level 5), charisma is magic ability.
• Instead of sleeping, spend four hours in a sleep-like state but remain fully aware of surroundings.
• I added drow sign language as a free language for you.
Minstrel
• This is a background from playtesting that I thought people might want to continue to use.
• You find a welcome most anywhere.
• Consider bringing a disguise kit and a musical instrument.
• One extra language of your choice (already included).
• You are proficient with a disguise kit and musical instrument.
Bard
• Ritual caster.
• The DC to resist your spells is 8 + proficiency bonus + your charisma modifier.
• Bardic Inspiration -- on your turn as a bonus action, you can give one creature a d6, to add to a d20 already rolled but before results are known. Use this feature a number of times per day equal to your charisma modifier, minimum of 1.
• Start with two cantrips
• Level 2: Jack of all trades. Add half your proficiency to ability checks if you are not proficient in a skill.
• Level 2: Song of Rest (d6).
• Level 3: Two areas of expertise Expertise with four skills / tools gives double proficiency bonus on checks: .
• Level 5: Bardic inspiration dice are d8, regain on short rest.
• Level 5: Font of Inspiration.
• Level 6: Countercharm
• Level 10: Two more areas of expertise. Bardic inspiration dice are d10.
• Level 10: Add two spells of a level you can cast from any class to the spells you know
• Level 14: Add two more spells of a level you can cast from any class to the spells you know
• Level 15: Bardic inspiration dice are d12.
• Level 18: Add two more spells of a level you can cast from any class to the spells you know
• Level 20: When you roll initiative and have no use of Bardic Inspiration, get one use.
Lore Bard (college)
• Level 3: Cutting words. You can use a Bardic Inspiration die against an opponent d20 roll provided the opponent can hear and understand you.
• Level 6: Two additional spells of a level you can cast from any class.
• Level 14: You can add your Bardic Inspiration dice to your own ability checks after rolling d20 before you know result.
Class HP rolled
Level 1: Bard 8
Death Saving Throws:
Successes
Failures
Locust's Equipment:
31 lb
2 lb
5 lb
7 lb
6 lb
10 lb
5 lb
3 lb
1 lb
2 lb
1 lb Weapons / Armor / Shield (from above)
Crossbow bolts (quiver of 20) x 1
Backpack
Bedroll
Candles x 5
Clothing change x 2
Rations (1 day) x 5
Waterskins x 1
Disguise kit (proficient)
Flute (proficient)
Lute (proficient)
Viol (proficient)
_____
73 lb
Total
Locust as vampire:
Locust's strength increases to 18 (+4) from 10 (+0). Add +4 to all strength-based rolls to hit / damage, and all other strength-based checks.
Locust's dexterity increases to 18 (+4) from 12 (+1). Add +3 to all dexterity-based rolls to hit / damage, and all other dexterity-based modifiers, including initiative and armor class as applicable.
Locust's constitution increases to 18 (+4) from 11 (+0). Total hit points increase by +4 and all other constitution-based rolls are also affected.
Unarmed Strike (vampire form) [+6 to hit; 1d8+4 bludgeoning, or grapple instead of damaging]
Bite (vampire or bat form) [+6 to hit; 1d6+4 piercing + 3d6 necrotic deducted also from maximum hit points, with the vampire regaining a number of hit points equal to the necrotic damage]
Charm attack
Children of the Night attack(1/day)
Shapechanger
Legendary resistance
Misty escape
Regeneration
Spider climb
Vampire weaknesses
Legendary actions
Locust's Personality Traits: Beware her song, for it is compelling, captivating, and dangerous. She is a siren of sorts. She likes to play with her prey.. weaving them helpless in a story time web. she likes to be alone and works best by herself.. although in quid pro quo situations she can work alongside others.
Locust's Ideal(s): Believes in self-motivation. "The ends justify the means"
Locust's Bond(s): She wants revenge.. when she was much younger and more foolish she met a charming warlock and to make a long story short, he broke her heart. she no longer trusts men... number one ambition is to hurt men, make them suffer as she suffered.
Locust's Flaw(s): Her inability to trust yields her a loner. And whether she admits it or not she is very lonely and will do anything to hide it.
More about Locust: