Mercutio Escalus

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D&D: Song of Fates
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GM
Mark
Milestones
Level 10
Characters
Meeko Tel (Brendon)
Mercutio Escalus (Adam)
Moonglimmer (Erik)
Prasiolit (Ben)
Solaria (Lisa)
Takahashi Daichi (Tim)
Threnody (Mark)

IN PROGRESS

Lord Mercutio of Waterdeep 4th level Fighter (Battlemaster)

Description

Mercutio Escalus

History

Character Statistics

Basic Statistics

Passive Skills:

  • Insight: 13
  • Perception: 11

Speed: 30 feet
Maximum Hit Points: 28
Armor Class: 18

Attributes

Strength 9 (-1)   Dexterity 17 (+3)   Constitution 10 (+0)
Intelligence 10 (+0)   Wisdom 12 (+1)   Charisma 16 (+3)

Proficiency

Proficiency bonus: +2

Proficient Saves

  • Strength
  • Constitution
  • Dexterity

Proficient Weapons & Armor

  • Simple Weapons
  • Martial Weapons
  • Light Armor
  • Medium Armor
  • Heavy Armor

Proficient Skills

  • Acrobatics
  • Insight
  • Deception
  • Slight of Hand
  • Performance

Tool and Music

  • Forgery Kit
  • Caligraphy Set
  • Cartographer's Tools

Background Points

Personality Traits:
Sarcasm and insults are my weapons of choice.

Ideals:
I'm determined to make something of myself.

Bonds:
I come from a noble family, and one day I'll reclaim my lands and title from those who stole them from me.

Flaws:
I can't resist swindling people who are more powerful than me.

Favorite Schemes:
I integrate myself into the lives of "fellow" nobles. I also provide letters and documents for a fee.

Languages:
I speak the Common language, and the Infernal spoken by my childhood friends.

Special Rules

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. (Background)

Fighting Style:
Dueling When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Second Wind:
You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level. (1/SR)

Action Surge:
On your turn, you can take one additional action. (1/LR)

Combat Superiority:
You may use manubers to enhance an attack. Your superiority die is d8, and the save DC is 13. (4/SR)

Feats

  • Magic Initiate (Bard)
    • Gain 2 cantrips and 1 first-level spell.
  • Resilient (Dexterity)
    • Gain proficiency in Dexterity Saves
    • Gain +1 Dexterity

Spells

Vicious Mockery (v)
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.

Prestidigitation (v, s)
This spell is a minor magical trick that novice spellcasters use for practice.

  • 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.

Bane (v, s, m)
You curse your enemy with bad fortune.
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. (1st Level)

Manuvers

Disarming Attack
When you hit a creature with a weapon attack, you can expend one superiority die to attempt to disarm the target, forcing it to drop what it is holding. The target must make a Strength save (DC 13) or the item lands at the feet of the target.

Parry
When another creature damages you with a melee attack, you can use your reaction and expend one superiority die to reduce the damage by the number you roll and your dexterity (d8+3).

Rally
In your turn, you can use a bonus action and expend one superiority die to bolster the resolve of one of your companions. When you do so, that creature gains temporary hit points equal to your superiority die and charisma (d8+3).

Equipment

Encumbrance: 100lb (Light, -10); 200lb (Heavy, -20); 300lb (Maximum)
Carried: 41 lb on person, +35 lb Pack.)

Weapons

Standard Rapier:
An elegant dueling weapon favored by the nobles and cityfolk.
Damage: 1d8(+3+2); Melee; Finesse; 2lb, 25gp value

Silver Scimitar:
Marked with symbols of the Moon, this weapon is particularly effective against lycanthropes.
Damage: 1d6(+3+2); Melee; Finesse; 2lb, 75gp value

Standard Dagger (2):
Carefully balanced blades for thrusting or throwing.
Damage: 1d4(+3+2); Melee; Finesse; 1lb, 2gp value
Damage: 1d4(+3); Ranged 20/60; Finesse;

Armor

Studded Leather Armor:
Tough but flexible armor made from soft leather with metal reinforcement.
AC: 12(+3); Light; 13lb, 45gp value

Shield of the Moon:
A shield painted with the image of the full moon, gifted by Lord XXX, guardian of Selune.
AC: +2+1; Magical; 6lb, 112gp value
While equipped the bearer can use a bonus action to cause the shield to glow with soft moonlight. This soft white light extends 20’. No colors can be discerned in the moonlight, and all objects show up as shades of grey.

Circlet of Blasting +2 Initiative, Scorching Ray at +5 to hit (1/LR)

Gear

  • Fine Travel Clothes {5 lb}
  • Signet Ring
  • Purse {1 lb} [3 lb]
    • 15 gp {0.4 lb}
    • 28 sp {0.6 lb}
    • 20 cp {0.4 lb}
  • Map/Scroll Case {1 lb}
    • Parchment (2)
    • Ink Pen
    • Ink Vial
  • Pouch {1 lb} [7 lb]
    • Ball Bearings {2 lb}
    • Caltrops {4 lb}
  • Backpack {5 lb} [35 lb]
    • Waterskin {5 lb}
    • Crowbar {5 lb}
    • 5ft Helpen Rope x4 {4 lb}
    • 50ft Hempen Rope {10 lb}
    • Ball Bearings {2 lb}
    • Caltrops {4 lb}
  • Riding Saddle {22 lb} [25 lb]
    • Riding Blanket {3 lb}
    • Bit & Bridle {1 lb}
  • Saddlebags {8 lb} [91 lb]
    • Feed (5 day) [50 lb]
    • Rations (10 day) {20 lb}
    • Waterskin {5 lb}
    • Mess Kit {1 lb}
    • Lantern, Hooded {2 lb}
    • Oil (5) {5 lb}
  • Belts and Straps {1lb} [28lb]
    • Tent (2 person) {20 lb}
    • Bedroll {7 lb}
  • Chest (with Lock) {25lb} [81 lb}
    • Extra Clothing {5 lb}
    • Map/Scroll Case {1 lb}
    • Lamp {1 lb}
    • Oil (2) {2 lb}
    • Perfume {- lb}
    • Soap {- lb}
    • Forger's Kit {5 lb}
      • Sealing Wax
    • Calligrapher's Supplies {5 lb}
      • Bottle of Ink
      • Ink Pen
      • Paper (5)
    • Cartographer's Tools {6 lb}
    • 60 Gold {1.2 lb}
    • 5 lb Silver Trade Bars (6) {30 lb}

Tybalt (Riding Horse)

Riding Horse.jpg

Basic Statistics

Passive Skills:

  • Insight: 10
  • Perception: 10

Speed: 60 feet
Maximum Hit Points: 13
Armor Class: 10

Carry: 540 lb
Cargo: ~300 lb
Drag: 1080

Attributes

Strength 16 (+3)   Dexterity 10 (+0)   Constitution 12 (+1)
Intelligence 2 (-4)   Wisdom 11 (+0)   Charisma 7 (-2)

Actions

Hooves. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) bludgeoning damage.