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 2snd level Fighter

Description

Mercutio Escalus

History

Character Statistics

Basic Statistics

Passive Skills: Insight: 13
Perception: 11

Speed: 30 feet
Maximum Hit Points: 16
Armor Class: 18

Attributes

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

Proficiency

Proficiency bonus: +2

Proficient Saves

  • Strength
  • Constitution

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

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.

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)

Feats

  • Magic Initiate (Bard)
    • Gain 2 cantrips and 1 first-level spell.

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)

Equipment

Encumbrance: 100lb (Light, -10); 200lb (Heavy, -20); 300lb (Maximum)
Carried: 66lb on person, +60 Personal, +135 Pack. )

Weapons

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

Gear

  • Fine Travel Clothes {5 lb}
  • Signet Ring
  • Purse [ lb]
    • 8 gp {5 lb}
    • 28 sp {60 lb}
    • 20 cp { lb}
  • Map/Scroll Case {1 lb}
  • Backpack {5 lb} [49 lb]
    • Bedroll {7 lb}
    • Mess Kit {1 lb}
    • Tinderbox {1 lb}
    • Torches (10) {10 lb}
    • Rations (10 day) {20 lb}
    • Waterskin {5 lb}
    • Hempen Rope {10 lb}
  • Chest {25lb} [34 lb}
    • Extra Clothing {5 lb}
    • Map/Scroll Case {1 lb}
    • Bottle of Ink {- lb}
    • Ink Pen {- lb}
    • Lamp {1 lb}
    • Oil (2) {2 lb}
    • Paper (5) {- lb}
    • Perfume {- lb}
    • Sealing Wax {- lb}
    • Soap {- lb}
    • Forger's Kit { lb}