Yeoman Scribus

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D&D: Ghosts of Saltmarsh
Saltmarsh-infobox.png
GM
Mark
Milestone
Level 9
Characters
Ajasz, lizardfolk scout
Arkis "Elric", kobold paladin of Tiamat
Chimalli, tortle barbarian
Elora, elven bladesinger
Ayida Ginen, half-elf undying warlock
Sond, halfling barbarian
Yeoman Scribus, kenku bard
Party Gear
The Sea GhostThe Harridan
Saltmarsh Gear
Saltmarsh Region
The Town of Saltmarsh
Saltmarsh Region
NPCs
Saltmarsh NPCsGuests
Resources
House Rules

Scribus is a 9th level, lawful neutral Kenku Bard (8) Warlock (Hexblade) 1. Fierce and overbearing, he seeks the fastest solution to any problem.

YeomanScribus.jpg

Description

  • Kenku functionary and former courtier in Waterdeep.
  • My waterdeep master has some interests in the region I must occasionally inspect and defend. It is rare to find competent help, and many of them will likely require... ugh, camaraderie. But if aiding them in their personal quests is the retainer's fee they require, it is more easilly bought than common mercenaries...

History

Characteristics

  • Personality Trait: Anything worth doing is worth doing right.
  • Ideal: i want to be the very best like noone ever was.
  • Bond: Loyalty to my house that has given me everything I am.
  • Flaw: My pride is my undoing- horribly jealus of anyone who can outshine my handiwork.

Character Statistics

Tactical:
Speed: 30 feet
Maximum Hit Points: 40
Armor Class: 18

Passive Skills:
Insight: 19 (24 with advantage)
Perception: 19 (24 with advantage)

Languages:
Common (Native)
Giant

Attributes

Strength 10 (+0)   Dexterity 16 (+3)   Constitution 8 (-1)
Intelligence 13 (+1)   Wisdom 12 (+1)   Charisma 18 (+4)

Proficiency

Proficiency bonus: +4

Saves

  • Dex
  • Cha

Weapons & Armor

  • Simple Weapons
  • Longsword, Rapier, shortsword
  • Hand crossbows
  • Martial weapons (Hexblade)
  • Light Armor
  • Medium armor (hexblade)
  • Shields (hexblade)

Skills

  • Any 3 (bard)
    • Athletics
    • Arcana
    • Religion
  • Any 2 (kenku)
    • Deception
    • Acrobatics
  • any 3 (background feat: Skilled)
    • History
    • Investigation
    • Medicine
  • any 3 (lore bard)
    • Perception
    • Intimidation
    • Stealth
  • Background (Courtier)
    • Insight
    • Persuasion
  • (skills NOT taken: Animal handling, Performance, Nature, Survival, Sleight of Hand)

Abilities

Racial

  • Expert Duplication. When you copy writing or craftwork produced by yourself or someone else, you have advantage on any ability checks you make to produce an exact duplicate.
  • Kenku Recall. Thanks to your supernaturally good memory, you have proficiency in two skills of your choice.
    • Moreover, when you make an ability check using any skill in which you have proficiency, you can give yourself advantage on the check before rolling the d20. You can give yourself advantage in this way a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
  • Mimicry. You can accurately mimic sounds you have heard, including voices. A creature that hears the sounds you make can tell they are imitations only with a successful Wisdom (Insight) check against a DC of 8 + your proficiency bonus + your Charisma modifier.

Background / Feats

  • Court Functionary:
    • Your knowledge of how bureaucracies function lets you gain access to the records and inner workings of any noble court or government you encounter. You know who the movers ans shakers are, whom to go to for the favors you seek, and what the current intrigues of interest are.
  • Skilled extra trained skills
  • Medium armor master
    • Wearing medium armor does not give disadvantage on stealth checks, max dex mod +3 to AC
  • Stat Increase: +2 Cha

Bard 8

  • Bardic Inspiration (D8, 4/short rest)
  • Jack of all trades (+2)
  • Song of Rest (D6)
  • Expertise (2 skills)
    • Perception
    • Insight
  • Bard College: Lore
    • Cutting Words
    • Additional Magical Secrets (+2 spells from any class)
  • Countercharm

Warlock 1

  • Hexblade
    • Hex Warrior- Whenever you finish a long rest, you can touch one weapon that you are proficient with and that lacks the two-handed property. When you attack with that weapon, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls. This benefit lasts until you finish a long rest. If you later gain the Pact of the Blade feature, this benefit extends to every pact weapon you conjure with that feature, no matter the weapon's type.
    • Hexblade's Curse- As a bonus action, choose one creature you can see within 30 feet of you. The target is cursed for 1 minute. The curse ends early if the target dies, you die, or you are incapacitated. Until the curse ends, You gain a bonus to damage rolls against the cursed target equal to your proficiency bonus; Any attack roll you make against the cursed target is a critical hit on a roll of 19 or 20 on the d20; If the cursed target dies, you regain hit points equal to your warlock level + your Charisma modifier (minimum of 1 hit point). You can't use this feature again until you finish a short or long rest.

Spellcasting

  • Casting Stat: Charisma (Bard, Warlock)
    • (DC 16, attack modifier +8)
  • Spells Known
    • Cantrips
      • Bard (3)
        • Presidigitation
        • Minor Illusion
        • Message
      • Warlock
        • Eldritch Blast
        • Mending
    • Bard Spells Known: 11
      • (level 1) Healing Word
      • (level 1) Feather Fall
      • (level 2) Suggestion
      • (level 2) Shatter
      • (level 2) See Invisibility
      • (level 2) Cloud of Daggers
      • (level 3) Dispel Magic
      • (level 3) Sending
      • (level 4) Dimension Door
      • (level 4) Greater Invisibility
      • (level 4) Locate Creature
    • Bard Secrets spells known: 2
      • Water Walk (spell level 3) (Ritual)
      • Fly (spell level 3)
    • Warlock Spells known: 2
      • Shield (Hexblade 1)
      • Protection from good and evil (Warlock 1)
  • Short Rest Spell slots (Warlock)
    • 1st level: 1
  • Long Rest Spell Slots (Bard)
    • 1st level: 4
    • 2nd level: 3
    • 3rd level: 3
    • 4th level: 2
  • Ritual Casting
    • Can cast any BARD Ritual spell as a ritual
      • Known Rituals: Water Walk

Equipment

Encumbrance: 81-160 lb (Light, -10); 161-240 lb (Heavy, -20); 480 lb (Drag)

Weapons & Armor

  • Rapier+1: +9 Attack, 1d8+5 Piercing, Finesse
  • Halfplate: 15+dex mod

Gear

  • Fine Clothes
    • Coat of arms of my master's Waterdeep house
  • pouch with 5 GP
  • Belt Pouch
    • Coins (xx gp, x ep, x sp, x cp)
  • Explorer's pack
  • Diplomat's pack

Magical Items

  • +1 Rapier
  • Helm of underwater action: While wearing this brass helmet, you can breathe underwater, you gain dark vision with a range of 60 feet, and you gain a swimming speed of 30 feet.
  • Scarf of Resolve (wondrous item, rare, requires attunement): This luxurious silk scarf allows the wearer to remain firm in the face of fearsome or intimidating foes whether in battle or bargain-making. It is also cozy. When attuned to the scarf, you are immune to the frightened condition and also gain advantage on Wisdom (Insight) or Charisma (Persuasion) checks related to haggling.