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Welcome to Mittens' Dungeon

16:40, 27th April 2024 (GMT+0)

Mix

Name: Mix
Adopted Name: Eden Schylar
Nicknames: ??
 (For list of Mix's personas, scroll to bottom)
Class: Bard (Level 1)
Alignment: Neutral Good
Age: 17 Height: 5'4" Weight: 120 lbs
Hair color: White Eyes: White
Deity: Milil, Neutral Good god of poetry and song.
 Symbol: Light Five-stringed harp made of leaves
 Domain: Light

Familiar:
https://www.5esrd.com/database/creature/wicked-skull/

Initiative: +3   Speed: 30'   Vision: Normal
Passive Perception: ??, Passive Investigation: ??

AC: 12 (Studded Leather Armor 45gp) + 3 (Dex) = 15
Save Proficiencies: Dexterity (2+3): 5, Charisma (2+3): 5

HP: 8 (hit dice: 1d8)
(8(LVL1)+?(CON*LVL))
IMMUNE: N/A

15, 14, 13, 12, 10, 8
13, 13, 13, 12, 12, 12

STR: 08
CON: 10
DEX: 16 (15+1(race))
INT: 14
WIS: 10
CHA: 16 (14+2(race))

Proficiency Bonus: +2
Spell DC: 8+2(proficiency)+3(Cha) = 13
Spell Attack: 2(proficiency)+3(Cha) = 5

Melee Attack: 2(Prof)+3(Dex) = 5
 Rapier: 1d8+3 Piercing (25)
 Short Sword: 1d6+3 Piercing (10)
 Whip: 1d4+3 Slashing (2)
 Dagger: 1d4+3 Piercing (2gp per; 5 owned)

Ranged Attack: 2(Prof)+3(Dex) = 5
 Light Crossbow (80/320): 1d8+3 Piercing (25)
 Dart (20/60): 1d4+3 Piercing (5cp per; 6 owned)


Spells: []
Lv 0 (2 known): Vicious Mockery (d4 and disad), Mage Hand
Future cantrips: Light, Mending, Prestidigitation, Ghost Sound, Summon Instrument
NOTE: Likes to fake Prestidigitation with alchemy, use alchemical items for Light, and would like to have the Mending spell for convenience, but enjoys mending things by hand.
Lv 1 (4 known) (2 slots): Cure Wounds, Healing Word, Unseen Servant, Silent Image
Future spells: Feather Fall




Ritual Casting
You can cast a bard spell as a ritual if that spell has the ritual tag and you have the spell prepared.

Spellcasting Focus
You can use a musical instrument (found in chapter 5) as a spellcasting focus for your bard spells.

Bardic Inspiration
You can inspire others through stirring words or music. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you w ho can hear you. That creature gains one Bardic Inspiration die, a d6.

Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time.

You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses w hen you finish a long rest. Your Bardic Inspiration die changes when you reach certain levels in this class. The die becomes a d8 at 5th level, a d 10 at 10th level, and a d l2 at 15th level

Jack of All Trades
Starting at 2nd level, you can add half your proficiency bonus, rounded down, to any ability check you make that doesn’t already include your proficiency bonus.

Song of Rest
Beginning at 2nd level, you can use soothing music or oration to help revitalize your wounded allies during a short rest. If you or any friendly creatures w ho can hear your perform ance regain hit points at the end of the short rest, each of those creatures regains an extra 1d6 hit points.

The extra hit points increase when you reach certain levels in this class: to 1d8 at 9th level, to 1d 10 at 13th level, and to 1d 12 at 17th level.

Bard College (Choosing College of Lore)
At 3rd level, you delve into the advanced techniques of a bard college of your choice: the College of Lore or the College of Valor, both detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th and 14th level.

Expertise
At 3rd level, choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies. At 10th level, you can choose another two skill proficiencies to gain this benefit.

Font of Inspiration
Beginning when you reach 5th level, you regain all of
your expended uses of Bardic Inspiration when you
finish a short or long rest.

Countercharm
At 6th level, you gain the ability to use musical notes or words of power to disrupt mind-influencing effects. As an action, you can start a performance that lasts until the end of your next turn. During that time, you and any friendly creatures within 30 feet of you have advantage on saving throws against being frightened or charmed. A creature must be able to hear you to gain this benefit. The performance ends early if you are incapacitated or silenced or if you voluntarily end it (no action required)

Magical Secrets
By 10th level, you have plundered magical knowledge from a wide spectrum of disciplines. Choose two spells from any class, including this one. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip.

The chosen spells count as bard spells for you and are included in the number in the Spells Known column of the Bard table.

You learn two additional spells from any class at 14th level and again at 18th level.

Superior Inspiration
At 20th level, when you roll initiative and have no uses of Bardic Inspiration left, you regain one use.

College of Lore

Bonus Proficiencies
When you join the College of Lore at 3rd level, you gain proficiency with three skills of your choice.

Cutting Words
Also at 3rd level, you learn how to use your wit to distract, confuse, and otherwise sap the confidence and competence of others. When a creature that you can see within 60 feet of you makes an attack roll, an ability check, or a damage roll, you can use your reaction to expend one of your uses of Bardic Inspiration, rolling a Bardic Inspiration die and subtracting the number rolled from the creature's roll. You can choose to use this feature after the creature makes its roll, but before the DM determines whether the attack roll or ability check succeeds or fails, or before the creature deals its damage. The creature is immune if it can't hear you or if it's immune to being charmed.

Additional Magical Secrets
At 6th level, you learn two spells of your choice from any class. A spell yuu choose must be of a levei you call cast, as shown on the Bard table, or a cantrip. The chosen spells counts bard spells for you but don't count against the number of bard spells you know.

Peerless Skill
Starting at 14th level, when you make an ability check. you can expend one use of Bardic Inspiration. Roll a Bardic inspiration die and add the number rolled to your ability check. You call choose to do so after you roll the die for the ability check, but before the DM tells you whether you succeed or fail.




Skills: (B=Background,C=Class,R=Race,F=Feat)
C Acrobatics (Dex): 2(prof)+3(Dex)=5
  Animal Handling (Wis): 1
B Arcana (Int): 2(prof)+2(Int)=4
  Athletics (Str): -1
R Deception (Cha): 2(prof)+3(Cha)=5 (Advantage when passing as someone else)
B History (Int): 2(prof)+2=4
  Insight (Wis): 1
  Intimidation (Cha): 2(prof)+3(Cha)=5
F Investigation (Int): 2(prof)+2(Int)=4
  Medicine (Wis): 2(prof)+1(Wis)=3
  Nature (Int): 2
  Perception (Wis): 1
C Performance (Cha): 2(prof)+3(Cha)=5
R Persuasion (Cha): 2(prof)+2(expertise)+3(Cha)=7
  Religion (Int): 2
  Sleight of Hand (Dex): 3
C Stealth (Dex): 2(prof)+3(Dex)=5
  Survival (Wis): 1

Proficiencies:
Musical Instruments
 Lyre (Class)
 Nychelharpa (Class)
 Lute (Class)
wants to learn:
 Hang Drum
 Flute
Alchemist's Tools (Double proficiency as Eden) (Race)
Thieve's Tools (Feat)


Feats:
01) Prodigy: Gain proficiency in 1 skill (chose investigation), 1 tool (chose thieve's tools), and fluency in 1 language (chose Dwarven). Choose a skill with which you are proficient and do not have expertise in. Gain expertise in that skill. (chose persuasion)

04) Ability Increase: +2 to ??
16) Ability Increase: +2 to ??

Future Feats:
08)
12)
20)

??) Skilled: You gain proficiency in any combination of three skills or tools of your choice.


Languages: (B=Background,C=Class,R=Race,F=Feat)
R Common
R Draconic
F Dwarven
R Elven
B Goblin
B Orc
wants to learn:
 Gnomish
 Halfling
 Giant
others:
 Abyssal
 Celestial
 Deep Speech
 Infernal
 Primordial
 Sylvan
 Undercommon


Background: Sage
You spent years learning the lore o f the multiverse. You scoured manuscripts, studied scrolls, and listened to the greatest experts on the subjects that interest you. Your efforts have made you a master in your fields of study.

Skill Proficiencies: Arcana, History
Languages: Two of your choice
Equipment: A bottle of black ink, a quill, a small knife, a letter from a dead colleague posing a question you have not yet been able to answer, a set of common clothes, and a belt pouch containing 10 gp

S p e c i a l t y
To determine the nature of your scholarly training, roll a
d8 or choose from the options in the table below.
d8 Specialty d8 Specialty
1 Alchemist
2 Astronomer
3 Discredited academic
4 Librarian
5 Professor
6 Researcher
7 Wizard’s apprentice
8 Scribe


Feature: Researcher
When you attempt to learn or recall a piece of lore, if you do not know that information, you often know where and from whom you can obtain it. Usually, this information comes from a library, scriptorium, university, or a sage or other learned person or creature. Your DM might rule that the knowledge you seek is secreted away in an almost inaccessible place, or that it simply cannot be found. Unearthing the deepest secrets of the multiverse can require an adventure or even a whole campaign.

Traits:
 I use polysyllabic words that convey the impression of great erudition.
Ideals:
 No Limits. Nothing should fetter the infinite possibility inherent in all existence. (Chaotic)
Bonds:
 I've been searching my whole life for the answer to a certain question (Who am I and where do I come from?)
Flaws:
 I am easily distracted by the promise of information.
 I sometimes forget I'm not actually the person I'm pretending to be.



-------------------------
Carrying Capacity:
Normal: 225 lbs
Push/Drag/Lift: 450 lbs

MAGIC ITEMS: ( * = attuned )

Hand:
Hand:
Neck:

Cloak:
Body:
Belt:
Hip:
Back:
 Contents: Bedroll, Mess Kit, Tinderbox, Rope, Changes of clothes (Traveler's, Common, Fine), Lyre, Dragonchess Set, Three-Dragon Ante Set, Weaver's Tools, Perfume, Mother's Book, Sticks of Incense (5), Candles (5), Cask of Dwarven Brandy (1)
Ring:
Feet:

-------------------------------------------
Changeling
Ability Score Increase. Your Charisma score increases by 2, and either your Dexterity or your Intelligence increases by 1 (your choice).
Age. Changelings mature slightly faster than humans but share a similar lifespan—typically a century or less. While a changeling can shapeshift to conceal their age, the effects of aging still catch up to them.
Alignment. Changelings hate to be bound in any way, and those who follow the path of the Traveler believe that chaos and change are important aspects of life. Most tend toward pragmatic neutrality as opposed to being concerned with lofty ideals. Few changelings embrace evil.
Size. In their natural forms, changelings average between 5 and 6 feet in height, with a slender build. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Change Appearance. As an action, you can transform your appearance or revert to your natural form. You can’t duplicate the appearance of a creature you’ve never seen, and you revert to your natural form if you die.
You decide what you look like, including your height, weight, facial features, the sound of your voice, coloration, hair length, sex, and any other distinguishing characteristics. You can make yourself appear as a member of another race, though none of your game statistics change. You also can’t appear as a creature of a different size than you, and your basic shape stays the same; if you’re bipedal, you can’t use this trait to become quadrupedal, for instance. Your clothing and other equipment don’t change in appearance, size, or shape to match your new form, requiring you to keep a few extra outfits on hand to make the most compelling disguise possible.
Even to the most astute observers, your ruse is usually indiscernible. If you rouse suspicion, or if a wary creature suspects something is amiss, you have advantage on any Charisma (Deception) check you make to avoid detection.
Changeling Instincts. You gain proficiency with two of the following skills of your choice: Deception, Insight, Intimidation, or Persuasion.
Unsettling Visage. When a creature you can see makes an attack roll against you, you can use your reaction to impose disadvantage on the roll. You must use this feature before knowing whether the attack hits or misses. Using this trait reveals your shapeshifting nature to any creature within 30 feet that can see you. Once you use this trait, you can't use it again until you finish a short or long rest.
Divergent Persona. You gain proficiency with one tool of your choice. Define a persona associated with that proficiency: establish the name, race, gender, age, and other details. While you are in the form of this persona, the related proficiency bonus is doubled for any ability check you make that uses that proficiency.
Languages. You can speak, read, and write Common and two other languages of your choice.





 ________
/ FAMILY \


Grandad: Matthew (head of family) – Alchemist (Metamorph)
Grandmom: Sarah – Wizard (Transmuter)

Dad: Herbert - Alchemist (Re-animator)
Mom: Darline – Alchemist (Herbwarden)

Brother: Lazlo – Wizard (undecided tradition)
Brother: Michael – Alchemist (Clockworker)

Other Relatives:
Uncle: Marcus (Unmarried) – Alchemist (Metamorph)
Uncle: Christopher – Alchemist (Clockworker)
 Aunt: Lara - Monk (Aetherist – Ki Weaver)
  Cuz: Alex – Alchemist (Metamorph)
       Phoebe – Alchemist (Metamorph)
       Kids: Tobi (likely become an Alchemist)
             Sandra (likely become a Monk)
Uncle: Jacob – Rogue (Arcane Trickster)
 Aunt: Alexia - ???
  Cuz: Johnathan (Will become Lore Bard)
Aunt : Elisabeth – Fighter (Eldritch Knight)
 Uncle: Kolath - Alchemist (Metamorph)

*Note each family member is proficient in Alchemy Tools even if not an Alchemist.

Blood Family:
 (Unknown)



 __________
/ PERSONAS \


"Everything exists for a purpose. Tabloids exist to give authenticity to all the other false media."

In their short life, Mix has found that society treats everyone with presuppositions according to age and species. Mix's adopted family also knew this and after Mix had a very solid human look, the Schylars made sure Mix was exposed to as many different species as possible for Mix to try to emulate. Mix showed enthusiasm for it as this is what Mix's race is made for.

Mix has come up with hundreds of personas, but the following are different personas Mix has come up with over the years and actually kept as fully developed characters.

Name: Mix
 Note: This is not a Persona. This is Mix
 Race & Gender: Changeling Male/Female
 Apparent Age: Late teens
 Purpose: To be themself or to show trust to the person who sees them.
 Personality: Mostly serene, yet vibrant.

Name: Eden Schylar
 Note: Primary Persona. This is who most people interact with.
 Race & Gender: Human Female
 Apparent Age: Late teens
 Purpose: Member of Schylar house without making public their actual race.
 Personality: Energetic and somewhat bubbly with slight genius eccentricities. Scholarly, yet approachable.

Standard Race Personas...
Mix has at *least* two personas per language (a male and female).
Female personas: 10
Male personas: 11

R Common/Human (Eden, Jamie, Gunner, Wolfe, Liberty, Maverick, Malinda)
  Common/Tiefling (Truth, Baal, Purity)
R Draconic (Sora, Thrash)
F Dwarven (Torgga, Riswynn, Rangrim)
R Elven (Arowyn, Zelda)
B Goblin (Doltin, Sayre)
B Orc (Krusk, Vallery)


Name: Jamie
 Race & Gender: Human Male
 Apparent Age: 16
 Purpose: To play a heroic human male.
 Personality: Eager to prove himself.

Name: Gunner
 Race & Gender: Human Male
 Apparent Age: 30
 Purpose: When Mix is in a very masculine mood, but either doesn't feel like being a dwarf or a human is simply needed.
 Personality: Masculine

Name: Wolfe
 Race & Gender: Human Male
 Apparent Age: 15
 Purpose: When Mix needs to blend as a servant boy.
 Personality: Humble, anxious to help.

Name: Liberty
 Race & Gender: Human Female
 Apparent Age: 12
 Purpose: Surprise distraction
 Personality: Aggressive, just, freedom fighter.

Name: Maverick
 Race & Gender: Human Male
 Apparent Age: 10
 Purpose: Spy
 Personality: Strong, quiet type.

Name: Malinda aka "Meowlinda"
 Race & Gender: Human Female
 Apparent Age:
 Purpose:
 Personality:

Name: Sora
 Race & Gender: Dragonborn Female
 Apparent Age:
 Purpose:
 Personality:

Name: Thrash
 Race & Gender: Dragonborn Male
 Apparent Age:
 Purpose:
 Personality:

Name: Arowyn
 Race & Gender: Elf Male
 Apparent Age: Young adult
 Purpose:
 Personality:

Name: Torgga
 Race & Gender: Dwarf Female
 Apparent Age: Young adult (dwarf equivalent of teenage)
 Purpose: Blend in with mixed company of dwarves and other races.
 Personality: Bright and lively while down to earth and blunt.

Name: Riswynn
 Race & Gender: Dwarf Female
 Apparent Age: Adult
 Purpose:
 Personality:

Name: Rangrim
 Race & Gender: Dwarf Male
 Apparent Age:
 Purpose:
 Personality:

Name: Truth
 Race & Gender: Tiefling Male
 Apparent Age: 16
 Purpose: To catch attention while being subdued.
 Personality: Gentle, soft-spoken. Seeks lore.

Name: Baal
 Race & Gender: Tiefling Male
 Apparent Age: 25
 Purpose: Devilish charm.
 Personality: Party animal.

Name: Purity
 Race & Gender: Tiefling Female
 Apparent Age: 20
 Purpose:
 Personality:

Name: Krusk
 Race & Gender: Half-Orc Male
 Apparent Age: 30's
 Purpose: To give a silent intimidating presence.
 Personality: Strong silent type. Patient.

Name: Vallery
 Race & Gender: Half-Orc Female
 Apparent Age: Late teens
 Purpose: To challenge people non-aggressively.
 Personality: Playful and danger-seeking.

Name: Doltin
 Race & Gender: Hobgoblin Male
 Apparent Age:
 Purpose:
 Personality:

Name: Sayre
 Race & Gender: Hobgoblin Female
 Apparent Age:
 Purpose:
 Personality:

Adolescent (15 in human years)

Name:
 Race & Gender: Dwelf Female
 Apparent Age:
 Purpose:
 Personality:

Monster Race Personas...

Name: Timothius
 Race & Gender: Catfolk Male
 Apparent Age: Teenager
 Purpose: Disarmingly cute while still allowing male privileges.
 Personality: Friendly, but passive.

Name: Velocity
 Race & Gender: Catfolk Female
 Apparent Age: Early 20's
 Purpose: Able to sneak well, deceive well, and can mingle with anyone.
 Personality: Extremely charming and manipulative.

Name: Avery (Be sure to get Winged Boots)
 Race & Gender: Siren/Harpy Female
 Apparent Age: Early 20's
 Purpose: Distract boys while still being able to blend into a crowd.
 Personality: Coy and flirty.

Name: Rain
 Race & Gender: Doggy
 Apparent Age:
 Purpose:
 Personality:

Name:
 Race & Gender: Genasi
 Apparent Age:
 Purpose:
 Personality:

Name:
 Race & Gender:
 Apparent Age:
 Purpose:
 Personality:

 Avery
Cassidy
 Eden
 Jamie
Mackenzie
Madison
(Noah)
Riley
Scout
Skylar
Zion



MAJOR MEDIUM HUMANOID RACES:
Dragonborn
Dwarf
Elf
Gearforged (Warforged)
Half-Elf
Half-Orc
Human
Minotaurs
Ravenfolk
Shadow Fey


MINOR MEDIUM HUMANOID RACES:
Aasimar (Not common enough)
Bearfolk
Darakhul (undead goul)
Firbolg
Genasi (multiple elements)
Gnoll
Goliath
Merfolk
Tiefling
Trollkin


https://liveboldandbloom.com/02/self-awareness-2/list-of-personality-traits


Mix's life in bullet points:

Age - Event

00 - Born
06 - Separated from blood family
06 - Gets amnesia.
07 - Adopted by Schylar family
08 - Develops interest in music
09 - Enrolled in the Imperial Academy of Music
10 - Ben and Mittens met Mix.
12 - Scored well on Bard Test and got put into the Bard Class.
16 - Graduated from Imperial Academy of Music with Bard Certificate/honors.