Name: Apollon
Age: 27
Height: 5'10
Weight: 150
Eyes: Purple
Skin: Bronze
Hair: Brown
Class and Level: Rogue Lvl 3
Archetype: Athasian Bard
Race: Human
Alignment: Neutral Evil
Background: Performer
Personality Traits:
- Easy to approach
- Loves to perform
- Bit of a smart ass
- Can flip a switch from nice and cordial to mean and violent in an instant
Ideals:
- Doesn't work for free
- Anyone with power over others should not be freely trusted
- Trying to change the world is a fools errand. Stick to keeping yourself alive.
Bonds:
Flaws:
- Playboy
- Greedy
- Attention Seeker
Inspiration:
Proficiency Bonus: +2
Str: 11/+0
Dex: 14/+2
Con: 14/+2
Int: 13/+1
Wis: 12/+1
Cha: 15/+2
Saving Throws:Str:
Dex: +4
Con:
Int: +3
Wis:
Cha:
AC: 14
Initiative: +2
Speed: 30 feet
Hit Points: 24
Hit Die: 3D8
Skills:Acrobatics (Dex): +4
Animal Handling (Wis):
Arcane (Int):
Athletics (Str):
Deception (Cha): +4 (Expertise: +6)
History (Int):
Insight (Int):
Intimidation (Cha): +4
Investigation (Int):
Medicine (Wis):
Nature (Int):
Perception (Wis):
Performance (Cha): +4 (Expertise: +6)
Persuasion (Cha):
Religion (Int):
Sleight of Hand (Dex): +4
Stealth (Dex): +4
Survival (Wis):
Passive Wisdom (Perception): 11
Features and Traits:
Ability Score Increase: Ability scores each increase by 1.
Expertise: Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies. (Deception, Performance)
Sneak Attack: Beginning at 1st level, you know how to strike subtly and exploit a foe’s distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon. You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll. The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Rogue table.
Thieves Cant: During your rogue training you learned thieves’ cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves’ cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly. In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves’ guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.
Cunning Action: Starting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.
Sorcerous Words: When you reach 3rd level, you gain the ability to cast spells called "Sorcerous Words". These words are a form of magic unique to bards and are more closely related to psionics than arcane or elemental magic. A list of all sorcerous word spells appears on the next page.
- Spell Slots: The Athasian Bard Sorcerous Words table shows how many spells slots to have to cast your sorcerous words. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
- Spells Known: You know two 1st level spells of your choice. The Spells Known column of the Athasian Bard Sorcerous Words table shows when you learn more spells of your choice. Each of these spells must be for a level for which you have spell slots.
- Spellcasting Ability: Charisma is your spellcasting ability for your sorcerous words. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the DC for a sorcerous word you cast.
Verbal Casting: Despite what a spell's description says, spells you cast using your Sorcerous Words feature only require verbal components, never somatic or material. On the other hand a creature needs to be able to hear your speech to be affected by your spells.
Other Proficiencies and Languages:Languages: Common, Elvish
Tool Proficiencies: Thieves Tools, Disguise Kit, Poisoner's Kit, Musical Instrument (Lute, Flute)
Weapon Proficiencies: Simple Weapons, hand crossbows, longswords, rapiers, shortswords
Armor Proficiencies: Light Armor
Equipment:Studded Leather: 12 + Dex
2 Shortswords: 1D6 Piercing, Finesse, Light
4 Daggers: 1D4 Piercing; Finesse, Light, Thrown (20/60)
Explorer's Pack
Thieves Tools
CP: 105
PsionicsWild Talent: Mind Slam
- Wild Talent Roll:
Spellcasting:Spell Save DC: 12
Spell Attack Modifier: -
Cantrips: -
Known: -
1st Level: 2
Known:
Dissonant Whispers- Spoiler:
Casting Time: 1 action
Range: 60 feet
Components: V
Duration: Instantaneous
You whisper a discordant melody that only one creature
of your choice within range can hear, wracking it with
terrible pain. The target must m ake a Wisdom saving
throw. On a failed save, it takes 3d6 psychic damage and
must immediately use its reaction, if available, to move
as far as its speed allows away from you. The creature
doesn’t move into obviously dangerous ground, such
as a fire or a pit. On a successful save, the target takes
half as much damage and doesn’t have to move away. A
deafened creature automatically succeeds on the save.
At Higher Levels. When you cast this spell using a
spell slot o f 2nd level or higher, the damage increases by
1d6 for each slot level above 1st.
Command- Spoiler:
Casting Time: 1 action
Range: 60 feet
Components: V
Duration: 1 round
You speak a one-word command to a creature you can
see within range. The target must succeed on a W isdom
saving throw or follow the command on its next turn.
The spell has no effect if the target is undead, if it
doesn’t understand your language, or if your command
is directly harmful to it.
Some typical commands and their effects follow. You
might issue a command other than one described here.
If you do so, the DM determines how the target behaves.
If the target can’t follow your command, the spell ends.
Approach. The target moves toward you by the
shortest and most direct route, ending its turn if it
moves within 5 feet o f you.
Drop. The target drops whatever it is holding and then
ends its turn.
Flee. The target spends its turn moving away from
you by the fastest available means.
Grovel.The target falls prone and then ends its turn.
Halt. The target doesn’t move and takes no actions.
A flying creature stays aloft, provided that it is able to
do so. If it must move to stay aloft, it flies the minimum
distance needed to remain in the air.
At Higher Levels. When you cast this spell using
a spell slot o f 2nd level or higher, you can affect one
additional creature for each slot level above 1st. The
creatures must be within 30 feet o f each other when
you target them.
XP: 300
Background: Apollon was born and raised in Balic to a family of freemen. His father sailed the silt sea and was rarely around. His mother worked as a barmaid at one of the inns done near the docks. Apollon was the middle child of 6 other siblings and he got lost in the wash so to speak. He was feed and housed but love and attention were hard to come by.
So Apollon spent most of his time away from home and at the theaters of Balic. He could escape in the songs of the bards, the stories of the plays, and the dances of the performers. He wished he was the one up on those stages getting the attention he never got. If his family wouldn’t maybe the people would give him it? And they did give it to him.
The life of a performer filled that deep seated void his family had left him with. However, becoming a performer opened up Apollon’s life to another path. Being a bard got you into places others had rare access to and close to important people. Apollon soon learned how to spy, perform espionage, and eventually kill. He lived that double life with glee and found his skill set to be highly sought after.
He’s worked for nobles, templars, merchant guild leaders, or those who could afford him.
How did Apollon end up a slave? He was double crossed. A templar was looking to get an inside man in a nobles inner circle. He was immediately ratted out by the templar to land himself in good graces with the noble instead. However, the templar was not the one who ushered the punishment of becoming a slave... it was the noble. "You don't deserve an easy ending like death." Is what the noble said. If Apollon ever breaks free from his servitude the templar and noble will be getting a nasty visit.