| 陸䇍 (Lu Chu); The Blooming Orchid | |
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| Topic Started: Aug 4 2017, 06:04 PM (114 Views) | |
| Western Wind | Aug 4 2017, 06:04 PM Post #1 |
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陸䇍 | Lu Chu The Blooming Orchid == Images == ![]() == Theme Song == Source: Pinterest; this image is not mine Personal Stuff Appearance Pre-Year 34 ![]() Stage Appearance ![]() Personal Record Gender: Female Age: 14 years old (per Year 34) Height: +-148 cm Weight: Um, do you mind if I'm not answering this question? Hair color: Silky black Eyes: Black Scent: Orchid (moderate fragrance) Class: Bard (8)/Druid (2) Character Creation Roll Results {17, 16, 13, 10, 7, 6} Initial: Str 6, Dex 10, Con 7, Int 13, Wis 16, Cha 17 Tang Proficiency in Insight Yue (Half Elf) +2 Charisma, +1 Intelligence, and +1 Wisdom Base Walking speed : 30 feet Performer Feat (+1 Charisma and Performance proficiency; double in Performance Rank if already proficient) Proficient with Musical Instrument (Guqin) Proficient with Performance Darkvision: 60 ft Fey Ancestry: Advantage on saving throws against being charmed and immune to magical sleep Skills: Proficient with Arcana, History Languages: Common, Yue, Han Bard Proficient with Dexterity save, Charisma save, light armor, simple weapons, hand crossbows, longswords, rapiers, and shortswords Proficient with Nature, Persuasion, Religion Proficient with Musical Instrument (Flute), Musical Instrument (Fangxiang), Musical Instrument (Huqin) Spellcasting Bardic Inspiration Character Statistics Ability Scores/Mod/Saves Str 6 (-2) {-2} Dex 10 (+0) {+2} Con 7 (-2) {-2} Int 16 (+3) {+3} Wis 17 (+3) {+3} Cha 20 (+5) {+7} AC: 11 (Base 10 + Dex 0 + Basic Martial Art 1) HP: 25 (1d8-2 per level (6+1+2+1+1+6+3+3+1+1)) (roll result) Base Speed: 30 ft. Battle Statistics Vicious Mockery - Wisdom Save DC 16 Gust - Strength Save DC 13 Bane - Charisma Save DC 15 Faerie Fire - Dexterity Save DC 16 Ranks Proficiency +3. Total Ranks: 32 (8 x 4) Weapons {0} ●○○○ Simple Weapons ●○○○ Hand Crossbow ●○○○ Long Sword ●○○○ Rapier ●○○○ Shortsword Skills {28} ●●●○ Animal Handling ●●●● Arcana ●●●● History (Doubled on use) ●●●● Insight (Doubled on use) ●●●● Medicine (Doubled on use) ●●●● Nature ●●●○ Perception ●●●● Performance (Doubled on use) ●●●● Persuasion ●●●● Religion Saves {2} ●●○○ Dexterity ●●○○ Charisma Spells {6} ●●●○ Vicious Mockery ●●○○ Gust ●●○○ Bane ●●●○ Faerie Fire Tools {4} ●●○○ Guqin ●●○○ Flute ●●○○ Fangxiang ●●○○ Huqin Racial and Class Features RACIAL FEATURES Half Elf Size. Medium Speed. 30ft. Darkvision. 60ft. dim light = bright, darkness = dim light. Fey Ancestry. Advantage on saving throws against being charmed and immune to magical sleep. CLASS FEATURES BARD Spellcasting, Bard 1 You have learned to untangle and reshape the fabric of reality in harmony with your wishes and music. Your spells are part of your vast repertoire, magic that you can tune to different situations. Cantrips. You know two cantrips of your choice from the bard spell list. You learn additional bard cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Bard table. Spell Slots. The Bard table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot o f the spell’s level or higher. You regain all expended spell slots when you finish a long rest. Spells Known for 1st Level or Higher. You know four 1st-level spells o f your choice from the bard spell list. The Spells Known column of the Bard table shows when you learn more bard spells o f your choice. Each of these spells must be of a level for which you have spell slots, as shown on the table. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level. Additionally, when you gain a level in this class, you can choose one of the bard spells you know and replace it with another spell from the bard spell list, which also must be of a level for which you have spell slots. Spellcasting Ability. Charisma is your spellcasting ability for your bard spells. Your magic comes from the heart and soul you pour into the performance of your music or oration. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a bard spell you cast and when making an attack roll with one. Ritual Casting. You can cast any bard spell you know as a ritual if that spell has the ritual tag. Spellcasting Focus. You can use a musical instrument (found in chapter 5) as a spellcasting focus for your bard spells. Bardic Inspiration, 5/long rest; Bard 1 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 who can hear you. That creature gains one Bardic Inspiration die, a d8. 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 when 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 d10 at 10th level, and a dl2 at 15th level. Jack of All Trades, Bard 2 Starting at 2nd level, You gain +1 bonus to any ability check you make that doesn't already include your rank or proficiency bonus. This bonus increases to +2 at 9th level. Song of Rest, Bard 2 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 who can hear your performance 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 1d10 at 13th level, and to 1d12 at 17th level. Bard College, Bard 3 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. College of Lore Bards of the College of Lore know something about most things, collecting bits of knowledge from sources as diverse as scholarly tomes and peasant tales. Whether singing folk ballads in taverns or elaborate compositions in royal courts, these bards use their gifts to hold audiences spellbound. When the applause dies down, the audience members might find themselves questioning everything they held to be true, from their faith in the priesthood of the local temple to their loyalty to the king. The loyalty of these bards lies in the pursuit of beauty and truth, not in fealty to a monarch or following the tenets of a deity. A noble who keeps such a bard as a herald or advisor knows that the bard would rather be honest than politic. The college’s members gather in libraries and sometimes in actual colleges, complete with classrooms and dormitories, to share their lore with one another. They also meet at festivals or affairs o f state, where they can expose corruption, unravel lies, and poke fun at self important figures of authority. Bonus Proficiencies, College of Lore When you join the College of Lore at 3rd level, you gain proficiency with three skills of your choice. (Animal Handling, Nature, Perception) Cutting Words, College of Lore 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 o f 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. Ability Score Improvement, Bard 4 Feat: Keen Mind Bardic Inspiration (d8), Bard 5 - Font of Inspiration, Bard 5 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, Bard 6 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). Ability Score Improvements, Bard 8 Feat: Historian DRUID Spellcasting, Druid 1 Drawing on the divine essence of nature itself, you can cast spells to shape that essence to your will. Cantrips. At first level, you learn two cantrips of your choice from the druid spell list. You learn additional druid cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Druid table. Preparing and Casting Spells. The Druid table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these druid 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. You prepare the list of druid spells that are available for you to cast, choosing from the druid spell list. When you do so, choose a number o f druid spells equal to your Wisdom modifier + your druid level (minimum of one spell). The spells must be of a level for which you have spell slots. You can also change your list of prepared spells when you finish a long rest. Preparing a new list of druid spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list. Spellcasting Ability. Wisdom is your spellcasting ability for your druid spells, since your magic draws upon your devotion and attunement to nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one. Ritual Casting. You can cast a druid spell as a ritual if that spell has the ritual tag and you have the spell prepared. Spellcasting Focus. You can use a druidic focus (found in chapter 5) as a spellcasting focus for your druid spells. Wild Shape, Druid 2 Starting at 2nd level, you can use your action to magically assume the shape of a beast that you have seen before. You can use this feature twice. You regain expended uses when you finish a short or long rest. Your druid level determines the beasts you can transform into, as shown in the Beast Shapes table. You can stay in a beast shape for a number of hours equal to half your druid level (rounded down). You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die. Druid Circle At 2nd level, you choose to identify with a circle of druids: the Circle of the Land Circle of the Land As a member of this circle, your magic is influenced by the land where you were initiated into the circle’s mysterious rites. Bonus Cantrip, Druid 2 When you choose this circle at 2nd level, you learn one additional druid cantrip of your choice. Natural Recovery, Druid 2 Starting at 2nd level, you can regain some of your magical energy by sitting in meditation and communing with nature. During a short rest, you choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your druid level (rounded up), and none of the slots can be 6th level or higher. You can’t use this feature again until you finish a long rest. FEATS Performer, Yue You master performance so that you can command any stage. You gain the following benefits:
Keen Mind, Bard 4 You have a mind that can track time, direction, and detail with uncanny precision. You gain the following benefits.
Historian, Bard 8 Your study of history rewards you with the following benefits:
SPELLS Spell Slot Spellcasting Class: 1st Level - 4/long rest 2nd Level - 3/long rest 3rd Level - 3/long rest 4th Level - 3/long rest 5th Level - 2/long rest DEFAULT SPELL PREPARED LIST Cantrips Dancing Lights, Bard evocation cantrip Casting Time: 1 Action Range: 120 ft Components: V, S, M (a bit of phosphorus or wychwood, or a glow worm) Duration: Concentration, up to 1 minute You create up to four torch-sized lights within range, making them appear as torches, lanterns, or glowing orbs that hover in the air for the duration. You can also combine the four Iights into one glowing vaguely humanoid form of Medium size. Whichever form you choose, each light sheds dim light in a 10-foot radius. As a bonus action on your turn, you can move the lights up to 60 feet to a new spot within range. A light must be within 20 feet of another light created by this spell, and a light winks out if it exceeds the spell's range. Prestidigitation, Bard Transmutation cantrip Casting Time: 1 action Range: 10 feet Components: V.S Duration: Up to 1 hour This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range:
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. Vicious Mockery Enchantment cantrip Casting Time: 1 action Range: 60 feet Components: V Duration: Instantaneous 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. This spell's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4). Druidcraft, Druid Transmutation Cantrip Casting time: 1 action Range: 30Ft Components: V, S Duration: Instantaneous Whispering to the spirits of nature, you create one of the following effects within range:
Guidance Divination cantrip Casting Time: 1 action Range: Touch Components: V, S Duration: Concentration, up to 1 minute You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends. Gust Transmutation cantrip Casting Time: 1 action Range: 30 feet Components: V, S Duration: Instantaneous You seize the air and compel it to create one of the following effects at a point you can see within range:
Level 1 Bane, Bard 1st-level enchantment Casting Time: 1 action Range: 30 feet Components: V, S, M (a drop of blood) Duration: Concentration, up to 1 minute 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. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. Cure Wound, Bard 1st-level evocation Casting Time: 1 action Range: Touch Components: V, S Duration: Instantaneous A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st. Faerie Fire, Bard 1st-level evocation Casting Time: 1 Action Range: 60 Feet Components: Verbal Duration: Concentration, up to 1 minute Each object in a 20-foot cube within range is outlined by blue, green, or violet light (your choice). Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius. Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can't benefit from being invisible. Feather Fall, Bard 1st-level transmutation Casting Time: 1 reaction, which you take when you or a creature within 60 feet of you falls Range: 60 feet Components: V, M (a small feather or piece of down) Duration: 1 minute Choose up to five falling creatures within range. A falling creature's rate of descent slows to 60 feet per round until the spell ends. If the creature lands before the spell ends, it takes no falling damage and can land on its feet, and the spell ends for that creature. Healing Word, Bard 1st-level evocation Casting Time: 1 Bonus Action Range: 60 Feet Components: Verbal Duration: Instantaneous A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs. At higher levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increased by 1d4 for each slot level above 1st. Unseen Servant, Bard 1st-level conjuration (ritual) Casting Time: 1 action Range: 60 feet Components: V, S, M (a piece of string and a bit of wood) Duration: 1 hour This spell creates an invisible, mindless, shapeless force that performs simple tasks at your command until the spell ends. The servant springs into existence in an unoccupied space on the ground within range. It has AC 10, 1 hit point, and a Strength of 2, and it can’t attack. If it drops to 0 hit points, the spell ends. Once on each of your turns as a bonus action, you can mentally command the servant to move up to 15 feet and interact with an object. The servant can perform simple tasks that a human servant could do, such as fetching things, cleaning, mending, folding clothes, lighting fires, serving food, and pouring wine. Once you give the command, the servant performs the task to the best of its ability until it completes the task, then waits for your next command. If you command the servant to perform a task that would move it more than 60 feet away from you, the spell ends. Detect Poison and Disease, Druid 1st-level divination (ritual) Casting Time: 1 action Range: Self Components: V, S, M (a yew leaf) Duration: Concentration, up to 10 minutes For the duration, you can sense the presence and location of poisons, poisonous creatures, and diseases within 30 feet of you. You also identify the kind of poison, poisonous creature, or disease in each case. The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt. Longstrider, Druid 1st-level transmutation Casting Time: 1 action Range: Touch Components: V, S, M (a pinch of dirt) Duration: 1 hour You touch a creature. The target’s speed increases by 10 feet until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. Level 2 Animal Messenger, Bard 2nd-level enchantment (ritual) Casting Time: 1 action Range: 30 feet Components: V, S, M (a morsel of food) Duration: 24 hours By means of this spell, you use an animal to deliver a message. Choose a Tiny beast you can see with in range, such as a squirrel, a blue jay, or a bat. You specify a location , which you must have visited, and a recipient who matches a general description , such as “a man or woman dressed in the uniform of the town guard” or “a red-haired dwarf wearing a pointed hat.” You also speak a message of up to twenty-five words. The target beast travels for the duration of the spell toward the specified location, covering about 50 miles per 24 hours for a flying messenger, or 25 miles for other animals. When the messenger arrives, it delivers your message to the creature that you described, replicating the sound of your voice. The messenger speaks only to a creature matching the description you gave. If the messenger doesn’t reach its destination before the spell ends, the message is lost, and the beast makes its way back to where you cast this spell. At Higher Levels: If you cast this spell using a spell slot of 3rd level or higher, the duration of the spell increases by 48 hours for each slot level above 2nd. Warding Wind, Bard 2nd-level evocation Casting Time: 1 action Range: Self Components: V Duration: Concentration, up to 10 minutes A strong wind (20 miles per hour) blows around you in a 10-foot radius and moves with you, remaining centered on you. The wind lasts for the spell’s duration. The wind has the following effects:
Level 3 Dispel Magic, Bard 3rd-level abjuration Casting Time: 1 action Range: 120 feet Components: V, S Duration: Instantaneous Choose one creature, object, or magical effect within range. Any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target, make an ability check using your spellcasting ability. The DC equals 10 + the spell’s level. On a successful check, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you automatically end the effects of a spell on the target if the spell’s level is equal to or less than the level of the spell slot you used. Aura of Vitality, Magical Secret 3rd-level evocation Casting Time: 1 action Range: Self (30-foot radius) Components: V Duration: Concentration, up to 1 minute Healing energy radiates from you in an aura with a 30-foot radius. Until the spell ends, the aura moves with you, centered on you. You can use a bonus action to cause one creature in the aura (including you) to regain 2d6 hit points. Remove Curse, Magical Secret 3rd-level abjuration Casting Time: 1 action Range: Touch Components: V, S Duration: Instantaneous At your touch, all curses affecting one creature or object end. If the object is a cursed magic item, its curse remains, but the spell breaks its owner’s attunement to the object so it can be removed or discarded. Level 4 Dimension Door, Bard 4th-level conjuration Casting Time: 1 action Range: 500 feet Components: V Duration: Instantaneous You teleport yourself from your current location to any other spot within range. You arrive at exactly the spot desired. It can be a place you can see, one you can visualize, or one you can describe by stating distance and direction, such as “200 feet straight downward” or “upward to the northwest at a 45-degree angle, 300 feet.” You can bring along objects as long as their weight doesn’t exceed what you can carry. You can also bring one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you cast this spell. If you would arrive in a place already occupied by an object or a creature, you and any creature traveling with you each take 4d6 force damage, and the spell fails to teleport you. Freedom of Movement, Bard 4th-level conjuration Casting Time: 1 action Range: Touch Components: V, S, M (a leather strap, bound around the arm or a similar appendage) Duration: 1 hour You touch a willing creature. For the duration, the target’s movement is unaffected by difficult terrain, and spells and other magical effects can neither reduce the target’s speed nor cause the target to be paralyzed or restrained. The target can also spend 5 feet of movement to automatically escape from nonmagical restraints, such as manacles or a creature that has it grappled. Finally, being underwater imposes no penalties on the target's movement or attacks. Equipments Brought on body: Fine Clothings Pouch Grooming Kit Mirror Spell Components Pouch Xiao Travelling Stuffs Draft Horse Wagon Sack Waterskin x2 Hooded Lantern Wealth 2: •1pt: Antitoxin (2 vials) •1pt: Healer's Kit (10 uses) •1pt: Healer's Kit (10 uses) Edited by Western Wind, Sep 20 2017, 07:47 PM.
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2:13 AM Jul 12