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Rhiannon
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Name
Rhiannon Skysong
Race
Half-Elf
Class
Bard
Level
1
Alignment
Chaotic Neutral
Gender
Female
Height
170 cm
Age
102
Weight
55 kg
Eyes
Pale blue
Hair
Black
Languages
Common, Elvish
STR
CON
DEX
INT
WIS
CHA
8
10
16
14
12
18
-1
+0
+3
+2
+1
+4
+0
+1
+4
+3
+2
+5
Armor Class
A C
14
Physical Defense
P D
11
Mental Defense
M D
14
Save Bonuses
+0
Hit Points
/ 21
Recoveries
/ 8
Recovery Roll
1d8+0
Talents
1
Balladeer
Once each day you can sing one song to give you a positive relationship you would not ordinarily have with an icon.
Takes at least a few rounds to sing, ideally out of combat to an appreciative audience. Each time tell the GM what’s special about the story you are telling.
Charisma skill check (DC 15) using your best singing/musical background. On success, gain 2 points of positive relationship with the chosen icon for the rest of the day (until the next full heal-up).
At least one icon is being mocked/vilified/referred to in unflattering terms. You get an equal number of cursed dice for that icon. They never help you. At the GM’s option, you’ll have to roll these cursed dice at least once and interpret them as possible problems for you: rolls of 1 => definite problem; rolls of 2 => story complications connected to the temporary enemy icon.
A Round for the Prince of Shadows (Enemy dice: any)
2
Loremaster (B+C)
Take two additional points of backgrounds; you can use these additional points to raise a background that has something to do with history, bardic lore, or magical knowledge up to the usually impossible rating of +6.
Take a single point of relationship with the Archmage OR the Lich King Elf Queen. Add the point to a relationship you already have up to your normal maximum, or start a new one— positive, conflicted, or negative.
3
Storyteller
Once per scene when one of your allies rolls relationship dice for an icon, you can tell a one or two sentence story (usually related to the icon, but perhaps otherwise pivotal) that allows them to reroll the relationship check if they don’t like the first result. Your story might sway the opinion of people who are in a position to help your friend, or it might inspire that friend to achieve more. Perhaps you impress on people the urgency of the situation, or remind your friend of previous victories.
Treat this situation as a roleplaying opportunity that may or may not work out.
Basic Melee Attack
ATTACK
+4
HIT
1d8+3
MISS
1
Basic Ranged Attack
ATTACK
+4
HIT
1d6+3
MISS
0
Equipment
GP: 25
Form-fitting leather armor
Rapier
Buckler (+1AC)
Standard traveling gear
Flashy performer's clothes
Formal courtier's dress
Elven rain cloak (old)
Rope, 50ft, good
Harp
Pennywhistle
One Unique Thing
Illegitimate daughter of the Emperor and a niece of the Elven Queen
Icon Relationships
  • Positive: Prince of Shadows (1 point)
  • Conflicted: Emperor (1 point)
  • Conflicted: Elf Queen (2 point)
Backgrounds
  • Elven upbringing at Queen's Court (4 points)
  • Wandering minstrel (4 points)
  • Conwoman (2 points)
Racial Power
Surprising: Once per battle, subtract one from the natural result of one of your own d20 rolls.
Feats
1
Move It
The disengage check gains a +2 bonus.
Battle Cries
1
Move It
Flexible melee attack
Triggering Roll: Natural even roll
Effect: Choose one: One of your unengaged allies can move as a free action; OR one of your engaged allies can make a disengage check at +2 (see feat) as a free action.
2
Pull It Together
Flexible melee attack
Triggering Roll: Natural 11+; use only twice per battle
Effect: One nearby ally can heal using a recovery
Bardic Songs
1
Battle Chant
Ranged spell, At will
Special: When you use battle chant, you can choose any battle cry effect you know as if you were making a basic melee attack, with the battle chant attack roll taking the place of the basic melee attack roll.
Target: One nearby enemy
Attack: Charisma + Level vs MD
Hit: 1d4 + Charisma thunder damage
2
Charm Person
Ranged spell, Daily
Target: One nearby creature with 40hp or fewer
Special: Cannot be cast in combat or on target that has rolled initiative
Attack: Charisma + Level vs MD
Hit: Target believes you are their friend until you/allies take hostile action against them (attacking their allies is okay). Works best as pacifier; if you/allies attack the target or order the target to attack its allies, target can roll a normal save to break the charm effect during its turn each round.
Special: On a miss, not detectible by most others unless you miss by 4+ or roll a natural 1, in which case the target and its allies knows what you tried to do and will usually be angry about it

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