Whistler Fox
Character Backstory
On the Road He left the next day with his manuscript, Usul his shotgun which has always protected him, and the small coin he’d saved since beginning his “work” with Chibo. Xerxes gave Whistler a parting gift; a blood beacon. He jabbed it into Whistler’s arm swiftly. Now, Whistler was visible to cult members everywhere. He’d never truly be alone, said Xerxes. Whistler smiled as he made his way down one of the ancient Interstates remembering it. He knew that it didn’t matter if the cult or a turned human or another bounty killed him, he’d die free.Meeting Avix
After about 5 years of solitude, carving out his existence on wits, weapons, and words, Whistler met Avix. A brute of being that held his own in a fight but was bull in a China shop. Whistler recognized the potential for a partnership but he had to know that Avix was trustworthy. He set up a fake bounty on Avix and spread the word to several hunters that would test Avix. When Avix cleaned the last of them off of his Hammer, Whistler appeared and offered his hand in partnership. He explained that he was the one that sent them to kill Avix. Avix knew that he could kill the old man right there but something about Whistlers words made him think that wasn’t wise. Indeed Whistler had set a nano round in Usul to nullify the gravity hammer incase Avix couldn’t be persuaded to work together. But, grabbing Whistler’s forearm in the way of truce, Avix agreed to work with him. For now. Not surprisingly Avix had been crashing wherever the ground would hold him. Whistler offered the safety of his barracks. A small building that appears to have been covered in ancient rubble, concealing a spartan place to rest, train, and plan.Whistler Fox
Bard 1
Class & Level
Haunted One
Background
Variant Human
Race
Chaotic Good
Alignment
Strength
18
+4
Dexterity
14
+2
constitution
8
-1
intelligence
10
+0
wisdom
5
-3
charisma
16
+3
Total Hit Dice
1
Hit Die
Hit Die
1d8-1
+2
proficiency bonus
+4 | Strength |
+4 | Dexterity |
-1 | Constitution |
+0 | Intelligence |
-3 | Wisdom |
+5 | Charisma |
+2 | Acrobatics |
-1 | Animal Handling |
+0 | Arcana |
+4 | Athletics |
+3 | Deception |
+0 | History |
-3 | Insight |
+3 | Intimidation |
+2 | Investigation |
-3 | Medicine |
+0 | Nature |
-1 | Perception |
+5 | Performance |
+5 | Persuasion |
+0 | Religion |
+2 | Sleight of Hands |
+2 | Stealth |
-1 | Survival |
19
Armor Class
Armor Class
7
Hit Points
Hit Points
+2
Initiative
Initiative
30 ft
Speed
Speed
Shotgun - Usul | 1d20+4 | 1d10+4 |
---|---|---|
Dagger | 1d20+6 | 1d4+4 |
Handaxe | 1d20+6 | 1d6+4 |
Unarmed Strike | 1d20+6 | [5] |
=== ARMOR ===
Light Armor
=== WEAPONS ===
Crossbow, Hand, Longsword, Rapier, Shortsword, Simple Weapons
=== TOOLS ===
Drum, Lyre, Viol
=== LANGUAGES ===
Common, Infernal, Primordial
Proficiences
Light Armor
=== WEAPONS ===
Crossbow, Hand, Longsword, Rapier, Shortsword, Simple Weapons
=== TOOLS ===
Drum, Lyre, Viol
=== LANGUAGES ===
Common, Infernal, Primordial
Proficiences
Leather - 10 lb.
Shotgun - Usul - 10 lb.
Dagger - 1 lb.
Handaxe - 2 lb.
Ink Bottle - 1 lb.
Ink Pen - 0 lb.
Map - 0 lb.
Clothes, common - 3 lb.
Crowbar - 5 lb.
Hammer - 3 lb.
Lamp - 1 lb.
Mirror - 0.5 lb.
Flask - 1 lb.
Paper - 0 lb.
Soap - 0 lb.
Tinderbox - 1 lb.
Equipment
Shotgun - Usul - 10 lb.
Dagger - 1 lb.
Handaxe - 2 lb.
Ink Bottle - 1 lb.
Ink Pen - 0 lb.
Map - 0 lb.
Clothes, common - 3 lb.
Crowbar - 5 lb.
Hammer - 3 lb.
Lamp - 1 lb.
Mirror - 0.5 lb.
Flask - 1 lb.
Paper - 0 lb.
Soap - 0 lb.
Tinderbox - 1 lb.
Equipment
I expect danger around every corner.
I don’t run from evil. Evil runs from me.
I like to read and memorize poetry. It keeps me calm and brings me fleeting moments of happiness.
Personality Traits
I don’t run from evil. Evil runs from me.
I like to read and memorize poetry. It keeps me calm and brings me fleeting moments of happiness.
Personality Traits
=== BARD FEATURES ===
* Hit Points • PHB 52
* Proficiencies • PHB 52
* Spellcasting • PHB 52
You can cast known bard spells using CHA as your spellcasting modifier (Spell DC 13, Spell Attack +5) and known bard spells as rituals if they have the ritual tag. You can use a musical instrument as a spellcasting focus.
* Bardic Inspiration • PHB 53
As a bonus action, a creature (other than you) within 60 ft. that can hear you gains an inspiration die (1d6). For 10 minutes, the creature can add it to one ability check, attack roll, or saving throw. This can be added after seeing the roll, but before knowing the outcome.
| 3 / Long Rest • 1 Bonus Action
=== VARIANT HUMAN RACIAL TRAITS ===
* Languages • BR 31
You can speak, read, and write Common and one extra language.
* Ability Score Increase • BR 31
Two different ability scores of your choice increase by 1.
* Skills • BR 31
You gain proficiency in one skill of your choice.
* Feat • BR 31
You gain one feat of your choice.
=== FEATS ===
Grappler • BR 167
You have advantage on attack rolls against a creature you are grappling. You can use your action to try to pin a creature grappled by you by making another grapple check. If you succeed, you and the creature are both restrained until the grapple ends.
| Grappling Pin: 1 Action
Features & Traits
* Hit Points • PHB 52
* Proficiencies • PHB 52
* Spellcasting • PHB 52
You can cast known bard spells using CHA as your spellcasting modifier (Spell DC 13, Spell Attack +5) and known bard spells as rituals if they have the ritual tag. You can use a musical instrument as a spellcasting focus.
* Bardic Inspiration • PHB 53
As a bonus action, a creature (other than you) within 60 ft. that can hear you gains an inspiration die (1d6). For 10 minutes, the creature can add it to one ability check, attack roll, or saving throw. This can be added after seeing the roll, but before knowing the outcome.
| 3 / Long Rest • 1 Bonus Action
=== VARIANT HUMAN RACIAL TRAITS ===
* Languages • BR 31
You can speak, read, and write Common and one extra language.
* Ability Score Increase • BR 31
Two different ability scores of your choice increase by 1.
* Skills • BR 31
You gain proficiency in one skill of your choice.
* Feat • BR 31
You gain one feat of your choice.
=== FEATS ===
Grappler • BR 167
You have advantage on attack rolls against a creature you are grappling. You can use your action to try to pin a creature grappled by you by making another grapple check. If you succeed, you and the creature are both restrained until the grapple ends.
| Grappling Pin: 1 Action
Features & Traits
Heroes Enabled
The crass, gentleman with an eye for doors and corners.
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