Peep Character in Verum | World Anvil

Peep

Peep

Born to a den of kobolds that infested the mines of Krazax, he grew up stealing from the dwarves to survive, until one day he discovered a small tin horn.   Peep loved his horn, so much that he might have caused a few mishaps around the kobold den, his playing late into the night, his tooting causing others to drop their things in fright, the noise was loud enough to lead dwarven pest controllers closer to the location of their den.   For the sake of the clan, and for the sake of kobold hearing he was exiled.   Having grown up in exile, his common is spoken in broken words ,he has the habit to drop to all fours to run. despite the early struggle that he has gone through, his view of the world is still very innocent.   Having recently started to record stories that he has heard into a number of books, Peep knows the difference between stories and reality, but is now attempting to mimic them, for better or for worse

Physical Description

General Physical Condition

Short and squishy, even for a kobold. While not particularly strong he is quite agile.

Body Features

Small smooth scales cover his body, giving a soft appearance until closer inspection, much like that of a gecko. Bright orange colouration with countershading extending across the front of his body.

Facial Features

Thick neck leading up to a small reptilian head, his snout is quite short, and has a mouth filled with pointy "all purpose" teeth.

Identifying Characteristics

Countershading that fades into a pattern of spots on his underside extending to his tail. Toothy, friendly smile that is occasionally missing teeth. A number of small scars from falling in combat.

Physical quirks

Walks with a slight waddle, when sprinting he scampers on all fours

Special abilities

Is cute

Apparel & Accessories

Particularly likes the colour blue as he thinks it looks good with the colour of his scales. Likes to attach decorations to his equipment, in particular a bright purple set of feathers tied to his shield.

Specialized Equipment

Carries a tower shield that is taller than himself, though it is no larger than a regular shield for a medium sized race, when not equipped it is carried behind his back horizontally.

Mental characteristics

Education

Basic training in music, reading and writing common from an idealistic bard from Peep's past. Martial training from fellow adventurer's, most notably Rauth'k and Arakokana . Learnt to read and write common effectively from Muse. Education and continued tenure at the Bard's College.

Accomplishments & Achievements

Survived the Arena of Thundertown, though he refused to fight the champion, a decision that he doesn't regret.

Failures & Embarrassments

Is ashamed of his past

Mental Trauma

Due to the events at the world wanderer's outpost Peep has a minor fear of Dolten and the outpost in Dolten

Morality & Philosophy

Believes that evils are motivated by fear.

Taboos

Doesn't like killing, but does so to survive.

Personality Characteristics

Motivation

Friends and family are the most important things for Peep.

Savvies & Ineptitudes

Skilled at cooking, though more due to the fact that he will continue to try until he succeeds.

Likes & Dislikes

Likes hugs, the feeling of being protected by someone stronger than himself.

Virtues & Personality perks

Cheery exterior, desire to learn and improve self.

Vices & Personality flaws

Constantly scared, though does well to hide it.

Personality Quirks

Rubs back of head when embarrassed

Social

Family Ties

Adopted by Felegras. Partners with Muse

Social Aptitude

Cheerful and friendly, is often seen as cute and disarming by most individuals. Comes off as naive, but is reasonably intelligent when it comes to helping others.

Hobbies & Pets

Likes to collect mementos, keeping them on his person or in his room at the college.

Speech

Speaks in a high pitched voice, yippy, voice. Usually speaks in short sentences and refers to himself in third person when speaking common.

Wealth & Financial state

Gold

21619gp 5sp  

Magic Items

  The Pack Master’s Mantle
Cloak - Attunement - Minor Very Rare (3,500gp)
This dire wolf pelt has kept its head and its eyes glow yellow to signify the primal magic put into it. A werewolf tooth that has been enchanted with the Polymorph spell through the power of music and has replaced one of the teeth of the dire wolf head. When worn, the head can be pulled over the wearer’s head like a hood to cover the upper half of the face, and the limbs can be wrapped around the wearer’s arms and legs with attached vines to give the illusion of a more wolf based creature.
  When attuned to this item, you're naturally adapted to cold climates, as described in chapter 5 of the Dungeon Master's Guide, have advantage on Wisdom (Perception checks), and you have advantage on Wisdom (Survival) checks made to track a creature. Additionally, you can attempt to hide even when you are only lightly obscured.
  Howl With Me!: As an action, you can let loose a howl mimicking a wolf's, the paltry mimicry becoming the genuine article in time. For 1 minute, you are under the effects of the Polymorph spell turning you into a Dire Wolf (no concentration required). Up to 4 allies you can see within 60 feet of you that can hear you can add a d6 to an attack roll once per turn for the duration. Additionally, all enemies within 30 feet of you that can hear you must succeed on a DC 15 Wisdom saving throw or be frightened of you for the duration. A frightened creature can repeat this saving throw at the end of each of their turns, ending the effect on itself on a success. Once you have use this ability, you cannot use it again until you finish a long rest.

Kobold Tower Shield
Shield – Minor Uncommon (250 gp)
AC +2 – 10 lbs.
Strength: -
Stealth: -
Special: You gain half-cover while wielding this shield, but also disadvantage on attack rolls against targets within 5 feet. 20 lbs
  This tower shield can only be wielded by small creatures.
  Protective Presence: You can use a bonus action to place an ally within 5 feet of you under this shield’s protection, giving the ally half-cover until the end of your next turn. The ally must stay within 5 feet of you in order to benefit from this ability. You can use this ability three times, and expended uses refresh each day at dawn.
  Hunker Down: You can spend an action to give yourself three-quarters cover for 1 minute. You cannot use this ability again until the next dawn.   This tower shield was crafted for and must be wielded by a small creature.
  You have half cover while you have the tower shield equipped, but you have disadvantage on attacks against targets that are within 5 ft. of you.

Freezing Hatchet
Attunement – Major Rare – 1150 gp
Light, Finesse, Thrown.
Range: 30/70 - 2lb
This Handaxe has been enchanted with Wall of Water and Ice Knife, its handle carved from the wood of an ash, and its balance ensured, and improved, by a forgechild. Its head is cold to the touch, and collects a small layer of frost across the face of the axe itself.
  This item has 3 charges that are regained at the end of a long rest.
  Frozen Bite - This weapon does an additional 1d4 cold damage.
  Ice Cold - This axe can be used to freeze large areas. As an action, you can expend a charge and embed the axe head into the ground and freeze a 15 foot radius. Every creature must make a DC 14 Constitution saving throw or be grappled. This save can be repeated at the beginning of each turn at no cost. The axe is then stuck in the ice until an action is used to remove it or 3 rounds pass, where the ability stops and the ice melts away.
  Icy Wall - As an action, you can expend a charge to slam the axe into the ground to create a wall of ice that is 10 feet tall, 10 feet long, and 5 feet wide within 5 feet of the handaxe. This ice has 12 AC and 20 HP. When reduced to 0 hit points it shatters. This wall lasts 5 rounds or until shattered.
[Base Material, Enhancement, Adornment, Spell Invocation x2]
Peep’s Grappling Hook
Grappling Hook – Minor Rare - 1200gp
  The item itself is quite small as it is made by a particularly small kobold, allowing it to be coiled up into a reasonably compact bundle. The claws of the grappling hook are all made to lie flat against a surface, instead of the claws catching onto a ridge it relies on the the sticky nature of the “hook” to connect it to a surface.
  The head of this hook is quite sticky. While it is in your hand, you can use a bonus action to throw it at any flat surface within 50 feet of you. The hook is magically secured to that surface for 5 minutes or until you pull it back as a bonus action. This rope can hold up to 1000 pounds before breaking.
  Panic Shot: As a reaction to falling 10 feet or more, you can activate this item to shoot out and attach to a flat surface within 50 feet of you. The other end wraps around you, securing you for one minute, or until you pull it free as a bonus action. This ability can only be used once each day, refreshing at dawn.
  [Base Material, Enchantment (2 spells)]
Hide of Calm Waters
Leather Armor – Minor Rare – Attunement
  Leather armor with a river pattern that magically flows While wearing this armor, your dexterity score is increased by 1. Bludgeoning weapon damage is reduced by 2 when wearing this armor. Whenever you would attack a creature with advantage, you deal an additional 1d4 psychic damage. (A Performance is Demanded of You, Prestige Reward)

Spiny Chains
Modified Caltrops – Common (100gp)
This length of chain has been expertly welded and covered in caltrops, allowing you to lay it out in a 5 foot wide and 20 foot long line as an action. One of the spaces must be within 5 feet of you when laying it out, but the orientation of the chain is up to you. Picking up the chain is an action as well.
  Entering the chain’s area counts as entering an area of caltrops.

Slippy Net
Magical Net – Common (150gp)
This net has been covered in a mixture of oil and soap, making it exceedingly slippery.
  The DC a creature must meet with a Strength check to free itself from the restrained condition of this net increases to 11. If a creature does attempt a Strength check to free itself from being restrained by this net, failure also causes the creature to drop any held items.
  You can place the net on the ground as an action to cover a 5 foot space. If you are proficient with Disguise Kits, you can also spend a bonus action in attempt to hide it with a Dexterity (Stealth) ability check. Any ability checks to notice the net are contested against the result of your Stealth check.
  If a creature enters the space of the placed net, they slip and fall prone unless they make a DC 11 Dexterity saving throw.

Extreme Kobold (Net) Thrower
Net Launcher – Major Uncommon (900gp)
[-- Damage, Ammunition (15/45 Range), Loading, Two-Handed, Special, .5 lbs]   This oversized obsidian colored Launcher is a magically modified crossbow. It is surprisingly light to hold, almost as if it were floating in your hands.
  This Launcher can only fire nets and uses them as ammunition. Additionally it uses the net's special property as described in the PHB

Luminous Lodestone
Wondrous Ball - Major Uncommon (800 gp)
A small faintly glowing metal orb that emits a blinding light when thrown, looks like a metallic gobstopper.
  This ball can be thrown 30 feet and does no damage on impact.
  Thunderbang - As a bonus action, you can activate this metallic ball. At the beginning of your next turn, it emits a short ear-piercing sound that deafens those within 15 feet of it until the end of their next turn. This ability can only be used once, and refreshes at dawn.

Kobold's Confounding Cloud
Iron Ball - Minor Uncommon (250 gp)
0.5 lbs   This small iron ball, which is 1 inch in diameter, has been enchanted with Fog Cloud.
  Smoke Bomb: You can use an action to throw the ball at any square you can see within 40 feet. When thrown in this way, it releases a cloud of fog within a 10 foot radius, centered on where it landed. This cloud persists for 2 rounds and spreads around corners. You cannot use this ability again until the next dawn.

Father's Love
Plushy - Major Uncommon
  This iguana plush as been carefully sown by Arakokana Felegra, and enchanted by her husband Seian with Spirit Shield. It is made as a gift for one of their children.
  When this iguana plush is squeezed, the creature that squeezed it gains 1 temporary hit point that lasts until their next short rest. They are filled with a sense of safety and protection, as if they have a guardian watching over them.
  A creature cannot benefit from this effect again for 10 minutes. You must be holding this plush to use this ability.

Bewildering Bolt
Magical Crossbow Bolt - Minor Uncommon - 125gp
  This crossbow bolt has a small and strange look to it, odd effects circulating from the shaft to the tip, almost playful in nature.
  When you hit using this bolt, the target has disadvantage on their next attack roll. Additionally, they suddenly feel as though they stink horrendously. This bolt breaks upon use.

Arcane Unlocker
Wondrous (Clockwork Device) - Minor Rare - 1455gp
1lb.
This small circular clockwork device, magically reacts to any lock that it comes in contact with, whirring and spinning until it eventually breaks through the pesky lock it is attached to. If you are within 5 feet of an object, such as a door, a a box, a chest, a set of manacles, a padlock, or another object that contains a mundane or magical means that prevents access, you can use an action to apply this item onto it for ten minutes. After which, the object, if it is held shut by a mundane lock, stuck, or barred, becomes unlocked, unstuck, or unbarred. If the object has multiple locks, only one of them is unlocked. If you choose a target that is held shut with arcane lock, following the ten minutes for unlocking, that spell is suppressed for ten minutes, during which time the target can be opened and shut normally.   After the ten minute unlocking process is complete, roll 1d4. On a 1, the Arcane Unlocker produces a loud clank, audible from as far away as 300 feet. On any other roll, no sound is made.   While you are unlocking an object with this item, any thieves' tools checks on that object recieve a +1 bonus.   After an object has been unlocked this way, you cannot use this item again until you finish a short or long rest.
Date of Birth
5th of May 1189
Birthplace
Krazax
Children
Current Residence
Krazax, Bard's College
Gender
Male
Eyes
Yellow, vertical pupils
Hair
None
Height
2'2"
Weight
26.5 Freedom units || 12kg
Quotes & Catchphrases
"Peep"
Known Languages
Common (Stone), Draconic (Fang), Dwarven (Peak)

Cephalopodo

Kobold Race
Rangeroamer Origin
Bard 6 / Sorcerer 1 || 6 Class & Level
Chaotic Neutral Alignment
The Seven Deity
Bard's College Faction
Librarian (not actually) Rank/Position
23 Loyalty
Name Pending Company Company

Strength 8
-1
Dexterity 17
+3
constitution 16
+3
intelligence 11
+0
wisdom 11
+0
charisma 16
+3
Total Hit Dice 5d8 / 1d6
Hit Die
1d8 / d6+3
+3 proficiency bonus
-1 Strength
+6 Dexterity
+3 Constitution
+0 Intelligence
+0 Wisdom
+6 Charisma
saving throws
+6 Acrobatics
+1 Animal Handling
+1 Arcana
+0 Athletics
+4 Deception
+3 History
+1 Insight
+4 Intimidation
+1 Investigation
+1 Martial
+1 Medicine
+1 Nature
+3 Perception
+9 Performance
+4 Persuasion
+1 Religion
+4 Sleight of Hands
+9 Stealth
+3 Survival
skills

 
22
MV
1
Prestige
1
Attunement Slots
22
Armor Class
63
Hit Points
+4
Initiative
30
Speed
Attacks
Weapons
Simple, Martial
Armour
Light, Medium, Shields
Tools
Tinker's Tools (Factionless Start)
Alchemist's Tools (Bards College)
Calligrapher's Tools (Bards College)
Smith's Tools (Academy Training)
Instruments
Horn, Drums, Lute (Class)
Flute, Viol (Bards College)
Skills
Acrobatics (Class)
History (Origin)
Perception (Diety: The Seven)
Performance (Class, Expertise)
Stealth (Class, Expertise)
Survival (Factionless Start)
Proficiences
Spell DC: 15 | Spell Attack Mod: +6

LevelPer Day
1st
4
2nd
3
3rd
3
4th
1

Cantrips


Prestidigitation, Vicious Mockery, Minor Illusion

Booming Blade, Guidance, Mold Earth, Chill Touch

Special Wizardy Cantrip: Shape Water

Prepared Spells


1st Level


Longstrider, Healing Word, Feather Fall

Bless, Shield, Absorb Elements

2nd Level


Shatter, Enhance Ability, Lesser Restoration, Cloud of Daggers

3rd Level


Dispel Magic, Plant Growth

Bards College Spells


Cantrip: Mage Hand
1st Level: Comprehend Languages, Feather Fall
Spellcasting

Weapons & Armour


Hand Crossbow
Blowgun
Masterworks Half Plate (Peep sized Plate)

Ammunition


Tiny Darts of Healing (9)
Tripping Bolts (1)
Bewildering Bolts (14)

Tools


+1 Smith Tools
Tinker's Tools

Adventuring Gear



Flask (2)
Healer's Kit
Backpack
Horn
Component pouch
Bandolier

Transportation


Carriage
Warhorse
Saddle
Horn (2)

Crafting


Spark of Battle
Fon Pel'Zir (special crafter)
Ancient Pseudodragon Scale

1 x Performer's Ribbon
1 x Mageslayer Crossbow
Muse's Prized Lute

36 Crafting Tokens

Consumables



Potion of greater healing
Potion of Water Breathing (1)
3 Superior Healing Potions

Scroll of Bane (1)
Scroll of Shield of Faith (MoonMoon Gift)
Scroll of Lesser Restoration (3)
Scroll of Longstrider (3)
Scroll of Enhance Ability (2)
Scroll of Dispel Magic (2)


FLAVOUR ITEMS


Crow Plushy with Button
The Silent Storyteller (Book about Rauth'k)
Book of Philosophy
Archer's Hat
Jackal Plushy (Made from 100% real Jackal)
Wizard Hat
Traveller's Logs (5)
History Book on Barghest


Adhuil's Stuff (Left in Skye's room)

Adhuil's Apology Pal
Elemental Gem: Blue Sapphire
Bork's Sleep Anywhere Pillow x2
War Dog
The Apprentices Ring of Magical Homework Copying
Murderous Plate
Goat Figurine
Fish Shaped Frying pan
Green Iris Eye
Zixx's Tooth
Potion of Animal Friendship
Protection from Good and Evil Scroll x 2
Sleep Scroll X 4
Burning Hands Scroll x 1
Detect Magic Scroll x 1
Feather Fall Scroll x 1
Absorb Element Scroll x 4
Potion of Invisibility x 1
Potion of Water Breathing x 1
Potion of Gaseous form x 2
Potion of Superior healing x 6
Oil Flask x 30
Alchemist Fire x 35
Expeditious Retreat Scroll x 1
Alarm Scroll x 1
Protection from Good and Evil x 4
Comprehend Languages x 2
Burning hands x 4
Potion of Greater Healing x 1
Create and Destroy water x 1
Spiritual Weapon x 2
Potion of Invisibility x 1
Arcane Lock Scroll x 1
Magic missiles scroll x 4
Potion of climbing x 4
Tapor x 1
Stuffed Mimic Chest Plushy x 1
Deluxe Little Biggs Plush with reconstructing action x 1


Justus' Stuff (Left in Skye's room)

Wynnyfred of hates mask,
The sleep anywhere pillow
(Amount: x3)Heavy Lead Ring:
Artifact piece

 

Equipment
Bard's College
Faction
Madman
Stat Array

Racial Traits


Darkvision
You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern colour in darkness, only shades of gray.

Grovel, Cower, and Beg
As an action on your turn, you can cower pathetically to distract nearby foes. Until the end of your next turn, your allies gain advantage on attack rolls against enemies within 10 feet of you that you can see. Once you uses this trait, you can't use it again until you finish a short or long rest.

Pack Tactics
You have advantage on an attack roll against a creature if at least one of your allies is within 5 feet of the creature and the ally isn't incapacitated.

Sunlight Sensitivity
You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.

Class Features


Bard Proficiencies
Acrobatics, Performance and Stealth

Valor Bard

Bardic Inspiration
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 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.

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 as a spellcasting focus for your bard spells.

Jack of All Trades
Add half your proficiency bonus, rounded down, to any ability check you make that doesn't already include your proficiency bonus.

Song of Rest
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 by spending Hit Dice at the end of the short rest, each of those creatures regains an extra 1d6 hit points.

Valor Bard, Bonus Proficiencies
Proficiency with medium armour, shields and martial weapons

Combat Inspiration
You learn to inspire others in battle. A creature that has a Bardic Inspiration die from you can roll that die and add the number rolled to a weapon damage roll it just made. Alternatively, when an attack roll is made against the creature, it can use its reaction to roll the Bardic Inspiration die and add the number rolled to its AC against that attack, after seeing the roll but before knowing whether it hits or misses.

Expertise
Double proficiency bonus in Performance and Stealth

LvL 4 ASI
+1 to constitution and charisma

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.

Extra Attack
Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

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).

Divine Soul Sorcerer

Favoured by the Gods
Starting at 1st level, divine power guards your destiny. If you fail a saving throw or miss with an attack roll, you can roll 2d4 and add it to the total, possibly changing the outcome. Once you use this feature, you can't use it again until you finish a short or long rest.

7 Bard's College Loyalty +5 HP, +250gp per day job
Class/Racial Features & Traits

Comments

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Apr 5, 2019 12:19

Oh shit it's PEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEP

Apr 5, 2019 19:41

Peep is best Kobold