KEEPER HILL
A Fantasy Core and
D&D 5th Edition Fantasy Ireland Adventure
© Jerry Harris 2016
(This link will take you to the
Fantasy Core Playtest Rules.)
Sean
Robins
A rougishly
good-looking young man in his 30’s. If
the Character group is short-handed, Sean could join them, but keep in mind,
his own safety and his agenda (getting the locket) are paramount. He will cut and run from the group if the
situation gets too dangerous. Sean may
also be putting in an appearance later in the adventure in a more adversarial
role.
5th level Bard (FC)
HD 5 (d6),
Hp 27, AC 14 (leather)
+3 Int,
Cha, +2 Dex, Wis
Fort +1
Ref +6 Will +6
Melee: +1 Magic Rapier (Zing) +6 to hit
1d6+3 (This was a gift from Nim.)
Ranged: Pistol Crossbow +5 to hit 1d4 +
poison DC 12 Fort sv or uncon. 1 turn
Bardic Music: +7
Healing (DC 12): May be used to add +3 to others’
Healing or Stabilizing attempts, while at rest.
Soothing (DC is 10 + HD): May be used to calm animals and
the insane. This cannot be used in
combat.
Countersong (DC is 10 + HD): May counteract the effect any
sort of musical attack. Bards themselves
are always fully immune.
Bardic Performance: +7, DC
12 Social/DC 18 Hostile Crowd.
Bardic Knowledge: +6, DC 12 minor factoid, DC 18 very specific.
Bard Skills:
+4 Stealth
(Hiding, sneaking), Escape Artist
+1 Acrobatics (Balancing, jumping), Climb
+3 Charm, Negotiate, Intimidate
(Psychologically), Disguise
Bardic Magic: Spellcheck +6 (+3 Int bonus, +3 level bonus), 2 cumulative failures in a turn/encounter
Cantrips
(DC 10 to cast)
Detect
Magic: Detects
spells and magic items within 60 ft.
Ghost
Sound or Lights:
Figment sounds or lights. (DC 12 Will Sv
to distract)
Light: Object shines like a torch for 1
turn. Only 1 may be active.
1st
Level (DC 13 to cast)
Charm
Person: Makes one
person your friend. 5 turns. (Will Sv
DC 15)
Expeditious
Retreat: Your
speed increases by 30 ft. 5 turns.
Ventriloquism: Throws voice for 5 rds (Will Sv DC
15 to ignore)
[These
stats are from the NPC draft doc.]
5th Level Bard (5e)
HD 5 (d8),
Hp 33, AC 14 (Leather), Initiative +3
Str 12 (+1), Dex 16
(+3), Con 12 (+1), Int 12 (+1), Wis 8 (-1), Cha 16 (+3)
Proficiency Bonus: +3
Saving Throws: Dex +6, Cha +6
Skills: Perception +1, Performance +5, Persuasion +5,
Stealth +5
Melee: +1 Magic
Rapier +7
to hit 1d8 + 4 piercing
Ranged: Pistol Crossbow +6 to hit 1d4 +
poison DC 10 Fort sv or uncon. 1 turn
Spellcasting: Spell Attack Bonus +6; Saving Throws Against
are DC 14.
Cantrips
Guidance: 1d4 bonus to an Ability check
Prestidigitation: Minor magic tricks
4 x 1st Level
Charm Person: Wis Sv or charmed for 1 hr. Target has Advantage is cast in combat. Make affect 1 addition person per higher
spell slot
Detect Magic: Detect 30’ for 10 minutes
Identify: Learn properties and use of object or
magical conditions of a creature
Sleep: Effects 5d8 hp of creatures for 1
minute. Add 2d8 additional hp per higher
spell slot
3 x 2nd Level
Hold Person: Wis Sv or paralyzed 1 minute. May target another creature if cast in a 3rd
Level slot
Invisibility: Invisible up to 1 hr or until
invisible person attacks. May make 1
additional person invisible when cast in 3rd Level slot
Misty Step: Teleport 30’
2 x 3rd Level
Remove Curse: End any Curse with touch
Speak with the Dead
3 x Bard’s Cheer: Inspire one creature
(not himself) within 60 feet. That target gains 1d6 that can be rolled and
added to one saving throw, attack roll, or ability check that it makes in the
next 10 minutes. The target decides whether to add the bonus die after seeing
the result of the initial d20 roll, but no creature can have more than one
bonus die at a time.
[My stats are NOT entirely correct with 5e rules. Feel free to fix them.]
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