Niklaus



Homeless

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Genealogy
PBP Character Created:
31st Aug, 2017 - 10:11pm

Last Updated:
17th Sep, 2017 - 12:45am

Player Member ID:
15583

Member Name:
PaulNelson

Character ID: 333

Character's Game Master:
Abnninja using the Dungeons & Dragons 5e system

Campaign:
Abnninja's D&D 5e Greek Campaign Main Thread

Character Avatar

Familiar / SideKick
More info
Symbol / Sign:
Character Name:
Niklaus

Character Title:
The Jovial

Character Class:
Bard

Character Status:

Lieutenant

Character Alignment:
Chaotic Good

Marching Position:
Center

Rival: ?

The Foe of Niklaus
Guardian: ?

The Vulnerable Keeps

Character Body
Base Theme / Style
Character Combat Info
HP: 25
AC: 14
Initiative: +2
Passive Perception: 14
Spell Atk: +5/+6
Spell DC: 13/14
Shortsword Atk/Dmg: +4/1d6+1
Dagger Atk/Dmg: +4/1d4+1
Character Description
Niklaus stands about 5' 8", with a wiry build, about 140 pounds. Blond hair, in need of a trim, clean-shaven, blue-green eyes.
Character History
Niklaus grew up in the mountains far north of Italy & Greece, the child of traveling entertainers. All of the family were part of the act. As he grew older, songs and stories became Niklaus' specialties. "I love to make folks laugh. With me or at me, either is fine!" When the world changed and magic appeared (returned?), he found his ability to perform became even better, more profound. The whole family benefited from magic, it seemed, either directly or indirectly. Then one evening a few years ago, after the family performed in a town, Niklaus stayed the evening with an admirer, which was not unusual. But late at night, she suddenly attacked him. He barely survived and raced to where his family was staying. They were being attacked by creatures out of legend. His parents did not survive, but he managed to save his sisters, one younger, the other a fraternal twin of his. They escaped into the night, and kept going.

Eventually they found refuge with other performers, but eventually became their own troupe. His sisters have remained with him, while Niklaus turned to adventuring on the side, essentially becoming a freelance diplomat/spy. His skills at performing make him welcome, and his magic, which he tries to keep mostly hidden, helps him in his jobs, as well.
Character Magick / Spells / Powers
Bardic Inspiration, d8, x3/day (Cutting Words)

Cantrips: Message, Vicious Mockery

Level 1: Detect Magic, Dissonant Whispers, Tasha's Hideous Laughter, Thunderwave
Level 2: Invisibility, Knock
Character Notes*
Human Entertainer, College of Lore

Trait: I love a good insult, even if (especially) directed at me!

Ideal: The world is in need of new ideas and bold action.

Bond: I would do anything for the other members of my old troupe (family).

Flaw: I once satirized a noble who still wants my head. It was a mistake I will likely repeat.

* The content here is exposed unless you get a Guardian to protect it.
Deity / Allegiance / Cult
Familiar / Side Kick / Craft
Character Equipment
Shortsword, lute, drum, disguise kit (part of entertainer's pack), studded leather armor, dagger, Thieves' Tools, Cloak of Charisma (+2)
Character Storage
Was never one for keeping much that couldn't fit on person.
Game Master Notes*
Check my Q&A thread answer. I updated it with info for you.

Last nag (warning): --

* The Game Master's notes to you are exposed, get a Guardian to protect it.
Character Item Location
Head:
Left:
Center:
Right:
Left:
Right:
Available Gems ?

No Gem Activated. This means your Character does not have the possible 'edge' over other Characters. Activate a Gem to get the advantage.
Personal Rival: ?
At some point in this Character's life a foe became known - the history behind this rival can be written here.
Character Stats
STR: 12 (+1)
DEX: 14 (+4)
CON: 14 (+2)
INT: 11 (0)
WIS: 14 (+2)
CHA: 16/18 (+5/+6)

Languages: Germanic, Greek

Proficiency: DEX, CHA, simple weapons, light armor, disguise kit, lute, drum, flute, Thieves' Tools

Skills (*proficient/**expertise):
Athletics: +2
Acrobatics*: +4
Sleight of Hand: +3
Stealth*: +5
History*: +4
Nature: +3
Investigation*: +4
Religion: +3
Animal Handling: +3
Insight*: +4
Medicine: +3
Perception**: +6
Survival: +3
Deception*: +5/+6
Intimidation: +4/+5
Performance*: +5/+6
Persuasion**: +7/+8

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ROK II

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