Name Iris Zelenki
Stats
STR: 8 (-1)
CON: 12 (+0)
DEX: 13 (+1)
INT: 9 (+0)
WIS: 15 (+1)
CHA: 16 (+2)
HP: 6+12 Con = 18 HP
DMG: d6 (whenever rolling for damage, always use a base of 1d6)
Race
Elf
When you enter an important location (your call) you can ask the GM for one fact from the history of that location.
Physical Description:
Tall, and rather curvy. Pale skinned. Long, loosely wavy red hair, often tied back in a bun or pulled into a ponytail. Brilliant emerald eyes. Pointed ears, like any elf, and multiple piercings on them.
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Moves
Arcane Art
When you weave a performance into a basic spell, choose an ally and an effect:
Heal 1d8 damage
+1d4 forward to damage
Their mind is shaken clear of one enchantment
The next time someone successfully assists the target with aid, they get +2 instead of +1
Then roll+Cha. On a 10+, the ally gets the selected effect. On a 7-9, your spell still works, but you draw unwanted attention or your magic reverberates to other targets (You can't choose target's that would help you if they received the magic) affecting them as well, player's choice.
Bardic Lore
Area of Expertise:
Grand Histories of the Known World
When you first encounter an important creature, location, or item (your call) covered by your bardic lore you can ask the GM any one question about it; the GM will answer truthfully. The GM may then ask you what tale, song, or legend you heard that information in.
Charming and Open
When you speak frankly with someone, you can ask their player a question from the list below. They must answer it truthfully, then they may ask you a question from the list (which you must answer truthfully).
Whom do you serve?
What do you wish I would do?
How can I get you to ______?
What are you really feeling right now?
What do you most desire?
A Port in the Storm
When you return to a civilized settlement you’ve visited before, tell the GM when you were last here. They’ll tell you how it’s changed since then.
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Gear 4 / 17 (9 + 8 Str)
A fiddle, never before played ( 0 weight)
Leather armor (1 armor, 1 weight)
Dueling rapier (close, precise, 2 weight)
Adventuring gear (1 weight) (Basically a kit of things you might need at the moment, tents, backpacks, ropes, camping stuff.)
Bandages (0 weight)
Halfling pipeleaf (0 weight)
3 coins