Justav (character)

Bard 1st
Description: Elf (Ynthian/High), Size [Medium]; Movement – Normal (30’), male, age: 21, right handed, 5’10”, #165, golden-blonde hair (long; ponytail), golden toned skin, brown eyes with violet flecks
> character is nearly ambidextrous when it comes to musical instruments and writing; not fighting or anything else though.
Background: Guild Artisan [as bard of the realms]; Business = Carpenters
– Personality Trait: Anything worth doing is worth doing right the first time
– Ideal: Community – It is the duty of all civilized people to strengthen the bonds of community and the security of civilization.
– Bond: I owe my guild/Collegia a debt i must repay for forging me into the person i am today.
– Flaw: I have a weakness for the vices of the city – women, gambling, drink.
Alignment/Code/Mannerisms: Lawful Good
Hit Points: [5]+1 = 6
Strength: 11
Intelligence: 14 (+2)
Wisdom: 13 (+1)
Dexterity: 15 (+2)
Constitution: 12 (+1)
Charisma: 17 (+3)
Sanity: 11

Proficiency

[+2 Bonus to proficient capabilities] Ability: Dexterity, Charisma
Armor: Light | Weapons: Elven (longsword, shortsword, shortbow, and longbow); Simple weapons, hand crossbows, rapiers
Skills: Insight (Wisdom), Perception (Wisdom), Persuasion (Charisma), Survival (Wisdom), History (Intelligence), Religion (Intelligence)
Tools: Woodworking (musical instruments), Guitar, Lyre, Cello, Flute

Knowledge

Lore: Law [advantage on all checks], Elven History [+2], Cooking [+2],
Language: Feyloise (literate), Gladnorian (literate), High Umbakian/Dundarian, Mercat (literate), Pine Tribes [Dundrav; dialects], Yvaldeysian
> Can recognize most languages though may not be able to speak them (DC 12 Intelligence)
Brew of the Long trail: Secret tea recipe of the brothers; DC 12 Survival check + 20 silvers per drink. Allows overnight healing despite trail fatigue.

Feats

Darkvision: Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions.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 color in darkness, only shades of gray.
Fey Ancestry: You have advantage on saving throws against being charmed, and magic can’t put you to sleep.
Feature: Bardic College Membership (Solars; Brotherhood of the Long trail)
As an established and respected member of a collegia, you can rely on certain benefits that membership provides. Temples, lords, Collegia Halls, and patrons who sponsor such things in exchange for news, entertainment or tutoring provide you with lodging and food if necessary, and pay for your funeral if needed. In some cities and towns, a Collegia or library offers a central place to meet other members of your profession, which can be a good place to meet potential patrons, allies, or hirelings.
> Legal support, community meetings, legal proceedings, political rallies and offices,
Fees: Proficiency Bonus x 20 silver crowns per month
Brotherhood Focus: Storytelling, arbitrating disagreements and law, “spreading news and delight”
– Like all bardic brotherhoods, the gathering of news and use of mages, churches, and mundane means of sending important information back to the Bardic Collegia of the High King is paramount. Bards may commandeer means and methods to accomplish this.
Brotherhood Prohibitions: No serving as a herald for any lord

MAGIC

Save DC = 8 + Prof. Bonus + CHA modifier = 13
Spell Attack = Prof. Bonus + CHA modifier = +5
Cancrips: (1 as elf; Light); [2; Bard] Vicious Mockery, Prestidigitation
1st: [4] Dissonant Whispers, Healing Word, Charm Person, Disguise Self
> Identify [Collegia] Spell Slots = 1st x 2

Equipment

Armor: : Leather AC 11 + Dexterity [2] = Armor Class 13
Weapons: Longsword (D8/4 damage), Short Bow (D6/3)
Quiver: 12 arrows
Bedroll: 2 entertainer clothes, 3 hats, 2 soft boot sets
Satchel: Instrument repair kit
> Buried in the secret bottom is a scroll record of who/ when. where. and the circumstances of those has has been judge, jury, and executioner over.
Backpack: 3 sets clothes, kit, flint and tinder, 40′ cord, 3 torches, 10 candles, mirror, wine (good), 20 doses of tea Brew of the Long Trail
Bardic Pin: Brotherhood of the Long Trail member; serves as a stamp for sealing documents as well.

Wellman’s Guitar; [50 years old] once belonged to Manley Wellmen the Balladeer, an excellent bard guitarist who also specialized in palmas and tapping. He’s been dead now 50 years – he made many trips to the Feywild. The strings are made of silver and unicorn hair; all attempts by even the Fey to resist charm are at -2 if played by a Bard.
> Outdoors if played by a bard, Healing Word heals additional 1; and a play check DC 10 (must be proficient) gets proficiency bonus on Bardic Inspiration

Background

Justav was born unto elven parents in the High King’s court. Their relationship was turbulent, living among the humans for so long it began to fall apart. Neither parent accepted responsibility for their child when the fall out finally happened. Isolated and alone, the humans, Ducateon, other elves refused to have anything to do with him. Bamargens – a bard of the court – intervened and took the young elf under his direction as he was nearly starving. So contentious was his parents split, that neither wanted to give him their name. Bamargens got the bardic council to rule that they had forfeited their rights as a parent, he was christened Justav, and brought into the Collegia of the Guild of Solars in Oerdney. He grew into adulthood under the bardic tutelage. Once the basics where taught, he joined the Brotherhood of the Long trail. He was witness to rampant human-centric racism in his apprenticeship, witnessing violence and hostility towards his strange elven countenance. His closest friend, Caergraddon, another elf like himself attempted his bardic trial and was beaten and hung by an angry crowd. Despite this tragedy, he is amiable and well read, the bard is seeking to ensure justice is done. He was sent to the city of Asereht as a starting point for his journies. He traveled along the shores of Lake Caolite, eventually coming to Salt March in the west.

His stop at the Narcosa guild was initially professional – the guild of Necromancers was an oddity at least and his bardic role required that he seek news from the guild. It has involved him in a plot to prevent a renegade guild brother from reaping a horrible revenge.

The elf harbors a dark violent streak of resentment against violent and hurtful racists, and struggles to not serve as judge, jury, and executioner against those opposed to equality.

A Problem with the Living

Gabrella, Emily, Dairn, Justav, Toulath, and Gaardu have joined forces to track down and evil renegade of the Narcosa Necromancer Guild and stop hm before he can do something horrible.