Cinnabar Vandiir

Half-Elf Bard

Description:

Cinnabar_Vandiir.png
[TABLE=2,1][R=1,1][IMG2=400]http://i34.photobucket.com/albums/d147/omegoku1/DnD/dissidia__red_mage_of_light_by_isaiahjordan-d5ikuz4_zpsx1bsgedp.png[/IMG2]
[b]“I’m nothing but a simple adventurer who travels the world seeking new places to visit. Now, can I interest you in these treasures plucked from the tomb of the great drow queen?”[/b]
[R=2,1][B]Name:[/B] [URL=“http://www.myth-weavers.com/sheet.html#id=1205741”]Cinnabar Vandiir[/URL]
[B]Race:[/B] [ooc=“Half-Elf”]
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 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.

Skill Versatility. You gain proficiency in two skills of your choice.
[/ooc]
[B]Gender:[/B] Male
[B]Alignment:[/B] LG
[B]Patron Deity:[/B] Tymora
[B]Age:[/B] 24
[B]Class:[/B] Lore Bard
[B]Background:[/B] [OOC=“Guild Merchant”]Guild Merchant Membership :
As an established and respected member of a guild, you can rely on certain benefits that membership provides. Your fellow guild members will provide you with lodging and food if necessary, and pay for your funeral if needed. In some cities and towns, a guildhall offers a central place to meet other members of your profession, which can be a good place to meet potential patrons, allies, or hirelings. Guilds often wield tremendous political power. If you are accused of a crime, your guild will support you if a good case can be made for your innocence or the crime is justifiable. You can also gain access to powerful political figures through the guild, if you are a member in good standing. Such connections might require the donation of money or magic items to the guild’s coffers.
You must pay dues of 5 gp per month to the guild. If you miss payments, you must make up back dues to remain in the guild’s good graces.

Skill Proficiencies: Insight, Persuasion
Tool Proficiencies: Navigators tools
Languages: One of your choice
Equipment: A mule and a cart, a letter of introduction from your guild, a set of
traveler’s clothes, and a belt pouch containing 15 gp[/OOC]
[B]Trinket:[/B] A glass orb filled with water, in which swims a clockwork goldfish

] Common, Elvish, Draconic, Dwarvish

] 14 (2) [b]Dex[/b] 16 (3) [b]Con[/b] 14 (2)
[b]Wis[/b] 14 (2) [b]Int[/b] 14 (2) [b]Cha[/b] 18 (4)

] 14 [B]HP[/B] 10 [B]Initiative[/B] +3

Throws:[/B] STR +2 DEX +5, CON +2, INT +2, WIS +2, CHA +6

] Arcana +4, Deception +6, Insight +4, Persuasion +6, Performance +6 Perception +4, Stealth +5

FEATURES[/U][/B]

[ooc=Spell Casting]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.[/ooc]
[ooc=Bardic Inspiration]You can inspire others through stirring words or music. To do so, 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.
You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest.
The die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level.[/ooc] 3d6

[OOC=“Mechanical Personality”]I’m full of witty aphorisms and have a proverb for every occasion.
I don’t part with my money easily and will haggle tirelessly to get the best deal possible.

Ideal: Freedom. Everyone should be free to pursue his or her own livelihood. (Chaotic)

Bond: One day I will return to my guild and prove that I am the greatest merchant of them all.

Flaw: I would kill to acquire a noble title.
[/OOC]
[/table]

was born to a human mother, a renowned Merchant by the name of Anne. His father was an elven wizard who was besotted with the boisterous woman and began to travel the world with her. When Cinnabar was born the pairs adventures were put on hold for a while. Anne bought a shop in a small town of Norende and his father studied the arcane and sold potions and magical trinkets to travellers.

His childhood was happy, peaceful and full of adventures in the nearby woods. From a young age, Cinnabar found he had some of his fathers magic in him and would use it to spice up the children’s games. He was popular for this reason and his childhood seemed to fly by. At the age of 18, the desire to wander became unbearable. His knowing parents gave him their blessing, a mule and cart and several goods and told him to live as a travelling merchant for a while, he would always have his home to return to. His mother gave him a final parting gift, a red cloak that would protect him on the road.

For 2 years he travelled, he fought off the odd bandit or monster and enjoyed success. He was well liked where-ever he went and his name proceeded him on the road. People would look forward to the coming of the Red Merchant, the Crimson Charmer, the Red Mage, the Merchant in Red. He always had fun trinkets, his goods were always of great quality and he often had tales to tell to excite and amuse the townsfolk and his customers.

As he travelled the roads, he would learn about strange treasures or interesting spells hidden away in dangerous locations. He would team up with other adventurers and plunder the depths for the secrets within, for the gold and for the sheer thrill of defying death!
[/SPOILER]

is a half elf with a slender build, he is 5’ 7". He has long, silver hair that spills over his long elven ears and down his shoulders. His hair is home to several jewels baubles and other fine jewellery, adding to his handsome features and showing his wealth.

His face takes a lot of features from his elven father, and so he has an unearthly grace and he is hauntingly beautiful to behold. His blue eyes sparkle like a pair of sapphires. He has long, slender fingers which are perfect for plucking at a string, for playing the pipes or playing tricks with sleight of hand. He often wears rings with expensive gems when he is not expecting trouble.
He wears a set of leather over which he wears a set of bright red travelling clothes. A warm cloak, also red, is fastened over his shoulders. Atop his silver hair he wears a feathered hat, its large size and crimson shade makes him an obvious sight at fares or meetings, better to sell his goods and for his name to spread and proceed him.
At his hip, on a fine leather belt, hangs his Rapier. This weapon has served him well when fighting gets too close to safely cast spells or use a crossbow. It is also a lot handier for stealthier attacks if the need arises.
Never far from him is his old mule and cart. The mule is a stubborn beast who has seen more of the world than most people, but she loves her master and he makes sure she is well looked after and protected. Her name is Daisy. His cart, well worn and a little battered, still works fine and he cherishes it as a gift from his parents and a sign of how far he has come.
[/SPOILER]

is a free spirit who wants to enjoy his life and help others enjoy theirs. He is always willing to help and has often thrown himself into danger to save someone less fortunate than himself. He focuses on disrupting his enemies plans and letting his allies take advantage than doing major damage himself, though he is capable of doing some damaging spells if the need arises.

If it is possible at all he would prefer to avoid combat and go the diplomatic route. If everyone can walk away happy and content that is a greater victory than any other. He is no fool though and realises that there are many who will never be content to talk and only inflict misery. He hates those creatures and feels no regret in taking them down.
Cinnabar has a thirst for knowledge, for magical power and enchanted trinkets and tools. He is willing to go to great lengths to learn a magical secret or to get a powerful artefact.
He loves to haggle over prices and get the absolute best wares to buy and sell. He loves to get a bargain and holds himself to a high standard when it comes to dealing with his customers. To do otherwise would be an insult to himself and his mother.
Cinnabar is a born story teller and has a great talent for performance, persuading others and seeing through the deception of others. He uses this to his advantage no matter if he is trying to convince a towns guard to spare an urchin or trying to convince a nobleman to support the cause to raise funds to clear out a local haunted barrow. If he gets good prices on his purchases along the way all the better!
If there is one obsession that gnaws at him, it is the desire to become a noble man. He believes that if he were to become a noble, his lineage could only benefit and so it is always at the back of his mind.[/SPOILER]
[spoiler=Dreams, Goals, Desires] Cinnabar wants to learn lost magic, find magical artefacts and especially the fabled instruments of the bard.
Cinnabar wishes to gain a noble title, so his off spring will be nobility and their wealth better assured.
Cinnabar wants to travel to the many towns bringing joy, laughter and quality goods. He loves a bargain and seeing new people and places.
Cinnabar would like to restore the world to how it was before the Frozen Pestilence, he believes the world would be a happier place.[/spoiler]

Bio:

Cinnabar Vandiir

Cursed Kingdom marktj1983