viserys

(#24114573)
I hate all of you
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Familiar

Stonewatch Prince
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Energy: 0/50
This dragon’s natural inborn element is Arcane.
Male Fae
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Personal Style

Apparel

Ruby Starsilk Earrings
Golden Leg Silks
Ornate Gold Necklace
Starfall Crystalcloak
Teardrop Chroma Tail Ring

Skin

Accent: Sol Seraph

Scene

Scene: Arcanist's Domain

Measurements

Length
1.34 m
Wingspan
1.04 m
Weight
0.89 kg

Genetics

Primary Gene
Ice
Basic
Ice
Basic
Secondary Gene
Maize
Basic
Maize
Basic
Tertiary Gene
Jade
Basic
Jade
Basic

Hatchday

Hatchday
Jun 02, 2016
(7 years)

Breed

Breed
Adult
Fae

Eye Type

Eye Type
Arcane
Common
Level 9 Fae
EXP: 2671 / 21526
Scratch
Contuse
STR
7
AGI
8
DEF
8
QCK
6
INT
8
VIT
9
MND
8

Lineage

Parents

  • none

Offspring

  • none

Biography

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R U D O L P H
U N D E R F O O T
cDSsGwb.png2ktPJI3.png - - - -
HALFLING BARD
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tumblr_inline_o128vrylMY1r0s199_100.png Bard - 1
Class & Level
Halfling
Race
Entertainer
Background
viserys
Player Name
Chaotic Good
Alignment
0000
Exp Points

Strength
+0
[ 10 ]

Dexterity
+1
[ 12 ]

Constitution
+2
[ 15 ]

Intelligence
+2
[ 15 ]

Wisdom
+0
[ 11 ]

Charisma
+3
[ 16 ]


tumblr_inline_o128vkgdm11r0s199_75sq.gif +2 Proficiency Bonus
- - - - - - -0 Inspiration Dice

Saving Throws
? +0 Strength
? +3 Dexterity
? +2 Constitution
? +2 Intelligence
? +0 Wisdom
? +5 Charisma
Skills
? +3 Acrobatics (Dex)
? +0 Animal Handling (Wis)
? +2 Arcana (Int)
? +0 Athletics (Str)
? +3 Deception (Cha)
? +2 History (Int)
? +0 Insight (Wis)
? +3 Intimidation (Cha)
? +4 Investigation (Int)
? +0 Medicine (Wis)
? +2 Nature (Int)
? +2 Perception (Wis)
? +5 Performance (Cha)
? +5 Persuasion (Cha)
? +2 Religion (Int)
? +1 Sleight of Hand (Dex)
? +1 Stealth (Dex)
? +0 Survival (Wis)
10 Passive Wisdom (Perception)
- - - - - -
Armor Class- - - -Initiative- - - -Speed
- - - -12 - - - - - - - -+3- - - - - - -25
Total Hit Points:
Current Hit Points:
Temporary Hit Points:
10
10
00

Hit Dice
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Death Saves
S: ? - ? - ?
F: ? - ? - ?

Weapon & Armor Proficiencies
> Light Armor
> Simple Weapons
> Hand Crossbows
> Longswords
> Rapiers
> Shortswords

Other Proficiencies
> Lute
> Flute
> Drum
> Lyre
> Disguise Kit

Languages

> Common
> Halfling

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CP : 00 SP : 00 EP : 00 GP : 115 PP : 00
> Lute
> Flute
> Love Letter from an Admirer
> Historical Costume
> Military Costume
> Noble Costume
> Belt Pouch
> Leather Armour
> Dagger
> Shortsword
> Disguise Kit
> Candles (x5)
> Rations (x5)
> Waterskin
> Backpack
> Bedroll
Weapons
Name

Lightbringer
Heartshiver
Weapon

Shortsword
Dagger
Prof?

?
?
Finesse?

?
?
Melee/Range

Melee
Melee
Type

Piercing
Piercing
Damage

1d6 +2
1d4 +2
Range

00/00
00/00
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Spells and Skills
- - - - - - - - - -
Healing Word
1st Level Evocation
Casting Time: 1 bonus action
Range: 60 feet
Components: V
Duration: Instantaneous
A creature of your choice that you can see within range regains Hit Points equal to 1d4 + your Spellcasting ability modifier. This spell has no effect on Undead or constructs.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the Healing increases by 1d4 for each slot above 1st.
- - - - - - - - - - - - -
Disguise Self
1st Level Illusion
Casting Time: 1 action
Range: Self
Components V, S
Duration: 1 hour
You make yourself—including your clothing, armor, weapons, and other belongings on your person—look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can’t change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you.
The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair.
To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your spell save DC.
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AKkRQwX.png 23yrs
Age
2'9"
Height
44lbs
Weight
Blue
Eyes
Tan
Skin
Blonde
Hair
Personality Traits
No one stays angry at me or around me for long, since I can diffuse any amount of tension.
Ideals
Creativity - The world is in need of new ideas and bold action.
Bonds
I idolize a hero of the old tales and measure my deeds around that person's.
Flaws
I have trouble keeping my true feelings hidden. My sharp tongue lands me in trouble
Background
Garret Underroot was a well known merchant in Waterdeep, providing fabric to not only the city itself, but exporting it to Amn and Calimshan to the south. He was a stern halfling, with a good reputation, and a loving wife called Rosie.

The thing both Garret and Rosie wanted most was a family, and Rosie gave birth to three sons. The first two were twins, Odo and Drogo, and were given birth to with relative ease. The two sons grew up, joyful and happy, but when they approached their 12th birthday Rosie gave birth to her third son, Rudolph. When she gave birth to Rudolph there were complications and she died during childbirth.

Garret grew cold to the world around him. Without Rosie there he lost interest in family. When Odo and Drogo grew old enough he sent them out to mind caravans and strike deals with the merchants of Faerun. When it came to Rudolph, however, he barely recognised the boy’s existence, being unable to forgive him for a crime he didn’t commit. The only time they would speak is when Garret would tell him to go to his room, or tell him to get out of his way.

As a young Halfling, Rudolph would spend hours each day, sat in his room, reading stories and telling them back to himself. He learned instruments to avoid having to communicate with his estranged father, and would hang out with the servants of the household. In turn they would tell him their stories, which he grew fascinated by.

When he grew old enough, Rudolph would sneak into the city and attend the bars, taverns, docks, and anywhere else that took his interest. He would read the stories of the legends in the great library, and wander the city talking to whoever would hear him. His father would never allow him to socialise properly when in the house, but when he was in the streets, no one could stop him. Rudolph and his father grew more and more estranged, his brothers stopped engaging with him, and his family barely even acknowledged his name.

Once Garret died, Rudolph only returned to the house one more time, to pick up his lute.

Rudolph began touring the taverns, telling the stories he had read, recounting on the woe of the great tragedies, and using that loneliness, heartache, and pain he felt as a child to spur him on. He started off as a storyteller and musician, but soon a new word was associated with his name – Bard.

Soon he began getting admirers, and was a well respected bard in the great city of Waterdeep.

Most heroes come from unlikely beginnings, so maybe this is the birth of just another great in a world of monsters. Rudolph, the Halfling Bard’s story begins here.
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Features & Traits
Lucky - When ­you ­roll ­a­ natural ­1 ­on ­an­ attack roll, ­ability­ check, ­or­ saving ­throw, ­you can reroll the die and must use the new roll.
Brave - You have advantage on saving throws against being frightened.
Halfling Nimbleness - You can move through the space of any creature that is of a larger size than yours.
Naturally Stealthy - You can attempt to hide when you are obscured by a creature that is at least one size larger than you.
Ritual Casting - You can cast spells with the Ritual tag as Rituals.
Bardic Inspiration - You can give another adventurer Bardic Inspiration. Bardic Inspiration is a 1D6 dice, which they may add (at any time over the next 10 minutes) to any roll they may make, applying the roll. Once used, the die is removed.
Instrumentalist - You are an instrumental expert, able to play the lute, lyre, flute, and drum.
By Popular Demand - If you play in a tavern, you will get free food, drink, and lodging from that tavern. The performance makes you a local figure, making you recognizable in the town.
Appearance
Rudolph is average height and weight for a Halfling, and so tends to blend in easily or get lost in crowds. He is usually dressed in bright red common clothes with an extravagant hat adorning his head. When times are good, he'll even adorn jewelry as well. He has pouches on him at all times to carry his tools of the trade, along with his prized lute.

His lute and other instruments are always kept in excellent condition as he is constantly playing in local taverns. As such, he is easily recognizable.

Rudolph believes in creativity being the source of all things. He idolizes those who he perceives to be the inspiration of the romantic poems and epic tales. Rudolph wants to be just like them, and he is an adventurer at heart. He is nice to be around, and people struggle to stay angry at the fellow. That being said, his sharp tongue is known to get him into trouble.

Rudolph is a rookie to magic. Magic is one of those things, one of those great forces in the universe, that some people can master – Wizards, Sorcerers, Warlocks – but some people just learn to channel. Rudolph doesn’t understand magic, but he does understand music and the effect that he has on the people around him.

As such there are a few tricks he knows, but they are all based around moving people emotionally or in using his word. He can make his presence and performances slightly more impressive with Prestidigitation. He can help impress an ideal of friendship in people with Friends. Next he knows a couple of decent tricks that have made life easier for our Halfling Bard over the past few years. Rudolph knows Disguise Self so he can augment his performance. Finally, he knows the most useful of all his spells. Rudolph knows how to heal the body (and the soul, but that is a different point) with his voice.

That being said, where Rudolph knows a few core tricks, magic doesn’t hugely come naturally to him.
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Exalting viserys to the service of the Arcanist will remove them from your lair forever. They will leave behind a small sum of riches that they have accumulated. This action is irreversible.

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