Ness
A ten-year-old Jiminy stands in Lord Valeson's court, awaiting judgment. All power lies in the hands of the Lord, and Jiminy will live or (more likely) die at his whim.
The Lord Valeson smirks and draws out the suspence before doling out the homeless youth's sentence.
But what's this? There is a disturbance and a hubbub in the back. Then the unmistakable ring of steel on steel, calls for reinforcement, and screams of death. The guards in the room race to take up defensive positions, but it's no use.
Two heroes burst into the hall with a crash, slashing through the constabulary with scimitars flashing like lightning. They move so quickly Ness can't quite get a look at their faces.
Ness is first mesmerized by the martial grace of the dashing man of the pair as he moves through Valeson's guards like a scythe through ripe grain.
But then his attention shifts and is held by the woman of the pair. Although, again, he can't quite make out her face, he can tell she is very beautiful, long raven hair trailing behind her as she leaps to the air and dispatches two foes at once with deadly strikes.
Like a fire in a gale, the two rage through the soldiers until all, including Lord Valeson (who had cowered and begged for his wretched life quite pitifully), were dead at their feet.
The two spoke as one as they slowly turned towards Jiminy. "Son, we have come for you. We're here to take you home."
A middle-aged, goat-legged Ness stood stunned for a moment before the treasure door. Then he shook his head to break the spell.
Hmmph. All these years and toils later, and in so many ways, I'm still a little kid. I suppose I'm not the only one.
"I suppose I should thank you, leeches for that vision. It was rather illuminating."
Ness turns to his companions. "Friends, let's try one thing before we move on to 'Plan B'." Ness looks at Ash-Man, sure he will understand what 'Plan B' is. Then he turns back to the leeches to attemp to broker a peace.
"We are from outer space. You don't understand us. To you, it may seem fine that you showed the hairy ones things they wanted, you went on them, and were able to see.
But to people from outer space, this is not fine. It is an attack. The hairy ones did not know that they would see what you show them instead of just what is really there. They did not understand the impact to their lives when they let you on them. So, to we outer space people, it is an attack.
There are many, many of us in outer space. Outer space is so big you can not even imagine it. We have strange powers you don't understand there. It is utterly hopeless for you to try to fight against us.
So, if you want to live, you must behave in a way that is acceptable to us. You must only ride on people from outer space that we outer space people agree have decided to let you ride on. You don't get to decide who lets you ride - we do.
We can ask the hairy ones if any of them want you to ride on them again. They may say yes, or they may say no. From time to time, we may have a criminal in outer space that must be controlled for our peace. Such criminals may be people for you to ride and monitor. It may be possible we can find nobody for you to ride at first. Can you maintain wihout riding?
You might think it's a good idea to ride as many of us as you can and fight others of us with those that you ride. That's only because you don't understand how big and powerful outer space is, and how hopeless that battle would be for you.
If you don't behave by our rules and if you ride people we have not said you may ride, we will destroy all of you. Hopefully over time you will come to understand us, and this will never be necessary.
Take some time to think about what I've said, and decide if you can live by these rules or whether we must exterminate you."
Ness looks back at the villagers and shrugs.
Ness
Chaotic Good| Satyr | Bard 2
HP: 15 / 15 | AC: 15 | Initiative: +3
Passive Perception: 13 | Speed: 35 | Proficiency Bonus: +2
STR 10 (+0) | DEX 14 (+2) | CON 12 (+1) | INT 0 (+0) | WIS 12 (+1) | CHA 16 (+3)
Weapons: Melee, +2 Attack (1d4 Damage) Ram | Range: 60 feet, (DC 13 Wis save vs: 1d4 Psychic Damage and Disadvantage to next Attack Roll before end of next turn) Vicious Mockery | Range 60 feet, +5 Attack (1d8 Cold Damage plus reduce speed by 10 feet until start of next turn) Ray of Frost
Features and Abilities: Common, Sylvan, Infernal Languages | Armor: Light
Weapons: Longsword, Shortsword, Hand Crossbow, Rapier, Simple Weapons
Saving Throws: Dexterity, Charisma
Tools: Cook’s Utensils, Lute, Pan Pipes, Drum
Skills: Acrobatics: +4, Animal Handling: +2, Arcana: +1, Athletics: +2, Deception +4, History: +1, Insight: +3, Intimidation: +4; Investigation: +1, Medicine: +2, Nature: +1, Perception: +3, Performance: +5, Persuasion: +5, Religion: +1, Sleight of Hand +4, Stealth: +3, Survival: +2Proficiencies
Bard Traits: Charisma Spellcasting | +1d6 ability check, attack roll, or saving throw; 3x/LR Bardic Inspiration | Add half proficiency bonus to skills without proficiency Jack of All Trades | +1d6 healing for allies using hit dice during short rest Song of Rest
Satyr Traits: 1d4 bludgeoning melee attack Ram | +1d8 to jump distance Mirthful Leaps | Proficiency in Performance and Persuasion Reveler | You have advantage on saving throws against spells and other magical effects Magic Resistance
Background: Prismari Student (Part of the magical/musical power that slammed into his head)
Origin: You gain the Strixhaven Initiate feat and must choose Prismari with it. In addition, if you have the Spellcasting or Pact Magic feature, the spells on the Prismari Spells table are added to the spell list of your spellcasting class. (If you are a multiclass character with multiple spell lists, these spells are added to all of them. Prismari Initiate
Last edited by PapaHuck; Jun 21st, 2022 at 11:03 AM .