
If people were going to use one word to describe you, it would be "Bizarre". Whether through merit of your own behavior and personality or through sheer blind coincidence, whenever you're around things lean towards the strange and fantastical in ways that can't simply be labeled as magical. You always seem to
Freakish chance and strange happenings seem to bend in your favor; and if the universe decides not to throw you a bone you can at least put on a good show.
- Skill Proficiencies: Performance, one proficiency of your choice
- Tool Proficiencies: Disguise Kit, one Artisan's tool of your choice
- Languages: Common, and ANY language of your choice. This includes species-specific languages like Giant Elk.
- Equipment: A large sack containing 1d4+2 worthless knick-knacks (You may describe what these items are), a set of commoner cloths, a set of blueprints to what you think is a bank, and a small pouch containing two rocks you thought were kind of neat as well as 17 GP.
You are in possession of a select few bizarre traits that you have learned to use and abuse as needed. Spells such as Detect Magic cannot define anything inherently mystical about your abilities, although you're at a loss for how else to classify them.
You always seem to have something on hand that MIGHT be useful to the situation in front of you, or at the very least not make the situation any worse. As a free action you may produce any non-magical, non-living/non-edible object worth 2gp or less, so long as it weighs five pounds or less and can be easily carried in one hand. Any currently existing objects vanish the moment a new object is produced. You may describe how you produce these objects as you see fit, so long as the DM agrees.
You also have a tendency to end up in places you should have no reason to be.You have no recollection how you end up in these places, one second you're minding your own business and next you're somehow in the middle of a bar fight on the opposite end of town. Whenever you're unobserved, conscious and unrestrained, you may choose to do one of three things. A. You wander freely, and you simply "End Up" anywhere the DM chooses within 5 miles of your current location. B. You may "End up" anywhere you've already been and have permission to be, so long as you are within five miles of that place. C. If within a mile of any party member, you may "End Up" immediately next to that party member without anyone seeing you, as though you were always there.
Lastly, you can attempt to fully wrestle control over your anomalous abilities, at risk of great catastrophe. Once per session, when you make a Skill check, you may at any point propose an outcome you wish to achieve with said skill check to your DM. This outcome can be anything that is physically possible to happen, so long as it doesn't directly manipulate how a character behaves or thinks, and doesn't require magical intervention to be achieved. If the DM allows it, you may flip a coin. On a heads, the outcome happens as you describe. On a tails, your attempt fails catastrophically, with consequences as decided by the DM.
Suggested Characteristics
1d6
1. You hover off the ground approximately 1/2 inch when stationary.
2. People feel the instinctive urge to refer to you exclusively as "Big Mickey".
3. You have memories of seeing places or things that either stopped existing long before you were born, or won't exist until long after you're dead.
4. In every city you visit, there is a man named Mike who you think either owes YOU money or that you owe HIM money (it changes every time you meet him). He has no idea who you are.
5. You turn completely invisible the moment nobody is facing you. This ceases functioning the moment anything with vision is pointed in your direction, rendering it completely useless.
6. You find piles of sand in your sleeping bag once in a while.

Comments