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Rakath-El - Silvanesti Knight of Solamnia Samurai Fighter


Falon

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spacer.pngFINISHED APPLICATION

Rakath-El

Character Concept: A former windrider, who lost his mount in a battle with a dracolich and found his new life among the knights of Solamnia he aided in that battle.

Lineage, Background, Subclass/Class: Silvanesti (reskined Shadar-Kai) Knight of Solamnia Samurai Fighter.

Description: Rakath seems a bit gruff and unwelcoming for a silvanesti, with his inborn arrogance melded with a ster gaze and forlorn demeanor. His smile is a rare treat and more often than not akin to a sardonic grin than an a sign for inner happiness. Yet, his manners are unfailingly courteous and polite, fast to make amends for the first impression of him.

Towards his inner circle of friends and allies, his arrogance take more bearable shape, thurning into brotherly concern and guidance, with his sharp tongue remaining primed for the shortcommings of strangers and enemies alike. Desptie all this, he can be rather immature at times, owning it to his actual age for the silvanesti standards, but he will be the last one to admit that.

He carries himself with the elegance and immortal grace of his kin, each of his steps like a part of subtle yet determined dance of a predator ready to pounce.

Rakath's traveling attire consist of a flexible armor of laquered leather with silk-covered gambeson protecting the vulnerable joints. Although it is more seeming and less substance, the armor looks almost as impressive as real plate while providing a great deal of freedom without taxing the endurance of the wearer. A red silken scraft, pinned with a blue phoenix brooch, finishes the aestetics of his clothing with the only thing that is obviously built for function rather than show being his sturdy pair of traveling boots.

Your Character’s Plothook: Rakath arives in Kalaman on an errand from his order to investigate the rumors of "large mansized bats" that darken the night sky in the outskirts of the city and can very well be actual draconians or just the ramblings of a drunken serf.

Past is Prologue: After his comming of an age, Rakath found his place in the world as one of the famous Silvanesti Windriders. His wing watched over the remaining Silvanesti enclaves and especially a small Silvanesti camp, located on the outscirts of the Darken Woods, north of the White-Rage river. In their efforts to fend the fledgling Silvanesti settlement from the undead infesting the woods, the windriders uncovered the source of the undead plague in the form of a dracolich. Upon the arrival of the windriders, the vile monstrosity was amidst its battle with a cadre of Solamnic knights, led by a knight warden. The windriders lost no fight before joining the fight against the necrotic abomination, but their might was found lacking. Rakath was the last of his kin to fall, as the life-force of his griffin Quinhellion was disperesed from beneath him in the waves of the dracolich's necrotic breath.

Rakath was the sole survivor from the wing of windriders, as the lifeless body of his mount got tangled in the canopy and softened his fall while the solamnic knights with grave at grave cost managed to wound and chase off the undead menace. The knights tended to Rakath's wounds, but despite the greath lengths that their white robe went in effort to purge the undead taint from his body, the elf was forever scared by his tangle with such potent necrotic energies. On their life back to their castle, the remains of the solamnic expeditionary force passed through the Silvanesti village in hope to find shelter and bring back the wounded elf, but to Rakath's despair they found the whole village brought to ruin by the vengeful dracolich.

With little left to tether them to his own kind and with no Silvanesti population in sight, Rakath found his new life among the Solamnic knight and eventually managed to rise through their ranks.

Truths, Rumors, and Lies:

  • Rakath's familiar Quinth carries the soul of his deceased griffin mount (true).
  • He was sent on an errand to keep him away from castle Di Hojan and end the castellan's daughter infatuation with him (rumor).
  • A drunken squire was saw a single marble horn, protruding from Rakath's forehead. Each time Solinari is full, its light betrays Rakath's true self as one of the Irda - the tyrannical Ogres of old, that ruled over humans in the Age of Dreams (lie).

At least the following three:

  • Music: https://www.youtube.com/watch?v=0J2QdDbelmY
  • Loyalties: Rakath's loyalties lie with the scattered descendants of the Silvanesti nation first and with the knights of Solamnia second. Thankfully so far he has never been in a possition to choose between the two. Othat than that - he is always eager and willing to help people in need, although he can be a bit harsh towards those he considers at fault for contributing to their own peril.
  • Connections: Kelida Stonesinger is a half-dwarven smith with a workshop nested on the twisting streets between the guard barracks and Untitled-1.png.0bf654d826f7a10372d3b75e926d1080.pngthe city open-air market. Despite his inborn disdain for all craft of non-elven make, Rakath is honestly impressed by Kelida's pragmatic design for icendiary arrowhead that can be primed simply by dipping them in pine resin before ingnition, rather than much more convoluted preparations employed by the Silvanesti. They know eachother from before Kelida's arrival in Kalaman, when she was a village blacksmith in the much less hospitable region of Nighthund.
Edited by Falon (see edit history)
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Posted (edited)

  DEATH-TOUCHED SILVANESTI (reskined Shadar-Kai)

Ability Scores. When determining your character’s ability scores, increase one score by 2 and increase a different score by 1, or increase three different scores by 1. (DEX +2, CON +1)

Size. Medium

Speed. Your walking speed is 30 ft.

Keen Senses. You have proficiency in the Perception skill.

Fey Ancestry. You have advantage on saving throws you make to avoid or end the charmed condition on yourself.

Necrotic Resistance. You have resistance to necrotic damage.

Languages. You can speak, read, and write Common and one other language (Elven) that you and your DM agree is appropriate for your character.

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 discern colors in that darkness only as shades of gray.

Trance. You don’t need to sleep, and magic can’t put you to sleep. You can finish a long rest in 4 hours if you spend those hours in a trancelike meditation, during which you retain consciousness.
Whenever you finish this trance, you can gain two proficiencies that you don’t have, each one with a weapon or a tool of your choice selected from the Player’s Handbook. You mystically acquire these proficiencies by drawing them from shared elven memory, and you retain them until you finish your next long rest.

Blessing of the Raven Queen. As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Starting at 3rd level, you also gain resistance to all damage when you teleport using this trait. The resistance lasts until the start of your next turn. During that time, you appear ghostly and translucent.

Source: Mordenkainen Presents: Monsters of the Multiverse p.31

Edited by Falon (see edit history)
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Posted (edited)

KNIGHT OF SOLAMNIA

Skill Proficiencies: Athletics Acrobatics, Survival
Languages: Two of your choice (Solamnic and Nerakese)
Equipment: An insignia of rank, a deck of cards, a set of common clothes, and a pouch containing 10 gp

Feature: Squire of Solamnia

   You gain the Squire of Solamnia feat.

   In addition, the Knights of Solamnia provide you free, modest lodging and food at any of their fortresses or encampments.

Knight of Solamnia Trinkets. When you make your character, roll once on the Knight of Solamnia Trinkets table instead of on the Trinkets table in the Player’s Handbook for your starting trinket.

Knight of Solamnia Trinkets
d6 Trinket
1 A flat silver disk you record your heroics upon
2 A piece of a fallen knight’s armor
3 A pendant featuring a crown, a rose, or a sword
4 The pommel of your mentor’s sword
5 A meaningful favor from someone you defended—perhaps a handkerchief or glove
6 A locket with a sketch of a silver dragon inside

 

 

 

 

 

 

 

Source: DSotDQ, page 30

Personality Traits: I'm haunted by memories of death. I can't get the images of violence out of my mind.

Ideal: I pledge my bow to the greater good. If I must perish in pursuit of that good, so be it.

Bond: Someone saved my life on the battlefield. To this day, I will never leave a friend behind.

Flaw: I'd rather eat my armor than admit when I'm wrong.

Edited by Falon (see edit history)
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Posted (edited)

FIGHTER (SAMURAI)

 
Level Proficiency Bonus Features
1st +2 Fighting Style, Second Wind
2nd +2 Action Surge (x1)
3rd +2 Martial Archetype: Samurai, (Bonus Proficiency, Fighting Spirit)
4th +2 Ability Score Improvement, Martial Versatility (Optional)
5th +3 Extra Attack (x1)

Class Features

As a fighter (samurai), you gain the following class features.

Hit Points

Hit Dice: 1d10 per fighter level
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per fighter level after 1st

Proficiencies

Armor: All armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Strength, Constitution
Skills: Choose two skills from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival

Equipment
  • (a) chain mail or (b) leather, longbow, and 20 arrows
  • (a) a martial weapon and a shield or (b) two martial weapons
  • (a) a light crossbow and 20 bolts or (b) two handaxes
  • (a) a dungeoneer's pack or (b) an explorer's pack

 

Fighting Style. You adopt a particular style of fighting as your specialty. You can't take a Fighting Style option more than once, even if you later get to choose again.

  • Archery (PHB). You gain a +2 bonus to attack rolls you make with ranged weapons.

Second Wind. You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level.

Once you use this feature, you must finish a short or long rest before you can use it again.

Action Surge. Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action.

Once you use this feature, you must finish a short or long rest before you can use it again.

Martial Archetype: Samirai. At 3rd level, you choose an archetype that you strive to emulate in your combat styles and techniques. The archetype you choose grants you features at 3rd level.

Archetype Feature: Bonus Proficiency. When you choose this archetype at 3rd level, you gain proficiency in one of the following skills of your choice: History, Insight, Performance, or Persuasion. Alternatively, you learn one language of your choice.

Archetype Feature: Fighting Spirit. Starting at 3rd level, your intensity in battle can shield you and help you strike true. As a bonus action on your turn, you can give yourself advantage on all weapon attack rolls until the end of the current turn. When you do so, you also gain 5 temporary hit points.

You can use this feature three times. You regain all expended uses of it when you finish a long rest.

Ability Score Improvement. When you reach 4th level you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Extra Attack. Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Edited by Falon (see edit history)
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FEATS

1st level bonus feat:

Squire of Solamnia

Prerequisites: Dragonlance Campaign, plus Fighter, Paladin, or Knight of Solamnia

Your training in the ways of the Knights of Solamnia grants you these benefits:

Mount Up. Mounting or dismounting costs you only 5 feet of movement.

Precise Strike. Once per turn, when you make a weapon attack roll against a creature, you can cause the attack roll to have advantage. If the attack hits, you roll a d8 and add the number rolled as a bonus to the attack’s damage roll. You can use this benefit a number of times equal to your proficiency bonus, but a use is expended only if the attack hits. You regain all expended uses when you finish a long rest.

Source: DSotDQ, page 34

 

4th level bonus feat:

Knight of the Crown

Prerequisites: Dragonlance Campaign, Squire of Solamnia feat

You are a Knight of Solamnia aligned with the Order of the Crown, a group that extols the virtues of cooperation, loyalty, and obedience. You excel in group combat and gain these benefits:

Ability Score Increase. Increase your Strength, Dexterity, or Constitution score by 1, to a maximum of 20.

Commanding Rally. As a bonus action, you can command one ally within 30 feet of yourself to attack. If that ally can see or hear you, they can immediately make one weapon attack as a reaction. If the attack hits, the ally can roll a d8 and add the number rolled as a bonus to the attack's damage roll. You can use this bonus action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Source: DSotDQ

 

4th level Fighter feat:

Sharpshooter

You have mastered ranged weapons and can make shots that others find impossible. You gain the following benefits:

  • Attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls.
  • Your ranged weapon attacks ignore half and three-quarters cover.
  • Before you make an attack with a ranged weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. If that attack hits, you add +10 to the attack's damage.

Source: Player's Handbook

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Posted (edited)
Inventory

Worn

  1. A purse containing 10 gp - starting equipment (background)
  2. An insignia of rank - starting equipment (background)
  3. A set of common clothes, and a pouch containing 10 gp - starting equipment (background)
  4. Studded leather armor - 45 gp.
  5. Spellwrought Tattoo (find familiar) - 40 gp + (1d6 × 10) gp.
  6. Spellwrought Tattoo (bless) - 40 gp + (1d6 × 10) gp.
  7. Spellwrought Tattoo (hex) - 40 gp + (1d6 × 10) gp.
  8. Potion of Climbing - 40 gp + (1d6 × 10) gp.

Weapons

  1. A rapier (1d8 piercing, finesse) - starting equipment (fighter)
  2. A scimitar (1d6 slashing, finesse, light) - starting equipment (fighter)
  3. A longbow (1d20 piercing, range 150/600, heavy, two handed) and 20 arrows - starting equipment (fighter)
  4. 2 Daggers (1d4 piercing, range 20/60, finesse, light) - 1gp

Instruments & Tools

  1. Thieve's tools - 25 gp.
  2. Herbalism kit - 5 gp.
  3. Calligrapher's Supplies - 10 gp.

Other

  1. An explorer’s pack - starting equipment (fighter)
    • a backpack
    • a bedroll
    • a mess kit
    • a tinderbox
    • 10 torches
    • 10 days of rations
    • a waterskin
    • 50 feet of hempen rope
  2. A deck of cards.
  3. A light crossbow and 20 bolts.

Money

Money
Platinum (pp) Gold (gp) or Steel (stl) Bronze (bp) or Silver (sp) Copper (cp)
0 251+1d10x25-4d6x10 19 10

Trinket. 05 - Silk glove, a meaningful favor from someone you defended.

Magic Item. Item Creation Formula: Spellwrought Tattoo, common

You can produce a common spellwrought tattoo in a 40 hours of downtime activity for the cost of 25 gp., an exotic special ingredient (from a creature with suggested CR 1-3), and calligrapher's supplies (with proficiency in them).

Source: Tasha's Cauldron of Everything

 

Magic Item Wishlist.

1. Stirring Dragon's Wrath Weapon (Bow). Source: Fizban's Treasury of Dragons. Rarity: Rare

2. Slippers Boots of Spider Climbing. Source: Player's Handbook. Rarity: Uncommon

3. Ring of Spell Storing. Source: Player's Handbook. Rarity: Rare

Edited by Falon (see edit history)
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Posted (edited)

token_1(7).png.3fb5e9933d53107d522d933d16a4540c.pngRakath-El

Silvanesti Knight of Solamnia Samurai Fighter


AC: 18 (12 studded leather + 4 Dex) | HP: 44/44 (5d10+10) | Speed: 30 ft.
Senses: passive Perception 15, Insight 15, Investigation 10, Darkvision 60 ft.
Str: 8 (-1) | Dex: 18 (+4) | Con: 14 (+2) | Int: 10 (+0) | Wis: 14 (+2) | Cha: 12 (+1)
Languages: You can speak, read, and write Common, Solamnic, Elven, and
Nerakese


My words, Rakath-El said. | My thoughts, Rakath-El thought. | My actions . . .


 
 
 
Statblock

Medium humanoid (elf), Neutral Good
Age: 73 years old | Height: 6′ (183 cm) | Weight: 138 lbs. (62 kg)
Armor Class: 14 (12 studded leather + 4 Dex) | Max HP: 44 (5d10 + 10)
Speed: 30 ft.
Proficiency Bonus: +3

STR
8 (-1)

Save: +2
Athletics: -1
Carrying Capacity: 120 lb.
Lift/Push/Drag: 240 lb.

 

DEX
18 (+4)

Save: +4
Acrobatics: +7
Slight-of-Hand: +4
Stealth: +7

 

CON
14 (+2)

Save: +5





 

INT
10 (+0)
Save: +0
Arcana: +0
History: +0
Investigation: +0
Nature: +0
Religion: +0
WIS
14 (+2)
Save: +2
Animal Handling: +2
Insight: +5
Medicine: +2
Perception: +5
Survival: +5
CHA
12 (+1)
Save: +1
Deception: +1
Intimidation: +1
Performance: +1
Persuasion: +4

 

Damage Resistances: necrotic
Damage Immunities: —
Senses: passive Perception 15, passive Insight 15, passive Investigation 10, Darkvision 60 ft.
Languages: You can speak, read, and write Common, Solamnic, Elven, and
Nerakese
Proficiencies: heavy armor, light armor, martial weapons, medium armor, shields, and simple weapons
Tool Proficiencies: thieves' tools, woodcarver's tools

Actions

Rapier (finesse). Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 8 (1d8 + 4) piercing damage.
Longbow (heavy, two-handed). Ranged Weapon Attack: +9 to hit, ranged 150/600 ft., one target.
Hit: 8 (1d8 + 4) piercing damage.
 

Bonus Actions

Dagger (finesse, light, thrown 20/60). Melee/Ranged Weapon Off-hand Attack: +7 |+9 to hit, reach 5 ft. | range 20/60 one target.
Hit: 3 (1d4) slashing damage.
Second Wind. You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + 5. Once you use this feature, you must finish a short or long rest before you can use it again.

Fighting Spirit. Your intensity in battle can shield you and help you strike true. As a bonus action on your turn, you can give yourself advantage on all weapon attack rolls until the end of the current turn. When you do so, you also gain 5 temporary hit points.

You can use this feature three times. You regain all expended uses of it when you finish a long rest.

Blessing of the Raven Queen. As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see and gain resistance to all damage when you teleport using this trait. The resistance lasts until the start of your next turn. During that time, you appear ghostly and translucent.

You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Commanding Rally. As a bonus action, you can command one ally within 30 feet of yourself to attack. If that ally can see or hear you, they can immediately make one weapon attack as a reaction. If the attack hits, the ally can roll a d8 and add the number rolled as a bonus to the attack's damage roll.

You can use this bonus action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Free Actions

Action Surge. You can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action.

Once you use this feature, you must finish a short or long rest before you can use it again.

Precise Strike. Once per turn, when you make a weapon attack roll against a creature, you can cause the attack roll to have advantage. If the attack hits, you roll a d8 and add the number rolled as a bonus to the attack’s damage roll.

You can use this benefit a number of times equal to your proficiency bonus, but a use is expended only if the attack hits. You regain all expended uses when you finish a long rest.

 

spacer.pngQuint - Spirit Familiar (raven form)

Tiny fey, Unaligned

Armor Class: 12 | HP: 1 (1d4-1) | Speed: 10 ft., fly 50 ft.
Senses: passive Perception 11, Insight 11, Investigation 6
Str: 2 (-4) | Dex: 14 (+2) | Con: 8 (-1)

Int: 2 (-4) | Wis: 12 (+1) | Cha: 6 (-2)

Mimicry. The raven can mimic simple sounds it has heard, such as a person whispering, a baby crying, or an animal chittering. A creature that hears the sounds can tell they are imitations with a successful DC 10 Wisdom (Insight) check.

Familiar. While Rakath-El is within 100 feet of Quinth, he can communicate with it telepathically. Additionally, as an action, he can see through Quint’s eyes and hear what it hears until the start of his next turn, gaining the benefits of any special senses that the familiar has. During this time, Rakath is deaf and blind with regard to his own senses.

 

Edited by Falon (see edit history)
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On 3/12/2024 at 9:24 AM, Kamishiro_Rin said:

Looks fantastic. Whenever you're ready, go ahead and start posting in the Steady Beacon thread.

Thanks. Just want to add few toches to the draft of Rakath's backstory tonight and I'll wrap up the application in a finished status.

Regarding Rakath's role in the party - they seem to have most vital skills covered, so i tried to focus on providing an adequate scout (Merituuli's pass without trace is amazing when the whole party needs to go somewhere without a notice, but rangers are hardly rolling around in available spellslots, so that is more for a dramatic episode rather than day to day scouting) with access to disable device if needed (which is one of the things the party seems to be lacking). He has some social skills with insight and persuastion (the second one pending a noticable boost in two levels when his Elegant Courtier feature comes online and although the social skills seems to be covered by the party already - it is one of the areas when doubling or tripling up never seems to hurt the narrative. In contrast since everyone and their mother in the group seems to have animal handling focus (besides having a full fledged beastmaster), I've decided to give up on that although it makes sense for Rakath's backstory (I guess the loss of his griffin have left a permanent stain on his interaction with other animals).

He also brings a formidable ranged firefeatherpower to a predominantly melee party which can come useful in a pinch.

Also, there is already one solamnic knight in the party, so that should lead to some interesting interactions.

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Experiencing some unexpected health issues that prevent me from finishing my application, but hopefully my hand will be cast-free and good enough to do it before the deadline or my dearest sister will have to lend me her beautiful hand just like she did for this reply.

Cheers everyone! XOXO

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3 hours ago, Falon said:

Experiencing some unexpected health issues that prevent me from finishing my application, but hopefully my hand will be cast-free and good enough to do it before the deadline or my dearest sister will have to lend me her beautiful hand just like she did for this reply.

Cheers everyone! XOXO

Ouch! Get well, soon!

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