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Rush - Air Genasi Speedster, Sailor, Valkuryte


PureChance

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Rush

Tempest Cleric of Valkur

Theme Song

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Character Concept:

Sailor who wants to set the world speed record in Toril (can't be the fastest man in Toril if Toril is destroyed!). Funds his aims as a sailor, and until very recently thought that a small skimmer would be the way to achieve this. News of recent events in Baldur's Gate involving the crash of a flying ship have flooded his head with new ideas, and he has sped there post-haste to discover what he can!

 

Background Vignette:

Lightning cracked above the tempestuous seas, and atop the main mast a blue skinned figure cackled with glee as he clung to the rigging. "More sail!" he yelled to the harried sailors below, already barely clinging to the deck as the boat skipped from crest to crest. "We'll outrun her yet!"

The wind howled, and the wood freaked ominously as more sail caught. The ship bent under the strain, and then shot forward again - thud thud thud against the sea crests. He laughed wildly, wispy white hair blowing in the wind and earrings flailing. His sharp face was split in a mad grin, lashed with wind and rain as he sought not to tame but to harness the storm. He urged divine magic upward, growing the storm beyond natural limits, watching flashes of magelight fade in the distance as he gauged their speed. Sure, they were trying to outrun a leviathan, but if he happened to set a new record in the process? Happy coincidence.

His gaze flicked back forwards, and his eyes widened. "Oh..." his curse was lost in the wind as he saw the ocean part ahead of them. A second beast was blocking their way. He screamed against the wind "Port! By Umberlee's saggy tits Hard to Port!" The bosun heaved the wheel, rain slicked muscles bulging as he fought to pull the vessel round. For a frozen moment the ship began to tilt and turn, then *CRACK*

The bosun fell sideways, the wheel spinning freely in his hands. The rudder had snapped. "Braaaace!" Rush managed to cry as sailors scrambled for flotsam below him. Then he was thrown free, wood crunching and splintering as their ship collided with the second leviathan. As he soared through the sky above the wreckage, he wondered how fast he was going now.

 

Personality:

Rush is driven by a need for speed - he talks fast, acts fast, moves fast. Why walk when you can run? Nor is he quiet in his actions, his detractors quick to label him brash, overconfident and a hooligan.The only time he sits still is when he's tinkering with a new prototype racer, shaving wood or beating metal paper thin to shed whatever few grams he can. He's smashed more craft than he can remember in his quest to ride the lightning, gone down any number of dead ends both material and magical. He worships Valkur, admiring the hero-gods ambition and doctrine of boldness or defying the odds. A daredevil who cannot resist a challenge, he's taken many an ill conceived bet on, but rarely holds a grudge for a loss unless cheating was involved. Instead, he looks forward to what he can do better next time - reflecting on the past is for the slow! He's driven and reckless, used to throwing caution to the wind - only those who are willing to burn get to fly closest to the sun and falling is a risk he's willing to take. Glory lives forever after all.

 

Knives:

Al-abdil - a capricious Djinn who has taken a personal interest in Rush, purporting to be responsible for his family tree's elemental heritage. How much of that is true, merely a justification for messing with Rush, or itself an attempt to mess with Rush, is debatable. Still, he amuses himself - largely at Rush's expense - by engineering interesting times for the Genasi. He is also the reason Rush took to learning Quran, fed up of the Djinn cackling at him.

Thordal Hammerhand - A dwarven smith within Baldur's Gate whom Rush has worked with several times in designing ever more outlandish racing craft. The dwarf - who is loud, boisterous and enjoys his ale a little too much even for a dwarf - finds Rush a riot and is more than happy to indulge in helping hammer out the latest designs as a break from more mundane work.

Luth Windriver - An Illuskan captain who blames (possibly accurately) Rush for the loss of his ship in a storm, the navigator choosing to sail through it rather than avoid it, and now bears Rush expected ill-will.

 

Basic Information

Race: Air Genasi (MPMM)       |     Sex: Male     |      Age: 28       |   Height: 5'10"  |   Weight: 65kg


Alignment: Chaotic Good | Background: Sailor


Class:  Cleric (5) | Domain:  Tempest

 

 

strong.svg
STRENGTH
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DEXTERITY
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CONSTITUTION
read.svg
INTELLIGENCE
meditation.svg
WISDOM
aura.svg
CHARISMA

16 (+3)

10 (+0)

14 (+2) 10 (+0) 18 (+4) 8 (-1)
+3 Str Save +0 Dex Save +2 Con Save +0 Int Save +7 Wis Save +2 Cha Save
+6 Athletics +0 Acrobatics
+0 Sleight of Hand
+0 Stealth
  +0 Arcana
+0 History
+0 Investigation
+3 Nature
+0 Religion
+4 A. Handling
+7 Insight
+7 Medicine
+7 Perception
+4 Survival
-1 Deception
-1 Intimidation
-1 Performance
-1 Persuasion

 

 

Racial & Background Features

Race

Ability Score Increase. 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. You can't raise any of your scores above 20. [Wisdom, Constitution]

Creature Type. You are a Humanoid.

Size. Your size is Small or Medium. [Medium]

Speed. Your walking speed is 35 feet.

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.

Unending Breath. You can hold your breath indefinitely while you’re not incapacitated.

Lightning Resistance. You have resistance to lightning damage.

Mingle with the Wind. You know the Shocking Grasp cantrip. Starting at 3rd level, you can cast the Feather Fall spell with this trait, without requiring a material component. Starting at 5th level, you can also cast the Levitate spell with this trait, without requiring a material component. Once you cast Feather Fall or Levitate with this trait, you can’t cast that spell with it again until you finish a long rest. You can also cast either of those spells using any spell slots you have of the appropriate level.

Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race). [Wisdom]

Languages. Your character can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character. The Player’s Handbook offers a list of languages to choose from. The DM is free to modify that list for a campaign. [Auran/Primordial]

 

Background

Skill Proficiencies: Athletics, Perception

Tool Proficiencies: Navigator's tools, vehicles (water)

Languages: None

Equipment: A belaying pin (club), 50 feet of silk rope, a lucky charm such as a rabbit foot or a small stone with a hole in the center (or you may roll for a random trinket on the Trinkets table in chapter 5), a set of common clothes, and a pouch containing 10gp

Free Feat: Skilled [Carpenter’s tools, Smith’s tools, Nature]

 

Class Features

Hit Points

Hit Dice: 1d8 per cleric level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per cleric level after 1st

Proficiencies

Armor: Light armor, medium armor, shields
Weapons: All simple weapons
Tools: None
Saving Throws: Wisdom, Charisma
Skills: Choose two from History, Insight, Medicine, Persuasion, and Religion

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a mace or (b) a warhammer (if proficient)
  • (a) scale mail, (b) leather armor, or (c) chain mail (if proficient)
  • (a) a light crossbow and 20 bolts or (b) any simple weapon
  • (a) a priest's pack or (b) an explorer's pack
  • A shield and a holy symbol

 

Spellcasting

As a conduit for divine power, you can cast cleric spells.

 

Divine Domain - Tempest

Bonus Proficiencies

At 1st level, you gain proficiency with martial weapons and heavy armor.

Wrath of the Storm

Also at 1st level, you can thunderously rebuke attackers. When a creature within 5 feet of you that you can see hits you with an attack, you can use your reaction to cause the creature to make a Dexterity saving throw. The creature takes 2d8 lightning or thunder damage (your choice) on a failed saving throw, and half as much damage on a successful one.

You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.

 

Channel Divinity

At 2nd level, you gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You start with two such effects: Turn Undead and an effect determined by your domain. Some domains grant you additional effects as you advance in levels, as noted in the domain description.

When you use your Channel Divinity, you choose which effect to create. You must then finish a short or long rest to use your Channel Divinity again.

 

Channel Divinity: Turn Undead

As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.

A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.

 

Channel Divinity: Destructive Wrath

Starting at 2nd level, you can use your Channel Divinity to wield the power of the storm with unchecked ferocity.

When you roll lightning or thunder damage, you can use your Channel Divinity to deal maximum damage, instead of rolling.

 

Harness Divine Power (Optional)

At 2nd level, you can expend a use of your Channel Divinity to fuel your spells. As a bonus action, you touch your holy symbol, utter a prayer, and regain one expended spell slot, the level of which can be no higher than half your proficiency bonus (rounded up). The number of times you can use this feature is based on the level you've reached in this class: 2nd level, once; 6th level, twice; and 18th level, thrice. You regain all expended uses when you finish a long rest.

 

Destroy Undead

Starting at 5th level, when an undead fails its saving throw against your Turn Undead feature, the creature is instantly destroyed if its challenge rating is at or below a certain threshold, as shown in the Cleric table above. [CR1/2]

 

Feats

Level 4 ASI: +1 Strength +1 Wis

 

Inventory

Weapons

Warhammer

Belaying Pin (Club)

Light Crossbow + 20 Bolts - Sold (+13gp)

4 Javelins (-2gp)

Net (-1gp)

 

Armour

Chainmail - Sold (+37.5gp)

Shield

Split (-200gp)

 

Magic Items

Proposed Magic Items below

 

Carried

Holy Symbol

Sailor's Clothes

Explorer’s Pack: Includes a backpack, a bedroll, a mess kit, a tinderbox, 10 torches, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it.

50ft Silk Rope

Trinket (A yellow gemstone that glows dimly when a storm is nearby.)

Pouch

Fishing Tackle (-1gp)

Map/Scroll Case (-1gp) with 10 sheets of Paper (-2gp)

Cartographer's Tools (-15gp)

Navigator's Tools (-25gp)

Carpenter's Tools (-8gp)

Smith's Tools (-20gp)

Book of Famous Racers Across History, clad in red leather with yellow stripes (well thumbed) (-25gp)

Genie knucklebones, conveniently worth 25gp (-25gp)


 

Total


Money 360 Gold, 5 Silver, 0 Copper

 

 

 

 

 

 

Edited by PureChance (see edit history)
Name
Level 2 HP (min7)
7
reroll(1d8,4,below)+2 5
Level 3 HP (min7)
9
reroll(1d8,4,below)+2 1,3,1,2,2,7
Level 4 HP (min7)
7
reroll(1d8,4,below)+2 2,4,3,3,5
Level 5 HP (min7)
10
reroll(1d8,4,below)+2 8
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Posted (edited)

Slowly making progress; just ironing out the crunch now.

Selecting Carpenters tools and smiths tools would be with the aim of tinkering with prototype speed vessels during downtime (and the ship itself to make it faster) - if other tools would be more appropriate I'll swap those in instead.

 

Proposed magic items (in no particular order) would be

  • Mithral Plate Armour - actually might be going off this one as may go for a strength build whatever. So maybe Adamantine Plate Armour?
  • Gloves of Climbing and Swimming
  • Eyes of the Eagle
  • Javelin of Lightning - though it sucks it doesn't come back which seems a good way to loose my only magic item
  • Winged Boots - assume a nono
  • The ol' reliable Amulet of the Devout+1
Edited by PureChance (see edit history)
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Posted (edited)


spacer.pngRush

Air Genasi Valkuryte Racer 


AC: 19 (Splint, Shield) | HP: 43/43 () | HD: 5/5 | Speed: 35 ft. | Initiative: +0
Senses: Passive Perception 17, Insight 17, Investigation 10. Darkvision 60ft.
Str: 16 (+3) | Dex: 10 (+0) | Con: 14 (+2) | Int: 10 (+0) | Wis: 18 (+4) | Cha: 8 (-1)
Languages: Common, Auran
Spell Slots: L1 4/4 | L2 3/3 | L3 2/2


 

 

 

OOC

Action: -

Bonus Action: -

Movement: -

Reaction: -

Object Interaction: -

Actions & Resources

Actions:

Warhammer. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 1d8 + 3 bludgeoning damage.

Club. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 1d4 + 3 bludgeoning damage.

Javelin. Melee/Thrown Weapon Attack: +6 to hit, reach 5 ft., ranged 30/120 ft., one target. Hit: 1d6 + 3 piercing damage.

Shocking Grasp . Melee Spell Attack (V,S): +7 to hit, Touch, one target. Hit: 2d8 Lightning damage.

Sacred Flame . Cantrip (V,S): Creature you can see, range 60 ft., one target, no cover. DEX Save: 2d8 radiant damage.

Toll the Dead . Cantrip (V,S): Creature you can see, range 60 ft., one target. WIS Save: 2d8/2d12 necrotic damage.

 

Bonus Actions:

-

 

Reactions:

-

 

Class/Race Features:

FeatherFall (1/1 Long Rest) .

Levitate (1/1 Long Rest) .

Wrath of the Storm (4/4 Long Rest) . You can thunderously rebuke attackers. When a creature within 5 feet of you that you can see hits you with an attack, you can use your reaction to cause the creature to make a Dexterity saving throw. The creature takes 2d8 lightning or thunder damage (your choice) on a failed saving throw, and half as much damage on a successful one.

Channel Divinity (1/1)

  • Turn UndeadAs an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.

    A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.

  • Destructive Wrath When you roll lightning or thunder damage, you can use your Channel Divinity to deal maximum damage, instead of rolling.

     

 

 

Edited by PureChance (see edit history)
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