Hallowed Evening Posted April 28 Clone Share Posted April 28 (edited) Ralikanthae Sythaeryn God of Vitality Race High ElfPreviously was a Blood Elf and Aasimar. Class Red Mage Age 89 Sex Male Height 6'2" Weight 185lbs Hair White Eyes Purple Background Zloln Sage Alignment Lawful Neutral "The price of knowledge is the burden of knowing." Theme Song— Title - Artist Physical Description Ralikanthae's skin is a sickly pallor, appearing as if his flesh has been bleached entirely of color. His ashen hair hangs limply, a stark grey mop that tumbles down past his shoulders. He carries a litany of scars upon his torso and back, their shapes and sizes are various, but all equally sinister and horrid to look upon. These are his burdens-- the memories and immortal trophies --of his failure and impuissance. During moments of stress, the scars ache or trouble him; they often make their presence known in the worst of times. His movements are cautious and he is closed off to others. Even his gaze is sunken and haunted; his eyes are rimmed in black from lack of rest, which Ralikanthae tries to cover by the liberal use of kohl. But, the nightmares that plague him are enough to force him out of the deepest of Reveries. The elven man favors somber tones; a palette fit more for funerals or mourning. A boiled leather mantle fits snugly over his shoulders and chest, which sports a stiff leather collar that rises up to cover part of his jaw. Underneath the mantle is a plain black tunic with silver trimming which matches his rugged trousers and knee-high black leather boots. Ralikanthae always wears a pair of soft calf-skin gloves to hide the scars on his hands, but also his accursed talons. Pinned and tied around his shoulders and collar is a durable dark grey cloak with a deep cowl; he often keeps the hood up, covering his features, when moving about in cities or crowds. Personality Gallows Humor: In the face of death, violence, and atrocities, Ralikanthae is never without his witticisms; some find his humor to be offensive, insensitive, or apathetic, but, quite contrarily, he does care about what happens to others... just only some of them. Loyal Unto Death: If given a measure of trust and shown loyalty, Ralikanthae in turn will reciprocate; his sense of loyalty remains in place and it's a source of strength that he calls upon when he's at his worst. Iron Will: Ralikanthae does all that he can to control his baser impulses and lusts. He meditates, purposefully denies his Hunger, and whips himself to use the pain as focus. While far from perfect, he's achieved a level of self-control that is a stark contrast to the capriciousness of blood elves. Through Jaded Lenses: Delving into the history of his own people taught him a valuable lesson about hubris; his people were the erudite and eminent scholars among the elves, but perhaps even the world. They fell far and have become barbaric, nearly succumbing entirely to their own animalistic impulses and desires. If people as wise and educated as the Zloln scholars were brought so low, then what does that say about the other races and peoples who walk Khalgun? Beyond Reality: It was during his exile within The Wilds that he discovered the ancient relic which had led the Zloln High Elves to become what they are today; his encounter there nearly destroyed his sanity, but now he sees the world with clarity for the first time ever. Backstory Ralikanthae served as an apprentice to one of the few remaining scholars in Zloln who espoused reason, control, and logic over the wanton bloodlust and tyranny of the Blood Elves. During a fasting, Raliknathae had succumbed to weakness and glutted himself upon blood only to lose himself in a frenzy; the aftermath was a violent encounter upon Aluendalee which ended in her death. Wracked with guilt and shame, he was given a harsh ultimatum by his own ruthless people: exile or death. He chose the former. Desperate and feeling the gnawing hysteria of his exile, something reached out to him, guiding him through The Wilds and led him to the original source of his people's damnation-- The Archstone. Overwhelming visions assaulted his mind, overloading his senses and incapacitating him; a delirium set in and it was then that Ralikanthae was touched by something beyond. It was after his encounter with The Archstone that the elf discovered newfound powers, those beyond pre-Godswar magic-users and mortals alike. Empowered now and seeking to understand what was happening to him, Ralikanthae set out to the one place where he might find knowledge and answers: Ani. Divinity During his exile, Ralikanthae was compelled deeper into The Wilds until he collapsed in front of The Archstone. The relic responded to his presence and activated once more. Only this time it seemingly pulled him into another realm of alien origin. It was there that his mind was assaulted by a greater power, demanding that he submit himself. But, Ralikanthae would not bow. A change occurred within him as he resisted this greater power-- it was the spark of divinity. Whatever the being was, it sensed the change too, and sought a way to latch onto this newly minted godling. Instinctively, the godling revealed his source of egress and fled through the Archstone to re-enter Khalgun. Through much personal growth, help from his friends, and the journey he has been upon... Ralikanthae has become the new God of Vitality. Extras TBD Equipment Assets: 10 Adventuring Gear 3 Days of Rations Cowl of KareliaWondrous Item, Legendary (Requires Attunement) This cloak has three charges. While you wear this cloak, you can use the Astral Step divinity (expends one charge). You also gain advantage on Stealth (Dexterity) checks made in the Astral Plane, or under low-light conditions (such as nighttime, or under moon light). This cloak regains 1d3 charges after a long rest. Lifebringer DaggerAn ancient dagger with a golden handle beset with green and blue gems. The blade is curved. _+2 against undead _The handle glows with sunlight near dawn, when the sun is rising in the horizon. _Once per day, when the owner has slain an undead, the dagger can heal the owner for the equivalent of 2 hit dice. 300gp from birds an amulet with a missing gem naelaeryn's jorunal 3 ancient scrolls Translator Module; a pin; understand any spoken language; use an Action to cast Comprehend language on self. Statblock Ralikanthae Sythaeryn High Elf Red Mage 9 Str 10 Dex 14 Con 18 Int 14 Wis 12 Cha 20 HP 108/108 HD 9d8/9d8 AC 18 Speed 30ft Passive Perception 14 Initiative +2 Languages Celestial, Common, Elven, Primordial, Orc, Sylvan Background Zloln Sage Feature ResearcherWhen you attempt to learn or recall a piece of lore, if you do not know that information, you often know where and from whom you can obtain it. Usually, this information comes from a library, scriptorium, university, or a sage or other learned person or creature. Your DM might rule that the knowledge you seek is secreted away in an almost inaccessible place, or that it simply cannot be found. Unearthing the deepest secrets of the multiverse can require an adventure or even a whole campaign. Immunities all poisons and diseases Resistance all damage, except psychic o RapierFinesse +9 attack, 1d8+5 Piercing, magical o WeaponsWeapon Traits +X attack, 1dX+Y type Proficiency +4 Saving Throws SavesStrength (+0) Dexterity (+2) Constitution (+4) Intelligence (+2) Wisdom (+5) Charisma (+9) Skills Arcana, History, Investigation, Intimidation, Perception, Stealth Tools None Instruments None Weapon Proficiencies Elven weapons, Rapiers, Scimitars, short swords, simple Armor Proficiencies Light Feat None Racial Features DarkvisionTheir descriptions • Keen SensesTheir descriptions • Fey AncestryTheir descriptions • TranceTheir descriptions • Elven Weapon TrainingTheir descriptions • Magical SensitivityHigh elves remain highly sensitive to magic even after the weaver was destroyed. They can sense magic items within 30' and have an innate understanding of how most magical devices function, providing them with advantage on any ability checks to learn more about a magical device and it's use. • Extra LanguagesYou know two extra languages. Divinity Feature ResistanceInvoking Time: Always active Range: Self Components: None Duration: Permanent The God of Vitality has permanent resistance to all types of damage, except for psychic damage. • Superior VitalityInvoking Time: Always active Range: Self Components: None Duration: Permanent As a divine being, the God of Vitality is not bound by mortal limitations. Their Constitution can be as high as 30 instead of the usual maximum of 20. • Divine MightInvoking Time: Always active Range: Self Components: None Duration: Permanent The God of Vitality receives their maximum hit points every time they level up. • Divine HealthInvoking Time: Always active Range: Self Components: None Duration: Permanent The God of Vitality is immune to all poisons and diseases. • BarkskinInvoking Time: Always active Range: Self Components: None Duration: Permanent The God of Vitality’s skin turns as hard as bark, providing them with a minimum AC of 16 as a permanent effect. • RegenerationInvoking Time: Always active Range: Self Components: None Duration: Permanent The God of Vitality regains hit points at a rate equal to their divinity modifier (+8) every round. The god’s severed body members (fingers, legs, tails, and so on), if any, are restored after 2 minutes. If the god has the severed part and hold it to the stump, the divinity instantaneously causes the limb to knit to the stump. At Higher Levels: The damage healed increases to twice the god’s divinity modifier at 16th level. • Racial and Class FeaturesTheir descriptions Class Feature Red MageAs a Red Mage, you may use your charisma for attack and damage rolls instead of your Strength or Dexterity when wielding a weapon with the Finesse property. • EnchantedYour magic lingers in your body and weapons, eager to be released in the heat of combat. When you cast a spell that is not a cantrip, you become Enchanted until the end of your next turn. While Enchanted, your melee weapon attacks deal 1d6 additional force damage. This damage is increased as shown on the Red Mage class table. Additionally, while Enchanted your weapon attacks are magical for the purposes of overcoming damage resistance and immunity. Enchanted damage: 2d6 per hit • ManaficationStarting at 2nd level, you have learned to hold the different aspects of your unique magic. A Red Magic spell will state in it's description if it is aspected Black, White or Unaspected. When you cast a Black aspected spell you gain a charge of Black Mana. When you cast a White aspected spell, you gain a charge of White Mana. You can hold a number of charges of each Black Mana and White Mana equal to your proficiency modifier. These charges last until spent or until you finish a short or long rest. • Self-AssuredStarting at 3rd level, your confidence allows you to fake it with a shocking degree of success. When you make an ability check you can use your Charisma modifier instead of the ability score you would otherwise use. You can use this feature a number of times equal to your proficiency bonus and regain those uses on finishing a long rest. • Spell FencingStarting at 3rd level, you do not suffer disadvantage when making a ranged apell attack against a creature within 5 feet. While Enchanted, you gain a bonus to your AC equal to your Charisma modifier so long as you are wearing light or no armor and not wielding a shield. While enchanted, when you can cast a red mage cantrip as a bonus action after taking the Attack action. • Rush of CombatStarting at 3rd level, you draw your mana not just from your spells, but from the rush and roil of combat. Once per turn, when you reduce a creature to 0 hit points, you can gain one Black Mana or one White Mana. • Extra AttackBeginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. • ZwerrchauStarting at 5th level, you have developed advanced combat techniques which are enhanced by the lingering mana in your body. When you take the Attack action while Enchanted you can spend one Black Mana and one White Mana to make an additional attack as a part of that action. • FlecheStarting at 6th level, you can push your advantage when bearing down on a foe. When you spend Mana as a part of the Attack action, you can use a bonus action to make a special Fleche attack. This attack uses your Charisma modifier for attack and damage rolls, has a reach of 30 feet and deals force damage equal to your Enchanted damage. You are proficient in this attack. Making this attack extends your Enchanted condition for an additional turn. • Magic BarrierStarting at 7th level, you erect a mighty aegis that safeguards you and your allies. As an action, a sphere of energy is centered on you, has a 30-foot radius, and is filled with swirling dim light. The sphere is stationary and lasts for 1 minute or until you are incapacitated or die. Whenever a creature (including you) ends its turn in the sphere, you can grant that creature these benefits: - You gain resistance to magical effects that cause damage. - If anyone casts a healing spell within the barrier that targets a creature in or out of the barrier, each creature of your choice in the aura also regains hit points equal to your red mage level. Once you use this feature, you can’t use it again until you finish a long rest. • Dual CastStarting at 2nd level, you weave your magics together into a devastating helix. When you cast a Cantrip with an action, you can cast another spell as a bonus action so long as that spell is 1st level or higher. The spell must have a casting time of 1 action or 1 bonus action to benefit from this feature. • Racial and Class FeaturesTheir descriptions • Racial and Class FeaturesTheir descriptions • Racial and Class FeaturesTheir descriptions • Racial and Class FeaturesTheir descriptions • Racial and Class FeaturesTheir descriptions Spell Save DC 17 Cantrips booming blade (white), green-flame blade (black), gust (white), fire bolt (black) First Level Spells chromatic orb (dual aspect), cure wounds (white), thunderous smite (white spell), burning hands (black), detect magic First Level Spell Slots 4/4 Second Level heat metal (black), wither and bloom(dual aspect), misty step, gust of wind (white), shatter (white) Second Spell Slots 3/3 Third Level Spells haste, fireball (black), slow, erupting earth (white) Third Level Spell Slots 2/2 Inspiration: 4 Self-Assured: 4/4 LR Magic Barrier: 1/1 LR Edited May 2 by Hallowed Evening (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
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