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Krezzlar

Olvyn Tallindor
 
Olvyn Tallindor
 

 

Gender: Male
Race: Human

 
Class: Grave Cleric 3
Background: Custom (The Temple)

Passive Perception/Investigation: 13 / 12
Passive Insight: 15

 

HP: 21
Hit Dice: 1d8
AC: 16
Initiative: +0
Size: Medium
Speed: 30 feet

 


skill-1-512.png Abilities & Skills
Proficiency Bonus: +2
STR
8
(-1)
DEX
10
(+0)
CON
12
(+1)
INT
14
(+2)
WIS
16
(+3)
CHA
14
(+2)
-1 Saves
+4 Saves
+1 Saves
+2 Saves
+5 Saves
+4 Saves
-1 Athletics



 
+0 Acrobatics
+0 Sleight of Hand
+0 Stealth


 
  +4 Arcana
+4 History

+2 Investigation
+2 Nature
+2 Religion
+3 Animal Handling
+5 Insight
+5 Medicine

+3 Perception
+3 Survival
+4 Deception
+2 Intimidation
+2 Performance
+2 Persuasion

 
 
Proficiencies Languages Class Abilities Racial & Background Traits Feats

Medium Armor, Shields

 

Tools: Jeweller's Tools

 

 

Common
Orc

 

Circle of MortalityAt 1st level, you gain the ability to manipulate the line between life and death. When you would normally roll one or more dice to restore hit points with a spell to a creature at 0 hit points, you instead use the highest number possible for each die.

In addition, you learn the spare the dying cantrip, which doesn't count against the number of cleric cantrips you know. For you, it has a range of 30 feet, and you can cast it as a bonus action.
Eyes of the GraveAt 1st level, you gain the ability to occasionally sense the presence of the undead, whose existence is an insult to the natural cycle of life. As an action, you can open your awareness to magically detect undead. Until the end of your next turn, you know the location of any undead within 60 feet of you that isn't behind total cover and that isn't protected from divination magic. This sense doesn't tell you anything about a creature's capabilities or identity.

You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest.
Ritual CastingYou can cast a cleric spell as a ritual if that spell has the ritual tag and you have the spell prepared.
Channel DivinityAt 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.

Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your cleric spell save DC.

Beginning at 6th level, you can use your Channel Divinity twice between rests, and beginning at 18th level, you can use it three times between rests. When you finish a short or long rest, you regain your expended uses.
 
Channel Divinity:
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.
Harness Divine PowerYou 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.
Path to the GraveStarting at 2nd level, you can use your Channel Divinity to mark another creature's life force for termination.

As an action, you choose one creature you can see within 30 feet of you, cursing it until the end of your next turn. The next time you or an ally of yours hits the cursed creature with an attack, the creature has vulnerability to all of that attack's damage, and then the curse ends.

Gates Pass Connection:

The TempleFortune smiles on you. You or any ally within 30 feet of you may reroll a single saving throw, using the better of the two results.

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

Eldritch Adept (Mask of a Many Faces)Studying occult lore, you have unlocked eldritch power within yourself: you learn one Eldritch Invocation option of your choice from the warlock class. If the invocation has a prerequisite of any kind, you can choose that invocation only if you're a warlock who meets the prerequisite.
Whenever you gain a level, you can replace the invocation with another one from the warlock class.

Mask of Many Faces: You can cast Disguise Self at will, without expending a spell slot.

 

 

magic-21-512.png Spells

Spellcasting Cantrips 1st Level 2nd Level

Casting Ability: CHA
Save DC: 13
Attack Bonus: +5

Guidance

Light

Toll The Dead

Word of Radiance

Spare the Dying

Cure Wounds

Healing Word

Bless

Command

Bane

False Life

Spiritual Weapon

Warding Bond

Gentle Repose

Ray of Enfeeblement

 

8437-200.png Attacks

Weapon To Hit Damage Type/(Range)

Toll the Dead
Word of Radiance

WIS Sv
Con Sv

1d8 (1d12 if already wounded)

1d6

necrotic (60ft)

radiant (5ft AoE)

 

money-dollar-circle-512.pngMONEY


Copper: 0 Silver: Gold: 15 Platinum: 0

(15 Coins * .02 lbs. = 0.30 lbs. Total Weight)

 

spacer.pngENCUMBRANCE


Weight: 72 lbs. / 120 lbs. max. (15 x STR Score)
Status: Unencumbered
Penalty: None

 

688885-200.pngEQUIPMENT READIED


Equipped Items: (4 lbs.)

Equipped items can be retrieved with a manipulate item interaction.

ARMOR (0 lbs.) WEAPONS (3 lbs.) READIED ITEMS (1 lbs.)

Scale Mail

Shield

Dagger

Dagger

 

Holy Symbol

 

 

education_icons_IF-06-512.pngEQUIPMENT STORED


Stored Items: (67 lbs.)

Stored items can be retrieved with an action.

IN BACKPACK (67 lbs.) STRAPPED TO BACKPACK (inc) NOT CARRIED (0 lbs)

Explorer's Pack - 59 lbs.

  • a Backpack
  • a Mess kit
  • a Tinderbox
  • 10 days of Rations
  • a Waterskin
  • Crowbar

 

Included in Explorer's Pack

  • a Bedroll
  • 10 torches
  • 50 feet of Hempen rope

 

 

 

Item_necklace_9.pngMAGIC ITEMS


Magic Items: (6 lbs.)

 

NOT ATTUNED (1 lbs.) ATTUNED 0/3 (0/0 lbs.)

 

 

 

 

DESCRIPTION & PERSONALITY


Description

Age: 52 Height: 5' 8" Weight: 150 lbs.
Hair: Gray Eyes: Brown Complexion: Fair

 

 

Personality

"I am always calm, no matter what the situation. I never raise my voice or let my emotions control me."

 

Ideals

"Power. If I can attain more power, no one will tell me what to do."

 

Bonds

"Nothing is more important than the other members of my family."

 

Flaws

"I secretly believe that everyone is beneath me."

 

Additional Info

Backstory

40 years ago: Olvyn Tallindor II was a young teen during the Ragasian occupation. His father, Olvyn Tallindor I, was a powerful necromancer who helped the resistance against the occupiers.

38 years ago: After the retreat of the Ragesian forces, Olvyn The First was given a seat on the Council and leadership of the Soul Brokers Guild. The Soul Brokers allowed citizens to willingingly sell their bodies to the guild in death to be immortal workers and guardians for the city. Olvyn the First set up Soulgate Manor, a large mansion in the city inhabited with "tamed" undead. Olvyn the Second lived in the manor for several years as his father worked on the council.

~30 years ago: Olvyn the Second leaves Soulgate Manor and Gate's Pass on poor terms with his father. He travels to Ragesia where he explores largely in secret and grows in his power.

~20 years ago: Olvyn the First dies by assassination. Council members and high ranking Soul Brokers try to fill the power vacuum until Olvyn the Second returned. The undead of Soulgate Manor immediately recognized the younger Olvyn as their new master giving him the power to take control of the Soul Broker Guild and take a seat on the council. He also brought back with him his daughter, a half-orc infant.

~20-10 years ago: Olvyn the Second as a council member was outspokenly anti-Ragesian and an advocate for a much firmer, totalitarian rule of the city. He expanded the Soul Brokers Guild to be a larger presence in the city.

~10 years ago: Olvyn the Second attempts a coup on the council of Gate's Pass and to claim control for himself. His plot is sniffed out just in time (maybe by Astorus?) and the city guard fought back. The Soul Brokers were obliterated as a guild, Soulgate Manor was besieged and destroyed and Olvyn was captured. Olvyn was tried and imprisoned with a life sentence.

Krezzlar

Krezzlar

Olvyn Tallindor (Work in progress)
 
Olvyn Tallindor
 

 

Gender: Male
Race: Human

 
Class: Grave Cleric 3
Background: Custom (The Temple)

Passive Perception/Investigation: 13 / 12
Passive Insight: 15

 

HP: 21
Hit Dice: 1d8
AC: 16
Initiative: +0
Size: Medium
Speed: 30 feet

 


skill-1-512.png Abilities & Skills
Proficiency Bonus: +2
STR
8
(-1)
DEX
10
(+0)
CON
12
(+1)
INT
14
(+2)
WIS
16
(+3)
CHA
14
(+2)
-1 Saves
+4 Saves
+1 Saves
+2 Saves
+5 Saves
+4 Saves
-1 Athletics



 
+0 Acrobatics
+0 Sleight of Hand
+0 Stealth


 
  +4 Arcana
+4 History

+2 Investigation
+2 Nature
+2 Religion
+3 Animal Handling
+5 Insight
+5 Medicine

+3 Perception
+3 Survival
+4 Deception
+2 Intimidation
+2 Performance
+2 Persuasion

 
 
Proficiencies Languages Class Abilities Racial & Background Traits Feats

Medium Armor, Shields

 

Tools: Jeweller's Tools

 

 

Common
Orc

 

Circle of MortalityAt 1st level, you gain the ability to manipulate the line between life and death. When you would normally roll one or more dice to restore hit points with a spell to a creature at 0 hit points, you instead use the highest number possible for each die.

In addition, you learn the spare the dying cantrip, which doesn't count against the number of cleric cantrips you know. For you, it has a range of 30 feet, and you can cast it as a bonus action.
Eyes of the GraveAt 1st level, you gain the ability to occasionally sense the presence of the undead, whose existence is an insult to the natural cycle of life. As an action, you can open your awareness to magically detect undead. Until the end of your next turn, you know the location of any undead within 60 feet of you that isn't behind total cover and that isn't protected from divination magic. This sense doesn't tell you anything about a creature's capabilities or identity.

You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest.
Ritual CastingYou can cast a cleric spell as a ritual if that spell has the ritual tag and you have the spell prepared.
Channel DivinityAt 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.

Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your cleric spell save DC.

Beginning at 6th level, you can use your Channel Divinity twice between rests, and beginning at 18th level, you can use it three times between rests. When you finish a short or long rest, you regain your expended uses.
 
Channel Divinity:
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.
Harness Divine PowerYou 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.
Path to the GraveStarting at 2nd level, you can use your Channel Divinity to mark another creature's life force for termination.

As an action, you choose one creature you can see within 30 feet of you, cursing it until the end of your next turn. The next time you or an ally of yours hits the cursed creature with an attack, the creature has vulnerability to all of that attack's damage, and then the curse ends.

Gates Pass Connection:

The TempleFortune smiles on you. You or any ally within 30 feet of you may reroll a single saving throw, using the better of the two results.

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

Eldritch Adept (Mask of a Many Faces)Studying occult lore, you have unlocked eldritch power within yourself: you learn one Eldritch Invocation option of your choice from the warlock class. If the invocation has a prerequisite of any kind, you can choose that invocation only if you're a warlock who meets the prerequisite.
Whenever you gain a level, you can replace the invocation with another one from the warlock class.

Mask of Many Faces: You can cast Disguise Self at will, without expending a spell slot.

 

 

magic-21-512.png Spells

Spellcasting Cantrips 1st Level 2nd Level

Casting Ability: CHA
Save DC: 13
Attack Bonus: +5

Guidance

Light

Toll The Dead

Word of Radiance

Spare the Dying

Cure Wounds

Healing Word

Bless

Command

Bane

False Life

Spiritual Weapon

Warding Bond

Gentle Repose

Ray of Enfeeblement

 

8437-200.png Attacks

Weapon To Hit Damage Type/(Range)

Toll the Dead
Word of Radiance

WIS Sv
Con Sv

1d8 (1d12 if already wounded)

1d6

necrotic (60ft)

radiant (5ft AoE)

 

money-dollar-circle-512.pngMONEY


Copper: 0 Silver: Gold: 15 Platinum: 0

(15 Coins * .02 lbs. = 0.30 lbs. Total Weight)

 

spacer.pngENCUMBRANCE


Weight: 72 lbs. / 120 lbs. max. (15 x STR Score)
Status: Unencumbered
Penalty: None

 

688885-200.pngEQUIPMENT READIED


Equipped Items: (4 lbs.)

Equipped items can be retrieved with a manipulate item interaction.

ARMOR (0 lbs.) WEAPONS (3 lbs.) READIED ITEMS (1 lbs.)

None

Dagger

Dagger

Dagger

Arcane Orb

 

 

education_icons_IF-06-512.pngEQUIPMENT STORED


Stored Items: (67 lbs.)

Stored items can be retrieved with an action.

IN BACKPACK (67 lbs.) STRAPPED TO BACKPACK (inc) NOT CARRIED (0 lbs)

Explorer's Pack - 59 lbs.

  • a Backpack
  • a Mess kit
  • a Tinderbox
  • 10 days of Rations
  • a Waterskin
  • Crowbar

 

Included in Explorer's Pack

  • a Bedroll
  • 10 torches
  • 50 feet of Hempen rope

 

 

 

Item_necklace_9.pngMAGIC ITEMS


Magic Items: (6 lbs.)

 

NOT ATTUNED (1 lbs.) ATTUNED 0/3 (0/0 lbs.)

 

 

 

 

DESCRIPTION & PERSONALITY


Description

Age: 52 Height: 5' 8" Weight: 150 lbs.
Hair: Gray Eyes: Brown Complexion: Fair

 

 

Personality

 

 

Additional Info

Backstory

40 years ago: Olvyn Tallindor II was a young teen during the Ragasian occupation. His father, Olvyn Tallindor I, was a powerful necromancer who helped the resistance against the occupiers.

38 years ago: After the retreat of the Ragesian forces, Olvyn The First was given a seat on the Council and leadership of the Soul Brokers Guild. The Soul Brokers allowed citizens to willingingly sell their bodies to the guild in death to be immortal workers and guardians for the city. Olvyn the First set up Soulgate Manor, a large mansion in the city inhabited with "tamed" undead. Olvyn the Second lived in the manor for several years as his father worked on the council.

~30 years ago: Olvyn the Second leaves Soulgate Manor and Gate's Pass on poor terms with his father. He travels to Ragesia where he explores largely in secret and grows in his power.

~20 years ago: Olvyn the First dies by assassination. Council members and high ranking Soul Brokers try to fill the power vacuum until Olvyn the Second returned. The undead of Soulgate Manor immediately recognized the younger Olvyn as their new master giving him the power to take control of the Soul Broker Guild and take a seat on the council. He also brought back with him his daughter, a half-orc infant.

~20-10 years ago: Olvyn the Second as a council member was outspokenly anti-Ragesian and an advocate for a much firmer, totalitarian rule of the city. He expanded the Soul Brokers Guild to be a larger presence in the city.

~10 years ago: Olvyn the Second attempts a coup on the council of Gate's Pass and to claim control for himself. His plot is sniffed out just in time (maybe by Astorus?) and the city guard fought back. The Soul Brokers were obliterated as a guild, Soulgate Manor was besieged and destroyed and Olvyn was captured. Olvyn was tried and imprisoned with a life sentence.

Krezzlar

Krezzlar

Olvyn Tallindor (Work in progress)
 
Olvyn Tallindor
 

 

Gender: Male
Race: Human

 
Class: Grave Cleric 3
Background: Custom (The Temple)

Passive Perception/Investigation: 13 / 12
Passive Insight: 15

 

HP: 21
Hit Dice: 1d8
AC: 16
Initiative: +0
Size: Medium
Speed: 30 feet

 


skill-1-512.png Abilities & Skills
Proficiency Bonus: +2
STR
8
(-1)
DEX
10
(+0)
CON
12
(+1)
INT
14
(+2)
WIS
16
(+3)
CHA
14
(+2)
-1 Saves
+4 Saves
+1 Saves
+2 Saves
+5 Saves
+4 Saves
-1 Athletics



 
+0 Acrobatics
+0 Sleight of Hand
+0 Stealth


 
  +4 Arcana
+4 History

+2 Investigation
+2 Nature
+2 Religion
+3 Animal Handling
+5 Insight
+5 Medicine

+3 Perception
+3 Survival
+4 Deception
+2 Intimidation
+2 Performance
+2 Persuasion

 
 
Proficiencies Languages Class Abilities Racial & Background Traits Feats

Medium Armor, Shields

 

Tools: Jeweller's Tools

 

 

Common
Orc

 

Dragon Ancestor (Red)At 1st level, you choose one type of dragon as your ancestor. The damage type associated with each dragon is used by features you gain later.
You can speak, read, and write Draconic. Additionally, whenever you make a Charisma check when interacting with Dragons, your proficiency bonus is doubled if it applies to the check.
Draconic ResilienceAs magic flows through your body, it causes physical traits of your dragon ancestors to emerge. At 1st level, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class.
Additionally, parts of your skin are covered by a thin sheen of dragon-like scales. When you aren't wearing armor, your AC equals 13 + your Dexterity modifier.
Font of MagicYou have 3 sorcery points. Regain 2 expended sorcery points whenever you finish a short rest. Regain all of your sorcery points when you finish a long rest.
Flexible CastingCreating Spell Slots.
You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. The Creating Spell Slots table shows the cost of creating a spell slot of a given level. You can create spell slots no higher in level than 5th.

Converting a Spell Slot to Sorcery Points.
As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot's level.

1 Spell Level = 2 Sorcery Points
2 Spell Level = 3 Sorcery Points
3 Spell Level = 5 Sorcery Points
4 Spell Level = 6 Sorcery Points
5 Spell Level = 7 Sorcery Points
 
Metamagic:
Subtle SpellWhen you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components.
Twinned SpellWhen you cast a spell that targets only one creature and doesn't have a range of self, you can spend a number of sorcery points equal to the spell's level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip).

To be eligible, a spell must be incapable of targeting more than one creature at the spell's current level.

 

 

Gates Pass Connection:

The TempleFortune smiles on you. You or any ally within 30 feet of you may reroll a single saving throw, using the better of the two results.

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

Eldritch Adept (Mask of a Many Faces)Studying occult lore, you have unlocked eldritch power within yourself: you learn one Eldritch Invocation option of your choice from the warlock class. If the invocation has a prerequisite of any kind, you can choose that invocation only if you're a warlock who meets the prerequisite.
Whenever you gain a level, you can replace the invocation with another one from the warlock class.

Mask of Many Faces: You can cast Disguise Self at will, without expending a spell slot.

 

 

magic-21-512.png Spells

Spellcasting Cantrips 1st Level 2nd Level

Casting Ability: CHA
Save DC: 13
Attack Bonus: +5

Control Flames
Firebolt

Mage Hand

Message

Burning Hands

Detect Magic

Shield

Feather Fall

Absorb Elements

Dragon's Breath

Invisibility

 

8437-200.png Attacks

Weapon To Hit Damage Type/(Range)

Firebolt
Dagger

+5
+5

1d10 +3

1d4 + 3

Fire (120ft)

Piercing (20/60), Finesse

 

money-dollar-circle-512.pngMONEY


Copper: 0 Silver: Gold: 15 Platinum: 0

(15 Coins * .02 lbs. = 0.30 lbs. Total Weight)

 

spacer.pngENCUMBRANCE


Weight: 72 lbs. / 120 lbs. max. (15 x STR Score)
Status: Unencumbered
Penalty: None

 

688885-200.pngEQUIPMENT READIED


Equipped Items: (4 lbs.)

Equipped items can be retrieved with a manipulate item interaction.

ARMOR (0 lbs.) WEAPONS (3 lbs.) READIED ITEMS (1 lbs.)

None

Dagger

Dagger

Dagger

Arcane Orb

 

 

education_icons_IF-06-512.pngEQUIPMENT STORED


Stored Items: (67 lbs.)

Stored items can be retrieved with an action.

IN BACKPACK (67 lbs.) STRAPPED TO BACKPACK (inc) NOT CARRIED (0 lbs)

Explorer's Pack - 59 lbs.

  • a Backpack
  • a Mess kit
  • a Tinderbox
  • 10 days of Rations
  • a Waterskin
  • Crowbar

 

Included in Explorer's Pack

  • a Bedroll
  • 10 torches
  • 50 feet of Hempen rope

 

 

 

Item_necklace_9.pngMAGIC ITEMS


Magic Items: (6 lbs.)

 

NOT ATTUNED (1 lbs.) ATTUNED 0/3 (0/0 lbs.)

(half remains) Improved Potion of Greater Healing
Potion, Uncommon
Value: 150 gp
Weight: 0 slot

You regain 4d4+4 hit points when you drink this potion.
Or you can take this potion in half doses to heal 2d4+2 hit points.
The potion’s thick green liquid glimmers when agitated.
 

 


Pearl
Value: 100 gp
Weight: --

 

 

 

DESCRIPTION & PERSONALITY


Description

Age: 18 Height: 2' 11" Weight: 34 lbs.
Hair: Auburn Eyes: Brown Complexion: Fair

Plain clothed and unassuming, few would expect the pint sized young woman to be an adventurer by the looks of her. That suits Amber just fine as she rarely wishes to draw attention to herself if she could avoid it. Those who get close enough may notice a hint of reddish scales peaking out from under her collar and along the back of her neck. With her auburn hair and dark eyes, she could be considered quite the beauty if she wished, however Amber is more content to sit in the shadows and let others take the spotlight.

Amber's mouse-like demeanor can change quickly in the midst of combat however. When channeling the fiery magic that is her specialty, her form and manner adopts a more sinister and draconian presence. Flames will engulf her hands and her face will contort into an arrogant and snarling countenance as she hurls hot death at her enemies. Once the enemies have been vanquished and the power-lust satiated she will rapidly return to her more normal subdued self, often feeling guilty or ashamed of the destruction she had caused.

 

Personality

Amber:
Amber is a kind, warmhearted soul whose presence can easily brighten anyone's day. Pleasant to be around, although somewhat naive, the young halfling tends to be optimistic and quick to praise those she is with. In conversations she can appear to be indecisive, often flitting from one opinion to another depending on the arguments she hears. She's often happy to let the "big folk" make the decisions, only speaking up to offer a tentative suggestion here or there.

Those who spend an extended amount of time with Amber begin to notice some oddities however. A penchant to be distracted regardless of what is going on around her. She is also known to speak to herself on a regular basis or blurt out off topic declarations at odd times. Most disturbingly are the instances when the sorcerer has unleashed the full onslaught of her arcane might, seeming to almost relish in the destruction she is causing before quickly reverting back to her usual persona. Individually the quirks don't seem like much but over time they create a very offsetting feeling while being around the halfling resulting in her never being welcome in the same place for too long.

Thraxys
The conflicting personalities of Amber come from the soul of Thraxys, the elder female red wyrm whispering in the young sorcerer's mind. While often dormant, when awake, Thraxys is both haughty and belligerent. The dragon soul is also megalomaniacal, greedy and enjoys nothing more than creating a hot, destructive conflagration. She sees all other life forms as beneath her, is easy to take offense and quick to take vengeance. She resents the fact that she is bound to "this pathetic excuse for a body" but is resigned to the fact that, for the time being, they are stuck together. Thraxys therefore does what she can to protect the halfling and train her in the mystical arts until such a point they can find a way out of their current symbiotic relationship.

Over time, Thraxys is using her constant whisperings to wear down Amber's will and ability to resist the dragon's wishes. While Amber is still mostly in control of her actions, the great wyrm's corrupting influence is starting to bleed into the halfling's persona. The exhilarating rush of power that occurs whenever the sorcerer uses her full arcane might is getting harder and harder to deny and only time will tell if Amber succumbs to Thraxy's sway forever.

 

Additional Info

Backstory

40 years ago: Olvyn Tallindor II was a young teen during the Ragasian occupation. His father, Olvyn Tallindor I, was a powerful necromancer who helped the resistance against the occupiers.

38 years ago: After the retreat of the Ragesian forces, Olvyn The First was given a seat on the Council and leadership of the Soul Brokers Guild. The Soul Brokers allowed citizens to willingingly sell their bodies to the guild in death to be immortal workers and guardians for the city. Olvyn the First set up Soulgate Manor, a large mansion in the city inhabited with "tamed" undead. Olvyn the Second lived in the manor for several years as his father worked on the council.

~30 years ago: Olvyn the Second leaves Soulgate Manor and Gate's Pass on poor terms with his father. He travels to Ragesia where he explores largely in secret and grows in his power.

~20 years ago: Olvyn the First dies by assassination. Council members and high ranking Soul Brokers try to fill the power vacuum until Olvyn the Second returned. The undead of Soulgate Manor immediately recognized the younger Olvyn as their new master giving him the power to take control of the Soul Broker Guild and take a seat on the council. He also brought back with him his daughter, a half-orc infant.

~20-10 years ago: Olvyn the Second as a council member was outspokenly anti-Ragesian and an advocate for a much firmer, totalitarian rule of the city. He expanded the Soul Brokers Guild to be a larger presence in the city.

~10 years ago: Olvyn the Second attempts a coup on the council of Gate's Pass and to claim control for himself. His plot is sniffed out just in time (maybe by Astorus?) and the city guard fought back. The Soul Brokers were obliterated as a guild, Soulgate Manor was besieged and destroyed and Olvyn was captured. Olvyn was tried and imprisoned with a life sentence.

Krezzlar

Krezzlar

Olvyn Tallindor (Work in progress)
 
 
 

 

Gender: Male
Race: Human
Alignment: Chaotic Good

 
Class: Grave Cleric 3
Background: Custom (The Temple)

Passive Perception/Investigation: 13 / 12
Passive Insight: 15

 

HP: 21
Hit Dice: 1d8
AC: 16
Initiative: +0
Size: Medium
Speed: 30 feet

 


skill-1-512.png Abilities & Skills
Proficiency Bonus: +2
STR
8
(-1)
DEX
10
(+0)
CON
12
(+1)
INT
14
(+2)
WIS
16
(+3)
CHA
14
(+2)
-1 Saves
+4 Saves
+1 Saves
+2 Saves
+5 Saves
+4 Saves
-1 Athletics



 
+0 Acrobatics
+0 Sleight of Hand
+0 Stealth


 
  +4 Arcana
+4 History

+2 Investigation
+2 Nature
+2 Religion
+3 Animal Handling
+5 Insight
+5 Medicine

+3 Perception
+3 Survival
+4 Deception
+2 Intimidation
+2 Performance
+2 Persuasion

 
 
Proficiencies Languages Class Abilities Racial & Background Traits Feats

Medium Armor, Shields

 

Tools: Jeweller's Tools

 

 

Common
Orc

 

Dragon Ancestor (Red)At 1st level, you choose one type of dragon as your ancestor. The damage type associated with each dragon is used by features you gain later.
You can speak, read, and write Draconic. Additionally, whenever you make a Charisma check when interacting with Dragons, your proficiency bonus is doubled if it applies to the check.
Draconic ResilienceAs magic flows through your body, it causes physical traits of your dragon ancestors to emerge. At 1st level, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class.
Additionally, parts of your skin are covered by a thin sheen of dragon-like scales. When you aren't wearing armor, your AC equals 13 + your Dexterity modifier.
Font of MagicYou have 3 sorcery points. Regain 2 expended sorcery points whenever you finish a short rest. Regain all of your sorcery points when you finish a long rest.
Flexible CastingCreating Spell Slots.
You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. The Creating Spell Slots table shows the cost of creating a spell slot of a given level. You can create spell slots no higher in level than 5th.

Converting a Spell Slot to Sorcery Points.
As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot's level.

1 Spell Level = 2 Sorcery Points
2 Spell Level = 3 Sorcery Points
3 Spell Level = 5 Sorcery Points
4 Spell Level = 6 Sorcery Points
5 Spell Level = 7 Sorcery Points
 
Metamagic:
Subtle SpellWhen you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components.
Twinned SpellWhen you cast a spell that targets only one creature and doesn't have a range of self, you can spend a number of sorcery points equal to the spell's level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip).

To be eligible, a spell must be incapable of targeting more than one creature at the spell's current level.

LuckyWhen you roll a 1 on the d20 for an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.
BraveYou have advantage on saving throws against being frightened.

Halfling NimblenessYou can move through the space of any creature that is of a size larger than yours.

Natural StealthYou can attempt to hide even when you are obscured only by a creature that is at least one size larger than you.

 

Background - Criminal:

Criminal ContactsYou have a reliable and trustworthy contact who acts as your liaison to a network of other criminals. You know how to get messages to and from your contact, even over great distances; specifically you know the local messengers, corrupt caravan masters , and seedy sailors who can deliver messages for you.

SpellslingerSwap for -2 WIS.
Prerequisite: The ability to cast at least one spell.
- Your spells always seem to have a little bit extra, gain the following benefits:
Increase your Intelligence, Wisdom, or Charisma score by 1, to a Maximum of 20. (CHA)
- You can add your Spellcasting modifier to the damage roll of any spell you cast. The damage bonus applies to one damage roll of a spell, not multiple rolls and cannot be used to increase the damage dealt to a single creature by an amount greater than your spellcasting modifier.

 

 

magic-21-512.png Spells

Spellcasting Cantrips 1st Level 2nd Level

Casting Ability: CHA
Save DC: 13
Attack Bonus: +5

Control Flames
Firebolt

Mage Hand

Message

Burning Hands

Detect Magic

Shield

Feather Fall

Absorb Elements

Dragon's Breath

Invisibility

 

8437-200.png Attacks

Weapon To Hit Damage Type/(Range)

Firebolt
Dagger

+5
+5

1d10 +3

1d4 + 3

Fire (120ft)

Piercing (20/60), Finesse

 

money-dollar-circle-512.pngMONEY


Copper: 0 Silver: Gold: 15 Platinum: 0

(15 Coins * .02 lbs. = 0.30 lbs. Total Weight)

 

spacer.pngENCUMBRANCE


Weight: 72 lbs. / 120 lbs. max. (15 x STR Score)
Status: Unencumbered
Penalty: None

 

688885-200.pngEQUIPMENT READIED


Equipped Items: (4 lbs.)

Equipped items can be retrieved with a manipulate item interaction.

ARMOR (0 lbs.) WEAPONS (3 lbs.) READIED ITEMS (1 lbs.)

None

Dagger

Dagger

Dagger

Arcane Orb

 

 

education_icons_IF-06-512.pngEQUIPMENT STORED


Stored Items: (67 lbs.)

Stored items can be retrieved with an action.

IN BACKPACK (67 lbs.) STRAPPED TO BACKPACK (inc) NOT CARRIED (0 lbs)

Explorer's Pack - 59 lbs.

  • a Backpack
  • a Mess kit
  • a Tinderbox
  • 10 days of Rations
  • a Waterskin
  • Crowbar

 

Included in Explorer's Pack

  • a Bedroll
  • 10 torches
  • 50 feet of Hempen rope

 

 

 

Item_necklace_9.pngMAGIC ITEMS


Magic Items: (6 lbs.)

 

NOT ATTUNED (1 lbs.) ATTUNED 0/3 (0/0 lbs.)

(half remains) Improved Potion of Greater Healing
Potion, Uncommon
Value: 150 gp
Weight: 0 slot

You regain 4d4+4 hit points when you drink this potion.
Or you can take this potion in half doses to heal 2d4+2 hit points.
The potion’s thick green liquid glimmers when agitated.
 

 


Pearl
Value: 100 gp
Weight: --

 

 

 

DESCRIPTION & PERSONALITY


Description

Age: 18 Height: 2' 11" Weight: 34 lbs.
Hair: Auburn Eyes: Brown Complexion: Fair

Plain clothed and unassuming, few would expect the pint sized young woman to be an adventurer by the looks of her. That suits Amber just fine as she rarely wishes to draw attention to herself if she could avoid it. Those who get close enough may notice a hint of reddish scales peaking out from under her collar and along the back of her neck. With her auburn hair and dark eyes, she could be considered quite the beauty if she wished, however Amber is more content to sit in the shadows and let others take the spotlight.

Amber's mouse-like demeanor can change quickly in the midst of combat however. When channeling the fiery magic that is her specialty, her form and manner adopts a more sinister and draconian presence. Flames will engulf her hands and her face will contort into an arrogant and snarling countenance as she hurls hot death at her enemies. Once the enemies have been vanquished and the power-lust satiated she will rapidly return to her more normal subdued self, often feeling guilty or ashamed of the destruction she had caused.

 

Personality

Amber:
Amber is a kind, warmhearted soul whose presence can easily brighten anyone's day. Pleasant to be around, although somewhat naive, the young halfling tends to be optimistic and quick to praise those she is with. In conversations she can appear to be indecisive, often flitting from one opinion to another depending on the arguments she hears. She's often happy to let the "big folk" make the decisions, only speaking up to offer a tentative suggestion here or there.

Those who spend an extended amount of time with Amber begin to notice some oddities however. A penchant to be distracted regardless of what is going on around her. She is also known to speak to herself on a regular basis or blurt out off topic declarations at odd times. Most disturbingly are the instances when the sorcerer has unleashed the full onslaught of her arcane might, seeming to almost relish in the destruction she is causing before quickly reverting back to her usual persona. Individually the quirks don't seem like much but over time they create a very offsetting feeling while being around the halfling resulting in her never being welcome in the same place for too long.

Thraxys
The conflicting personalities of Amber come from the soul of Thraxys, the elder female red wyrm whispering in the young sorcerer's mind. While often dormant, when awake, Thraxys is both haughty and belligerent. The dragon soul is also megalomaniacal, greedy and enjoys nothing more than creating a hot, destructive conflagration. She sees all other life forms as beneath her, is easy to take offense and quick to take vengeance. She resents the fact that she is bound to "this pathetic excuse for a body" but is resigned to the fact that, for the time being, they are stuck together. Thraxys therefore does what she can to protect the halfling and train her in the mystical arts until such a point they can find a way out of their current symbiotic relationship.

Over time, Thraxys is using her constant whisperings to wear down Amber's will and ability to resist the dragon's wishes. While Amber is still mostly in control of her actions, the great wyrm's corrupting influence is starting to bleed into the halfling's persona. The exhilarating rush of power that occurs whenever the sorcerer uses her full arcane might is getting harder and harder to deny and only time will tell if Amber succumbs to Thraxy's sway forever.

 

Additional Info

Backstory

The town of Fairglade was a tranquil community of humans and exiled halflings bordering on Klavek. It was here that Amber Brightheart grew up, the youngest of 8 children. Around the age of 12, Amber started displaying some talents in the arcane and was thus put under the instruction of Master Perrith Calidor, a wizard with 3 other apprentices already under his tutelage. Amber proved to be a poor student however and often bore the brunt of some teasing from her fellow students. The young halfling took it all with a smile even though she secretly wished she could have the skills to be on par with her other classmates.

Around Amber’s second year of tutelage is when the whispers began. Infrequent at first, they would mainly manifest at night, giving her advice or tips when she struggled with a particular spell. With their help, she started catching up in her lessons (particularly those involving the manipulation of fire), much to the surprise of Master Calidor and the other students. Believing the whispers to be a past life or possibly a guardian angel, Amber kept her newfound source of knowledge secret from those around her. In her third year was when the dreams started, dark dreams of hunting from the air, slaughtering scores of soldiers with tooth and fang and setting entire forests awash in flames. These she also kept to herself, out of fear that the others might start thinking her mad. She hoped simply to be able to complete her apprenticeship, master a few spells and live out a simple life as a productive member of the Fairglade community.

Amber’s hope for a simple life ended tragically in her fourth year unfortunately. Part of Master Calidor’s curriculum was to conduct regular sorcerous sparring sessions, sessions Amber hated since she was frequently on the losing end of them. During one of these sessions, her opponent utilized a Sleep spell which caused the halfling to start losing consciousness. As Amber’s mind drifted away, she suddenly felt a powerful and frightening rush of indignation and rage. She felt her hands moving of their own volition, casting a Fireball spell she had no business of knowing. Sensing something was amiss, Master Calidor tried to interpose himself between the two students just as the spell went off. When Amber awoke a few moments later, half the building was destroyed, the other apprentices were all wounded and Master Calidor was dead.

Most of Fairglade wrote off the incident as an accident, magic was unpredictable after all, but suspicious looks and hushed whispers now followed Amber wherever she went. The young sorcerer, wracked with guilt over what had occurred soon ran away from Fairglade, heading out into the wide world hoping to discover what was happening to her. After a couple months of wandering, she ended up in the coastal city of Rexport, known as Wrecks-port to the multiple bands of thieves and pirates who call the place home. In Wrecks-port, Amber was recruited by the Scarlet Shadows, a vigilante guild fighting the various injustices in the city. Her mix of arcane skill and natural halfling elusiveness made her a handy companion on many jobs. Throughout the next few years, they defended the few honorable establishments that remained in the city, raided pirate strongholds and stole secrets from the powerfully corrupt.

During her travels, the voice inside Amber's mind had also become more prevalent and it was in Wrecks-port that she was finally able to hold full conversations with her psychological companion. Through these conversations, she discovered that the voice believed itself to be an elder female red dragon named Thraxys, a once formidable power in a far off land. Thraxys had no recollection of how she ended up in this state nor did she recognize any of the nations or deities of the land. The red wyrm granted Amber arcane gifts to insure their shared existence but also constantly voiced her more draconian perspective on all things including the hoarding of treasures, the insignificance of lesser beings and the unflinching destruction of anything in their path. More disturbingly were the times, often in the heat of battle, when Amber gained access to a powerfully destructive fount of arcane power, arcane power that the halfling sorcerer could barely contain much less control. It was through these occurrences of excessive destruction that Amber earned her Scarlet Shadow guild codename “The Pyresoul”.

Eventually Amber's Scarlet Shadow guildmates became weary of her unpredictable ways. Although outwardly a very amiable and considerate ally, her wild swings in personality made her an unstable team member to have. Sensing, after a multitude of incidents, that she was wearing out her welcome, Amber decided to move on from Wrecks-port and travel in search of a solution to her and Thraxys' symbiotic relationship.

Additional Character Details

Additional Book
Xanathar's Guide to Everything
Step 1Write 5 background and concept elements that you feel are important to your image of the character. These can be a concept overview, a list of important life events, a physical description, a personality profile...whatever you need to get an image in your mind. 5 is just a minimum...more elements are encouraged!

(More info in the Personality, Backstory and Appearance sections above but to summarize...)
1) Amber is a kind, naive, idealistic young halfling who hears the voice of an ancient, narcissistic, violent red wyrm named Thraxys in her mind.
2) Amber can occasionally allow Thraxys to take over her persona and speak through her. This is usually only consciously done when she needs to speak Draconic or try to intimidate someone with the dragon's force of presence. She tries to limit these instances to keep Thraxys under control. When Amber is stressed (like in combat), Thraxys tends to leak through more frequently.
3) Amber trained with a wild magic school in her home village of Fairglade. A practice session accident resulted in the death of her teacher however and caused Amber to leave her peaceful village life behind.
4) After leaving Fairglade, Amber joined in a vigilante group (The Scarlet Shadows) in a port city named Rexport. There she fought against the various factions of oppressive magistrates and pirate cabals that held control of the city.
5) While Amber enjoyed her time with the Scarlet Shadows, her absent mindedness and mood swings eventually started raising questions among the leaders who saw her as useful but unreliable. Fearing discovery of her past and her secret companion Amber decided to leave Rexport and journey north.
Step 2List at least two goals for the character. At least one of these goals should be one that the character has, while another should be one that you, as a player, want to see developed over the course of the game.

1. Amber (and Thraxys') primary goal is to discover the cause of their symbiotic relationship. It is a condition that neither of them are happy with but are stuck with until they can find a solution.
2. Amber is also an idealistic optimist who sees the best in people. She wants to help others and do good in the world, leaving each place she visits better than before.
3. Thraxys is focused on the accumulation of wealth and power. She wants nothing more than to be returned to her former glory. She fears what will happen if her vessel (Amber) is killed and wants to increase Amber's abilities so she can defend the both of them.
4. As the player, my goal is to experience the story of a sweet, innocent girl with a good soul who either comes into her own power or is consumed by an ancient evil or descends into madness. I don't know which it is yet. I think the situations around her and the people she meets and forms bonds with will ultimately determine her fate and I'm curious where it leads.
5. Finally, I enjoy writing the dialogue between the two opposing viewpoints and the humor that often ensues (with the occasional drama as well). So I'm in no rush to resolve her inner conflict for the time being. Once the party uncovers Amber's malady, I think I'll also enjoy breaking out Thraxys' voice occasionally to insult and berate the party like she does with Amber. orc2.gif
Step 3List at least two secrets about your character. One is a secret the character knows, one is a secret that involves him but that he is not actually aware of yet. This will help me in creating plots that center around your character.

1) The character known secret is that Amber's mind is intertwined with that of Thraxys'.
2) The character unknown secret is whether Thraxys really is a soul fragment from an ancient red dragon or if she is a split personality within Amber.
3) An additional unknown secret is that there is a bounty of Amber's head from her time with the Scarlet Shadows. The bounty labels her as "The Pyresoul", an elusive pyromaniac known for wanton destruction of property.
4) Another unknown secret is that the goals of the Scarlet Shadow's leadership is not the same as those of the rank and file. While the bulk of the guild members believe they are fighting a noble battle for the betterment of all within the city, the leaders are serving a different master. Whether that be a foreign power, a dark entity or a cult or some sort I'll leave to the DM.
Step 4Describe at least three people that are tied to the character. Two of them are friendly to the character, one is hostile. If you like, you can include an enemy of yours here as well, so I have an instant NPC nemesis to throw at you.

1. Amber's family (parents and 7 older siblings) is still worried over her and her disappearance over a year ago. They're mostly of the farming and sedentary type however and unlikely to venture out although they would welcome any word from her.
2. Amber still has at least one ally within the Scarlet Shadows, a female human investigator rogue named Serena Tarrindor. They ran several missions together and worked well as a team, Amber with her mystical ability and Serena with her keen awareness. Serena, more than anyone, saw the conflict within the young sorcerer and is aware that not everything is as it seems.
3. Magistrate Armanial Farris of Rexport is the one who put the bounty on "The Pyresoul" and desperately wishes to capture her. Head of one of the most influential factions in Rexport, Magistrate Farris had previously lost his wife and son during turf wars with one of the rival factions. During a Scarlet Shadow raid on his home, Amber lost control of her fire magic and burned much of the magistrate's manor, destroying the few heirlooms Farris had left of his deceased family. Due to this, the Magistrate wishes revenge on "The Pyresoul" and will pay handsomely for her capture, alive if possible.
4. Thraxys occasionally refers to an elven archdruid named Aethlyndir, a foe she fought with many times throughout the centuries of her existence. Battling either in person or via proxies, the archdruid (correctly) considered Thraxys to be a major threat to her people and their homes and the two held a strong hatred for each other. Amber has not heard any mention of Aethlyndir outside of Thraxys so the archdruid is either unknown to those she's met or from a different time or place or a never existed at all.
Step 5Describe three memories, mannerisms, or quirks that your character has. They don't have to be elaborate, but they should provide some context and flavor.

1. Amber is often lost in her own inner dialogue, leading her to be generally unaware of her surroundings.
2. Amber is prone to blurt out random comments or declarations as she has issues separating her conversations with Thraxys and her conversations outside.
3. Amber often sprinkles in wholesome idioms and catchphrases from her life in Fairglade which paint the village as an idyllic, peaceful community.
4. Amber finds it hard to resist a sugary snack.
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