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Ren Gunther - Gifted/Talismancer/Fugitive/Greater Good

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*inserts coin into a slot* okay stat machine show me my numbers *pulls lever and gets his set of number* oh all above 10 with a 12/13 average and a nice 17 to boot. Sounds like a winner to me.


spacer.pngName: Ren Gunther

Age: 22

Race: Gifted (Evocation)

Class: Talismancer

Background: Fugitive

Drive: Greater Good

Inspiration: Its own reward

Alignment: Chaotic Good

Appearance: (See picture)

Description: A tall blond-haired tan skinned young man with a lean but healthy-looking body and face. White tan lines mark where the divine power flows through him. He uses magic to make himself and his clothes look clean and neat however most of his gear is well used and it shows.

Personally: Ren is a stoic type of young man, He is not loud or intimidating but has a quiet determination that will keep him from bending to pressure but also has wisdom and knows when to be flexible so that it prevents trouble. He also has a slight knack for stealth and deception although his skills are more for not getting lost while allowing others to get lost.

Backstory: Ren is a fugitive. What did he do that was crime worthy, Well taking an artifact held by the church and being unable to let it go due to it bonding with you, might have something to do with it but let's go back a little bit to get some background on what happened to put Ren into this mess.

Ren is different than a normal human. Known as a gifted, Ren was born with strange divine based powers. No one where he lived knew why he was born with them, but the effects were practically seen throughout the time his mother carried him within and throughout his youth some even say that her being with child help weaken break a disease that was a plague to the local town. When he was fully coming of age his powers seemed to attract the attention of the church and in exchange for caring for his now aging mother. Ren was pressed into service of the church and for a few years tried to serve with a fervor; however, it seemed the gods did not smile upon the gifted wielder and no other gifts were unlocked from the continuous prayers. He was sent out on various tasks for the church including one time in which he was sent out with others to acquire some sort of divine artifact. Upon reaching the artifact, those who had come to collect it could not as some sort of magic based ward was sent out and repelled them even Ren. The group made a camp to rest overnight but during the night a mysterious voice entered Ren's dreams and talked with him asking if he knew about certain things about the church and the mission. Ren stated that he didn't then the voice stated it sensed it was going to be given to an evil person and that as a good aligned being, it needed to bond with a good aligned being and taken far away from that evil person and asked if Ren would do it in exchange for the power that Ren always prayed for. Ren stated that once the group was able to collect the artifact, bring it back to the church and present it to their superior so that the group could complete the mission then if the artifact was to be taken by an evil person than he would do everything in his power to make sure that the artifact wasn't taken by the evil person. The voice agreed to the terms and the next day Ren attempted to get through the ward, the ward did not repel him and he was able to collect the artifact, the artifact spoke into his mind and said "remember our deal..."

Ren would return to the church a bit of a hero for somehow being able to get the artifact by bypassing the ward in place. The superior was pleased with Ren and when the two were alone explained to him that they had been trying for a while to get that particular artifact but the magic in place was just too difficult to get through and praised himself for thinking that one divinely gifted would be able to pass through. Ren asked his superior what he meant by that and his superior revealed that he had known about Ren even before his birth, a young woman of the street, his mother, offered herself for a divine ritual in exchange for a cure to a disease that was plaguing the lower parts of the town. The church led by him wanting to seem like a benevolent group did as the woman requested and when the ritual was complete she was with child and a carrier of the cure that would heal the sickness, aka Ren. Ren's powers from her womb would heal the sickness and Ren was born gifted with divine powers that the church one day hoped to use for their own purposes and was glad when the women returned with her son and the son made a deal with them to serve in exchange for caring for his mother a simple exchange in the eye of the superior. His superior was a little upset by Ren inability to gain more divine power but figured that because the young man already had a gift from the divine that the young man was not ready for more power from them. Ren asked his superior what they planned to do with the artifact. The superior took a deep breath and stated that the artifact had been requested by a benefactor of the church and that in exchange for the artifact the church would not have to fear about various things from that benefactor and that the benefactor was a very powerful man that could make life very difficult for those who got in his way. Ren assured his superior that he was just curious and had no plans to interfere with any preset transaction, the superior then dismissed Ren. That night the voice spoke to him saying that he held up his end of the bargain, now it was Ren's turn. Ren wondered what he must do. The voice answered, "do what you agreed to do." Ren seeing that he did agree to do something, packed a few things, took the artifact and left the church generally in secret leaving only a note for his mother saying that he had received a vision from those up above saying to go on a journey and that he would be back soon. However this was a lie and Ren hid in the nearby woods.

In the woods, the artifact revealed itself to be an Enchiridion, a sentient object of divine origin that was cast to the world below to provide divine aid to people that needed it however mortals greedy for power quickly gathered these divine objects and artifacts to use them for their own advancement. Seeing how Ren was willing to work with it, The Enchiridion united with Ren, the artifact wrapping around Ren's right arm and hand fusing with it and grafting a white diamond like gem into his palm making it impossible to remove and unlocked more powers for the gifted young man and Ren was able to generate a divine barrier and gather arcane magic into his right hand and fire it. The Enchiridion promised Ren more power in exchange he goes out and do various good deeds like healing people which the Enchiridion enjoyed doing. However a couple of days later, the benefactor for the church came to collect his prize and Ren watched from a hidden distance as the man and his thugs arrested the church people including his mother and threw them in jail. Ren not wanting to have his mother suffer for things he did, sneaked into the jail and after knocking out the guard managed to free her and she was grateful. He then went to move onto his superior who then noticed Ren's fused arm and realized what had occurred. The superior berated Ren for betraying them and Ren snapped back against the superior for giving divine power to a villain like the benefactor. The superior chided Ren for trying to uphold a naive notion of heroism and villainy then the artifact spoke and said "it is cowards like you who allow these villains to rule." Ren seeing that the argument was going to attract trouble asked if the superior wanted out. The superior refused Ren's offer saying that his imprisonment was justified in the eyes of the law. He failed to uphold his end of an agreement because of Ren and he would pay for it and warned Ren that he too would pay for his crimes both Ren and the Enchiridion seemed to say the same thing "they'd have to find/get me first." He then escorted his mother away and in the camp in the woods he explained and apologized for everything he did but she said he didn't do anything wrong knowing full well that what he did was for the greater good even if it was unlawful. Ren asked if his mother would be alright without the support of the church. She said she had been in rags before, she was used to it. The two then traveled to under the cover of darkness to the next town over where Ren used the some of his money to put up his mother in a room and went to find work in the town. A few weeks passed and a notice of a wanted criminal was put out with his name on it as the wanted criminal. Ren knew this may cause trouble but didn't have any fear, he was doing the right thing and as long as his partner, The Enchiridion guided him, things would be fine.


~~~ Stats ~~~

Strength: 10 (Mod +0)

Dexterity: 14 (13 + 1 from Race) (Mod +2)

Constitution: 12 (Mod +1)

Intelligence: 12 (Mod +1) (Save +3)

Wisdom: 12 (Mod +1) (Save +3)

Charisma: 18 (17 + 1 from Race) (Mod +4)

Hit Points: 9 | Hit Dice: 1d8

Armor Class: 12 (Unarmored), 17 (Hide Armor + Medium Shield)

~~~ Proficiencies ~~~

Armor: Light Armor, Medium Armor, Shields,

Weapons: Simple and Marital Weapons

Languages: Vernacular, Racket,

Tools: Thieves' Tools, Cook's Utensils, Dice

Skills: Stealth, Survival, Deception, Religion

Skill Specialties: Wayfinding, Forging

Brawl Move: Magic Fist-Fight

Brawl Feature: Arcane Blow 

~~~ Features ~~~

~Race Features ~

Ability Score Increase. Two different ability scores of your choice increase by 1. You may have more or less evident physical peculiarities of your choice related to this trait. (Dexterity, Charisma)

Age. The life expectancy of a gifted is identical to that of a human, but sometimes the gift you receive consumes your life energies much earlier or preserves them much longer.

Size. Gifted are the same size and build as humans. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Magical Influence. You choose a school of magic: Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion, Necromancy, or Transmutation.  You learn a cantrip and a 1st level spell from the chosen school. You can cast those spells at their lower level once with this trait and regain the ability to do so when you finish a long rest. You can choose Charisma or Wisdom as your spellcasting ability for these spells. (Gained Scared Flame, Cure Wounds)

Magical Resonance. At the end of a short rest, you can choose to regain a 1st level spell slot or one more use of your Magical Influence cantrip or 1st level spell.

Magical Adaptation. For brawls, you can choose your moves from the magic moves list as well as the general moves list.

~ Class Features ~

Angelic Fervor

You gain the ability to invoke the Enchiridion's power to aid you in battle. You have the following benefit

Enchiridion's Blessing
When you are hit by an attack you can use your reaction to release a wave of invigorating energy. You and all other friendly creatures within 10 feet of you gain temporary hit points equal to your Charisma modifier. You can choose to spend spell points to add an extra 1d8 temporary hit points for each spell level expended.

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

Chosen Bearer
You acquire the training necessary to fight effectively and skillfully in battle. You gain proficiency with medium armor, shields, and martial weapons.

Eldritch Ray
You can use an action to create a deadly beam that strikes a creature within 120 feet. Make a ranged spell attack against the creature, dealing 1d10 force damage on a hit.

Enchiridion Expanded Spells
The Enchiridion lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.

Table: Talismancer Expanded Spell List

Spell Level Spells
1st bless, shield of fate
2nd exorcism, searing smite
3rd angelic emanation, daylight

Pact Magic
With care, practice, and dedication you have learned how to best siphon and channel the otherworldly powers you’ve gained from your patron. 

You know two cantrips of your choice from the warlock spell list. You learn additional warlock cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Talismancer table.

Spell Points
The Talismancer table shows how many spell points you have. To cast one of your warlock spells of 1st-level or higher, you must spend a number of spell points dependent on the spell’s level, shown on the table below. You can also cast a spell you know at a higher spell level by spending the appropriate number of spell points. The maximum spell level you can cast is shown in the Spell Level column of the Talismancer table. You regain all expended spell points when you finish a short or long rest.

Table: Spell Points

Spell Level Spell Points
1st 2
2nd 3
3rd 5

Spells Known of 1st-Level or Higher
You know two 1st-level spells of your choice from the warlock spell list.

The Spells Known column of the Talismancer table shows when you learn more warlock spells of your choice. Each of these spells must be of a level that you are able to cast. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st- or 2nd-level.

Additionally, when you gain a level in this class, you can choose one of the warlock spells you know and replace it with another spell from the warlock spell list, which also must be of a level that you can cast.

Spellcasting Ability
The manner in which you pursue ever greater power from your patron is defined by the nature of that pursuit: through wit, devotion, or fervor. Choose Intelligence, Wisdom, or Charisma to be your spellcasting ability. Once you make this choice, you cannot change it. You use the chosen ability whenever a spell refers to your spellcasting ability. In addition, you use that ability modifier when setting the saving throw DC for a warlock spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your chosen ability modifier

Spell attack modifier = your proficiency bonus + your chosen ability modifier 

Spellcasting Focus
You can use an arcane focus as a spellcasting focus for your warlock spells.

Spell List - Stat: Charisma | Spell DC: 14 | Spell Attack Mod: +6

Cantrips: Prestidigitation, Mage Hand, Sacred Flame (Race)

Spells: Bless, Shield of Faith, Cure Wounds (Race)

~~~ Equipment ~~~

Background Equipment

A dagger,

a memento from your past life,

a set of traveler's clothes,

a pouch with 10 sp. (Currently holds 54sp)

Purchased Equipment (Shoddy)

Hide armor (10sp)

Medium Shield (20sp)

Wand (Arcane Focus) (10sp)

Backpack (2sp)

Bedroll (1sp)

Blanket (5cp)

Torch x2 (2cp)

Hunting Snare (5sp)

Fishing Trap (5sp)

Rations x2 (10sp)

Mess tin (2cp)

Tent One Person (1sp)

Cooks Utensils (1sp)

Dice (1cp)


Edited by jokomaisu (see edit history)
Stat 1
repeat(4d4+2,6) 3,1,2,4,3,2,2,4,2,2,4,2,4,4,4,3,1,3,2,4,4,1,2,1
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Well here is my initial submission, I know the backstory a little detailed and longer then requested but I felt it was needed to explain a lot of things about Ren. I'm also a bit unsure about the brawl moves and how many he gets at level 1 (from what I read one but I'm seeing others have more) so if there is anything I messed up on please let me know.

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