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Vir Corath - Kryn Bladesinger


TheRaconteur

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Vir Corath

"Soldiers are just puppets in war, we have to be more than that."

nGssawp.png

 

FIGHTER 1/WIZARD 2 (BLADESINGER)

Medium humanoid female, lawful neutral


Armor Class 16

Hit Points 24 (1d10/2d6)
Speed 30' ft.


Senses passive perception 12

Languages Common, Maquesian, Undercommon, Zemnian

Proficiency Bonus +2

 

ABILITIES & SKILLS 

Proficiency Bonus: +2

Strength 09 (-1)
Save +1
Athletics -1


Dexterity 18 (+4) 
Save +4
Acrobatics +6 | Sleight of Hand +4 | Stealth +4


Constitution 14 (+2)
Save +4 
No skills associated.


Intelligence 16 (+3)
Save +3
Arcana +5 | History +3 | Investigation +3 | Nature +3 | Religion +3


Wisdom 09 (-1)
Save -1
Animal Handling -1 | Insight +1 | Medicine -1 | Perception -1 | Survival +1


Charisma 16 (+3) 
Save +2
Deception +5 | Intimidation +3 | Performance +5 | Persuasion +3

 (E) denotes expertise. / Bold denotes proficiency / (D) denotes disadvantage

 
PROFICIENCIES & ABILITIES

 PROFICIENCIES

  • Tools None
  • Instruments None
  • Weapons Simple and Martial Weapons
  • Armors Light, Medium, Heavy

FIGHTER CLASS ABILITIES

Fighting Style: ArcheryYou adopt a fighting style specialty.

Archery
You gain a +2 bonus to attack rolls you make with ranged weapons.
 | Second WindOnce per short rest, you can use a bonus action to regain 1d10 + 1 HP. 


WIZARD CLASS ABILITIES

SpellcastingYou can cast prepared wizard spells using INT as your spellcasting modifier (Spell DC 13, Spell Attack +5) and wizard spells in your spellbook as rituals if they have the ritual tag. You can use an arcane focus as a spellcasting focus. | Arcane RecoveryOnce per day when you finish a short rest, you can choose expended spell slots to recover - up to a combined level of 2, and none of the slots can be 6th level or higher. | Training in War and SongYou gain proficiency with light armor, one type of one-handed melee weapon of your choice, and the Performance skill if you don’t already have it. | Bladesong2 times per long rest, you can use a bonus action to start a Bladesong, which lasts for 1 minute and grants you the following benefits:

You gain a +3 bonus to your AC, your walking speed increases by 10 ft., you have advantage on Acrobatics checks, and you gain a +3 bonus to any CON saving throw you make to maintain your concentration on a spell.

It ends early if you are incapacitated, if you don medium or heavy armor or a shield, or if you use two hands to make an attack with a weapon. You can also dismiss the Bladesong at any time you choose (no action required).


RACIAL TRAITS - CHANGELING
DarkvisionYou can see in darkness (shades of gray) up to 60 ft. | Changeling InstinctsYou gain proficiency with two of the following skills of your choice: Deception, Insight, Intimidation, Performance, or Persuasion.

Deception
Intimidation
 | ShapechangerAs an action, you can change your appearance and voice. You determine the specifics, including your coloration, hair length, sex, height, weight, and can change your size between Medium and Small. You can look like another race, though none of your game statistics change.

You can’t duplicate the appearance of an individual you’ve never seen, and your form must have the same basic arrangement of limbs that you have. Your clothing and equipment aren’t changed by this trait.

You stay in the new form until you use an action to revert or until you die.
 | Fey AncestryYou are a Fey. 


MAGIC 

INT| DC 13 | Mod +5
Slots 
3/3

Spellbook

1st: Absorb ElementsAbjuration
Casting Time: 1 reaction, which you take when you take acid, cold, fire, lightning, or thunder damage
Range/Area: Self
Components: S
Duration: 1 round
Source: EE, pg. 150

The spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the spell ends.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st.
 | (R) Comprehend LanguagesCasting Time: 1 action
Range/Area: Self
Components: V, S, M(a pinch of soot and salt)
Duration: 1 hour
Source: PHB, pg. 224

For the duration, you understand the literal meaning of any spoken language that you hear. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text.

This spell doesn't decode secret messages in a text or a glyph, such as an arcane sigil, that isn't part of a written language.
 | (R) Detect MagicCasting Time: 1 action + 10 minutes
Range/Area: Self/30ft.
Components: V, S
Duration: Concentration, up to 10 minutes
Source: PHB, pg. 231

For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.

The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
 |Expeditious RetreatCasting Time: 1 bonus action
Range/Area: Self
Components: V, S
Duration: Concentration, up to 10 minutes
Source: PHB, pg. 238

This spell allows you to move at an incredible pace. When you cast this spell, and then as a bonus action on each of your turns until the spell ends, you can take the Dash action.
 | Feather FallTransmutation

Casting Time: 1 reaction, which you take when you or a creature within 60 feet of you falls
Range/Area: 60ft.
Components: V, M(a small feather or piece of down)
Duration: 1 minute
Source: PHB, pg. 239

Choose up to five falling creatures within range. A falling creature's rate of descent slows to 60 feet per round until the spell ends. If the creature lands before the spell ends, it takes no falling damage and can land on its feet, and the spell ends for that creature.
 | (R) Find FamiliarConjuration

Casting Time: 1 hour + 10 minutes
Range/Area: 10ft.
Components: V, S, M(10 gp worth of charcoal, incense, and herbs that must be consumed by fire in a brass brazier)
Duration: Instantaneous
Source: PHB, pg. 240

You gain the service of a familiar, a spirit that takes an animal form you choose: bat, cat, crab, frog (toad), hawk, lizard, octopus, owl, poisonous snake, fish (quipper), rat, raven, sea horse, spider, or weasel. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of a beast.

Your familiar acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. A familiar can't attack, but it can take other actions as normal.

When the familiar drops to 0 hit points, it disappears, leaving behind no physical form. It reappears after you cast this spell again. As an action, you can temporarily dismiss the familiar to a pocket dimension. Alternatively, you can dismiss it forever. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you. Whenever the familiar drops to 0 hit points or disappears into the pocket dimension, it leaves behind in its space anything it was wearing or carrying.

While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your familiar's eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. During this time, you are deaf and blind with regard to your own senses.

You can't have more than one familiar at a time. If you cast this spell while you already have a familiar, you instead cause it to adopt a new form. Choose one of the forms from the above list. Your familiar transforms into the chosen creature.

Finally, when you cast a spell with a range of touch, your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll.
 | IdentifyDivination

Casting Time: 11 minutes
Range/Area: Touch
Components: V, S, M(a pearl worth at least 100 gp and an owl feather)
Duration: Instantaneous
Source: PHB, pg. 252

You choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it.

If you instead touch a creature throughout the casting, you learn what spells, if any, are currently affecting it.
 | ShieldAbjuration

Casting Time: 1 reaction, which you take when you are hit by an attack or targeted by the magic missile spell
Range/Area: Self
Components: V, S
Duration: 1 round
Source: PHB, pg. 275

An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile.

Cantrips

PrestidigitationTransmutation
Casting Time: 1 action
Range: 10 ft.
Duration: 1 hour
Components: V, S
This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range:

* You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.
* You instantaneously light or snuff out a candle, a torch, or a small campfire.
* You instantaneously clean or soil an object no larger than 1 cubic foot.
* You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.
* You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.
* You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.[/LIST]

If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action
| Ray of FrostCasting Time: 1 action
Range/Area: 60ft.
Components: V, S
Duration: Instantaneous
Source: PHB, pg. 271

A frigid beam of blue-white light streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 1d8 cold damage, and its speed is reduced by 10 feet until the start of your next turn.

The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
 | Shocking GraspCasting Time: 1 action
Range/Area: Touch
Components: V, S
Duration: Instantaneous
Source: PHB, pg. 275

Lightning springs from your hand to deliver a shock to a creature you try to touch. Make a melee spell attack against the target. You have advantage on the attack roll if the target is wearing armor made of metal. On a hit, the target takes 1d8 lightning damage, and it can't take reactions until the start of its next turn.

The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
 

Prepared

1st: Absorb ElementsAbjuration
Casting Time: 1 reaction, which you take when you take acid, cold, fire, lightning, or thunder damage
Range/Area: Self
Components: S
Duration: 1 round
Source: EE, pg. 150

The spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the spell ends.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st.
 | Detect MagicCasting Time: 1 action + 10 minutes
Range/Area: Self/30ft.
Components: V, S
Duration: Concentration, up to 10 minutes
Source: PHB, pg. 231

For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.

The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
 |Expeditious RetreatCasting Time: 1 bonus action
Range/Area: Self
Components: V, S
Duration: Concentration, up to 10 minutes
Source: PHB, pg. 238

This spell allows you to move at an incredible pace. When you cast this spell, and then as a bonus action on each of your turns until the spell ends, you can take the Dash action.
 | Feather FallTransmutation

Casting Time: 1 reaction, which you take when you or a creature within 60 feet of you falls
Range/Area: 60ft.
Components: V, M(a small feather or piece of down)
Duration: 1 minute
Source: PHB, pg. 239

Choose up to five falling creatures within range. A falling creature's rate of descent slows to 60 feet per round until the spell ends. If the creature lands before the spell ends, it takes no falling damage and can land on its feet, and the spell ends for that creature.
 | ShieldAbjuration

Casting Time: 1 reaction, which you take when you are hit by an attack or targeted by the magic missile spell
Range/Area: Self
Components: V, S
Duration: 1 round
Source: PHB, pg. 275

An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile.

(R) denotes ritual spell

WEAPONS

WEAPONS

  • Hand Crossbow +8 to hit for (1d4+4) piercing | martial, ammunition, light, loading, (30/120)
  • Scorching Ray +5 to hit for (2d6) fire| (120)

 

EQUIPMENT & ENCUMBERANCE

TOTAL ENCUMBERANCE (95.50 lbs.)

  • Weight: 92. lbs. / 135 lbs. max. (15 x STR Score)
  • Status: Unencumbered
  • Penalty: None

MONEY POUCH (0.50 lbs.)

Copper: 0 | Silver: 6 | Gold: 17 | Obsidian: 0 | Platinum: 0

(10 Coins x .02 lbs. = .20 lbs. Total Weight)


EQUIPEMENT READIED (28 lbs.)

Equipped items can be retrieved with a manipulate item interaction.

  • Armor (13 lbs.) Studded Leather Armor - 13 lbs.
  • Readied Items (4 lbs.) Hand Crossbow - 3 lbs | Spell Component Pouch - 1 lbs. | Spellbook 3 -lbs.
  • Clothes (3 lbs.) Traveler's Clothes
  • Medal of Wit
    Medal of Wit

    Wondrous Item, Common

    You can press this medal to your temple as an action. Doing so gives you advantage on Intelligence checks and Intelligence saving throws for 1 hour. Once this property has been used, it can't be used again, and the medal becomes nonmagical.
     (.5 lbs.)

EQUIPMENT STORED (65 lbs.)

Stored items can be retrieved with an action.

  • In Backpack (55 lbs.) Backpack - 5 lbs. | Brazier - 1 lbs | Charcole, Incense, and Herbs - 2 lbs (20 gp worth) | Mess Kit - 1 lbs. | Rations x6 12 lbs. | Book | Ink | Ink Pen | Parchment. | Crossbow Bolts 60x - 30 lbs. 
  • Strapped to Backpack (18 lbs.) Waterskin - 5 lbs. | Hemp Rope 10 lbs | Blanket - 3 lbs. |

EQUIPMENT NOT CARRIED (--)

  • At Home none

* Denotes magic item (see below)

 

MAGIC ITEMS

NON-ATTUNED

none


ATTUNED (0/3)

 

 

APPEARANCE

Age 31 | Height 5' 11" | Weight 141 lbs. | Hair Grey | Eyes Grey | Complexion Grey


 

 

Personality

Like most of his kind, Salish leans heavily on politeness when interacting with others. He is blunt to a fault, but not in a callous or mean way. He does not use bluntness as an excuse to be cruel, instead merely trying to cut to the heart of the matter, while still employing empathy, care, and respect. He's a little out of practice though, his silver tongue having lost a bit of its shine, and can accidentally be curt on occasions.

Among his own kind, he is a cynic, always expecting the worst outcomes. Some might call it paranoia, but amongst his fellow Gnomes it is just a continuation of his practicality. His worldview is centered around the concepts of duty and responsibility, and he will uphold those ideals no matter where they lead him.

Salish has been out of the game for a while, but a lifetime's worth of muscle memory dies hard, and the Gnome has a habit of biting off a bit more than he can chew. Out of practice, he tends to overestimate his capabilities, forgetting sometimes how diminished his talent has become.

 
BACKGROUND

FACTION AGENT
Source Player's Handbook


  • Personality Traits: 
    • Combat is meant to be quick, clean, and one-sided.
    • I can find common ground between the fiercest enemies, empathizing with them and always working toward peace.
  • Ideals:  
    • Aspiration. I seek to prove myself worthy of my Matriarch's favor by matching my actions against her teachings.
  • Bonds:
    • I will someday get revenge on the corrupt Volstrucker spy who almost ruined everything.
  • Flaws: 
    • Once I pick a goal, I become obsessed with it to the detriment of everything else in my life.
    • The world is a dangerous place, and though I am older, I am still young and naïve

Background Feature: Safe Haven

As a faction agent, you have access to a secret network of supporters and operatives who can provide assistance on your adventures. You know a set of secret signs and passwords you can use to identify such operatives, who can provide you with access to a hidden safe house, free room and board, or assistance in finding information. These agents never risk their lives for you or risk revealing their true identities.


BACKSTORY

Vir was born and raised within Urzin, the roaming village of the Brokenveil Marsh. Their Clan were warrior-scholars, led by Headmaster Vakesh Corath, and had found a home within Urzin for the opportunities it allowed them to travel and visit their kin at the Ashguard and Rockguard garrisons. From a young age they were educated in the mystic traditions that were their birthright, the combination of martial and arcane prowess their Clan were famed for. When the war with the Dwendalian Empire broke out, Clan Corath dedicated themselves to the Bright Queen, being patroned as a mercenary company by the Noble Den Daev'yana through their chief writer and strategist, Zyn Daev'yana

The Clan of Corath served the Noble Den admirably, performing well in a number of raids.What's one small heroic deed you've already accomplished?. Vir, now of age, was involved in just such a foray when they came upon a man whom they believed to be a political refugee from the Dwendalian Empire, the Half-Drow Kel Trish. Kel wove a story of how he had been abducted and tortured by the Empire when the war broke out, suspected of being an Agent of the Lens himself, and Vir was young and naïve enough to buy it hook, line, and sinker. They brought the bloodied Half-Drow to the leader of their Warband, where Kel's magical talents allowed him to ensorcel first Vir's Warleader, and eventually the Corath Headmaster. Through them he turned the Clan of Corath into his own personal weapon, and through him, a weapon of the Volstrucker. For that was what Kel had always been, a half-breed recruited and molded for just such a purpose. As the war dragged to its eventual end, the Clan of Corath began to engage in ever more curious behaviors at the behest of their new puppet master. Specifically, they were engaged in acts of violence against Dwendalian civilians, seeking to escalate the conflict even as the spark of peace had been ignoted. Kel Eventually overreached, and when asked to commit an atrocity that would have unmade their Clan, the Headmasterwas able to cast off his mental compulsions. They attempted to set a trap for him, but the wily Agent of the Volstrucker had a contingency, and was able to escape. 

That was two months ago, and now the Clan of Corath hunts for the one who sought to take so much from them. Vir, still ashamed of the foolishnessDo you give your trust easily, or do people have to earn your trust? that almost led to their Clan's destruction, hunts rumorsWhy is your character in Jigow? What brought them here? that the Sorcerer has gone to ground in Jigow. They seek redemption, bringing the head of KelWhat's one thing you want more than anything else? How will being an adventurer help you achieve it? to his Headmaster in recompense for the folly. For while they put no faith in those who are not capable of showing mercy, some crimes are unforgivable.

 

Edited by TheRaconteur (see edit history)
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