Post by Alxolex on Feb 1, 2019 4:00:13 GMT
Biography
Character Name: Caligo Drogo
Character Level: 1
Race: Aasimar (Fallen)
Gender: Male
Alignment: Neutral (He has lost his moral bearings and needs to find his convictions. Right now, he’s a monster hunter. But he’s meant to evolve.)
Deity: None (formerly Lathander)
Size: Medium
Hair: brown, shoulder length, slightly wavy
Eyes: brown
Height: 5’9” (175cm)
Weight: 180lbs (72kg)
Age: 19
Appearance: Caligo looks like your regular human: average build, wavy brown hair he keeps at shoulder length, brown eyes, rugged plain features. One cannot guess his celestial heritage simply by observing him.
History:
Caligo Drogo grew up in Waterdeep, the only son of Beltin Drogo the Ranger and Mathilde. They lived with Dragomir Drogo, Beltin’s father, in a modest cottage on Trader’s street, halfway between the Market and the Spires of the Morning, the temple of Lathander in Waterdeep.
But Beltin was a Ranger, and Caligo spent weeks, sometimes months without seeing his father as he left on adventures. And the older and more aware Caligo grew, the more haunted his father seemed. When Caligo turned 8, his father left and never returned.
In his teens, Caligo became an acolyte in the Spires of the Morning at the urging of his mother and support of his grandfather. After a few years, he hoped to become a cleric. But before he could take the first steps to be ordained, his dark 'gift' manifested when he was alone with his mentor. Eyes like pools of darkness. Skeletal ghostly wings sprouting from his back. The elderly man died of fright. Caligo left his congregation that night.
As he was packing the bare necessities to hastily leave town, his grandfather saw him and recognized his haunted look. He told him he shared the same gift, that it stemmed from their ancestor's fall. Generations ago, a celestial cleric had defiled Lathander's temple to unleash fiends and monstrosities on his own father's kingdom to accede to the thrown. The curse of Lathander still ran in their veins, and now in Caligo’s. This heritage has tainted their celestial gifts, but Caligo’s grandfather had vowed, like his father and his grandfather before him, to rid the world of abyssal and demonic creatures in order to regain Lathander’s favor. This was the quest Caligo’s father undertook when he left all those years ago and never returned. And this is now Caligo’s quest. And to prepare him for it, his grandfather showed him the ropes, just like he had shown his own son.
Personality: “I don’t talk about the thing that torments me. I’d rather not burden others with my curse, or curse others with my burden.”
“I put no trust in divine beings. They made me the way I am, and they didn’t save my mentor from myself.”
Ideal: “I’m a monster that destroys other monsters.”
Bond: “There’s evil in me, I can feel it. I’ve seen it. It must never be set free.”
Flaw: “I have rituals that I must follow every day. I can never break them. Otherwise, the evil in me might be released.”
Stats
Ability Scores (standard array)
Strength: 10 + 1 (racial) = 11
Dexterity: 15
Constitution: 13
Intelligence: 12
Wisdom: 14
Charisma: 8 + 2 (racial) = 10
Class
Ranger 1
Skills
Acrobatics +2
Animal Handling +2
Arcana +1
Athletics 0
Deception 0
History +1
Insight +4
Intimidation 0
Investigation +1
Medicine +2
Nature +3
Perception +2
Performance 0
Persuasion 0
Religion +3
Sleight of Hand +2
Stealth +4
Survival +4
Proficiencies & Languages
Abyssal, Celestial, Common, Infernal, Primordial
Weapon Proficiencies: simple, martial
Armor Proficiencies: light, medium, shields
Saving Throws: Strength, Dexterity
Favored Enemy: Monstrosities
Natural Explorer: Forest
Shelter of the Faithful: As an acolyte, you command the respect of those who share your faith, and you can perform the religious ceremonies of your deity. You and your adventuring companions can expect to receive free healing and care at a temple, shrine, or other established presence of your faith, though you must provide any material components needed for spells. Those who share your religion will support you (but only you) at a modest lifestyle.
You might also have ties to a specific temple dedicated to your chosen deity or pantheon, and you have a residence there. This could be the temple where you used to serve, or a temple where you have found a new home. While near your temple, you can call upon the priests for assistance, provided the assistance you ask for is not hazardous and you remain in good standing with your temple.
Celestial Resistance: You have resistance to necrotic damage and radiant damage.
Necrotic Shroud: Starting at 3rd level, you can use your action to unleash the divine energy within yourself, causing your eyes to turn into pools of darkness and two skeletal, ghostly, flightless wings to sprout from your back. The instant you transform, other creatures within 10 feet of you that can see you must each succeed on a Charisma saving throw (DC 8 + your proficiency bonus + your Charisma modifier) or become frightened of you until the end of your next turn.
Your transformation lasts for 1 minute or until you end it as a bonus action. During it, once on each of your turns, you can deal extra necrotic damage to one target when you deal damage to it with an attack or a spell. The extra necrotic damage equals your level.
Once you use this trait, you can't use it again until you finish a long rest.
Background
Acolyte of Lathander
Gear
Common clothes
Longbow and 20 arrows in a quiver
Two short swords
Scale mail
Explorer’s pack
Amulet of Lathander
A little bestiary of abyssal and demonic creatures that his forefathers have fought (instead of a prayer book)
15gp in a coin pouch
Character Name: Caligo Drogo
Character Level: 1
Race: Aasimar (Fallen)
Gender: Male
Alignment: Neutral (He has lost his moral bearings and needs to find his convictions. Right now, he’s a monster hunter. But he’s meant to evolve.)
Deity: None (formerly Lathander)
Size: Medium
Hair: brown, shoulder length, slightly wavy
Eyes: brown
Height: 5’9” (175cm)
Weight: 180lbs (72kg)
Age: 19
Appearance: Caligo looks like your regular human: average build, wavy brown hair he keeps at shoulder length, brown eyes, rugged plain features. One cannot guess his celestial heritage simply by observing him.
History:
Caligo Drogo grew up in Waterdeep, the only son of Beltin Drogo the Ranger and Mathilde. They lived with Dragomir Drogo, Beltin’s father, in a modest cottage on Trader’s street, halfway between the Market and the Spires of the Morning, the temple of Lathander in Waterdeep.
But Beltin was a Ranger, and Caligo spent weeks, sometimes months without seeing his father as he left on adventures. And the older and more aware Caligo grew, the more haunted his father seemed. When Caligo turned 8, his father left and never returned.
In his teens, Caligo became an acolyte in the Spires of the Morning at the urging of his mother and support of his grandfather. After a few years, he hoped to become a cleric. But before he could take the first steps to be ordained, his dark 'gift' manifested when he was alone with his mentor. Eyes like pools of darkness. Skeletal ghostly wings sprouting from his back. The elderly man died of fright. Caligo left his congregation that night.
As he was packing the bare necessities to hastily leave town, his grandfather saw him and recognized his haunted look. He told him he shared the same gift, that it stemmed from their ancestor's fall. Generations ago, a celestial cleric had defiled Lathander's temple to unleash fiends and monstrosities on his own father's kingdom to accede to the thrown. The curse of Lathander still ran in their veins, and now in Caligo’s. This heritage has tainted their celestial gifts, but Caligo’s grandfather had vowed, like his father and his grandfather before him, to rid the world of abyssal and demonic creatures in order to regain Lathander’s favor. This was the quest Caligo’s father undertook when he left all those years ago and never returned. And this is now Caligo’s quest. And to prepare him for it, his grandfather showed him the ropes, just like he had shown his own son.
Personality: “I don’t talk about the thing that torments me. I’d rather not burden others with my curse, or curse others with my burden.”
“I put no trust in divine beings. They made me the way I am, and they didn’t save my mentor from myself.”
Ideal: “I’m a monster that destroys other monsters.”
Bond: “There’s evil in me, I can feel it. I’ve seen it. It must never be set free.”
Flaw: “I have rituals that I must follow every day. I can never break them. Otherwise, the evil in me might be released.”
Stats
Ability Scores (standard array)
Strength: 10 + 1 (racial) = 11
Dexterity: 15
Constitution: 13
Intelligence: 12
Wisdom: 14
Charisma: 8 + 2 (racial) = 10
Class
Ranger 1
Skills
Acrobatics +2
Animal Handling +2
Arcana +1
Athletics 0
Deception 0
History +1
Insight +4
Intimidation 0
Investigation +1
Medicine +2
Nature +3
Perception +2
Performance 0
Persuasion 0
Religion +3
Sleight of Hand +2
Stealth +4
Survival +4
Proficiencies & Languages
Abyssal, Celestial, Common, Infernal, Primordial
Weapon Proficiencies: simple, martial
Armor Proficiencies: light, medium, shields
Saving Throws: Strength, Dexterity
Favored Enemy: Monstrosities
Natural Explorer: Forest
Shelter of the Faithful: As an acolyte, you command the respect of those who share your faith, and you can perform the religious ceremonies of your deity. You and your adventuring companions can expect to receive free healing and care at a temple, shrine, or other established presence of your faith, though you must provide any material components needed for spells. Those who share your religion will support you (but only you) at a modest lifestyle.
You might also have ties to a specific temple dedicated to your chosen deity or pantheon, and you have a residence there. This could be the temple where you used to serve, or a temple where you have found a new home. While near your temple, you can call upon the priests for assistance, provided the assistance you ask for is not hazardous and you remain in good standing with your temple.
Celestial Resistance: You have resistance to necrotic damage and radiant damage.
Necrotic Shroud: Starting at 3rd level, you can use your action to unleash the divine energy within yourself, causing your eyes to turn into pools of darkness and two skeletal, ghostly, flightless wings to sprout from your back. The instant you transform, other creatures within 10 feet of you that can see you must each succeed on a Charisma saving throw (DC 8 + your proficiency bonus + your Charisma modifier) or become frightened of you until the end of your next turn.
Your transformation lasts for 1 minute or until you end it as a bonus action. During it, once on each of your turns, you can deal extra necrotic damage to one target when you deal damage to it with an attack or a spell. The extra necrotic damage equals your level.
Once you use this trait, you can't use it again until you finish a long rest.
Background
Acolyte of Lathander
Gear
Common clothes
Longbow and 20 arrows in a quiver
Two short swords
Scale mail
Explorer’s pack
Amulet of Lathander
A little bestiary of abyssal and demonic creatures that his forefathers have fought (instead of a prayer book)
15gp in a coin pouch