Post by Kralle on Mar 2, 2019 11:31:59 GMT
Biography
Character Name: Dietrich
Character Level: 1
Race: Human, Variant
Gender: Male
Alignment: Chaotic Good
Deity: None
Size: Medium
Hair: Dark Brown
Eyes: Blue-Grey
Height: 6' 0”
Weight: 158 lbs
Age: 35
Appearance:
Dietrich is a human man of fairly average height and a somewhat lean build, the combination just a few inches taller and pounds lighter away from making him appear lanky. Deep brown hair and faintly tanned skin make for a fairly average appearance, the only feature about him of special note is his almost silver colored blue-grey eyes.
Dietrich dresses for utility and comfort rather than looks, his daily attire often made up of a knee-length leather coat over a simple cloth button-down shirt, with a pair of plain pants tucked into a set of traveling boots.
History:
Born in 1454 DR in the Dalelands to a large farming family, Dietrich had a fairly “normal” childhood. Over the course of his life in his family’s home of Shadowdale, he became a somewhat talented herbalist and served as the de-facto doctor and veterinarian for the village. He even married his childhood sweetheart, a local girl named Lucia. The two of them had a daughter, Cristina, and soon after moved into their own home.
But what fate had in store for Dietrich was not an idyllic life in a peaceful farming village. Shortly after his father passed away at a shockingly early age, Dietrich came into possession of his deceased father’s journal. The information contained within would reveal horrible truths to the young man, forever changing his life. It told of an ancient curse, passed down the generations in his family.
Long ago, one of Dietrich’s ancestors had attracted the ire or the interest of a powerful lich - Zexhad the Unbidden. This unimaginably powerful undead spellcaster had devised a way to fragment her soul and bind portions of it to the spirits of other living beings, chief among them being Dietrich’s family. This curse of being used as a lich’s living phylactery had been passed down through the generations, with a victims death sending their soul to Zexhad to be consumed, and passing the curse on to the next oldest descendant.
Dietrich was next in line.
The process of the lich’s soul fragment making itself at home was far from a peaceful or painless one. By 1482, the toll that the constant nightmares and illness took on Dietrich’s family eventually drove Lucia to leave him and Shadowdale behind. Shortly after, Sembia launched it’s invasion while Cormyr and Netheril waged their own war amidst the chaos. Shadowdale lay abandoned, except for Dietrich in his empty home.
His wife and daughter departing seemed to be all the motivation he needed to search for a way to “cure” himself of the affliction that possessed him and now threatened his siblings and child. He pored through the diary entries and research notes left behind by his father, learning a method to tap into Zexhad’s power via the fragment of her soul stored within his body. He used this arcane power to further aid his own research and investigations - fighting fire with fire.
His years of isolated study have finally had a breakthrough, and after realizing his goal could not be reached without access to more powerful magic and others willing to aid him, he gathered his meager belongings and set out for Waterdeep.
Personality:
Of particular note is that as Dietrich taps further into Zexhad’s power (i.e. gains Warlock levels), more of the Lich’s personality, quirks, and mannerisms begin to show in Dietrich’s behavior. He becomes more aggressive in pursuing his goals and desires, he engages in combat with a sadistic fervor bordering on bloodlust, and he may have outbursts of fury over minor grievances or make offhand hateful comments. The majority of these instances are beyond his control, and often leave him embarrassed and apologetic at best, or absolutely mortified at worst.
Personality Traits - I often get lost in my own thoughts and contemplation, becoming oblivious to my surroundings. I put no trust in divine beings.
Ideal - I try to help those in need, no matter what the personal cost.
Bond - I have a child to protect. I must make the world a safer place for her.
Flaw - I harbor dark, bloodthirsty thoughts that my isolation and meditation failed to quell.
Stats
Ability Scores
Using point buy gives us the following stats:
Strength: 10 (+0)
Dexterity: 12 (+1)
Constitution: 14 (+2)
Intelligence: 12 (+1)
Wisdom: 14 (+2)
Charisma: 14 (+2)
Class
Warlock / Undying Patron 1
Death holds no sway over your patron, who has unlocked the secrets of everlasting life, although such a prize - like all power - comes at a price. Once mortal, the Undying has seen mortal lifetimes pass like the seasons, like the flicker of endless days and nights. It has the secrets of the ages to share, secrets of life and death.
Pact Magic
Spell Slots: 1
Cantrips - Eldritch Blast, Toll The Dead, Spare The Dying, Prestidigitation (MI), Minor Illusion (MI)
1st Level - Armor of Agathys, Ray of Sickness, Chromatic Orb (MI - Can cast once per long rest.)
Among The Dead
Starting at 1st level, you learn the spare the dying cantrip, which counts as a warlock cantrip for you. You also have advantage on saving throws against any disease. Additionally, undead have difficulty harming you. If an undead targets you directly with an attack or a harmful spell, that creature must make a Wisdom saving throw against your spell save DC (an undead needn't make the save when it includes you in an area effect, such as the explosion of fireball). On a failed save, the creature must choose a new target or forfeit targeting someone instead of you, potentially wasting the attack or spell. On a successful save, the creature is immune to this effect for 24 hours. An undead is also immune to this effect for 24 hours if you target it with an attack or a harmful spell.
Skills (Bold = Proficiency)
Acrobatics +1
Animal Handling +2
Arcana +3
Athletics +0
Deception +4
History +1
Insight +2
Intimidation +2
Investigation +3
Medicine +4
Nature +1
Perception +2
Performance +2
Persuasion +2
Religion +3
Sleight of Hand +1
Stealth +1
Survival +2
Proficiencies & Languages
Armor: Light Armor
Weapons: Simple Weapons
Tools: Herbalism Kit
Saving Throws: Wisdom, Charisma
Skills: Arcana, Deception, Investigation, Medicine, Religion
Languages: Common, Infernal, Sylvan
Background
Hermit
Life of Seclusion
Dietrich was thrown into a self-imposed exile as he pursued a way to remove Zexhad’s curse from his soul and his family line.
Feature: Discovery
The quiet seclusion of your extended hermitage gave you access to a unique and powerful discovery. The exact nature of this revelation depends on the nature of your seclusion. It might be a great truth about the cosmos, the deities, the powerful beings of the outer planes, or the forces of nature. It could be a site that no one else has ever seen. You might have uncovered a fact that has long been forgotten or unearthed some relic of the past that could rewrite history. It might be information that would be damaging to the people who or consigned you to exile, and hence the reason for your return to society.
Note: Still working out the far-reaching aspects of Dietrich’s discovery. Will add it once I’ve ironed everything out.
Feats
Magic Initiate - Sorcerer
Choose a class: bard, cleric, druid, sorcerer, warlock, or wizard. You learn two cantrips of your choice from that class's spell list.
In addition, choose one 1st-level spell from that same list. You learn that spell and can cast it at its lowest level. Once you cast it, you must finish a long rest before you can cast it again.
Your spellcasting ability for these spells depends on the class you chose: Charisma for bard, sorcerer, or warlock; Wisdom for cleric or druid; or Intelligence for wizard.
Gear
1x Backpack
- Book
- Ink (1 oz)
- Ink Pen
- Parchment (1 Sheet)
- Small Knife
- Little Bag of Sand
1x Scroll Case, Stuffed with notes and research
1x Winter Blanket
1x Set of Common Clothes
1x Herbalism Kit
1x Arcane Focus
1x Light Crossbow
20x Crossbow Bolts
1x Quarterstaff
2x Daggers
1x Leather Armor
Currency: 5 GP
Character Name: Dietrich
Character Level: 1
Race: Human, Variant
Gender: Male
Alignment: Chaotic Good
Deity: None
Size: Medium
Hair: Dark Brown
Eyes: Blue-Grey
Height: 6' 0”
Weight: 158 lbs
Age: 35
Appearance:
Dietrich is a human man of fairly average height and a somewhat lean build, the combination just a few inches taller and pounds lighter away from making him appear lanky. Deep brown hair and faintly tanned skin make for a fairly average appearance, the only feature about him of special note is his almost silver colored blue-grey eyes.
Dietrich dresses for utility and comfort rather than looks, his daily attire often made up of a knee-length leather coat over a simple cloth button-down shirt, with a pair of plain pants tucked into a set of traveling boots.
History:
Born in 1454 DR in the Dalelands to a large farming family, Dietrich had a fairly “normal” childhood. Over the course of his life in his family’s home of Shadowdale, he became a somewhat talented herbalist and served as the de-facto doctor and veterinarian for the village. He even married his childhood sweetheart, a local girl named Lucia. The two of them had a daughter, Cristina, and soon after moved into their own home.
But what fate had in store for Dietrich was not an idyllic life in a peaceful farming village. Shortly after his father passed away at a shockingly early age, Dietrich came into possession of his deceased father’s journal. The information contained within would reveal horrible truths to the young man, forever changing his life. It told of an ancient curse, passed down the generations in his family.
Long ago, one of Dietrich’s ancestors had attracted the ire or the interest of a powerful lich - Zexhad the Unbidden. This unimaginably powerful undead spellcaster had devised a way to fragment her soul and bind portions of it to the spirits of other living beings, chief among them being Dietrich’s family. This curse of being used as a lich’s living phylactery had been passed down through the generations, with a victims death sending their soul to Zexhad to be consumed, and passing the curse on to the next oldest descendant.
Dietrich was next in line.
The process of the lich’s soul fragment making itself at home was far from a peaceful or painless one. By 1482, the toll that the constant nightmares and illness took on Dietrich’s family eventually drove Lucia to leave him and Shadowdale behind. Shortly after, Sembia launched it’s invasion while Cormyr and Netheril waged their own war amidst the chaos. Shadowdale lay abandoned, except for Dietrich in his empty home.
His wife and daughter departing seemed to be all the motivation he needed to search for a way to “cure” himself of the affliction that possessed him and now threatened his siblings and child. He pored through the diary entries and research notes left behind by his father, learning a method to tap into Zexhad’s power via the fragment of her soul stored within his body. He used this arcane power to further aid his own research and investigations - fighting fire with fire.
His years of isolated study have finally had a breakthrough, and after realizing his goal could not be reached without access to more powerful magic and others willing to aid him, he gathered his meager belongings and set out for Waterdeep.
Personality:
- Generally empathetic and caring to a fault. A byproduct of his prior profession as a doctor/vet and his upbringing as a child.
- Can come off as abrasive or overly morbid at times, especially when frustrated or when he allows himself to dwell on his situation for too long.
- Has little respect for authority, both mundane and divine.
- Not above lying to further his goals or protect those he cares for.
- May not be as overtly bigoted against Sembians as most Dalesfolk, but he still harbors some animosity towards them for their country’s actions during the war.
- Tends to overindulge in alcohol, particularly wine.
Of particular note is that as Dietrich taps further into Zexhad’s power (i.e. gains Warlock levels), more of the Lich’s personality, quirks, and mannerisms begin to show in Dietrich’s behavior. He becomes more aggressive in pursuing his goals and desires, he engages in combat with a sadistic fervor bordering on bloodlust, and he may have outbursts of fury over minor grievances or make offhand hateful comments. The majority of these instances are beyond his control, and often leave him embarrassed and apologetic at best, or absolutely mortified at worst.
Personality Traits - I often get lost in my own thoughts and contemplation, becoming oblivious to my surroundings. I put no trust in divine beings.
Ideal - I try to help those in need, no matter what the personal cost.
Bond - I have a child to protect. I must make the world a safer place for her.
Flaw - I harbor dark, bloodthirsty thoughts that my isolation and meditation failed to quell.
Stats
Ability Scores
Using point buy gives us the following stats:
Strength: 10 (+0)
Dexterity: 12 (+1)
Constitution: 14 (+2)
Intelligence: 12 (+1)
Wisdom: 14 (+2)
Charisma: 14 (+2)
Class
Warlock / Undying Patron 1
Death holds no sway over your patron, who has unlocked the secrets of everlasting life, although such a prize - like all power - comes at a price. Once mortal, the Undying has seen mortal lifetimes pass like the seasons, like the flicker of endless days and nights. It has the secrets of the ages to share, secrets of life and death.
Pact Magic
Spell Slots: 1
Cantrips - Eldritch Blast, Toll The Dead, Spare The Dying, Prestidigitation (MI), Minor Illusion (MI)
1st Level - Armor of Agathys, Ray of Sickness, Chromatic Orb (MI - Can cast once per long rest.)
Among The Dead
Starting at 1st level, you learn the spare the dying cantrip, which counts as a warlock cantrip for you. You also have advantage on saving throws against any disease. Additionally, undead have difficulty harming you. If an undead targets you directly with an attack or a harmful spell, that creature must make a Wisdom saving throw against your spell save DC (an undead needn't make the save when it includes you in an area effect, such as the explosion of fireball). On a failed save, the creature must choose a new target or forfeit targeting someone instead of you, potentially wasting the attack or spell. On a successful save, the creature is immune to this effect for 24 hours. An undead is also immune to this effect for 24 hours if you target it with an attack or a harmful spell.
Skills (Bold = Proficiency)
Acrobatics +1
Animal Handling +2
Arcana +3
Athletics +0
Deception +4
History +1
Insight +2
Intimidation +2
Investigation +3
Medicine +4
Nature +1
Perception +2
Performance +2
Persuasion +2
Religion +3
Sleight of Hand +1
Stealth +1
Survival +2
Proficiencies & Languages
Armor: Light Armor
Weapons: Simple Weapons
Tools: Herbalism Kit
Saving Throws: Wisdom, Charisma
Skills: Arcana, Deception, Investigation, Medicine, Religion
Languages: Common, Infernal, Sylvan
Background
Hermit
Life of Seclusion
Dietrich was thrown into a self-imposed exile as he pursued a way to remove Zexhad’s curse from his soul and his family line.
Feature: Discovery
The quiet seclusion of your extended hermitage gave you access to a unique and powerful discovery. The exact nature of this revelation depends on the nature of your seclusion. It might be a great truth about the cosmos, the deities, the powerful beings of the outer planes, or the forces of nature. It could be a site that no one else has ever seen. You might have uncovered a fact that has long been forgotten or unearthed some relic of the past that could rewrite history. It might be information that would be damaging to the people who or consigned you to exile, and hence the reason for your return to society.
Note: Still working out the far-reaching aspects of Dietrich’s discovery. Will add it once I’ve ironed everything out.
Feats
Magic Initiate - Sorcerer
Choose a class: bard, cleric, druid, sorcerer, warlock, or wizard. You learn two cantrips of your choice from that class's spell list.
In addition, choose one 1st-level spell from that same list. You learn that spell and can cast it at its lowest level. Once you cast it, you must finish a long rest before you can cast it again.
Your spellcasting ability for these spells depends on the class you chose: Charisma for bard, sorcerer, or warlock; Wisdom for cleric or druid; or Intelligence for wizard.
Gear
1x Backpack
- Book
- Ink (1 oz)
- Ink Pen
- Parchment (1 Sheet)
- Small Knife
- Little Bag of Sand
1x Scroll Case, Stuffed with notes and research
1x Winter Blanket
1x Set of Common Clothes
1x Herbalism Kit
1x Arcane Focus
1x Light Crossbow
20x Crossbow Bolts
1x Quarterstaff
2x Daggers
1x Leather Armor
Currency: 5 GP