|
Post by sojourn on May 30, 2019 16:25:09 GMT
QUICK FACTS Class: Fighter (3) Race: Tiefling (of Zariel) Gender: Male Age: 24 (b. 1 Eleint, 1466 DR)
Alignment: Chaotic Good
Deities: Tempus, Tymora, Sune, Lliira Proficiency Bonus: + 2 Initiative: +0 Armor Class: 18 (Chain Mail, Shield) Speed: 30ft
Passive Perception: 9 Passive Investigation: 10 Passive Insight: 9
|
|
|
Post by sojourn on May 30, 2019 16:25:20 GMT
APPEARANCE Hair: Black Eyes: Silver Height: 6'2" Weight: 195lb Elias is tall and graceful, muscles and well-carved features all smoothed over by glacially blue-grey skin that lightens to a pale sea foam at his extremities such as fingers, feet, and the tip of his prehensile tail. His face is sharp, his cheekbones handsome, freckles endearing. His legs are perhaps thankfully human even if his ears are pointed and his perfect white teeth sharper with far more pronounced fangs than any noble should ever possess. Along with his subtly forked tongue, silky and smooth though the rich baritones of his voice may be, it is more than obvious to anyone observing the tiefling that his heritage is not as noble as his name.
Rising from his temples and curling delicately upward behind his head in almost standard, acceptable tiefling-fashion are a pair of pale horns—or were. Now, where there was once two horns are only one, the stub of a broken horn smoothed by a file but left obvious, especially given the deep, obvious scars that mar Elias' face point upwards over the bridge of his nose and through his right eye to point to the left horn that is missing. His right ear is also nicked as if whatever broke his face had sharp, merciless claws. As if undaunted by his own past injuries, however, his remaining horn is often decorated with silver rings and caps, dangled with a few fine baubles, and his pierced ears are also laden with a bit of fashionable shine.
He dresses sharply: short, wavy dark hair always well-kept and clothing clean whenever possible. His hands with black, claw-like nails aren't the smooth surfaces expected of his birthright, instead calloused and worn, and the cold tones of his skin are riddled with nicks and cuts and faded scars revealing of a creature comfortable with combat. Well-muscled and solid, regardless of his occasional airs of nobility, the tiefling is hardly soft and spoiled. PERSONALITY Elias is a reserved, carefully spoken individual. He was raised as a secret and that has made him a guarded person, but, strangely enough, being raised among nobles has made him a gregarious one. He is generous, welcoming, and surprisingly cheerful, passionate about his work, about swords, and about the art of swordsmanship. He can be proud and vain, this much is true, especially aware that his graceful self cannot help but attract attention as both handsome and otherworldly. He's not one to say no to attention, nor one to be shy to give it, and often his friendly enthusiasm can be said to border on the hedonistic simply because of his inability to plan well, practically-speaking, far too influenced by whim or by the moment at hand. The tiefling can come across as haunted or hunted, a paranoia buried somewhere beneath the facade, afraid that whatever once made him who he was will eventually come knocking, unaware that Levistus, ruler of frozen Stygia, is an archdevil known for offering bargains to those who face an inescapable doom. Whatever his mother's fate may once have been, Elias waits with bated breath to see how his life plays a part in the unfolding story and it's often a heavy burden to bear. When push comes to shove, he's not afraid to play up his heritage, knowledgable enough about nobility in order to pretend to be one, especially with his signet ring and papers of pedigree. Aware that he doesn't at all look human, he often plays the part of a consort or courtesan, charming enough to come across as an escort or bodyguard for Waterdeep's most esteemed noble houses. These days, however, he tends to avoid his past, desperate to forge a future for himself instead.
ENFP-T: The Campaigner Campaigners are fiercely independent, and much more than stability and security, they crave creativity and freedom. Strengths: Curious, Observant, Energetic and Enthusiastic, Excellent Communicators, Knows How to Relax, Popular and Friendly Weaknesses: Poor Practical Skills, Difficulty Focusing, Overthinker, Easily Stressed, Emotional, Independent to a Fault BIRTH SIGNS Year of Mages in Amber Born under the Sign of the Spear and with Full Selûne under the sign of the Chalice Festival of Seeing Justice (Tyr) Those born under the sign of the Spear are practical, capable and steadfast in adversity, cautious, logical and efficient. They have good business sense but prefer to assist rather than lead. In relationships they are supportive, protective and possessive. Those born with Selûne under the sign of the Chalice are mercurial, innovative, creative and confident. Easily bored, they crave mental stimulation and challenge. They are eloquent and gifted performers, exuding natural charm.
|
|
|
Post by sojourn on May 30, 2019 16:25:34 GMT
HISTORY Whether he's the bastard child of a sordid affair, the promised babe of some infernal deal, or the accidental product of a suppressed hellish lineage, Elias doesn't know and doesn't necessarily care. He was born the last of his mother's children, trading his life for her own, much to the embitterment of his father, one of the lesser nobles within the Waterdhavian noble House of Bladesemmer. The fourth son, one of six siblings (two sisters), the tiefling's blue skin and tail, dark nails and nubs for horns were utterly unexpected, and yet his father, Taelin, did not let him share his wife's fate, instead choosing to let the boy live. It was difficult to find the babe a wet nurse, and Elias was raised in quiet secrecy, not his father's favorite child but not as despised as perhaps he could have been. The other members of Bladesemmer thought the last of Taelin's children dead and buried, and once the tiefling was a young child, he said to simply be a servant's son when seen in public. Blacksmiths and swordsmen by trade, Elias's noble family was proud of their craftsmanship and he was taught alongside his brothers and his sisters to fight, to forge, and to maintain their status in Waterdeep with poise and grace. His father begrudged him affection, though it was only far from the prying eyes of anyone else, and while he never has called him son, quite convinced there is no relation and terrified of what strange affair led to the tiefling's birth and his wife's death, Taelin eventually remarried. Elias's life became more difficult to maintain as a secret once a new (surprisingly young!) woman became a part of their lives, and it was just as he'd settled into his adult life, hoping to no longer be called a mere apprentice, hoping to be trusted with some of the family business regardless of his secret status, that his father handed him his pedigree, a signet ring, his best tools and a sum of coins, ordering him from the house. His father appeared afraid, terrified, dragging the tiefling from bed in the night and telling him to leave and leave quickly, to not say farewell to his siblings, and to not speak to any of the servants about his escape. Elias, worried and afraid, obeyed none the less. He'd been raised in noble status, ignorant of the true state of the world beyond the Bladesemmer holdings, and so the streets were hard for a few years, unable to return home and keeping the secret of his birthright far closer to his chest than the obviousness of his infernal heritage. He took to blacksmithing himself, using what sum of money Taelin had exiled him from his household with to start a business in the Trade Ward near Caravan Court, taking on his current name and hiding his noble on. BACKGROUND: WATERDHAVIAN NOBLE House of Bladesemmer Feature: Kept in Style While you are in Waterdeep or elsewhere in the North, your house sees to your everyday needs. Your name and signet are sufficient to cover most of your expenses; the inns, taverns, and festhalls you frequent are glad to record your debt and send an accounting to your family’s estate in Waterdeep to settle what you owe.This advantage enables you to live a comfortable lifestyle without having to pay 2 gp a day for it, or reduces the cost of a wealthy or aristocratic lifestyle by that amount. You may not maintain a less affluent lifestyle and use the difference as income—the benefit is a line of credit, not an actual monetary reward.Skill Proficiencies: History traded for Deception (see character background above), PersuasionTool Proficiencies: Musical Instrument traded for Artisan Tools: Smith ToolsLanguage: CelestialPersonality Trait(s): Despite my noble birth, I do not place myself above other folk. We all have the same blood.Ideal: Independence. I must prove that I can handle myself without the coddling of my family. (Chaotic)Bond: I will face any challenge to win the approval of my family.Flaw: I hide a truly scandalous secret that could ruin my family forever.
|
|
|
Post by sojourn on May 30, 2019 16:25:59 GMT
FEATS, STATS, & TRAITS STR | 16 | +3 | DEX | 10 | +0 | CON | 14 | +2 | INT | 10 | +0 | WIS | 8 | -1 | CHA | 16 | +3 |
Stat Bonuses: +2 Cha, +1 ConLanguages: Celestial, Common, InfernalDarkvision: Thanks to your infernal heritage, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.Hellish Resistance: You have resistance to fire damage. Legacy of Avernus: You know the Thaumaturgy cantrip.
When you reach 3rd level, you can cast the Searing Smite spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest.
When you reach 5th level, you can cast the Branding Smite spell once with this trait and regain the ability to so do when you finish a long rest. Charisma is your spellcasting ability for these spells.
CLASS FEATURES: FIGHTER Starting Class, Currently Level 3
SAVING THROW BONUSES Strength, ConstitutionFIGHTING STYLE: UNARMED FIGHTING (Note: This is UA Class Feature Variant material.)
Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier. If you strike with two free hands, the d6 becomes a d8.
When you successfully start a grapple, you can deal 1d4 bludgeoning damage to the grappled creature. Until the grapple ends, you can also deal this damage to the creature whenever you hit it with a melee attack.SECOND WIND You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level. Once you use this feature, you must finish a short or long rest before you can use it again.ACTION SURGE Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action on top of your regular action and a possible bonus action.
Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.MARTIAL ARCHETYPE: BATTLE MASTER Student of War: Artisan Tools (Tinker's Tools)MARTIAL ARCHETYPE: BATTLE MASTER Combat Superiority: 4d8 Superiority Dice, DC 8+Prof+Str Mod
When you choose this archetype at 3rd level, you learn maneuvers that are fueled by special dice called superiority dice.
Maneuvers: You learn three maneuvers of your choice. You can use only one maneuver per attack. You learn two additional maneuvers of your choice at 7th, 10th, and 15th level. Each time you learn new maneuvers, you can also replace one maneuver you know with a different one.
Superiority Dice: You have four superiority dice, which are d8s. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest. You gain another superiority die at 7th level and one more at 15th level.
Saving Throws: Some of your maneuvers require your target to make a saving throw to resist the maneuver's effects. The saving throw DC is calculated as follows:
Current Maneuver save DC: 13 (DC 8+Prof+Str Mod)
Maneuver Versatility:
(Note: This is UA Class Feature Variant material.) If you know any maneuvers from the fighter’s Battle Master archetype, you can replace one maneuver you know with a different maneuver whenever you finish a long rest.
This change reflects your physical and mental preparation for the day ahead.
SKILLS & PROFICIENCIES +5 Athletics (STR) +5 Deception (CHA) +5 Intimidation (CHA) +5 Persuasion (CHA)
+0 Acrobatics (DEX) -1 Animal Handling (WIS) +0 Arcana (INT) +0 History (INT) -1 Insight (WIS) +0 Investigation (INT) -1 Medicine (WIS) +0 Nature (INT) -1 Perception (WIS) +3 Performance (CHA) +0 Religion (INT) +1 Slight of Hand (DEX) +1 Stealth (DEX) -1 Survival (WIS)
PROFICIENCIES All Armor Types Shields Martial Weapons Simple Weapons Artisan's Tools (Smith's) Artisan's Tools (Tinker's)
|
|
|
Post by sojourn on May 30, 2019 16:26:12 GMT
EQUIPMENT & LEDGER WEALTH Gold Pieces | 20 | Silver Pieces | 0 | Copper Pieces | 0 |
GEAR Weapons:Longsword2 HandaxesArmor:Chain Mail Shield On Person / Carried:Fine Clothes (a heraldic tunic, fine silk shirt, breeches, hooded half-cloak), a signet ring, a scroll of pedigree (scorched at the edges as if someone had attempted to burn it).
A wineskin of fine zzar Backpack:a Mess kit a Tinderbox 10 torches 10 days of Rations 50 feet of Hempen rope A bedroll BUSINESS: EVERUND FORGE Located in the Trade's Ward on the corner of the Wilde Way and Quill Alley, Elias' shop is just within walking distance of the Court of the White Bull and it's wild, planar magic and just in the shadow of the City of the Dead. His modest forge where he crafts weapons and armor, specializing in blades of all kinds, is downstairs and he lives above his business on the second and third floors, respectively. A sign hangs outside the large double doors that he can slide open to the street in good weather, hand-painted: a pair of white curling horns with a blade between them and the name Everund in beautiful silver-gilded script.
|
|
|
Post by sojourn on May 30, 2019 16:26:53 GMT
Battle Master Maneuvers (PHB + UA Class Feature Variant content)
Ambush: When you make a Dexterity (Stealth) check or an initiative roll, you can expend one superiority die and add the die to the roll.
Bait and Switch: When you’re within 5 feet of an ally on your turn, you can expend one superiority die and switch places with that ally, provided you spend at least 5 feet of movement. This movement doesn’t provoke opportunity attacks. Roll the superiority die. Until the start of your next turn, the ally gains a bonus to AC equal to the number rolled.
Brace: When an enemy you can see moves within 5 feet of you, you can use your reaction to expend one superiority die and make one weapon attack against that creature. If the attack hits, add the superiority die to the attack’s damage roll.
Commander's Strike: When you take the Attack action on your turn, you can forgo one of your attacks and use a bonus action to direct one of your companions to strike. When you do so, choose a friendly creature who can see or hear you and expend one superiority die. That creature can immediately use its reaction to make one weapon attack, adding the superiority die to the attack's damage roll.
Disarming Attack: When you hit a creature with a weapon attack, you can expend one superiority die to attempt to disarm the target, forcing it to drop one item of your choice that it's holding. You add the superiority die to the attack's damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet.
Distracting Strike: When you hit a creature with a weapon attack, you can expend one superiority die to distract the creature, giving your allies an opening. You add the superiority die to the attack's damage roll. The next attack roll against the target by an attacker other than you has advantage if the attack is made before the start of your next turn.
Evasive Footwork: When you move, you can expend one superiority die, rolling the die and adding the number rolled to your AC until you stop moving.
Feinting Attack: You can expend one superiority die and use a bonus action on your turn to feint, choosing one creature within 5 feet of you as your target. You have advantage on your next attack roll this turn against that creature. If that attack hits, add the superiority die to the attack's damage roll. The advantage is lost if not used on the turn you gain it.
Goading Attack: When you hit a creature with a weapon attack, you can expend one superiority die to attempt to goad the target into attacking you. You add the superiority die to the attack's damage roll, and the target must make a Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn.
Lunging Attack: When you make a melee weapon attack on your turn, you can expend one superiority die to increase your reach for that attack by 5 feet. If you hit, you add the superiority die to the attack's damage roll.
Maneuvering Attack: When you hit a creature with a weapon attack, you can expend one superiority die to maneuver one of your comrades into a more advantageous position. You add the superiority die to the attack's damage roll, and you choose a friendly creature who can see or hear you. That creature can use its reaction to move up to half its speed without provoking opportunity attacks from the target of your attack.
Menacing Attack: When you hit a creature with a weapon attack, you can expend one superiority die to attempt to frighten the target. You add the superiority die to the attack's damage roll, and the target must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn.
Parry: When another creature damages you with a melee attack, you can use your reaction and expend one superiority die to reduce the damage by the number you roll on your superiority die + your Dexterity modifier.
Precision Attack: When you make a weapon attack roll against a creature, you can expend one superiority die to add it to the roll. You can use this maneuver before or after making the attack roll, but before any effects of the attack are applied.
Pushing Attack: When you hit a creature with a weapon attack, you can expend one superiority die to attempt to drive the target back. You add the superiority die to the attack's damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you push the target up to 15 feet away from you.
Rally: On your turn, you can use a bonus action and expend one superiority die to bolster the resolve of one of your companions. When you do so, choose a friendly creature who can see or hear you. That creature gains temporary hit points equal to the superiority die roll + your Charisma modifier.
Restraining Strike: Immediately after you hit a creature with a melee weapon attack on your turn, you can expend one superiority die and use a bonus action to grapple the target (see chapter 9 in the Player’s Handbook for rules on grappling). Add the superiority die to your Strength (Athletics) check. The target is also restrained while grappled in this way.
Riposte: When a creature misses you with a melee attack, you can use your reaction and expend one superiority die to make a melee weapon attack against the creature. If you hit, you add the superiority die to the attack's damage roll.
Silver Tongue: When you make a Charisma (Deception) check or a Charisma (Persuasion) check, you can expend one superiority die, and add the superiority die to the ability check.
Snipe: As a bonus action, you can expend one superiority die and make a ranged weapon attack. You can draw a thrown weapon as part of making this attack. If you hit, add the superiority die to the attack’s damage roll.
Studious Eye: When you make a Wisdom (Insight) check or an Intelligence (Investigation) check, you can expend one superiority die, and add the superiority die to the ability check.
Sweeping Strike: When you hit a creature with a melee weapon attack, you can expend one superiority die to attempt to damage another creature with the same attack. Choose another creature within 5 feet of the original target and within your reach. If the original attack roll would hit the second creature, it takes damage equal to the number you roll on your superiority die. The damage is of the same type dealt by the original attack.
Trip Attack: When you hit a creature with a weapon attack, you can expend one superiority die to attempt to knock the target down. You add the superiority die to the attack's damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you knock the target prone.
|
|
|
Post by sojourn on May 30, 2019 16:28:08 GMT
Fighter: Battle Master
1 Fighting Style, Second Wind 2 Action Surge 3 Martial Archetype: Battle Master 4 ASI: Shield Master 5 Extra Attack 6 ASI: Infernal Constitution (+1 Con)
Warlock: Hexblade 1 Otherworldly Patron: Hexblade (Hexblade's Curse, Hex Warrior), Pact Magic 2 Eldrich Invocations (2): Agonizing Blast Devil's Sight 3 Pact Boon: Pact of the Blade 4 ASI: War Caster 5 3 Cantrips, 6 known spells, 2 slots, 3 Invocations: Agonizing Blast Devil's Sight Eldritch Smite 6 Otherworldly Patron Feature: Accursed Specter 7 3 Cantrips, 8 known spells, 2 slots, 4 Invocations: Agonizing Blast Devil's Sight Eldritch Smite Thirsting Blade 8 ASI: +2 Cha 9 3 Cantrips, 10 known spells, 2 slots, 5 Invocations: Agonizing Blast Devil's Sight Eldritch Smite Thirsting Blade Relentless Hex 10 Otherworldly Patron Feature: Armor of Hexes 11 Mystic Arcanum (6th lv): Circle of Death or Eyebite 12 ASI: +2 Cha 13 Mystic Arcanum (7th lv): Crown of Stars or Plane Shift 14 Otherworldly Patron Feature: Master of Hexes
|
|