Post by tani on Jul 1, 2019 10:45:44 GMT
Biography
Character Name: Carillon
Character Level: 3
Race: Kenku
Gender: Male
Alignment: Chaotic Good
Deity: Selûne
Size: Medium
Hair: -
Eyes: prune
Height: 6ft.
Weight: 112 pounds.
Age: 13 years old.
Appearance: Carillon has black iridiscent feathers, like all ravens, covering the totally of his body, with the exception of his arms and legs from the elbows and knees down. Because of countless fights with fiends, beasts and all kinds of horrors the Order chases, his body has been marked with scars of many near-death experiences, specially his beak. He wears simple leather armor and dark travel clothes with a hood on top. Image here.
History:
Every hatchling from our flock had heard the story of the Forest of Chimes at least once. The elders said it floated without aim among the place between nightmares and reality and, within it's jet black trees, fiends and all kinds of beasts gathered at the eerie sound of unholy bells. it was the time when the sun set on the horizon. The time for them to crawl to our plane and kidnap the unwary in their sleep.
I was there once. The elders speak the truth.
I just got my final shedding when I found myself looking at the gates. When I heard the bells. I remember it so vividly that still today it haunts my dreams.
My youngest brother let out a muffled cry that woke me up when the full moon was way up high in the sky. He was not in the old room all my brothers and I shared at the ruins of our tower. I went outside, only to find blood and feathers.
Armed only with a simple bow and a few arrows, I rushed into the woods following the trail. Before that, I never found myself lost among the silent trees and whispering streams. I knew that place and so, I knew at some point, due to some diabolic magic I did not understand, I wasn't at the woods I called home anymore.
I was walking under a crimson moon, and found myself surrounded by jet black trees that protruded from the earth as teeth may protrude from the jaws of a wolf. Fear struck me that very moment, but paralized me when I saw the Beast with my brother still alive inside its putrid mouth, looking at me with red, scorching eyes, before entering an ancient arch in between the trees. At the other side, I could see what only fiendish beasts should see, and heard the chimes calling upon them, their deformed paws and claws marching towards the distant bells into the Forest of Chimes.
I closed my eyes. I was so scared that tears came out of my eyes and I didn't dare to move nor breath. Every second, the chimes sounded more and more distant, until I couldn't hear them at all. When I dared to open my eyes, the arch wasn't there anymore, and I was again at the forest I once knew. I couldn't stop thinking I could have saved my brother. I kept repeating to myself that it was my fault for being scared.
It was a recurrent tought ever since.
I couldn't return to my old life with my flock after that. I saw my family one last time before leaving with the promise I would find the Forest of Chimes and hunt down the Beast that took Whistler, my little brother, no matter the cost.
I travelled many years, but no one could understand the meaning of my imitation of the chime from the terrible bells. The featherless folk started to call me Carillon, and found themselves unsettled with the sound, even when they didn't know the origin. That changed when I met Duval.
He heard my mimicry of the bells, and knew in an instant what it was. He had heard it before, after all.
Duval wanted me to tell him everything I knew, and even if he couldn't get the details of my experience, he understood the most important part of my story: I wanted to find the Forest of Chimes and destroy the beasts dwelling under it's blood moon.
Duval then shared with me his true identity: he wasn't just a bounty hunter. He was a member of the ancient Blood Hunter Order of the Lycan, and took me as an apprentice. He was the one that taught me that, to fight the Abyss, one must know it. If I wanted to fight the beasts, I had to become one. Thus, after my training, I took the vows of the order and undergo the ceremony of The Taming, being Duval the one that honored me with his werewolf blood and gave me the wisdom and strenght to face my fears, find the Forest of Chimes, and hunt down the ones I swore to destroy.
Personality: Curious and thirsty to know new things, specially words and songs. Carillon likes to be near people. One of the first things his mentor told him was that their kind needed to give their minds respite after the hunt, and the most effective way was to suround themselves with those who can keep the thoughts of the beast within at bay. This is why he tries to do things other people may like, like imitating them, playing songs from memory or telling stories and jokes he heard from others. He usually follows people he likes for a while, and this may not end well (some can find a bit creepy the fact that a kenku, known to be spies, thieves and assassins, follow them for apparently no reason).
Carillon actively looks for any signs of fiends and beasts and can be seen looking for information about rumors or rewards for such creatures in local businesses.
Stats
Ability Scores
Strength: 8
Dexterity: 17 (15+2 racial)
Constitution: 14
Intelligence: 10
Wisdom: 14 (13+1 racial)
Charisma: 12
Class
Blood Hunter
Skills
Arcana
Acrobatics
Deception
Stealth
Survival
Insight
Proficiencies & Languages
Languages: Common, Aurean, Abyssal
Armor: Light armor, medium armor, shields
Weapons: Simple weapons, martial weapons
Tools: Alchemist’s supplies
Saving Throws: Strength, Wisdom
Background
Haunted One
Feats
Race:
Expert Forgery. You can duplicate other creatures' handwriting and craftwork. You have advantage on all checks made to produce forgeries or duplicates of existing objects. Kenku Training. You are proficient in your choice of two of the following skills: Acrobatics, Deception, Stealth, and Sleight of Hand.
Mimicry. You can mimic sounds you have heard, including voices. A creature that hears the sounds you make can tell they are imitations with a successful Wisdom (Insight) check opposed by your Charisma (Deception) check.
Background:
Heart of Darkness. Those who look into your eyes can see that you have faced unimaginable horror and that you are no stranger to darkness. Though they might fear you, commoners will extend you every courtesy and do their utmost to help you. Unless you have shown yourself to be a danger to them, they will even take up arms to fight alongside you, should you find yourself facing an enemy alone.
Class:
Hunter's Bane. You have advantage on Wisdom (Survival) checks to track Fey, Fiends, and Undead, as well as on Intelligence checks to recall information about them. If you are actively tracking one of these creature types, you cannot be surprised by any creatures of that type. You can only be tracking one type of creature at a time.
Crimson Rite.As a bonus action, you imbue a single weapon with the elemental energy of a known rite until your next short or long rest. While active, attacks from this weapon deal an additional 1d4 rite damage of the chosen elemental type. Rite damage is considered magical. The rite damage die changes as you gain blood hunter levels, as shown in the crimson rite damage die column of the blood hunter table. Should your weapon leave your grip, the rite fades immediately. An active rite on a weapon thrown fades directly after the attack is complete.
When a crimson rite is activated, you suffer damage equal to your character level, and you reduce your maximum hit points by an amount equal to your character level. These lost maximum hit points return once the rite fades and cannot be restored otherwise. When a rite fades, no hit points are regained as part of the restoring of maximum hit points.
Crimson rite can be used on multiple weapons, costing additional hit point loss. Most weapons can only be subject to a single rite at any given time. Each end of a polearm or quarterstaff is treated as a separate weapon for the purposes of this feature. A rite can be allowed to fade at any time (no action required).
You gain access to an additional Primal Rite at 6th level and 11th level. You may learn an Esoteric Rite at 14th level.
Fighting style: Dueling. When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
Blood Maledict. At 2nd level, you gain the knowledge to further channel, and sacrifice, a part of your vital essence to curse and manipulate your enemies. You gain one blood curse of your choice. You learn one additional blood curse of your choice, and you can choose one of the blood curses you know and replace it with another blood curse, at 5th, 9th, 13th, 16th, and 20th level.
When you use your Blood Maledict, you choose which curse to invoke. While invoking a blood curse, but before it affects the target, you may choose to amplify the curse by suffering damage equal to a roll of your crimson rite damage die. An amplified curse gains an additional effect, noted in the curse’s description. Creatures that do not have blood in their bodies are immune to blood curses (DM’s discretion).
You can use this feature once. You regain expended uses when you finish a short or long rest. Beginning at 6th level, you can use your Blood Maledict feature twice between rests, at 11th level you can use it three times between rests, and at 17th level, you can use it four times between rests.
Order of the Lycan
Gear
-Rapier
-Hand crossbow + 20 bolts.
-Shield (-10GP)
-Studded leather armor.
-Explorer's pack
-Monster hunter pack
-A lantern with a black candle that never runs out and that burns with green flame
-Alchemist supplies (-50GP)
-Forgery Kit (-15GP)
-Hunting trap (2) (-10GP)
-Potion of healing (x3) (-150GP)
-15GP
Character Name: Carillon
Character Level: 3
Race: Kenku
Gender: Male
Alignment: Chaotic Good
Deity: Selûne
Size: Medium
Hair: -
Eyes: prune
Height: 6ft.
Weight: 112 pounds.
Age: 13 years old.
Appearance: Carillon has black iridiscent feathers, like all ravens, covering the totally of his body, with the exception of his arms and legs from the elbows and knees down. Because of countless fights with fiends, beasts and all kinds of horrors the Order chases, his body has been marked with scars of many near-death experiences, specially his beak. He wears simple leather armor and dark travel clothes with a hood on top. Image here.
History:
Every hatchling from our flock had heard the story of the Forest of Chimes at least once. The elders said it floated without aim among the place between nightmares and reality and, within it's jet black trees, fiends and all kinds of beasts gathered at the eerie sound of unholy bells. it was the time when the sun set on the horizon. The time for them to crawl to our plane and kidnap the unwary in their sleep.
I was there once. The elders speak the truth.
I just got my final shedding when I found myself looking at the gates. When I heard the bells. I remember it so vividly that still today it haunts my dreams.
My youngest brother let out a muffled cry that woke me up when the full moon was way up high in the sky. He was not in the old room all my brothers and I shared at the ruins of our tower. I went outside, only to find blood and feathers.
Armed only with a simple bow and a few arrows, I rushed into the woods following the trail. Before that, I never found myself lost among the silent trees and whispering streams. I knew that place and so, I knew at some point, due to some diabolic magic I did not understand, I wasn't at the woods I called home anymore.
I was walking under a crimson moon, and found myself surrounded by jet black trees that protruded from the earth as teeth may protrude from the jaws of a wolf. Fear struck me that very moment, but paralized me when I saw the Beast with my brother still alive inside its putrid mouth, looking at me with red, scorching eyes, before entering an ancient arch in between the trees. At the other side, I could see what only fiendish beasts should see, and heard the chimes calling upon them, their deformed paws and claws marching towards the distant bells into the Forest of Chimes.
I closed my eyes. I was so scared that tears came out of my eyes and I didn't dare to move nor breath. Every second, the chimes sounded more and more distant, until I couldn't hear them at all. When I dared to open my eyes, the arch wasn't there anymore, and I was again at the forest I once knew. I couldn't stop thinking I could have saved my brother. I kept repeating to myself that it was my fault for being scared.
It was a recurrent tought ever since.
I couldn't return to my old life with my flock after that. I saw my family one last time before leaving with the promise I would find the Forest of Chimes and hunt down the Beast that took Whistler, my little brother, no matter the cost.
I travelled many years, but no one could understand the meaning of my imitation of the chime from the terrible bells. The featherless folk started to call me Carillon, and found themselves unsettled with the sound, even when they didn't know the origin. That changed when I met Duval.
He heard my mimicry of the bells, and knew in an instant what it was. He had heard it before, after all.
Duval wanted me to tell him everything I knew, and even if he couldn't get the details of my experience, he understood the most important part of my story: I wanted to find the Forest of Chimes and destroy the beasts dwelling under it's blood moon.
Duval then shared with me his true identity: he wasn't just a bounty hunter. He was a member of the ancient Blood Hunter Order of the Lycan, and took me as an apprentice. He was the one that taught me that, to fight the Abyss, one must know it. If I wanted to fight the beasts, I had to become one. Thus, after my training, I took the vows of the order and undergo the ceremony of The Taming, being Duval the one that honored me with his werewolf blood and gave me the wisdom and strenght to face my fears, find the Forest of Chimes, and hunt down the ones I swore to destroy.
Personality: Curious and thirsty to know new things, specially words and songs. Carillon likes to be near people. One of the first things his mentor told him was that their kind needed to give their minds respite after the hunt, and the most effective way was to suround themselves with those who can keep the thoughts of the beast within at bay. This is why he tries to do things other people may like, like imitating them, playing songs from memory or telling stories and jokes he heard from others. He usually follows people he likes for a while, and this may not end well (some can find a bit creepy the fact that a kenku, known to be spies, thieves and assassins, follow them for apparently no reason).
Carillon actively looks for any signs of fiends and beasts and can be seen looking for information about rumors or rewards for such creatures in local businesses.
Stats
Ability Scores
Strength: 8
Dexterity: 17 (15+2 racial)
Constitution: 14
Intelligence: 10
Wisdom: 14 (13+1 racial)
Charisma: 12
Class
Blood Hunter
Skills
Arcana
Acrobatics
Deception
Stealth
Survival
Insight
Proficiencies & Languages
Languages: Common, Aurean, Abyssal
Armor: Light armor, medium armor, shields
Weapons: Simple weapons, martial weapons
Tools: Alchemist’s supplies
Saving Throws: Strength, Wisdom
Background
Haunted One
Feats
Race:
Expert Forgery. You can duplicate other creatures' handwriting and craftwork. You have advantage on all checks made to produce forgeries or duplicates of existing objects. Kenku Training. You are proficient in your choice of two of the following skills: Acrobatics, Deception, Stealth, and Sleight of Hand.
Mimicry. You can mimic sounds you have heard, including voices. A creature that hears the sounds you make can tell they are imitations with a successful Wisdom (Insight) check opposed by your Charisma (Deception) check.
Background:
Heart of Darkness. Those who look into your eyes can see that you have faced unimaginable horror and that you are no stranger to darkness. Though they might fear you, commoners will extend you every courtesy and do their utmost to help you. Unless you have shown yourself to be a danger to them, they will even take up arms to fight alongside you, should you find yourself facing an enemy alone.
Class:
Hunter's Bane. You have advantage on Wisdom (Survival) checks to track Fey, Fiends, and Undead, as well as on Intelligence checks to recall information about them. If you are actively tracking one of these creature types, you cannot be surprised by any creatures of that type. You can only be tracking one type of creature at a time.
Crimson Rite.As a bonus action, you imbue a single weapon with the elemental energy of a known rite until your next short or long rest. While active, attacks from this weapon deal an additional 1d4 rite damage of the chosen elemental type. Rite damage is considered magical. The rite damage die changes as you gain blood hunter levels, as shown in the crimson rite damage die column of the blood hunter table. Should your weapon leave your grip, the rite fades immediately. An active rite on a weapon thrown fades directly after the attack is complete.
When a crimson rite is activated, you suffer damage equal to your character level, and you reduce your maximum hit points by an amount equal to your character level. These lost maximum hit points return once the rite fades and cannot be restored otherwise. When a rite fades, no hit points are regained as part of the restoring of maximum hit points.
Crimson rite can be used on multiple weapons, costing additional hit point loss. Most weapons can only be subject to a single rite at any given time. Each end of a polearm or quarterstaff is treated as a separate weapon for the purposes of this feature. A rite can be allowed to fade at any time (no action required).
You gain access to an additional Primal Rite at 6th level and 11th level. You may learn an Esoteric Rite at 14th level.
- Rite of the Storm : lightning damage.
Fighting style: Dueling. When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
Blood Maledict. At 2nd level, you gain the knowledge to further channel, and sacrifice, a part of your vital essence to curse and manipulate your enemies. You gain one blood curse of your choice. You learn one additional blood curse of your choice, and you can choose one of the blood curses you know and replace it with another blood curse, at 5th, 9th, 13th, 16th, and 20th level.
When you use your Blood Maledict, you choose which curse to invoke. While invoking a blood curse, but before it affects the target, you may choose to amplify the curse by suffering damage equal to a roll of your crimson rite damage die. An amplified curse gains an additional effect, noted in the curse’s description. Creatures that do not have blood in their bodies are immune to blood curses (DM’s discretion).
You can use this feature once. You regain expended uses when you finish a short or long rest. Beginning at 6th level, you can use your Blood Maledict feature twice between rests, at 11th level you can use it three times between rests, and at 17th level, you can use it four times between rests.
- Blood Curse of Mutual Suffering: As a bonus action, you can link to a creature within 30 feet for up to a minute, forcing them to share in the pain they inflict upon you. The next time the cursed creature damages you with a weapon attack, this curse deals necrotic damage to the cursed creature equal to half of the damage you suffered. This curse then ends. / Amplify. This curse instead deals damage equal to the damage you suffered, and it ignores necrotic resistance.
Order of the Lycan
- Heightened Senses. Starting when you choose this archetype at 3rd level, you begin to adopt the improved abilities of a natural predator. You gain advantage on any Wisdom (Perception) checks that rely on hearing or smell.
- Hybrid Transformation. Upon choosing this archetype at 3rd level, you begin to learn to control the lycanthropic curse that now lives in your blood. As an action, you can transform into your Hybrid form. This form lasts for 10 minutes. You can speak, use equipment, and wear armor in this form. You can revert to your normal form earlier by using an action on your turn. You automatically revert to your normal form if you fall unconscious, drop to 0 hit points, or die. The benefits of this form replace the rules for Lycanthropy within the Monster’s Manual. You can use this feature twice. You regain expended uses when you finish a short or long rest. While you are transformed, you gain the following features:
- Feral Might. You gain a bonus to melee damage rolls equal to half your proficiency bonus (rounded down). You also have advantage on Strength checks and Strength saving throws.
- Resilient Hide. You have resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons that aren’t silvered. While you are not wearing heavy armor, you gain a +1 bonus to your AC.
- Predatory Strikes. Your unarmed strikes are considered a single weapon in regards to your crimson rite feature. You can use Dexterity instead of Strength for the attack and damage rolIs of your unarmed strikes. When you use the Attack action with an unarmed strike, you can make another unarmed strike as a bonus action. Your unarmed strikes deal 1d6 slashing damage. This die increases to 1d8 at 11th level, and 1d10 at 18th level.
- Cursed Weakness. Your have vulnerability to damage from silvered weapons.
- Bloodlust. At the start of your turn, if you’ve taken any damage since the beginning of your last turn, you must make a Wisdom saving throw to maintain control. The DC equals 10, or half of the total damage you’ve taken from attacks since your last turn, whichever number is higher. On a failed save, you must move directly towards the nearest creature to you and use the Attack action against that creature. If there is more than one possible target, the DM chooses the target. You then regain control for the remainder of your turn. If you are under an effect that prevents you from concentrating (like the Barbarian’s rage feature), you automatically fail this saving throw.
Gear
-Rapier
-Hand crossbow + 20 bolts.
-Shield (-10GP)
-Studded leather armor.
-Explorer's pack
-Monster hunter pack
-A lantern with a black candle that never runs out and that burns with green flame
-Alchemist supplies (-50GP)
-Forgery Kit (-15GP)
-Hunting trap (2) (-10GP)
-Potion of healing (x3) (-150GP)
-15GP