Ambrosius Cornet

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Ambrosius Cornet
Ambrosius2.jpg
Race: Human, Class: Warlock (Fiendish Pact of the Chain)
Background: Noble, Alignment: Chaotic Neutral
Patron Deity: Sune
Factions: {{{Factions}}}
Ability Scores
Strength 14 (+2), Dexterity 16 (+3), Constitution 16 (+3);
Intelligence 10 (+0), Wisdom 14 (+2), Charisma 20 (+5)
Proficiencies
Bonus: +2
Saving Throws: Wisdom & Charisma
Skills: Arcana, Deception, History, Insight, Persuasion
Tools: Cards
Languages: Common, Chondathan, Abyssal
Armor: Light Armor
Weapons: Simple Weapons
Traits
TRAITS
Feats
War Caster
Combat
Attacks: Eldritch Blast: +7 to hit, 1d10+5 force damage • Dagger: +5 to hit, 1d4+3 piercing damage • Quarterstaff: +4 to hit, 1d6+2 bludgeoning or 1d8+2 bludgeoning (versatile) damage • Light Crossbow: +5 to hit, 1d8+3 piercing damamge, range 80/320
Armor Class: 16 (Studded Leather), Initiative: +3, Speed: 30 ft
Hit Points: 27, Hit Dice: 3d8
Social
Personality Traits: {{{Personality}}}
Ideals:
  • Independence: Ambrosius has struck out on his own, and while he accepts that much of his power in the world comes from his family and his patron, he is determined to make his own way.
    Bonds:
  • Lust and Guile: Ambrosius received these twin daggers with the forging of his pact. Although they contain no actual power, they still remind him of the sensual touch of his patron.
  • Neverwinter: Someday, Ambrosius intends to return to his home in full fiendish and noble power. For this reason, he will protect the interests of his city whenever he can.
    Flaws:
  • Lustful: Along with an investment of power, Ambrosius's pact instills him with a constant need for physical gratification.
  • No-blesse Oblige: Ambrosius does not care how his actions impact the commonfolk.

He that loves pleasure must for pleasure fall. -Christopher Marlowe, Doctor Faustus

Origin

By a young age, Ambrosius was already an inveterate rake and carouser of house Cornet, minor nobles of Neverwinter. His incredible beauty and charm also made him his mother's favorite boy, however, so he never felt any of the consequences of his actions, and few minded his attentions anyway. When he came of age, his parents gifted him with a mirror enchanted to show its user how to look his best, but the mirror was, in fact, a fiendish instrument.

Ambrosius began to dream of visitations by a creature of many forms even more beautiful than he. He soon found that with the mirror's aid, he became more beguiling, but his lust grew alongside his new magnetism. Normal people began to bore him, and he obsessed only over his nightly visitor. The creature's many forms whispered to him that the mirror was simply a taste of the power he could hold. The creature flattered him, telling him that he was one of the few mortals worthy to carry this might.

The young noble did indeed want this power, and he had no qualms admitting it. The creature at last revealed itself fully as the fiend Pruriel, both incubus and succubus. Pruriel offered to fill Ambrosius with its power so long as he swore to subject lesser mortals to it. Ambrosius accepted. He isn't sure how much time passed, but Pruriel introduced him to all manner of pleasures (and some pain) to bring into the mortal world, and he was filled and drained and filled again until he was truly a vessel of Pruriel. When Pruriel at last left him, the mirror shattered, and its shards formed into the twin blades Lust and Guile, which carry the memory of Ambrosius's initiation.

In truth, though, Ambrosius has always been used to having his own way, and not even Pruriel could bend him fully to its will. Pruriel seemed to want little more than for him to introduce its arts to mortals, and Ambrosius hardly objected to that, anyway. He decided to spread this seed far and wide and found his lust for fellow mortals renewed with his new carnal arts. Indeed, his hunger can hardly be sated. His family, though saddened by his departure, couldn't object in the face of his charms as Ambrosius set out to master his new powers.

Appearance

Ambrosius is a man of devastating beauty, chosen by the fiend Pruriel for this reason. He is tall and solidly built while still lithe, with a healthy, golden glow promising stamina. His blond hair sometimes seems to gleam a coppery red, and in shadow his eyes burn like embers. Ambrosius does not dress as an obvious spellcaster. Instead, he dresses practically as a nobleman might, with good quality studded leather parted just enough to show a tantalizing hint of finely haired chest and a treasure trail leading to a bountiful codpiece. He carries weapons mostly out of habit and to throw enemies offguard.

Traits

Class Traits

  • Expanded Spell List (The Fiend)
  • Dark One's Blessing: Starting at 1st level, when you reduce a hostile creature to 0 hit points, you gain temporary hit points equal to your Charisma modifier + your warlock level.
  • Pact of the Chain: You learn the find familiar spell and can cast it as a ritual. When you cast the spell, you can choose one of the normal forms for your familiar or one of the following special forms: imp, pseudodragon, quasit, or sprite. Additionally, when you take the Attack action, you can forgo one of your attacks to allow your familiar to make one attack of its own.

Background Traits

  • Position of Privilege: Thanks to your noble birth, people are inclined to think the best of you. You are welcome in high society, and people assume you have the right to be wherever you are. The common folk make every effort to accommodate you and avoid your displeasure, and other people of high birth treat you as a member of the same social sphere. You can secure an audience with a local noble if you need to.

Spells

  • # of Known Spells: 4
  • Magic Ability: Charisma
  • Saving Throw DC Total: 15,
    • (Base DC (8+mod): 13 + Spellcasting Bonus: 2)

Cantrips

  • Eldritch Blast (Evocation)
  • Friends (Enchantment)

Spells Known 1st Level

  • Arms of Hadar
  • Hex

2nd Level

  • Scorching Ray
  • Suggestion

Spell Slots: 2

Spell Level: 2nd

Invocations: 2

  • Agonizing Blast
  • Devil's Sight

Feats

  • War Caster
    • You have advantage on Constitution saving throws to maintain your concentration on a spell when you take damage.
    • You can perform the somatic components of spells even when you have weapons or a shield in one or both hands.
    • When a hostile creature's movement provokes an opportunity attack from you, you can use your reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature.

Resources

  • Moneys: 1261cp, 3 sp, 40ep, 56gp, 1pp, 1 jade (50gp), 1 moonstone (10gp, but Eryx swallowed it, and we're waiting for it to pass if it doesn't end up in the Abyss somewhere), 1 topaz (50 gp)
  • Carried Equipment: xxx
  • Stored Equipment: xxxx
  • Lifestyle: xxx

Other Important Individuals

  • x

Projects, Goals and/or Downtime

  • x

Experience Points

Total: x

  • 0.0.2014: x