Difference between revisions of "Scamallach"
Saintpookie (talk | contribs) |
Saintpookie (talk | contribs) |
||
Line 139: | Line 139: | ||
|[[Image:Scamallach-Familar.jpg|Connor|none|300px]]||<b><span style="font-size:180%; color:DarkGreen">Connor - Fey Hound Familiar</span></b> | |[[Image:Scamallach-Familar.jpg|Connor|none|300px]]||<b><span style="font-size:180%; color:DarkGreen">Connor - Fey Hound Familiar</span></b> | ||
:''Medium fey'' | :''Medium fey'' | ||
− | :'''Level 8''' | + | :'''Level 8 - Level 3 Ranger: Gloomstalker''' |
:'''AC:''' 17 (Natural Armor 13 + Proficiency bonus) | :'''AC:''' 17 (Natural Armor 13 + Proficiency bonus) | ||
:'''HP:''' 79(1d8 +1) | :'''HP:''' 79(1d8 +1) | ||
Line 147: | Line 147: | ||
:Str 12 (+1), Dex 19 (+4), Con 12 (+1), Int 10 (0), Wis 12 (+1), Cha 6 (-2) | :Str 12 (+1), Dex 19 (+4), Con 12 (+1), Int 10 (0), Wis 12 (+1), Cha 6 (-2) | ||
:'''Skills:''' Perception (WIS) +5, Stealth (DEX) +8, Survival (WIS) +5, History (INT) +4 | :'''Skills:''' Perception (WIS) +5, Stealth (DEX) +8, Survival (WIS) +5, History (INT) +4 | ||
− | :'''Languages :''' Astridir, Threxantran, Tianne, Misantil | + | :'''Languages :''' Astridir, Threxantran, Tianne, Misantil, R'ylehian |
+ | :'''Spellcasting Modifier and DC :''' +5 modifier / Spell save DC 13 (Wisdom) | ||
:<big><b>Talents</b></big> | :<big><b>Talents</b></big> | ||
:<b><i>Keen Hearing and Smell.</i></b> The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell. | :<b><i>Keen Hearing and Smell.</i></b> The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell. | ||
Line 156: | Line 157: | ||
:<i><b>Teleport (Recharge 4–6)</b></i> The dog magically teleports, along with any equipment it is wearing or carrying, up to 40 feet to an unoccupied space it can see. Before or after teleporting, the dog can make one bite attack. | :<i><b>Teleport (Recharge 4–6)</b></i> The dog magically teleports, along with any equipment it is wearing or carrying, up to 40 feet to an unoccupied space it can see. Before or after teleporting, the dog can make one bite attack. | ||
|- | |- | ||
+ | |} | ||
+ | {| | ||
+ | |valign="top" width=45% | | ||
+ | ;Favored Enemy - Abberants (R'ylehian) | ||
+ | :You have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them. | ||
+ | :When you gain this feature, you also learn one language of your choice that is spoken by your favored enemies, if they speak one at all. | ||
+ | ;Natural Explorer - Wetlands | ||
+ | :When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you’re proficient in. | ||
+ | :While traveling for an hour or more in your favored terrain, you gain the following benefits: | ||
+ | :• Difficult terrain doesn’t slow your group’s travel. | ||
+ | :• Your group can’t become lost except by magical means. | ||
+ | :• Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger. | ||
+ | :• If you are traveling alone, you can move stealthily at a normal pace. | ||
+ | :• When you forage, you find twice as much food as you normally would. | ||
+ | :• While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area. | ||
+ | ;Fighting Style - Druidic Warrior | ||
+ | :You learn two cantrips of your choice from the druid spell list. They count as druid spells for you, and Wisdom is your spellcasting ability for them. Whenever you gain a level in this class, you can replace one of these cantrips with another cantrip from the druid spell list. | ||
+ | ;Spellcasting - Wisdom is spellcasting stat | ||
+ | ;Spell Versatility | ||
+ | :Whenever you finish a long rest, you can replace one spell you learned from this Spellcasting feature with another spell from the ranger spell list. The new spell must be the same level as the spell you replace. | ||
+ | ;Spellcasting Focus | ||
+ | :You can use a druidic focus as a spellcasting focus for your ranger spells. | ||
+ | ;Primal Awareness | ||
+ | :You can focus your awareness through the interconnections of nature: you learn additional spells when you reach certain levels in this class if you don’t already know them, as shown in the Primal Awareness Spells table. These spells don’t count against the number of ranger spells you know. | ||
+ | :''3rd detect magic, speak with animals'' | ||
+ | :You can cast each of these spells once without expending a spell slot. Once you cast a spell in this way, you can’t do so again until you finish a long rest. | ||
+ | |valign="top" width=3% | | ||
+ | |valign="top" width=45% | | ||
+ | ;Gloomstalker Conclave | ||
+ | ;Gloomstalker Magic | ||
+ | :You learn an additional spell when you reach certain levels in this class, as shown in the Gloom Stalker Spells table. The spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know. | ||
+ | :''3rd disguise self'' | ||
+ | ;Dread Ambusher | ||
+ | :You master the art of the ambush. You can give yourself a bonus to your initiative rolls equal to your Wisdom modifier. | ||
+ | At the start of your first turn of each combat, your walking speed increases by 10 feet , which lasts until the end of that turn. If you take the Attack action on that turn, you can make one additional weapon attack as part of that action. If that attack hits, the target takes an extra ld8 damage of the weapon’s damage type. | ||
+ | ;Umbral Sight | ||
+ | :At 3rd level, you gain darkvision out to a range of 60 feet. | ||
+ | :You are also adept at evading creatures that rely on darkvision. While in darkness, you are invisible to any creature that relies on darkvision to see you in that darkness. | ||
+ | ===Spellcasting=== | ||
+ | '''Spell save DC:''' 13 <br> | ||
+ | '''Spell attack modifier:''' +5 <br> | ||
+ | <br> | ||
+ | {| class="wikitable" cellpadding="4" style="margin-left: auto; margin-right: 0px; border="1" style="text-align: center" style="border-collapse:collapse" | ||
+ | |+ '''Spells Known/Spell Slots''' | ||
+ | ! scope="col" | Cantrips Known | ||
+ | ! scope="col" | Spells Known | ||
+ | ! scope="col" | 1st Level Spells | ||
+ | |- | ||
+ | | 2 || 3 || 3 | | ||
+ | |- | ||
+ | |} | ||
+ | <br> | ||
+ | ;Known Spells: | ||
+ | :Cantrips- Primal savagery, Shape water | ||
+ | :1st Level- Absorb Elements, Disguise Self, Hunter's Mark, Zephyr Strike | ||
+ | :Once per long rest- Detect Magic, Speak with Animals | ||
+ | |||
|} | |} | ||
Revision as of 11:57, 10 January 2020
Scamallach (Lach)
|
Race: Half Dwarf, Class: Warlock Pact of the Chain 10 Background: Wanderer (Outlander modified), Alignment: Neutral Patron Deity: Muamman Duathal, Fenmarel Mestarine (Don't judge me) Factions: |
Ability Scores
|
Strength 8 (-1), Dexterity 10 (-), Constitution 13 (+1); Intelligence 15 (+2), Wisdom 14 (+2), Charisma 21 (+5) |
Proficiencies
|
Bonus: +4 Saving Throws: Wisdom, Charisma Skills: Arcana (INT), Survival (WIS), Medicine (WIS), Decpetion (CHR), Persuasion* (CHR), Intimidation (CHR), Insight (WIS) Tools: Herbalism kit, Cartographer's yools Languages: Astridir (Sylvan for Threxantra), Goltiri (Dwarven), Threxantran (Common for Threxantra), Tianne (mages, artificers, scholars, sages, and sphinxes), Thollir (Swamp Elves), Armor: Light armor Weapons: Simple weapons |
Traits
|
Darkvision 60', Advantage on Poison and Charm tests, Racial cantrip Thaumaturgy, Feature: Wanderer, Patron: Queen of Air and Darkness (Archfey), Pact Magic, Invocations & Foci, Pact of the Chain boon, Fey Presence Invocations: Beguiling Influence, Mask of Many Faces, Voice of the Chain Master, Agonizing Blast |
Feats
|
Initial: Charisma +2, Diplomat, Arcanist |
Combat
|
Attacks: •Light Hammer: +3, 1d4-1 bludgeoning, light, thrown (range 20/60) Armor Class: 12 (studded leather) (16 Bracers of Defense), Initiative: +0, Speed: 30 Hit Points: 74, Hit Dice: 10D8 |
Social
|
Personality Traits: Lach is constantly looking for a place to belong. He always feels like an outsider in any situation he's in. He is friendly with most people, but never reveals much about himself at all. He is adept at evading personal inquiries and steering the conversation in different direction. He has the wonder and curiosity of a child, but somehow has the knowledge of a much older person. His memories prior to the past 10 years feel like someone else's. Ideals: Personal Freedom. Bonds: Conrad is a living embodiment of my Bond to my Patron, he is also my only real friend for the past 10 years. Subjects of magical/alchemical experiments. Flaws: I have an inherent distrust of wizards, artificers, and alchemists. Any attempts on their part to befriend me are met with coldness to the point of violence. Not to say I would never befriend one, but it would take a lot of effort on their part to gain my trust. |
I just want to be someone, to mean something to anyone…
-Charlotte Eriksson
Some of us aren't meant to belong. Some of us have to turn the world upside down and shake the hell out of it until we make our own place in it.
-Elizabeth Lowell
Background
Scamallach can't remember anything about his life prior to ten years ago. He woke up is a destroyed wizards laboratory to hear a quiet, breathy voice stating "The bargain is struck and the pact is sealed." Standing over him was a large Fey-hound who spoke in a much clearer voice, "I'm Connor, your familiar. We need to get out of here now." With Connor's help he fled the smoking and burning tower and fled into the forests surrounding the city of Zalcoryn, eventually leaving the cursed isle into the wild forests of Zalcoryn.
After spending small periods of time in the villages of the poor residents of the countryside of Zalcoryn, Lach eventually made his way south into the country of Nakaltia, hoping to find out more about who he was before the explosion. He knew how to survive, and was actually proficient in a number of languages, but he had no memory of how he learned them. He hoped that he might find someone in Nakaltia who might know who he was, but the dwarves there only shook their heads in pity. They pointed out that he was a half-dwarf, an unfortunate lineage. He tried to fit in there, but the dwarves never really accepted him, so he moved on.
He eventually traveled to Valexys and settled into a relatively peaceful life in Marr Alma and was actually beginning to fell like he belonged somewhere when his unknown past caught up with him. Apparently the wizard who's lab he escaped from still considered him their property, and had been hunting for him. It was at that time that he found out about the mark on his neck. He had an invisible wizard sigil on the left side of my neck, only visible by detect magic, signifying he is the creation/property of that wizard. The hunters were not gentle in their search, and many of Lach's new friends were interrogated and hurt in their search for him. He had to flee. He traveled east and eventually hid in the swamps of Dontholl Mex. He lingered there for a few years, wandering from village to village, never staying anywhere too long, but long enough to learn from the people there. Always heading further east he crossed the northern part of Katrica without incident and into Daltes.
In Daltes he discovered the mostly dwarven settlement of Gamden and decided to try his luck with dwarves again. Fortunately the dwarves of Gamden had a much more open minded outlook on half-dwarves and accepted them into their community. It was there that he learned of the plans to take back Malixia, and he saw it as the perfect opportunity to start over. An unsettled city, a new community with no modern history. So he signed up and was with the first group that made the initial attack to take back Malixia. He has been here from the beginning of the campaign and most people know who he is and what he is capable of. No one looks at him oddly and he has a small amount of respect from the people of New Malixia.
Traits
Racial
Archfey Patron
|
Feats
Background
|
Invocations
- Agonizing Blast
- Prerequisite: eldritch blast cantrip
- When you cast eldritch blast, add your Charisma modifier to the damage it deals on a hit.
- Beguiling Influence
- You gain proficiency in the Deception and Persuasion skills.
- Mask of Many Faces
- You can cast disguise self at will, without expending a spell slot.
- Voice of the Chain Master
- Prerequisite: Pact of the Chain feature
- You can communicate telepathically with your familiar and perceive through your familiar’s senses as long as you are on the same plane of existence. Additionally, while perceiving through your familiar’s senses, you can also speak through your familiar in your own voice, even if your familiar is normally incapable of speech.
- Gift Of The Ever-Living Ones
- Prerequisite: Pact of the Chain feature
- Whenever you regain hit points while your familiar is within 100 feet of you, treat any dice rolled to determine the hit points you regain as having rolled their maximum value for you.
- Aspect Of The Moon - Granted by Greystaff
- Prerequisite: Pact of the Tome feature
- You no longer need to sleep and can’t be forced to sleep by any means. To gain the benefits of a long rest, you can spend all 8 hours doing light activity, such as reading your Book of Shadows and keeping watch.
Spellcasting
Spell save DC: 17(19¹)
Spell attack modifier: +9(+11¹)
¹Rod of the Pact Keeper values
Cantrips Known | Spells Known | Spell Slots | Slot Level |
---|---|---|---|
4 | 10 | 2 | 5th |
- Known Spells
- Cantrips: Eldritch Blast, Friends, Frostbite, Minor Illusion, Prestidigitation (Arcanist Feat)
- 1st Level: Abyssal Rebuke, Detect Magic (Once per long rest without expending a spell slot - Feat), Disguise Self (At will, no spell slot - Invocation), Hex
- 2nd Level: Mirror Image, Suggestion
- 3rd Level: Celebration, Hunger of Hadar
- 4th Level: Banishment, Elemental Bane, Greater Invisibility
- 5th Level: Seeming
- Racial: Thaumaturgy
Familiar
Connor - Fey Hound Familiar
|
|
At the start of your first turn of each combat, your walking speed increases by 10 feet , which lasts until the end of that turn. If you take the Attack action on that turn, you can make one additional weapon attack as part of that action. If that attack hits, the target takes an extra ld8 damage of the weapon’s damage type.
SpellcastingSpell save DC: 13
|
Connections
Players
- Hjolman Stonecaller - Met when I came to Nakaltia and join up with Gol Dragga. Joined the Sons of Gol Dragga, where I met him. I noticed that he was strongly in support of the sentient golems not being property. Also aided me when he was cursed by an item, identifying the item to spot the curse, and taking me to his grandmother to have it removed. When wizards came looking for me, distracted them, sending them on a wild goose chase, then helped me to escape hidden on the trains.
- Kailon Vandil - Kailon tried to break into my house for shelter, and then started complaining about not feeling right. I tried to help him diagnose his condition, offering unguent, salves, potions, elixirs, poultice and herbs to chew on. After determining that Kailon didn't have a medical issue that he could help with, and after Kailon calming down and repeating that he needed to find his god, Lach escorted Kailon to the makeshift temple district. He feels sympathy for Kailon, knowing what it's like to not know who and where you are.
- Granny Toadstool -
- Tsabar -
- Xenophon -
NPCs
- Joral Wodal - Runs the cartography shop, I help him update the maps of Malixia and the surrounding regions (including updates to the sections of the sewer system and storm drain system I am aware of).
When Joral first arrived in Malixia with his maps and charts in tow, he had thought to verify their veracity and accuracy himself. He was verifying his maps of the Flood region when he got set upon by a vengeful pack of goblins. I happened to be in the area looking for a secure area to stay and came to his rescue, helped tend his wounds and then got him back into town. I stayed with him a couple days, making sure he was on the mend and extracting a promise from him that he'd let adventurers or even me verify his maps for him. Over the past six months we have developed a strong friendship, and he is probably one of the only people I would defend with my life.
- Lavinia Pennywash - Bitchy woman who is ungrateful for my volunteered assistance.
- Martinique Lotukari Moonsinger - Martinique was a young lady who I encountered in Valexyz while I was fleeing from Marr Alma. I had stopped in a village market to pick up a few supplies before heading off road to begin my trek to Dontholl Mex when she suddenly appeared at my side, even startling Connor. "You have been tracked here by your pursuers and they will arrive within the hour, you must leave before then. When you get to Dontholl Mex, go to the village of Taren and ask for Nevram. Tell him Martinique Moonsinger sent you to get protection from prying eyes, he'll understand." And with that she disappeared into the crowd, never giving me a change to ask anything about her, or how she knew me and where I was planning on going. When I did eventually get to Dontholl Mex I stopped in the village of Taren and followed her instructions out of curiosity, it turned out Nevram had been given an amulet for me to have, for a price. (How I got the Amulet of Proof Against Detection or Location).
Lach's "Court"
Resources
Moneys:
Coinage |
Trade Bars |
Ingots |
Carried Equipment:
|
Magic ItemsAttunement: 4/5
MiscHero Points: 8
|
Downtime & Projects
DowntimeBetween 6/23-7/7
|
ProjectsMagic Item Crafting
|
Advancement
Level 3 -> 4
Level 4 -> 5
Level 5 -> 6
|
Level 6 -> 7
Level 7 -> 8
Level 8 -> 9
|
Level 9 -> 10
|