Raziel

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Raziel
RazielLostTimelines.jpg
Race: Protector Aasimar, Class: Warlock Level 1
Background: Far Traveler, Alignment: Neutral
Patron Deity: None
Factions: None
Ability Scores
Strength 11 (+0), Dexterity 12 (+1), Constitution 13 (+1);
Intelligence 14 (+2), Wisdom 13 (+1), Charisma 18 (+4)
Proficiencies
Bonus: +2
Saving Throws:
STR: 0, DEX: 1, CON: 1, INT: 2, WIS: 3, CHA: 6
Skills: Arcana, Insight, Perception, Religion
Tools: Dice set
Languages: Common, Celestial, Elvish
Armor: Light
Weapons: Simple
Traits
See left for detailed traits
Feats
None
Combat
Attacks: Eldritch Blast (ranged spell attack / 1d10 force damage)
Armor Class: 12, Initiative: +1, Speed: 30 Feet
Hit Points: 9, Hit Dice: 1d8
Social
Personality Traits: Duplicity and deceit are the lowest form of disrespect. I will not participate in them. Blind faith confuses me. I believe in the existence of gods but I cannot understand devotion to them. All the texts I have found show them to be as flawed in their own way as mortals.
Ideals: To learn where I came from. My mother, my father, my past. From that I can chart my future. Every new place I visit is a new chance to find a glimmer of hope that one day I'll have someplace I belong.
Bonds: The journals I keep are more important to me than gold. Without them, I lose who I see myself as. I lose who I have learned myself to be.
Flaws: Growing up an orphan, in a town that treated me special due to my visible heritage... I have trouble learning to trust easily. Do you appreciate me for who I actually am or what you think I am?

QUOTE
-UNKOWN

Theme Song


Raziel's Journal


Origin

I was born an orphan in the small town of Salthelm. My mother died in childbirth; I never knew her. And since she had only recently arrived in the town before I was born, neither did anyone I grew up with. I only know of her that she was tight-lipped about where she came from, she was unwed (my no-good defiling father abandoning her presumably! Some angel he was...), and she was comely.

I never knew any one single guardian or parent. I was passed around the town; A good luck charm, or so it was believed, by whoever had me. Traded from household to household whenever hard times fell on someone. Whispered behind my back, tales like this were common: "Poor old lady Merril. Her well's dried up. Best send the angel-boy over to her; it's what he's good for. We're doing well enough, we don't need Raz's blessing for ourselves." They thought I was ignorant or deaf to what was said. I heard everything. Never really wanted. Never really welcomed. I wager if I weren't what I am, then I'd have been pitched in the ocean the day I was born. I hate people.

I left "home" when I was 13? 14 maybe? Left without a word or a regret. I hate to admit it, but I bartered on my reputation of good fortune and blessing. I'm sick thinking of what I did and how I deceived good people. Convinced a merchant caravan to help me reach the next town over. Almost immediately I was treated the same as I was in Salthelm, just ever so slightly less obvious. Made the decision that maybe I'd blend in better someplace larger. Or least find one genuine person to regard me not as a object but as a living person.

Spent about two years traveling south. Around the region from village to town to city. While in the region I was able to pick up a functional proficiency with the Elvish language as well as facility with a number of dice games. Grew to love the heavens and the stars. Did you know they're different down south? Their approach to religion and worship of the gods was different from my hometown. I became fascinated with religious study. Maybe a part of me was drawn there due to heritage. It was during these random studies that I first learned what I am: Aasimar. I learned about my people. About my connection to the celestials and the realms beyond. I wanted to be drawn to religion, to believe that I belonged to something greater than myself. My only problem is that the culture of the region was so alien to me that even if I wasn't treated like a good luck charm... I was still an outsider. I turned back north. Maps I had been allowed to read showed a large enough city further north. Dewwood was my goal.

In Dewwood I worked odd jobs around the city and various labors for the many temples. In return I eked by and was able to pursue an education in religious studies, with the occasional departure to arcane theory. I was still hopeful that in religion I could find a place to belong. Maybe find a family. Sadly all I found was pettiness. "Gods" that were no more divine in their actions that any person I've ever met. "Gods" who didn't deserve worship and praise. Because of my studies, I simply cannot understand the faith that the priests extol. It's just garbage. I cannot deny it works though. The faithful wield amazing powers.

In time I turned away from religious study. My disenchantment reached a peak and while I can look back now and I can enjoy the study from an academic perspective... I can't find faith. But I have found power. I've had strange dreams lately. And the stars, they seemed to glitter in meaningful ways. I felt pulled in a direction, towards something more than myself. A few months ago, I followed the feeling, the dream, the stars. I found a grotto, illuminated in starlight. On the wall was a strange and ancient script that demanded my attention. It was contract. A pact. A promise to help me find what I am seeking... in return for simply seeking everything I could find. I honestly don't know who this Seeker is. But if he can help me find my past, my future, myself? The contract on the wall described the rite (though I knew it in my soul somehow) and I followed it. I made the contract and the commitment to Him, to the Seeker. I can only describe it as an infusion of Starlight. If I unfocus my gaze and look upon my reflection, the already silver-dusted skin I live in almost glows with starlight now. I have power. I have motivation. I have a path to my answers that I never would have found in books and religious libraries. The secrets of the world are written in the heavens for me alone to read.

Appearance

Sex: Male
Height: 5'8"
Weight: 160
Hair: Copper
Eyes: Amethyst
Other: Fair skinned - silver dusted in appearance

Traits

Personality Traits

  • Duplicity and deceit are the lowest form of disrespect. I will not participate in them.
  • Blind faith confuses me. I believe in the existence of gods but I cannot understand devotion to them. All the texts I have found show them to be as flawed in their own way as mortals.
  • Sexuality: Homosexual / non-romantic

Racial Traits

  • Darkvision 60 feet, CHA +2 WIS +1, necrotic & radiant damage resistance, Light cantrip
  • Healing Hands ability - once per long rest, touch to heal creature a number of hit points equal to current level
  • Radiant Soul ability - starting at level 3, can transform for 1 minute to gain bonus radiant damage dealt and wings/flight at 30ft speed

Class Traits

  • Shield Aurora ability - Starting at 1st level, you can invoke the Seeker’s power to protect you from harm. As a bonus action, you create a whirling aurora of brilliant energy that swirls around you. Until the end of your next turn, you gain resistance to all damage, and if a hostile creature ends its turn within 10 feet of you, it takes radiant damage equal to your warlock level + your Charisma modifier. Once you use this feature, you can’t use it again until you finish a short or long rest.
  • Pact of the Chain - At 3rd level, a character dedicated to the Seeker can select this option instead of one of the warlock’s existing Pact Boon options. The Seeker grants you a chain forged from starlight, decorated with seven gleaming motes of brightness. While the chain is on your person, you know the augury spell and can cast it as a ritual. The spell doesn’t count against your number of spells known. Additionally, you can invoke the Seeker’s power to gain advantage on an Intelligence check while you carry this item. Once you use this ability, you cannot use it again until you complete a short or long rest. If you lose your Star Chain, you can perform a 1-hour ceremony to receive a replacement from the Seeker. The ceremony can be performed during a short or long rest, and it destroys the previous chain. The chain disappears in a flash of light when you die. The exact form of this item might be different depending on your patron.
  • Astral Refuge - At 6th level, you gain the ability to step into an astral refuge. As an action, you disappear from the world for a brief moment and enter the Astral Plane, taking advantage of its timeless nature. While in your astral refuge, you can take two actions to cast spells that target only you. After using those two actions, you return to the space you occupied and your turn ends.
  • Far Wanderer - At 10th level, you no longer need to breathe, and you gain resistance to fire damage and cold damage.
  • Astral Sequestration - Starting at 14th level, you gain the ability to sequester yourself and your allies on the Astral Plane. By performing a special ritual over the course of 5 minutes, you shift yourself and up to ten willing creatures you can see to the Astral Plane. You and those creatures gain the benefits of a short rest while sequestered on the Astral Plane. You then return to the spaces you all occupied when you used this ability, with no time having passed in the world. During this short rest, you and the creatures you sequester can make use of any options available during a rest that affect only you and the creatures you sequester. Once you use this ability, you cannot use it again until you complete a long rest.
  • Bonus Proficiencies: Arcana, Religion

Background Feature

  • Background: Far Traveler
  • Bonus Proficiencies: Insight, Perception

Feats

FEAT:

Skill

  • Acrobatics: 1
  • Animal Handling: 1
  • Arcana: 4
  • Athletics: 0
  • Deception: 4
  • History: 2
  • Insight: 3
  • Intimidation: 4
  • Investigation: 2
  • Medicine: 1
  • Nature: 2
  • Perception: 3
  • Performance: 4
  • Persuasion: 4
  • Religion: 4
  • Slight of Hand: 1
  • Stealth: 1
  • Survival: 1

Resources

  • Rations: 0 days rations (0 lbs)
  • Moneys:

Current:
0 Amathysts = 100g
0 Onyx = 50g
0 Rhodochrosite = 10g
5g 0s 0c
Sum: 5g 0s 0c (Gemstones: ~0 lb Coinage: ~0 lbs)

  • Lifestyle: Modest
  • Carried Equipment:

Arcane Focus - Crystal (1) Leather armor (1) Clothes, traveler’s (1)

Crossbow bolt (20)

Backpack (1) Book (1) Parchment (10) Ink pen & Ink (1) Bag of Sand (1) Knife, Small (1)

  • Misc. Equipment:

Total weight: 0 lbs

  • Stored Equipment:
  • Trinket:

Other Important Individuals

Projects, Goals and/or Downtime

  • Searching for information about heritage

Advancement

  • To keep track of advancement

1st Level

  • Base stats: Str: 11 (+0), DEX: 12 (+1), Con: 13 (+1), INT: 14 (+2), Wis: 12 (+1), Cha: 16 (+4)

2nd Level

3nd Level