Difference between revisions of "Scamallach"

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==Resources==
 
==Resources==
 +
[[Image:Lach-Swamp-Witch.jpg|right|Lach's Disguise|200px]]
 
'''Moneys:'''
 
'''Moneys:'''
 
* CP
 
* CP
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Various herbal remedies, potions, and unguents.<br>
 
Various herbal remedies, potions, and unguents.<br>
 
Cured meats, hearty vegetables<br>
 
Cured meats, hearty vegetables<br>
Paraphernalia of "the Crazy Dwarf Hermit" <br>
+
Paraphernalia of "the Swamp Witch" <br>
 
<br><br>
 
<br><br>
 
'''Lifestyle:'''
 
'''Lifestyle:'''

Revision as of 16:34, 9 June 2018

Scamallach (Lach)
Lach and Connor
Race: Half Dwarf, Class: Warlock Pact of the Chain 3
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 14 (+2), Wisdom 14 (+2), Charisma 19 (+4)
Proficiencies
Bonus: +2
Saving Throws: Wisdom, Charisma
Skills: Survival (WIS), Medicine (WIS), Decpetion (CHR), Persuasion (CHR), Intimidation (CHR), Insight (WIS)
Tools: Herbalism kit
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
Feats
Initial: Charisma +2
Combat
Attacks:Light Hammer: +2, 1d4-1 bludgeoning, light, thrown (range 20/60)
Armor Class: 12 (studded leather), Initiative: +0, Speed: 30
Hit Points: 27, Hit Dice: 3D8
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 inherint 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

Darkvision 60'
I can see 60' as though normal lighting, and another 60' as dim lighting.
Advantage on Poison and Charm tests
I have advantage on saving throws against poison and Charm
Racial cantrip Thaumaturgy
I can cast the cantrip Thaumaturgy in addition to my known cantrips

Archfey Patron

Expanded Spell List
The Archfey lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.
Archfey Expanded Spells
1st faerie fire, sleep
2nd calm emotions, phantasmal force
3rd blink, plant growth
4th dominate beast, greater invisibility
5th dominate person, seeming
Fey Presence
Starting at 1st level, your patron bestows upon you the ability to project the beguiling and fearsome presence of the fey. As an action, you can cause each creature in a 10-foot cube originating from you to make a Wisdom saving throw against your warlock spell save DC. The creatures that fail their saving throws are all charmed or frightened by you (your choice) until the end of your next turn.
Once you use this feature, you can’t use it again until you finish a short or long rest.

Background

Outlander (Modified)
Skill Proficiencies: Medicine, Survival
Tool Proficiencies: Herbalism Kit
Languages: One of your choice
Feature: Wanderer
You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.

Invocations

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.

Spellcasting

Spell save DC: 14(15¹)
Spell attack modifier: +6(+7¹)
¹Rod of the Pact Keeper values

Spells Known/Spell Slots
Cantrips Known Spells Known Spell Slots Slot Level
2 4 2 2nd


Known Spells
Cantrips: Eldritch Blast, Friends
1st Level: Armor of Agathys, Arms of Hadar
2nd Level: Mirror Image, Suggestion

Familiar

Connor
Connor - Fey Hound Familiar
Medium fey
Level 1
AC: 15 (Natural Armor)
HP: 18 (2d8 +2)
Hit Dice: 2d8
Speed: 40 ft.
Abilities and Skills
Str 12 (+1), Dex 15 (+2), Con 12 (+1), Int 10(0), Wis 12(+1), Cha 6(-2)
Skills: Perception (WIS) +3, Stealth (DEX) +4
Languages : Astridir, Threxantran, Tianne, Misantil
Talents
Keen Hearing and Smell. The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Pack Tactics. The wolf has advantage on attack rolls against a creature if at least one of the wolf’s allies is within 5 feet of the creature and the ally isn’t incapacitated.
Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 2d4 + 2 piercing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.

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).
  • Lavinia Pennywash - Bitchy woman who is ungrateful for my volunteered assistance.

Resources

Lach's Disguise

Moneys:

  • CP
  • SP
  • 152 GP
  • PP

Carried Equipment:

  • Component Pouch
  • Light Hammer (emergency back-up weapon)
  • Explorer's Pack
    • Backpack, bedroll, mess kit, tinderbox, 10 torches, 10 days of rations, waterskin, 50ft of hempen rope
  • Map case

Stored Equipment:
Various herbal remedies, potions, and unguents.
Cured meats, hearty vegetables
Paraphernalia of "the Swamp Witch"


Lifestyle:

  • Comfortable (Survival)

Trinket(s):

Magic Items

Attunement: 2/3

  • Pact Keeper's Rod +1 (Rod, uncommon, requires attunement by a Warlock)
    • While holding this rod, you gain a bonus to spell attack rolls and to the saving throw DCs of your warlock spells.
    • In addition, you can regain one warlock spell slot as an action while holding the rod. You can't use this property again until you finish a long rest.
  • Amulet of Proof against Detection and Location (Wondrous item, uncommon, requires attunement)
    • While wearing this amulet, you are hidden from divination magic. You can’t be targeted by such magic or perceived through magical scrying sensors.
  • Tankard Of Sobriety (Wondrous item, common)
    • This tankard has a stern face sculpted into one side. You can drink ale, wine , or any other nonmagical alcoholic beverage poured into it without becoming inebriated. The tankard has no effect on magical liquids or harmful substances such as poison.
  • Potion of Healing x 2

Misc

Hero Points: 6