Difference between revisions of "Kailon Vandil"
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|CharacterName=Kailon Vandil | |CharacterName=Kailon Vandil | ||
|Race=Aasimar (Protector) | |Race=Aasimar (Protector) | ||
− | |Class=Mystic (Immortal) | + | |Class=Mystic (Immortal) 15 |
|Background=Far Traveler | |Background=Far Traveler | ||
|Alignment=Neutral Good | |Alignment=Neutral Good | ||
|Patron Deity=Erollisi Marr | |Patron Deity=Erollisi Marr | ||
− | |Ability Scores=Strength 13/19 (+1/4), Dexterity 14 (+2), Constitution 14 (+2); | + | |Ability Scores=Strength 13/19 (+1/4), Dexterity 14 (+2), Constitution 14/19 (+2/4); Intelligence 15/19 (+2/4), Wisdom 13 (+1), Charisma 10 (+0) |
− | |Bonus=+ | + | |Bonus=+5 |
|Saving Throws=Dexterity, Intelligence, Wisdom | |Saving Throws=Dexterity, Intelligence, Wisdom | ||
|Skills=''Arcana'' (Int), ''Insight'' (Wis), ''Perception'' (Wis), ''Religion'' (Int); '''Passive:''' ''Insight'' 14, ''Perception'' 17 | |Skills=''Arcana'' (Int), ''Insight'' (Wis), ''Perception'' (Wis), ''Religion'' (Int); '''Passive:''' ''Insight'' 14, ''Perception'' 17 | ||
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|Weapons=Simple weapons | |Weapons=Simple weapons | ||
|Traits='''All Eyes on You • Celestial Resistance • Consumptive Power • Darkvision • Healing Hands • Immortal Durability • Light Bearer • Mystical Recovery • Potent Psionics • Psionic Resilience • Psychic Focus • Radiant Soul • Strength of Mind • Surge of Health • Telepathy''' | |Traits='''All Eyes on You • Celestial Resistance • Consumptive Power • Darkvision • Healing Hands • Immortal Durability • Light Bearer • Mystical Recovery • Potent Psionics • Psionic Resilience • Psychic Focus • Radiant Soul • Strength of Mind • Surge of Health • Telepathy''' | ||
− | |Attacks=''Spear:'' + | + | |Attacks=''Spear:'' +10 • 1d8/1d10 piercing + 2 + 4 |
− | |Armor Class= | + | |Armor Class=23 |
− | |Initiative=+ | + | |Initiative=+4 |
|Speed=30 ft | |Speed=30 ft | ||
− | |Feats='''Resilient, Tough, Perceptive''' | + | |Feats='''Resilient, Tough, Perceptive, Angelic Protection''' |
− | |Hit Points= | + | |Hit Points=171 |
− | |Hit Dice= | + | |Hit Dice=15d8 |
|Personality=''Brave, naive, loyal, compassionate'' | |Personality=''Brave, naive, loyal, compassionate'' | ||
|Ideals=''Love is the greatest virtue.'' • ''The strong should protect the weak.'' | |Ideals=''Love is the greatest virtue.'' • ''The strong should protect the weak.'' | ||
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*'''Perceptive:''' Increase your Wisdom score by 1, to a maximum of 20. You gain proficiency in the Perception skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it. Being in a lightly obscured area doesn’t impose disadvantage on your Wisdom (Perception) checks if you can both see and hear. | *'''Perceptive:''' Increase your Wisdom score by 1, to a maximum of 20. You gain proficiency in the Perception skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it. Being in a lightly obscured area doesn’t impose disadvantage on your Wisdom (Perception) checks if you can both see and hear. | ||
*'''Tough:''' Your hit point maximum increases by an amount equal to twice your level when you gain this feat. Whenever you gain a level thereafter, your hit point maximum increases by an additional 2 hit points. | *'''Tough:''' Your hit point maximum increases by an amount equal to twice your level when you gain this feat. Whenever you gain a level thereafter, your hit point maximum increases by an additional 2 hit points. | ||
− | == | + | *'''Angelic Protection:''' The innate resistance to magic that angels possess extends to you. You have advantage on saving throws against spells and other magical effects. |
+ | *'''Empathic:''' Increase your Wisdom score by 1, to a maximum of 20. • You gain proficiency in the Insight skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it. You can use your action to try to get uncanny insight about one humanoid you can see within 30 feet of you. Make a Wisdom (Insight) check contested by the target’s Charisma (Deception) check. If your check succeeds, you have advantage on attack rolls and ability checks against the target until the end of your next turn. | ||
+ | |||
+ | ==Magic Items== | ||
===Bracer of Helm=== | ===Bracer of Helm=== | ||
A left mail bracer with the symbol of the ancient god Helm (staring eye on upright left gauntlet). Helm was the god of guardians, protectors and protection among the original Dominion gods. He fell during one of the Gods' Wars. Erollisi Marr, the goddess of love and protectors of the rival Norrathian pantheon took on his role when the two pantheons merged at the end of the war. The bracer provides the following benefits: | A left mail bracer with the symbol of the ancient god Helm (staring eye on upright left gauntlet). Helm was the god of guardians, protectors and protection among the original Dominion gods. He fell during one of the Gods' Wars. Erollisi Marr, the goddess of love and protectors of the rival Norrathian pantheon took on his role when the two pantheons merged at the end of the war. The bracer provides the following benefits: | ||
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* '''Army of Lovers:''' You summon a gaggle of celestial agents to your aid (non-combat agents like the bunny or deer or others of their ilk). While these adorable critters are nearby, the area around them is infused with a calm, soothing feeling and the scent of one's favorite comfort food (courtesy of Kailon). In addition, all creatures (friend and foe) within 30 ft are immune to magical fear (it ends if already in effect) and gain advantage on all Wisdom and Charisma saving throws for the hour long duration. This ability recharges with a long rest. | * '''Army of Lovers:''' You summon a gaggle of celestial agents to your aid (non-combat agents like the bunny or deer or others of their ilk). While these adorable critters are nearby, the area around them is infused with a calm, soothing feeling and the scent of one's favorite comfort food (courtesy of Kailon). In addition, all creatures (friend and foe) within 30 ft are immune to magical fear (it ends if already in effect) and gain advantage on all Wisdom and Charisma saving throws for the hour long duration. This ability recharges with a long rest. | ||
− | === | + | ===Attuned=== |
− | * ''' | + | *'''Ring of Spell Storing (requires attunement):''' The ring can store up to 5 levels worth of spells at a time. The spell uses the slot level, spell save DC, spell attack bonus, and spellcasting ability of the original caster. |
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*'''Gauntlets of Ogre Power (requires attunement):''' Your Strength score is 19 while you wear these gauntlets. | *'''Gauntlets of Ogre Power (requires attunement):''' Your Strength score is 19 while you wear these gauntlets. | ||
*'''Headband of Intellect (requires attunement):''' Your Intelligence score is 19 while you wear this headband. | *'''Headband of Intellect (requires attunement):''' Your Intelligence score is 19 while you wear this headband. | ||
*'''Amulet of Health (requires attunement):''' Your Constitution score is 19 while you wear this amulet. | *'''Amulet of Health (requires attunement):''' Your Constitution score is 19 while you wear this amulet. | ||
− | * '''Torc of Dexterity:''' adds + | + | *'''Belt of Revenge (requires attunement):''' On your next successful attack roll after being subject to a critical hit, you roll double damage dice. If you roll a natural 20 on this attack, you roll quadruple damage dice. |
+ | *'''Band of Iron Thorns (requires attunement):''' This black iron armband bristles with long, needle-sharp iron thorns. When you attune to the armband, the thorns bite into your flesh. The armband doesn't function unless the thorns pierce your skin and are able to reach your blood. While wearing the band, after you roll a saving throw but before the GM reveals if the roll is a success or failure, you can use your reaction to expend one Hit Die. Roll the die and add the number rolled to your saving throw. | ||
+ | *'''Ingalla the Unstoppable's Gauntlet and Cloak of Flame (requires attunement):''' A bracelet of unknown red-tinted metal and a chain harness of similar make. This bracelet slides over one of your hands - then tiny cords and plates snake out from it until your entire hand has been covered and forms into a slightly oversized metallic gauntlet with very fine articulation allowing you to perform fine movements normally. | ||
+ | **It has 12 charges and regains 1d12 expended charges daily at dawn. | ||
+ | **Flame Cloak: At your mental command, your entire body becomes shrouded in flames that last up to one hour (1 charge). The fire doesn’t burn you, but it automatically deals 1d6 fire damage to anyone who tries to touch you or strike you with a melee attack. While the shroud is active, you gain a +1 bonus to AC and fire resistance. | ||
+ | **Flame Gauntlet: While your shroud of flame is active, you can extend it to cover a weapon you wield for one hour as a bonus action. It ignites with a roar, exhaling a thick spiral of black smoke from its tip. The flame ends if you stop holding or carrying the weapon. While the flame lasts, the weapon deals +2d8 fire damage. | ||
+ | |||
+ | ===No Attunement=== | ||
+ | *'''Bandersnatch Armor (light):''' AC is 14 + Dex modifier. If an enemy scores a hit, the armor does 2d6 piercing damage or half that on a failed Dex save, DC=Psionic save DC. | ||
+ | * '''Torc of Dexterity:''' adds +1 to your Dex modifier. | ||
*'''Spear of Far Reaching & Returning +2:''' Has triple the throwing range and returns to the wielder's hand. | *'''Spear of Far Reaching & Returning +2:''' Has triple the throwing range and returns to the wielder's hand. | ||
*'''Enduring Spellbook:''' This spellbook, along with anything written on its pages, can’t be damaged by fire or immersion in water. In addition, the spellbook doesn't deteriorate with age. | *'''Enduring Spellbook:''' This spellbook, along with anything written on its pages, can’t be damaged by fire or immersion in water. In addition, the spellbook doesn't deteriorate with age. | ||
*'''Miniature Ceramic Cow:''' When the command word "daam" is spoken, the cow will create a gallon of milk. It is usually placed into a container, otherwise the milk just appears in the air around the cow and splashes to the surface beneath it. While submerged in milk, the cow prevents the milk from spoiling. The cow can be used once a day, replenishing it's charge at dawn. | *'''Miniature Ceramic Cow:''' When the command word "daam" is spoken, the cow will create a gallon of milk. It is usually placed into a container, otherwise the milk just appears in the air around the cow and splashes to the surface beneath it. While submerged in milk, the cow prevents the milk from spoiling. The cow can be used once a day, replenishing it's charge at dawn. | ||
* '''Healing Potions:''' 2 | * '''Healing Potions:''' 2 | ||
+ | |||
+ | ===Requires Attunement=== | ||
+ | |||
+ | *'''Ring of Protection (requires attunement):''' You gain a +1 bonus to AC and saving throws while wearing this ring. | ||
+ | *'''Rod of Teleportation (requires attunement):''' | ||
+ | **3 charges per day | ||
+ | **Misty Step (1) | ||
+ | **Dimension Door (2) | ||
+ | **Teleport (3) | ||
==Appearance== | ==Appearance== | ||
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==Downtime Goals== | ==Downtime Goals== | ||
− | * | + | * Meet Kailon-That-Was's daughter. |
− | * | + | * Destroy Lucien/Sassafras. |
− | * | + | * End Xalsien as a threat. |
− | * | + | * Make plans for secure mental health institutions for patients who are a danger to themselves or others. |
+ | * Find a way for his friends to eat food again. | ||
==Links== | ==Links== |
Latest revision as of 13:34, 25 March 2023
Kailon Vandil
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Race: Aasimar (Protector), Class: Mystic (Immortal) 15 Background: Far Traveler, Alignment: Neutral Good Patron Deity: Erollisi Marr Factions: {{{Factions}}} |
Ability Scores
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Strength 13/19 (+1/4), Dexterity 14 (+2), Constitution 14/19 (+2/4); Intelligence 15/19 (+2/4), Wisdom 13 (+1), Charisma 10 (+0) |
Proficiencies
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Bonus: +5 Saving Throws: Dexterity, Intelligence, Wisdom Skills: Arcana (Int), Insight (Wis), Perception (Wis), Religion (Int); Passive: Insight 14, Perception 17 Tools: None Languages: Threxantran (common), Darshinian, Tengu, Infernal, Abyssal, Celestial, Goltiri Armor: Light armor Weapons: Simple weapons |
Traits
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All Eyes on You • Celestial Resistance • Consumptive Power • Darkvision • Healing Hands • Immortal Durability • Light Bearer • Mystical Recovery • Potent Psionics • Psionic Resilience • Psychic Focus • Radiant Soul • Strength of Mind • Surge of Health • Telepathy |
Feats
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Resilient, Tough, Perceptive, Angelic Protection |
Combat
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Attacks: Spear: +10 • 1d8/1d10 piercing + 2 + 4 Armor Class: 23, Initiative: +4, Speed: 30 ft Hit Points: 171, Hit Dice: 15d8 |
Social
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Personality Traits: Brave, naive, loyal, compassionate Ideals: Love is the greatest virtue. • The strong should protect the weak. Bonds: His kin, if there are any left • The memory of Erollisi Marr Flaws: Socially awkward • Rigid in his thinking • Reckless in his desire to protect others |
"Do you ever tire of urinating? I'll never get used to it." -Castiel, Supernatural
Contents
Aasimar Traits
- Celestial Resistance: You have resistance to necrotic and radiant damage.
- Darkvision: You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
- Healing Hands: As an action, you can touch a creature and cause it to regain a number of hit points equal to your level. Once you use this trait, you can't use it again until you finish a long rest.
- Light Bearer: You know the light cantrip. Charisma is your spellcasting ability for this spell.
- Light (evocation cantrip): 1 action, touch, VM, 1 hour. You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action. If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell.
- Radiant Soul: Starting at 3rd level, you can use your action to unleash the divine energy within yourself, causing your eyes to glimmer and two luminous, incorporeal wings to sprout from your back. Your transformation lasts for 1 minute or until you end it as a bonus action. During it, you have a flying speed of 30 feet, and once on each of your turns, you can deal extra radiant damage to one target when you deal damage to it with an attack or a spell. The extra radiant damage equals your level. Once you use this trait, you can't use it again until you finish a long rest.
Mystic Traits
Background Traits
- All Eyes on You: Your accent, mannerisms, figures of speech, and perhaps even your appearance all mark you as foreign. Curious glances are directed your way wherever you go, which can be a nuisance, but you also gain the friendly interest of scholars and others intrigued by far-off lands, to say nothing of everyday folk who are eager to hear stories of your homeland. You can parley this attention into access to people and places you might not otherwise have, for you and your traveling companions. Noble lords, scholars, and merchant princes, to name a few, might be interested in hearing about your distant homeland and people.
Feats
- Resilient (Dexterity): Increase one ability score by 1, to a maximum of 20. You gain proficiency in saving throws using the chosen ability.
- Perceptive: Increase your Wisdom score by 1, to a maximum of 20. You gain proficiency in the Perception skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it. Being in a lightly obscured area doesn’t impose disadvantage on your Wisdom (Perception) checks if you can both see and hear.
- Tough: Your hit point maximum increases by an amount equal to twice your level when you gain this feat. Whenever you gain a level thereafter, your hit point maximum increases by an additional 2 hit points.
- Angelic Protection: The innate resistance to magic that angels possess extends to you. You have advantage on saving throws against spells and other magical effects.
- Empathic: Increase your Wisdom score by 1, to a maximum of 20. • You gain proficiency in the Insight skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it. You can use your action to try to get uncanny insight about one humanoid you can see within 30 feet of you. Make a Wisdom (Insight) check contested by the target’s Charisma (Deception) check. If your check succeeds, you have advantage on attack rolls and ability checks against the target until the end of your next turn.
Magic Items
Bracer of Helm
A left mail bracer with the symbol of the ancient god Helm (staring eye on upright left gauntlet). Helm was the god of guardians, protectors and protection among the original Dominion gods. He fell during one of the Gods' Wars. Erollisi Marr, the goddess of love and protectors of the rival Norrathian pantheon took on his role when the two pantheons merged at the end of the war. The bracer provides the following benefits:
- You may choose to share the effects of your active psychic focus with all visible allies.
- Allows you to use Iron Hide on targets other than yourself, within 30 ft.
- You may mark up to ten targets (you have to see them to add them to your list) as being under your protection. You always know their status: alive, well, injured, poisoned, diseased, etc. If they die, they fall off your list. If they're resurrected, you'll need to mark them anew. You can sense what direction they are in and have a vague sense of how far away (minutes away, hours away, days away, far away, not on this plane and/or not on this timeline). You may choose to forego the ability to share your psychic focus with your visible allies to share it with any one of your marks, regardless of distance. You may communicate with any of your marks via psychic telepathy so long as they are on the same plane and timeline.
- Summons the Heart Spear (finesse, versatile): +2 bonus to attack and damage rolls made with this weapon, which deals radiant damage instead of slashing damage. When you hit an undead with it, that target takes an extra 1d8 radiant damage. The spear emits bright light in a 15-foot radius and dim light for an additional 15 feet. The light is sunlight. While the spear persists, you can use an action to expand or reduce its radius of bright and dim light by 5 feet each, to a maximum of 30 feet each or a minimum of 10 feet each.
- The spear will never outright slay a target, rendering them unconscious instead.
- When the Spear is summoned, your divine visage is fully manifest, radiance, halo, wings, and all.
- With the Heart Spear summoned, you may cast Zone of Truth with you as the epicenter. You automatically fail at your saving throw to resist your own spell.
Aegis Ath Aestar
- Heart of the Radiant Protector: Your Radiant Soul ability recharges with a short rest. While Radiant Soul is active, you may use a reaction when an ally is attacked with an attack ability (range or melee, including attack spells) that targets only them to interpose yourself and take the attack. You may choose to either swap places with the ally or push them back 5 ft as you take their space.
- Changing the Odds: You use the Heart to alter Creation. As a reaction, spend a Hero Point and choose any roll result - yours, another player's, the DM's - and cause that roll to automatically fail or succeed (if you use this on a death saving throw, the target is automatically stabilized and can immediately spend one of their hit dice to recover HP). After you use this ability, you must spend a long rest within the Shard of Love to recharge it.
- Unshackled Devotion: You momentarily shed your mortal shell and allow your divine radiance to envelope your allies. As an action, you may spend and roll any number of your available hit dice and grant the resulting total to up to six allies within 60 ft as temporary hit points. This ability recharges with a long rest.
- Army of Lovers: You summon a gaggle of celestial agents to your aid (non-combat agents like the bunny or deer or others of their ilk). While these adorable critters are nearby, the area around them is infused with a calm, soothing feeling and the scent of one's favorite comfort food (courtesy of Kailon). In addition, all creatures (friend and foe) within 30 ft are immune to magical fear (it ends if already in effect) and gain advantage on all Wisdom and Charisma saving throws for the hour long duration. This ability recharges with a long rest.
Attuned
- Ring of Spell Storing (requires attunement): The ring can store up to 5 levels worth of spells at a time. The spell uses the slot level, spell save DC, spell attack bonus, and spellcasting ability of the original caster.
- Gauntlets of Ogre Power (requires attunement): Your Strength score is 19 while you wear these gauntlets.
- Headband of Intellect (requires attunement): Your Intelligence score is 19 while you wear this headband.
- Amulet of Health (requires attunement): Your Constitution score is 19 while you wear this amulet.
- Belt of Revenge (requires attunement): On your next successful attack roll after being subject to a critical hit, you roll double damage dice. If you roll a natural 20 on this attack, you roll quadruple damage dice.
- Band of Iron Thorns (requires attunement): This black iron armband bristles with long, needle-sharp iron thorns. When you attune to the armband, the thorns bite into your flesh. The armband doesn't function unless the thorns pierce your skin and are able to reach your blood. While wearing the band, after you roll a saving throw but before the GM reveals if the roll is a success or failure, you can use your reaction to expend one Hit Die. Roll the die and add the number rolled to your saving throw.
- Ingalla the Unstoppable's Gauntlet and Cloak of Flame (requires attunement): A bracelet of unknown red-tinted metal and a chain harness of similar make. This bracelet slides over one of your hands - then tiny cords and plates snake out from it until your entire hand has been covered and forms into a slightly oversized metallic gauntlet with very fine articulation allowing you to perform fine movements normally.
- It has 12 charges and regains 1d12 expended charges daily at dawn.
- Flame Cloak: At your mental command, your entire body becomes shrouded in flames that last up to one hour (1 charge). The fire doesn’t burn you, but it automatically deals 1d6 fire damage to anyone who tries to touch you or strike you with a melee attack. While the shroud is active, you gain a +1 bonus to AC and fire resistance.
- Flame Gauntlet: While your shroud of flame is active, you can extend it to cover a weapon you wield for one hour as a bonus action. It ignites with a roar, exhaling a thick spiral of black smoke from its tip. The flame ends if you stop holding or carrying the weapon. While the flame lasts, the weapon deals +2d8 fire damage.
No Attunement
- Bandersnatch Armor (light): AC is 14 + Dex modifier. If an enemy scores a hit, the armor does 2d6 piercing damage or half that on a failed Dex save, DC=Psionic save DC.
- Torc of Dexterity: adds +1 to your Dex modifier.
- Spear of Far Reaching & Returning +2: Has triple the throwing range and returns to the wielder's hand.
- Enduring Spellbook: This spellbook, along with anything written on its pages, can’t be damaged by fire or immersion in water. In addition, the spellbook doesn't deteriorate with age.
- Miniature Ceramic Cow: When the command word "daam" is spoken, the cow will create a gallon of milk. It is usually placed into a container, otherwise the milk just appears in the air around the cow and splashes to the surface beneath it. While submerged in milk, the cow prevents the milk from spoiling. The cow can be used once a day, replenishing it's charge at dawn.
- Healing Potions: 2
Requires Attunement
- Ring of Protection (requires attunement): You gain a +1 bonus to AC and saving throws while wearing this ring.
- Rod of Teleportation (requires attunement):
- 3 charges per day
- Misty Step (1)
- Dimension Door (2)
- Teleport (3)
Appearance
Kailon appears almost human, tall and slender with tanned skin and shaggy black hair. Only his eyes betray his celestial heritage, his irises a striking sapphire blue that bears a luminous quality in even the dimmest light.
When Kailon uses his Radiant Soul trait, his eyes blaze a searing blue, a ring of dancing azure script halos his head, and the ethereal wings that flare from his back are an opalescent white edged with cobalt, cerulean, and indigo feathers.
Downtime Goals
- Meet Kailon-That-Was's daughter.
- Destroy Lucien/Sassafras.
- End Xalsien as a threat.
- Make plans for secure mental health institutions for patients who are a danger to themselves or others.
- Find a way for his friends to eat food again.