Kailon Vandil
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Kailon Vandil
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Race: Aasimar (Protector), Class: Mystic (Immortal) 3 Background: Far Traveler, Alignment: Neutral Good Patron Deity: Erollisi Marr Factions: {{{Factions}}} |
Ability Scores
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Strength 13 (+1), Dexterity 14 (+2), Constitution 13 (+1); Intelligence 15/19 (+2/4), Wisdom 10 (+0), Charisma 10 (+0) |
Proficiencies
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Bonus: +2 Saving Throws: Intelligence, Wisdom Skills: Arcana (Int), Insight (Wis), Perception (Wis), Religion (Int); Passive: Insight 12, Perception 12 Tools: None Languages: Threxantran (common), Celestial, +3 additional TBD Armor: Light armor Weapons: Simple weapons |
Traits
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All Eyes on You • Celestial Resistance • Darkvision • Healing Hands • Immortal Durability • Light Bearer • Mystic Recovery • Psionic Resilience • Psychic Focus • Radiant Soul • Telepathy |
Feats
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Combat
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Attacks: Mace: +4 • 1d6 bludgeoning + 1 Armor Class: 13, Initiative: +2, Speed: 30 ft Hit Points: 30, Hit Dice: 3d8 |
Social
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Personality Traits: Ideals: Bonds: Flaws: |
Contents
Traits
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
- Psionics
- Mystical Recovery
Order of the Immortal Traits
- Immortal Durability
- Psionic Resilience
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
Treasure
Coingage
- Platinum: x (=10 gp ea)
- Gold: x
- Electrum: x (=1/2 gp or 5 sp ea)
- Silver: x
- Copper: x
Magic Items
- Headband of Intellect (requires attunement): Your Intelligence score is 19 while you wear this headband. It has no effect on you if your Intelligence is already 19 or higher.
- Horn of Silent Alarm: This horn has 4 charges. When you use an action to blow it, one creature of your choice can hear the horns blare, provided the creature is within 600 feet of the horn and not deafened. No other creature hears sound coming from the horn. The horn regains ld4 expended charges daily at dawn.
- Healing Potions: 2
Equipment
- Carried:
- Worn: Coin pouch, waterskin
- Adventuring Gear: bedroll & blanket, sketchbook, journal, 1 ink bottles, 2 pens, soap, mess kit, 50 ft silk rope