Elias Mordai
Elias Mordai
Physical Description
General Physical Condition
Very buff, keeps himself fit. Large and tall, but makes an effort to not make people uncomfortable around him.
Body Features
Multiple scars on his chest and arms from years of battles.
Facial Features
Scar in his right cheek, and in his right eyebrow. keeps a nose ring in as well as right ear piercings.
Identifying Characteristics
Big, blue, horns and a tail.
Apparel & Accessories
Usually is in old tan pants, patched up, with his bearskin cloak on his back. Usually has a flask on his hip and his greataxe.
Mental characteristics
Personal history
Elias was born in a small village in a relatively normal family to a human mother and a tiefling father. Growing up, Elias did have to deal with the general mistrust of his race, but vowed to make a name for himself so people would see that they weren’t as bad as people thought.
He was given a chance to enter the country’s military for a while, and reluctantly he accepted. After 5 years of service, Elias survived barely, scarred and beaten down. It took months before he was able to at least function as he is now, repressing his PTSD just to survive.
His voice from years of screaming on the battlefield, has made him very selective in the words he chooses, if he chooses to speak to others at all. It has taken him a while to speak a little more, and usually tries to say short answers, not much. He can be pretty gruff, low in volume, unless he witnesses something that infringes on personal freedom.
He does not believe in any sort of god or religion at the moment, having given no thought to it. He is content with himself.
Wandering the lands, he does small quests or duties for enough money to scrounge by, and usually does not speak much to others, as he’s deeply distrustful of people, even as much as he longs for a place to belong and for loyalty from others. He may seem gruff and cold on the outside, but once you know him, and many don’t, he could be the most loyal companion you could have.
Currently Elias stays in taverns and inns, making just enough to stay a night and have a meal after a day's work of questing or menial labor. He enjoys a good pint of ale, and a hot plate of lamb and mashed potatoes if available.
He wears no shirt, opting for a shoulder plate and a leather strap over his chest, for holding his axe on his back when not needed. On top of that is a bear skin cloak, a staple of the cooler regions that he still wears regardless of weather. His pants are regular trousers from his military days, albeit with a shoddy patch on the knee from him attempting to repair them on what little money he has. His boots are well worn, but in good shape, as he tries to take good care of his own equipment.
His greataxe is a standard issue one from his military service, showing well worn use. It’s still pretty sharp, with a few chips on the edge. He keeps a pouch on his side for money, various other trinkets, and on his other hip, a small flask for keeping a bit of alcohol or water when he adventures...if he can get some.
Gender Identity
He identifies as male fully.
Sexuality
He is bisexual, as he can see both merits of each gender. His first time was a man however.
Education
He has very little to none formal education.
Employment
He currently travels to do various quests with various parties.
Mental Trauma
The fact he is unable to locate his parents after being separated from them at a young age, or the fact he has been the victim of being in a horrible military in a horrible war has left him very mentally scarred.
Morality & Philosophy
He likes to stand up for those who cannot, and will step in if he feels like personal freedom is being limited.
Personality Characteristics
Hygiene
He tries to stay clean, but adventuring is hard on this barbarian, so he usually only does it when he deems it absolutely necessary.
Social
Family Ties
His mother: Emma Mordai, human woman
Father: Dammos Mordai, tiefling male
Religious Views
He does not believe in the gods, or really given it much thought. He does not mind if anyone else has those beliefs however.
Mannerisms
Tends to be quiet unless he feels he can open up to the party. His speech is pretty low and he can be a bit shy.
Elias Mordai
Devil (Formally Tiefling)
Race
Origin
Totem Warrior Barbarian 9
Class & Level
Neutral Good
Alignment
N/A
Deity
Faction
Rank/Position
Loyalty
Company
Strength
18
+4
Dexterity
14
+2
constitution
16
+3
intelligence
14
+2
wisdom
12
+1
charisma
16
+3
Total Hit Dice
8
Hit Die
Hit Die
1d12+3
+4
proficiency bonus
+7 | Strength |
+2 | Dexterity |
+5 | Constitution |
+2 | Intelligence |
+1 | Wisdom |
+3 | Charisma |
+4 | Acrobatics |
+2 | Animal Handling |
+2 | Arcana |
+7 | Athletics |
+4 | Deception |
+2 | History |
+2 | Insight |
+8 | Intimidation |
+2 | Investigation |
+2 | Martial |
+2 | Medicine |
+2 | Nature |
+6 | Perception |
+4 | Performance |
+4 | Persuasion |
+2 | Religion |
+4 | Sleight of Hands |
+4 | Stealth |
+6 | Survival |
MV
Prestige
1
Attunement Slots
Attunement Slots
20
Armor Class
Armor Class
95
Hit Points
Hit Points
+2
Initiative
Initiative
40
Speed
Speed
Greataxe | 1d20+5 | 1d12 |
---|---|---|
Unarmed Strike | 120+3 | 1d4+3 |
Javelin | 1d20+5 | 1d6 |
Tavern Brawler Strike | 1d20+6 | 1d4+3 |
Armor: light armor, medium armor, heavy armor, shields
Weapons: simple weapons, martial weapons
Tools: none
Saving Throws: Strength, Constitution
Skills: Athletics, Intimidation, Perception, Survival
Languages: Common, Infernal, Abyssal
Proficiences
Weapons: simple weapons, martial weapons
Tools: none
Saving Throws: Strength, Constitution
Skills: Athletics, Intimidation, Perception, Survival
Languages: Common, Infernal, Abyssal
Proficiences
Cantrips: Thaumathurgy (racial)
Level 1: Speak with Animals (class)
Level 2: Beast Sense ( class)
Hellish Rebuke (racial)
Spellcasting
Level 1: Speak with Animals (class)
Level 2: Beast Sense ( class)
Hellish Rebuke (racial)
Spellcasting
Explorer's pack
Insignia of Rank (military)
1 set bone dice
1 whetstone
2 potion of healing
Equipment
Insignia of Rank (military)
1 set bone dice
1 whetstone
2 potion of healing
Equipment
Mad Man
Stat Array
Stat Array
Island Mutation time!
Island Mutation:
+2 cha, +1 Int
You are considered a devil instead of tiefling.
Gifts of damnation
You are able to bind a soul to your own through the creation of a contract (Will be wrote out.)
Planar binding
Your body and soul are bound to a fiendish plane of existence. If you would be killed, your soul has been dragged back to a plane of existence of the GM’s choice. This plane is your new home, and you become an NPC under the GM’s control. If you are on the fiendish plane responsible for your transformation, this flaw has no effect.
| Feats/ASIs
Attunement Items
Girdle of the Ape
Wonderous item - Belt - Rare - Attunement
"We reject our humanity and return to apes!"
Imbued into the leather of this girdle is the sure-handedness and mettle of an ape. You are undaunted by neither lofty heights nor lethal foes.
Tree Bound Skill. While wearing this girdle you have a climb speed of 30 feet.
Apes Strong Together. Once per long rest, you can use an action to beat your chest and emit a bolstering roar. Yourself and up to 3 creatures of your choice within 60 feet of you that can hear you are immune to being frightened for 1 minute.
---------
Encroaching Wild Hammer
Great hammer (Flavored great club) - Rare - Attunement Heavy, two handed
"No matter the mark we make, the world will keep turning and growing without us."
A small tree withered and calcified. It overtook a large stone brick, the planar forces that brought it here changed the tree and as such molded to one another.
Terror Growing: When you critically hit with this weapon the creature hit cannot regain hit points for 1d2+1 turns.
Nature overcomes.: When a critical hit is rolled with this weapon, if any of the damage dice are at the maximum roll two additional damage dice. This additional roll can only occurs once per round.
Totem 1: Bear
Totem 2: Eagle
Darkvision.
Thanks to your infernal heritage, you have superior vision in dark and dim conditions. 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.
Hellish Resistance.
You have resistance to fire damage.
Infernal Legacy.
You know the thaumaturgy cantrip. Once you reach 3rd level, you can cast the hellish rebuke spell as a 2nd-level spell; you must finish a long rest in order to cast the spell again using this trait. Once you reach 5th level, you can also cast the darkness spell; you must finish a long rest in order to cast the spell again using this trait. Charisma is your spellcasting ability for these spells.
Class/Racial Features & Traits
Island Mutation:
+2 cha, +1 Int
You are considered a devil instead of tiefling.
Gifts of damnation
You are able to bind a soul to your own through the creation of a contract (Will be wrote out.)
Planar binding
Your body and soul are bound to a fiendish plane of existence. If you would be killed, your soul has been dragged back to a plane of existence of the GM’s choice. This plane is your new home, and you become an NPC under the GM’s control. If you are on the fiendish plane responsible for your transformation, this flaw has no effect.
| Feats/ASIs
Show spoiler
Level 1 Feat: Tavern Brawler
Level 4 ASI: +1 DEX, +1 CON
Level 5 Feat: Great Weapon Master
Level 6 ASI: +2 STR
Level 1 Feat: Tavern Brawler
Level 4 ASI: +1 DEX, +1 CON
Level 5 Feat: Great Weapon Master
Level 6 ASI: +2 STR
Attunement Items
Girdle of the Ape
Wonderous item - Belt - Rare - Attunement
"We reject our humanity and return to apes!"
Imbued into the leather of this girdle is the sure-handedness and mettle of an ape. You are undaunted by neither lofty heights nor lethal foes.
Tree Bound Skill. While wearing this girdle you have a climb speed of 30 feet.
Apes Strong Together. Once per long rest, you can use an action to beat your chest and emit a bolstering roar. Yourself and up to 3 creatures of your choice within 60 feet of you that can hear you are immune to being frightened for 1 minute.
---------
Encroaching Wild Hammer
Great hammer (Flavored great club) - Rare - Attunement Heavy, two handed
"No matter the mark we make, the world will keep turning and growing without us."
A small tree withered and calcified. It overtook a large stone brick, the planar forces that brought it here changed the tree and as such molded to one another.
Terror Growing: When you critically hit with this weapon the creature hit cannot regain hit points for 1d2+1 turns.
Nature overcomes.: When a critical hit is rolled with this weapon, if any of the damage dice are at the maximum roll two additional damage dice. This additional roll can only occurs once per round.
Totem 1: Bear
Totem 2: Eagle
Darkvision.
Thanks to your infernal heritage, you have superior vision in dark and dim conditions. 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.
Hellish Resistance.
You have resistance to fire damage.
Infernal Legacy.
You know the thaumaturgy cantrip. Once you reach 3rd level, you can cast the hellish rebuke spell as a 2nd-level spell; you must finish a long rest in order to cast the spell again using this trait. Once you reach 5th level, you can also cast the darkness spell; you must finish a long rest in order to cast the spell again using this trait. Charisma is your spellcasting ability for these spells.
Class/Racial Features & Traits
Tiefling Barbarian on a quest to fight for freedom for those who cannot.
View Character Profile
Alignment
Neutral Good
Age
33
Birthplace
Boneside
Children
Gender
Male
Eyes
Silver
Hair
Black
Skin Tone/Pigmentation
Blue
Height
6'5"
Weight
230
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