Vishnu Isis Lovehaze

Battle Dark Mage Colonel Vishnu Isis Lovehaze (a.k.a. 1588623)

Physical Description

General Physical Condition

General Info

  • Armor Class 12 (Ultramax 16)
  • Initiative +1 1d20+1
  • Walking Speed: 35
  • Hit Points 200 (Ultra max 9/9/8/8)

Stat Line

Strength 10 (+0), Dexterity 13 (+1), Constitution 14 (+2), Vigor 8 (-1), Intelligence 14 (+2), Wisdom 15 (+2), Sanity 13 (+1), Charisma 22 (+6)

Dark Stats

  • Vessel: 33
  • Vessel Regeneration: 7
  • River: 6

Saving Throws

Strength +0 1d20 , Dexterity +1 1d20+1 , Constitution +2 1d20+2 , Vigor -1 1d20-1 , Intelligence +8 1d20+8 , Wisdom +8 1d20+8 , Sanity +1 1d20+1 , Charisma +12 1d20+12

Instinct with Time

As a reaction to making a saving throw (but before making the roll), they can move 5 feet. If this movement would take them out of the area of the effect that requires a save, they don't have to make one.

Machine Origin

They might have a personality, but there still remains something inflexible in their mind. They have proficiency with all Wisdom saving throws.

Body Features

Low-Power

Entering low-power is similar to sleep, except nearly all outside inputs are severed. They are in a deep sleep, functioning with very little energy, allowing them to not die when starved. If they are prevented from entering low power when required, they can operate for one round per character level before dying. While in low power, theyy have no awareness of the outside world and fail all Wisdom (Perception) checks.They can be jostled out of low power if theyy suffer damage or if an ally physically disturbs them.

Power Solar (TL4)

They operate via a rechargeable battery pack. Deploying a photovoltaic cell is required; they need six hours of daylight to recharge every 24 hours. They can function for 18 hours on a full battery charge. At the end of the 18 hours, theyy go into Low-Power. This means that unlike most humanoids, they need to rest during day light hours.

Immunities

They have damage immunity poison as well as condition immunities poison and exhaustion. They have resistance to fire damage and immunity to any magical fire they create. They have resistance to poison and acid damage.

Durable

If they suffer damage, as a reaction, they can reduce their Charisma ability score by an amount up to the damage indicated instead of from their hit points. However,this damage does not regenerate and must be repaired.

Special abilities

Fixed Origin

They cannot select a background despite where they were built or conceived. They gain two proficiencies in two skills (Arcana, Engineering) and two tools (Cartography Tools and Gaming Set: cards) of your choice.

Encyclopedic Recall

They have proficiency in all Intelligence checks when recalling lore of any kind.

Calm Reflexes

Select one Charisma-based skill to be proficient in. (Persausion)

Good Guess

A pool of rerolls for any roll you might make equal to your primary veteran ability modifier. You regain all your good guess re-roll dice when you finish a long rest. You also regain a good guess die roll if that roll results in a 1 or a 2.

Stone Faced

They are immune to the frightened and charmed conditions.

Manifestation of Greatness

1d4 natural 20s that theyy can give to any ally that can see or hear them. These reset after a long rest.

Proficiencies

Armor

Light armor, medium armor

Weapons

Simple weapons, one-handed and two-handed small arms, heavy weapons

Tools

All ground vehicles and aircraft

Saving Throws

Intelligence, Charisma

Skills

Computer Use +8 1d20+8 , Investigation +8 1d20+8 , Insight +8 1d20+8 , Perception +8 1d20+8 , Persausion +18 1d20+18 , Arcana +8 1d20+8 , Engineering +8 1d20+8

Command Presence

By Example

They don't keep back and order from a distance; they stand shoulder to shoulder with those they lead. Allies that can see and hear them have advantage on Intelligence, Wisdom, Charisma, Constitution and Strength saving throws.
  • Exemplary Example (boost). Use an action, and for one minute (10 rounds), all allies within 20 feet of your gain a +2 bonus to AC.

Field Advice

Using only their words, they call their comrades back from the most harmful of afflictions. Allies that can see and hear them double any effect that removes exhaustion. Finishing a long rest reduces an ally’s exhaustion level by 2, provided that the ally has also ingested some food and drink. They have a number of Hit Dice equal to half their level (10) that they can distribute to allies that can see and hear them when finishing a long rest. These additional Hit Dice must be used immediately or are lost.
  • Profound Advice (boost). Use an action to give a rousing speech and all allies that can see and hear them reduce their exhaustion by 1. Additionally, each ally recovers hit points equal to a quarter of your current hit points.

Mask of Authority

Their friends believe themselves better knowing theyy are around. All allies that can see and hear them can re-roll one result of a 1 on the damage dice they roll per hit.
  • Personification of Authority (boost). Use an action, and for one minute (10 rounds), all allies that can see and hear them gain a +1 bonus to damage rolls.

Team Power

Big Picture

As an action, select one ally able to see and hear them. If the ally hits with an attack before the beginning of Vishnu's next turn, that hit gains a damage bonus equal to Vishnu's Wisdom modifier + their level.

Focus Target

As a bonus action, theyy can grant an ally within 5 feet of them a single ranged attack against the same creature they hit with a ranged attack this same turn.

Improvisation is the Bet Plan

Use a bonus action to gain 1 additional reaction before the beginning of their next turn.

Mark of the Puppeteer

Any time an ally hits with an attack, theyy can use a reaction to shove that creature 5 feet as long as the target is not moved into hazardous terrain (like fire or a pit).

No One Hits the Chief

If a creature hits them with a critical hit, all allies that can see or hear them have advantage on attack rolls until the beginning of their next turn against the creature that scored the hit.

Specialized Equipment

Necromancer Insignia, Necromantic Charm, A button from the uniform of a soldier that died to save them and others in their unit, Death Guard insignia, Silver Feather, Fatal Volley, spider-silk suit, Dark Brew Supreme x2

Mental characteristics

Personal history

They are one of the many androids that were recovered after The Fall. They were never activated prior to the Fall and thus do not have any special knowledge regarding history. However, theyy do have factory programming installed on them (this is reflected in their Android bonuses). They have spent their entire life within Necropolis and have been raised up in the same fashion as everyone else living there. They attended The Fabrigia Institute as it was recognized that they could command the River.

Intellectual Characteristics

  • Like roots growing through stone, I am relentless and determined in my action.
  • Nature. The natural world is more important than the edifices of the city and civilization. (Neutral)
  • I love spending time in the moss-covered building where I took part in my first reclamation mission.
  • I assume that anyone outside the Necropolis looks down on me.
  • My honor is more important to me than my life.
  • Conviction. Anything worth doing is worth doing with your whole heart. (Lawful)
  • My fellow guardsmen are my family.
  • I trust the chain of command more than anything — more even than my closest friends.

Social

Contacts & Relations

As a Necromancers thye have access to the Necromantic Caverns and the Dark Lore. They can purchase dark gear from the Necromancers.

Relationships

Goronwy Siwa Willowmist

Friend (Vital)

Towards Vishnu Isis Lovehaze

5
5

Frank


Vishnu Isis Lovehaze

Friend (Important)

Towards Goronwy Siwa Willowmist

3
3

Honest


History

They grew up together and attended The Fabrigia Institute together. During that time, it was Vishu who always came to Goronwy's defense and aid when they were struggling socially.

Wealth & Financial state

Their salary is enough to maintain a modest lifestyle

Biases

Positive Biases

They favor those who are magically inclined. This bias triggers for any character that has a Vigor score of 12 or more. They favor other Automaton.

Negative Biases

They dislike those who are not magically inclined. This bias trigger for any character that has a Vigor score of 11 or less.
Current Location
Currently Boarded Vehicle
Species
Year of Birth
93 SE 20 Years old
Circumstances of Birth
Before the Fall
Birthplace
Unknown
Spouses
Siblings
Children
Current Residence
Pronouns
They/Them/Theirs
Sex
Asexual
Gender
Asexual
Presentation
Androgynous
Eyes
Blue LEDs
Hair
none
Skin Tone/Pigmentation
Blue metal
Height
5' 9"
Weight
200#
Belief/Deity
Aligned Organization
Other Affiliations
Known Languages
French, Spanish, German and Russian.
Ruled Locations

Comments

Author's Notes

Images created using Hero Forge.


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