Grave Halifax Character in Gierde'ard | World Anvil
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Grave Halifax

Circle of the Moon Druid

Mental characteristics

Personal history

The Halifax family are the Aristocratic Priests of Elcastor, but they have a secret, Grave. You see Grave was born a Tiefling, an atrocity in the eyes of the religious members of Elcastor. If a family is found to have bore a Tiefling, both it's parents and the child are "expunged" from this world. For this reason, Grave's parents hid the child from the world. He was only able to interact with his family's servants, Bartholomew and Matilda.   One day at the age of five, a ruthless mob attacked the family's mansion - demanding that they turn themselves and the child over. Matilda helped the poor child escape through a passageway the family had prepared, for just this reason. The tunnel was long and narrow, and poorly made, but Grave finally exited into the nearby Forcroft Forest. Mobs began to search the woods, but were confronted by panthers and wild vines. Assuming the child would die, they finally gave up their pursuit. Alone and scared he found shelter in the rotten base of a giant oak. That night he had his first dream of his druidic mentor - he called himself "The Trees."   A few years later, he met a gnome child - Towpip. Towpip had been collecting mushrooms in the forest one day, when he stumbled upon Grave. He had heard that Tieflings were evil and vile creatures that would attack anyone, but Graves seemed to be harmless. So he gave the boy some food, and they quickly became friends. Towpip would bring him food, and they would play together. One day Towpip produced a gust of air with only his hands - that's when they learned Towpip was a Sorcerer.   Towpip would tell Grave about the happenings in the village each day; the new market that was being built, the new priest that had shown up trying to convert members, the new owners of his family's home. They had been friends for years now, Grave being 17 this year. Towpip was growing up and becoming an apprentice to a mage, in an attempt to get his gifts under hand. One day, Towpip didn't visit, sure he had gone on errands with his mentor before, but he had always told Grave about it. This was strange indeed. A few days passed with no sign of Towpip, when a gnome girl, slightly older than Towpip came into the forest shouting. "Towpip! Towpip! Where are you?! Please brother! Come home!" Graves came out of from behind a tree and spoke with the girl, named Krixi. He learned that the strange priest was a dwarf, and had offered to take Towpip away - told him that the powers he had could be managed, if only he left with him.   Krixi fears he may have left with him.

Education

Disguise Kit

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Disguise Kit

Components. Cosmetics, hair dye, small props, a few pieces of clothing.

Deception. In certain cases, a disguise can improve our ability to weave convincing lies.

Intimidation. The right disguise can make you look more feasome, whether you want to scare someoe away by posing as a plague victim or intimidate a gang of thugs by taking the appearance of a bully.

Performance.A cunning disguise can enhance an audience's enjoyment of a performance, provided the disguise is properly designed to evoke the desired reaction.

Persuasion. Folk tend to trust a person in uniform. If you disguise yourself as an authority figure, your efforts o persuade other are often more effective.

Create Disguise. As part of a long rest, you can create a disguise. It takes you 1 minute to don such a disguise once you have created it. You can carry only one such disguise on you at a time without drawing undue attention, unless you have a bag of holding or a similar method to keep them hidden. Each disguise weighs 1 pound.
At other times, it takes 10 minutes to craft a disguise that involves moderate changes to your appearance, and 30 minutes for one that requires more extensive changes.


ActivityDC
Cover injuries or distinguishing marks10
Spot a disguise being used by someone else15
Copy a humanoid's appearance20

Herbalism Kit

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Herbalism Kit

Components. Pouches to store herbs, clippers and leather gloves for collecting plants, a mortar and pestle, and several glass jars.

Arcana. Your knowledge of the nature and uses of herbs can add insight to your magical studies that deal with plants and your attempts to identify potions.

Investigation. When you inspect an area overgrown with plants, your proficiency can help you pick out details and clues that others might miss.

Medicine. Your mastery of herbalism improves your ability to treat illnesses and wounds by augmenting your methods of care with medicinal plants.

Nature and Survival. When you travel in the wild, your skill in herbalism makes it easier to identify plants and spot sources of food that others might overlook.

Identify Plants. You can identify most plants with a quick inspection of their appearance and smell.


ActivityDC
Find plants15
Identify poison20

Thieves' Tools

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Thieves' Tools

Components. Small file, a set of lock picks, a small mirror mounted on a metal handle, a set of narrow-bladed scissors, and a pair of pliers.

History. Your knowledge of traps grants you insight when answering questions about locations that are renowned for their traps.

Investigation and Perception. You gain additional insight when looking for traps, because you have learned a variety of common signs that betray their presence.

Set a Trap. Just as you can disable traps, you can also set them. As part of a short rest, you can create a trap using items you have on hand. The total of your check becomes the DC for someone's attempt to discover or disable the trap. The trap deal damage appropriate to the materials used in crafting it (such as a poison or a weapon) or damage equal to half the total of your check, whichever the DM deems appropriate.


ActivityDC
Pick a lockVaries
Disable a trapVaries

Social

Religious Views

Follower of Nordic God - Vidar

Social Aptitude

Neutral Good.
Grave
Year of Birth
262 20 Years old
Birthplace
Elcastor
Children
Height
6'0"
Known Languages
Common
Druidic
Infernal

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