Adhuil O'Cailte Blossomheart

Cardinal Adhuil O'Cailte Blossomheart (a.k.a. The Apprentice)

Physical Description

General Physical Condition

Very tall and well built, but fairly slender for a goliath. Extreme sun exposure in his youth has lead to a strange skin color for a goliath.

Body Features

Orange Hair, Pale Peachy Skin

Identifying Characteristics

Bright orange hair, toothy smile, and towering height

Physical quirks

  • Walks slightly leaning backwards.
  • Has a small scar on his forehead from walking into door frames.
  • Burns cover his back and creep up his neck to the left side of his face.
  • Doesn't shave his head like he should.

Mental characteristics

Gender Identity

Male: He/Him, dislikes being called Sir

Sexuality

Bisexual

Education

  • Self taught through books, properly taught on arrival to the College
  • Learned magic from Marsmith Warson
  • Learned the dangers of knowledge and truth from traumatic experiences in a library

Employment

Works as an adventurer, area fighter, local darts champion, and part time construction worker.

Accomplishments & Achievements

  • He has never lost a member of his parties life... Permanently.
  • Has an impressive winning record in arenas
  • Assisted in preventing the Bard College's destruction at the hand of a library
  • Assisted in the overthrowing of the secret Kytolok royal family.
  • Grappled the Ancient Dragon Dsangir, assisted in their killing, albeit temporary

Failures & Embarrassments

  • In 'The Mines' he failed to scout or purge the threat, only managing to escape with his and his parties life intact
  • OoC: One of the Survivors of the above failure shortly went on to summon the Astral Reckoning as a future threat by accident. We should have died.
  • He rarely is able to spare the life as a foe and lead them towards redemption... very rarely
  • Circumstances force him to not follow his tenets as he should.

Mental Trauma

  • Charm Spells
  • Fungus
  • Poison
  • Giant Snakes
  • Moving or speaking plants
  • The concept of the color violet
  • His father's attempted suicide
  • A desire for redemption that will never be sated

Intellectual Characteristics

Scatterbrained, cautious, and constantly thinks how Grappling can be used.

Morality & Philosophy

  • Combat is the purest form of expression, but death and killing one of the greatest sins.
  • There are things too dangerous to try and comprehend, and it goes without saying, to dangerous to know
  • Everything should be faced with a smile. Everything
  • The ends can only justify the means if we do not lose what is important by our own hands

Taboos

Killing without extremely good reason.

Personality Characteristics

Motivation

Dreams of becoming a king and finding conflict resolution that doesn't involve death.

Social

Family Ties

His husband Justus O'Caillte, and his daughter Gwyn O'Caillte. His mother and father still live, but he has no real connections to them.

Religious Views

There are gods, they claim to represent many things. He respects and follows the teachings of one such god, Vavren, because their message of redemption is the only reason Adhuil still lives.

Social Aptitude

Loud and confident, but only to hide his insecurities.

Mannerisms

Has a habit of smiling to various degrees at all times and laughs frequently. Tends to stand close to people and doesn't hesitate to grab them. When distracted he will often begin practicing dart tosses.

Hobbies & Pets

Arena Combat, Spars, Reading, and Darts

Speech

...Heh
Alignment
Neutral Good
Honorary & Occupational Titles
The Apprentice, Maestro
Year of Birth
1178 27 Years old
Birthplace
Badlands
Children
Current Residence
Bards College
Gender
Male
Eyes
Green
Hair
Coarse and Red
Height
8'2''
Weight
396 lbs
Quotes & Catchphrases
"Just cast shield."
Known Languages
Common (Wastes), Giant (Lesser), Thieves Cant

Adhuil O'Caillte Blossomheart

Goliath Race
Badlands Twice Cursed Origin
EK Fighter/ Thief Rouge 8/4 Class & Level
Neutral Good Alignment
Vavren Deity
Bard's College Faction
Meastro Rank/Position
32 Loyalty
Vita Vigilia Company

Strength 22
+6
Dexterity 14
+2
constitution 16
+3
intelligence 15
+2
wisdom 12
+1
charisma 10
+0
Total Hit Dice 12
Hit Die
1dd10+3
+4 proficiency bonus
+12 Strength
+4 Dexterity
+9 Constitution
+6 Intelligence
+7 Wisdom
+2 Charisma
saving throws
+2 Acrobatics
+0 Animal Handling
+2 Arcana
+15 Athletics
+0 Deception
+6 History
+4 Insight
+0 Intimidation
+2 Investigation
+0 Martial
+0 Medicine
+2 Nature
+0 Perception
+0 Performance
+8 Persuasion
+2 Religion
+2 Sleight of Hands
+2 Stealth
+0 Survival
skills

 
66
MV
3
Prestige
3
Attunement Slots
19
Armor Class
130
Hit Points
+2
Initiative
45
Speed
Attacks
All simple and martial weapons, the Steton Greatbow
All Light, Medium, and Heavy armors
Calligraphy Supplies, Tinker's Tools, Mason's Tools (Expertise), Water Vehicle Tools
Bagpipes, Viola, and Lute

Proficiences
Spells Known:
Cantrip: Create Bonfire, Minor Illusion, Prestidigitation, Mending
1st: Shield, Absorb Elements, Find Familiar, Protection From Good and Evil
2nd: Arcane Lock, Alter Self

Once a Long Rest: Disguise Self, Feather Fall
Spellcasting
Bard's College
Faction
Mad Man
Stat Array
Badlands Resilience| Due to harsh environment of the Badlands, your character has +10 to hitpoints and +2 bonus to all saving throws.

Twice Cursed| Whenever you receive a penalty to attack rolls, saving throws or AC. You are healed an amount of hitpoints equal to the penalty. This only counts the first time you receive this in a combat.

Powerful Build| You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

Mountain Born| You’re acclimated to high altitude, including elevations above 20,000 feet. You’re also naturally adapted to cold climates.

Attempted Murder| +1 to all attack rolls.

Rouge Expertise| Persuasion and Athletics

Loyalty| 5/5. +5 HP

Ambassador| +5hp, represents the Bards College

Boon of the Ancient Predator - Defiant Roar| Once per week, whenever you would witness an ally fall, you may as a reaction, let forth a powerful roar, granting yourself 20 temporary hitpoints per ally that is unconcious, dying or dead.

The Apprentice| This title grants 2 spell slots of the lowest level they can cast. In addition, whenever you would fail a concentration check, you can choose not to fail. You may only do this once per week. This title counts as a prerequisite for the title, The Arcanist.

Sharpshooter| Attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls. Your ranged weapon attacks ignore half cover and three-quarters cover. Before you make an attack with a ranged weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack’s damage.

Tavern Brawler| Increase your Strength or Constitution score by 1, to a maximum of 20. You are proficient with improvised weapons. Your unarmed strikes use a d4 for damage. When you hit a creature with an unarmed strike or an improvised weapon on your turn, you can use a bonus action to attempt to grapple the target. A grapple check is a Strength (Athletics) check contested by the target's Strength (Athletics) or Dexterity (Acrobatics) check.

Lucky| You have inexplicable luck that seems to kick in at just the right moment.
You have 3 luck points. Whenever you make an attack roll, an ability check, or a saving throw, you can spend one luck point to roll an additional d20. You can choose to spend one of your luck points after you roll the die, but before the outcome is determined. You choose which of the d20s is used for the attack roll, ability check, or saving throw.
You can also spend one luck point when an attack roll is made against you. Roll a d20, and then choose whether the attack uses the attacker's roll or yours. If more than one creature spends a luck point to influence the outcome of a roll, the points cancel each other out; no additional dice are rolled.
You regain your expended luck points when you finish a long rest.

Resilient (Wisdom)| Choose one ability score. You gain the following benefits:
Increase the chosen ability score by 1, to a maximum of 20.
You gain proficiency in saving throws using the chosen ability.

Bardic Spellcasting (Loyalty)| One Bard Cantrip (Prestidigitation), One first level Spell (Feather fall), One First level spell (Disguise Self)

Fighting Style : Archery| You gain a +2 bonus to attack rolls made with ranged weapons

Second Wind| On your turn you can use your bonus action to regain hitpoints equal to 1d10+ your fighter level. Once used you must finish a short or long rest before using this again.

Action Surge| Once per short/long rest, on your turn take an additional action.

Extra Attack| When you take the attack action you may make two attacks.

Sneak Attack| Once per turn, you can deal extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon. You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll. The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Rogue table.

Cunning Action| Starting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a Bonus Action on each of your turns in Combat. This action can be used only to take the Dash, Disengage, or Hide action.

Lost An Eye: Loses Perception and can no longer benefit from Perception Proficiency

Ability Score Cap Training: Strength Cap +2 (22 Total)

(4 Str and 4 Int from Magic Items)
Class/Racial Features & Traits

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