Aramis

Aramis

Physical Description

General Physical Condition

Slim and relatively short, Aramis is only 5 feet, and has pale skin.

Facial Features

White Hair. Icy Blue eyes.

Identifying Characteristics

NG Brand on right hand.

Mental characteristics

Personal history

I idolize a particular hero of my faith and constantly refer to that person's deeds and example.   Aspiration. I seek to prove my self worthy of my god's favor by matching my actions against his or her teachings   Revenge. I will get revenge on the evil forces that destroyed my home and ruined my childhood.   My hatred of my enemies is blind and unreasoning.

Night Guard Member

View Character Profile
Alignment
Neutral
Age
23
Children
Gender
Male
Eyes
Ice Blue
Hair
White
Skin Tone/Pigmentation
Pale
Height
5 Foot
Weight
120Lbs

Aramis

Human Race
Dolten (Night Guard Aspirant) Origin
Ranger Revised - Scalecaller Conclave 5 / Monk 1 - total 6 Class & Level
Neutral Alignment
Iass Deity
Night Guard Faction
Corporal Rank/Position
7 (Crimson Geld) Loyalty
Company

Strength 17
+3
Dexterity 20
+5
constitution 16
+3
intelligence 15
+2
wisdom 16
+3
charisma 15
+2
Total Hit Dice 6
Hit Die
1d10/1d8+3
+3 proficiency bonus
+6 Strength
+8 Dexterity
+3 Constitution
+2 Intelligence
+3 Wisdom
+2 Charisma
saving throws
+5 Acrobatics
+3 Animal Handling
+2 Arcana
+3 Athletics
+2 Deception
+2 History
+3 Insight
+2 Intimidation
+2 Investigation
+6 Martial
+3 Medicine
+5 Nature
+6 Perception
+2 Performance
+2 Persuasion
+2 Religion
+5 Sleight of Hands
+8 Stealth
+6 Survival
skills

 
15
MV
0
Prestige
1
Attunement Slots
18
Armor Class
67
Hit Points
+5
Initiative
50
Speed
Night Sword 1d20+1+2+3 Damage 1d8+1+3 Slashing
Silencing BowAttack 1d20+1+2+3+5 Damage 1d8+1+5 Piercing
Silencing Bow SSAttack 1d20+1+2+3+5-5 Damage 1d8+1+5+10 Piercing
Monk PunchAttack 1d20+3+5 Damage 1d4+5 Bludgeoning 1d6 Radiant.
Attacks
Proficiencies
Proficiencies
Armor: Light armor, medium armor, shields, Crimson Mail.
Weapons: Simple weapons, martial weapons, Night Blade. Shortswords
Tools: Alchemist's Supplies, Brewer's Supplies
Saving Throws: Strength, Dexterity
Skills: Perception (Corruption Bonus - Origin), Martial, Stealth, Nature, Survival (Iass Lip Service)

Proficiences
Spellcasting

Spellcasting - 3 First Level Spells Known.

Hunters Mark -
1st-level divination
Casting Time: 1 bonus action
Range: 90 feet
Components: V
Duration: Concentration, up to 1 hour

You choose a creature you can see within range and mystically mark it as your quarry. Until the spell ends, you deal an extra 1d6 damage to the target whenever you hit it with a weapon attack, and you have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find it. If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to mark a new creature.

At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours.

Cure Wounds
PHB
p230
1st-level evocation
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Instantaneous
A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.

Speak With Animals -
1st-level divination (ritual)
Casting Time: 1 action
Range: Self
Components: V, S
Duration: 10 minutes

You gain the ability to comprehend and verbally communicate with beasts for the duration. The knowledge and awareness of many beasts is limited by their intelligence, but at minimum, beasts can give you information about nearby locations and monsters, including whatever they can perceive or have perceived within the past day. You might be able to persuade a beast to perform a small favor for you, at the DM’s discretion.

 



Spellcasting
Equipment

•Bandolier 1 - 1lb
•Potion of Greater Healing. 2lbs.
•Potion of Greater Healing. 2lbs.
•Potion of Greater Healing. 2lbs.

•Bandolier 2 - 1lb
•Potion of Greater Healing. 2lbs.
•Potion of Greater Healing. 2lbs.
•Potion of Greater Healing. 2lbs.

•Belt Pouch - 233gp
•7 Crafting Token
•Silver Pendant - 1lb
•Vial of Holy Water - 1lb
•Tuft of Wolfsbane - 1lb
•Cold Iron charm - 1lb
•Set of Traveller's Clothes - 4 lbs
•A Fancy Victorian Style Umbrella. - 2 1/2 lbs.
• Vial - 4 ounce. x9 - 9lbs.
•Potion of Fire Breath. 2lbs.
•Potion of Fire Breath. 2lbs.
•Potion of Fire Breath. 2lbs.
•Potion of Fire Breath. 2lbs.
•Potion of Greater Healing. 2lbs.
•Potion of Greater Healing. 2lbs.
Book of "How to make blood not taste like Blood"


A stuffed stuffed turkey is a small plush that goes great on a bed, or would make any child very happy. Neither item has any mechanical benefit.

An exclusive set of turkey-bone dice. Revel in your gambling addiction by rolling turkey eyes instead of snake eyes. This has no mechanical effect.

A turkey mask, endorned with the real feathers of Turkestrus. While wearing it, you are serenaded by the sweet dulcet tones of one of his heads being violently removed. This has no mechanical effect.

~
Night Blade: (Longsword) 3lbs - This magical blade is standard issue amongst the elite Night Guard. It is creature from a carefully sanctified infernal steel, allowing the weapon to draw strength from evil and safeguard the wielder from nefarious influence. This is a +1 longsword that counts as it's enhancement bonus double versus evil undead, evil shapechangers, and evil fae.
~
Silencing Bow 2lbs - This magical longbow is used by the royal guard of the Empress of the Shadowfell, they have been loaned to the Night Guard to assist their endeavors and only to recruits that have proven themselves worthy. This is a +1 enhancement longbow made of hardened shadows. This bow does not require traditional ammunition, although it can if the wielder wishes. otherwise it shoots shadowy arrows that act as normal arrows. These shadow arrows cannot be fired or exist in hallowed light.
~
Magital Zephyr: (Scimitar) - An elven scimitar left as some remnant of the Scarab Lords. It bears the mark of the scarab and has feathers on the back on the blade that sway as if in the wind regardless of the presence of such wind.
Scimitar - Minor rare - Attunement [Yes] [Unattuned]
Your dexterity score increases by 1, to a maximum equal to your ability score cap.
Attacks made with this weapon deal an additional 1d4 lightning damage
Your walking speed is increased by 5 feet.
[Base Material, Enchantment, Enhancement]
~
Heroes Band [1 lbs.]
– Type: Wondrous, Very Rare
– Attunement: Yes [Unattuned]
– Special: You gain resistance to Necrotic damage. While attuned to this ring, you gain the following abilities and features:

Sacrifice. You can transfer your life force to another creature within 60ft as a reaction once per long rest. You suffer 5d8 + your Constitution modifier points of damage that cannot be resisted or negated in any way; your target heals for double this amount. Should you drop to 0 from this ability, you must immediately make a death saving throw, success means you fall to 0 normally, failure means you die.
[Base Material, Enhancement, Enchantment]
~
Attuned
Claw’s Monktastic Ring [0 lbs.]
A lovely ring with a black and gold signet formed into an image of a sword in front of a moon, the symbol of the Night Guard. Infused with venom and holy power after having been melted down, the ring itself is made of a stardust alloy. Primordial script runs along the outside of the ring and an engraving rests on the underside depicting scales of judgement, a symbol of Iass, Lady Triumph.

– Type: Wondrous, Major Very Rare
– Attunement: Monk [Attuned]
– Special: Your Dexterity score is increased by 3, to a maximum equal to your ability score cap.

Holy Hands. While you are not holding any item or wearing any other magic item on your hands, your unarmed strikes deal an additional 1d6 radiant damage on a hit.

Overflowing Energy. When you expend a ki point, you can choose to heal yourself for 1 hit point from a maximum hit point pool of 10. This pool replenishes when you complete a long rest.

Flow Like Water. When you take the dodge action, you gain a +2 bonus to AC until the start of your next turn. You can do this three times, regaining spent uses when you complete a long rest.

Peace of Mind. As a bonus action, you can expend 3 ki points to cast Lesser Restoration on yourself. You can do this three times, regaining spent uses when you complete a long rest.

This Item is Awakened.
– Sentience: Gough, the Brand Maker
– Alignment: True Neutral
– Personality: Gough is a being who bears great jealousy of those around him, those that can experience life's blessings, and it weighs heavy on his mind. Therefore, he chooses to live vicariously through the attuned since it cannot live as its own entity that is capable of growing through hardship or struggling. It meets this indifference with creativity in its actions by becoming symbiotic with another being.

– Purpose: Gough has three purposes:
1. To push its attuned wearer to new heights and have them strive and struggle to grow.
2. To gain a body of its own one day, through almost any means.
3. To wipe out necromancers and their craft.

– Mental Ability Scores: Int 12, Wis 14, Cha 14
– Proficiency Bonus: +3
– Skill Proficiencies: Investigation, Perception, Survival

– Senses: Devil’s Sight 20 ft., Tremorsense 5 ft.
– Communication: Telepathy (Attuned Only, Whilst Wearing the Ring)
– Languages: Common (Grass), Dwarven (Peak), Wicked (Abyssal)

– Special: Gough has the following ability:

Gift of Hardship. The first time you take 30 or more damage from a single source, you immediately regain 4d8 + 8 hit points. Once this ability activates, it can’t activate again until you finish a long rest.
[Base Material, Adornment, Enchantment, Enhancement, Spell Invocation, Special Crafter]
~
Total Weight 53/245 Lbs

 

Equipment
Night Guard
Faction
Razzle Dazzle
Stat Array
Race+Origin
Languages:Common, Wicked, Elven, Primordial, Draconic

Warding Brand - Branded on their right hand with a powerful warding hex. This acts as protection against the darkness, but also as a sign of all they accomplished.

Dolten Origin- Night Guard Aspirant
You gain a +3 bonus to saving throws vs. Fear effects. Our body is hardened to stand up to the denizens of the dark. You gain +5 to your maximum hitpoints.

Skill Prof – Perception

A Doltenian has a strong mind. +1 Wisdom

Corruption Bonus – +1 Constitution

Corruption effect: So long have you looked into the dark, you cannot see clearly in the light. You have disadvantage on perception checks made in the sunlight. This cannot be removed in any way.

Human +1 to all ABI

Hp:
Level 1= 10+3(con)+5(origin)=18.
Level 2= 18+6+3(con)=27+5(loyalty)=32hp
Level 3= 32+6+3(con)=41hp
Level 4= 41+6+3(con)=50hp
Level 5(monk 1)=50+5+3(con)=58hp
Level 6(ranger 5)=58+6+3(con)=67hp

Attribute Cap Increase - Dex+Con cap increased by 2

 

Ranger Features 1
Favoured Enemy - Monstrosities.

Beginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy commonly encountered in the wilds.

You gain a +2 bonus to damage rolls with weapon attacks against creatures of the chosen type. Additionally, you have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.
In addition to its normal effects, Favored Enemy gives advantage on Wisdom (Martial) checks against your chosen favored enemy.

When you gain this feature, you also learn one language of your choice, typically one spoken by your favored enemy or creatures associated with it. However, you are free to pick any language you wish to learn.

Natural Explorer- You are a master of navigating the natural world, and you react with swift and decisive action when attacked. This grants you the following benefits:

• You ignore difficult terrain.

• You have advantage on initiative rolls.

• On your first turn during combat, you have advantage on attack rolls against creatures that have not yet acted.

In addition, you are skilled at navigating the wilderness. You gain the following benefits when traveling for an hour or more:

• Difficult terrain doesn’t slow your group’s travel.

• Your group can’t become lost except by magical means.

• Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.

• If you are traveling alone, you can move stealthily at a normal pace.

• When you forage, you find twice as much food as you normally would.

• While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.


Ranger Features 2
Fighting Style - Archery - You gain a +2 bonus to attack rolls you make with ranged weapons.


Ranger Features 3
Primeval Awareness
Beginning at 3rd level, your mastery of ranger lore allows you to establish a powerful link to beasts and to the land around you.

You have an innate ability to communicate with beasts, and they recognize you as a kindred spirit. Through sounds and gestures, you can communicate simple ideas to a beast as an action, and can read its basic mood and intent. You learn its emotional state, whether it is affected by magic of any sort, its short-term needs (such as food or safety), and actions you can take (if any) to persuade it to not attack.

You cannot use this ability against a creature that you have attacked within the past 10 minutes.

Additionally, you can attune your senses to determine if any of your favored enemies lurk nearby. By spending 1 uninterrupted minute in concentration (as if you were concentrating on a spell), you can sense whether any of your favored enemies are present within 5 miles of you. This feature reveals which of your favored enemies are present, their numbers, and the creatures’ general direction and distance (in miles) from you.

If there are multiple groups of your favored enemies within range, you learn this information for each group.


Scalecaller Conclave - Crim
Wyvern - Crim
Aerodynamic scales

2 Hind legs
2 Winged forearms
Medium beast, Neutral

Armor Class: 15
(10+3prof+1dex+1Nat=15)

Hit Points: 22 (5d8)
13 (3d8) +2d8 for level 5.

Speed: 30 ft., fly 50 ft.

Str 16, Dex 12, Con 10, Int 7, Wis 14, Cha 12

Skills: Perception +5, Stealth +4, Athletics +6, Survival +5

Senses: darkvision 60 ft., passive Perception 14

Languages: —

Challenge 1/2 (100 XP)

Steady Breath. The companion can breath normally at high altitudes.

Actions
Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 4 (1d4+3prof+3str) piercing damage (1d6 if Large, 1d8 if Huge).

Level 3 Evolution Pool: 5 Points.
Level 4 Evolution Pool: 7 Points.
Level 5 Evolution Pool: 8 Points.

2 Points - Medium Build - Your companion’s size becomes medium.

This evolution can not be repeated.

2 Points - ASI STR +2 - Your companion can increase one ability score of your choice by 2, or it can increase two ability scores of your choice by 1. As normal, your companion can't increase an ability score above 20 using this evolution. This evolution can be taken more than once and has a cap equal to how many ASIs and feats you have gained from your Ranger Levels.

1 Point - Stabilizing Saliva. - Your companion’s saliva becomes a coagulant. As an action, your companion can stabilize an unconscious and dying creature within 5 feet of it. This evolution can not be paired with any poisonous bite evolutions.

This evolution can not be repeated.

1 Point - Improved Natural Armor. - Your companion’s scale hide becomes tougher. Their natural armor increases by 1. This evolution can be repeated, but the max amount of times your companion can take this evolution is equal to half your proficiency bonus, rounded down.

1 Point - Improved Fly Speed. - Your companion’s flying speed increases by 10 feet. This evolution can stack with itself and other sources up to a maximum of 80ft.

1 Point - Improved Fly Speed. - Your companion’s flying speed increases by 10 feet. This evolution can stack with itself and other sources up to a maximum of 80ft.


 


Scalecaller - Companion's Bond.
Companion's Bond
Your animal companion gains a variety of benefits while it is linked to you.

The animal companion loses its Multiattack action, if it has one.

The companion obeys your commands as best it can. It rolls for initiative like any other creature, but you determine its actions, decisions, attitudes, and so on. If you are incapacitated or absent, your companion acts on its own.

When using your Natural Explorer feature, you and your animal companion can both move stealthily at a normal pace.

Your animal companion has abilities and game statistics determined in part by your level. Your companion uses your proficiency bonus rather than its own. In addition to the areas where it normally uses its proficiency bonus, an animal companion also adds its proficiency bonus to its AC and on their attack’s damage roll. However, should you equip barding to your companion, they lose their proficiency bonus to AC as well as their Natural Armor bonus if they have one.

To determine the AC of your Animal Companion, it’s: 10 + your proficiency bonus(2) + your companion’s Dexterity modifier.(+1)

If your companion has natural armor, it’s: Natural Armor + your proficiency bonus + your companion’s dexterity modifier.(1+2+1)

To determine saving throw DC for some companion abilities, it’s: 8 + your proficiency bonus + the ability modifier aligned to your companion’s effect.(8+2+x)

Your animal companion gains proficiency in two skills of your choice. It also becomes proficient with all saving throws.
-Survival, Athletics.

For each Ranger level you gain after 3rd, your animal companion gains an additional hit die and increases its hit points accordingly. However, should you add a new genome to your companion at levels 7 and 15, your companion’s hit dice total is reduced by 2 for each new genome. However, should you continue with your initial genome(s), add 1 hit dice to your companion’s hit dice total.

Whenever you gain an Ability Score Improvement or feat from your Ranger levels, the cap of Ability Score Improvement evolutions you can take increases by 1. With the Ability Score Improvement evolution, your companion can increase one ability score of your choice by 2, or it can increase two ability scores of your choice by 1. As normal, your companion can't increase an ability score above 20 using this feature unless its description specifies otherwise.

Your companion shares your alignment, and has a personality trait and a flaw that you can roll for or select from the tables below. Your companion shares your ideal, and its bond is always, "The ranger who travels with me is a beloved companion for whom I would gladly give my life."

Your animal companion gains the benefits of your Favored Enemy feature, and of your Greater Favored Enemy feature when you gain that feature at 6th level. It uses the favored enemies you selected for those features.

Companion Trait
People see an animal and underestimate me.
Companion Flaw
My idea of hello is a flurry of licks to the face.

 


Loyalty Benefits
Loyalty 1

Nightshade
At 1 Loyalty a Night Guard member ingests this strange concoction and is granted a +1 to all their attributes. This effect is fueled by the power of the Shadowfell and its effects fade if a Night Guard leaves the faction. If the Night Guard leaves in disgrace these effects are instead reversed. The result of this substance causes the Night Guard to forever be tainted by the Shadowfell and therefore always detect as evil. This cannot be disguised, suppressed, or removed.

Loyalty 2
Crimson Geld

"My blood, from neck of white is given to thee, drink deeply and know of me"

The Night Guard is Infused with the power of vampirism.

Benefits
+2 Strength, +2 Dexterity
200ft Darkvision
+20 Movement speed
Wild Shape - Once per long rest, you may transform into a bat

Detriments
You cannot eat food or drink water, you may only gain sustenance from fresh blood. This blood can be of any kind.
You gain -1 MV from each mission you complete

 


Ranger Feature 4/Feats
Ranger Feature 4/Feats
Sharpshooter
PHB
p170
You have mastered ranged weapons and can make shots that others find impossible. You gain the following benefits:
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.


Monk Feature 1
Monk Feature 1
Unarmored Defense
Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.

Martial Arts
At 1st level, your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are shortswords and any simple melee weapons that don't have the two-handed or heavy property.

You gain the following benefits while you are unarmed or wielding only monk weapons and you aren't wearing armor or wielding a shield:

You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.
You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.
When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven't already taken a bonus action this turn.
Certain monasteries use specialized forms of the monk weapons. For example, you might use a club that is two lengths of wood connected by a short chain (called a nunchaku) or a sickle with a shorter, straighter blade (called a kama). Whatever name you use for a monk weapon, you can use the game statistics provided for the weapon on the Weapons page.


Ranger Feature 5
Ranger Feature 5
Coordinated Extra Attack
Beginning at 5th level, you and your animal companion form a more potent fighting force. When you use the Attack action on your turn, you can either attack twice, instead of once, or, if your companion can see you, you can forfeit one of your attacks to have your companion use its reaction to make a melee attack.

This does not stack with the Extra Attack class feature of other classes.

Your companion’s attacks are considered magical for the purposes of bypassing resistance.

Creation MV 0 Avail.
Feb 15th can use creation.
Class/Racial Features & Traits