Giuseppe Reiter

No title, no given name, middle name, and Family name lost, (a.k.a. Giuseppe Reiter)

Giuseppe Reiter is a rough Child disguised as a man. He has had trauma inflicted, and is still on a path of revenge.

Physical Description

General Physical Condition

Fit and athletic, no big physical ailments and is average body shape. No abnormalities, illnesses or afflictions to be said.

Body Features

deeper green as he gets older, sharp teeth and firm.

Facial Features

Draconic looking face, with two horns jutting out.

Identifying Characteristics

none to speak of.

Physical quirks

Left Hand Dominant

Special abilities

Mostly Martial techniques, some magic, and a Connection to Abgrund des Selbst, his companion and a Wolf.

Apparel & Accessories

Usually brown to blackish clothing, fit for reconnaisance, form fitting armor, and various objects on his person

Specialized Equipment

Various weapons including a Rapier, crossbow, various potions and consumables of different uses. Magical objects such as a watch, classes, a banner, and others.

Mental characteristics

Personal history

The Backstory of Reiter began when he was a young boy of 5. he would play with his brothers and learn of his heritage, the amazing dragons and learn of reverence. until the accident happened. On a local hunting trip to the surface, where the whole tribe came with him. while hunting rabbits in the forest, a group of Vicious Facehorses trampled almost everyone in the tribe, leaving him the only survivor in a forest. alone and on his birthday, He swore to carry this Hatred of Horses throughout his life, as he tried to survive on the surface, since he forgot the way back to his home. The kobold roamed around for a year or so, usually chased off by peasants, nearly run over by horses, and a generally unpleasant demeanor. Eventually, he met a man riding a Donkey, a new type of Horse never before encountered. The man offered him a job, and considering i didnt wanna starve, i decided to take the job. Apparently, Reiter did not know what he was getting himself into, as he just signed up to be trained as a Stablemaster. The next years were a living hell, as Reiter learned Religion, the different types of Equine, the practices of a fighter, and his own form of Stablemastering, known mostly as "Being a Dick to Horses" As time past, and he mastered his Craft of Training Horses, he decided to leave, and his master, Donkey Man Jhim called to him. Knowing life was hard, he decided to give the kobold a name on top of his Racial name, and gifted him the first name of Giuseppe. And so giuseppe went out, and decided to avoid Equine as much as possible. He decided to join The Grasping Hand, as hunting criminals would likely lead him to the boonies where such criminals reside. the unfortunate truth, as he found out, was that he had to learn how to use the Jail Wagon, and more to the point, he had to befriend a Draft Horse who would work with him throughout his career. Life was tough, but that's life, so Giuseppe Reiter sucked it up, and tried to at least "Stand" the draft horse known as Stamper.   After parting ways with Little Fang, and stealing one of her daggers for a scent, Giuseppe located her wolf family and recruited a member of her wolf family. the wolf's Sense of naming is questionable,it was told to me as Unnatural Hunger.,Abyss of Self, as its name. Giuseppe will think long and hard of a suitable Name as his journey continues, his mind somewhat drifting from revenge on all horsekind, to a civil life.Giuseppe finally finishes the Wolfsattel, and being able to talk to his companion, Giuseppe gifts him the name Abgrund des Selbst, and the wolf agree's to the name.   Giuseppe found out a load of Contradictory statements from the Fey wedding(ran by sweetbro), and will likely Research each in his spare time, to confirm or deny them. got statements from 23 different Fey of varying ranks. Giuseppe Realized that his Prestige let them find him, and connect his plight somehow, and may have invited him to prank him. If none of the rumors are true, Fey are officially on his kill list.   During a rather loud break after the fall of Kingvale, Giuseppe worked up the nerves to Confess to his heart's owner, Little Fang, and she replied thus: Ok! But I don't love you! Giuseppe was not surprised, and tried to rationalize it, and figured it was just his age, and has thought to just wait, or accept any oncomers, to spread his seed of Hatred towards Facehorses, or any other equine animals.   During the Halloween Jack's Carnival of Curiosities, Giuseppe got this fortune told: 851 She gazes into her crystal ball, eyes rolling back into her skull. "With your life, your name shall be forfeit."   Giuseppe has changed. Long has it come, and lo, a fishing competition. The depths doth speak, and lo, he approacheth. He who would awaken his mind. Set it ablaze. Seeker now, This one doth continue his path, eyese open for the first time.   During his long wait for a big job, Giuseppe felt a pull and having waited months for the job, he went towards it. He discovered a group who worshipped him that deserves, and it's pull. He helped the group, even seeing the power of a. . .Goliath-like being of power as it make everyone pass out and remove them from the vicinity. Acquiring the job, Giuseppe worked with several others, finding the source of the issue was someone defacing a shrine to his deity, and repaired it. He discovered a suspicious avian man who flew off, trying to deface the shrine again to no avail.   After the small job, Giuseppe returned to Azolon's Chosen and went with the second group. They were able to take out the Lord of the Pit and make him lose his control in the Slave Pits. But Giuseppe discovered linwrick can change into a horse, and has lost any level of friendship or respect for him.   The job was done, the rewards were given and Giuseppe's Hatred for the Grasping Hand has been sated a fair bit with the new carriage. And now, he has trained to learn how to hunt Monstrosities from the academy.

Gender Identity

Him/he

Sexuality

Has feelings towards females of his race, but not much.

Education

Learned how to stablemaster from a horselord, trained how to fight in Khao, after joining the Grasping Hand

Accomplishments & Achievements

Giuseppe's Survival from the tragedy of the Facehorses has made him grow up much faster than he should have. His First job with Jhim made him take up a code of ethics, towards working and his goals. During the Fishing Tournament, he saw evidence of his family's Deity, which made him more religious. During Azolon's Chosen, and the major wait for it, Giuseppe got a bit impatient and did a minor job, discovering. . .a small amount of joy, and comradery for his deity, and those that follow it.

Failures & Embarrassments

His first love, Little Fang, and her destruction of his confession, taught him not to care for love, there are more important things.

Mental Trauma

A fear of horses in large numbers. His family's death right in front of him. His fear of never avenging his family.

Intellectual Characteristics

Perseverance, Integrity, Fair-mindedness, Autonomy.

Morality & Philosophy

Normative Ethics & Philosophy of Religion.

Taboos

Humor any sort of horse.

Personality Characteristics

Motivation

To Kill The Facehorses, and other breeds of Horses.

Savvies & Ineptitudes

Good at tracking his targets down, but rather average.

Likes & Dislikes

Likes chewing jerky, Dislikes Horses. Favorite color is Black, and like's most types of seafood.

Virtues & Personality perks

Prudence.

Vices & Personality flaws

Will kill Horses on sight, if given the chance. Will not give you a second Chance.

Personality Quirks

Grins wildly when happy.

Hygiene

Makes sure to keep his body clean, but his current armor gives the feeling his hygiene is bad, due to it's enchantment.

Social

Contacts & Relations

Azolon, A mafia member known as "The Shade" who he has kept in touch with, as well as a well known bandit group. He took some names down during the Fey Wedding. He also has a list of friends, such as Freya, Adhuil, Bork, and Maurdethaex, as well as Arlo the Smith. He also knows some Oloken'Hai worshippers from Savants of Turmoil who plan to introduce him to a dwarven crafter.

Family Ties

All my family's dead! All my family's dead!

Religious Views

Praise be to Oloken'hai! One eye for safety, 99 for Secrecy.

Social Aptitude

Shows only a Business-like face.

Hobbies & Pets

Hobbies include fishing, devout worship, and Hunting down horses.

Speech

Rather plain, but deep.

Wealth & Financial state

Saves money from jobs, has not invested into anything too heavily.
Species
Ethnicity
Honorary & Occupational Titles
None.
Year of Birth
1179 26 Years old
Birthplace
One of the Deep woods of Daborak.
Children
Current Residence
Grasping Hand's HQ
Gender
Male
Eyes
Yellow
Hair
none
Height
2'5 feet
Weight
29
Quotes & Catchphrases
No.
Known Languages
Common (Grass), Cantor, Draconic (Fang), Wicked: (Infernal), Sylvan (Unseelie)
Character Prototype
Very Serious player who faces all situations with logic.

Phase three.
4/5/2019

The Grasping Hand Tenets are as follow: We are not assassins, accidents happen, sometimes a dog needs to be put down, but don't kill your mark once he is captured. Conduct yourself with professionalism, we don't like slobs. Only go after contracted targets, if you absolutely must deal with something personal, take your hat off, your on your own time. If the local authority or some other faction tries to stop you from turning in your bounty, let them go if you must, take down everyone's name, compile a report, the boss's will take care of it.   Current plans:   (Know this ooc, The Collector owe's The Cardinal for something. .and it is his nightmare. Possible Cardinals include The Collector, Diamond Duke, Prime Ranger, Emperor, The Black Phoenix, Some Druid Lady and another. Confirmed Cardinals include Tyre and Tane the Warded Man. Arcadum said, When asked who know the name of the violet: there are some, but they know the power that they wield. some have chosen isolation, and others service. And some bind themselves within the cardinal. The Cardinal is the first guardian. The Cardinal is the guiding spirit of The Seven. The Cardinal is the First. The Cardinal has been lost for some time.)   Giuseppe turned to Oloken'Hai to hide his secret thoughts. The location of his worship is in Khao, in a small part of the jungle near the edge. The god of Madness' favorite offerings are examples of madness, perhaps scribbled on paper. Likely the Crazy ideas Giuseppe has nightmares about, horses.(example: Giuseppe generally worships to oloken'hai once every 1-2 months.)   There is a pillar in the Grasping Hand HQ, Jackson's Pub, with the following written on it. R.Y. (Richard York.) O.C. (Olga Crushbone) S.W. (Rainbow Holmes / Solomon Warson, previous leader and dear friend) L.M. (Linwrick Mossfoot, priest of the moss.) and the word Five Fingers. (this was the first 5 members of the grasping hand, of which Giuseppe is the last.) as well as A.F. (Arakokana Felegra) and D.D singed and burnt (Dorian Donari.)   Abgrund des Selbst's belongings: The Chewmeat, as well as the horse skeleton in the Grasping Hand HQ.   Giuseppe has a Brand of Azardranthus, Dug into his left leg, that is clearly visible when shown. He has sworn to spread word of her Divine Fire to gain her boon, when her flames rise to the surface. Giuseppe also has a few scales in his neck turned to a violet hue.   Abgrund des Selbst has a new scar across his left eye socket, opposite of his ribs wound, and the scar travels down towards his tail, ending at the tail joint. His second scarring is on his right most frontal paw, from several small bites. His third was a large Graboid fang dug into his skull on the right side, opposite his new claw. His oldest wound is a Large gash across his right ribs. ------------------------------------------------------------ Bhalmond Redfist / Eldritch Knight Fighter / Male Mountain Dwarf - LG Diety: Iass Item Types: Weapons, Armor, Wondrous (Only armor pieces, such as gauntlets, helmets, pauldrons, sabatons, etc., and Smith's Tools) Ability Alignments: Strength, Constitution Faction Forge: No Sp. Attunement: Yes +Bonus: Yes Masterwork: Yes Effects: Earth, Metal, Abjuration, Artifice, Fortitude Flawless: 1 Use each ---------------------------------------------------------------   Imagery of Giuseppe's life before the tragedy. There's an ancient, ancient garden that I see sometimes in dreams, Where the very Maytime sunlight plays and glows with spectral gleams; Where the gaudy-tinted blossoms seem to wither into grey, And the crumbling walls and pillars waken thoughts of yesterday. There are vines in nooks and crannies, and there's moss about the pool, And the tangled weedy thicket chokes the arbour dark and cool: In the silent sunken pathways springs a herbage sparse and spare, Where the musty scent of dead things dulls the fragrance of the air. There is not a living creature in the lonely space arouna, And the hedge~encompass'd d quiet never echoes to a sound. As I walk, and wait, and listen, I will often seek to find When it was I knew that garden in an age long left behind; I will oft conjure a vision of a day that is no more, As I gaze upon the grey, grey scenes I feel I knew before. Then a sadness settles o'er me, and a tremor seems to start - For I know the flow'rs are shrivell'd hopes - the garden is my heart.   Song that was sung during the Flex Luau. I'm here again A thousand miles away from you A broken mess, just scattered pieces of who I am I tried so hard Thought I could do this on my own I've lost so much along the way Then I'll see your face I know I'm finally yours I find everything I thought I lost before You call my name I come to you in pieces So you can make me whole I've come undone But you make sense of who I am Like puzzle pieces in your eye Then I'll see your face I know I'm finally yours I find everything I thought I lost before You call my name I come to you in pieces So you can make me whole! I tried so hard! So hard! I tried so hard! Then I'll see your face I know I'm finally yours I find everything I thought I lost before You call my name I come to you in pieces So you can make me whole So you can make me whole   Has priority with any forked tongue mission (gotten from Curse of the Cultist.)   Horse Kill Counter: 3 Mind Horse Kill Counter: Genocide, millions dead. Blame Canas.   Currently has 3 prestige.   currently has 2/3 attunement slot: The Manticore's Hide, Nadroedd: Essence of the Trickster   Currently 66/66 mv max level currently.   Current games i've played.: game name / DM / MV Lumber Feud - Saitken - 1 The Enemy Inside - Blossora - 2 mv Last Night - Ser Nurp - 1 A Bad Gamble (prestige.) - arcadum - 1 A Bount Brought Low - Ben Hart - 1 Wight men Can't Jump - Blossora - two sessions so 2 mv The Gauntletless Gauntlet - Van - 1 Fantastic Beasts - citizenjoseph - 1 Curse of the Cultists - Stumbler - 6 Savants of Turmoil - Stressful Incantation - 3 Azolon's Chosen - The Slave Pits - 4 Horns of the Viaken - 10 Donation to Spooky Benevolence rp event: 10/13/2019 - 1 Halls of Bharak-Khaz - 16 (prestige) Festival of Dreams event in bards college - 2 mv Dsangir Relief Camp - 3 mv Dsangir event in the proving ground. - 1 mv the haunting of dunmore. - 9 Highlands Staging Camp event - 1 mv   Loyalty 5. ____________________________________________________________   Research: Cavalier of the Beast (the class that Rhinehaus the II and his companion, Grobthar the Fondler.) You must travel to Western Krazax, into the frozen glaciers. There you may find a tribe of humanoids, which Rhinehaus hails from, that you might be able to learn from the Mammoth Lords. Claw Weapons and how to use them: You must seek out the family line of Talisbane, which were known to use Claw Weapons. After using Planar Ally to beseech Oun, the entity responds in turn, and we hear "Seek the Shattered Star." This seems to be a faction devoted to the enemy, and something to destroy. Freya, or something beyond her recommends visiting Mr. O'Cailte and telling him what needs to be destroyed, and showing my scar.   Researching: Nothing! ____________________________________________________________ 0 downtime days.   On the backburner maybe? https://docs.google.com/forms/u/0/d/e/1FAIpQLScC_oaknESfKJWWmRXpDk6D9A0Uny-dqlY68Z9Az1yT2wJ9Ig/formResponse?edit2=2_ABaOnuclvR6kED-i_uyeF_iFwWX7KxB0GFqaec2zkDeqQXXfKHUZ03PzVbzSql78Ci7VKos   -------------------------------------- Bhalmond's Feather-Plate Being crafted by Giuseppe +3 Masterwork Half-Plate - Major Legendary(15,600, 130 days) - Attunement (Ranger) (106/130 days and 12720/15600 gold. does 120 gold a day)   Bhalmond created the main armor, working his skills into an amazingly efficient piece of armor; then he added the feathers as a way to ornament the masterwork craft he made. The armor barely makes a sound when moving, and the attached feathers carry an aura of something like….hunger.   Your Dexterity and Constitution scores are increased by 2, up to a maximum equal to their respective score caps.   Sound-Smothering Feathers: Wearing this armor does not impose disadvantage on stealth checks. You gain a +4 bonus on stealth checks to remain undetected against your favored enemy types.   Survivor of a Thousand Hunts: Your experience hunting the most dangerous prey in the world has given you resistance to many of their nastiest tricks. Once per long rest, you can remove any single condition affecting you as a free action, even while incapacitated. You can only remove up to three levels of exhaustion this way and you cannot use this ability while at 0 hp. Wild Side: Your natural weapons have become much more pronounced. Once per short rest,your teeth and claws sharpen and thicken for one minute, allowing you to make natural weapon attacks with them that deal 1d6 + your Dexterity modifier on hit. You can make an attack with your bite or a claw as a bonus action even if you do not take the attack action on that turn.   The Monster Inside: As a bonus action while under the effects of Wild Side, you can fully embrace the power of the monstrosities hiding in the dark corners of the world. Your claw and bite attacks deal an additional 1d8 acid and 1d8 poison damage for the duration, and you roll damage dice 4 times instead of 2 times when you land a critical strike with a claw or bite attack. At the start of each of your turns after activating this ability, make a Charisma saving throw (DC 10 + the number of saving throws you have made so far). On a successful saving throw, you maintain this form. On a failure, you revert back to normal. You can use this ability once per long rest.   Fear Made Manifest: When you roll a 20 on an attack roll made on a hostile creature in True Combat, you can summon a black, misty monstrosity that coalesces into the form of a hunting dog. The dog shares your initiative count, but takes its turn immediately after yours. Unless you use a bonus action on your turn to control it (allowing you full control over its turn), the dog will single-mindedly target the creature it spawned from with bite attacks. You can only have one summoned creature from this ability active at a time, and you can only resummon a creature with this ability once the currently active one has died. When the creature that spawned the dog dies or becomes unconscious, the dog dissolves into black mist and fades away. The statistics for the fog dog are below.   Due to a material used in this item, you can spend 120 gold per crafting day.   [Base Material, Adornment, Enhancement, Enchantment, Special Crafter]   F O G D O G Medium Aberration STR - 18; DEX - 10; CON - 14; INT - 4; WIS - 8; CHA - 2 6d10 HP - 10 AC Proficiency Bonus: +3 Saves: Strength, Constitution Languages: Understands Deep Speech but cannot speak it. Resistances: Non-magical physical damage, psychic damage. Vulnerabilities: Radiant, Astral Speed: 50 ft Senses: 120 ft. Darkvision, 120 ft. Scent   Actions:   Multiattack: The Fog Dog makes two bite attacks. Bite. Melee Weapon Attack: +7 to hit, reach 5 ft, one target. Hit: 1d10+4 piercing damage. If the target is a creature, it must make a DC 14 Strength saving throw or be knocked prone.   Ravage: The fog dog pours shadowy energy into a prone target near it. The target must make a DC 16 Wisdom saving throw. On a failure, it takes 6d6 necrotic damage and is blinded for 1 minute. On a success, the damage is halved and the target is not blinded. The fog dog may do this twice.

Backgrounds

The Backstory of Reiter began when he was a young boy of 5. he would play with his brothers and learn of his heritage, the amazing dragons and learn of reverence. until the accident happened. On a local hunting trip to the surface, where the whole tribe came with him. while hunting rabbits in the forest, a group of Vicious Facehorses trampled almost everyone in the tribe, leaving him the only survivor in a forest. alone and on his birthday, He swore to carry this Hatred of Horses throughout his life, as he tried to survive on the surface, since he forgot the way back to his home. The kobold roamed around for a year or so, usually chased off by peasants, nearly run over by horses, and a generally unpleasant demeanor. Eventually, he met a man riding a Donkey, a new type of Horse never before encountered. The man offered him a job, and considering i didnt wanna starve, i decided to take the job. Apparently, Reiter did not know what he was getting himself into, as he just signed up to be trained as a Stablemaster. The next years were a living hell, as Reiter learned Religion, the different types of Equine, the practices of a fighter, and his own form of Stablemastering, known mostly as “Being a Dick to Horses” As time past, and he mastered his Craft of Training Horses, he decided to leave, and his master, Donkey Man Jhim called to him. Knowing life was hard, he decided to give the kobold a name on top of his Racial name, and gifted him the first name of Giuseppe. And so giuseppe went out, and decided to avoid Equine as much as possible. He decided to join The Grasping Hand, as hunting criminals would likely lead him to the boonies where such criminals reside. the unfortunate truth, as he found out, was that he had to learn how to use the Jail Wagon, and more to the point, he had to befriend a Draft Horse who would work with him throughout his career. Life was tough, but that’s life, so Giuseppe Reiter sucked it up, and tried to at least “Stand” the draft horse known as Stamper.   After parting ways with Little Fang, and stealing one of her daggers for a scent, Giuseppe located her wolf family and recruited a member of her wolf family. the wolf’s Sense of naming is questionable,it was told to me as Unnatural Hunger.,Abyss of Self, as its name. Giuseppe will think long and hard of a suitable Name as his journey continues, his mind somewhat drifting from revenge on all horsekind, to a civil life.Giuseppe finally finishes the Wolfsattel, and being able to talk to his companion, Giuseppe gifts him the name Abgrund des Selbst, and the wolf agree’s to the name.   Giuseppe found out a load of Contradictory statements from the Fey wedding(ran by sweetbro), and will likely Research each in his spare time, to confirm or deny them. got statements from 23 different Fey of varying ranks. Giuseppe Realized that his Prestige let them find him, and connect his plight somehow, and may have invited him to prank him. If none of the rumors are true, Fey are officially on his kill list.   During a rather loud break after the fall of Kingvale, Giuseppe worked up the nerves to Confess to his heart's owner, Little Fang, and she replied thus: Ok! But I don't love you! Giuseppe was not surprised, and tried to rationalize it, and figured it was just his age, and has thought to just wait, or accept any oncomers, to spread his seed of Hatred towards Facehorses, or any other equine animals. During the Halloween Jack's Carnival of Curiosities, Giuseppe got this fortune told: 851 She gazes into her crystal ball, eyes rolling back into her skull. "With your life, your name shall be forfeit."   After the aftermath of the Kingvale campaign, Giuseppe helped Arlo bury bodies in the town of Greyfield, not sure how much he buried during it.   Giuseppe has changed. Long has it come, and lo, a fishing competition. The depths doth speak, and lo, he approacheth. He who would awaken his mind. Set it ablaze. Seeker now, This one doth continue his path, eyese open for the first time. During his long wait for a big job, Giuseppe felt a pull and having waited months for the job, he went towards it. He discovered a group who worshipped him that deserves, and it's pull. He helped the group, even seeing the power of a. . .Goliath-like being of power as it make everyone pass out and remove them from the vicinity. Acquiring the job, Giuseppe worked with several others, finding the source of the issue was someone defacing a shrine to his deity, and repaired it. He discovered a suspicious avian man who flew off, trying to deface the shrine again to no avail.   After the small job, Giuseppe returned to Azolon's Chosen and went with the second group. They were able to take out the Lord of the Pit and make him lose his control in the Slave Pits. But Giuseppe discovered linwrick can change into a horse, and has lost any level of friendship or respect for him. The job was done, the rewards were given and Giuseppe's Hatred for the Grasping Hand has been sated a fair bit with the new carriage. And now, he has trained to learn how to hunt Monstrosities from the academy.   Time passed, and Giuseppe took a job to fight the viaken, learning of the invaders and coming into contact with one of the deep ones. He helped it out by giving it a high ranking member of the viaken forces they had kidnapped and finished the job safely. After a bit, he did some odd events, such as donations to the Spooky Benevolence, the festival of dreams, helping out with Dsangir before he entered The Halls of Bharak-Khaz. He had received the information was to assassinate a dwarven general, and kidnap two high priority targets, named Warsmith Felgrum Volkhaz and Riftmaster Mordraz Darhul. During the time spent before the hunt, i did some preliminary scouting, becoming good friends with a troop that went with me on the mission. We cleared through duergar after duergar, and eventually we met Azardranthus, and Giuseppe got a brand dug into him on his left leg. During the mission, however, Giuseppe did a prayer to Oloken'hai, which lanzu lutfi heard. He seperated the gnome from the others, worried and the two had a long discussion, in which Giuseppe disclosed the tragedy of his family's sacrifice, almost begging the gnome for some understanding. Despite being worried, lanzu took his words to heart and agreed not to snitch, which relieved giuseppe to no end. With newfound respect for another living being, he had a more cheerful disposition. After this job, giuseppe got a job to deal with the haunting of dunmore, hunting down a issue with a wight, and eventually dealing with it. Afterwards, he visited the Highlands Staging Camp, helping it out. Once this was finished, he went to the starlight tower, where [REDACTED] A flash of red, a roar of battle, the doors open. Cardinal Giuseppe stumbles out with his wolf companion, leaning on each other, his scales are scarred, around his neck some of them have turned violet, however, he stands worthy of at least a fraction of what had been waiting inside. He attempted to research what he had gained, but was met with nothingness. So quietly he waited at the Grasping hand for weeks to think of everything that has happened. He thought long, and hard, but came to a decision. And so he visited the Day of Reflection during the Festival of the Seven, to remember linwrick, Richard York, Olga crushbone, Soloman warsong, and the other members of the Five Fingers he has lost, as well as others he did not expect to think of, such as Roy Wheelhouse, Alistar Blackhoof, Hiram Permys, and Caumo Oaredius. Afterwards, he had talked to Freya and got some revelations about the "enemy" he was to face, and of the title "Cardinal" he was blessed with.   Giuseppe had been quiet for quite a while, before finally finding a job that seems like it could get him the final step to oppose his enemy, so he prepared to head there. Sadly, it was not to meant to be, as he was attacked atop his Fadesteel Carriage. The iiatanas imperium members nyx and sixx are able to quickly knock out the kobold, slay the dire wolf, and convince the world wanderer's that had wandered here. They convince them not to intervene, stating that this is a just arrest, despite not bringing this up with the kobold in question. They left, the II threw the carriage into a ravine, likely letting it blow up, and bringing giuseppe to the city of the elves in the badlands. After arriving, Giuseppe requested Abgrund des Selbst's revive, having the materials but the prison guards refuse this, and the kobold attempts to starve himself, but fails as the guards forcefeed him in some way. (dunno how.) Giuseppe obtains his meeting, and before he can even spit at the emperor, his mind is read, his neck constricted and he is sentenced to death for being a worshipper of Oloken'hai. As freya, myrlene and jonah three-rivers try to argue for my survivor. Freya tells him i am cardinal, and he raises that i am a follower of the mad god, and have sown actions to aid him and betray many. So she raises a chip that she is a Seven (and The Astral Traveler to the emperor alone). He demands i am stripped of all my scales, and branded as a follower of the mad god, which we both agree to, and Freya makes me sign an oath to The Astral Traveler. I reveal to her my first oath, which was to Seek Vengeance on what happened to my family, and to guard my Family's Keepsake for as long as i live, and that it is first. Giuseppe is denied this and makes the Following Oath "I swear by this oath to The Astral Traveler, being i do not know, just as i once swore to a god i didn't know. I, Giuseppe Reiter of a long dead clan, swear that on my life given, that i shall give Undeniable devotion and time to Her, the Seven, and the Red as a whole." And giuseppe follows nyx to get flayed.   After the flaying event, and being brought back to Jackson's Pub, giuseppe begins to recover his sanity, but changes a fair bit, becoming calmer and moodier and more prone to sadness, as he remains in his room. For several days, he debates something he had promised himself, and eventually he invited a number of the people he wished to meet to the bar, where they had a long conversation. He learned of Arakokana Felegra and Dorian Donari's passing, which he immortalized in his own way, by digging them into the pillar of heroes in the bar. He learned that sharing is risky, and won't benefit in the fight, so it's best not to talk of them. He also seemed to make good friends of Dust. As the two began to bond, he wanted to do something and aided in the violet anchors across kalkatesh, but dust had asked a friend and snooped around, and seemed quite hesitant on the final one. The two eventually arrived back at the bar, Giuseppe brought him to his room and the two talked of heavy things. Dust had learned through an unknown cleric (specifically pikari) that giuseppe was indeed a worshipper, The elven emporer did not "imply" that i would die with this, and that i was deserving. Giuseppe, a careful sort demanded information, and who the cleric was in a fit of rage, worried for more than his own life. Dust did not give up his friend, and the two fought a deadly fight, where Giuseppe knocked out dust in less than 24 seconds. In the aftermath, giuseppe wrote three letters, one for dust and lanzu, and two different letters for freya. He eventually took the fadesteel carriage, and left the grasping hand forever, as he roamed the open road, hoping to find someone to lay low. He had felt an inkling of an eye everpresent in the world, but had never seen it before. He begins to pray to Oloken'hai, and has a vision   Your vision blurs, you find yourself appearing in brief flashes, none lasting long enough for even your talents as a ranger allowing you to get your bearings. First on top an icy mountain, then a jungle, a cave, a desert, a great tentacle fills your vision for an instant, rolling plains, open sea, a mountain again, a field of crops. Suddenly you find yourself where you started, a twisted smile crosses your face. You don't know how, and when you focus on it the thought evades you. But you know where to go. He follows the way. As he does, he comes across a dilapidated temple in the [REDACTED]. He goes in, and scouts it out to discover footsteps coming to meet, and hides to overhear them. Giuseppe was welcomed in and treated kindly, and in the final fight, he was able to aid the side of Kalkatesh, transcribing stories of heroes lost, and heroes giuseppe has found. He would later be found in the ever eye's temple, as time passes.   Giuseppe would head out every year to meet up with The Red, to no avail. She never shows. The years were unkind to the kobold, compared to the rest. He wrestled with his mind, as the slow passage of time was filled with naught but training and repetition. He would visit the book of lot, for several hours. He would check in, and train against any who would fight him, testing his body and mind, with new strategies and combat skills. He would work on his new armor, which would be finished after a couple years, and then consult the book before sleep. Every year, like clockwork, he would even leave the temple for an unknown place. He would come back several days later, usually, with a dour look, but never in any true danger. No one was looking for him, and the years dragged. He slowly warmed up to the rest, smiling more and more, treating everyone kindly, and eventually, his dire wolf was nearing the end of it's life. He knew what this meant, and decided to head for steton. He traveled far into steton, to a familiar forest. He would live there for a time, letting Abgrund des Selbst reunite with his tribe, and father a son, after a long conversation. He would help the wolf tribe sire many son's and become a tribe of dire wolves. He would take one of the weakest looking dire wolf children, petting it's frail head as he named the young new charge. "You shall be named Abgrund von Mir. You will be with me for a long time, brother. I hope we can be true friends, like your father was to me." They lingered for awhile, as Abgrund des Selbst begun to tire. The dire wolf told tales to his kids, of the many tastes it had accrued, and the adventures the two had had. Slowly, the clan took to Giuseppe, which he was glad for. But tragedy would continue, as the old dire wolf passed away peacefully, content, with a belly of food, the alpha of his clan, and the truest of friends. Giuseppe left the mountain shortly after, with his new brother, and a clan to check back in. Giuseppe would arrive several months later with a very young dire wolf, just recently born, and would begin to train the young pup. The newest member of the temple could be seen attempting to steal any food from Every member of the ever eye. Giuseppe, after ten years, had trained his new charge, Abgrund Von Mir, into a battle ready dire wolf, and he showed it. The young female dire wolf was devout, to the expected amount a dire wolf could be, and had never tasted combat versus others. Giuseppe would regularly test it in combat, generally proving victorious, and leaving no permanent scars. After a couple years, a Lizardfolk and a child would come back with Giuseppe on one of his binges, and he would explain to any members around that he has sired a child with a mate, they both believe in the true words of Oloken'hai, and she was desperate to rise above her station, most of all. He loved her, for all that meant in his mind, but harbored no feelings of it, it was a false love, to continue his clan. The woman was nice, she was well kept in the temple, and wary of angering the hakumen around. She was given tokens of his love, claiming her as his for the rest to know and respect. A childlike joy filled the halls, as the child could be seen curiously wandering. As years climbed, Giuseppe would teach his son his own ways, as the young kobold learned of becoming a ranger, the future companion he may have, and even his father's true name. For the most part, it was a regular happy family, even in the Temple. He would eventually begin bringing his son with him to his meetings on the road, showing his son how to hide his tracks, and how he is promised to another "god". His son would, on his 8th birthday, ask why he is promised, despite his worship of Oloken'hai. "During the times of troubles, i had been captured by a hateful person, and nearly slain. Only through a singular being's kindness was i spared. i talked to this being, but i had to promise to serve it, and i would if she came to this spot. But its nearing twenty years. . ." * "Maybe she's not in danger? Maybe her service is simply living, following morals taught by her?"* "Heh, maybe. I know a part of her is greedier though. Thanks, Linwrick." As the decade continues and Giuseppe, his charge, and his family are raised, he becomes content, and slowly realizes something deep in his psyche. **His family had never been killed by some fey horses, and the fey court knew.** He had been living a lie buried by childhood. He slowly recalls the past memories of his home, the cold floors of the caverns, the rarely good meal, and the cold intellect of his kind. He was slow minded for his race, but he understood one thing in his youth. Power. He had befriended a great thing, he can't recall, but he had ordered his family dead, and him brought to the surface. The creature humored him, and for the first time in decades of adventuring, Giuseppe regretted his actions. **He had killed his own family.** His life up to this point was a form of madness, but in the madness at the ever eye's base, it became obvious he was nothing much. He became aware of true madness, and contracted it, as a smile broadened his face, and he humored any call, even those of the sheep. He began to talk to anything living in the temple, showing a faint kindness that warms the heart. He had given up his quest for vengeance, for it was nothing but madness. Check desktop for the story of Giuseppe.

Gamenotes

. . . .no reading.

Cardinal Giuseppe Reiter

Kobold. Race
Daborak Stablemaster Origin
Ranger 12 Class & Level
Chaotic Neutral Alignment
Oloken'Hai Deity
member of factionless Faction
Member Rank/Position
0 Loyalty
Company

Strength 12
+1
Dexterity 20
+5
constitution 15
+2
intelligence 13
+1
wisdom 14
+2
charisma 13
+1
Total Hit Dice d10
Hit Die
1d10+2
+4 proficiency bonus
+5 Strength
+9 Dexterity
+2 Constitution
+1 Intelligence
+6 Wisdom
+1 Charisma
saving throws
+5 Acrobatics
+6 Animal Handling
+1 Arcana
+5 Athletics
+1 Deception
+1 History
+6 Insight
+1 Intimidation
+5 Investigation
+2 Martial
+2 Medicine
+1 Nature
+6 Perception
+1 Performance
+1 Persuasion
+1 Religion
+5 Sleight of Hands
+5 Stealth
+6 Survival
skills

 
66
MV
3
Prestige
3
Attunement Slots
22
Armor Class
101
Hit Points
+5
Initiative
30
Speed
Light Crossbowd20+111d8+5 piercing dmg, range 80/320 Loading, Twohanded, ammunition
Masterwork Shortbowd20+111d6+5+1 piercing dmg, range 80/320 Loading, Twohanded, ammunition +1 to dmg from being masterwork.
Daggerd20+91d4+5 Piercing melee. Finesse, light, thrown 20/60
Silver Rapierd20+91d8+5 piercing melee. Finesse.
Abgrund des Selbst's Bited20+82d6+8 piercing + 1d8 lightning l all within 5 feet, seperate attack for each l piercing melee, enemy takes DC 16 STR saving throw or be knocked prone.
Heste Slayer I d20+10 I 1d6+5 slashing + 1d4 fire +1 magic I Finesse, Light.
Chained Lightning l d20+13 l 1d6+5 piercing +1d8 lightning + 2 magic l Ammunition, two-handed
Wild Side I d20+9 I 1d6+5 piercing (can use as bonus action always.
Attacks
Light armor, Medium armor, Shields, Ordesian Buckler, Simple weapons, Martial weapons, and Claw Weapons.
Land Vehicles ( Jail Wagon ), Disguise kit, forgery kit.
Expertise in Alchemists Supplies
Animal Handling, Athletics, Insight, Investigation, Perception, Survival.
Strength and Dexterity saving throws.
Common (Grass), Cantor, Draconic (Fang), Wicked: (Infernal), Sylvan (Unseelie), Deep Speech
Immune to insanity and confusion. Proficiency with wisdom saving throws.

Proficiences
5 spell slots, DC is 8 + Proficiency + Wisdom.
4 first level slots, 3 second level slots, 3 third level slots.

Cure Wounds: 1 action, touch, Verbal and somatic, instantaneous. Heal creature for 1d8+Wisdom. no effect on undead or construct. does 1d8 more per spell slot

Hunter's Mark: 1 bonus action, 90 feet, Verbal, Concentration 1 hour. Choosee a creature. until spell ends, you deal extra 1d6 damage of the same type that you dealt when you hit with weapon, and advantage on perception/survival to find it. if target drops to 0, you can use bonus action on subsequent turn of yours to mark new creature.

Absorb Elements: 1 reaction, self, Somatic. Instantaneous, Abjuration, reacts to Acid, Cold, Fire, Lightning, or Thunder. The spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the spell ends. When you upcast, increase the damage by 1d6 per level.

Pass without Trace: 1 action, self, Verbal, Somatic and Material, Concentration 1 hour. A veil of shadows and silence radiates from you, masking you and your companions from detection. For the duration, each creature you choose within 30 feet of you (including you) has a +10 bonus to Dexterity (Stealth) checks and can’t be tracked except by magical means. A creature that receives this bonus leaves behind no tracks or other traces of its passage.

Healing Spirit: 1 bonus action, Verbal, Somatic, concentration 1 minute. 60 foot radius. You call forth a nature spirit to soothe the wounded. The intangible spirit appears in a space that is a 5-foot cube you can see within range. The spirit looks like a transparent beast or fey (your choice). Until the spell ends, whenever you or a creature you can see moves into the spirits space for the first time on a turn or starts its turn there, you can cause the spirit to restore 1d6 hit points to that creature (no action required). The spirit can’t heal constructs or undead. As a bonus action on your turn, you can move the Spirit up to 30 feet to a space you can see.
When you upcast to 3rd level or higher, the healing increases by 1d6 for each slot level. Out of combat, this spell heals 10d6 per person.

Conjure Animals: 1 action, 60 ft verbal somatic, concentration 1 hour. This also triggers Spawn of the Cobra King. You summon fey spirits that take the form of beasts and appear in unoccupied spaces that you can see within range. Choose one of the following options for what appears:
One beast of challenge rating 2 or lower
Two beasts of challenge rating 1 or lower
Four beasts of challenge rating 1/2 or lower
Eight beasts of challenge rating 1/4 or lower
Each beast is also considered fey, and it disappears when it drops to 0 hit points or when the spell ends. The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which has its own turns. They obey any verbal commands that you issue to them (no action required by you). If you don't issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions. The GM has the creatures' statistics. Sample creatures can be found below. At Higher Levels. When you cast this spell using certain higher-level spell slots, you choose one of the summoning options above, and more creatures appear: twice as many with a 5th-level slot, three times as many with a 7th-level slot, and four times as many with a 9th-level slot.

Water Breathing: Ritual 1 action, 30 feet verbal somatic material. duration 24 hours.
This spell grants up to ten willing creatures you can see within range the ability to breathe underwater until the spell ends. Affected creatures also retain their normal mode of respiration.
Spellcasting
Gold amount: 3750 platinum pieces, 7 gold, 1 silver and 4 copper pieces.
-------------------------------
Magical Equipment:
Bhalmond's Feather-Plate +3 Masterwork Half-Plate - Major Legendary 15,600(Attuned) (only Ranger)
Bhalmond created the main armor, working his skills into an amazingly efficient piece of armor; then he added the feathers as a way to ornament the masterwork craft he made. The armor barely makes a sound when moving, and the attached feathers carry an aura of something like….hunger. Your Dexterity and Constitution scores are increased by 2, up to a maximum equal to their respective score caps.
Sound-Smothering Feathers: Wearing this armor does not impose disadvantage on stealth checks. You gain a +4 bonus on stealth checks to remain undetected against your favored enemy types.
Survivor of a Thousand Hunts: Your experience hunting the most dangerous prey in the world has given you resistance to many of their nastiest tricks. Once per long rest, you can remove any single condition affecting you as a free action, even while incapacitated. You can only remove up to three levels of exhaustion this way and you cannot use this ability while at 0 hp.
Wild Side: Your natural weapons have become much more pronounced. Once per short rest,your teeth and claws sharpen and thicken for one minute, allowing you to make natural weapon attacks with them that deal 1d6 + your Dexterity modifier on hit. You can make an attack with your bite or a claw as a bonus action even if you do not take the attack action on that turn.
The Monster Inside: As a bonus action while under the effects of Wild Side, you can fully embrace the power of the monstrosities hiding in the dark corners of the world. Your claw and bite attacks deal an additional 1d8 acid and 1d8 poison damage for the duration, and you roll damage dice 4 times instead of 2 times when you land a critical strike with a claw or bite attack. At the start of each of your turns after activating this ability, make a Charisma saving throw (DC 10 + the number of saving throws you have made so far). On a successful saving throw, you maintain this form. On a failure, you revert back to normal. You can use this ability once per long rest.
Fear Made Manifest: When you roll a 20 on an attack roll made on a hostile creature in True Combat, you can summon a black, misty monstrosity that coalesces into the form of a hunting dog. The dog shares your initiative count, but takes its turn immediately after yours. Unless you use a bonus action on your turn to control it (allowing you full control over its turn), the dog will single-mindedly target the creature it spawned from with bite attacks. You can only have one summoned creature from this ability active at a time, and you can only resummon a creature with this ability once the currently active one has died. When the creature that spawned the dog dies or becomes unconscious, the dog dissolves into black mist and fades away. The statistics for the fog dog are below.
[Base Material, Adornment, Enhancement, Enchantment, Special Crafter]
F O G D O G
Medium Aberration
STR - 18; DEX - 10; CON - 14; INT - 4; WIS - 8; CHA - 2
6d10 HP - 10 AC
Proficiency Bonus: +3
Saves: Strength, Constitution
Languages: Understands Deep Speech but cannot speak it.
Resistances: Non-magical physical damage, psychic damage.
Vulnerabilities: Radiant, Astral
Speed: 50 ft
Senses: 120 ft. Darkvision, 120 ft. Scent
Actions:
Multiattack: The Fog Dog makes two bite attacks.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft, one target. Hit: 1d10+4 piercing damage. If the target is a creature, it must make a DC 14 Strength saving throw or be knocked prone.
Ravage: The fog dog pours shadowy energy into a prone target near it. The target must make a DC 16 Wisdom saving throw. On a failure, it takes 6d6 necrotic damage and is blinded for 1 minute. On a success, the damage is halved and the target is not blinded. The fog dog may do this twice.

The Manticore's Hide (original Con is 13)
This magical half plate's Dexterity cap increases to +3, and it does not give disadvantage on Dexterity (Stealth) checks. Your Constitution score increases by 2, to a maximum equal to your Constitution ability score cap. Reduce any Necrotic damage you receive by 2. The short cloak smells foul, and any creature with the Scent, Keen Smell, or similar trait that begins its turn within 10 ft. of you takes 2 Necrotic damage. This does not affect any animal companions, bound creatures, or familiars you may have, but other allies are subject.
Major Rare 40 lbs ; This armor was crafted from the hide of a Manticore, enhanced with the shard of watery demise, and enchanted by a ghast tongue. Arlo the Smith assisted in smelting the metalwork and making sure the leather and plates were properly secured. A stock of manticore hide has been attached to the back as a makeshift, short cloak. Though it seems the design intended to allow armguards and leg guards to be linked, the plans were ruined, along with the ability to do so. Thus, it was left to function as half plate armor.

Tactical Retreat (Attunement)
3 times per long rest, you can cast the spell Healing Word as a reaction, using Wisdom modifier as your casting stat, whenever an ally would take damage. if you do so, the target of your healing may ignore one enemy, for the purposes of provoing attacks of opportunity. if your character is a cavalier fighter, this item provides a +2 shield bonus to AC while wielded in one of their hands.
Tactical Retreat Regional Worthy 2 (This item requires a prestige of 2 to wield unless that character has a Daborak Origin, in which case it may be used with any prestige.) Attunement This is a powerful magic banner depicting the symbol of Daborak. This banner occupies one of the characters hands. Having been made with Banner-making, the colors have worn with time, and Touching would probly impact it.

Monstrosity Breakers: 7 bolts remain.
this type of bolt does an extra 1d4 necrotic damage, and ignore's the loading quality of crossbows only when you load. This ammo becomes +1 ammunition when fired against creatures of the monstrosity type, and when gathered, you can gather up to 2 more bolts than normal, but at least 1 bolt always breaks.
These +1 bolts are crafted with manticore quills, especially for ammunition, and tipped with the powers of a werewolf claw each. They have had a ranger's hatred for a certain enemy instilled in them, allowing a hated enemy, more than a favoured one. They have also had mending cast on them to be instilled upon them when fired, to keep them from breaking, or allowing them to be gathered up.

Shadows of Reiter and Abgrund
Pair of Glasses (wondrous) - Major Rare (3,080 gp)
Staring into the abyss.
You have advantage on Intelligence (Arcana) ability checks concerning spells, aberrations, or things eldritch in nature.
Uncanny Vision: Any sunlight sensitivity and darkvision you possess are suppressed, but you can detect any creatures in the Ethereal Plane within 30 feet. You cannot discern the creature's form or type, only a shimmer that signifies its presence.
Detect Madness: You can use an action to begin concentrating on this ability. You can sense whether there are any creatures suffering from confusion or madness, or any object that bears a significant Oloken'hai influence within 500 feet. You learn if they're present, their numbers, and their general direction from you. You can concentrate on this ability for up to 1 hour, but once it ends, it cannot be used again until the next dawn.
You have disadvantage on saving throws to resist fear from aberrations and creatures in the Ethereal Plane.
[base material, adornment, enhancement, enchantment, spell invocation x 1, special crafter]

Heste Slayer - Created by Giuseppe Reiter
+1 Scimitar - Minor Very Rare
Shadows twist around this amalgamation of blackened wood and carburized steel. Taking a broken scimitar, Yora has remade and reinforced the steel with Obsidian Timber to give it the appearance of an axe. What remains of the curved blade spans the arch of the axe head, terminating at two deadly barbs which tear into the shadows nearby. Arcane symbols inscribed by Linwrick pull darkened flames from the timber into the blade, masking the presence of eldritch runes etched into the steel.
This weapon deals an additional 1d4 points of fire damage.
This weapon holds 2 charges, which are refreshed at dusk.
Cinders to Ashes: When you critically hit with this weapon, you can spend 1 charge to deal an additional 1d6 points of fire damage. This damage is not doubled.
Lingering Shadows: As an action when in dim light, you can spend 1 charge to rend the shadows around you and tether them to your blade. While you wield this weapon for the next minute, your movement speed is halved and creatures have disadvantage on Wisdom (Perception) checks to see you in bright light. You can end this ability as a free action.
[Base Material, Enhancement, Enchantment x2 (2 spells), Special Crafter]

Ember Guard
Masterwork Ordesian Buckler - Minor Rare (1,200gp)
While wielding this shield, you gain the following abilities and features:
When a creature misses you with a melee weapon attack, you can use your reaction to make an opportunity attack at that creature. You use a bonus action to don or doff this shield. You can don or doff a Masterwork Ordesian Buckler with an item interaction once per round.
• Fire damage you take is reduced by 3.
• Heart Forge Strike: Whenever you would reactively attack a creature who has missed you using the Ordesian Buckler feature, and you successfully hit your target, that creature suffers an additional 1d4 points of fire damage.

Spricht Mit Wolfsattel
Wondrous (Military Saddle) – Major Rare [2750gp]
This comfy, yet still military style, saddle is tailored to fit snuggly atop a large dire wolf. This saddle is predominately made from various types of leather and adorns a custom seat to provide a smooth and comfortable riding experience. --
While the saddle is set on a wolf and you are sitting within it, your words spoken in Common can be understood by the wolf, and the wolf can verbally communicate back to you in Common in simple phrases consisting of no more than three words. The wolf is considered to have an Intelligence score of 8 for the purposes of verbal comprehension and communication. --
A Stroke of Genius. As an action, you can briefly broaden the wolf’s understanding of the world. For the next minute, the wolf can understand you and your allies when spoken to in Common and can verbally communicate back in Common in full sentences but is still considered to have an Intelligence score of 8 for the purposes of verbal comprehension and communication. Once you use this ability you cannot do so again until next dawn.
[Base Material, Adornment, Spell Invocation x2, Special Crafter]

Chained Lightning
+2 Shortbow - Minor Legendary (90 days, 12,600gp) - Exclusive Attunement: Beast Conclave Ranger
"The Lightning in your step, the fuse to hit the rest."
While attuned to this item you cannot attune to any other item that would benefit your animal companion.
Both your weapon attacks made with this weapon and the attacks of your animal companion deal an additional 1d8 lightning damage on a hit.
Mistral: As a bonus action, you can create a swirling tempest of wind around yourself and your animal companion, granting both of you a flying speed of 30 feet for one minute. You can use this ability once, recharging after a long rest.
While using Mistral, you gain access to the following ability:
Ride the Lightning: As an action, you and your animal companion surge forward with the power of lightning, teleporting up to 30 feet in a straight line, into an unoccupied space you can see. While moving in this way, all creatures you and your animal companion move through and all creatures within five feet of you and your animal companion must make a DC 17 Dexterity saving throw. On a failure, they take 6d6 lightning damage. If both you and your animal companion would effect the same creature with this ability, that creature receives disadvantage on its saving throw. You can use this ability twice, with both uses recharging after a long rest.
[Base Material, Adornment, Enhancement, Enchantment, Spell Invocation x 1, Special Crafter]


--------------------------------------------
Standard Items:
Set of hardy Traveling Clothes - 3 pounds

2 Potion Bandolier - holds up to 3 potions that can be pulled out with an item interaction. Drink it as an action. one holding 1 supreme healing potion, 1 superior Healing Potion and 1 potion of invulnerability. The other holding 1 superior healing potions,1 supreme healing potion and 1 potion of climbing.

Fadesteel Autowagon - Cargo Capacity: 2000 currently ??? pounds carried. This wagon is like a normal wagon except the top is covered and the walls are reinforced with iron and the bars on the entrance work as a rather efficient jail. It functions like a normal wagon and may contain up to 5 prisoners. This wagon is made of fadesteel and is powered by chromatic core, a dangerous piece of spire magic that can explode if tampered with, however this allows the driver of the contraption easy locomotion that requires 8 hours to recharge for every 24 hours of use. This vehicle does not require horses to move. In addition the fadesteel legs of this version of the autowagon, means it moves normal speed when not on a road.

Horn - 2 pounds Used to summon help

Alchemist Supplies - 8 pounds - include two glass beakers, a metal frame to hold a beaker in place over an open flame, a glass stirring rod, a small mortar and pestle, and a pouch of common alchemical ingredients, including salt, powdered iron, and purified water.
Arcana: proficiency allows you to unlock more information on Arcana checks involving potions and similar materials
Investigation: when you inspect an area for clues, proficiency grants you additional insight into any chemicals or other substances that might have been used in the area.
Alchemical Crafting: you can use this tool proficiency to create alchemical items. a character can spend money to collect raw materials, which way 1 pound for every 50 gp spent. the DM can allow a character to make a check using the indicated skill with advantage. as pact of a long rest, you can use alchemist's supplies to make one dose of acid, alchemist's fire, antitoxin, oil, perfume, or soap. subtract half the value of the created item from the total GP worth of raw materials you are carrying.

Explorer's Pack - in the wagon - includes a backpack, a bedroll, a mess kit, a tinderbox, 10 torches, 9 days of rations, a waterskin, and 50 feet of hempen rope strapped to the side of it.

2 Quivers (with 20 bolts each) - 5 pounds.

Miners Pick - in the wagon

1 ten ft. Chains - 20 pounds

Lock - 1 pound

Book - 2 pounds

4 daggers - 4 pounds

light crossbow - 5 pounds

Masterwork Shortbow - 2 pounds

69 Crafting Tokens - nil (IMPORTANT) -----------

4 Saddlebags - 2 pounds on Abgrund

Shovel - 5 pounds

3 Platinum - 3 pounds

2 Potion of Supreme Healing - 2 pounds - heals 10d4+20

3 Greater Healing Potion - 3 pound - heal 4d4+4

13 potion of Superior healing - 3 - heal 8d4+8

2 potions of healing - 3 pounds

2 Potions of Fire Resistance: When you drink this potion, you gain Resistance to fire damage for 1 hour.

4 potions of invulnerability: For 1 minute after you drink this potion, you have Resistance to all damage.

4 Potions of Climbing - 2 pounds - When you drink this potion, you gain a climbing speed equal to your walking speed for 1 hour. During this time, you have advantage on Strength (Athletics) checks you make to climb. The potion is separated into brown, silver, and gray layers resembling bands of stone. Shaking the bottle fails to mix the colors.

1 Scroll of Gentle Repose: You touch a corpse or other remains. For the duration, the target is protected from decay and can't become undead. The spell also effectively extends the time limit on raising the target from the dead, since days spent under the influence of this spell don't count against the time limit of spells such as raise dead.

2 Scroll of Enhance Ability: This allows you to use one of the following buffs.
Bear's Endurance. The target has advantage on Constitution checks. It also gains 2d6 temporary hit points, which are lost when the spell ends.
Bull's Strength. The target has advantage on Strength checks, and his or her carrying capacity doubles.
Cat's Grace. The target has advantage on Dexterity checks. It also doesn't take damage from falling 20 feet or less if it isn't incapacitated.
Eagle's Splendor. The target has advantage on Charisma checks.
Fox's Cunning. The target has advantage on Intelligence checks.
Owl's Wisdom. The target has advantage on Wisdom checks.

2 Transluscent Crystal with Water - nil - Enhancement moderate material for Wondrous - Intelligence based - Water, Vision, Apparition.

Block and Tackle - 5 pounds

Fishing Tackle - 4 pounds

Wolf Plushie - nil

4 Caltrop Bags - nil

2 Ball Bearing Bags - nil

Grappling Hook - in the wagon

Bird Cage for the Kakapo - in the wagon

10 foot pole - 7 pounds

5 Vials - nil

Feather Fall Scroll - 1 pound

Stuffed Spiderling (beany baby) - nil

Letters&documents - nil

Silver Rapier - 2 pounds

Net - 3 pounds

Climber's Kit - 12 pounds

Magnifying Glass - nil

Warrior's Band of a Viaken Thane

Pumpkin Themed Cooking Utensils

black silk embroidered handkerchief. - 0 pounds - embroidered with my initials on an hat being held by a small clawed hand.

Thick fur Cloak for medium sized individual - 10 pounds

Fine Secondary robes that are buttoned on the inside - 2 pounds

Fine Draping hat that goes over the head and horns. - 0 pounds.

Warm blanket from Lanzu Lutfi - 0 pounds

1 Oil of Etherealness - nil - Beads of this cloudy gray oil form on the outside of its container and quickly evaporate. The oil can cover a Medium or smaller creature, along with the Equipment it's wearing and carrying (one additional vial is required for each size category above Medium). Applying the oil takes 10 minutes. The affected creature then gains the effect of the Etherealness spell for 1 hour.
Equipment
member of factionless
Faction
Razzle Dazzle
Stat Array
https://docs.google.com/document/d/1nNCI77REXeIetFpVG39SEGfuMPqnxsRX4Si6nIlwumU/edit#heading=h.wkv0l7213g9b

Attribute cap +2 intelligence.

Abgrund von Mir: Large Beast. (9d8+3repeated) 80 hp. 18 AC. Movement 50 feet. STR:18 DEX:18 CON:16 INT:3 WIS:12 CHA:7 Saving Throws: STR:+8 DEX +8 CON+7 INT +0 WIS +5 CHA +2 Acrobatics +8 Perception +5 Sleight of hands +8 Stealth +8
Forest Camouflage. The wolf has advantage on Dexterity (Stealth) checks made to hide in forest terrain.
Keen Hearing and Smell. The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Pack Tactics. The wolf has advantage on an attack roll against a creature if at least one of the wolf's allies is within 5 feet of the creature and the ally isn't incapacitated.
Relentless (Recharges after a Short or Long Rest). If the wolf takes 15 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead.

Trained Khaoan Kakapo: Small beast, 3 hp, 11 AC speed 5ft fly 40 ft STR1 DEX12 CON 8 INT 2 WIS 12 CHA 8 Perception +4 Bite +3 hit 1 piercing dmg MimiCry: The kakapo can learn to mimic sounds it has heard, it cannot mimic accents, but it can mimic words. a creature that hears the sounds a kakapo make can't tell they are imitations, unless they Succeed at a DC5 insight.

If you are riding and controlling a trained mount or Ranger Companion, you can steer them from the brunt of damage. If your mount was damaged from a Dexterity Saving Throw, they take half of that damage.
This benefit only works when you are conscious.
This benefit stacks with the Mounted Combatant feat (which has also undergone some changes that can be towards the end) and some abilities of Beast Conclave Ranger and Scalecaller Conclave Ranger.

Grovel, Cower, and Beg: As an action on your turn, you can cower pathetically to distract nearby foes. Until the end of your next turn, your allies gain advantage on attack rolls against enemies within 10 feet of you that can see you. Once you use this trait, you can't use it again until you finish a short or long rest.

Pack Tactics: You have advantage on an attack roll against a creature if at least one of your allies is within 5 feet of the creature and the ally isn't incapacitated.

Sunlight Sensitivity: You have disadvantage on attack rolls and on Perception checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.

Darkvision: 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.

Fighting Styles: Archery: +2 to hit with a bow.

Observant: +1 wisdom, if i can see a creature's mouth while it is speaking a language you understand, you can interpret what it's saying by reading its lips, and you gain a passive +5 to Perception & Investigation scores.

A.S.I. +2 to dexterity, Abgrund takes +1 to str/dex., +1 to dex and con, Abgrund evolved.

Favored Enemy(Monstrosity) Greater Favored Enemy (Aberrations): you gain a +4 bonus to damage rolls with weapon attacks against Monstrosities and aberrations. Additionally, you have advantage on Survival and Wisdom (Martial) checks to track your favored enemies, as well as on Intelligence checks to recall information about them. You have advantage on saving throws against the spells and abilities used by a greater favored enemy. (Learned infernal and deep speech.)

Natural Explorer: 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 get 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 would normally. -While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed the area.

Primeval Awareness: 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 its affecting by magic of any sort, its short-term needs, and actions you can take to persuade it to not attack. you cannot use this ability against a creature youve attacked within 10 minutes. also, by spending 1 minute uninterrupted minute by concentration, you can sense any favored enemies within 5 miles of you. this feature reveals which of your favored enemy are present, their numbers, and the creatures' general direction and distance (in miles) to you. if there are multiple groups within range of this ability, you learn information for each group. they also recognize you as a kindred spirit.

Beast Companion Path: With 8 hours of work and 50 gold, calls forth an animal from the wilderness to serve as your faithful companion. Chosen Land Archetype. the brother gains all benefits of companions bond. if the wolf brother is ever slain, the ritual can be repeated to call forth its spirit and create a new body for it. At Ranger levels 9 and 17, you can choose to branch out from a previous selection of animals to a newer group as you master your connection beasts to the point where even monstrosities follow your command. Once you select a new group, it is locked in and you can not summon animals from the previous group.
The only way you can change back to a different group and/or path is through Academies. you can only have one animal companion at a time and can only select animals from the path and group you've chosen. If your animal companion is ever slain, the magical bond you share allows you to return it to life. With 8 hours of work and the expenditure of 25 gp worth of rare herbs and fine food, you call forth your companion's spirit and use your magic to create a new body for it. You can return an animal companion to life in this manner even if you do not possess any part of its body.

Companions Bond: Your companion loses multiattack. Your companion obeys commands as best as possible, roll initiative, but you determine its actions and so on. if im incapacitated or absent, your wolf acts on its own. when using Natural Explorer, you both move stealthily as normal pace. Your wolf uses your proficiency. it also adds proficiency to AC and on their attack’s damage rolls. However, should you equip barding to your companion, they lose their proficiency bonus to AC. To determine the AC of your Animal Companion, it’s: 10 + your proficiency bonus + your companion’s Dexterity modifier.
To determine saving throw DC for some companion abilities, it’s: 8 + your proficiency bonus + the ability modifier aligned to your companion’s effect.
your animal companion gains proficiency in Acrobatics and Sleight of Hand it also becomes proficient with all saving throws. 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 branch out to a new group of beasts within your path, the previous group’s additional hit dice do not carry over.
Whenever you gain an Ability Score Improvement or feat from your Ranger levels, your companion's abilities also improve. 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. However, should you branch out to a new group of beasts within your path, the previous group’s Ability Score Improvements do not carry over. The only way you can reassign your Companion’s ASIs is through Academies.Your companion shares alignment, but has a knack for showing up in the nick of time, but will eat unattended food. its bond is "the ranger who travels with me is a beloved companion for whom i would gladly give my life." your wolf also gains the benefits of favored enemy feature, and Greater favored enemy feature when you gain that.

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

Fleet of Foot: You may use the dash action on a bonus action on your turn.

Hide in Plain Sight: You can remain perfectly still for long periods of time to set up ambushes. When you attempt to hide on your turn, you can opt to not move on that turn. If you avoid moving, creatures that attempt to detect you take a -10 penalty to perception until the start of next turn. You lose this benefit if you move or fall prone, either voluntarily or because of some external effect. You are still automatically detected if any effect or action causes you to no longer be hidden. If you are still hidden on your next turn, you can continue to remain motionless and gain this benefit until you are detected.

Storm of Claws and Fangs: Your animal companion can use its action to make a melee attack against each creature of its choice within 5 feet of it, with a separate attack roll for each target.

Azolon's Chosen: Library of Kasael: Learned Sylvan: (Unseelie)

Cackling Mad: Immune to insanity and confusion. Proficiency with wisdom saving throws.

Title: Cardinal - You have advantage against the first violet effect that you suffer from during combat. You are more resistant to forbidden knowledge. Finally, certain places and abilities may become available to you as time goes on.
Class/Racial Features & Traits

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