Gwylimene 'Grim' Vruumn

Gwylimene 'Grim' Vruumn

Freed from one prison of madness in the Fae-wood, and tossed into another by Oloken'hai. Grim lives in service to the Dark Truth.

Physical Description

General Physical Condition

Slender

Body Features

Tattoos of fractal eyes running up his forearms, a branding mark from Oloken'hai.

Facial Features

Sharp, angular. Has a hooked nose and sunken eyes.

Identifying Characteristics

A knowing smirk he almost never drops.

Physical quirks

Rarely stops smiling, even when inappropriate.

Apparel & Accessories

Dark red creeping silk armor inlaid with webbed patterns, covered by a red mantle.

Mental characteristics

Personal history

Gwylimene was born from the madness of the Fae Wood in Dolten. Taken as a boy, he remembers nothing of his formative years. His first memories are of Oloken'hai gazing into his mind in awe of it remaining unbroken while assailed with dark whispers of pleasure and pain for a good century. Seeing fit to claim a prize, The Dark Truth guided him out of the woods and into the clutches of the creeping death, the patrons, and any others that might savor the chance to snuff out an agent of The Old One.   It is with great cleverness and equal charm that Gwylimene found a calling in luring unsuspecting men into a false sense of security with song and drink, before shattering a love of life itself. It turns out feebler men can't handle hearing the sound of unseelie fae mating songs through a bard's birdpipe without often losing their minds or lives. And a good few folk in Dolten are happy to pay good coin to get rid of an annoyance, as well as lift spirits in dark times. Grim, as he became to be known by simpler folk that did not quite understand his outlook on life, was happy to provide both services with great pleasure and passion.

Gender Identity

Male

Sexuality

Yes

Education

The endless whispers of Oloken'hai, and a thousand lost souls.

Employment

Busking, assassination, odd jobs that suit his style.

Accomplishments & Achievements

Became The Seeking One at level 1 by doing absolutely nothing.
Became the Laughing One by engaging in global politics willingly for some reason.

Mental Trauma

Grim spent a century essentially socially isolated from any real contact while being constantly bombarded by the voices of thousands. As a result, he is a psychopath that enjoys wearing bits of personalities he carried with him and collects a piece of every time he takes a life.

Intellectual Characteristics

Uncomfortably charming, cunning, never angry in his 'normal' mood. Can get grumpy when he's forced into a position where he has to drop his mask and be himself. Tends to act without consideration of the safety of himself or others, but never takes a gamble he isn't confident in.

Morality & Philosophy

Life just needs more fun, and by fun Grim means everyone opening their eyes to the lies they hide behind, so they may shatter their worldview and open their hearts to Oloken'hai.

Taboos

Grim will not kill something if he thinks he can watch it break first. Will not exploit children, being exploited himself as a child it may be the only thing he has some semblance of conscience for.

Personality Characteristics

Motivation

Break the minds of the weak and bring them into service of Oloken'hai. Take the lives of those not needed to face the calamity and that might stand in his way. Use those who are needed without knowing they are being wielded.

Savvies & Ineptitudes

High social acuity, tends to be aware of the right words to use to sway opinions. Pretends to be a bit of fool to hide his nature, but this act can often cause him to act foolish at disadvantageous times.

Likes & Dislikes

Likes: Strong drinks, witnessing desperation, Oloken'hai Dislikes: Acting 'normal', Wondox

Unbroken by madness, embraced by dark whispers. Mostly just enjoys a good tune, stiff drinks, and shattering the lies men tell themselves to feel safe though.

View Character Profile
Alignment
Chaotic Evil
Age
146
Date of Birth
Unknown
Children
Gender
Male
Eyes
Hazel
Hair
Rainbow, missing violet
Skin Tone/Pigmentation
Pale lavender
Height
5'4"
Weight
126
Known Languages
Common, Elvish

Gwylimene 'Grim' Vruumn

Dark Elf Race
Dolten/Fae-Lost Origin
Bard /College of Whispers (7) Rogue (2) 9 Class & Level
Chaotic Evil Alignment
Oloken'hai Deity
The Ever Eye Faction
The Laughing One Rank/Position
11 Loyalty
Company

Strength 10
+0
Dexterity 19
+4
constitution 14
+2
intelligence 11
+0
wisdom 14
+2
charisma 18
+4
Total Hit Dice 9d8
Hit Die
1dD8+2
+4 proficiency bonus
+0 Strength
+7 Dexterity
+2 Constitution
+0 Intelligence
+6 Wisdom
+8 Charisma
saving throws
+5 Acrobatics
+4 Animal Handling
+2 Arcana
+1 Athletics
+12 Deception
+2 History
+4 Insight
+6 Intimidation
+2 Investigation
+10 Martial
+2 Medicine
+2 Nature
+6 Perception
+12 Performance
+8 Persuasion
+2 Religion
+5 Sleight of Hands
+12 Stealth
+4 Survival
skills

 
44
MV
2
Prestige
2
Attunement Slots
15
Armor Class
74
Hit Points
+5
Initiative
35, 20 burrow, 5 swim, 5 climb
Speed
Rapier[roll1d20+6]1d8+3
Dagger[roll1d20+6]1d4+3
Attacks
Weapons: Rapiers, shortswords, hand crossbows, simple weapons, longswords
Armor: light armor, Creeping Silk Armor
Tools: Birdpipes, Lute, Flute, Disguise Kit, Forgery Kit, Alchemists' Supplies, Thieves Tools, Smith's Tools
Languages. Common, Elven, Thieves' Cant
Skills: Deception(Bard Expertise), Perception, Performance(Bard Expertise), Persuasion, Stealth(Rogue Expertise), Martial(Rogue Skill + Expertise)
Skill Cap training: +2 CHA Cap
Proficiences
Cantrips: Minor Illusion, Viscious Mockery, Message, Dancing Lights (racial), Green-Flame Blade (Feat, Cold damage)
1st: Bane, Dissonant Whispers, Healing Word, Detect Magic, Faerie Fire (racial 1/ day)
2nd: Hold Person, Invisibility, Enhance Ability, Darkness(racial 1/day)
3rd: Enemies Abound, Dispel Magic, Bestow Curse (Feat, 1/LR)
4th: Dimension Door
Spellcasting
5027 GP 8 SP
Masterwork rapier
Rapier
5 Daggers
backpack
a bedroll
1 costume
5 candles
5 days of rations
2 Bandoliers (equipped)
waterskin
50 ft Silk Rope
Birdpipes
Lute
A set of fine clothes
a disguise kit
a set of weighted dice
3 Antitoxin
50 ft Silk Rope
6 Potion of Greater Healing (1 inventory locked/unusuable)
1 Potions of Invisibility
3 Lighting Resistance Potions (x1 in bandolier 2)

6 Drow Poison
1 superior healing potion(x1 bandolier 2)

2 Potion of Lightning Resistance Reagents

Thieves' Tools
Climber's Kit
Scroll of Feather Fall
1 Alchemist's Fire
1 assassin's blood
8 Basic Poison
1 Pale Tincture
1 hash roll
Masterwork Creeping Silk Armor
You gain a +2 bonus on Dexterity (Stealth) checks that rely on moving silently, and you can crawl without spending extra movement.
The time it takes to don and doff is reduced to 3 rounds. Walking, swimming and climbing speeds are increased by 5 feet. This gives you a swim and climb speed of 5 feet if you did not already possess them.




Stored away:
18 Crafting Tokens
"Whispers on the Wind" Blueprint (1400/4000 GP)
3 common poison reagent (In base)
Sphinx Plushie (In base)
Personal research notes of a servant of Oloken'hai. (In base)
Crude white flag that reads "King W\apl" (Mounted atop faction base)
Cantor of Chaos Costume (In base)
“777 Ways to Cook A Turkey"(In base)
Turkey bone dice(In base)
Turkey Mask(In base)
Turkey Plushie(In base)

Pet: Basilisk Lizard

Magic Items:

Mantle of the Last Hearth
Mantle - Major Rare (2,450gp) - Attunement

While attuned to and wearing this mantle, you gain the following abilities and features:

• You gain a +2 bonus to your Charisma score, and gain resistance to Acid damage.

• Rekindle the Flame: You gain advantage on death saving throws, and while dying, you heal for an additional 1d6 hit points whenever you would be healed.

 


Grifter's Guile

Grifter’s Guile
Being crafted by Áin Stáldans
Wondrous (Tooth Cap) - Rare (1320gp, 14 days to craft)

Carved from the tooth of a werewolf fang and infused with madness, this tooth cap fits perfectly onto one's canine, sharp and fierce.

Insightful Lying. When you make a Charisma (Deception) check you can add +3 to the roll. You can use this ability after you roll but before you know the outcome. This ability has three charges, with all uses refreshing at midnight.

Selfish Trickery. Whenever you would grant advantage on Dexterity (Stealth) checks to an ally, you can instead use your reaction to grant that advantage to yourself. You can use this ability three times per day, with all uses refreshing at midnight.

[Base Material, Enchantment, Spell Invocation x3, Special Crafter]

 


Blue Bunny Mask

Blue Bunny Mask 4 Wondrous (Mask) - Minor Rare (1,650 gp) A mask made by a simple mask maker named Dimitri Redpaw. As an action, you can summon a blue carrot and eat it to regain 1d4 hit points. For one minute after eating the carrot, your walking speed is increased by 5 feet which doesn’t stack with itself. This ability has three uses, which refresh at each dawn. This item is Glorybound.

Juhyo's Frozen Heart

Juhyo’s Frozen Heart
Tier 2 Prestige Mission Reward (Mission Reward)
Wondrous (Heart) – Very Rare (5,000gp) – Attunement: Spellcasting/Pact Magic Class Feature - Worthy 1

Once the core of an elemental formed from dozens of lost souls. Now it lies unbeating and unmoving, but the silent whispers of the spirits once trapped within seem to speak in your mind as you gaze into the chilling blue crystal.

Your Constitution score is increased by 3, up to a maximum equal to your ability score cap.

False Flesh. As a bonus action, you surround yourself with an icy shell. You gain 15 temporary hit points until the end of True Combat, or they are expended through damage and these temporary hit points cannot stack with any others. So long as you possess these temporary hit points your melee weapon attacks deal an additional 1d8 cold damage on a hit. You can use this feature once, regaining the use after finishing a long rest.
If your alignment is Evil, you increase the temporary hit points to 20, and deal an additional 1d10 cold damage on a hit rather than 1d8.
Bitter Cold. The icy nature of the Juhyo lingers in its stilled heart, imbuing you with a similar essence. You gain a burrow speed in snowy or icy terrain up to 10-feet.
If your alignment is Evil, this movement speed is increased by 10 feet.

Feast on the Lost. A faint power pulses as you let loose a chilling attack, you feel the opportunity to capture this power as it surges. After you deal cold damage from a spell, you may use a reaction to restore a 3rd level spell slot as a full caster, or a 2nd level spell slot as a half caster. You can do this twice, regaining both uses after finishing a long rest.
If your alignment is Evil, you gain an additional use of this feature.

This Beating Heart of Mine. You gain resistance to cold damage as the mist that is emitted from this heart wraps around you, protecting you from even the harsh winds of the mountains.
If your alignment is Evil, you also reduce fire damage by 3.

This item is Glorybound.

 


The Captains True Saber

The Captains True Saber
+2 Scimitar - Major Very Rare (7,000gp) - Attunement

Such a fancy saber was once owned by an ostentatious pirate. His fauty garb were a facade to hide his crippling debt and addiction to prostitutes. Lets hope you don't follow his path. And if you do, maybe your luck will be better.

Your Dexterity score increases by 2 and your Charisma score increases by 1, up to a maximum equal to your ability score caps.

Attacks made using this Scimitar deal an extra 3 force or psychic damage on a hit.

Bravado. The spirit of the charismatic captain who once wielded this blade fills you with gumption. When you make a melee weapon attack against a creature, you can make a Charisma (Performance) check vs their Wisdom (Insight). If you beat their total, you gain an additional 1d4 to the attack roll. You can use this feature 4 times, regaining all uses after finishing a long rest.

Watch Me, And Only Me. You take a dramatic pose, sparkles and other glittering effects fly off of you. As an action, you can force up to 2 creatures within 60 feet of you to make a DC 16 Wisdom saving throw or become distracted by you for the next minute. During that time, they take a -3 penalty to attack rolls made against creatures other than you. They make additional DC 16 Wisdom saving throws at the end of their turn to remove this effect. You can use this feature twice, regaining both uses after finishing a long rest.

Rope Tricks. As an action, you can cause ethereal ropes to shoot out from around you. For the next 10 minutes the ropes move like tendrils and pull you through the air, giving you a 20 foot fly speed. You can do this once, regaining the use after finshing a long rest.

This item is Glorybound.

 


Equipment
The Ever Eye
Faction
The Mad Man
Stat Array
Racial:

Racial
Superior Darkvision: Accustomed to the depths of the Underdark, you have superior vision in dark and dim conditions. You can see in dim light within 120 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.

Fey Ancestry: You have advantage on saving throws against being charmed, and magic can't put you to sleep.



Trance: Elves don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is "trance.") While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep. If you meditate during a long rest, you finish the rest after only 4 hours. You otherwise obey all the rules for a long rest; only the duration is changed.

Sunlight Sensitivity: You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight. Drow Magic You know the dancing lights cantrip. When you reach 3rd level, you can cast the faerie fire spell once per day; you must finish a long rest in order to cast the spell again using this trait. When you reach 5th level, you can also cast the darkness spell once per day; you must finish a long rest in order to cast the spell again using this trait. Charisma is your spellcasting ability for these spells.

Emperor’s Gift. You gain a +2 to your initiative rolls.


Church

Lip Service
Proficiency in a Skill of your choice (Deception)

 


Origin:

Origin

Having lived in fear, Doltenians are much harder to scare. You gain a +3 bonus to saving throws vs. Fear effects.


Corruption Ability: You suffer the wrath of the druids of the storm. You have vulnerability to lightning damage.

The Fae-Lost walk with a strange air about them. This strange presence has made some things easier on you. Your spell DC for Enchantment spells is increased by 1.



Class:
Bard
Class


Bardic Inspiration: You can inspire others through stirring words or music. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d6. Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time. You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest. Your Bardic Inspiration die changes when you reach certain levels in this class. The die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level.

Font of Inspiration
Beginning when you reach 5th level, you regain all of your expended uses of Bardic Inspiration when you finish a short or long rest.

Jack of All Trades
Starting at 2nd level, you can add half your proficiency bonus, rounded down, to any ability check you make that doesn't already include your proficiency bonus.

Song of Rest (d6)
Beginning at 2nd level, you can use soothing music or oration to help revitalize your wounded allies during a short rest. If you or any friendly creatures who can hear your performance regain hit points by spending Hit Dice at the end of the short rest, each of those creatures regains an extra 1d6 hit points. The extra hit points increase when you reach certain levels in this class: to 1d8 at 9th level, to 1d10 at 13th level, and to 1d12 at 17th level.

Expertise
At 3rd level, choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies. (Performance, Deception)

Psychic Blades

When you join the College of Whispers at 3rd level, you gain the ability to make your weapon attacks magically toxic to a creature’s mind.
When you hit a creature with a weapon attack, you can expend one use of your Bardic Inspiration to deal an extra 2d6 psychic damage to that target. You can do so only once per round on your turn.

The psychic damage increases when you reach certain levels in this class, increasing to 3d6 at 5th level, 5d6 at 10th level, and 8d6 at 15th level.

Words of Terror

At 3rd level, you learn to infuse innocent-seeming words with an insidious magic that can inspire terror.
If you speak to a humanoid alone for at least 1 minute, you can attempt to seed paranoia in its mind. At the end of the conversation, the target must succeed on a Wisdom saving throw against your spell save DC or be frightened of you or another creature of your choice. The target is frightened in this way for 1 hour, until it is attacked or damaged, or until it witnesses its allies being attacked or damaged.
If the target succeeds on its saving throw, the target has no hint that you tried to frighten it.
Once you use this feature, you can’t use it again until you finish a short or long rest.

Countercharm:
At 6th level, you gain the ability to use musical notes or words of power to disrupt mind-influencing effects. As an action, you can start a performance that lasts until the end of your next turn. During that time, you and any friendly creatures within 30 feet of you have advantage on saving throws against being frightened or charmed. A creature must be able to hear you to gain this benefit. The performance ends early if you are incapacitated or silenced or if you voluntarily end it (no action required).

Mantle of Whispers

At 6th level, you gain the ability to adopt a humanoid’s persona. When a humanoid dies within 30 feet of you, you can magically capture its shadow using your reaction. You retain this shadow until you use it or you finish a long rest.

You can use the shadow as an action. When you do so, it vanishes, magically transforming into a disguise that appears on you. You now look like the dead person, but healthy and alive. This disguise lasts for 1 hour or until you end it as a bonus action.

While you’re in the disguise, you gain access to all information that the humanoid would freely share with a casual acquaintance. Such information includes general details on its background and personal life, but doesn’t include secrets. The information is enough that you can pass yourself off as the person by drawing on its memories.

Another creature can see through this disguise by succeeding on a Wisdom (Insight) check contested by your Charisma (Deception) check. You gain a +5 bonus to your check.

Once you capture a shadow with this feature, you can’t capture another one with it until you finish a short or long rest.

Rogue

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


Thieves' Cant
During your rogue training you learned thieves' cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves' cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly. In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves' guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.

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


 


Faction:
Faction

Cackling Mad - Faction members are immune to insanity and confusion. Gain proficiency with Wisdom saving throws.

The Eye - An eye of the faction members choice has a spiraling pupil, marking them as a member. This can be hidden at will, unless in the direct presence of a powerful holy symbol of the White Pantheon or Wondox.

Attribute Cap Increase - +2 Intelligence; This boosts the maximum of an ability score but not the score itself.

Ambassador of The Ever Eye - +5 to max HP

At Loyalty 2, the Song of Sorrow creates within you a seed of madness, a primal, visceral reaction to the overwhelming sadness. Choose from one of the following boons to determine how the seed blooms within you.

Visions of Flesh
Why does everyone believe that this could be immoral? Such beauty-- how could something wrong produce something so perfect and good? The way the blood fountains, the diminuendo of screams...incredible.

Boon: All spells or abilities you cast/use gain a +1 to the DC of their saving throws. This cannot benefit item DC’s.
Bane: You cannot become proficient in the medicine skill, and if you are already so you lose it while you possess this ability (remember that expertise is a multiplier).


 

Feats

Lineage of Burden:

The curse upon your ancestor by Synonyne Twelvestar follows you in your skin, but in some cases, people have been able to manifest it into more. You gain the following benefits:

Your Drow Magic trait expands; you know the Green-Flame Blade cantrip, except it is an inky blackness that deals cold damage instead of fire damage. At 7th level, you can cast Bestow Curse once per long rest each.
Once per turn when you deal damage with a melee spell attack, you can reduce target’s movement speed by 10 feet until the end of its next turn. This is considered a curse.
Once per round, whenever you would deal radiant damage with a spell, you can heal yourself a number of hit points equal to the lowest of your Wisdom modifier or Charisma modifier (Minimum 1).



 

Class/Racial Features & Traits

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