Mako

Mako

Mako is a Kuo-Toa from Mage Coast who lost contact with his old tribe after an attack by an unknown creature. He found temporary refuge in Majital before heading north towards Krazax to serve the Linnorms and gain Power

Physical Description

General Physical Condition

Mako is short and stocky in appearance. His skin is blue however, along his head and body are stripes of red; a gift granted by his newfound faith. His feet are webbed and a long dorsal fin runs along his back.

Mental characteristics

Mental Trauma

Cheese.

A wronged Kuo-Toa who once longed for vengeance but now wishes to grow powerful to protect those around him.

View Character Profile
Age
25
Children
Weight
150 lbs

Mako

Kuo-Toa Race
Bloodwave Bay(Mage Coast) Origin
Cleric 8 Class & Level
True Neutral Alignment
Lorita Deity
The Linnorm Lord Faction
Hoarder Rank/Position
10 Loyalty
Company

Strength 16
+3
Dexterity 12
+1
constitution 16
+3
intelligence 11
+0
wisdom 19
+4
charisma 10
+0
Total Hit Dice 5
Hit Die
1d8+3
+3 proficiency bonus
+3 Strength
+1 Dexterity
+3 Constitution
+0 Intelligence
+7 Wisdom
+2 Charisma
saving throws
+1 Acrobatics
+4 Animal Handling
+3 Arcana
+6 Athletics
+0 Deception
+0 History
+7 Insight
+3 Intimidation
+0 Investigation
+7 Martial
+7 Medicine
+0 Nature
+7 Perception
+0 Performance
+0 Persuasion
+0 Religion
+1 Sleight of Hands
+1 Stealth
+4 Survival
skills

 
32
MV
1
Prestige
1
Attunement Slots
20
Armor Class
87
Hit Points
+1
Initiative
30 Walk, 30 Swim
Speed
Attacks
Arcana
Athletics
Insight
Intimidation
Martial
Medicine
Perception

Simple Weapons,Shields Light/Medium Armor

Common, Undercommon, Primordial(Linnorm)

Trained:
Plate Armor
Daborakian Kite Shield
Woodcarvers tools
Battleaxes
Krazaxian Waraxes
Proficiences
Wisdom
DC 14
Cantrips
-Firebolt
-Green-Flame Blade (Wizard)
-Guidance
-Mending
-Word of Radiance
-Light
Wisdom + Cleric prepared spells
Spellcasting
289 GP 6 SP
22 Crafting Token

Bandoliers x2

x1 Potion of Superior Healing
x3 Potion of Greater Healing
1x potion of healing
x1 Scroll of Gentle Repose

 


Other Consumables

x1 potion of Growth
x2 potion of healing
x1 Scroll of Calm Emotions
x1 Scroll of Gentle Repose

 


Mako's Quargur Hunter - ATTUNED

Mako's Quargur Hunter
Crafted by Mako
+1 Katar - Major Rare (2,000gp, 20 Days) - Attunement

A needlessly complex Katar hastily made in response to the threat of an imaginary creature Maul made up suddenly becoming real.
The handle is made from the branches of Treepo with small metal spikes on the sides to allow for climbing and gripping onto the sides of large creatures. The blade is a an old bone spearhead Mako kept as a keepsake. It has been refurbished and modified to fit to the handle of the katar. Additionally, the blade has been reinforced with metal and seemingly arbitrary protrusions have been added along the sides and base of the blade.

This weapon has the following mundane properties:
Attacks made using this weapon deal an additional 1 cold damage.
Attacks made using this weapon deal an additional 1 lightning damage.
Attacks made using this weapon deal an additional 1 poison damage.

Quargur Repelling Strike. Whenever you hardcast green flame blade you deal an additional 1d4 fire damage on a hit.

Climbing Claw. You gain a 30 foot climb speed.

 


Reprise from Fear

Tier 2 Prestige Mission Reward (Mission Reward)
Wondrous (Sack) - Rare (2,000gp) - Attunement

This item is a Bag of Holding which can only be accessed by its attuned user. Its extradimensional space can contain a maximum of 500 lbs and 64 cubic feet.

You gain a climb speed of 30 feet. If you already have a climb speed that is less than 30 feet, it increases up to 30 feet.

The Great Escape: As an action, you can extend the bag's drawstring up to 30 feet and cast Rope Trick on it. You can do this once, regaining the use after finishing a long rest.

 


Mundane Gear

Scale mail
Plate Armor
Silver Spear
Mace
Handaxe
Shield
x2 Holy Symbol Lorita
Shadow of Moil Component
Net
Staff
Krazaxian Waraxe
Fishing Tackle

 


Daborakian Kite Shield

Special: Your hand wielding the shield is considered free for the purposes of holding or manipulating small or smaller sized objects, including ammunition and light weapons. You cannot make attacks with such held objects or weapons, nor you cannot perform somatic components with the hand unless it is holding a focus.


Other Junk

Explorers Pack
Hunting trap
a trophy from an animal you killed
A set of traveler's clothes
50ft Rope
x3 Empty Vial
Woodcarver Tools

 

Equipment
The Linnorm Lord
Faction
Madman
Stat Array

Linnorm Lord



Attribute Cap Increase

+4 Max Wisdom; This boosts the maximum of an ability score but not the score itself.


Eldos Daikura - The Mastermind - Awakened

You gain lightning resistance. In addition, you deal an additional 2 lightning damage per lightning damage source. (This effect is additive and stacks with other blessings.)


Fone - First of the Fells - Awakened

You gain cold resistance. In addition, you deal an additional 2 cold damage per cold damage source. (This effect is additive and stacks with other blessings.)


Crovux - Linnormous Blessing

You are blessed with life energy, increasing your hit point maximum by 10.


Kuo-Toa



Amphibious
You can breathe air and water.


Superior Darkvision
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.


Deepwalker
Adapted to even the most extreme ocean depths, you have resistance to cold damage, and you ignore any of the drawbacks caused by a deep, underwater environment.


Slippery
Thanks to the slime-like substance that your skin secretes, you are able to slip from bonds and holds with ease. You gain advantage on ability checks and saving throws made to avoid becoming grappled or restrained.


Sunlight Sensitivity - Negated
Sunlight Sensitivity – NEGATED
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.


Wordwyrd
You are immune to the damage and ill effects produced by glyphs, runes or similar dangers dealing with magical writing.


Otherworldly Perception
As a bonus action, the Goggler can flick a special lens upon their eye that allows them to see beyond the natural realm. For the next hour, you see invisible creatures and objects as if they were visible, and you can see into the Ethereal Plane. Ethereal creatures and objects appear ghostly and translucent. You can use this ability once per short rest.


Whispered Reality
A Goggler has lost a sense of their self from the pain and mental anguish they have suffered, but from this loss they have learned to see things in a new light, and to create their own reality. You suffer disadvantage against any Madness effect, but you can cast silent image with this trait. Starting at 3rd level, you can cast phantasmal force with it, and starting at 5th level, you can also cast major image with it. Once you cast a spell with this trait, you can't cast that spell with it again until you finish a long rest. Wisdom is your spellcasting ability for these spells.



Rage Cleric



Restless Fury
From 1st level, you can cast a spell or cantrip that requires you to make a spell or melee weapon attack as a bonus action instead of its normal casting time. You can use this feature a number of times equal to your Wisdom modifier (a minimum of once), and regain these uses when you finish a long rest.


Channel Divinity (2/rest)
Turn Undead
As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.

A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.

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Channel Divinity: Dire Aura
Starting at 2nd level, you can use your Channel Divinity as an action to create an aura 30 feet around you for 1 minute. All creatures within this aura can score critical hits on a roll of 19 or 20. All creatures that start their turn inside the aura gain a 10 foot bonus to their movement speeds as long as they move in a straight line towards a hostile creature.


Destroy Undead (1/2 CR)

Starting at 5th level, when an undead of CR 1/2 or lower fails its saving throw against your Turn Undead feature, the creature is instantly destroyed.



Insatiable Savagery

Starting at 6th level, you gain resistance to fire damage.

When you cast a spell that deals physical or fire damage, you can add your Wisdom modifier to one physical or fire damage roll of that spell against one of its targets.


Feat



Surface Dweller

Prerequisite: Sunlight Sensitivity

You have spent enough time in the sun that you have grown accustomed to it. You gain the following benefits:
Increase your Wisdom score by 1 to a maximum of 20.
You lose the Sunlight Sensitivity trait.
You gain proficiency with the Perception skill.
Once you take this feat, you learn the light cantrip if you do not already know it. Once you reach 5th level, you can also cast the daylight spell once per long rest. Wisdom is your spell casting ability modifier for these spells.


Class/Racial Features & Traits