Ollen Tyr

Ollen Tyr

Clickity Clank   Got Demons to Spank   The Hkari March to War!     Bash the Door   To the Floor   No Dungeon is Secure!     Gag and Drug   Some Magical Thug   He Violates the Seal!     When Hkari are Out   Extraplanars we Rout   The Plane is Safe Once More!  

Physical Description

General Physical Condition

A halfling that can lift over ten times their body weight and the muscles to back that claim.

Facial Features

His face bears scars reminiscent of battles he's fought.

Identifying Characteristics

They bear a brand across their left shoulder, though apparently it has been 'cut' out.

Physical quirks

They are right handed.

Specialized Equipment

Their primary weapon is a spiked chitinous quarterstaff with a pulsing venom sack.

Mental characteristics

Personal history

Ollen was a halfling slave up for auction on the Gambler. A demon killed everyone at the auction besides him, as he hid his small form among the corpses. He now fights to slay demons, as those slaves were the closest thing he had to family.

Gender Identity

Male

Sexuality

Heterosexual

Mental Trauma

Enslaved

Intellectual Characteristics

Crafter

Morality & Philosophy

No living creature can be worse than a fiend.

Personality Characteristics

Motivation

I want to slay the Fiend that killed my enslaved brethren.

Likes & Dislikes

I dislike frivolous use of magic.

Social

Contacts & Relations

Neutral to most all factions, but considers the Iitanas Imperium and the Inquisition to be blood brothers as they were the only ones that stood with them in war time.

Religious Views

He hates the deities Babylon, Olokenhai, and Glory for their cult following and worships the Matron of Fate because without her he would be dead.

Social Aptitude

They're very sure in what they say, they generally enjoy socialization, and they find conversation to be much more preferable to combat.

Hobbies & Pets

They make small sculptures out of bone or ivory they find.

Speech

Loud but small.
Species
Honorary & Occupational Titles
Ambassador/Reeve to the Hkari.
Birthplace
Dolten, the Gambler
Children
Current Residence
Daborack, Black Roost
Gender
Male
Eyes
Blue
Hair
Blond
Height
3'4"
Weight
42 lbs
Known Languages
Common, Halfling

Entry 1

Keeping a journal of my days now.   Visited the Grasping Hand today to annul the 'agreement' that basically made us toadies to the thugs and the Lizard with an ego trip Jericho decided that we were suddenly not supposed to converse in their quaint tavern with their spirits and vile tongue. I wonder why they're so hostile.

Nothing here... go on, get.

There, ya happy? Nothing here... now, leave me be!

The Heroes Fight the House

+5 Writing MV, Greater

I've created a monster

+1 MV for creating the Indentured corpse

Flower Power

DM: DR IMP 4 sessions, 5 MV Members: Royce (?), Felix Oakenroot (LG), Mordred Blackwood (?), Skye Ventus (BC) Rewards: Greater Healing potion, 12 CT, 1500 GP, Magic items pending   In this mission the events of note are as follows: a flower shop assistant is tricked by a coven to raise a carnivorous plant, we kill it, and then we track that coven to a druidic festival, where we kill the coven. All members of the group besides Felix assist Royce and Mordred in obtaining the eyes of these hags, whereafter we split ways after talking to some head-achingly moronic Ordean guardsmen. Felix seems fine overall for a druid.

manny2510

Halfling Race
Dolten/Gambler-Born Origin
[Bear Totem Barbarian 5/ Moon Druid 4/Champion Fighter 3]] 12 Class & Level
LN Alignment
Tilt Deity
Hkari Faction
Hellknight Ambassador Rank/Position
24 Loyalty
Company

Strength 17
+3
Dexterity 13
+1
constitution 12
+1
intelligence 10
+0
wisdom 13
+1
charisma 10
+0
Total Hit Dice 9
Hit Die
1d12+1
+4 proficiency bonus
+6 Strength
+1 Dexterity
+5 Constitution
+0 Intelligence
+1 Wisdom
+1 Charisma
saving throws
+1 Acrobatics
+1 Animal Handling
+0 Arcana
+7 Athletics
+1 Deception
+0 History
+5 Insight
+1 Intimidation
+0 Investigation
+5 Martial
+1 Medicine
+0 Nature
+5 Perception
+1 Performance
+1 Persuasion
+0 Religion
+1 Sleight of Hands
+1 Stealth
+1 Survival
skills

 
66
MV
2
Prestige
3
Attunement Slots
24
Armor Class
95
Hit Points
+3
Initiative
25
Speed
Attacks
Calligraphy Tools, Smith's Tools, Light Armor, Medium Armor, Shields, Simple Weapons, Martial Weapons
Proficiences
Spell save DC: 13
Spell Attack: +4
Cantrips: Frostbite, Primal Savagery
Prepped spells
4/4 1st: Entangle, Healing Word
3/3 2nd: Lesser Restoration, Enhance ability
Spellcasting
Bandoleers

1:
Potion of Superior Healing x3

2:

Potion of Psychic resistance
Scroll of Healing Word
Potion of Superior Healing

 


Pre-Buff

Potion of Invisibility
Potion of Water Breathing
Potion of Climbing
Scroll of Longstrider

 


Money

2732.5 GP

 


Mundane Items

Shield
Bandoleer x2
Diplomat's pack -Fine Clothes
Climber's kit
Three Bottles
Chest
Block and Tackle
Sledgehammer
Crowbar.
Steel Mirror
Quarterstaff
Stone Tankard
Collapsing Pole
Navigators Tools
Painter's Supplies
Papers Signed By Alpha Detailing Rights given an investigator in Dolten
Portable Battering Ram
Healer's kit
Hempen rope 50'
Horn etched with symbol of the Hkari
Greatsword
Battleaxe
Hand Axe x2
Javelin x17
Smithing Tools
Explorer's Pack
Masterwork Shield
Daborakian Kite shield
MW Daborakian Kite shield
Red robe
Green robe
Black robe
Catterpillar Medal
Smart Medal

 


Mounts/Pets at Hkari

War Horse with Kit
Warhorse Splint Barding
Weasel

 


Magic Items

Hellrider (At The Spire)
Hkari Myrmidon Plate (a) (+2,3rd continual flame)
Fadesteel Gorget (DR 5/crits)
Ursa Minor (Druidic focus)
Primal Prism
Chitinous Claw (3rd continual flame)
Diplomat's Apparel
Ivory Spine (a)

 


Crafting Materials

Crafting Tokens: 58
Potion of Growth Reagent

 


Consumables

4x T5 Food Tokens (Stone Cold)
2x Potions of climbing
2x Bottled Breaths
10x Alchemist Fire Flasks
10x scrolls of goodberry
5x Scroll of fog cloud
25x scroll of Longstrider
2x Scroll of Darkvision
Scroll of Detect Magic
Scroll of Jump
Scroll of bless
Scroll of cure wounds
Potion of fire breath
5x Potion of Greater Healing
2x Scroll of Healing Word
Potion of Psychic resistance
Antitoxin
Scroll of Protection from Poison
Scroll of Gust of Wind
Potion of Superior Healing
2x Scroll of Moonbeam
2x Potions of Necrotic Resistance
1x Scrolls of Pass Without Trace
11x Scrolls of Healing Spirit

 


Special Crafters



 

Equipment
Hkari
Faction
The Specialist
Stat Array
Gambler-Born

You have always been fast. Trouble is always two steps behind. You gain +2 to initiative checks.

You can't bullshit a bullshitter – Skill Prof – Insight

Corruption Bonus – Roll two d6 after each long rest, you may choose one of the results and gain a +2 to the associated ability score until your next long rest.

1- Strength, 2- Dexterity, 3- Constitution, 4- Intelligence, 5- Wisdom, 6- Charisma.

Corruption Effect: Sometimes bad luck is even worse and even more so for you. Whenever you would roll a 2 on an attack roll, saving throw, or skill check, it counts as though you rolled a 1.

 


Hill Halfling

Lucky: When you roll a 1 on the d20 for an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.

Brave: You have advantage on saving throws against being frightened.

Halfling Nimbleness: You can move through the space of any creature that is of a size larger than yours.

Stout Resilience: You have advantage on saving throws against poison, and you have resistance against poison damage.

 


Tilt

Lip Service: Martial

 


Languages

Common, Halfling (Leaf), Druidic, Wicked

 


Temporary Nilbogism

0/30: You become infected with Temporary Nilbogism. Once per combat, In response to another creature dealing damage to you, you reduce the damage to 0 and regains 1d6 hit points. Once this negates a total of 30 or more damage, you lose this ability.

 


Academies

Calligraphers Tools
Daborakian Kite Shield

 


Feats

Bountiful Luck
Prerequisite: Halfling
Your people have extraordinary luck, which you have learned to mystically lend to your companions when you see them falter. You're not sure how you do it; you just wish it, and it happens. Surely a sign of fortune's favor!
When an ally you can see within 30 feet of you rolls a 1 on the d20 for an attack roll, an ability check, or a saving throw, you can use your reaction to let the ally reroll the die. The ally must use the new roll.

When you use this ability, you can't use your Lucky racial trait before the end of your next turn.

Fortune’s Favor
Prerequisite: Halfling
Fortune smiles upon you more often than it would upon others. You gain the following benefits:
Increase your Charisma or Dexterity by 1, to a maximum of 20. (Dexterity)
Your Lucky racial feature improves as follows:
When you roll a 1, 2, or 3 on an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.
If you possess the Bountiful Luck racial feat, it improves as follows:
When an ally you can see within 30 feet of you rolls a 1, 2, or 3 for an attack roll, ability check, saving throw, you can use your reaction to let the ally reroll the die. The ally must use the new roll. When you use this ability, you can't use your Lucky racial trait before the end of your next turn.


 


Hell Knight Ambassador

Blazing Glory:
In True Combat (combat against a threatening foe), when you roll a 20 on an attack roll, you gain a stack of Blazing Glory. For each stack of Blazing Glory that you have, you deal an additional 5 damage of the weapon or spell's original type against hostile creatures. Additionally, you score a critical hit on a 19 or a 20 when attacking an outsider, which is further increased by 1 if you have the Improved Critical or Superior Critical features as appropriate, and you gain a stack of Blazing Glory if you score a critical hit in this way. All stacks of Blazing Glory fade when True Combat ends.

 


Barbarian 5

Rage 3/3: In battle, you fight with primal ferocity. On Your Turn, you can enter a rage as a Bonus Action. While raging, you gain the following benefits if you aren't wearing heavy armor:
• You have advantage on Strength Checks and Strength Saving Throws.
• When you make a melee weapon Attack using Strength, you gain a +2 bonus to the damage roll. This bonus increases as you level.
• You have Resistance to bludgeoning, piercing, and slashing damage. If you are able to cast Spells, you can't cast them or concentrate on them while raging.
Your rage lasts for 1 minute. It ends early if you are knocked Unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on Your Turn as a Bonus Action. Once you have raged the maximum number of times for your barbarian level, you must finish a Long Rest before you can rage again. You may rage 2 times at 1st level, 3 at 3rd, 4 at 6th, 5 at 12th, and 6 at 17th.

Unarmored Defense: While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a Shield and still gain this benefit.

Danger Sense: At 2nd level, you gain an uncanny sense of when things nearby aren't as they should be, giving you an edge when you dodge away from danger. You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can't be blinded, deafened, or incapacitated.

Reckless Attack: Starting at 2nd level, you can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.

Spirit Seeker: Yours is a path that seeks attunement with the natural world, giving you a kinship with beasts. At 3rd level when you adopt this path, you gain the ability to cast the beast sense and speak with animals spells, but only as rituals, as described in chapter 10.

Totem Spirit: Bear. While raging, you have resistance to all damage except psychic damage. The spirit of the bear makes you tough enough to stand up to any punishment.

Extra Attack: Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Fast Movement: Starting at 5th level, your speed increases by 10 feet while you aren't wearing heavy armor.


 


Druid 3

Wild Shape 2/2: Starting at 2nd level, you can use your action to magically assume the shape of a beast that you have seen before. You can use this feature twice. You regain expended uses when you finish a short or long rest. You can stay in a beast shape for a number of hours equal to half your druid level (rounded down). You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.

• Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiency, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours. If the creature has any legendary or lair actions, you can't use them.
• When you transform, you assume the beast's hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious.
• You can't cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn't break your concentration on a spell you've already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you've already cast.
• You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your special senses, such as darkvision, unless your new form also has that sense.
• You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size. Your equipment doesn't change size or shape to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.

 


Fighter

Fighting Style: Defense
While you are wearing armor, you gain a +1 bonus to AC.

Second Wind
You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level.
Once you use this feature, you must finish a short or long rest before you can use it again.

Action Surge
Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action.
Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.

 


Hkari Plate (+2)

Myrmidon Echelon
The armor takes on a sharper more sinister shape, as dozens of mouths with sharp teeth form closed all around the armor.
Loyalty 1 - As a bonus action you grow dozens of tiny maws on your armor, consuming the blood of those you slay. For 1 minute whenever you kill an enemy you heal 1 hitpoint. You must complete a long rest before you can use this ability again.
Loyalty 2 - Whenever you use the Divine Smite class feature on an evil outsider, you deal an additional 1d8 damage. If you do not have access to the Divine Smite class feature, you can use it once per day as if with a first level spell slot. The extra damage does not count toward the dice maximum provided by the ability.

 


Chitinous Claw

Chitinous Claw crafted by Ollen Tyr +1 Quarterstaff – Minor Very Rare (3200gp)
Claws from an ankheg and bear have been torn from their hosts and attached to the head of a staff. Their tendons wrap around its length, massing in a bulbous sac at its center. The sac beats slowly, causing the claws to twitch and clench as if not quite dead. Twisting opposite the tendons is a channel filled with poison coursing from the sac. At its end, a single massive manticore stinger lays hidden among the claws. The claws tear through flesh and earth alike.*
-While held, this staff gives the wielder a burrowing speed of 10 feet. Harmful residue sticks to the surfaces left behind however, damaging the wielder with 1 point of poison damage for every 5 feet burrowed.
-Deadly Pulse: The sac beats faster with each hit, pumping more and more venom into its targets. Consecutive hits with this staff deal 1 additional poison damage, to a maximum of 4 on the 5th hit. This bonus resets when you miss with an attack or end your turn without hitting with this weapon.
-[Base Material, Adornment, Enhancement, Enchantment x1 (1 spell)]

 


Ursa Minor

Ursa Minor
Being crafted by Ollen Tyr
Wondrous (Spellcasting focus)- Minor Rare (1100gp 11 days)

A hardwood totem ripe with green moss carved into the likeness of a bear

Bears Vigor. This item has three charges, which replenish on a long rest.

While wielding this totem before you take damage, you can expend one charge of this focus to heal 1d4+1 hit points to potentially prevent you from falling unconscious

Claws Of The Wild. While wielding this totem as a spell casting focus your unarmed fist attacks deal 1d4 slashing damage, unless you already have a natural claw attack in which case its damage is increased by 1.

[Base material, Enhancement, Spell Invocation]

 


Diplomat’s Apparel

Fine Clothing (Wondrous) - Uncommon (165gp)

Made from finely crafted silk, you are sure to look more than presentable at whatever party you go to. Made to fit any Medium or smaller creature, these fine clothing will mask any odour of sweat, wine, or blood on it while it is worn. Be sure to keep your hands clean! It also smell faintly of citrus, and has a pocket on the front to place a badge or sigil in.

[Base Material]

 


Primal Prism

Primal Prism
Being crafted by Ollen Tyr
Shield - Minor Rare (1300GP, 13 Days)

A pristine shield chiseled and cleaved from a raw mountain diamond. This prismatic shield is rough and bears many intricate striations of mineral throughout the diamond. The inner most side of the shield bears a basilisk eye, though its opposite side is empty of such features. An ouroborous adorns the front as the shield crest. It reflects and refracts, but with the efforts of a serpent hand, the echoes of terror lurk behind what the light touches.

Diamonds are Forever - Once per day, you can spend a bonus action to plant your shield down and hunker yourself to the earth. When you do this, you increase your AC by 1 until the start of your next turn.

Refraction of Terror - If an enemy were to attack and miss you when "Diamonds are Forever" is active, they must make a DC 13 Wisdom saving throw or take 1d4 psychic damage as they catch a glimpse of something unsightly in the reflections of the shield.

[Base Material, Enchantment, Special Crafter]


 


The Ivory Spine

+2 Battleaxe - Arcadum, Attunement
This battleaxe is made from sharpened ivory.

While attuned to this axe, you gain access to the following ability:
-Whenever you would critically hit a creature with this weapon, that creature suffers a 1d6 penalty to their Dexterity score for the next minute. If creature is killed by this critical hit, that creature is turned into a statue of pure ivory. The statue produced by this effect, regardless of size, is always worth 2,000gp. This can only create an ivory statue of a creature who's CR is not lower than one-half of your character level, rounding down. This weapon can only make three statues per update stream or long rest, whichever is a longer wait.

 

Class/Racial Features & Traits

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