Rauth'k d'Veroune (Age: 39)

Rauth'k d'Veroune

A darkened helmed wanderer who wanders the lands of Kalkatesh..   " …. "

Physical Description

General Physical Condition

As solid as a castle wall, and weathered like one too

Body Features

Pale green skin, hairy

Facial Features

Mauled face, visibly scarred and heavily so.

Physical quirks

Right Handed

Special abilities

Snake Tongue

Apparel & Accessories

Fine Armor by the Felegra House worn

Specialized Equipment

Greatswords

Mental characteristics

Gender Identity

Male

Education

Night Guard Training (NG Aspirant)

Mental Trauma

Trauma of Chipmunks, Losing loved ones.

Morality & Philosophy

Everyone can be spared and shown the way, so long as they seek it.

Personality Characteristics

Motivation

Redemption

Likes & Dislikes

His wife and children, family, friends <3

Virtues & Personality perks

Forgiving

Vices & Personality flaws

Too kind, easy to blame himself

Hygiene

Always cleans his armor, and keep orginized

Social

Contacts & Relations

Bards College, Husband to retired member

Family Ties

Maka d'Veroune - (Wife.)   Violet d'Veroune - (Biological Daughter.)   Rose d'Veroune - (Adoptive Daughter.)

Religious Views

Vavren can redeem all

Hobbies & Pets

Kaley, The Giant Riding Lizard

Speech

Snake tongue excesses on the ssss'ssss
Alignment
Lawful Neutral
Species
Birthplace
Dolten
Children
Current Residence
Wanderer
Gender
Male
Eyes
Dark Green
Hair
Bald
Skin Tone/Pigmentation
Greenish pale
Height
6'7
Weight
224 lbs
Known Languages
Orc, Common

Magic Item List / Unique Item List

Silent Speaker   When you hold this necklace with a hand using a use object action, an illusion of the letters and numbers of the common language magically appear and float 5 feet in front you. The letters are large and can be read easily from any side. By touching the various characters, they light up and change color, allowing any who are literate and paying attention to recognize the patterns and read any potential words and phrases. If used in an encounter, you can light up to three characters as a free action, six characters as a bonus action, and nine characters as an action; each one once per turn. Creatures immune to illusions do not see the characters, seeing only empty space instead. The illusion subsides as soon as you let go of the necklace.   ----   Buckling Buckle of Bear’s Bearings. (ATTUNED.)   Attunement   Breastplate   This waistplate (breastplate) carries the marks of Felegra Clothing on its interior. A fine work of clothing, this piece graces its wearer with protection, utility, and fashion in equal parts.   It is considered to be fine clothes for the purposes of looking stylish and presentable.   When worn, it grants the following effects:   You are considered one size larger for the purposes of grappling and shoving. This ability stacks with other magical forms of size modification.   You can add your Constitution modifier to Strength (Athletics) checks to grapple a creature that is at least one size category smaller than you.   [ Bear Hug ] When the wearer of this armor succeeds on a grapple check immediately after moving at least 10 feet in a straight line, you may deal 2d4 bludgeoning damage to the grappled creature. This ability refreshes at dawn every day.   ----   Unshaken Serenity of a Wandering Soul. (ATTUNED)   .5lb This gem, enhanced by the eye of an owlbear, can be placed into a helmet. When done so its magics take hold, and one’s mind feels more secured than before.   While attuned to this item you have advantage on saving throws against Enchantment spells that require a Wisdom saving throw.   (Base Material, Enhancement)
  • Items: ----   Wand of Apathy: Common. Causes a target to feel apathetic for a brief moment. DC 10 Wisdom save to resist.   ----   The Night Light: You can switch between the black and white sides of the hat with an item interaction. While on the white side, the hat radiates bright light out to 10 feet around it, and dim light for another 10 feet. Any darkness magic dispels it. The hat can shed light in this way for up to 1 hour each day, and is refreshed at dawn.   ------   Necklace of Broken Teeth - Wondrous (Necklace) - Rare (1500 Gold) This necklace is made out of all the teeth lost in the grand drunken fist fight and awarded to the last brawler standing.   While worn as a necklace, you gain a +2 to intimidation checks against creatures you are grappling or restraining. [All Slots filled]   -----   Gut Wrench Mug Wondrous Mug - Minor Rare 1400gp A thrifty barkeep’s best friend. Makes any ale seem like a stronger brew! Handy in a bar fight too!   +1 Constitution Saving Throw DC of any liquid drank from this mug   Deals an additional 1d4 acid damage when used to make a weapon attack.   [Base Material, Enchantment, Special Crafter]   -----   Helm of the Whispering Wanderer Crafted by Rauth’k d’Veroune Helmet (Wondrous) - Minor Very Rare (3410gp, 35 days)   The helm is adorned with the branches touched by Druid hands, creating horns on each side, as the bansai seed provides life, located in the front center of the helmet, roots planting itself on the metal and keeping the branches healthy and green.   While wearing this helmet, you gain a +1 bonus on to Intelligence (Nature) checks, and Wisdom (Animal Handling) checks.   This item has two charges, which replenish at dawn.   You can spend one charge to use one of the following effects:   You can cast Speak with Animals once as a ritual using this helmet as a focus for the spell.   When casting the spell Speak with Animals as a ritual, you can reduce the casting time to 1 minute, instead of 10 minutes.   [Base Material, Adornment, Enhancement, Enchantment]   ----   Trotted Steel Prerequisite: Can only be used in armor and barding, and only if made predominantly from metal.   The mighty hooves of the war horse strike upon the metal, trotting upon it and hammering it down with great strength and power.   When this special crafting method is used, the armor or barding automatically qualifies for the +bonus appropriate for its rarity, or otherwise becomes +1 if it is Minor Rare or Rare in quality. Additionally, there is a 50% chance that the armor or barding gains damage reduction to bludgeoning appropriate for its rarity.   If used in armor, the wearer cannot be dismounted while mounted on a mount. If used in barding, the wearer gains a +10 bonus to their walking speed while it is worn.   -----   Ver’are’s Saddle Saddle (Wondrous) - Major Uncommon (875gp) - Attunement   The saddle of an adventurous fellow from the Daborakian military, who oft’ had to wonder where his mount had gone whenever he went. They would find them in the most incongruous of places.   Once per long rest, you can use an item interaction to grant the mount equipped with this saddle a climbing speed of 20 feet for the next 10 minutes. If it is already higher, then the mount’s climbing speed is increased by 10 feet instead.   [Base Material, Enhancement, Spell Invocation x1]   -----   Bearriage Ring - Common - 150gp - 2 days   This silver ring shaped like a bear has been lovingly enchanted with Thuamaturgy and Minor Illusion. When the wearer enters Barbarian Rage this ring lets out a battlecry of a loud bear roar. It can also be used as a Bear Spirit Totem for a Totem Warrior Barbarian.   -----  

    Pets

    Ox (King Ox) Large beast, unaligned Armor Class 10 Hit Points 15 (2d10+4) Speed 30 ft.   STR DEX CON INT WIS CHA 18 (+4) 10 14 (+2) 2 (-4) 10 4 (-3)   Challenge 1/4 (50 XP)   Simply click on a trait or attack to copy a Roll20 macro to your clipboard   Charge. If the ox moves at least 20 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 7 (2d6) piercing damage.   Beast of Burden. The oxen is considered to be a Huge animal for the purposes of determining its carrying capacity.     _____________________ Actions _____________________   Gore. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6+4) piercing damage.   Source: Volo's Guide to Monsters   ----------   Giant Lizard (Kaley)   Challenge 1/4 (50 XP), Large beast , unaligned   HP 19 (3d10) AC 12(+4, Chainmail) SPD 30 ft., climb 30 ft.   Ability Scores STR DEX CON INT WIS CHA 15 (+2) 12 (+1) 13 (+1) 2 (-4) 10 (+0) 5 (-3) Senses Darkvision 30 ft., passive perception 10 Languages None Variant: Hold Breath - The lizard can hold its breath for 15 minutes. (A lizard that has this trait also has a swimming speed of 30 feet.)   Actions Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage.   ----------   Skittering Dark (Chip) Medium Aberration, Chaotic Neutral   AC Class 14(+2, Studded Leather) Hit Points 16 ( 3d6 + 6 ) Speed 30 ft   Ability Scores STR DEX CON INT WIS CHA 6(-2) 18 (+4) 14(+2) 9 (-1) 10 (+0) 3 (-4)   Skills - Stealth +7 Senses - Blindsight 30 ft (Blind beyond this radius.) Passive Perception 30 ft. Languages - Deep Speech (Flayer, Undercommon) CR 3   Cunning Action - The Skittering Dark can take the dash, disengage, or hide action as a bonus action..   Actions   Multiattack - The Skittering Dark can take two claw attacks.   Claw - Melee Weapon Attack: +7 to hit, reach of 5ft, one target. Hit: 7 ( 1d6+4 ) Slashing Damage.

    Wagon Inventory/Weight

    Wagon: (400 lbs) 1 Barrel. (70 lbs) Jug (Oil) (8.02 lbs) 2 Buckets. (4 lbs) 4 Chests. (100 lbs) Iron Pot. (10 lbs) Pitcher. (5 lbs) Rain Catcher. (5 lbs) 5 Tankards. 6 Sacks. (2 Empty)
  • 30 lbs Salt
  • 30 lbs Pepper
  • 30 lbs Wheat
  • 10 lbs Flour
  • 1 Bullseye Lantern (2 lbs) 2 Hooded Lamps (4 lbs) Totem (Bear) 2 Two-person Tent (40 lbs) 4 Soaps Sledge Hammer (10 lbs) 2 Silk Rope (50ft) (10 lbs) Shovel (5 lbs) Portable Ram (35 lbs) 6 Pitons (1.5 lbs) 4 Manacles (8 lbs) 4 Hunting Traps (100 lbs) Hammer (3 lbs) Crowbar (5 lbs) Block and Tackle (5 lbs) 4 Blankets (12 lbs) 4 Bedrolls (28 lbs) Mess Kit (1 lbs) Merchants Scale (3 lbs) Fishing Tackle (4 lbs) Total Weight: 978.52 lbs

    ProcastinateBoi

    Half Orc Race
    Night Guard Aspirant / Dolten Origin
    5 Barbarian (Totem Warrior: Bear) / 7 Fighter (Champion) 12 Class & Level
    Lawful Neutral Alignment
    Ezokhine Deity
    World Wanderer's Faction
    Quartermaster/Ammunitionist Rank/Position
    37 Loyalty
    Solemn Vow Company

    Strength 18
    +4
    Dexterity 14
    +2
    constitution 18
    +4
    intelligence 11
    +0
    wisdom 12
    +1
    charisma 10
    +0
    Total Hit Dice 11
    Hit Die
    1d12, 10+4
    +4 proficiency bonus
    +4 Strength
    +2 Dexterity
    +4 Constitution
    +0 Intelligence
    +1 Wisdom
    +0 Charisma
    saving throws
    +4 Acrobatics
    +2 Animal Handling
    +0 Arcana
    +7 Athletics
    +0 Deception
    +0 History
    +1 Insight
    +4 Intimidation
    +0 Investigation
    +1 Martial
    +1 Medicine
    +4 Nature
    +5 Perception
    +0 Performance
    +0 Persuasion
    +0 Religion
    +4 Sleight of Hands
    +4 Stealth
    +7 Survival
    skills

     
    66
    MV
    4
    Prestige
    3
    Attunement Slots
    17
    Armor Class
    141
    Hit Points
    +2
    Initiative
    40
    Speed
    Artistic Greatsword d20+10 2d6+6+2
    Gut Wrench Mug d20+6 d4+6+2
    Masterwork Battle axe d20+11 d8+6+2+1
    A Father's Wish d20+12 2d6+6+2+2
    Attacks
    Armor: Light Armor, Medium Armor, Shields

    Weapons: Simple Weapons, Martial Weapons

    Skills: Survival, Athletics

    Tools: Ranger Stones, Cartographer's Tools, Land Vehicles, Smith's Tools.

    Rage: 3/3

    Proficiences
    50 ft rope Silk

    Alchemist Tools

    Antitoxin (6) Consumables
    Backpack. Tool
    Bandolier (7) Misc
    Bearriage Ring Clothing
    Buckling Buckle of Bear's Bearings.
    Cartographer's kit Tool
    Crafting tokens (97) Currency
    41,750 Gold Pieces
    1 silver piece
    500 GP worth of Diamond Dust
    Detect Poison and Disease Scroll Document
    Grappling Hook Tool
    Helm of the Whispering Wanderer - Wonderous
    Healer's Kit x 2 (10 Charges each) Tool
    Healing Potions (16) Consumables
    Helm of the Whispering Wanderer - Wonderous
    Map or Scroll Case / (Starry Night Map/Scroll Case) Tool
    Potion of Water Breathing Consumables
    Purify Food and Drink Scroll Document
    Ranger Stone Tool
    The Night Light Commodity
    Unshaken Serenity of a Wandering Soul.
    Wagon (See Journal for Inventory.) Vehicle
    Wanderer's Cloak Clothing
    Scroll of Lesser Restoration. (5)
    Masterwork Battle Axe
    Cold Resist Potions x4
    Silver Javelins x2
    Potion Of Superior Healing
    Necklace of Broken Teeth
    Gut Wrench Mug.
    Skittering Dark (Chip.)
    Smith's Tools.
    x2 Potions of Flame Breath.
    Necrotic Resistance Potion.
    10 Scrolls of Healing Word.
    Deluxe Beholder Plushie.

    Potion of Poison Resistance.
    Artistic Greatsword.
    Masterwork Breastplate. - Worn
    x4 Potions of Climbing.
    x2 Potions of Growth.
    Oil of Slipperiness
    Potion Of Greater Healing.
    Psychic Resistance Potion.
    Masterwork Smith's Tools
    Equipment
    World Wanderer's
    Faction
    Mad Man
    Stat Array
    Night Guard Aspirant You gain +5 to your maximum hitpoints / +1 Constitution / Skill: Perception

    Dolten - You gain a +3 bonus to saving throws vs. Fear effects./ +1 Wisdom
    Dark Vision

    Menacing

    Relentless Endurance - When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can’t use this feature again until you finish a Long Rest.

    Savage Attacks - When you score a critical hit with a melee weapon Attack, you can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit.

    Corruption - You have disadvantage on perception checks made in the sunlight.

    Half Orc

    Languages: Common, Orc, Sylvan

    Quartermaster +5 HP

    World Wanderer Attribute Cap Increase (Constitution +2; This boosts the maximum of an ability score but not the score itself.)

    Tool Proficiencies – Ranger Stones, cartographer's tools, Smith's tools

    Danger-sense

    Level 4 ASI +1 Str/Con

    Totem Warrior (Bear): While raging you have resistance to all damage except psychic damage.

    Fast Movement - 40 Movement Speed.

    Extra Attack - 2 Attacks when making an attack action

    Fighting Style -Great Weapon Fighting: When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

    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.

    Primal Surge - (Loyalty 2) As a bonus action, you heal yourself 4d6 hitpoints and your next damage roll has 4d6 primal damage added to it. Once you use this ability you cannot use it again until you complete a long rest.

    Action Surge: When you reach at second level you can or should push your limits for a while. When it will be your turn you may take one additional action.
    But when you use this function you will have to take rest to start again or use it again. When you would reach at 17th level you will be able to use it twice before rest.

    Improved Critical

    Beginning when you choose this archetype at 3rd Level, your weapon attacks score a critical hit on a roll of 19 or 20.

    Level 9 Feat: Battle Reborn

    Your adventures have taken you to the brink of death more times than your scars would admit, and your resilience when in danger has increased greatly. You gain the following benefits:

  • You have advantage on death saving throws.
  • While you are below half your hit point maximum (round up), you gain +1 to saving throws, attack rolls, and AC.
  • If your Relentless Endurance is activated or the unconscious condition is removed from you during a combat encounter, you gain +5 temporary hit points, and you have resistance to all damage until the start of your next turn.

  • Level 11 Feat: Master Enchanter
  • You can craft magical tools, up to a +bonus equal to half your proficiency. Only you know how to use them while you have this feat.
  • You can add a second special attunement to a magic item.
  • You can spend up to 500 gp with a crafting day to progress any magic item blueprint of yours by half the spent amount. You spend this gold in increments of 100. Progression in this way doesn't destroy items for simultaneous item progression, and these rates spent for the crafting day are unaffected by all crafting progression modifiers. You cannot use this feature again until the next weekly reset.

  • Loyalty 3: Your Ranger training has granted you an advantage on Survival checks made to track humanoids.
    Loyalty 5: Your time spent in the wilderness has enabled you to survive without the aid of civilization. You are able to scavenge for food in even the most desolate places and can find enough food and water to feed yourself and two other creatures while foraging.
    Loyalty 7: Your training in traveling the roads, and off them to protect the travelers, grants you the ability to ignore nonmagical difficult terrain.
    Loyalty 9: Your understanding of Nature and its impact has grown much since you have joined the Wanderers. You gain proficiency in Nature and Survival. If you already possess proficiency in Nature and/or Survival you instead gain a +2.
    Loyalty 11: You have reached the peak of your training, and only truly following the path of the Ranger will take you farther with it than you are now. You gain the ability to cast the Beast Bond and Water Breathing spell once per long rest.

    Remarkable Athlete:

    Starting at 7th level, you can add half your proficiency bonus (rounded up) to any Strength, Dexterity, or Constitution check you make that doesn't already use your proficiency bonus.

    In addition, when you make a running long jump, the distance you can cover increases by a number of feet equal to your Strength modifier.

    Champion of the Bright
:

    Whenever you would critically hit an enemy, all adjacent enemies to you, must make a DC 20 Constitution saving throw or be blinded for 1 round.
    Class/Racial Features & Traits

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