Sabal Everneld

Sabal Everneld (a.k.a. Sabal Ad'daire)

Mental characteristics

Personal history

Born on the Grinning Gambler, Sabal knew a life without mercy from an early age. While his parents still lived, they regaled him with stories of the Old Imperium, a place where all races were happy and united, together under the same banner. Over his next hundred years, Sabal sought out those like him, who had not asked for such a life on the Gambler, banding together with them in communities that sparked hope amid the rotting despair of that place. After one hundred long years, however, an event transpired, one that made him lose all hope in his future on the ship. Dejected, and finding no reason to stay, he set out for the Imperium, hoping that he might at least help to see the dreams of his parents realized within his lifetime.

Education

  • Any academic knowledge was self taught, or learned through experience.
  • He learned to fight from an early age, and passionately pursued the refinement of his talents through spars whenever he could.
  • Learned Elvish from his parents, but once they were gone, he found himself very much to be the only elf he knew. As a result, his Elvish has rusted, forming a noticeable accent.
  • Learned Deep Speech after joining the Imperium, feeling it apt after spending so much of his life in the middle of the ocean.

Morality & Philosophy

  • "There is no such thing as true defeat, so long as lessons are learned and you live to act upon them."

Personality Characteristics

Motivation

  • Seek challenges, and grow stronger from them
  • Protect those that are unable to protect themselves
  • Realize the ideals of the Old Imperium
  • Restore the New Imperium to its ancient glory
  • Keeping Gregory from chopping off his leg

Savvies & Ineptitudes

  • Great at punching things
  • Strives to learn
  • Gregory gives him nerd tips
 
  • Has a tendency to be too competitive
  • Gregory talks out loud

Likes & Dislikes

Likes:
  • Fighting, chaos, etc.
  • New experiences
  • The dark
  • Aurora, Maximillian, Vys, Moth
  • Gregory, sometimes
  Dislikes:
  • Seafood
  • The sun
  • Inaction
  • Repetition
  • Gregory, sometimes

Social

Religious Views

Sabal feels rather neutral toward the vast majority of the deities of Kalkatesh. Until recently, he was hardly even religious. After overcoming many trials, however, he began to think that the guidance of a higher power would serve to aid his path, and thus began inquiring at the various temples for more information on the gods whose icons they housed. Nearly instantaneously, he found himself enamored by the values of Gazenaroc, a deity that emphasizes evolution and change above all else. Promptly, he converted then and there, saying his first prayer in what seemed like decades.

Hobbies & Pets

  • Skitter, a small golden beetle that acts not unlike a mimic. It only moves when no one is looking at it, as some form of survival instinct.

Once an inhabitant of the Grinning Gambler, Sabal now seeks to restore the Iitanas Imperium to its former glory.

View Character Profile
Children
Gender
Male
Eyes
Gray and flaming
Hair
White
Skin Tone/Pigmentation
Ashen
Height
5'5"
Weight
96 lb

Sabal Everneld

Dark Elf Race
Gambler Born (House Ad'daire) Origin
Kensei Monk 9 Class & Level
Neutral Good Alignment
Gazenaroc Deity
Iitanas Imperium Faction
Quartermaster Rank/Position
5 Loyalty
Iitanas Expeditionary Force (I.E.F.) Company

Strength 10
+0
Dexterity 22
+6
constitution 14
+2
intelligence 11
+0
wisdom 16
+3
charisma 12
+1
Total Hit Dice 9
Hit Die
1d8+2
+4 proficiency bonus
+4 Strength
+10 Dexterity
+2 Constitution
+0 Intelligence
+3 Wisdom
+1 Charisma
saving throws
+10 Acrobatics
+7 Animal Handling
+0 Arcana
+4 Athletics
+1 Deception
+0 History
+3 Insight
+1 Intimidation
+0 Investigation
+3 Martial
+3 Medicine
+0 Nature
+7 Perception
+1 Performance
+1 Persuasion
+0 Religion
+6 Sleight of Hands
+6 Stealth
+3 Survival
skills

 
40
MV
2
Prestige
2
Attunement Slots
21
Armor Class
81
Hit Points
+8
Initiative
45 + 22
Speed
Attack NameAttackDamageTypeRangeSpecial Qualities
Tonfa 1d20+9 1d6+6 Blug.Melee, 5ftLight
Unarmed Strike 1d20+9 1d6+6 Blug.Melee, 5ft
Bladed Longbow (Ranged) 1d20+9 1d8+6 Pier.Ranged, 120-480ftHeavy, Two-Handed
Bladed Longbow (Melee) 1d20+9 1d6+6 Slsh.Melee, 5ft.Finesse, Twinned
Attacks
All Proficiencies

  • Dolten Gambler Born: Insight
  • Racial: Perception
  • Lip Service: Animal Handling
  • Monk: Acrobatics, Athletics, Dex saves, Strength saves
  • Tool Proficiencies: Painter's Supplies, Alchemist's Tools, Brewer's Supplies, Calligrapher's Supplies, Cook's Tools [Expertise] (Faction, Kensei Monk, Academies)
  • Weapon and Armour Proficiencies: Simple Weapons, Tonfas, Bladed Longbow, Cestus, Shortswords, Rapiers, Hand Crossbows (Kensei Monk, Dark Elf)
  • Languages: Common (Leaf), Elvish (Imperium), Deep Speech

     

  • Proficiences
    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.
    Spellcasting
    Currency

    Gold - 206
    5 crafting tokens

     


    Magic Items

    Fadesteel Ring (Elven) - This ring provides a +3 to hitpoints. If you are a full elf, it provides +5 instead. (Iitanas Imperium starting equipment - no attunement)

    Gloves of the Flameweaver
    Gloves - Rare (1,700 gp)

    These gloves glow with a flame that slowly sears outwards from the palm, appearing to repel nearby flames.

    If you have one hand free, you can hold it in front of you to walk through nonmagical fire unharmed. If both hands are free, you can cast the Control Flames cantrip using them.

    If you would be in the area of an effect that would cause you to take fire damage, you can use your reaction to grant yourself advantage on the saving throw if both of your hands are free.


    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]


    Fast Flame
    Bracers (Wondrous) - Minor Very Rare (3,500gp) - Attunement

    A scorched leather bracer that seems to light on fire when subjected to high speeds.


    Dazzling Haymaker: When a successful unarmed strike is made, you can use your bonus action to force the creature to make a DC 15 Wisdom saving throw. On a fail, the creature uses its next action to make a melee attack against a randomly determined creature within its reach. If there is no creature within its reach, the creature does nothing on its turn. This ability can be used once per short or long rest.

    Flame Train: For every 20 feet you travel before making an unarmed strike, you can add 1d6 fire damage to the first attack made in the same turn.

    Reflexive Parry: Whenever you would be attacked by an enemy, you can use your reaction to add a bonus to your AC equal to your Dexterity modifier for that attack only. This can be used twice per short or long rest.

    [Base Material, Enchantment, Enhancement]

    Leg of the Obsidian Hope
    Owned by Ironhorn, on loan to Sabal from the Iitanas Imperium bank

    Wondrous - Major Very Rare (6500gp) - Crippling Attunement

    The Soul of the Forge crafted his children with meticulous care, so that they may live lives of their own and accomplish feats while he pursued greater endeavors. Though this is the limb of a Failure, it has been upgraded with the hope to bring it to new horizons, to allow it to see magnificent vistas, and accomplish that which it could not in its unmeasured lifespan. Though it may have been a failure, this item is a testament that not all things are destined to remain as such.

    Upon attunement, the obsidian encapsulates the wearer’s leg and hardens the thigh and calf, attaching to the joints beneath the muscle. Unattuning from this item causes the leg to come loose and sever from the wearer, dealing 3d6 slashing damage. The wearer must have a leg for this to attune to; it cannot compensate for a lack of one without proper adjustment.

    The wearer of this item gains a +2 bonus to AC, resistance to fire damage, and their Dexterity score is increased by 2 up to a maximum of 20. This is affected by ability score cap increase.

    Additionally, the wearer can ignore the first 70 feet when calculating fall damage. When the wearer hits with an unarmed strike, they can make a shove to push a creature 5 feet as part of the attack.

    Additionally, the wearer gains the following benefits:


    Greater Leaping: The wearer’s jump distance is tripled, and their movement speed is increased by their Dexterity score only for the purposes of calculating how far they can jump. Additionally, the wearer need only move 5 feet for a running start.

    Kinetic Force: The wearer reduces all lightning damage taken by 5, and when the wearer suffers lightning damage, the next melee weapon attack the creature makes before the end of their next turn deals an additional 1d6 damage and shoves the target 10 feet back.

    Unrivalled Power: The wearer’s melee attacks made with two-handed weapons deal one extra die of its damage on a hit for the first round of combat.

    The wearer also gains access to the following ability:

    Interceptor: When an ally the wearer can see within 30 feet of them is targeted by an attack or spell, the wearer can use their reaction to move up to their movement speed towards the target if they are aware of it occurring. If they would be directly between the attacker and the target at the end of this movement, they become the target of the attack or effect instead. The wearer can use this ability three times, with all uses refreshing on a long rest.

    Sentience: Gregory
    Alignment: Unaligned

    Mental Ability Scores: Int 16, Wis 14, Cha 10
    Proficiency Bonus: +3

    Senses: Sight, hearing, lifesense 30 feet.
    Communication: Vocal, Telepathy 30 feet.
    Languages: Common (Stone), Dwarven (Peak), Giant (Lesser)

    Special Ability: Gregory has one ability:
  • Polyglot. You can cast the Comprehend Languages spell twice, and the Tongues spell once, and regain all uses on a long rest. If it is used to understand, read, or communicate with a creature speaking a language Gregory knows, Gregory will refuse to let the spell be cast, and translate it instead.

    Skill Proficiencies: Arcana (Expertise), History, Nature.

    Purposes: Gregory has three purposes:
  • 1. To gather arcane knowledge, in order to further its own database and learn greater ways to understand its nature, in order to become whole.
  • 2. To gather historical knowledge, in order to understand the forge, mountains, and obsidian cavern from whence it came.
  • 3. To gather knowledge of nature, in order to understand this thing called ‘beauty’ that the humanoids around it claim to see, with the belief that through knowledge, it will be able to understand the concept of beauty.

    Personality: Gregory is a stoic, almost robotic entity. It functions heartlessly and as forthright and simply as logic dictates for it. The only time it will break past its own understanding of logic is in the pursuit of knowledge, as it believes that through knowledge, it can learn new forms of logic and discover ways in which its prior methods were flawed, so as to refine them.

    To fulfill its purpose, it will read as much as possible and learn as much from its user as it can. It is not an entity that cannot be reasoned with, however; Gregory is logical, and if it is persuaded successfully, it will cease its pursuit of knowledge in order to preserve itself and the knowledge it has already obtained. If a logical reason is not given to Gregory for not pursuing knowledge, it can attempt to forcefully unattune from the wearer, deeming them as a hindrance to their own pursuit of knowledge.

    Gregory can also refuse to attune to a creature with a lower Intelligence score than its previous wearer.

    [ Base Material, Enhancement, Enchantment, Special Crafter]

     


  • Weapons

    Tonfas x6 - Verum Standard
    Cestus x4 - Verum Standard
    Bladed Longbow - Verum Standard
    Arrow x50 - PHB Standard

     


    Armor

    Imperial Robes - Light armor, 13 AC + Dex. This item requires no proficiency to use, but can only be worn by members of good standing in the Iitanas Imperium.

     


    Tools

    Cook's Utensils - PHB Standard

     


    Consumables + Scrolls

    2 Bandoliers

    Consumables:
    16 T4 expertise food tokens

    Potion of Greater Healing x6 - PHB Standard
    Potion of Superior Healing x10 - PHB Standard
    Potion of Growth x5 - PHB Standard
    Elixir of Health x2 - PHB Standard
    Potion of invulnerability x1 - PHB Standard

    Scrolls:
    Darkness x4 - PHB Standard

     


    Pets

    Golden Beetle: A tiny gold beetle, about the size of a gold coin. While incredibly quick, it does not like to be seen while moving. If the viewer blinks, or looks away entirely, it will skitter about as normal, similar to a Mimic.
    Oberon, Giant Deep Bat
    Lesser Flurry (untrained)

     


    Other

    Dungeoneer's Pack - PHB Standard
    Potion Bandolier x2 - Verum Standard
    Citizen Badge - Iitanas Imperium badge of citizenship
    Lord of Blades Body Pillow(?) - ????????????
    Carved Wooden Daborakian Horse - A small wooden horse figure.
    Holy Symbol of Tydus - Found during the Cloaked in Starlight mission.

    Antithesis Ritual Tool: Alteration - Superior Crafting Material
    Charisma Aligned
    Base Material, Enchantment
    Armor, Wondrous
    Slashing, Contest, Shapechanger, Wind, Travel

    Damaged Brass Taladonni Gear x2 - Superior Crafting Material
    Wisdom, Constitution Aligned
    Adornment, Enhancement
    Armor, Shields, Wondrous
    Lightning, Mechanical, Temporal, Preservation

    Sharpened Dream Marble - Flawless Crafting Material
    Strength, Charisma Aligned
    Enhancement, Enchantment
    Armor, Shields, Wondrous
    Psychic, Enchantment, Hope, Fate, Thought, Concentration - Reduces crafting gold cost by 20%, Lucky

    Evermolten Metal - Superior Crafting Material
    Strength, Dexterity Aligned
    Enhancement, Base Material
    Weapons, Shields
    Shapelessness, Adaptability, Creation, Tenacity

    Bellatrix Le Gae'viatia - Superior Special Crafter
    Weapons, Armor, Wondrous
    Strength, Intelligence
    Ice, Cold, Strategy, Protection, Duality
    Faction Forge: No / Special Attunement: Yes / +Bonus: Yes / Masterwork: Yes


    Molvaya Khalazza x2 - Flawless Special Crafter
    Weapons, Wondrous, Shields
    Intelligence, Wisdom, Charisma
    Joy, Mind, Perception, Comets, Astral, Reflex, Speed
    Faction Forge: Yes / Special Attunement: No / +Bonus: Yes / Masterwork: No


     

    Equipment
    Iitanas Imperium
    Faction
    Madman: 10-15-14-11-15-11
    Dolten: +1 Wisdom
    Dark Elf: +2 Dexterity, +1 Charisma
    Leg of the Obsidian Hope: +2 Dexterity
    Elven Accuracy: +1 Dexterity
    Monk 8: +2 Dexterity
    Stat Array
    Origin

    Gambler Born
    +2 Initiative

    Corruption Bonus - Roll 2d6 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.

    Currently Buffed Stat - Dexterity


    Corruption Effect - Whenever you would roll a 2 on an attack roll, saving throw, or skill check, it counts as though you rolled a 1.

    House Ad'daire (Replaces Sub Origin)
    Gaze into the Void!

    Whenever you would damage an enemy with an astral, necrotic, cold, or poison damaging spell, you may reduce that creature's AC by 2 for 1 round. An enemy can only be affected by this ability once ever 24 hours.

    Elven

    Whenever you would trance you may extend this time to 8 hours. If you do you manifest a glowing astral fire in your eyes. During this time you can see invisible enemies and see through any darkness. This effect fades after a long rest.

    Racials

    Dark Elf

    Superior Darkvision of 120ft

    Keen Senses: Perception Proficiency

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

    Trance: Long rest in 4 hours instead of 8

    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.

    Emperor’s Gift: +2 Initiative.

     


    Faction

    Iitanas Imperium

    Iitanas Imperium
    Citizen's Badge, Attribute Cap increase (+2Dex/Int), Painters Supplies, +1 Tool of your choice

    Imperial Robes - Light armor, 13 AC + Dex. This item requires no proficiency to use, but can only be worn by members of good standing in the Iitanas Imperium.

    Imperial Dance: +1AC/Dmg for each additional enemy above 1 in melee, up to +3/+3 for 4 enemies and above. Requires at least 1 one-handed melee weapon in one hand without a shield.

    Aladine's Glory: +1 Dmg with melee weapons for each legitimate threatening enemy (level check) that was killed during this combat.

     


    Classes, Abilities

    Kensei Monk

    Martial Arts
    Current Martial Die: 1d6
    Gain the following benefits while unarmed or wielding only monk weapons and aren't wearing armor or wielding a shield:
  • Finesse for unarmed and monk weapons
  • Optionally roll martial arts die in place of the normal damage of an unarmed strike or monk weapon.
  • After Attacking with unarmed or a monk weapon, optionally make one unarmed strike as a bonus action.

    Ki
    Current Max Ki: 9
    When you spend a ki point, it is unavailable until you finish a short or long rest. You must spend at least 30 minutes of the rest meditating to regain your ki points.

  • Ki save DC = 8 + proficiency bonus + WIS modifier
  • Flurry of Blows: Immediately after you take the Attack action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action.
  • Patient Defense: You can spend 1 ki point to take the Dodge action as a bonus action on your turn.
  • Step of the Wind: You can spend 1 ki point to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn.

    Unarmored Movement
    Current Unarmored Movement Bonus: 15 ft.
    Your speed increases while you are not wearing armor or wielding a shield.

    Path of the Kensei
    Current Kensei Weapons: Tonfas, Bladed Longbow
    Choose 1 melee and 1 ranged weapon to be Kensei weapons. You gain proficiency with them and they are treated as monk weapons.

  • Agile Parry: If you make an unarmed strike as part of the Attack action and are holding a kensei weapon, you can use it to defend yourself if it is a melee weapon. You gain a +2 bonus to AC until the start of your next turn, while the weapon is in your hand and you aren't incapacitated.
  • Kensei's Shot: You can use a bonus action on your turn to make your ranged attacks with a kensei weapon more deadly. When you do so, any target you hit with a ranged attack using a kensei weapon takes an extra 1d4 damage of the weapon's type. You retain this benefit until the end of the current turn.
  • Way of the Brush: You gain proficiency with your choice of calligrapher's supplies or painter's supplies.

    Slow Fall
    You can use your reaction when you fall to reduce any falling damage you take by an amount equal to five times your monk level.

    Extra Attack
    Attack, but twice. Wowee.

    Stunning Strike
    When you hit another creature with a melee weapon attack, you can spend 1 ki point to attempt a stunning strike. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn.

    Ki-Empowered Strikes
    Your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

    Magic Kensei Weapons
    Your attacks with your kensei weapons count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

    Deft Strike
    When you hit a target with a kensei weapon, you can spend 1 ki point to cause the weapon to deal extra damage to the target equal to your Martial Arts die. You can use this feature only once on each of your turns.

    Evasion
    When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

    Stillness of Mind
    you can use your action to end one effect on yourself that is causing you to be charmed or frightened.

     


  • Feats / ASIs

    Elven Accuracy - Monk level 4
    The accuracy of elves is legendary, especially that of elf archers and spellcasters. You have uncanny aim with attacks that rely on precision rather than brute force. You gain the following benefits:

  • Increase your Dexterity, Intelligence, Wisdom, or Charisma by 1, to a maximum of 20.
  • Whenever you have advantage on an attack roll using Dexterity, Intelligence, Wisdom, or Charisma, you can reroll one of the dice once.

    +2 Dexterity - Monk level 8

     


  • Class/Racial Features & Traits

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