Varen Taxus

Varen Willem Taxus (a.k.a. Balmont(Alter Ego))

Physical Description

Body Features

Green Scales, Varen has lost all his hair in his transformation.

Mental characteristics

Sexuality

Whatever he wants

Education

The World Road

Accomplishments & Achievements

-Convinced Verums well known Pirate to give him the Eye of Rorn (1 prestige)

Failures & Embarrassments

His Life

Mental Trauma

A lot

Intellectual Characteristics

Logical, Cunning

Cursed Human turned Yuan-ti searching for revenge and attempting to regain his former sellf and stature

View Character Profile
Year of Birth
1166 39 Years old
Children
Gender
Male
Eyes
Green
Hair
None
Height
6'0
Known Languages
Alot

Varen Taxus

Yuan-ti Race
Orde/In Plain Sight Origin
Mastermind(Rogue) 5/ Shadow Sorc 6 5/6 Class & Level
True Neut Alignment
Wode Deity
Collector Faction
QM/Dealer Rank/Position
12 Loyalty
The Shadow Vaulters Company

Strength 10
+0
Dexterity 18
+4
constitution 12
+1
intelligence 12
+1
wisdom 14
+2
charisma 20
+5
Total Hit Dice 78
Hit Die
1d8/6+1
+4 proficiency bonus
+0 Strength
+5 Dexterity
+1 Constitution
+5 Intelligence
+2 Wisdom
+5 Charisma
saving throws
+4 Acrobatics
+2 Animal Handling
+1 Arcana
+0 Athletics
+13 Deception
+1 History
+6 Insight
+5 Intimidation
+4 Investigation
+2 Martial
+2 Medicine
+1 Nature
+6 Perception
+5 Performance
+13 Persuasion
+12 Religion
+5 Sleight of Hands
+8 Stealth
+2 Survival
skills

 
55
MV
1
Prestige
2
Attunement Slots
18
Armor Class
78
Hit Points
+4
Initiative
30ft/ 20 climb
Speed
Stuff Below 1d1+1 1d1+1
Name Attack Damage Type Range Special Qualities
Fiery Lancet:Shadow Flame +7 1d8 piercing(2d8 in shadow form) 1d6 fire damage 3d6 Sneak Attack
Shortbow +7 1d6 piercing X60 ammo
Silver Dagger +7 1d4 piercing
Vine Blight Bolas +7 1d6+dex 15/60feet You can throw this weapon as a ranged attack using your Strength or Dexterity modifier, with a range of 15/60 ft. and that deals 1d4 + your attacking modifier of bludgeoning damage. If this attack hits a Large or smaller creature, it is also considered to be grappled. The escape DC of this grapple is 12. Until it escapes the grapple, it is also considered to be restrained. At the start of each turn that it is grappled, the creature continues to take 1d6+2 bludgeoning damage. Retrieving the vine blight takes an action, and removes the grappled and restrained conditions. Dealing 10 slashing damage to the vine (AC 12) also frees the creature without harming it, ending the effect and rendering the vine inert for 24 hours.
Throwing Knives +7 1d4 P 20/60
Short Sword +7 1d6 P
Clamps of the Wardens Manacles - Major Rare (2450gp) (http://www.poxpulse.com/images/large/everfrost_manacles_270x310.jpg) These manacles are covered in bands and symbols of arcane energy.. These metal restraints can bind a Small or Medium creature. Escaping the manacles requires a successful DC 25 Dexterity saving throw. Breaking them requires a successful DC 30 Strength saving throw. These manacles come with a key. Without the key, a creature proficient with Thieves' Tools can pick the manacles' lock with a successful DC 25 Dexterity check or DC 25 Thieves Tools check. Grasp of the Judged: As an action, you can make a ranged attack roll with these manacles at a creature within 30 feet. You are considered proficient with the manacles. On a hit the target is grappled as these manacles unleash iron bindings around the target's legs, and the creature must succeed on a DC 13 Dexterity saving throw or fall prone. When grappled in this way, the DC to escape is reduced by 5 for 1 minute.
Ordesian Buckler: +1 AC(17 AC withouth)
Special: When a creature misses you with a melee weapon attack, you can use your reaction to make an opportunity attack at that creature. You use a bonus action to don or doff this shield.
Attacks
-Light Armor
-Exotic Light Armor-Creeping SIlk
-Simple weapons, hand crossbows, longswords, rapiers, shortswords
-Languages: common, Abyssal, Draconic, Thieves'Cant, Dwarvish, Elvish
-Tools Thieves Tools, disguise kit, forgery kit. Brewers Kit (Academy Amateur) Caligraphy Tools (Academy Amatguer 4/8days)
-Gaming Set- Dragon Chess
-Crafting Tokens :78

Proficiences
Cantrips:
Mage Hand
Booming Blade
Message
Prestidigitation
Chill Touch
Poison Spray(r)
Frostbite(r)
Suggestion(1 per long rest)
Animal Animal Friendship(Snakes only)
Sorc Points:6
Level 1:(4)
Disguise Self, Shield, Charm Person
Level:2(3)
Misty Step, Invisibility, Darkness, Hold Person
Level:3(3)
Slow
Spellcasting
Arcane Focus
GOLD:3728
(3325 paid to collector)
Crafting Tokens: 27

ARMOR:Close Call +1 Leather Armor(IN BANK)
ARMOR:Saving Face Studded Leather(In BANK)
ARMOR:Creeping Silk Studded Leather(worn)

Fiery Duelist: Shadow Flame:A lick of black flame occasionally trails from the blade of this rapier as it moves through the air. While in the darkness of night, it feels unnaturally warm to the touch.

Your Dexterity score is increased by 2, to a maximum equal to your ability score cap.

While hiding outside at night, other creatures have disadvantage on their passive checks to notice you.

You can use an action to cast the Shadow Blade spell. If you cast it in this way, the shadows of the spell envelop this weapon to give it the spell's effects, and the spell doesn't require require a verbal component nor requires concentration. The rapier remains a martial weapon and the psychic damage is instead dealt as fire damage, but all other effects of the spell remain, applying them to the rapier as the shadow blade. Once you use this ability, you cannot do so again until the next midnight.
x3 potion bandolier
x3 Scroll case bandolier
-Health potion x14
-19xGreater heals
-Healers Kit
-Burglars pack
-Copper Egg (5gp)
-Elixir of Health
-Daborakian Signet Ring
-8x Throwning Knives
-Mess Kit (11 rations)
-Corrupted Holy Symbol of Fal'el
-Decaying Fetish Amulet--Cantrips that you cast deal an additional 1 necrotic damage.(Worn)
-Taltaken Greaves – While wearing this item, whenever you would hard cast Misty Step, you may teleport up to 100ft instead of 30ft.
-Fuzzy Claw Toe'd slippers--Uncommon (600 Gp, 6 days to craft) While they may look like comfortable slippers they are actually well crafted, and lightly magical climbing gear The wearer gains a climb speed of 20ft
-Mask of the Boogeyman--
This full black porcelain mask is covered in arcane ruins and designs that flow through the masks embossed edges, a shadowy aura surrounds the mask, constantly swirling and shifting, leaving the bearers face an empty veil.

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

-Frightening Gaze: As an action, you can target one creature that you can see that is within 30 feet of you. That creature must succeed on a DC 13 Intelligence saving throw as it views shadowy illusions of its greatest fears, failure indicates the creature is frightened of you for 1 minute. A creature that fails this save can make another save at the end of each of its turns. If a target's saving throw is successful or the effect ends for it, the target is immune to Frightening Gaze for the next 24 hours.
-Shifting Form: As an action you transform your appearance for the next hour; you can use this ability once per long rest, and you must concentrate on this ability as if it were a spell. You decide what you look like, including your height, weight, facial features, sound of your voice, hair length, coloration, and distinguishing characteristics, if any. You can make yourself appear as a member of another race, though none of your statistics change. You also can’t appear as a creature of a different size than you, and your basic shape stays the same; if you’re bipedal, you can’t use this spell to become quadrupedal, for instance. At any time for the duration of this ability, you can use your action to change your appearance in this way again.
-Fear: You gain advantage on saves against the Frightened condition.

[Base Material, Enhancement, Enchantment]
-Bottled Breath
-Golden Mug--5+max HP(Attunement Required)
-Dragon Chess kit (Proficient)
-10x Holy Water
-Glowing Chalkx4
-Pouch of Money Storing
-Glowing Blanket
-Wig of Ever changing Color
-1x basic posion
-Thieves Tools(proficiency+dex)
-Amulet of unknown religion(viakin) "Intertwined snakes forming an S"(Loki)

-Resistance to Necrotic Potionx2
Ice Pony x1 . - Causes bliss, a feeling of energy, and a surge of activity.
Stardust x1 . - Causes a surge of energy, happiness, loss of appetite, and easy irritation.
-Comprehend Languages Scroll x1
-Hold Person Scroll x1
-Silence Scroll x1
-45ft light wire
-60 Ft of Rope
Deep Weep Targe
-Masterwork Thieves tools
-Aid scroll
-Potion of Diminution.
-Scroll of Cloud of Daggers,
-Potion of Fire Resistance
-2xlesser restoration Scoll,
-bless Scroll, and
-cure wounds scrolls
-fire breath potion
-5x Superior Healing Potion
-4x Scrolls Invisibility
-4x Scrolls Misty Step

IN Bazaar:
AGILITIEStm By Varen Taxus(SOLD TO VVilhelm aka Lana)
Equipment
Collector
Faction
-Sneak Attack
-Expertise: Deception and Persuasion
-Cunning Action
-Master of Tactics
-Master of Intrigue
-ASI: 1dex 1 con
-Uncanny Dodge
-Prof: Diguise KIt, Caligraphy tools, Brewers Supplies
-+5 HP Officer
-+5HP loyalty
Sorc level 4: ASI +2 CHA
-Eyes of the Dark
Starting at 1st level, you have darkvision with a range of 120 feet.

When you reach 3rd level in this class, you learn the darkness spell, which doesn't count against your number of sorcerer spells known. In addition, you can cast it by spending 2 sorcery points or by expending a spell slot. If you cast it with sorcery points, you can see through the darkness created by the spell.

-Strength of the Grave
Starting at 1st level, your existence in a twilight state between life and death makes you difficult to defeat. When damage reduces you to 0 hit points, you can make a Charisma saving throw (DC 5 + the damage taken). On a success, you instead drop to 1 hit point. You can't use this feature if you are reduced to 0 hit points by radiant damage or by a critical hit.

After the saving throw succeeds, you can't use this feature again until you finish a long rest.

Hound of Ill Omen
At 6th level, you gain the ability to call forth a howling creature of darkness to harass your foes. As a bonus action, you can spend 3 sorcery points to magically summon a hound of ill omen to target one creature you can see within 120 feet of you. The hound uses the dire wolf's statistics (see the Monster Manual or appendix C in the Player's Handbook), with the following changes:

The hound is size Medium, not Large, and it counts as a monstrosity, not a beast.
It appears with a number of temporary hit points equal to half your sorcerer level.
It can move through other creatures and objects as if they were difficult terrain. The hound takes 5 force damage if it ends its turn inside an object.
At the start of its turn, the hound automatically knows its target's location. If the target was hidden, it is no longer hidden from the hound.
The hound appears in an unoccupied space of your choice within 30 feet of the target. Roll initiative for the hound. On its turn, it can move only toward its target by the most direct route, and it can use its action only to attack its target. The hound can make opportunity attacks, but only against its target. Additionally, while the hound is within 5 feet of the target, the target has disadvantage on saving throws against any spell you cast. The hound disappears if it is reduced to 0 hit points, if its target is reduced to 0 hit points, or after 5 minutes.

Important Events:
Convinced a pirate to give him the Eye of Rorn(1 prestige)
Allied and united all of Ordean factions under one banner of defense.
Assaulted By a member of the Grasping hand and Bazaar both were executed/killed
Helped form the Shadow Keys and successfully raided the vault of the lunar waltz.
Hired and Killed Linwrick (chapter master of the grasping hand)

Class/Racial Features & Traits

Varen Taxus

Mastermind(Rogue) 4/ Shadow Sorc 1 4/1 Class & Level
In Plain Sight, Orde Background
Yuan-ti Race
Neutral Alignment

Strength 10
+0
Dexterity 16
+3
constitution 12
+1
intelligence 12
+1
wisdom 14
+2
charisma 18
+4
Total Hit Dice 5
Hit Die 1d8+1
3 proficiency bonus
12 Passive perception
0 Strength
6 Dexterity
1 Constitution
4 Intelligence
2 Wisdom
4 Charisma
saving throws
3 Acrobatics
2 Animal Handling
1 Arcana
0 Athletics
10 Deception
1 History
5 Insight
4 Intimidation
4 Investigation
2 Medicine
1 Nature
5 Perception
4 Performance
10 Persuasion
4 Religion
3 Sleight of Hands
6 Stealth
2 Survival
skills
16
AC
46
Hit Points
3
Initiative
30ft/ 20 climb
Speed
Languages:
common, Abyssal, Draconic, Thieves'Cant, Dwarvish, Elvish


Proficiencies
Attacks

Spellcasting
test
TEST
T
E
S
T
Equipment

Personality Traits

Ideals

Bonds

Flaws
  1. Traits & Proficiencies
    Trait Description
    1 Magic Resistance. You have advantage on saving throws against spells and other magical effects.
    2 Innate Spellcasting.* You know the poison spray cantrip. You can cast animal friendship an unlimited number of times with this trait, but you can target only snakes with it. Starting at 3rd level, you can also cast suggestion with this trait. Once you cast it, you can't do so again until you finish a long rest. Charisma is your spellcasting ability for these spells.
    3 Poison Immunity. You are immune to poison damage and the poisoned condition.
    4 Eyes of the Dark Starting at 1st level, you have darkvision with a range of 120 feet. When you reach 3rd level in this class, you learn the darkness spell, which doesn't count against your number of sorcerer spells known. In addition, you can cast it by spending 2 sorcery points or by expending a spell slot. If you cast it with sorcery points, you can see through the darkness created by the spell.

Features & Traits