Vincent

Vincent

Physical Description

Facial Features

Vincent has fair, yet pale skin, and white, swept back hair, which puts emphasis on the fierce, yet stoic expression on his face.

Identifying Characteristics

Pale with white hair. He only has isurus hastalis teeth, his entire mouth filled with sharp fangs. Finger nails elongated like claws. Two sets of large batwings he usually keeps hidden.

Apparel & Accessories

A long, cobalt blue leather coat with intricate white sigils running down one side of it and three gold button cuff links on each sleeve He also wears an intricate sleeveless vest and cravat, both the same shade of midnight blue. He wears tight fitting pants of the same shade of blue as the cravat and vest, which tucks into his knee high dark brown leather boots with small heels, more for fashion than for a need for added height. He also wears brown fingerless half gloves.

Mental characteristics

Accomplishments & Achievements

Accomplished hunter of a Manticore in the first Hunt.   Delver of the bank in the City of Wonders.   Has never failed a mission.

Failures & Embarrassments

He lost a duel once.

Mental Trauma

Show spoiler
Borderline sociopathic and unempathetic due to hidden reasons.

Intellectual Characteristics

Calm, collected, intelligent

Personality Characteristics

Motivation

He's motivated.

Vices & Personality flaws

Power-hungry, vain, selfish, unempathetic.

Social

Social Aptitude

Cocky, arrogant, and prone to be blunt. Not particularly capable in a social capacity. Prone to insult those he deems hindrances.
Species
Ethnicity
Honorary & Occupational Titles
Devil of Dolten
Children
Gender
Male
Eyes
Dark Blue, Scowling.
Hair
White swept back hair, which puts emphasis on the fierce, yet stoic expression on his face
Skin Tone/Pigmentation
Pale
Height
6'3
Weight
175
Known Languages
Common, Thieves Cant, Infernal

Vincent

Winged Tiefling Race
Skittering Origin
Rogue/Fighter 5 Class & Level
Motivated Alignment
Oun Deity
Crowsworn Faction
Chaptermaster Rank/Position
0 Loyalty
Company

Strength 10
+0
Dexterity 18
+4
constitution 14
+2
intelligence 16
+3
wisdom 12
+1
charisma 11
+0
Total Hit Dice
Hit Die
1d+2
+3 proficiency bonus
+0 Strength
+7 Dexterity
+2 Constitution
+6 Intelligence
+1 Wisdom
+0 Charisma
saving throws
+7 Acrobatics
+1 Animal Handling
+6 Arcana
+0 Athletics
+0 Deception
+3 History
+4 Insight
+0 Intimidation
+6 Investigation
+7 Martial
+1 Medicine
+3 Nature
+4 Perception
+0 Performance
+0 Persuasion
+3 Religion
+4 Sleight of Hands
+10 Stealth
+1 Survival
skills

 
10
MV
1
Prestige
1
Attunement Slots
17
Armor Class
49
Hit Points
+4
Initiative
30/30fly
Speed
WeaponAttackDamageSpecial
Hi no Uta d20+4 1d6+8 Magic, Finesse,War Bonded
Silver Rapier d20+7 1d8+6 Finesse, Silvered, Warbonded
Long Bow d20+7 1d8+4 Range: 150/600 ft
Whip d20+7 1d4+6 Finesse, Reach
Summoned Swords d20+6 2d6+1d4+3 Force Damage, Dex Save/30ft Ranged Spell Attack

With Sneak Attack

Silver Rapier d20+7 1d8+1d6+6 Finesse, Silvered
Long Bow d20+7 1d8+1d6++4 Range: 150/600 ft
Whip d20+7 1d4+1d6++6 Finesse, Reach
Attacks
Rogue Proficiencies

Rogue Proficiencies




Armor:
  • light armor


  • Weapons:
  • simple weapons

  • hand crossbows

  • longswords

  • rapiers

  • shortswords


  • Tools:
  • thieves' tools


  • Saving Throws: Dexterity, Intelligence

     

    Fighter Proficencies

    Fighter Proficiencies


    Multi-classed



    Armor:
  • medium armor

  • shields

    Weapons:
  • martial weapons


  • Other Proficiencies

    Other Proficiencies


    Factionless start proficiencies:
  • Arcana

  • Brewers


  • Acquired proficencies:
  • Waterborne Vehicles

  • Mason's tools

  • Potter's tools

  • Cartographer's Tools

  • Navigator's Tools

  • Calligraphers

  • Proficiences
    Spell DC: 14 | Spell Attack Mod: +6

    LevelPer Day
    1st
    3
    2nd
    0
    3rd
    0
    4th
    0


    Cantrips


  • Sword Burst

  • Booming Blade

  • Chill touch


  • Memorized Spells


    First Level


  • Absorb Elements

  • Find Familiar

  • Shield

  • Spellcasting
    Adventuring Equipment

    Adventuring Equipment


  • Silver Rapier

  • Long bow

  • Studded Leather Armor

  • Fine Clothes

  • Quiver of Arrows (115)

  • Backpack

  • 10 feet of string

  • a bell

  • 2,000 ball bearings

  • 5 candles

  • crowbar

  • hammer

  • 10 pitons

  • 2 flasks of oil

  • tinderbox

  • waterskin

  • x2- 50 ft. hemp rope

  • bedroll

  • Pole of Collapsing

  • Net

  • bandoleer- potions

  • bandoleer - scrolls


  • Magical Equipment

    Magical Equipment


    Attunement


    Hi no Uta


    Minor Very Rare (5000-6000gp)
    Restricted Attunement (Samurai)
    +2 Enhancement Katana
  • Whenever a creature takes damage from this weapon, they take [3d6] fire damage, this may only occur once per round on a single creature. (Player note: this confirmed crits.)

  • Whenever you take a dash action, each character you pass within reach of, takes [2d6] fire damage. If an enemy takes an attack of opportunity against you, they take [2d6] additional damage.

  • Once per long rest you may attack all enemies within 15ft with this weapon as it enlarges into a flaming version of itself. You make this attack without moving from your position. This costs an action and a bonus action

    (All katana's use a code which fuels their powers and shapes their wielder, failure to follow these codes, will result in the weapon unattuning to the wielder. Sometimes this may be permanent.)

  • ----
    The fire is truth, tell not lies. (You may not lie) The fire punishes all, do not wield it lightly. (You may not surrender, nor accept surrender, once a fight has started Sparring or non-lethal combat do not count) Progress is light, ignorance is darkness. (Civilizations progress is of paramount importance, accept not the green path nor the action of those that would hide the truth.)

    Sorcerous Sheath


    You can cast the Sword Burst cantrip with a DC of 13. If you can hard cast this cantrip, you deal an extra 1d4 force damage.

    Summoned Swords: Twice per long rest you can summon a swirling vortex of blue spectral swords around you when you cast the Sword Burst cantrip, giving you access to the following abilities:

    Spiral Swords: The whirlwind of blades linger around you. While using Summoned Swords, the duration of the Sword Burst cantrip increases to one minute but you must use concentration to maintain the effect. You can add your Intelligence modifier to the damage you deal.

    Blistering Swords: You can fire one of the swords circling around you at your enemies. As a bonus action, make a ranged spell attack against a creature within 30 feet of you. On a hit, you deal damage equal to the cantrip. You can use this ability 3 times per use of Summoned Swords.
    (Currently Attuned)
    -----

    Non-attunement


  • Iron Crown
  • – This crowned helm provides a protection like that of a shield. Providing +1 bonus to AC. (This does not stack with a shield)

  • Freemans Cloak – This cloak provides not only a convenient method to display ones own sigil, but it also is infused with the freedom of the sea, you gain advantage on any saving throw that would impede your movement

  • +1 Theives Tools (Unbound)

  • Potions

    Potions


  • 6x Standard healing potion

  • 3x Greater healing potion

  • 1x Anti-toxin

  • 1x Oil of Slipperiness

  • Scrolls

    Scrolls


  • 21x shield scrolls

  • 8x absorb elements scrolls

  • 5x Shield Of Fatih Scrolls

  • 2x Healing Word scrolls


  • Other

    Other


  • Perfume Vial: Black apples and Orchards

  • Perfume Vial: Rosewood and Lavender

  • 2x Fine Wine

  • 1 pound of Dragonweed

  • 9x clusters of incense

  • Tokens


    Four

    Gold


    25.65
    Equipment
    Crowsworn
    Faction
    Madman15/15/14/11/11/10
    Stat Array

    Racial Traits


    Variant Tiefling


    +2 Dex / +1 Intelligence

    Winged Tiefling


    You have bat-like wings sprouting from your shoulder blades. You have a flying speed of 30 feet while you aren't wearing heavy armor.

    Darkvision


    You can see in dim light within 60 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.

    Hellish Resistence


    You have resistance to fire damage.

    Feats



    Sigil of the Dane


    THIS FEAT IS INACTIVE


  • You are surrounded by a sigil that protects you from physical harm. You gain a permenant mage armor that is 15 armor base.


  • Whenever you critically hit with a spell, you may reroll any number of extra dice rolled and take the higher result.


  • You gain a bonus to your initiative equal to your intelligence modifier.

  • Rogue Class Features

    Expertise


  • Stealth

  • Martial


  • Sneak Attack


    1d6 untyped damage


    Fighter Class Features

    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 on top of your regular action and a possible bonus 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.

    Eldritch Knight


    Spellcasting


    When you reach 3rd level, you augment your martial prowess with the ability to cast spells

    Weapon Bond


    At 3rd level, you learn a ritual that creates a magical bond between yourself and one weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond. Once you have bonded a weapon to yourself, you can't be disarmed of that weapon unless you are incapacitated. If it is on the same plane of existence, you can summon that weapon as a bonus action on your turn, causing it to teleport instantly to your hand. You can have up to two bonded weapons, but can summon only one at a time with your bonus action.


    Faction Attribute Increases



    Wall Watch: Dexterity +2 Cap; (This boosts the maximum of an ability score but not the score itself.)

    Freemen:Dexterity +2 Cap; (This boosts the maximum of an ability score but not the score itself.)

    Mages' Guild:Intelligence +2 Cap; (This boosts the maximum of an ability score but not the score itself.)

    Other Traits



    Languages:


    Common
    Infernal
    Abyssal
    Celestial

    Dolten Origins:


    +3 to saving throws from Fear effects
    Corruption: Must eat eight times the normal amount of food.

    Class/Racial Features & Traits
    This article has no secrets.

    Comments

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