Vindex Intego

Vindex Intego

  +7 to saves

Physical Description

Identifying Characteristics

Extremely Sexy

Mental characteristics

Personal history

After escaping Dolten he joined the Inquisition, after a misunderstanding he seeked attonement in the Bards College. After facing death many times, he looks forward to living.

Gender Identity

Male

Sexuality

Straight

Education

He was a night guard aspirant.

Accomplishments & Achievements

-Stopped a minor band of terrorists in Daborak
-Lead guitarist of Pink Sabbath
-Got rid of the undead who claimed a fort in Krazax
-Aided in the fight against the Hated Honor
-Defeated a cult of Kuo Toa
-Was part of the diplomats who established peace with the Underworld
-Fought DiO
-Traveled to Yggdrasil

Failures & Embarrassments

-Failed to protect a Town from the Bandit King´s attack
-Got possesed and could've killed... someone?

Mental Trauma

Dolten

Intellectual Characteristics

No int mod gang

Morality & Philosophy

Actions define who you are.
There are no coincidences
Fate can be cruel

Taboos

But what if I'm actually the bad guy?

Personality Characteristics

Motivation

Be the voice of the ones who were silenced
Be the strenght of those who can't protect themselves
Be the wrath of those who could only watch
Deliver the Fate that the ones who are hiding from it deserve

Likes & Dislikes

sweet tooth

Social

Contacts & Relations

Married to Navaira Injili
Alignment
Chaotic Good
Honorary & Occupational Titles
Hottest Man on Verum
Veteran (Canon)
The Poetic Justice (Thanks Pebbles)
Age
32
Date of Birth
Kasaka 31
Birthplace
Gravewatch, Dolten
Children
Current Residence
Somewhere in Daborak
Gender
Male
Eyes
Grey Neutrality
Hair
Long White Justice
Skin Tone/Pigmentation
Light Truth
Height
6'2
Weight
178 lb
Known Languages
Common – (Leaf), Celestial – ( Angel ), Wicked (Infernal)

Vindex Intego

Aasimar (Fallen) Race
Dolten/ Night Guard Aspirant Origin
Paladin(Vengeance 10)/Warlock (Hexblade 2) 12 Class & Level
Chaotic Good Alignment
Matron of Fate Deity
Member of Bards College Faction
Minstrel Rank/Position
20 Loyalty
Company

Strength 15
+2
Dexterity 10
+0
constitution 17
+3
intelligence 11
+0
wisdom 12
+1
charisma 24
+7
Total Hit Dice 6/2
Hit Die
1d10/d8+3
+4 proficiency bonus
+2 Strength
+0 Dexterity
+3 Constitution
+1 Intelligence
+5 Wisdom
+11 Charisma
saving throws
+0 Acrobatics
+1 Animal Handling
+0 Arcana
+6 Athletics
+7 Deception
+0 History
+1 Insight
+7 Intimidation
+0 Investigation
+5 Martial
+1 Medicine
+0 Nature
+5 Perception
+7 Performance
+11 Persuasion
+0 Religion
+0 Sleight of Hands
+0 Stealth
+1 Survival
skills

 
66
MV
4
Prestige
3
Attunement Slots
23
Armor Class
120
Hit Points
+0
Initiative
30
Speed
Attacks
Night Guard Aspirant
You gain +5 to your maximum hitpoints.
Skill Prof Perception. +1 Constitution

Matron of Fate
+1 Charisma, Proficiency in Persuasion Skill

Armor
Light armor, medium armor, heavy armor, shields, Daborakian Kite Shield

Weapons
simple weapons, martial weapons

Tools
Disguise Kit, Poisoner's Kit, Calligrapher's Supplies, Brewer's Supplies. Drum, Lute
Expertise: Brewer's Supplies

Languages
Common (Leaf), Celestial, Wicked, Dwarven (Deep)

Proficiences
Cantrips

  • Eldritch Blast
  • Chilling Touch
  • Mage Hand
  • Light

  • Spell List

  • (Warlock) Shield
  • Expeditious Retreat
  • Hex (Paladin)
  • Protection from Evil and Good
  • Bless
  • Shield of Faith
  • Cure Wounds
  • Lesser Restoration
  • Aid
  • Crusader's Mantle
  • Find Steed
  • Branding Smite
  • Dispel Magic
  • Aura of Vitality
  • Remove Curse

  • Bardic Spellcasting

  • Healing Word
  • Feather Fall
  • (Klaxx) Shape Water

  • Oath Spells

  • Bane
  • Hunter's Mark
  • Hold Person
  • Misty Step
  • Haste
  • Protection from Energy

  • Spellcasting
    Currency: 2645GP SP CP Total: 2645
    164 Crafting Tokens
    Total Weight: 157 lb

    Inventory
    Scroll of Bane (x1)
    Wedding Ring x2
    Warhammer
    Fine black silk clothes and black silk handkerchief
    “777 Ways to Cook A Turkey” book
    10x Superior healing potions
    2x Growth Potion
    x4 Scroll of dark vision
    x4Scroll of goodberry
    x2 Scroll of create water
    3 x Scrolls of Healing Word
    1 x Scroll of Searing Smite
    Gentle Repose Scroll
    Daborakian Kite Shield
    Explorer pack
    Cloistered Robes
    Holy Symbol
    Healer's Kit
    Poisoner's Kit
    Feather Fall Scroll
    Lesser Restoration Scroll (x3)
    5x Potion of Gaseous Form
    Potion of Healing (x2)
    x10 rations (from pack)
    Net
    Carrion crawler mucus
    Potion Bandolier x2
    Fade Steel Lute
    The Vengeful One Mk I
    Justice For All (Attuned) (Hex Weapon)
    Remnant of Sky and Sea (Attuned)
    Avalanche Shield (Attuned)
    Signal Whistle
    Wand of Cleaning: Common. Cleans objects.
    Arcane Focus (crystal)


    Magic Items


    The Vengeful One Mk I
    (26/26 days)
    Plate Armor - Major Rare (2600 gp, 26 days) - Restricted Attunement: Paladin

    This burnished silver plate armor seems to absorb light, and does not shine as one would expect metal to. The pauldrons are carefully detailed with the symbol of the Matron of Fate.
    You have resistance to radiant damage while you wear this armor.

    Spectre of Vengeance: Once per short rest, as a bonus action, you may wreathe your armor in an aura of radiant light, stark and terrible. All creatures within 10 feet of you must succeed on a DC 14 Wisdom saving throw or fall prone and grovel until the start of their next turn. The next time you would use your Divine Smite class feature this turn, you deal an additional 2d8 radiant damage, and you take the same amount of radiant damage that the attack would deal.

    Slots used: Base Material, Enchantment x2 (1 class feature)


    Justice for All (1 Attunement)
    Being upgraded by Vindex Intego
    +2 Longsword - Major Very Rare - 11,740 gp (5,440gp upgrade, 32 days) - Pact Attunement

    Carved in Celestial on one side of this blade is the phrase, "To meet this blade is a terrible fate." On the other side is the phrase in Common which reads, "They can hide and flee but fate shall always catch them in the end." The symbol of a horse is carved in one side of the rain-guard, the other side left blank. Dots connected by lines and an iris on the center are carved in the pommel depicting the symbology of the Matron of Fate.

    This item is Pact Attunement, meaning that its effects are empowered depending on the number of attunement slots it takes. Any effect in a format x/y/z denotes the level of the effect at 1/2/3 attunement slots.

    Your Charisma score is increased by 3/4/5, to a maximum equal to your ability score cap.

    For the Fallen: As a bonus action, you can choose to imbue a weapon within 5 feet of you with the grief and rage of the fallen. For 1 minute or until the wielder falls unconscious, the weapon deals an extra 1d6/1d8/1d10 radiant damage on a hit. This ability has three uses, and you regain all uses when you finish a long rest.

    Lead from the Front: When you defeat a hostile creature, or score a critical hit, you inspire your companions, who vie to imitate and outdo you. The next time the For the Fallen's radiant damage die would be rolled, it's instead maximized. Additionally, you and your allies within 20/25/30 feet who can see you receive a d4 die, which they can roll and add to the next damage roll or saving throw before the end of their next turn. This effect can only occur once per round.

    Shining Example: When an ally critically strikes a hostile creature with an attack empowered by Lead from the Front’s d4, all other allies within 20/30/40 feet of the ally that landed a critical strike regain 2d8/3d8/4d8 hitpoints and gain 1d8/2d8/3d8 temporary hitpoints. Allies must be able to see both the attacking ally and the enemy to benefit from this ability.

    Stand Unbroken: While wielding this weapon, your ability to lead and bolster your allies in combat is heightened. When you deal damage to or take damage from an enemy as a result of a melee weapon attack, a 10/15/20-foot aura emanates from you, and all allies within the aura have advantage on saving throws made to resist the charmed, frightened and paralyzed conditions, as well as the Confusion spell and similar effects. This effect ends when you fall unconscious or 1 minute after the first instance of damage dealt to you or the enemy, whichever occurs first. Triggering this effect again while benefiting from it does not reset the duration.

    Stand Unbroken affects the following:
  • Confusion spell (4th level)
  • Hysteria (Madness Cleric CD)
  • Enemies Abound (3rd level)
  • Any other effect or ability that makes one roll to determine behaviour, similar to the Confusion spell.
  • Any other effect or ability that makes a creature lose the ability to distinguish friend from foe.

  • [Base Material, Adornment, Enhancement, Enchantment, Spell Invocation x1, Special Crafter]


    Remnant of Sky and Sea (Attuned)
    Wondrous Item – Major Rare (2700 Gold) – Attunement
    A pair of earrings depicting the sky and sea. The earrings once had an eulogy carved into them, but the words have faded away. All that remains is a lingering sensation of sorrow, and bittersweet resolution.

    +1 Charisma Score (Capped at Ability Score Cap) +1 Constitution Score (Capped at Ability Score Cap)

    Lingering Sorrow: Once per long rest, the attuned can attempt to amplify the sorrow of all enemies around them in a 30 foot radius as an action. The affected enemies must make a DC 14 CHA Save or receive disadvantage on all attacks for 1 minute. A target affected by Lingering Sorrow may attempt a new save against this effect at the end of its turn to end the effect. This is a compulsion effect.

    Bittersweet Resolve: Once per long rest, the attuned can attempt to bolster the resolve of all willing allies around them in a 30 foot radius as an action. The affected are healed for 2d6 hitpoints, and gain 5 Temp HP.


    The Mare-Killer
    +1 Daborakian Claymore - Major Rare (2500gp) - Attunement
    The Mare-Killer is a deadly and large weapon, often used for the murdering of one's horse shortly after a forced dismount.

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

    Horseslayer: When you knock a target off a mount with this weapon, you can use your bonus action to make a melee weapon attack against the mount with this weapon. On a hit, the attack is a critical hit. Once you have hit in this way three times, you can't do so again until you finish a long rest.


    Avalanche Shield 7 (Foundry) (Attuned)
    +1 Shield - Minor Very Rare [sell: 5,400gp; bought for 4,320gp by Vindex] - Attunement
    This strange amalgamation of stone and debris seems to be held together by a magnetic energy at its core, with a handle of bent steel and straps of thin, moving stone.

    While attuned and wearing this shield, you gain access to the following abilities and features:
  • Shield Bash: This shield can be used as an off-handed weapon to make a shield bash attack with the two-weapon fighting rules. If you do so, treat the shield as a +1 light hammer that deals an additional 1d6 points of bludgeoning damage.
  • Avalanche: Whenever you would successfully hit a creature with the shield bash ability, you can force that creature to make a DC 15 Strength saving throw or become restrained for 1d4 rounds as a tumble of boulders fall from the shields surface and pummel the target into submission. A creature can use their action to break free of the stones early by making another save against this ability. You can use this ability twice per long rest.


  • Cloistered Robes
    Wondrous (Robes) – Very Rare (4,400gp) – Attunement

    A set of religious habit. Corrupted by a false order.

    Your Intelligence, Wisdom, and Charisma scores are increased by 1, to a maximum equal to your ability score cap.

    Sheltered Thoughts: You gain resistance to psychic damage and your mind cannot be read through abilities and spells - such as Detect Thoughts - without your permission.

    [Base Material, Enchantment]


    Belt of Many Belts
    (61/ 61 days and 6050/6050gp.)
    Being crafted by Vindex Intego
    Wonderous (Belt) - Major Very Rare (6050gp, 61 crafting days.)

    This belt gives a +2 to Edginess, whatever that is. And why? Why this many belts? Wouldn't it be easier to just buy this many belts?

    This item starts with 3 charges, which are refreshed each dawn. When combat starts, you regain one charge, to a maximum of 3. These charges manifest as magically floating belts.

    While wearing this belt, you gain the following abilities:
  • No Such Thing as Too Many: On your turn, you can speak the word “Manifest” (no action required by you), this will make a belt appear around a random limb. Belts that are created in this manner do not count as charges, though they do look mighty fancy. The belts last for 10 minutes, after which they wither away and turn to dust.
  • Tough Belts: As a reaction to being hit, you can spend 1 charge to make all the belts fly onto your body and harden, creating a defensive layer. Until the start of your next turn, you gain 3 temporary hit points per charge remaining, and you reduce any slashing damage you take by 3.
  • Symphony of Belt Cracks: As an action, you can make all the belts crack on their own. This gives you advantage on your next Charisma (Intimidation) check. This ability has 5 charges, which refresh at each dawn.

  • [Base Material, Enhancement, Adornment]


    Amulet of Emergency Healing
    14 (Taylor)
    Wondrous (Amulet) - Major Rare [sell: 4,500gp] [sold: for 4,500gp to Vindex]
    This simple silver chains holds a globe-shaped garnet that glows with a ruby red energy.

    While wearing this amulet, you gain access to the following abilities and features:
  • Last Chance: As a reaction to yourself or a creature within 30 feet suffering damage, you can use this ability to heal the target for 1d4+5 points of damage. This healing is applied after the damage is applied, perhaps saving a life. This ability has no effect on undead creatures. This ability can be used twice per long rest.


  • Fadesteel Lute
    One of the starting instruments has its bardic potential increased.
    Whenever you would use this instrument to use a bardic inspiration, whenever the die is rolled, increase the die result by 1. (This is not a modifier, a d6 cannot be 7)


    Bard's College Badge
    Membership in the bards college is marked by a badge carried by every member.
    This badge not only marks them with authority as a historian, but may also assist in granting the bard access to certain restricted places.
    Once per long rest, you may brandish your badge in stupendous fashion, announcing your presence, doing so grants you advantage on persuasion checks to enter a forbidden area, or something similar as your DM sees fit. This effect lasts for 1 minute and only affects those that observed it.


    Enchanted Fireflies
    These handful of small toys are decorated to look like fireflies. These float on command if tossed into the air, glowing very softly and moving slowly. Once per day, you may increase the luminance and treat them as one singular instance of the dancing lights spell.
    Uncommon magical item.


    Crafting Method



    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.


    Cold Forge
    Awarding DM: Retcon Reward
    Mission: After the Freeze Comes the Thaw
    Type: Ritual

    Process
    This ritual must be used on an weapon of at least Major Rare or higher.

    Result
    The weapon becomes wreathed in chilled smoke. If the weapon has a chance to become a Talven series item, the chance increases by 10%. Otherwise, it gains a flat 15% chance, which cannot be augmented in any way.

    Effects
    The item gains the following effect:

    Freezer Burn: Once per round when you successfully hit a creature with this weapon, you can choose to convert all your damage into cold damage. This damage bypasses cold resistance.

    Limit
    This special method can only be used once.

    Equipment
    Member of Bards College
    Faction
    Mad Man
    Stat Array
    Dolten
    You gain a +3 bonus to saving throws vs. Fear effects.
    +1 Wisdom


    Night Guard Aspirant
    You gain +5 to your maximum hitpoints.
    Skill Prof Perception.
    +1 Constitution
    Corruption effect: You have disadvantage on perception checks made in the sunlight. This cannot be removed in any way.


    Darkvision
    Blessed with a radiant soul, your vision can easily cut through darkness. 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.


    Celestial Resistance
    You have resistance to necrotic damage and radiant damage.


    Light Bearer
    You know the light cantrip. Charisma is your spellcasting ability for it.


    Healing Hands
    As an action, you can touch a creature and cause it to regain a number of hit points equal to your level. Once you use this trait, you can't use it again until you finish a long rest.


    Necrotic Shroud
    Starting at 3rd level, you can use your action to unleash the divine energy within yourself, causing your eyes to turn into pools of darkness and two skeletal, ghostly, flightless wings to sprout from your back.
    The instant you transform, other creatures within 10 feet of you that can see you must succeed on a Charisma saving throw (DC 8 + your proficiency bonus + your Charisma modifier) or become frightened of you until the end of your next turn. Your transformation lasts for 1 minute or until you end it as a bonus action.
    During it, once on each of your turns, you can deal extra necrotic damage to one target when you deal damage to it with an attack or a spell. The extra necrotic damage equals your level. Once you use this trait, you can't use it again until you finish a long rest.


    Inquisition Attribute Cap Increase
    Charisma +2
    This boosts the maximum of an ability score but not the score itself.


    Loyalty
    +5 HP, +25 gp per day job


    Bards College Attribute Cap Increase
    Charisma +2
    This boosts the maximum of an ability score but not the score itself.


    Divine Sense
    The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears.
    As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance).
    Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell. You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses.


    Lay on Hands
    Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your paladin level × 5.
    As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool. Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one. This feature has no effect on undead and constructs.


    Hexblade's Curse
    Starting at 1st level, you gain the ability to place a baleful curse on someone. As a bonus action, choose one creature you can see within 30 feet of you. The target is cursed for 1 minute. The curse ends early if the target dies, you die, or you are incapacitated.
    Until the curse ends, you gain the following benefits: You gain a bonus to damage rolls against the cursed target. The bonus equals your proficiency bonus. Any attack roll you make against the cursed target is a critical hit on a roll of 19 or 20 on the d20. If the cursed target dies, you regain hit points equal to your warlock level + your Charisma modifier (minimum of 1 hit point). You can't use this feature again until you finish a short or long rest.


    Hex Warrior
    At 1st level, you acquire the training necessary to effectively arm yourself for battle. You gain proficiency with medium armor, shields, and martial weapons. The influence of your patron also allows you to mystically channel your will through a particular weapon.
    Whenever you finish a long rest, you can touch one weapon that you are proficient with and that lacks the two-handed property.
    When you attack with that weapon, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls. This benefit lasts until you finish a long rest. If you later gain the Pact of the Blade feature, this benefit extends to every pact weapon you conjure with that feature, no matter the weapon's type.


    Divine Smite
    Starting at 2nd level, when you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend.


    Dueling
    When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.


    Eldritch Invocation
    Agonizing Blast: When you cast eldritch blast, add your Charisma modifier to the damage it deals on a hit.

    Devil Sight: You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.


    Divine Health
    By 3rd level, the divine magic flowing through you makes you immune to disease.


    Oath of Vengeance
    Channel Divinity
    Abjure Enemy: As an action, you present your holy symbol and speak a prayer of denunciation, using your Channel Divinity. Choose one creature within 60 feet of you that you can see. That creature must make a Wisdom saving throw, unless it is immune to being frightened. Fiends and undead have disadvantage on this saving throw. On a failed save, the creature is frightened for 1 minute or until it takes any damage. While frightened, the creature's speed is 0, and it can't benefit from any bonus to its speed. On a successful save, the creature's speed is halved for 1 minute or until the creature takes any damage.

    Vow of Enmity: As a bonus action, you can utter a vow of enmity against a creature you can see within 10 feet of you, using your Channel Divinity. You gain advantage on attack rolls against the creature for 1 minute or until it drops to 0 hit points or falls unconscious.


    ASI
    +2 Charisma


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


    Aura of Protection
    Starting at 6th level, whenever you or a friendly creature within 10 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma modifier (with a minimum bonus of +1). You must be conscious to grant this bonus.


    Inspiring the Masses
    At 10 loyalty members gain the following benefit: You gain a d6 Bardic Inspiration die that you can expend any time that you would be able to expend a normal die. You regain this Bardic Inspiration die at dawn. If you already have the Bardic Inspiration class feature, you gain an additional die to add to your pool.


    Relentless Avenger
    By 7th level, your supernatural focus helps you close off a foe's retreat. When you hit a creature with an opportunity attack, you can move up to half your speed immediately after the attack and as part of the same reaction. This movement doesn't provoke opportunity attacks.


    Best Feat Lucky
    You have inexplicable luck that seems to kick in at just the right moment.
    You have 3 luck points. Whenever you make an attack roll, an ability check, or a saving throw, you can spend one luck point to roll an additional d20. You can choose to spend one of your luck points after you roll the die, but before the outcome is determined. You choose which of the d20s is used for the attack roll, ability check, or saving throw.
    You can also spend one luck point when an attack roll is made against you. Roll a d20, and then choose whether the attack uses the attacker's roll or yours. If more than one creature spends a luck point to influence the outcome of a roll, the points cancel each other out; no additional dice are rolled.
    You regain your expended luck points when you finish a long rest.


    Aura of Courage
    Starting at 10th level, you and friendly creatures within 10 feet of you can't be frightened while you are conscious.
    At 18th level, the range of this aura increases to 30 feet.


    Critical Faith
    Whenever you would heal a creature with your Lay On Hands, your next attack that deals radiant damage, has a critical threshold of 15 – 20


    Veteran
    This title allows you to use special items, access specific missions and grants you one free "knowledge" check on an enemy you face, once per battle.
    This free check is considered to be a moderate success.

    Class/Racial Features & Traits

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