Xavier Savalor

Xavier Savalor

Most of the long-lived individuals that were around during the Reckoning say they were a survivor. The total number of deaths was innumerable, as the destruction was brutal and incomprehensible everywhere. However, there are a few crazy ones that pronounce they were more than that; they were a victim of the Reckoning. Someone that was directly and drastically changed by an event of the malevolent force that the Seven faced. While history has been recorded that the Seven and their allies were a unified will to preserve Hope for all of Verum, there are those that state that the Seven and their allies were more human than the records written.   Xavier, though by all appearances normal, claims to be a direct descendant of one of the closest allies to the Seven. An ally that was recruited during the first of the seven years leading up to the Reckoning; one that stood with the Seven through the best and worst of times to ensure that there was a beacon of Hope for Verum. There are many individuals that worship the Seven and their allies for what they did. However, there is a very different reality for those that supposedly know a close connection to the Seven.
Alignment
Lawful Evil
Birthplace
Unknown
Children
Gender
Male
Eyes
Green
Hair
Brown
Skin Tone/Pigmentation
Light Brown
Height
5'9"
Weight
140

Xavier Savalor

Wood Elf Race
Bloodwave Bay- Spelunker Origin
Gloom Stalker 5 / Scout 4 / Fighter 2 (11) Class & Level
Lawful Evil Alignment
The Seven Deity
The Forked Tongue Faction
Ambassador Rank/Position
21 Loyalty
The Dark Pact Company

Strength 11
+0
Dexterity 21
+5
constitution 14
+2
intelligence 10
+0
wisdom 16
+3
charisma 11
+0
Total Hit Dice 11
Hit Die
1d(7d10+4d8)+2
+4 proficiency bonus
+4 Strength
+9 Dexterity
+2 Constitution
+0 Intelligence
+3 Wisdom
+0 Charisma
saving throws
+9 Acrobatics
+7 Animal Handling
+0 Arcana
+4 Athletics
+0 Deception
+0 History
+7 Insight
+0 Intimidation
+0 Investigation
+7 Martial
+3 Medicine
+8 Nature
+11 Perception
+0 Performance
+0 Persuasion
+0 Religion
+5 Sleight of Hands
+13 Stealth
+11 Survival
skills

 
57
MV
3
Prestige
2
Attunement Slots
19
Armor Class
98
Hit Points
+10
Initiative
35
Speed
Savak1d20+131d8+7
Title - 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.
BACKLOGGED DAYS: 0
"Awoken to Sevenic Knowledge. Not simply an experiment, but entwined with Sevenic memories. If you serve Hope still, come to Crimson Citadel. Alpha "Ad'daire" Provant."
Attacks
Ranger: light armor, medium armor, shields, simple weapons, martial weapons, Saving Throws: (Strength/Dexterity), Skills: (Animal Handling, Insight, Stealth)
Origin: Athletics, Perception
Race: Perception
The Seven lip service: Martial
Rogue Multi-class: Thieves' Tools, Acrobatics
Survivalist feature: Nature, Survival
Freemen: Cartographer's Tools, Navigator's Tools, Waterborne Vehicles, +2 Dex cap
Forked Tongue: Poisoner Kit, thieves' tools, +2 Dex cap
Languages: Common (Leaf), Elven (Nomad), Thieves' Cant, Deep Speech (Undercommon)
Academy Training: Herbalism Kit, Creeping Silk Armor
///
Research: Savak (15/15), Poison Place of Power (30/30), Finding a poison specialist to assist with Xig'taroth (35/35) (WAITING ON RESULTS FOR THIS FROM CRAFTING)(Research Doc - Line 405), The Taxman (38 -> 40/40)
Crafting: Xig’taroth: Black Blood Quiver (108/108)
Research: Poison Place of Power = The Well of Sorrows: The Well of Sorrows in the Khaoan Jungle. It is a Well of Poison that it is Servants of the Seven are thought to have empowered their own weapons. Over time it has changed, as the sorrow caused by the Reckoning has infused within the Well, and its contents are now infused with both Poison and Sorrow
Proficiences
Level 1 Known: Hunter's Mark, Goodberry, Disguise Self (GS), Zephyr Strike
Level 2 Known: Pass without Trace, Rope Trick (GS)
Spellcasting
70490 gold (all personal money withdrawn from GB)| Crafting Tokens: 139


Savak
Savak - Sevenic weapon from mission

With this knowledge and reminiscence, Savak's personality has been unlocked within the bow. Which demands vengeance against those that have slighted it and it's bearer. This grants the bow the following properties.
Savak (+2 Enhancement Longbow) (Attunement)
Bloodsight: You can detect the amount of excessive bloodshed in an area or deeds committed by a target. This can only work on a person if they have killed something within 1 hour. A location detected this way lasts within 3 days. You can see this to a range of 60ft. This takes a bonus action to activate and lasts for 1 minute. You may do this at will.
You may deal 5 damage to yourself at the start of your turn. If you do, you gain +3 damage on your damage rolls with Savak for 1 round. You may do this at will, but only once per round
Crimson Scream - As an action all enemies within 30ft, must make a DC 16 constitution saving throw, each one that fails takes 5d6 piercing damage and for 1 minute attacks with Savak against those enemies gain a +2. This can be used once per long rest.

 


Arachne
Arachne (+1 Studded Leather Armor - Minor Very Rare (3500GP) Attunement)

Your Dexterity score increases by 2, to a maximum equal to your Dexterity ability score cap.
You gain advantage on Dexterity (Stealth) checks made in dim light or darkness.
Drider Stride: You gain a climbing speed of 15 feet and can move freely along vertical surfaces and ceilings without using your hands.
[Base Material, Adornment, Enhancement, Enchantment (1x Spells), Special Crafter]

 


Xig’taroth: Black Blood Quiver
Xig’taroth: Black Blood Quiver Being crafted by Xavier Savalor Quiver – Legendary (12,000gp, 120 days) – Attunement )


This quiver has been soaked in some of the greatest of poisons that can be found, its leather stained greenish-black by both poison and blood. The age of its most basic material has lead to it being cracked, torn, and worn down, yet it still holds strong. Just as this leather has traveled with its owner for years past, an almost constant companion, now this companion is breathed life all its own. A force of poison, to bring low the great and to remove the weak. A sinister force that can be felt, if only just, by those that are close, constantly prodding the back of their minds with its malice and hatred. The tool of an assassin, nothing less, and much much more.

Arrows that are stored in this quiver for more than 2 hours that deal poison damage ignore resistance to poison damage.

Poisonous Ichor: The Well of Sorrows has imbued this quiver with a hint of its power. As an action you can empower five arrows within this quiver, no more than 20 arrows can be empowered in this way. Whenever these arrows would successfully deal damage to a target that target must make a DC 18 Constitution saving throw, on a failed save its maximum hit points are reduced by an amount equal to your Character Level. This hp reduction lasts until the creature completes a long rest or by the casting of the Greater Restoration spell. A creature cannot have its maximum hit points reduced in this way more than twice per long rest. These arrows lose this empowerment after they are fired. Once you use this ability you cannot do so again until you complete a long rest.

Black Blood: Injury Poisons applied to a creature by arrows stored in this quiver have their effectiveness increased; if they possess a duration, that duration is doubled. If they deal damage, they deal an additional 2d6 damage. Additionally when a creature is dealt poison damage by an arrow stored in this quiver they cannot regain hit points. At the end of their next turn they can make a DC 16 Constitution saving throw to remove this effect. They can repeat this saving throw at the end of each of their turns until they succeed. A creature can only be affected by this healing prevention once per day.

Boundless Rain: As an action, you can call upon the magics within the quiver. For the next minute all arrows fired are treated as if they were stored for more than 2 hours, and you can use an item interaction to automatically fill the quiver. You can do so twice, regaining spent uses when you complete a short or long rest.

Borne of Poison: Arrows that are stored in this quiver that have a poison applied to them maintain that poison indefinitely, and if stored for more than 2 hours increase the DC of that poison by 2.

This item is Awakened.
Sentience: Alignment: Neutral Evil Mental Ability Scores: Int 14, Wis 18, Cha 10 Proficiency Bonus: +4 Senses: Sight, Hearing, darkvision 60ft, truesight 30ft. Communication: Vocal, telepathy 15ft. Languages: Common, Elven (Nomad), Primordial (Astral), Deep Speech (Undercommon), Sylvan (Unseelie) Special Ability: Xig’taroth has the following abilities:
• Astral Venom: As a reaction to dealing damage with an arrow that was stored in Xig’taroth, you can force the target to make a DC 16 Constitution saving throw. On a failed save each instance of poison damage they take for the next minute is treated as psychic damage. You can do this twice, regaining spent uses when you complete a short or long rest.
• Proven Master: As an action, you can pull from this quiver's protection. For 1 minute, your arrows no longer ignore resistance to poison damage, but you gain resistance to acid, piercing, and poison damage.
Skill Proficiencies: Insight, Perception, Arcana (Expertise), History.
Xig’taroth has four purposes: 1. To return to the stars. 2. To prove that its poison can bring low even the greatest of creatures. 3. To serve its master well. 4. To see the weak culled.

Personality: Xig’taroth was an Astral creature, though when it was rent from the stars it lost all memory of what it was and what it could be. Its only memories are fragmented, flashes of light, color, and sound that make no sense even to it. Despite this, they seek to learn about where they currently are, and where they have come from. Those that prove themselves to be proper wielders of poison in its eyes it will serve faithfully, for a truly magnificent kill is one that cannot be detected until it is too late. Those that seek to protect the weak are fools, and cannot be trusted, and those that believe that there are innocents and worse than scum. They should be the first to die, while they spend their time protecting those that do not deserve it. A prideful creature, Xig’taroth only aids those that it serves, and service requires proof. If one has not provided it then while Xig’taroth may allow attunement, aid shall not be granted, and the creature within shall be cold and callous, as it is to all that it does not serve. To those that it serves, however, it is not quite warm, but it speaks with reverence; the strong and worthy are to be revered and aided, for on their whim one can be destroyed. And on their complacency, felled. Ultimately Xig’taroth is a creature that serves only the strong and the proven. Proof is required to utilize its strength, and while stories and claims may be enough to placate it, true proof is obtained in battle, and by the blood of ones foes. Fail and be scorned until proof can be obtained, prove yourself and earn a servant that lasts a lifetime, or until Xig’taroth believes that you must prove yourself again, that your poison is yet potent, and your blade yet sharp.

[Base Material, Adornment, Enhancement, Enchantment, Special Method]
Due to an item used the cost of this item is reduced to 10,800gp and 108 days.

 


Wyvernquill Arrows
Wyvernquill arrows

5 arrows remaining
Wyvernquill Arrows: These arrows have a range increase of 20 feet. They only break after a successful hit. On a successful hit, these arrows deal 1d8 additional poison damage.

 


Annuling Salts
Annuling Salts - Forked Tongue faction item

These salts can be rubbed on the body removing any smells the character may produce for 1 hour. This defeats scent.

 

Freemen Cloak - Hidden
Freemen Cloak - Freemen faction item

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.

 

Pole of Collapsing - Backpack
Pole of Collapsing (Wondrous Item, Minor, Common) br]
While holding this 10-foot pole, you can use an action to speak a command word and cause it to collapse into a 1-foot-long rod, for ease of storage. The poles weight doesn't change. You can use an action to speak a different command word and cause the rod to revert to a pole; however, the rod will elongate only as far as the surrounding space allows.

 


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Backup: Masterwork Studded Leather Armour, Longbow, Bladed Longbow, Wooden Shield, Shortswordx2, Dagger x5, Silvered Dagger x1. 120 arrows, 25 silvered arrows, Spyglass/Steel Mirror x2, Herbalist Kit/Poisoner Kit/Thieves Tools x2/Navigator's Tools/Cartographer's Tools
Bedroll + Blanket+Mess Kit/Backpack+Belt Pouch+Sack x3+Vial x5/Set of Common Clothes, Traveler's Clothes/Waterskin x2, Jug of Ale (Gallon), Bottle of Fine Wine (10 gp)

1 Ancient Elven Wine (grip and sip)
Ring (worth 3000 gold) "First! Gold, two emeralds, odd-ish shape in order to really brought out the attention to the two very valuable stones. The gold was extracted from a vault by this here Alaan Jezarim." He bows. "After it was cleared out."
Zephyr was with a Tabaxi and 3 kids (this doesn't exist)

Consumables
Potions & Poisons


Active Bandolier 1: Superior Healing x1, Elixir of Health x2
Active Bandolier 2: Potion of Invisibility, Potion of Invulnerability, Potion of Heroism

Potion of Greater Healing x4 (4d4+4)
Potion of Superior Healing x5 (8d4+8)
Potion of Invulnerability x2
Potion of Invisibility x3
Elixir of Health x3
****Potion of Heroism x8****

Wyvern Poison x16
Hubris Poison x4
Purple Worm Poison x6

Oil of Etherealness x3
Oil of Slipperiness x3
Oil of Sharpness +1 x4
Potion of Gaseous Form x1
Potion of Clairvoyance x1
Potion of Water Breathing x2
Bottled Breath x1
Truth Serum Potion x1
Potion of Climbing x1
Potion of Animal Friendship x2

Zephyr Strike scroll x6
Scroll of Goodberry x5
Pass without Trace Scroll x3

Alchemist Fire x3
Acid Vial x3
Antitoxin x5
Bag of Caltrop x5

1000 GP Diamond
Pearl of Omi
Here is that pearl we talked about. It can resurrect someone so have fun. The diamond is from that job where you missed a lot. I got life insurance at the temple to Nero so use this to bring me back. Callisto the druid or Lanzu should do it for free. Tell you brain friend hello for me.

  • Takar

  •  

    Equipment
    The Forked Tongue
    Faction
    The Madman [11/15/14/10/15/11]
    Stat Array
    Darkvision: Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. 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. [Darkvision increased to 90 feet by Gloom Stalker.]
    Fey Ancestry: You have advantage on saving throws against being charmed, and magic can't put you to sleep.
    Trance: Elves don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is "trance.") While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep. If you meditate during a long rest, you finish the rest after only 4 hours. You otherwise obey all the rules for a long rest; only the duration is changed.
    Elf Weapon Training: You have proficiency with the longsword, shortsword, shortbow, and longbow.
    Fleet of Foot: Your base walking speed increases to 35 feet.
    Mask of the Wild: You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.
    Emperor’s Gift. You gain a +2 to your initiative rolls.
    Spelunker: You increase your passive perception by 5. This bonus does not stack with the feat, Observant.
    Favored Enemy (Humanoids): Beginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy commonly encountered in the wilds. Choose a type of favored enemy: beasts, fey, humanoids, monstrosities, or undead. You gain a +2 bonus to damage rolls with weapon attacks against creatures of the chosen type. Additionally, you have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them. When you gain this feature, you also learn one language of your choice, typically one spoken by your favored enemy or creatures associated with it. However, you are free to pick any language you wish to learn. Favored Enemy gives advantage on Wisdom (Martial) Checks against your chosen favored enemy.
    Natural Explorer: You are a master of navigating the natural world, and you react with swift and decisive action when attacked. This grants you the following benefits: You ignore difficult terrain. You have advantage on initiative rolls. On your first turn during combat, you have advantage on attack rolls against creatures that have not yet acted. In addition, you are skilled at navigating the wilderness. You gain the following benefits when traveling for an hour or more: Difficult terrain doesn't slow your group's travel. Your group can't become lost except by magical means. Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger. If you are traveling alone, you can move stealthily at a normal pace. When you forage, you find twice as much food as you normally would. While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.
    Fighting Style - Archery: You gain a +2 bonus to attack rolls you make with ranged weapons.
    Spellcasting: Spellcasting Ability Wisdom is your spellcasting ability for your ranger spells, since your magic draws on your attunement to nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a ranger spell you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus + your Wisdom modifier Spell attack modifier = your proficiency bonus + your Wisdom modifier
    Expertise- Perception, Stealth Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies
    Sneak Attack - 2d6 You know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon. You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll.
    Thieves' Cant During your rogue training you learned thieves' cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves' cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly. In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves' guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.
    Cunning Action: You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.
    Skirmisher: You can move up to half your speed as a reaction when an enemy ends its turn within 5 feet of you. This movement doesn't provoke opportunity attacks.
    Survivalist: When you choose this archetype at 3rd level, you gain proficiency in the Nature and Survival skills if you don't already have it. Your proficiency bonus is doubled for any ability check you make that uses either of those proficiencies.
    Primeval Awareness: You have an innate ability to communicate with beasts, and they recognize you as a kindred spirit. Through sounds and gestures, you can communicate simple ideas to a beast as an action, and can read its basic mood and intent. You learn its emotional state, whether it is affected by magic of any sort, its short-term needs (such as food or safety), and actions you can take (if any) to persuade it to not attack. You cannot use this ability against a creature that you have attacked within the past 10 minutes. Additionally, you can attune your senses to determine if any of your favored enemies lurk nearby. By spending 1 uninterrupted minute in concentration (as if you were concentrating on a spell), you can sense whether any of your favored enemies are present within 5 miles of you. This feature reveals which of your favored enemies are present, their numbers, and the creatures' general direction and distance (in miles) from you. If there are multiple groups of your favored enemies within range, you learn this information for each group.
    Dread Ambusher: You can give yourself a bonus to your initiative rolls equal to your Wisdom modifier. At the start of your first turn of each combat, your walking speed increases by 10 feet, which lasts until the end of that turn. If you take the Attack action on that turn, you can make one additional weapon attack as part of that action. If that attack hits, the target takes an extra 1d8 damage of the weapon's damage type.
    Umbral Sight: If you already have darkvision from your race, its range increases by 30 feet. You are also adept at evading creatures that rely on darkvision. While in darkness, you are invisible to any creature that relies on darkvision to see you in that darkness.
    Extra Attack Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
    Fighting Style - Defense (Fighter): While you are wearing armor, you gain a +1 bonus to AC.
    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: You can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action. Once you use this feature, you must finish a short or long rest before you can use it again.

    Sharpshooter: Attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls. Your ranged weapon attacks ignore half cover and three-quarters cover. Before you make an attack with a ranged weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack's damage.
    Elven Accuracy: Increase your Dexterity 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.

    Class/Racial Features & Traits

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