Consortium Agent

Carnadine's page

820 posts. Alias of Jubal Breakbottle.


Race

Dhampir Knight Captain Incorporeal |

Classes/Levels

HP: 80/80 | HD 9/9 | Thirst 2/2 | Charm 1/1 | Wind 1/1 | Surge 1/1| Indomitable 0/1 | Inspiration

Stats:
AC 20 | Str +7 Dex +0(+2) Con +6 Int +0 Wis +0 Cha +2 | Initiative +0 | Passive Perception 14, Darkvision

About Carnadine

Age 62 Height 6-ft, 1-in Weight 195 lb.
Hair black Eyes gray

APPEARANCE:
This noble dhampir stands a little over six feet tall with alabaster skin and jet black hair pulled back in a fashionable short tail. He readies a shield emblazoned gules, a skull argent. And, his matching crimson tabard is decorated to announce his status as a noble within the Order of Knights Incorporeal and overlays silvery plate armor which tapers to fit a slim build. On his head, he wears a helm of the same silvery metal. The ghost knight shoulders a veteran red leather rucksack with a bedroll and coil of rope secured to it, a longbow, a quiver, and his familiar crimson shield emblazoned with a skull argent, and his weapon’s belt carries a longsword and two handaxes.
PERSONALITY:
Personality Traits
1. I’m better than you. You know. I know it.
2. I’m always wary of treachery.

Ideal = Challenge. I care only for the next test.

Bond The vampire patron of my family isn’t like most of his kind. I respect his wisdom and compassion.

Flaw I dismiss the opinions of others quickly.

BACKGROUND:

• Carnadine was born to a vampire Otto Count of Bruvik and a favored human mistress
• He believes Dhampir are a blessed race, better than humans and dwarves
• He was raised in relative luxury and was knighted to the Order of Knights Incorporeal (Order of the Red Shield) when he came of age
• He served with distinction in the conquest of Electoral Kingdom of Krakova
• He is as comfortable on a battlefield as in a noble's court. Both can be a deadly game
• His Lawfulness comes from his code of conduct within the Order of Knights Incorporeal and noble court
• His Evilness is a lack of concern for other’s well-being
• He is currently a Captain of Arms in the Order of Knights Incorporeal
• He is in Zobeck handling business interests for his father, vampire count
• His interest in Zobeck is to protect his sire's business interest
• He attends the indoor theater as a distinguished guest of the local business interest

* By the Book of Holy Lust, the Song of Blood & Winter, and the Scarlet Commandments.
* The greatest public shrine to Marena is the great Aprostala temple, a site of pilgrimage and daily sacrifices in the Barony of Doresh.
* The stern goddess of lust and death demands her followers kill her foes (especially followers of Lada) and she requires rites of seduction, blood sacrifice, and flagellation.

* Vor and voyra (literally “blood thieves” or “takers,” but meaning something closer to noble vampire)
* Red Goddess of Winter, Lust, Sickness, and Death, the Blood Maiden, the Winter Maiden, Patron of the Greater Duchy of Morgau

Race Dhampir
Gender Male
Alignment Lawful Evil
Class Fighter (Ghost Knight) 9
Background Dhampir of Morgau
Status

Initiative +0
Senses Passive Perception 14, Darkvision 60 ft

==DEFENSE==
AC 20 (18 armor +0 Dex +2 Shield)
HP 80 = 10 +6 +6 +8 +6 +6 +6 +8 +6 +9x(+2 Con)
Strength +7, Dexterity +0 (+2), Constitution +6
Intelligence +0, Wisdom +0, Charisma +2
Armor Mithral Plate Armor & Shield
Defensive Abilities
- Heavy Armor Master: While you are wearing heavy armor, bludgeoning, piercing, and slashing damage that you take from non-magical weapons is reduced by 3.
- Undead Resistances: You have advantage on saving throws against disease, and you have resistance against necrotic damage.
- Shield Master: you can add your shield’s AC bonus to any Dexterity saving throw you make against a spell or other harmful effect that targets only you. If you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you can use your reaction to take no damage if you succeed on the saving throw, interposing your shield between yourself and the source of the effect.
- Balhiir of Spellfire: It can absorb spells cast in the area as per Counterspell Charisma casting check +6

==OFFENSE==
Speed 30 ft
Mounted Melee Lance +6 (1d12+5) Piercing, Reach
Melee Balhiir of Spellfire +7 (1d8+6) Magical Slashing, Versatile (1d20)
Melee Silvered Longsword +6 (1d8+5) Slashing, Silvered, Versatile (1d20)
Melee & Ranged Handaxe +6 (1d6+5) Slashing, Thrown (20/60)
Ranged Longbow +3 (1d8) Piercing (150/600), heavy, two-handed
Special Attacks
- Shield Master: If you take the Attack action on your turn, you can use a bonus action to try to shove a creature within 5 feet of you with your shield.
- Frightful Charge: when you move at least 20 feet and attack a creature, it must succeed on a Wisdom saving throw (DC 14) or become frightened of you until the start of your next turn.
- Mounted: have advantage on melee attack rolls against any unmounted creature that is smaller than your mount.
- Hooves: Bonus action to attack +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.

- Short Draw - Longsword: As an attack, you may draw a sheathed one-handed sword and make an attack roll to strike the enemy with its pommel, leaving the target gasping for breath. This attack deals no damage, but the next attack roll made against the target has advantage. You must have at least one hand free to take this action.
- Pinning Edge - Handaxe:. When you make a melee or ranged weapon attack with a hand axe, you may attempt to pin a Large or smaller creature to a wall or surface by catching their clothing with the axe’s edge. This maneuver can be used against creatures without clothing at the GM’s discretion. Make an attack roll; if the attack hits, the target must make a Strength saving throw. On a failure, the target’s speed is reduced to zero until the axe is removed. The target can make another Strength saving throw as an action on its turn.
- Pinning Shot - Longbow: When you make an attack with a bow, you may attempt to pin a Large or smaller creature to a wall or surface by catching their clothing with the arrow’s point. This maneuver can be used against creatures without clothing at the GM’s discretion. Make an attack roll; if the attack hits, the target must make a Strength saving throw. On a failure, the target’s speed is reduced to 0 until the arrow is removed. The target can make another Strength saving throw as an action on its turn.
- Distracting Shot - Longbow: As an action, make a single attack with your bow. You intentionally miss your target but give an ally the chance to attack while it is distracted. The next attack roll against the target has advantage if it is made before the beginning of the target’s next turn.
- Trick Shot - Longbow: As an action, make a single stylish bow attack with disadvantage. If the lower roll would also hit the target, you automatically score a critical hit.

==STATISTICS==
Str 16, Dex 10, Con 14, Int 10, Wis 11, Cha 14
Proficiency +4

==PROFICIENCIES ==
Dhampir of Morgau – Intimidation, Persuasion
Dhampir of Morgau – One musical instrument of your choice, One language of your choice
Fighter – All Armors, Shields, Martial & Simple Weapons
Fighter – Athletics, Perception
Ghost Knight – Animal Handling

==SKILLS==
+4 Animal Handling (4 proficiency +0 Wis)
+7 Athletics (4 proficiency +3 Str)
+6 Intimidation (4 proficiency +2 Cha)
+4 Play lute (4 proficiency +0 Dex)
+4 Perception (4 proficiency +0 Wis)
+6 Persuasion (4 proficiency +2 Cha)

Languages Trade Tongue, Darakhul

==ABILITIES ==
Dark Thirst: You can bite as an unarmed strike against an incapacitated creature or one you have grappled. Your bite deals 1 point of piercing damage, and if the creature has blood and isn’t a construct or undead, you can feed from it as part of the attack. Your feeding deals necrotic damage equal to your Charisma modifier (minimum of 1), and if your target takes damage you regain one spent hit die. You can regain a number of spent hit dice with this trait equal to your Constitution modifier per long rest (minimum of 1).

Predatory Charm: As an action, you can magically beguile the mind of a creature that you can see within 30 feet. For 1 hour, you have advantage on Charisma checks made against the target. If you or any of your allies attack or damage the target, this effect ends. When the effect ends, the target feels repulsed by you and becomes hostile toward you until the next dawn, during which time it becomes immune to this effect. A hostile creature won’t necessarily attack outright, but it won’t deal with you in any way and might actively try to hinder you. You can use this trait once, and regain the ability to do so when you finish a short or long rest. A creature immune to being charmed is immune to your predatory charm.

Undead Resistances: You have advantage on saving throws against disease, and you have resistance against necrotic damage.

Fighting Style: 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.

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.

Pale Rider Also at 3rd level, you can cast Find Steed. The steed created is an undead creature that takes the form of a ghostly pale or dappled riding horse. Your GM can substitute a camel, a mastiff, or another mount appropriate to your character. When you reach 7th level, a ghostly, undead warhorse becomes available. You can cast this spell once, and regain the ability to do so when you finish a long rest. While riding your mount, you can use a bonus action to have the steed make one attack.

4th – Heavy Armor Master
• Increase your Strength score by 1, to a maximum of 20.
• While you are wearing heavy armor, bludgeoning, piercing, and slashing damage that you take from non-magical weapons is reduced by 3.

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

6th – Shield Master You use shields not just for protection but also for offense. You gain the following benefits while you are wielding a shield:
• If you take the Attack action on your turn, you can use a bonus action to try to shove a creature within 5 feet of you with your shield.
• If you aren’t incapacitated, you can add your shield’s AC bonus to any Dexterity saving throw you make against a spell or other harmful effect that targets only you.
• If you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you can use your reaction to take no damage if you succeed on the saving throw, interposing your shield between yourself and the source of the effect.

Frightful Charge Starting at 7th level, when you move at least 20 feet and attack a creature, it must succeed on a Wisdom saving throw (DC = 8 + your proficiency bonus + your Charisma modifier) or become frightened of you until the start of your next turn.

8th – Mounted Combatant You are a dangerous foe to face while mounted. While you are mounted and aren’t incapacitated, you gain the
following benefits:
• You have advantage on melee attack rolls against any unmounted creature that is smaller than your mount.
• You can force an attack targeted at your mount to target you instead.
• If your mount is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

Indomitable Beginning at 9th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can’t use this feature again until you finish a long rest.

Feature = Lord of the Night You give off a mien of lordship that undead, and those who venerate them, can’t ignore. Within the Principalities you are treated according to your high station; your presence is rarely challenged, and you can demand lodging and hospitality for yourself and your companions (equivalent to a common lifestyle for yourself, and a poor lifestyle for non-dhampir companions). Outside Morgau and Doresh, undead creatures are disposed to hear your words instead of leaping directly to battle. Mindless or simple undead such as skeletons and zombies don’t recognize you for what you are, but more intelligent undead may be willing to treat instead of fight, if you approach them correctly.

== MOUNT ==

"Voyra"
Large undead, Lawful Evil

APPEARANCE:
This destrier is elegantly and strongly built with a head of medium length and a straight profile, a strong, wide jaw, and good width between dark eyes. Her neck is long and broad, running to well-defined withers and a massive chest. The mare has a short back and broad, powerful hindquarters with a well-rounded croup at the same height of its withers standing five feet tall.

Her gray coat with progressive silvering of the colored hairs on its black skin is missing in many places exposing muscle and bone. Her silver mane and tail once was thick and long but now are obviously frayed. Her tack of saddle, stirrups, bridle, halter, rein, bit, harness, martingale, and breastplate is exquisitely made of crimson leather. It wears matching saddlebags of red leather. A veteran warlance stands upright secured in a holster on the right side of the saddle. A crimson pennant emblazoned with a skull argent waves under the spear point of the lance.

Armor Class: 8
Hit Points: 37 (5d10 + 10)
Speed: 50 ft.

STR 18 (+4)
DEX 6 (-2)
CON 15 (+2)
INT 6 (-2)
WIS 6 (-2)
CHA 5 (-3)

Saving Throw: Wis +0
Damage Immunities: Poison
Condition Immunities: Poisoned
Senses: Darkvision 60 ft., Passive Perception 8
Languages: Darakhul

Undead Fortitude: If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead.

Actions
Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.

Mounted Equipment
Riding kit
Lance – 6 lb.
Saddlebags to carry backpack – 5 lb.

== EQUIPMENT ==

Worn
A signet ring
Mithral plate armor – 32.5 lb.
Helm of Comprehending Languages
Shield – 6 lb. (10 gp)
1. Balhiir of Spellfire - 3 lb.
Silvered Longsword – 3 lb. (+100 gp)
Handaxes (2) – 4 lb.
Potions (3) of Healing (2d4+2 HP) – 1.5 lb. (150 gp)
Pouch (17 gp) – 1 lb. (+7 gp)
- A vial of quickling blood
- Fabric identifying Master-of- Roads, Haylcaster Montylgrue, of House Roren
Lute – 2 lb.
Longbow – 2 lb.
Quiver of arrows (20) – 2 lb. (2 gp)

Custom Explorer’s backpack – 5 lb.
- A set of fine clothes – 6 lb.
- Bedroll – 7 lb.
- Mess kit – 1 lb.
- Tinderbox – 1 lb.
- 10 days of rations – 10 lb.
- Waterskin – 5 lb.
- Rope, hemp (50 feet) – 10 lb.
- Healer’s kit (10) – 3 lb. (5 gp)
- Case, map or scroll – 1 lb. (1 gp)

Flying your banner on the squire's pole has activated its magic:
1. Knight and Squire initiative bonus is the sum of knight and squire (so yours now becomes +2 instead of +0) when within 100 ft and visible.
2. Knight and Squire gain the non-ability score benefits of the Athlete and Durable feats when within 100 ft and visible.
3. Once per day it will cast Regenerate on either Knight or Squire when within 10 ft and visible.

Worn load 77.5 lb. +48 lb.

Carrying Capacity: Str x15 = 240 lb.

== WEALTH ==
200 gp of estate or credit for wealthy lifestyle
1,667 gp from mithral goblets
(1,000) gp and trade in splint armor for mithral plate armor and helm of CL

ADVANCEMENT:

Mounted Combatant
You are a dangerous foe to face while mounted. While
you are mounted and aren’t incapacitated, you gain the
following benefits:
• You have advantage on melee attack rolls against any
unmounted creature that is smaller than your mount.
• You can force an attack targeted at your mount to target
you instead.
• If your mount is subjected to an effect that allows it to
make a Dexterity saving throw to take only half damage,
it instead takes no damage if it succeeds on the
saving throw, and only half damage if it fails.