Seltyiel

Deimus's page

937 posts. Alias of Dreaming Warforged.


Race

Saves: S +1, D +3, C +5, I -1, W +1, Ch +5 Adv charm, disease; Imm Sleep| Init +3 | PPerc 13; PInv 9; Pins 13; DrkVis | Spd 30' | Insp: No |

Classes/Levels

HD 3/3 | Spell DC 13 (1: 4/4; 2:1/2) | Sorcery 3/3 | Spell Att +5 | Status: Normal

Gender

(Vanished One) HP 23/23 | AC 13 | Acr +5 Dec +3 Ins +3 Int +5 Perc +3 Pers +5 SoH +3 Ste +3 |

About Deimus

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Deimus aka "The Vanished One"
Male, Half-elf, Courtier, Sorcerer 3 (Demigod Origin)

Combat Stats
Passive Perception: 13; Passive Investigation: 9; Passive Insight: 13; Darkvision.
Init: +3
AC: 13 (Dex)
HP: 23 (3 HD, avg after 1st)
Saves: Str* +1; Dex +3; Con* +5; Int -1; Wis +1; Ch* +5. Resistance against being charmed, and magical sleep.
Speed: 30 ft

Offense
Quarterstaff +5; 1d8+5 2-handed
Dagger +5; 1d4+3

Actions in Combat: Attack, Cast a Spell, Dash, Disengage, Dodge, Grapple, Help, Hide, Improvise, Ready, Search, Shove, Use an Object.

Skills
Acrobatics* +5, Animal Handling +1, Arcana* +1, Athletics -1, Deception +3, History -1, Insight* +3, Intimidation* +5, Investigation -1, Medicine +1, Nature -1, Perception +3, Performance +3, Persuasion* +5, Religion -1, Sleight of Hand +3, Stealth +3, Survival +1.

Bonus Actions: Two-Weapon Fighting.

Abilities
Proficiency Bonus*: +4
Str: 8, Dex: 16, Con: 16, Int: 8, Wis: 12, Cha: 16 (29-point buy; Half-elf, +2 Chr, +1 to Dex and Con).

Proficiencies
Tool Proficiencies: None
Weapon Proficiencies: Crossbow, Light, Dagger, Dart, Quarterstaff, Sling.
Armor Proficiencies: None.
Language Proficiencies: Common, Elvish, Giant, Goblin, Sylvan.

Talents and Special Powers

Short Rest: HP (through HD), Godly Ancestor spells.

Long Rest: Spellcasting, HP, Sorcery Points.

Spellcasting:
Sorcery Points: 3
Spell slots: Godly Ancestor spells 1/1 + 4/2
Cantrips known: 4
Spells known: 4
Spell save DC = 13 (8 + prof. bonus + Chr mod)
Spell attack modifier = +5 (prof. bonus + Chr mod)

Godly Ancestor (Trickery): Charm Person, Hideous Laughter
C: Fire Bolt (120 ft, 1d10 fire), Light, Mind Sliver, Prestidigitation
1 (2): Magic Missile, Shield
2 (2): Suggestion, Web

Font of Magic:
Creating Spell Slots. You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. 2 pts for lvl 1, 3 pts for lvl 2, 5 pts for lvl 3, 6 pts for lvl 4, 7 pts for lvl 7. You can create spell slots no higher in leveI than 5th.

Converting a Spell Slot to Sorcery Points. As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot's leveI.

Metamagic (Subtle Spell, Twinned Spell): At 3rd level, you gain the ability to twist your spells to suit your needs. You gain two of the following Metamagic options of your choice. You gain another one at 10th and 17th leveI. You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.

Vanished One Divine Blessing: Blessing of the Dragonlords. While mounted on a dragon, you gain that dragon’s damage resistances, damage immunities and senses (blindsight, darkvision and its passive perception if it is greater than yours). If the dragon is an adult or ancient dragon, you can also use its legendary resistance (but this counts towards the total number of uses per day).

Godly Ancestor (Trickery): Starting at 1st level, choose the divine domain of your godly ancestor from the following list. You can cast each of the associated spells once without using any spell slots, and you regain the ability to do so after completing a short or long rest.
Additionnally, whenever you make a Charisma check when interacting with gods or celestials, your proficiency bonus is doubled if it applies to the check.

Inherited Strength: Starting at 1st level, your godly lineage bestows you with extraordinary strength for someone without martial training. You are proficient in Strength saving throws. Additionally, you may choose to add your Charisma modifier to melee attack and damage rolls instead of your Strength.

Equipment
Starting equipment: Quarterstaff,backpack (bedroll, clothes, fine, component pouch, dagger (2), mess kit, rations (1 day), rope hempen 50 ft, tinderbox, torch, waterskin).

Wealth
5 GP, 0 SP, 0 CP.

Description
Age: 24
Height: 5'10"
Weight: 160 lbs

Background
Alignment: Chaotic Good
Trait: No one could doubt by looking at my regal bearing that I am a cut above the unwashed masses.
Ideal: Noble Obligation. It is my duty to protect and care for the people beneath me. (Good)
Bond: The common folk must see me as a hero of the people.
Flaw: I have an insatiable desire for carnal pleasures.

Profile
Primary Motivator: Hedonism
Secondary Motivator: Liberation
Emotional Disposition: Joyful
Moodiness: Labile
Outlook: Optimistic
Integrity: Unscrupulous
Impulsiveness: Spontaneous
Boldness: Intrepid
Agreeableness: Agreeable
Interactivity: Engaging
Conformity: Conventional
Sense of Humour: Prankster
Favorite Topics of Conversation: Omens, recent news and history, the gods and their adventures.
Quirks, Habits, and Oddities: Looking at himself in reflective surfaces, not wearing shirts, checking the sky for omens.
Hobbies and Enjoyments: Wine, listening to tales of the gods, feats of strength.

Story
Deimus was one of the chosen ones. Yet he is now devoid of most of his memories, only barely aware that his heritage has been taken away. Yet, he knows he remains chosen, but that his ascending remains to be fulfilled, if only he figures his destiny and accomplishes it.

As one who should have been a god by now, he looks down on others and feels a strong sense that he should live like a living god, yet he also feels a deep sense of responsibility towards people and the prophecies. These two impulses are conflicting and makes him wonder about the works of the fates.

Vanished One
You are one of the Dragonlords, the legendary outside explorers who first discovered Thylea. You were pres- ent when the tiny settlement of Mytros was founded, but you’ve been missing for almost 500 years. During an expedition into the Cerulean Gulf, you fell victim to the irresistible charms of a nymph named Versi. You’ve spent the last five centuries in a waking dream, trapped in her cave with no knowledge of time passing or events on the mainland. Versi released her hold on you when you were called by fate to save Thylea, but she made you swear an oath to return to her once your quest is completed. Versi is known as the Oracle by most of the inhabitants of Thylea.

Campaign Notes: