Deimus's page

660 posts. Alias of Dreaming Warforged.


Saves: S -1, D* +6, C +0, I +0, W +1, Ch* +7; Imm Disease Poison (dam and cond) | Init +3 | PPerc 12; PInv 11; PIns 17 | Spd 30' | Insp: Yes! |


HD 7/7 | Status: Normal | Spell slots: 4 3 3 1 | BrdIns 4x d8


HP 29/29 | AC 15 | Acr +4 Dec +7 Ins +7 Int +5 Inv +1 Perc +2 Perf +7 Pers +10 Stea +6 |

About Deimus

Deimus aka "The (B)Old Kobold" "The Dead Snake" "The Restored"
Male, Gearforged (formerly Kobold), Guild Artisan, Bard 7 (College of Glamour)

Combat Stats
Passive Perception: 12; Passive Investigation: 11; Passive Insight: 17.
Init: +3
AC: 15 (Dex, Studded Leather)
HP: 29 (7 HD, rolled after 1st)
Saves: Str -1; Dex* +6; Con +0; Int +0; Wis +1; Ch* +7. Immunity to disease, poison damage, and the poisoned condition.
Speed: 30 ft

Rapier +6; 1d6+3
Dagger[4] +6; 1d4+3
Moonstone Powder: 2nd level sleep but 10ft range and radius.

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

Skills (Jack of All Trade +1)
Acrobatics +3+1, Animal Handling +1+1, Arcana +0+1, Athletics -1+1, Deception* +7, History +0+1, Insight** +7, Intimidation +4+1, Investigation +0+1, Medicine +1+1, Nature +1+1, Perception +1+1, Performance* +7, Persuasion** +10, Religion +1+1, Sleight of Hand +3+1, Stealth* +6, Survival +1+1.

Bonus Actions: Two-Weapon Fighting, Bardic Inspiration, Mantle of Inspiration, Mantle of Majesty.

Proficiency Bonus*: +3
Str: 8, Dex: 16, Con: 10, Int: 10, Wis: 13, Cha: 18 (27-point buy; Gearforged: +1 Dex, +1 Cha; Level 4: +2 Charisma).

Tool Proficiencies: Tinker's tools, Three musical instruments (Viol, Shawm (Kobold Clarinette), Drum)
Weapon Proficiencies: Simple weapons, hand crossbows, longswords, rapiers, shortswords.
Armor Proficiencies: Light armor.
Language Proficiencies: Common, Machine Speech, Kobold.
Skill Proficiencies: Background (Insight, Persuasion), Bard (Deception, Performance, Stealth).

Talents and Special Powers


Spell slots: 4x 3 3xx 1
Cantrips known: 3
Spells known: 10 (5/2/2/1)
C: Dancing Lights, Mending, Vicious Mockery
1 (4): Cure Wounds, Detect Magic, Disguise Self, Dissonant Whisper, Faerie Fire
2 (3): Enhance Ability, Phantasmal Force, Suggestion
3 (3): Leomund’s Tiny Hut, (2nd level spell)
4 (1): Freedom of Movement
Spell save DC = 15 (8 + prof. bonus + Chr mod)
Spell attack modifier = +7 (prof. bonus + Chr mod)

Bardic Inspiration: You can inspire others through stirring words or music. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d6.

Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time.

You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest.

Your Bardic Inspiration die changes when you reach certain levels in this class. The die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level.

Jack of All Trades: Starting at 2nd level, you can add half your proficiency bonus, rounded down, to any ability check you make that doesn’t already include your proficiency bonus.

Song of Rest: Beginning at 2nd level, you can use soothing music or oration to help revitalize your wounded allies during a short rest. If you or any friendly creatures who can hear your performance regain hit points at the end of the short rest by spending one or more Hit Dice, each of those creatures regains an extra 1d6 hit points.

The extra hit points increase when you reach certain levels in this class: to 1d8 at 9th level, to 1d10 at 13th level, and to 1d12 at 17th level.

Bard College (Glamour): At 3rd level, you delve into the advanced techniques of a bard college of your choice: the College of Lore detailed at the end of the class description or another from the Player's Handbook or other sources. Your choice grants you features at 3rd level and again at 6th and 14th level.

Expertise (Insight, Persuasion): At 3rd level, choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.

Ability Score Improvement: When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

Font of Inspiration: Beginning when you reach 5th level, you regain all of your expended uses of Bardic Inspiration when you finish a short or long rest.

Countercharm: At 6th level, you gain the ability to use musical notes or words of power to disrupt mind-influencing effects. As an action, you can start a performance that lasts until the end of your next turn. During that time, you and any friendly creatures within 30 feet of you have advantage on saving throws against being frightened or charmed. A creature must be able to hear you to gain this benefit. The performance ends early if you are incapacitated or silenced or if you voluntarily end it (no action required).

Mantle of Inspiration: When you join the College of Glamour at 3rd level, you gain the ability to weave a song of fey magic that imbues your allies with vigor and speed.

As a bonus action, you can expend one use of your Bardic Inspiration to grant yourself a wondrous appearance. When you do so, choose a number of creatures you can see and that can see you within 60 feet of you, up to a number equal to your Charisma modifier (minimum of one). Each of them gains 5 temporary hit points. When a creature gains these temporary hit points, it can immediately use its reaction to move up to its speed, without provoking opportunity attacks.

The number of temporary hit points increases when you reach certain levels in this class, increasing to 8 at 5th level, 11 at 10th level, and 14 at 15th level.

Enthralling Performance: Starting at 3rd level, you can charge your performance with seductive, fey magic.

If you perform for at least 1 minute, you can attempt to inspire wonder in your audience by singing, reciting a poem, or dancing. At the end of the performance, choose a number of humanoids within 60 feet of you who watched and listened to all of it, up to a number equal to your Charisma modifier (minimum of one). Each target must succeed on a Wisdom saving throw against your spell save DC or be charmed by you. While charmed in this way, the target idolizes you, it speaks glowingly of you to anyone who talks to it, and it hinders anyone who opposes you, although it avoids violence unless it was already inclined to fight on your behalf. This effect ends on a target after 1 hour, if it takes any damage, if you attack it, or if it witnesses you attacking or damaging any of its allies.

If a target succeeds on its saving throw, the target has no hint that you tried to charm it.
Once you use this feature, you can't use it again until you finish a short or long rest.

Mantle of Majesty: At 6th level, you gain the ability to cloak yourself in a fey magic that makes others want to serve you. As a bonus action, you cast command, without expending a spell slot, and you take on an appearance of unearthly beauty for 1 minute or until your concentration ends (as if you were concentrating on a spell). During this time, you can cast command as a bonus action on each of your turns, without expending a spell slot.

Any creature charmed by you automatically fails its saving throw against the command you cast with this feature.

Once you use this feature, you can't use it again until you finish a long rest.

Gearforged Anatomy: You cannot eat, drink, or breathe. You can’t drink potions or gain benefits that come from drinking, eating, or inhaling vapors.

You do not naturally sleep.

During a rest, you must perform maintenance on your gears, springs, and joints, following the normal rules governing rest and activity. While performing this maintenance, you are aware of your surroundings but you have disadvantage on Wisdom (Perception) checks.

If you go longer than 24 hours without performing maintenance (you don’t take a long rest), you gain one level of exhaustion. All exhaustion gained this way disappears after your next long rest.

You can’t be stabilized when dying with a Wisdom (Medicine) check or spare the dying. Instead, a successful DC 10 Intelligence check or a mending cantrip is needed. 

You regain only one-half the usual number of hit points from spells or magical effects with the words cure, heal, or healing in their titles.

Flesh of Steel: You are immune to disease, poison damage, and the poisoned condition.

Solid Construction: If you are killed but your soul gem and memory gears are still intact, you can be restored to life if your body is repaired and soulforging is cast on it again. Because the body already exists, the cost of the ritual is just 500 gp, plus the cost of repairing the body (GM’s discretion, typically 1d4 x 50 gp). If your body was destroyed but your soul gem and memory tapes are intact, they can be implanted into a new body at the standard cost (10,000 gp). The only other magic capable of bringing you back from the dead is a wish spell, which restores you fully.

Guild Membership: As an established and respected member of a guild, you can rely on certain benefits that membership provides. Your fellow guild members will provide you with lodging and food if necessary, and pay for your funeral if needed. In some cities and towns, a guildhall offers a central place to meet other members of your profession, which can be a good place to meet potential patrons, allies, or hirelings.

Guilds often wield tremendous political power. If you are accused of a crime, your guild will support you if a good case can be made for your innocence or the crime is justifiable. You can also gain access to powerful political figures through the guild, if you are a member in good standing. Such connections might require the donation of money or magic items to the guild’s coffers.

You must pay dues of 5 gp per month to the guild. If you miss payments, you must make up back dues to remain in the guild’s good graces.

Starting equipment: Rapier, diplomat's pack (), Kobold clarinet, leather armor, dagger. 3 daggers, Studded leather armour added.

Gift of Fate from the Oracle of Rava: a small stack of cards is full of text, which he bundles ceremoniously with preserving oils, a white ribbon, and a waxy spider seal. "You will open it when you are ready."

174 GP, 0 SP, 0 CP.

Age: 50
Height: 4'3"
Weight: 250 lbs

Gearforged Components: Deimus's body is composed of a blend of dull steel and brass plating over smoked hickory wood of different lightness that seem to play the role of organs. Between the wooden organs are everwound springs, some of them very thin and narrow for fingers and the face, others thick for arms and legs, of reddish copper. Within its core, where the heart would be, is Deimus's soul gem, a pale diamond filled with a blue-green flame. Inside his skull are the memory gears, they click and whir with a soft drizzling noise. The gears sometimes produce a bluish smoke when Deimus is faced with an impossible dilemma. Small dominos, black on one side, white on the other, are flipped back and forth by the gears' motion, serving as the memory bank. Their black and white configurations are tied to the actuation of small bellows pushing air in a complex set of tiny pipes. Their harmonies resonating back at the bellows and the dominos, readjusting their configuration, acting as a feedback loop.

Deimus tends to wrap himself in a dark khaki leather cloak. His dull brass and steel face appears expressionless, though a dim amber light shines in its single crystalline eye.

Alignment: Lawful Neutral
Trait: I believe that anything worth doing is worth doing right. I can’t help it — I’m a perfectionist.
Ideal: Community. It is the duty of all civilized people to strengthen the bonds of community and the security of civilization.
Bond: I owe my guild (clutch) a great debt for forging me into the person I am today.
Flaw: I’m quick to assume that someone is trying to cheat me.

Primary Motivator: Liberation
Secondary Motivator: Recognition
Emotional Disposition: Melancholic
Moodiness: Even-tempered
Outlook: Pessimistic
Integrity: Unscrupulous
Impulsiveness: Controlled
Boldness: Cautious
Agreeableness: Agreeable
Interactivity: Engaging
Conformity: Conventional
Sense of Humour: Cynical
Favorite Topics of Conversation: Kobolds of Zobeck, social justice, tinkering tools.
Quirks, Habits, and Oddities: Smoking when thinking (smells like tobacco), readjusting springs, looking at people from below, really close.
Hobbies and Enjoyments: His old hobbies and enjoyments were fine wine and spending time with the younger Kobolds in his clutch, both of which have been denied to him through his transformation. He is in search for things to enjoy as a gearforged.

Deimus was born in the slums of Zobeck to a poor Kobold clutch. His father did everything he could to have his son climb above his station, above his lot. He pushed Deimus hard, until the young Kobold managed to secure a proper tinker trade, instead of working with his father in Dwarven mines.

As soon as he felt stable in his station, Deimus turned his power towards activism, using his trade, his talent for words, and the knowledge of books and tales to inspire Zobeck's Kobolds and fight for their rights. Soon, a small community rallied around him. That's when trouble started. It quickly escalated and a red dawn found the body of Deimus lying face down in the gutter.

Yet, someone picked his dead husk and promptly brought it to the High temple of Rava, where Deimus's transformation was secretly arranged and paid for.

Still uncomfortable in his new form, and unclear as to who killed him and who raised him, and for what motive, Deimus walks again the streets of Zobeck, with nothing but a renewed sense of purpose and a lot of questions.

Deimus does not know who murdered him or why, nor does he know who raised, why, and why as a Gearforged. He feels like a pawn in an elaborate game, and wishes to wrestle control from the master’s hands, while remaining true to the cause of Zobeck’s Kobolds.

The Clutching Drake
The 'Drake' is a three-story house on the Kobold Ghetto. The ground floor hosts a coffee shop equipped with a renowned espresso machine that Old Deimus himself created. Coffee was fast becoming a fashion in the city and the Drake was the only place that catered its finest to Kobolds. Deimus's hope was that his special blend espresso would become fashionable with Humans.

The basement hosts a separate access to the back of the building and serves as Deimus' tinker shop, where he lets the younger Kobolds hang out and tinker to their hearts' content while their older clutch mates enjoy beverages and play games upstairs. These days, he has working on building sophisticated games combining mechanical traps, which are sold in renowned shops.

The top floor is where Deimus lives, which also serves as his personal shop, where he tinkers at a new espresso machine, and now his own new body.

In the past months, the Clutching Drake had built quite a reputation, but Deimus's recent demise has brought things to a low. Deimus is working hard to rebuild the place's reputation as well as his own status among the Kobolds and the city's elites.

Deimus uses the profits generated to further the Kobold cause and build up his political status. He sees the two going hand in hand. Kobolds pay close to nothing to enjoy his coffee, play games, and discuss clutch and politics.

Deimus invested 500 gp in the place, it costs 100 gp a month to justify a permanent hand and expenses.

Campaign Notes:

Zobeck's Council
Ondil Firedrake - Dwarven priestess of Rava
Orlando - Human archwizard of the Collegium
Lector Strek - A famous guildmaster of alchemy
Ser Jorun Haclav - Field Marshall of the Free Army
Quetelmak - kobold King of Kings
Melancha Vendemic - A popular and gifted artist, musician and orator
Kekolina of the Derry Mine - representative of the kobold miner gangs
Myzi I - Mouse Lord of the Undercity
Lady Wintesla Marack - priestess of Lada
Halsen Hrovitz - merchant with old ties to House Stross
Selena Harbeck - another priestess of Rava
Lord Mayor Olleck - a female dwarven mule driver, recently elected by peers on the Council