Falko Escheus's page

1,695 posts. Alias of Dreaming Warforged.


About Falko Escheus

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FALKO ESCHEUS

Male Tribe Member Aasimar (Protection) Barbarian (Zealot) 17

COMBAT STATS

Buffs from Companions: As long as you are within 10' of Daryl you are immune to being frightened or charmed, and all saving throws have a +3 bonus.

Passive Perception: 10; Passive Investigation: 9; Passive Insight: 16; Darkvision.
Init: +2, Advantage, act on my turn even if surprised if first thing I do is enter rage
AC: 15 (Dex, Con), res to radiant and necrotic damage, res to BSP while raging.
HP: 175 (17 HD)
Saves: Str +13; Dex +2; Con +9; Int -1; Wis +6; Ch +1. Advantage on Dex saves. Resilient (Wis), Adv on all while raging, reroll failed save while raging once per rage.
Speed: 40 ft, Swim 40 ft

OFFENSE

Maul +1 +14, 2d6+8, Bludgeoning, 3x additional dice on crit
Maul +1, raging, GWM +14-5 (reckless adv), 2d6+12+10 +1d6+8 radiant on first hit/turn (Radiant Soul: +17 radiant on one hit per turn), 3x additional dice on crit
Greataxe +13, 1d12+7, Slashing
Pike +13, 1d10+7, piercing, reach
Dagger +13, 1d4+7, Thrown, Range (20/60)
Javelin +13, 1d6+7, Thrown, Range (30/120)
Longbow +8, 1d8+2, Range
Sling +8, 1d4+7
Unarmed Strike +13, 8

Actions
Attack, Cast a Spell, Dash, Disengage, Dodge, Grapple, Help, Hide, Improvise, Ready, Search, Shove, Use an Object.
Healing Hands 1/LR, Radiant Soul 1/LR, Second Attack
Decanter, Cube, Beads, Bag, Figurine, Robe.

Bonus Actions
Two-weapon Fighting, Rage 6/LR, Zealous Presence 1/LR, extra attack from GWM on crit or 0 hp

Reactions
Opportunity Attacks

While Raging
Adv Str checks and saving throws, +4 melee damage, resistance to BSP, Divine Fury 1d6+8 radiant 1/turn, Fanatical Focus Reroll 1/LR

SKILLS

Acrobatics +2, Animal handling -1, Arcana -1, Athletics +13, Deception +1, History -1, Insight +5, Intimidation +7, Investigation -1, Medicine -1, Nature -1, Perception -1, Performance +1, Persuasion +1, Religion -1, Sleight of Hand +2, Stealth +2, Survival +5.

ABILITIES

Proficiency Bonus*: +6
Str: 25 (+7), Dex: 14 (+2), Con: 16 (+3), Int: 9 (-1), Wis: 10 (+0), Cha: 12 (+1) (27-pt buy; ASI 4th, 12th, 16th, Resilient +1 Wis at 8th, Great Weapon Master at 12th, Belt of Fire Giant Strength (25)).

PROFICIENCIES

Tool Proficiencies: Smith's Tools, Leatherworking Tools (trained, 250 gp)
Weapon Proficiencies: All simple weapons
Armor Proficiencies: Light armour
Language Proficiencies: Giant, Orc (trained, 250 gp)
Skill Proficiencies: Athletics, Insight, Intimidation, Survival
Feats: Resilient (Wis, 8th)

CLASS, RACE, AND BACKGROUND FEATURES

Healing Hands (1/LR, action)
Once per long rest as an action, touch a creature and restore 17 hit points.

Radiant Soul (1/LR, action)
Once per long rest as an action, you can transform, gaining glimmering eyes and two incorporeal wings. For 1 minute or until you end it as a bonus action, you have a flying speed (30 ft.) and once per turn you can have one attack or spell deal 17 in additional radiant damage to one target.

Great Weapon Master
On your turn, when you score a critical hit with a melee weapon or reduce a creature to 0 hit points with one, you can make one melee weapon attack as a bonus action.

Before you make a melee attack with a heavy 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.

Rage (6/LR, bonus action)
As a bonus action enter a rage for up to 1 minute (10 rounds).
You gain advantage on STR checks and saving throws (not attacks), +4 melee damage with STR weapons, resistance to bludgeoning, piercing, slashing damage. You can't cast or concentrate on spells while raging.
Your rage ends early if you are knocked unconscious or if your turn ends and you haven’t attacked a hostile creature since your last turn or taken damage since then. You can also end your rage as a bonus action.

Divine Fury (while raging)
While you’re raging, the first creature you hit on each of your turns with a weapon attack takes 1d6 +8 radiant damage.

Fanatical Focus Reroll (while raging, no action)
If you fail a saving throw while you’re raging, you can reroll it, and you must use the new roll. You can use this ability only once per rage.

Zealous Presence (1/LR, bonus action)
Once per long rest as a bonus action, you unleash a battle cry and up to 10 other creatures of your choice within 60 feet of you that can hear you gain advantage on attack rolls and saving throws until the start of your next turn.

Unarmored Defense
While not wearing armor, your AC equals 10 + DEX modifier + CON modifier + any shield bonus.

Reckless Attack
When you make your first attack on your turn, you can decide to attack recklessly, giving you advantage on melee weapon attack rolls using STR during this turn, but attack rolls against you have advantage until your next turn.

Danger Sense
You have advantage on DEX saving throws against effects that you can see while not blinded, deafened, or incapacitated.

Warrior of the Gods
If a spell to restore your life is cast on you, the caster doesn't need material components for that spell.

Extra Attack
You can attack twice, instead of once, whenever you take the Attack action on your turn.

Fast Movement
Your speed increases by 10 ft. while you aren't wearing heavy armor.

Fanatical Focus (1/rage)
If you fail a saving throw while you’re raging, you can reroll it, and you must use the new roll. You can use this ability only once per rage.

Feral Instinct
You have advantage on initiative rolls. Also, if you are surprised at the beginning of combat but not incapacitated, you can act normally on your first turn if you enter a rage before doing anything else.

Brutal Critical
You can roll three additional weapon damage dice when determining the extra damage for a critical hit with a melee attack.

Relentless Rage (Reset after SR)
If you drop to 0 hit points while you’re raging and don’t die, you can make a DC 10 CON saving throw. If you succeed, you drop to 1 hit point instead.
The DC increase by 5 each time you use this after the first, resetting to 10 after a short or long rest.

Rage beyond Death
While you’re raging, having 0 hit points doesn’t knock you unconscious. If you would die during your rage, you can't until your rage ends.

Persistent Rage
Your rage ends early only if you fall unconscious or if you choose to end it.

Darkvision
You can see in darkness (shades of gray) up to 60 ft.

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

Light Bearer
You know the light cantrip (CHA).
Light(Cantrip)

EQUIPMENT

Kit

Backpack, bedroll, traveler's clothes, huting trap, javelins (6), maul, greataxe, pike (reach), dagger, longbow, arrows (20), sling, stones (20), mess kit, rations (1 day), hemp rope, tinderbox, torch, waterskin.

Wealth (1 gp = 20 sp; 1 sp = 12 cp; 1 gp = 240 cp)

20 diamonds, each worth roughly 100 gp (the rest of his wealth was lost to time, given to the wizard for freeing him, or spent on feasts with new friends).

5 pouches of 500 gp worth of diamond dust.

10 GP, 10 SP, 10 CP

Batch of Corpus Vitalizer taken from Thayans, very potent (100% ?) alcohol
Magic Items

Atunements: 3/3

Maul +1 (Uncommon, Major), Decanter of endless water (Uncommon, Minor), Cube of force (A) (Rare, Major)
, Bead of force (2)
 (Rare, Minor), Belt of Fire Giant Strength (A) (Very Rare, Major), Bag of devouring (Very Rare, Minor), Ring of swimming, Bag of tricks (grey), Figurine of wondrous power (marble elephant), Robe of scintillating colors (reskinned as a black fur cloak).


DESCRIPTION

Eyes: Dark Silver
Hair: Brown
Age: 80 but feels like 160
Height: 6'6"
Weight: 225 lbs

Falko shares the proud and massive hull of Damaran's fiercest plainsmen. His face is slim and his jaw squarely set under tight lips and a flat nose. His eyes are the only feature betraying his angelic roots, for they shine silver in bright light, though his mother would also argue that his hair take a heavenly coppery tint when the light is just so.

Despite now living amongst the urbans, the proud warrior prefers to wear his traditional garbs. He favours dark and furry pelts, though he chooses luscious white furs for official functions. His other garbs tend to reflect function over style: simple woolen shirts and thick leather pants, as well as wide and high furry boots to protect him from the cold rain sweeping his home country.

His chest is adorned with tribal tattoos depicting the battle for Damara and the fall of the Witch-King of Vaasa. Hair and small bones he collects from his most illustrious prey he weaves and mixes with semi-precious stones into a thick colourful necklace he wears proudly around his neck.

An immense knife sits solemnly on his hip, but it is the cane he carries that speaks loudest. Stout, rugged, and ending with a heavy polished stone, it is more a weapon that serves as a makeshift cane than the opposite. When asked about it, Falko usually smiles and shrugs off the question.

When readying for formal battle, Falko smears his face with a handful of ash mixed with water, drawing the symbol of the bear over his forehead, nose, and right cheek. He keeps the ash in a pouch on his belt. When in battle, Falko lets the spirit of the ancient priest ride him, alongside the black bear, and often shouts long ribbons of mad litany as he fights, his eyes glowing bright silver.

Faction

Falko has been approached by the Order of the Gauntlet and has traded information with their agents on the activities of the nobility in Zhentil Keep. He is thinking of strengthening the bond, but remains hesitant.

Background

Alignment: Lawful Good
Traits: I once ran twenty-five miles without stopping to warn to my clan of an approaching orc horde. I’d do it again if I had to.
I watch over my friends as if they were a litter of newborn pups.
Ideals: Honor. If I dishonor myself, I dishonor my whole clan. (Lawful)
Bonds: I am the last of my tribe, and it is up to me to ensure their names enter legend.
Flaws: Violence is my answer to almost any challenge.

Profile

Primary Motivator: Justice
Secondary Motivator: Hedonism
Emotional Disposition: Joyful and Angry
Moodiness: Labile
Outlook: Optimistic
Integrity: Conscientious
Impulsiveness: Spontaneous
Boldness: Intrepid
Agreeableness: Agreeable
Interactivity: Engaging
Conformity: Heterodox
Sense of Humour: Crude
Favorite Topics of Conversation: Dragonsbane, Old songs, Steel and tempering techniques, Dark rumours, Battle tales.
Quirks, Habits, and Oddities: Washes rarely, Stares longer than appropriate, Takes what he wants then asks, Direct and blunt, Screaming scriptures while fighting (raging).
Hobbies and Enjoyments: Sharpening steel, Zhentil cigars and whiskey, Damaran ale, Seducing an audience with tales of glory (rarely works).
Fears: Petrification, Losing sense of time, Caves, Medusas, Boredom, Decorum.
Favourite Quotes: "This is living!" "True to Tribe." "Leave this to me..." "Come and get me!" "I miss Dragonsbane..." "DAMARAAAAAAAAAARGH!"

Personality

Falko is a good-hearted idealist with a counter-productive temper. He means well, but he doesn't know how nor wish to compromise. (Some of the inspiration for this character comes from the character Seth Bullock in the series Deadwood. This is the opening scene from the series.)

Brief History

Falko was and born to the Black-Bear tribe ruling over the hills north of Bloodstone Pass. He grew up and was raised under the shadowy threat of the Witch-King, surviving periodic raids thanks to the cunning, wisdom, and solidarity of the tribes. According to Shaman Regith, his celestial heritage comes from a past ancestor, a missionary mentioned in the old songs as Falk the Red who thought he could replace spirits with gods. The missionary, it is sung, ended being of great service to the tribe during the Long Winter and is now one of their guardian spirits.

After the Battle of Goliad, Falko, still a pup back then, proudly joined the forces of Gareth Dragonsbane to retake Damara and vanquish the Witch-King. He served well, was decorated by Dragonsbane himself, and was tasked with cleaning up the mountains north of Bloodstone Pass. This task took years of grueling work, as the Orcs had rallied under a cunning leader who taught them guerilla warfare. Falko finally cornered their leader and fearlessly went under the mountains to battle it.

Falko woke 130 years later.

As he gradually discovered in the years that followed, he had been petrified by the Medusa Lithya and kept as decoration for her great hall. Eventually, she fled further north and the statues were found and sold by adventurers in Heliogabalus. His was placed in front of a tapestry in the King's Great Hall, as some believed it quite resembled the features of a warrior depicted fighting proudly alongside Dragonsbane. The statue and the tapestry formed a nice pairing, which King Frostmantle thoroughly enjoyed and often commented upon, until a traveling wizard put two and two together and tested his theory during court. Thus was Falko released from the stone. It is said that the King lamented about the gone statue for several weeks. Eventually, the tapestry too was replaced.

A living legend, Falko proved to be a nuisance to the new King, who eventually opted to promote the warrior far away from Heliogabalus and Damara, naming him Damaran Ambassador in Zhentil Keep.

Recently in Zhentil Keep

"Do you mind telling me what happened with the Baron?" asked Councillor Saaj. The Elf, a pen adorned with a feather as long as his ears in his hand was sitting at his desk, looking up at Falko.

Falko, glaring down at Saaj, replied sternly: "He beat up a kid. He needed to be taught a lesson."

"Quite the lesson. They had to fetch and wake Her Eminency to bring him back from the dead..."

"I got carried away..." Falko added with a now measured voice.

A heavy silence filled the air with Saaj looked intently at Falko. The Elf finally took a deep breath and said: "I communicated with Heliogabalus-"

"Frostmantle placed me here to be rid of me. He doesn't want the glorious past. All he wants is-"

"KING Frostmantle recognized your sacrifices and gave you an amazing opportunity. Now, you job, Ambassador, is to help him back by securing the support of The Keep, but you don't seem to do very well. You're not eloquent enough, you dress like- you do not follow fashion, you drink too much and say too much, and you send the nobility to the Fugue!"

"Look, Zhentil Keep was backing the Witch King. We found proof of this!" says Falko as he places both hands on Elf's desk.

"That was 150 years ago! Zhentil Keep has changed! Damara has changed! You need to change too!" replies Saaj, standing up. The Elf slides to the nearby window and looks at the city for a moment. With a calmer voice, he adds: "I'm not your enemy, Falko. I was there too. I fought at Bloodstone Pass. I know what is always at stake. But your way... It won't do. Not for this. So here is what's going to happen. I will, from now on, handle all diplomatic matters. You will be Ambassador in name only. We will prepare you for events, dress you appropriately, you will recite your piece, and then you can get back to your furs, your ale, and worse for the rest of the evening."

"But-"

"This is coming from the King. I'm sorry." cuts the Elf, still looking at the city.

Falko bullets out of the office, slamming a bust of the King to the floor with a mighty slap as he walks through the hallway. It will take him a few hours to realize that this was for the best, and a few weeks to realize that Saaj had likely saved his life and that was, in fact, the best thing that could have happened to him.