Pallid Mask

Ghost Nail's page

55 posts. Alias of Patrick Bailey.


Full Name

Ghost Nail

Race

Blood touched Kalashtar

Classes/Levels

Divine Soul Sorcerer 1, AC 12, HP: 8/8, Init. +2, Hero points: 2/2,

Gender

Male

Size

Medium

Age

22

Alignment

Lawful good

Deity

-

Languages

Common, Quori, Hand Sign- common,

Strength 14
Dexterity 14
Constitution 14
Intelligence 13
Wisdom 15
Charisma 16

About Ghost Nail

Background:
"It's time ... ... to leave." The thought seeped into his mind, echoes of a distant past he couldn't quite recall.

He was found wandering out of the darkness while the Blue Veil troupe was between shows, on a stormy evening, some years ago. It was with a fright to the lead wagon driver pulled on the reins of his steed, when the masked figure was noticed moving towards them. A pale glow surrounded him but the figure simply stood in the rain, staring forward with his dark, hollow eyes.
Later, once things had calmed down, the members of the Troupe tried to question the boy. It was discovered that he was wounded and would not speak at first. But even so, Mother Salvensa spoke first for him and implored the others to take him in.
[b]“I will take him, give the boy to me.”

His silence went on for several days, but eventually he responded, not by speaking out loud, but by telepathy. He could not recall who he was, nor his family, and only has a vague recollection that he came from somewhere far to the south where it was cold all the time.

Ghost was a name given to him, partly as a joke regarding how he simply appeared with his ethereal glow. Since the boy had no direction, and he was also different from most, the Troupe offered to let him travel with them, perhaps one of his family would find him at their show. But it wouldn't be for free. He would have to work, outside of and in the show. Ghost accepted their offer.
Perhaps someone would find him someday.

”Well Ghost seems to be doing better, lately. He certainly has warmed up to Vestia and Skizzig, as well as Columbina and Zani and he has been adding more game ideas to Leena and Stoof’s repertoire. He’s a spectacle to see, when he performs his acrobatics, he glows and it really draws the eye!”
"Trauma." he overheard Old Stem say in a hushed whisper. "The boy must have blocked it out. He’s been trying to fill the gaps in his mind by pushing himself. But some of the others don’t care for him, the Great Casby is especially reticent. Ghost won't speak, not normally, anyway. Not that he can't, I've heard him mumble in his sleep, but he just won't. He'll talk to your mind. Something his race can do. But his eyes, I just feel like I’m falling into a deep pit if I stare at him.”

“He is also a blood touched. Like many of us. I’ve seen it.” Said Mother Salvensa. “I’ve done what I can and taught him the value of life and given the gift of healing magic, and I believe there is a spirit which is tied to him and helps guide him but he is still… dangerous. People can tell, like the night we found him. Ghost Nail will be hunted if he ever leaves here.”
”What do we do then? We can’t just get rid of him.”
”No, that would be too dangerous. The Nether follows in his wake like a shadow. He will leave here, in time. But for now, we should keep him close and try to prepare him for a world that will likely never fully accept him. He will need friends, companions, that will stay by his side, lest he give in to his darker impulses. Where better to find than a traveling carnival which accepts all.”

[/b]

Character Description:
At a height of 6'1, the pale young man standing before you is nearly perfect in build, seemingly hale and hearty, with a mess of snow white and grey hair, a faint aura of light seems to almost glow around him.
A more scrutinizing gaze would find a notable the light seems to fade near mask he wears. It is a bleached solid bone mask, with horns growing up over the head, and his eyes shadowed deeply enough they seem to meld almost perfectly with his head.
But upon closer inspection, the horns are not part of the mask but grow into the head, and his eyes are not simply hidden within the shadows, but they are vast pools of darkness themselves. It is obvious to those who stare, they are looking straight into the void.

Character Traits:
-Positive: Kind
-Negative: Lazy

Character Questions:

Relationships:
How do other people make you feel? Do you like being the center of attention?
Do you make friends easily?
When it comes to you, is there such a thing as a stranger? Or are you uncomfortable in large groups?
Do you prefer to keep to yourself or a close circle of friends?

What sorts of people do you enjoy most?
Do you like other outgoing people, or do you prefer quiet, more insular
types?
What kinds of people do you avoid?
Who are your friends?
Who are your enemies?

Values:
Name one thing you value most.
Then name one thing you could lose.

The things you value or don’t value could be ideals
such as love, honor, or charity, connections to other people such
as friends and family members, or physical things—a prized
weapon, an heirloom, or a token of love.
Thinking about the
thing you value most, what makes it important to you?
To what lengths would you go to secure it, keep it, or attain it?
For the thing you value least ... Why is it not important to you?
How easily would you surrender it?

Fear and Loathing:
Everyone fears something. What do you fear? The source of your fear could be a situation. You might fear being alone or being powerless. It could also be a physical thing such as spiders, snakes, or demons. Why does this fear have power over you?
How do you control your fear when you confront it?
What do you hate? The source of your fear could be the same thing you hate, especially if the fear is a constant concern. Like fears, hatreds can apply to big concepts such as tyranny, slavery, injustice, and suffering. Or it might be a person or organization. Think about a reason for why you hate the thing you do. Has it affected you directly? Have you suffered from it? Or does the hatred reflect one of your ideals?

Love and Desire:
Just as everyone has their fears, they also have their desires.
A desire can be anything you wish. It might be a state of being, a relationship, an object, or an experience. You might desire love, peace, or security. You might crave a relationship with another character. Or, you could seek out a fabled relic or victory over your enemies.
Also, what do you love?
You can love your family, friends, a lover, a companion animal, an object that holds importance to you, or even your nation. Consider the reasons for your love.
Do they arise from an obligation or a duty, or something deeper and more mysterious?

Secrets:
You have at least one secret.
What is the one thing your character knows and knows alone? Then, come up
with a secret known only to you and maybe one or two others. Share your secret with the Game Master, as this information could be important to a future adventure

Achievements:
Did you do something notable? How do you feel about it?
Do you share it with others or do you keep it to yourself?

Authority:
Do you prefer to be in charge? Do you like making decisions or are you content to let others decide? Deciding how you feel about authority will affect how your character fits into the group.

Obligations and Responsibility:
Do you follow through on your promises?
Do you complete tasks that come to you as soon as you can or are you given to delay and procrastination?
Do you feel guilty when you don’t live up to your obligations?

Good and Evil:
Is the world sharply divided into good and evil? Or is it all just shades of gray?
Where do you fall?
Do you help others, act without considering your needs, or give of yourself all that you can? Or do you fulfill your own needs first, exploiting others when necessary to advance your position?

Base Statistics:
Str. 14 +2, Dex. 14+2, Con. 14 +2, Int. 13. +1, Wis. 15 +2, Cha. 16 +3,
Proficiency +2
You see other people's flowstones in a similar fashion now and are not sure what to make of that. You seem to be able to at least identify if something is a flowstone and once you hold it in your hand you know the properties.


Defense:
AC=12 (10 base +2 dexterity)

Saving Throws:
- Strength: +2
- Dexterity: +2
- Constitution:2+2 (proficiency)= +4
- Intelligence: +1
- Wisdom: +2*
- Charisma:3+2 (Proficiency)= +5

*Advantage on all Wisdom Saving throws.
Resistance vs. Psychic damage.


Offense:
Spd 30 ft.
Initiative: +2
Proficiency: +2
-----Melee-----
Attack: 2+2= +4

-----Ranged-----

Attack: 2+2= +4

Hero Points 2/2:
You get one hero point per proficiency bonus. One spent they can only be replenished once you reach next level. These can be used to do something "heroic". Examples are :Jump a chasm that is a bit farther than you normally could, Roll a 20 on a skill or attack, do max damage, holding up a falling gate you normally could not, automatically succeeding on a save, causing one attack to miss your character.

Skills:
Proficiency; +2

Strength:
Athletics +4

Dexterity:
Acrobatics +4
Sleight of Hand
Stealth

Intelligence:
Arcana
History
Investigation
Nature
Religion

Wisdom:
Animal Handling
Insight +4
Medicine
Perception
Survival

Charisma:
Deception
Intimidation
Intimidate
Performance
Persuasion +5 (Roll with Advantage)


Kalashtar Racial abilities:

Ability Score Increase: Your Wisdom and your Charisma score increases by 1.In addition, one ability score of your choice increases by 1. (
Age: Kalashtar mature and age at the same rate as humans.

Alignment: The noble spirit tied to a kalashtar drives it toward lawful and good behavior. Most kalashtar combine strong self-discipline with compassion for all beings, but some kalashtar resist the virtuous influence of their spirit.

Size: Your size is Medium.

Speed: Your base walking speed is 30 feet.

Dual Mind: You have advantage on all Wisdom saving throws.

Mental Discipline: You have resistance to psychic damage.

Mind Link: You can speak telepathically to any creature you can see, provided the creature is within a number of feet of you equal to 10 times your level. You don't need to share a language with the creature for it to understand your telepathic utterances, but the creature must be able to understand at least one language.
When you're using this trait to speak telepathically to a creature, you can use your action to give that creature the ability to speak telepathically with you for 1 hour or until you end this effect as an action. To use this ability, the creature must be able to see you and must be within this trait's range. You can give this ability to only one creature at a time; giving it to a creature takes it away from another creature who has it.

Psychic Glamour: (Persuasion) You have advantage on all ability checks you make with that skill.

Severed from Dreams: Kalashtar sleep, but they don't connect to the plane of dreams as other creatures do. Instead, their minds draw from the memories of their otherworldly spirit while they sleep. As such, you are immune to spells and other magical effects that require you to dream, like Dream, but not to spells and other magical effects that put you to sleep, like Sleep.

Languages: You can speak, read, and write Common, Quori, and one other language of your choice.


Sorcerer Class statistics:

Hit Dice: D6
Proficiencies: daggers, darts, slings, quarterstaff, light crossbows,
Skills: Persuasion, Insight,
Cantrips,
Spellcasting (Viviflow)
Sorcerous Origin- Divine Soul
Divine Magic (May learn spells from both the Cleric and Sorcerer spell list. ) Affinity- Law (Bless)
Favored by the Gods: Starting at 1st level, divine power guards your destiny. If you fail a saving throw or miss with an attack roll, you can roll 2d4 and add it to the total, possibly changing the outcome.

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


Spells:

Spell save DC. 13
Spell Attack modifier= +5
Cantrips (4): Light, Sacred flame, Guidance, Resistance
1st level (2): spells: (B) Bless, Guiding Bolt, Cure light wounds,

Magical Equipment:

Flowstone- Highlighted in beautiful black and white light.
Once per long rest, Cast Cure or Inflict Wounds, 1st level spell.

A blue crystalline wand of healing: (7/7) charges, casts cure wounds. Alternatively: You may spend all of its charges to cast Mass Cure Wounds. When the wand runs out of charges, roll a d20, on a natural 1 the wand shatters.

Bottle of blessed spirits: (Cures 4d4+4 damage)

Equipment:

Light crossbow,
x20 bolts
Arcane Focus

• a Backpack

• a Bedroll

• a Mess kit

• a Tinderbox

• 10 torches

• 10 days of Rations

• a Waterskin

• 50 feet of Hempen rope

Important places & Others:


Notable NPCs:
Father Zyas (a balding, round in the belly, Dwarven Cleric from Nevermore who worships the god of drinking.
Brother Liam: (A halfling cleric who was captured by a Fay'Aree for questionable purposes and had to be saved.

Zulanda T'ella No'Ra: A Fay'Aree who tried to capture Brother Liam and sacrifice him to a Bruzandian in accordance to the old ways. She was acting under the orders of one T'svaria Maki.


Important places & Organizations:
Blue Veil Troupe.