About Ghost NailBackground:
"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.
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.
”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!”
“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.”
[/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:
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?
Values:
The things you value or don’t value could be ideals
Fear and Loathing:
Love and Desire:
Secrets:
Achievements:
Authority:
Obligations and Responsibility:
Good and Evil:
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:
*Advantage on all Wisdom Saving throws.
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:
Dexterity:
Intelligence:
Wisdom:
Charisma:
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.
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.
|