Kalbio of Breezy Creek

Veratash's page

173 posts. Organized Play character for Anthorg.


Full Name

Veratash

Race

Sorcerer lvl 5 [AC13 | Saves -1 0 +5 0 +3 +7 | Per +3]

Gender

M

Size

Medium

Age

23

Alignment

NG

Languages

Common, Quori, Riedran

Occupation

Merchant/Gemcutter/jeweler

Strength 8
Dexterity 10
Constitution 14
Intelligence 10
Wisdom 16
Charisma 18

About Veratash

Appearance:

Veratash has bright green eyes and most people claim that his most notable trait is how they resemble emeralds. His short brown hair is usually hidden under a tight cap that matches his simple yet elegant trader’s clothes. Unlike most kalashtar, Veratash is usually seen smiling.

Background:

Veratash was born in Sarlona into a family of kalashtar jewelers and gemcutters. From a young age, the boy had more difficulty than others with his meditation exercises, but still kept trying. It got worse when his psychic powers manifested in his teen years.

The young gemcutter found it very hard to keep up his work and the insisting father’s exercises. They weren’t particularly wealthy, so Veratash’s father felt it important that he focused on his psychic abilities as well as his trade.
This is a rare gift bestowed by the quori spirit that lives in our family, the elder said. Controlling it is honoring your heritage, he insisted.
Young Veratash felt happier when he didn’t have psychic powers, and his focusing problems revolved more about gemcutting and delicate jewelry. However, one day he found out about that Eberron Dragonshards found in the Shadow Marches that could maybe help him focus his powers. He told his father about it, but he would have none of it.
You alone must master your gift, it is not in a Dragonshard, it is in you! That day was the only one where Veratash saw his father lose his temper with him. And so, the young kalashtar never touched the subject again. But he never gave up this idea and one day, the opportunity to sail to Khorvaire and start his quest came about him, although he did have to sneak out. He joined as a volunteer with the enclave of Sharn to study the Dragonshards, without telling them of what he expected to find.
He did not know his father knew of his defiance. The elder did not expect the boy to find a Dragonshard, but he did hope he would find his adulthood.

Personality:

Veratash is normally shy and a little distrustful. However he is kind at heart. He loses his cool only when he sees injustice towards the less fortunate. His young age makes him a little reckless, however he does heed the warning of the Dreaming Dark of which all kalashtar are wary. Despite his difficulty in connecting with people he doesn’t know, people usually feel comfortable at his side, as he doesn’t ever try to look intimidating, always smiling and sometimes nodding, as though he is scared to anger others.

Guild artisan traits:

Personality trait: I like to talk at length about my profession
Ideal: My talents were given to me so that I could use them to benefit the world
Bond: The workshop where I learned my trade is the most important place in the world to me.
Flaw: I'm quick to assume that someone is trying to cheat me.

Basic info:

STR 8, DEX 10, CON 14, INT 10, WIS 16, CHA 18
Kalashtar
Male
Medium Size
Alignment NG
Sorcerer lvl 5 (Aberrant Mind)
Background: Guild artisan (gemcutter/jewelry)

Proficiency Bonus +3
Init +0; Senses: Perception: +3, Insight +6

Defense
AC 13
Max HP 32 (6 1st + 4*4 levels + 5*2 Con)
Saves: STR -1; DEX 0; CON* +5; INT 0; WIS +3; CHA* +7

Offense
Speed 30 ft
Melee light Dagger +3 (1d4)
Ranged
Space 5 ft, Reach 5 ft

Sorcery points and Metamagic:

Total sorcery points: 5

Metamagic known (sorc points cost):
Subtle spell (1)
Twinned spell (spell level)

Spells:

Spell attack: +7
DC: 15

Cantrips known (5): Dancing lights, Mage hand, Minor illusion, Mind Sliver, Mold earth

Total spells known: 6
Spell level (slots): Known + Subclass bonus
1 (4): Ray of sickness, Silent Image, Sleep + Cause Fear, Dissonant Whispers
2 (3): Suggestion, Misty step + Calm Emotions, Detect thoughts
3 (2): Slow + Psionic Blast, Sending

Proficiencies and Languages:

Proficiencies
Skills (bonus):
Deception (+7)
Insight (+6)
Persuasion (+7)
Religion (+3)

Weapons: Daggers, darts, slings, quarterstaffs, light crossbows
Armor: None

Tools: Jeweler’s tools

Languages: Common, Quori, Riedran, Dwarven

Equipment:

Magical gear
Bag of holding
Cloak of many fashions
Lantern of revealing
Orb of direction

Normal gear
Quarterstaff
Explorer’s pack
A letter of introduction from the jeweler’s guild in Adar
Traveller’s clothes
Money pouch
Set of jeweler’s tools[/i]

Special gear
Eberron dragonshard - used as a focusing tool (arcane focus equivalent)

Money left: 14

Class special abilities:

Invasive Thoughts: At 1st level, you gain the ability to use a bonus action to magically create a telepathic link with one creature you can see within 30 feet of you. Until the link ends, you can telepathically speak to the target through the link, and if it understands at least one language, it can speak telepathically to you. The link lasts for 10 minutes, and it ends early if you are incapacitated or die, or if you use another bonus action to break the link or to establish this link with a different creature.

Psionic Spells: Starting at 1st level, your aberrant nature changes your mind in subtle but profound ways. You learn additional spells when you reach certain levels in this class, as shown on the Psionic Spells table. The spell counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know. These spells can’t be replaced when you gain a level in this class.

Warped Being: Starting at 1st level, your aberrant origin protects you from harm. Your body might have a coating of viscous slime, tough hide, scales, or an invisible psionic barrier (choose the form of protection when you gain this feature). Whatever form the protection takes, your AC equals 13 + your Dexterity modifier while you aren’t wearing armor.

Racial special abilities:

Dual Mind: You gain advantage on all Wisdom saving throw.

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, givint it to a creature takes it away from another creature who has it.