Azoth Malargos Character in Verum | World Anvil

Azoth Malargos

Azoth Malargos

Physical Description

Body Features

Azoth is tall and broad, typical of his race, with black hair and pale orange-yellow eyes accenting his red skin, but like most Oni, his appearance is dominated by his horns. His are a gleaming black reminiscent of obsidian and appear narrow and wickedly sharp, protruding almost directly out from above his eyes before jutting abruptly upward at a 90-degree angle. Azoth’s right horn reaches about an inch above the top of his head but his left reaches only half as high with the last half of it significantly thinner, seeming to be growing out of a cluster of razor-sharp shards where the horn was likely broken in the past. He wears a simple grey tunic and trousers, with his Watch Wall tabard usually covering a simple pendant depicting the symbol of Lorita over it.

A Red Orc with narrow black horns raised in Witchtown, Azoth has left Dolten to see the land of his birth and to rejoin the tribe that his mother carried him from as an infant.

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Azoth Malargos

Red Orc Race
Dolten/Ward of Witchtown Origin
Barbarian/Zealot 10 Class & Level
Neutral Good Alignment
Lorita Deity
Watch Wall Faction
Sergeant/member Rank/Position
9 Loyalty
Company

Strength 20
+5
Dexterity 14
+2
constitution 18
+4
intelligence 11
+0
wisdom 12
+1
charisma 10
+0
Total Hit Dice 9
Hit Die
1d12+4
+4 proficiency bonus
+9 Strength
+2 Dexterity
+8 Constitution
+0 Intelligence
+1 Wisdom
+0 Charisma
saving throws
+2 Acrobatics
+1 Animal Handling
+0 Arcana
+9 Athletics
+0 Deception
+0 History
+1 Insight
+4 Intimidation
+4 Investigation
+1 Martial
+1 Medicine
+0 Nature
+1 Perception
+0 Performance
+0 Persuasion
+0 Religion
+2 Sleight of Hands
+2 Stealth
+5 Survival
skills

 
51
MV
2
Prestige
2
Attunement Slots
18
Armor Class
120
Hit Points
+7
Initiative
40
Speed
Attacks
Skills
Athletics (class)
Intimidation (race/diety)
Investigation (Origin)
Survival (class)

Saving Throws
Strength
Constitution

Armor
Light
Medium
Shields

Weapons
Simple
Martial
Estoc

Tools
Brewers Supplies
Masons Tools
Potters Tools

Languages
Common
Orc
Gnoll

Proficiences
Money
0 Platinum
1476 Gold
0 Silver
0 Copper

Gear
Fire Stoker's Axe
Silvered Stained Axe
Fadesteel War Horn
Shield with Watch Wall heraldry
Masterwork Longbow
Silvered Estoc
20x Arrows

Backpack
Common Clothes
Tabard
Masons Tools
Potters Tools
Blue Turtle Potter's Tools (Masterwork)
Watch Wall Signet Ring
Bedroll
Mess Kit
Tinder Box
10x Torches
6x Days of Rations
Waterskin
50 ft Hempen Rope
2x Empty Vials
5g of spices trade goods
Fimblefrost Worm tooth
6x Potion of Healing
4x Potion of greater healing
4x Bottled Breath
1x Potion of Climbing
Potion of Fire Breathing (Lorita)
1x Potion of Growth
1x Potion of Water Breathing
1x Potion of Animal Friendship

Bandolier 1
3x Potion of Supreme Healing

Bandolier 2
1x Potion of Growth
1x Potion of Cold Resistance
1x Potion of Climbing

Crafting
84x Crafting Tokens
Shaman’s Stick of Shrubbery blueprint

Fire Stoker's Axe
Rare Handaxe
This axe does an additional 1 Fire Damage on hit.
When you critically strike with this axe, the target must make a DC 13 Constitution Saving Throw, taking and additional 2d6 Fire damage on a failed save, half on a success. Additionally if the target fails the save it is set ablaze, taking 1d6 fire damage at the beginning of its turn until it spends an action to put out the fire or is doused with water, such as with the Create/Destroy Water spell.

Bear's Pelt
Bear’s Pelt Wondrous (Pelt) - Very Rare (5000gp) - Attunement
This is simply a pelt of a simple bear, wearing it, makes you feel as mighty as a bear.

Your Strength score is increased by 3, up to a maximum equal to your ability score cap.

Bear’s ferocity. At the start of your first turn of each combat, you can use a free action to move up to your movement speed towards a hostile creature that you can see.

Bear’s Survival. As an item interaction, you can harness a bear's will to survive and regain 4d8 hit points. This ability has one use that refreshes on a short or long rest.

Natural Armor. You gain a +2 bonus to your armor class while not wearing armor or shields.
This item is Glorybound. (Level 5+)

Blødende øks
Tier 2 Prestige 2 Mission Reward
+1 Greataxe - Major Rare (3,000gp) - Attunment: Barbarian
“Your first blunder was meeting me, your last was pissing me off”
This axe is laden with charms and other expensive looking trinkets, the head made of black iron and etched with Viakin runes that glow softly in the light of the sun.
You deal an additional 1d4 necrotic damage on attacks made using this Greataxe.
Your First Blunder. At the start of combat, you gain a +10 bonus to your walking speed. This effect fades at the start of your next turn.
Your Last Blunder. Whenever you use the Rage class feature, your critical hit threshold becomes 19-20.
Your Final Message. When you critically hit with this Greataxe, and possess the Brutal Critical class feature, you can re-roll a 1 or 2 on the additional die.
This item is Glorybound.

Grief's Fury
Crafted by Azoth Malargos
+1 Greataxe - Minor Very Rare (3,000gp, 30 days) - Attunement

An axe with a haft of off-white ceramic, marked with porous grooves and the symbols of Viderick and Lorita. The head is of dark grey steel with a magenta sheen.

Mournful Might. Your Strength score is increased by 2, up to a maximum equal to your ability score cap.

Wrathful Resonance.You deal an additional 1d6 psychic damage on hit with this weapon.

Azoth's Guide to Potted Plants
Crafted by Azoth Malargos
Wondrous (Yew Wand [Druidic Focus]) - Major Uncommon (750 gp, 8 days) - Attunement

A simple yew wand for use in understanding a particularly chaotic Awakened Shrub.

What the Hells is that Potted Plant Doing Now?. You have advantage on Intelligence (nature) checks involving shrubs.

In Bank
0 Gold
Jackal Plushy (Conundrum party)
Apex Stalker tail (rp trophy)

Equipment
Watch Wall
Faction
Mad Man
Stat Array
Red Orc
Red Orc
Darkvision
Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
Burning Blood. Whenever an enemy within 5 feet of you would attack you with a melee weapon and deal more damage than your Constitution modifier, you can bleed fire on that enemy for an amount of fire damage equal to your Constitution modifier. This can only occur once per round.

Origin
Dolten
Ward of Witchtown
You gain a +3 bonus to saving throws vs. Fear effects
You gain a +2 bonus to passive perception and passive investigation.
Burden: You do not trust anyone completely, you cannot benefit from allies performing the help action.

Barbarian
Barbarian
Rage
Unarmored Defense
Danger Sense
Reckless Attack
Divine Fury: While you're raging, the first creature you hit on each of your turns with a weapon attack takes extra damage equal to 1d6 + half your barbarian level. The extra damage is radiant.
Warrior of the Gods: Spells to resurrect you cost half the usual material components.
Extra Attack
Fast Movement: +10ft walking speed while not in heavy armor
Fanatical Focus: 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. Additionally, if you are surprised at the beginning of combat and aren't incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.
Zealous Presence: At 10th level, you learn to channel divine power to inspire zealotry in others. As a bonus action, you unleash a battle cry infused with divine energy. Up to ten 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. Once you use this feature, you can't use it again until you finish a long rest.

The Watch Wall
Watch Wall
Attribute Cap Increase - +2 Dexterity; This boosts the maximum of the ability score but not the score itself.
Tool Proficiencies - Mason's Tools, Potter's Tools
Close Crossbow Expertise Fighting Style
VINPC trait: Bladed Savagery. Any Orcish weapon or Axe wielded by a member of the Watch Wall deals 1 additional point of damage
Loyalty: +5 hp

ASIs/Feats
Level 4: Fire Gods BlessingGreenskin Feats
Before you make a melee weapon attack, you can choose to take a -2 penalty to the attack roll. If the attack hits, it deals an additional 1d8 fire damage.
When you deal fire damage in combat, you can spend one Hit Die to heal yourself. Roll the die, add your Constitution modifier, and regain a number of hit points equal to the total (minimum of 1). You can do this a number of times equal to your constitution modifier (minimum of 1) per long rest.
Should your worship of any of these gods cease, the penalty to hit is increased to -4.

Level 8:Wrath-Wraith:
To take this feat one must be a follower of Lorita
* Whenever an enemy would successfully attack an ally you can see, gain a +1 to attack up to your prof, modifier. This modifier ends when you miss or combat ends.
* You may expend your attack bonus provided from this feat to take half damage from an attack from a single source.
* You may not use this feat in conjuction with the great weapon master feat.

Class/Racial Features & Traits

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