Hollow Character in Verum | World Anvil

Hollow

Hollow

Despite her seemingly kind outer demeanor, she will not hesitate to slaughter anyone who gets in the way of her plans. None of her targets have ever seen her face, real or otherwise.

Physical Description

General Physical Condition

A small, slender Drow-looking figure. Somewhat androgynous in appearance.

Apparel & Accessories

Covered by a cloak that emits shadow, her face unable to be seen when her hood is up. Silken clothes, a wooden neckace with a snake burned into it, and a coiled serpent earring

Mental characteristics

Gender Identity

Yes

Mental Trauma

Her first memory is of her adoptive family being overwhelmed by spiders

Morality & Philosophy

No debt will go unpaid. She doesn't like to owe anything to anyone.   A little bit of kindness can go a long way in making people do what you want.

Personality Characteristics

Savvies & Ineptitudes

Good at dodging about and running her mouth, not too good at strength based activities.

Likes & Dislikes

Likes: Coin, food, being entertained   Dislikes: Hags, sand worms, sharks

Social

Contacts & Relations

People changed into: Quarra Dryaalis - Drow [deceased]; Wood elf sailor; Human Meat Man; Scrawny human mage; Illiya the Swift - tiefling; Maul (Potion Dweller) -goliath; Morrigan (Dracoblader) - satyr;

As with all changelings, her mother was a hag. She was born into the Skittering Webwood of Dolten. She grew up in the shadow of the Creeping Death, learning how to avoid being consumed.

View Character Profile
Alignment
Lawful Evil
Age
22 years
Birthplace
The Webwood
Children
Current Residence
The Hall of Tears - Majital
Gender
Female
Eyes
Purple and orange in a gradient
Hair
White
Skin Tone/Pigmentation
Charcoal
Height
4'10
Weight
115 lbs
Quotes & Catchphrases
"I'm bloody starving"

Hollow

Changeling Race
Dolten/The Skittering Origin
Scout Rogue 9 - Shadow Monk 11 20 Class & Level
Lawful Evil Alignment
Wode Deity
The Forked Tongue Faction
Provisioner Rank/Position
9 Loyalty
Company

Strength 10
+0
Dexterity 22
+6
constitution 14
+2
intelligence 11
+0
wisdom 12
+1
charisma 18
+4
Total Hit Dice 12
Hit Die
1d8+2
+6 proficiency bonus
+0 Strength
+12 Dexterity
+2 Constitution
+6 Intelligence
+1 Wisdom
+4 Charisma
saving throws
+12 Acrobatics
+1 Animal Handling
+0 Arcana
+0 Athletics
+16 Deception
+0 History
+1 Insight
+10 Intimidation
+6 Investigation
+1 Martial
+1 Medicine
+12 Nature
+7 Perception
+4 Performance
+4 Persuasion
+0 Religion
+18 Sleight of Hands
+18 Stealth
+13 Survival
skills

 

MV

Prestige

Attunement Slots
18
Armor Class
153
Hit Points
+6
Initiative
65
Speed
WeaponAttackDamage
Dagger 1d20+5 1d4+3
Rapier 1d20+5 1d8+3
Short Bow 1d20+5 1d6+3
Attacks
Armor: light armor, Creeping Silk Armor
Weapons: simple weapons, hand crossbows, longswords, rapiers, shortswords, throwing knives, kerambit
Tools: Weaver's, Thieves' Tools, Poisoner's Kit
Saving Throws: Dexterity, Intelligence
Skills: Acrobatics, Deception, Intimidation, Perception, Martial
Expertise: Sleight of Hand, Stealth, Deception, Thieves' Tools, Nature, Survival
Languages: Common (Leaf), Elvish (Dark), Sylvan (Unseelie), Thieves' Cant
Proficiences
Sleep once per long rest [Knightmare]

11x crafting token

Spellcasting
Weapons: Rapier, Shortbow and 20 Arrows, 1x Dagger, 50x throwing knife, 5x kerambit
Tools: Thieve's Tools
Burglar's Pack
Includes: A backpack, 1,000 ball bearings, 10 feet of string, a bell, 5 candles, a crowbar, a hammer, 9 pitons, a hooded lantern, 2 flasks of oil, a tinderbox, a waterskin, and 50 feet of hempen rope

Coin Pouch: 267 gp,
Faction Bank: 4550 gp
Total gold: 4817 gp
Anulling Salts
These salts can be rubbed on the body removing any smells the character may produce for 1 hour. This defeats scents.

A set of dark common clothes including a hood, crowbar
Studded Leather Armor
Masterwork Creeping Silk Armor
2x Potion of Healing
2x Empty Vial
Hourglass
1x Bandolier
2x Basic Poison
2x Antitoxin
1x Masterwork Bandolier

14x Drow Poison

Shaded Cloak of Abstruseness
Wondrous (Cloak), Major rare
Attunement: Evil alignment only

This dimmed cloak was weaved by an unknown Duergar years ago. This cloak absorbs light sources around you, causing 10’ around you to become dim light, or darkness. Nonmagical light cannot illuminate it. If this overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled.

You gain advantage on Dexterity(Stealth) checks

While attuned to this item, you gain the below properties: This cloak enhances it’s darkness. It now absorbs light up to 15 feet and can bend corners. Additionally, an ethereal screen will cover the hoods visor, preventing anyone from seeing your face, or whatever is held within. You gain Darkvision up to 60ft.

Penumbra Fortitude - As a free action, you may sacrifice the enhanced properties of this cloak to gain 1d3+1 health. The item's properties come back on a long rest. You may reuse this ability then.


Oun Blessed Pillow
Tai Plushie
Equipment
The Forked Tongue
Faction
Mad Man 10|15|14|11|11|15
Stat Array
Dolten Origin
Dolten is a land wrought with danger and darkness. Nevertheless, there are those that make their home here. Living side by side with the dark things that go bump in the night. Thriving within the dark forest, the Abhorrent Arboreal.
All Doltenians receive the following benefits and may choose a sub Origin for additional abilities.

Having lived in fear, Doltenians are much harder to scare. You gain a +3 bonus to saving throws vs. Fear effects.

A Doltenian has a strong mind. +1 Wisdom


The Skittering
Those that live within the Webwood have respect and fear for the spider. To some, this may seem silly, but those who have witnessed the Creeping Death’s terrible fury, know otherwise. You were born here in these woven woods. Staking out a living from the thread left behind by The Creeping Death. As frightening as it may seem, the living is quite profitable as the clothing tailored from it, all the world demands. Throughout your life, you have found a way to survive by timing, caution and respecting the spider. You always keep a look out for spiders, as spider silk is rare and sells for quite the profit.
Benefits
You start your career with 800 additional gold.
You gain proficiency in the Perception skill, and with Weaver's Tools.
You gain a +1 bonus to your Dexterity score.
Burden
You must consume 8 times the normal amount that your race requires. However, you have no problem eating sentient races.


Changeling
Darkvision – You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You cannot discern color in darkness, only shades of grey.
Duplicity – You gain proficiency with the Deception skill.
Adaptive Physiology – You have advantage on any Strength (Athletics) or Dexterity (Acrobatics) check you make to escape from being grappled or restrained.
Shapechanger – You can use an action to shapeshift into any humanoid of your size that you have seen, or back into your true form. Your equipment does not change with you. You do not gain any racial traits or abilities of your form, only cosmetic changes. If you die, you revert to your true form.

Languages. You can speak, read and write Common, Undercommon, and Elven.


The Forked Tongue
Serpent's Coil - This earring coils around and through the ear and is jewelry marking one as an assassin for hire and a member of the Forked Tongue.
Attribute Cap Increase - +2 Dexterity; This increases the maximum not the stat itself.
Tool Proficiencies - Poisoner's Kit, Thieves Tools
Language - Members of this faction learn Thieves' Cant for as long as they remain a member of the Forked Tongue.


Rogue
Expertise: At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves' tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.

At 6th level, you can choose two more of your proficiencies (in skills or with thieves' tools) to gain this benefit.
Sneak Attack: Beginning at 1st level, you know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.

You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll.

The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Rogue table.

Cunning Action: Starting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.

Fancy Footwork: When you choose this archetype at 3rd level, you learn how to land a strike and then slip away without reprisal. During your turn, if you make a melee attack against a creature, that creature cannot make opportunity attacks against you for the rest of your turn.

Rakish Audacity: Starting at 3rd level, your unmistakable confidence propels you into battle. You add your Charisma modifier to your initiative rolls.
In addition, you don't need advantage on your attack roll to use your Sneak Attack if no creature other than your target is within 5 feet of you. All the other rules for the Sneak Attack class feature still apply to you.

Knightmare Prestige Class

Tier 1: Level 4 DC: 13
Leeching Terror: Your weapon is infused with the Terror of Wode. As a bonus action, you empower your next attack to afflict enemies with parasitic nightmares. On your next successful attack, the target must succeed a wisdom saving throw or suffer a stack of Leeching Terror. It can be is removed by Lesser Restoration, Remove Curse, or landing an attack against the Knightmare.
If a creature's unconscious at the start of their turn, the stacks detonate, dealing 1d8 psychic per stack.(Prevents nonlethal attacks, yes.)
You can cast of Sleep at 1st level once without expending a spell slot. You regain the ability to do so when you finish a long rest.
The maximum number of Leeching Terror stacks on a creature is 2.

Class/Racial Features & Traits

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