Joblen Jamir Character in Verum | World Anvil

Joblen Jamir

Joblen Jamir

Physical Description

General Physical Condition

While is his lithe Joblen stands tall and firm.

Facial Features

His youth regained he holds a visible sense of vigor in his expression.

Mental characteristics

Failures & Embarrassments

In the end Joblen was powerless.

Personality Characteristics

Motivation

Victory at all costs. If impossible, change either the definition of victory or the costs one is willing to make.

Likes & Dislikes

Likes those willing to listen and converse.

Virtues & Personality perks

Will show patience but is not afraid to take action when others will not.

Hygiene

.

Social

Hobbies & Pets

A small winged monstrosity named Danim, soul bonded with after being freed / killed from it's imprisonment in Steton.

Speech

Speaks slowly and softly when conversing with others, sometimes stopping in-between to correct his own wording.
Alignment
True Neutral
Age
77 biological but have lived a total of 82
Date of Birth
Valka 30th, 1173
Birthplace
A small town in Orde
Children
Gender
Male
Eyes
Hazel
Hair
Black
Skin Tone/Pigmentation
light tan
Height
6ft 2 Inch
Weight
166 lbs
Known Languages
Common, Elvish, Dwarvish, Halfling.

Joblen Jamir

Variant human Race
Orde (Lineage of Coin) Origin
Paladin 2 + Cleric(War) 7 + Sorcerer(Wild Magic) 1 = 10 Class & Level
True Neutral Alignment
None Deity
None Faction
Rank/Position
0 Loyalty
Company

Strength 16
+3
Dexterity 11
+0
constitution 11
+0
intelligence 10
+0
wisdom 18
+4
charisma 16
+3
Total Hit Dice 10
Hit Die
1d10, 8, 6+0
+4 proficiency bonus
+3 Strength
+0 Dexterity
+0 Constitution
+0 Intelligence
+8 Wisdom
+7 Charisma
saving throws
+0 Acrobatics
+4 Animal Handling
+0 Arcana
+7 Athletics
+3 Deception
+0 History
+8 Insight
+3 Intimidation
+0 Investigation
+4 Martial
+4 Medicine
+0 Nature
+8 Perception
+3 Performance
+7 Persuasion
+4 Religion
+0 Sleight of Hands
+0 Stealth
+4 Survival
skills

 
45
MV
1
Prestige
2
Attunement Slots
18
Armor Class
55
Hit Points
+0
Initiative
30
Speed
Maul 1d20+7[roll:2d6+3
Urdar's Conviction 1d20+8 1d10+4
Javelin (30/120 range) 1d20+7 1d6+3
Attacks
Armor
Light, Medium, Heavy Armor and Shields


Weapons
Simple and Martial Weapons


Tools
Calligrapher's Supplies


Proficiences
Cleric
3st Level Cleric Spells: All
Cantrips - Light, Guidance, Toll the Dead, Resistance, Thaumaturgy
War Domain Spells - Divine Favor, Shield of Faith
Magic Weapon, Spiritual Weapon
Crusader's Mantle, Spirit Guardians
Freedom of Movement, Stoneskin
1st Level Cleric Spells: All
2st Level Cleric Spells: All
3st Level Cleric Spells: All


Paladin
1st Level Paladin Spells: All


Sorcerer Cantrips
Booming Blade, Mage Hand, Chill Touch, Thunderclap


Sorcerer Level 1
Shield, Absorb Element


Spellcasting
61x Crafting Token

1 Oil of Etherealness

1 Potion of Heroism

1 Potion of Speed
1 Potion of Invulnverability
2 Potions of Supreme Healing

Bandolier:
Masterwork Bandolier:

Equipment:

Lvl 1 Spell Scroll of Death Ward - 1 lb
Lvl 1 Spell Scroll of Cure Wounds - 1lb
Lvl 1 Spell Scroll of Guiding Bolt - 1lb
Lvl 1 Spell Scroll of Heroism - 1lb
Lvl 1 Spell Scroll of Cure Wounds - 1lb
Lvl 1 Spell Scroll of Protection from Good and Evil - 1lb
Lvl 2 Spell Scroll of Gentle Repose - 1lb
Lvl 2 Spell Scroll of Protection from Poison - 1lb
4x Shield Scrolls - 4lbs
15x bless scrolls

8106gp
12sp

6 rations.

Plate Armor - 65 lbs
Silvered Maul - 10lb
Longsword - 3lb
4x Javelins - 8lbs
Masterwork Bandolier - 1lb
Bandolier - 1lbs
Caltrops 20 - 2lbs

Holy Symbol of Babylon
A set of common clothes - 3lbs
Augury Spell Component
3x Potions of Healing - 6lbs
6x Greater Healing Potion - 2lb
1x bottles of basic poison
Crystal Arcane focus - 1lb
Crowbar - 5lb
Hempen rope - 10lb
5x antitoxins

Calligrapher's Supplies - 5lb
Bullseye Lantern - 2lbs
10x Rations - 20lb
5x days of rations of crab meat - 10lb

1 lb of platnium worth 500gp

Total Lbs: 210lbs / 240lbs


Urdar's Conviction - Not Attuned
Urdar’s Conviction
+1 Longsword - Major Rare (3,000gp) - Attunement

This Hardened weapon contains the coalesced will power of a warrior that dedicated all his life to find a home in the wilderness of Steton. This thunderous longsword was used to slay multiple beasts that threatened the good people of Gamalakath

Attacks made with this weapon deal and additional 1d4 thunder damage.

Slayer’s Cunning. As a Bonus action, you can mark a single creature that you can see. You gain advantage on Knowledge checks against that creature for one minute. This can be done once, regaining usage upon finishing a short or long rest.

Weak Spot. If a creature is marked by Slayer’s Cunning and is at least 1 size larger than you, the additional thunder damage dealt by the sword increases to 1d8.

Never Falter. While attuned to Urdar's Convition, you have advantage on saving throws against fear and frighten effects

This item is Glorybound.



Great Hammer of Harrowing - Attunement
Maul - Very Rare - (4,800 GP, 48 Days) - Attunement

Doth the Hammer fall upon the bell that tolls as to mourn the dead, as those who wield it ensure they can all rest peacefully in their earthly beds.

Toll ye Dead. This weapon deals an additional 1d6 Necrotic Damage.

Walk of Death. When a creature you hit is vulnerable to necrotic damage, you can deal an additional 1d6 Psychic damage with the attack. You can do this twice, regaining the uses upon completing a long rest.

Death's Compulsion. When you hard cast the spell Compelled Duel, the target has vulnerability to the next damage type they receive until the spell ends. This does not bypass immunity or resistances.

[Base Material, Adornment, Enchantment, Spell Invocation]


Abyssal Shard - Attunement
Abyssal Shard
Tier 3 Mission Reward
+1 Dagger- Very Rare (5,000gp) - Attunement

This shard of... glass, has perfectly reflective contours and feels warm in your hand.

Summon Fiend. Once per a day, you may roll a 70% chance to summon a Quasit on the battlefield for 1 minute within 60' of you. Tieflings have a 90% chance to summon a Quasit. This Quasit attacks the nearest creature not holding the Abyssal Shard.

Abyssal Hide. You can use an action to gain resistance to cold, fire, lightning or poison damage for the next minute. Using this ability again overrides any previously chosen resistance. You can use this ability 3 times, regaining all uses after completing a long rest.

The Voices. Once per a day, you can gain the ability to project any single emotion to all creatures within 30' for the next hour. This only communicates the emotion, and does not extend influence over the emotions of others.

Vile Blood. As a bonus action you can benefit from a +3 to Constitution or Dexterity for the next minute. Using this ability again overrides any previously chosen ability. You can use this ability 5 times, regaining all uses after completing a long rest.

This item is Glorybound


Last Breathe - Not Attuned
+1 Scythe - Minor Very Rare (3,000gp, 30 days) - Attunement

To kill one must not only sever another's body asunder but also destroy their very spirit. With the sharpened edge that comes to a fine point that brims completely with magenta energy may your enemies quake in their boots, for their death has come…

Ego Disruption. Your critical range with this weapon increases. You critically strike on a roll of a 19 or 20 for attacks made with this weapon. When you critically strike a creature with this weapon, that creature must make a DC 15 Intelligence saving throw or become stunned until the end of their next turn.




Equipment
None
Faction
The Mad Man
Stat Array
Soul Bound Pet - Danim
https://docs.google.com/document/d/1RFSyL3JhIZKBk_Ev69kJ4eek1yyDHRgPBDjQrWDvk0c/edit#


Languages
Common, Elvish, Dwarvish, Halfling



World - Orde Violet Flooding
-1 DTD every update stream.


Cleric 4 ASI
+2 WIS


Channel Divinity Uses: 2 Per Rest

Currently using via War- Guided Strike
Starting at 2nd level, you can use your Channel Divinity to strike with supernatural accuracy. When you make an attack roll, you can use your Channel Divinity to gain a +10 bonus to the roll. You make this choice after you see the roll, but before the DM says whether the attack hits or misses.


Currently using via Lineage of Coin: Time - Time Splinter
At 2nd level, you may use your Channel Divinity to vanish within a splinter of time. As a reaction after you suffer damage or are forced to make a saving throw, you can vanish from time, becoming temporarily immune until the start of your next turn. During this time, you cannot be targeted or seen. After which, you return to an unoccupied space of your choice that is within 10 feet of the space you vanished from. If no unoccupied space is available within that range, you appear in the nearest unoccupied space (chosen freely if more than one space is equally near).


War Cleric Lvl 2 - War Priest
From 1st level, your god delivers bolts of inspiration to you while you are engaged in battle. When you use the Attack action, you can make one
weapon attack as a bonus action.
You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a
long rest.


Sorcerer: Tides of Chaos
Starting at 1st level, you can manipulate the forces of chance and chaos to gain advantage on one attack roll, ability check, or saving throw. Once you do so, you must finish a long rest before you can use this feature again.

Any time before you regain the use of this feature, the DM can have you roll on the Wild Magic Surge table immediately after you cast a sorcerer spell of 1st level or higher. You then regain the use of this feature.


Sorcerer: Wild Magic Surge
Starting when you choose this origin at 1st level, your spellcasting can unleash surges of untamed magic. Immediately after you cast a sorcerer spell of 1st level or higher, the DM can have you roll a d20. If you roll a 1, roll on the Wild Magic Surge table to create a random magical effect. A Wild Magic Surge can happen once per turn.

If a Wild Magic effect is a spell, it's too wild to be affected by Metamagic. If it normally requires concentration, it doesn't require concentration in this case; the spell lasts for its full duration.


Great Weapon Master Feat
You’ve learned to put the weight of a weapon to your advantage, letting its momentum empower your strikes. You gain the following benefits:

On your turn, when you score a critical hit with a melee weapon or reduce a creature to 0 hit points with one, you can make one melee weapon attack as a bonus action.
Before you make a melee attack with a heavy weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack’s damage.


Lay on Hands
Your blessed touch can heal wounds. You have a pool of Healing power that replenishes when you take a Long Rest. With that pool, you can restore a total number of Hit Points equal to your Paladin level x 5.

As an action, you can touch a creature and draw power from the pool to restore a number of Hit Points to that creature, up to the maximum amount remaining in your pool.

Alternatively, you can expend 5 Hit Points from your pool of Healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple Diseases and neutralize multiple Poisons with a single use of Lay on Hands, expending Hit Points separately for each one.

This feature has no Effect on Undead and Constructs.


Divine Sense
The presence of strong evil registers on your Senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an
action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any Celestial, fiend, or
Undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you
sense, but not its identity (the Vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any
place or object that has been consecrated or desecrated, as with the Hallow spell.
You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a Long Rest, you regain all expended uses.


Paladin Fighting Style
Great Weapon Fighting - When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are
wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed
or versatile property for you to gain this benefit.


Divine Smite
Starting at 2nd Level, when you hit a creature with a melee weapon Attack, you can expend one spell slot to deal radiant damage to the
target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each Spell Level higher than 1st, to a
maximum of 5d8. The damage increases by 1d8 if the target is an Undead or a fiend.

 


Origin Stuff
Orde - +1 Charisma
You gain proficiency in Religion
Lineage of Coin - Choose a single cleric domain, you may use that domain's channel divinity once per week. If you gain channel divinity from a domain
you possess, you may instead change your channel divinity once per long rest to that of another domain. This choice remains until you
change it. Your character level counts as your cleric level for the purposes of this channel divinity. Clerics cannot use this origin to
change their Turn Undead channel divinity effect.
Skill Prof – Persuasion
Church boon (Babylon) - +1 charisma
Babylon Lip Service - Proficiency in Persuasion

 


Crowsworn Faction
Crowsworn Faction:
Attribute Cap Increase - +2 Charisma; This boosts the maximum of the ability score but not the score itself.
Language: Gain two additional languages of your choice that are available.
Faction Loyalty - +5 max hp from loyalty.
Quartermaster of Crowsworn - +5 max hp


Loyalty Benefits
Loyalty 2 Benefit: Krähewyrm’s Plumage
You gain the blessing of the great dragon crow, the Krähewyrm. You may choose one of the following benefits. Once selected, the chosen benefit cannot be changed.

Bird’s Eye View: You gain 10ft devil sight. If you already have devil sight it is increased by 10ft.

Loyalty 5 Benefit: Gift of the Dragon Crow You have fully unlocked the power bestowed upon your people by the Krähewyrm, and can unleash it upon your foes. As you move, feathers the color of the deepest abyss sometimes get left in your wake. Your shadow appears as if you have great, feathery wings, even if you have none. You may choose one of the following benefits. Once selected, the chosen benefit cannot be changed. These abilities can be used once per long rest.

Breath of the Darkest Night: You can use your action to sprout enormous wings of darkest black and gain a fly speed of 30 feet for one minute. As an action on one of your turns while you have this fly speed, you can expel a burst of black, razor sharp feathers in either a 30 foot radius centered on you or a 50 foot cone emanating from you.. All within the area must make a Constitution saving throw (DC 15). On a failure, a target suffers 8d6 necrotic damage and is blinded until the end of their next turn. On a success, they take half damage and are not blinded. Using this attack removes your fly speed, and ends the ability.






Class/Racial Features & Traits

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