Kassim Taa'Lib Character in Verum | World Anvil

Kassim Taa'Lib

Kassim Taa'Lib

Born to a tribe of Greenskins in the deserts of Majital, Kassim would often spend time helping the tribe clear out the ruins near the encampment, or at least that would be the excuse they would provide. What they would actually spend time doing would be studying. Studying the ruins, the glyphs,the structures, everything. They had a gnawing drive to keep learning more and more. Eventually they picked up some magic from some old tomes. These minor incantations would help them to research the more secluded spots in the ruins away from the others...   Pop Off song:

Physical Description

General Physical Condition

On the tall side for a hobgoblin, but not as muscular. Somewhat lithe.

Body Features

Somewhat unkempt nails and burn scars from an early mishap learning magic that runs from their right hand up their arm, not quite to the elbow. On their ribs, shoulder and back they have a large tribal style tattoo.

Facial Features

Some speckle of grey that resembles freckles and two prominent lower tusks, typical of greenskins. Their face doesn't grow much facial hair.

Identifying Characteristics

Their red eyes, long dreads, and scars on their right side.

Apparel & Accessories

Some piercings on their ears and light clothing with an exposed midriff. Their right arm is adorned with various straps of leather and a simple metallic cuff bracelet.

Mental characteristics

Personal history

...One day, Kassim managed to find a new room. This one was unlike the others around it. The walls were decorated with a font unlike anything else in the ruins, and the walls were adorned with a cypher of many eyes. Kassim would return for weeks trying to grasp any bit they could, but never making any progress. On one particular day, Kassim worked their mind for so long that they passed out from exhaustion. They dreamt of nothing, a pure empty void. But eventually they heard a voice. . . A whisper. . . . . A whisper that reverberated with the deafening volume of a s̸̫̟̕ċ̸̙̚r̵̹̍͋é̸̡͛̀å̵̫̖͕m̸͍̾̒̕ . . The next mȍ̶̪͙̑rning they emerged, a different air about them. Hol̷̙͑͊̏stered to̸̱͘ their belt, a new but tattered booķ̶͓͖͌̀̓. The̵͓͔͐y n̷̙̗̈́ever returned to th̵̤̄̄ose pa̶̠̳͐rticui̸͚̰̫̚͘ar ruins, but would rather seek out new ones beyond the small scope of their tribe.

Gender Identity

Male

Sexuality

Asexual

Education

Studied ruins and old texts found in ruins to gain a grasp of magic and somewhat of the past. Formal education was taught through the tribe, personal experiences, and occasionally visiting the main cities of Majital.

Employment

Normally a guide in the Majital deserts, but occasionally aids with minor magic tasks. Rarely they act as a translator or negotiator for the Greenskin tribes near the cities.

Accomplishments & Achievements

Explored his first mind (9/20/2020)

Failures & Embarrassments

Right arm was scarred from the days they started to practice the spells they had learned. Not as physically dominating as other hobgoblins.

Mental Trauma

There are whispers that only they seem to hear, and a creeping paranoia of being watched.

Intellectual Characteristics

High ability to learn and process new knowledge Insatiable curiosity Enjoys exploring new concepts in-depth Would rather spend their free time reading Fascination with obscure and sometimes taboo knowledge and actively seeks it out

Morality & Philosophy

Inquiry and curiosity are the pillars of progress. Exploring typically taboo paths can lead to greater power. There are many possibilities inherent in everyone. Tools are meant to help one complete tasks, and allies can be very handy tools, each contributing something another cannot. There is a greater truth out there that we haven't discovered yet.

Personality Characteristics

Motivation

There is a gnawing desire to learn and control the world's mysteries.

Savvies & Ineptitudes

Savvies: Magic, Exploration, Studies   Ineptitudes: Physical confrontation

Likes & Dislikes

Likes: Chocolate, collecting trinkets, reading, the arcane, baking   Dislikes: Alcohol, being the center of attention, Dolten/ the Great Coven

Virtues & Personality perks

courage tenacity dignity industrious

Vices & Personality flaws

selfish paranoid power hungry

Personality Quirks

taps their nose while resting their hand on their chin to think

Hygiene

moderately well besides their nails

Social

Contacts & Relations

FACTION
=====
-Gwylimene [Chapter Master] - bard. Dark Elf from Dolten. Gained interesting hair. Loves the smell of cinnamon. Loves impersonations.
-Velnorm [Ambassador] - paladin. Human. Follower of Lorita. Headstrong and rushes to conclusions.
-Kalspira [Member] - paladin. Tiefling. Doesn't really follow anyone so it seems. Is willing to help in rituals to Our Lord.
-Caxer [Member] - sorcerer. Elf. has a Mage Hand familiar named Manous.
-Giuseppe [Member] - ranger. Kobold. Companion:  Abgrund des Selbst. Marked with a brand of Oloken'Hai by the Imperium. True follower of Oloken'Hai.

  ADVENTURERS
=====
-Azoth: red orc barbarian. lent potion. Watchwall. Can be manipulated. Follows Lorita. [USEFUL]
-Takar: Goliath who probably almost murdered me. Respected but only because they use their experience to flaunt their positions. one day...
-Fungi: Gnome rogue. Down to steal. Steel Saint. Married. Follows Raquel. [USEFUL]

Family Ties

Currently living near some Ruins of Majital. No bad ties. Occasionally visits them.

Religious Views

Zealot for Oloken'hai

Social Aptitude

Can talk his way out of trouble generally.

Mannerisms

Reserved and tries to keep to lime light off himself unless to cover for another he deems worthy.

Hobbies & Pets

Zeinab: Familiar, currently a Tressym
Has learned gardening and potion making.
Mastery of culinary arts.
Historian in practice.

Speech

Normal = Somewhat deep and bassy.
Activated Eye = Double pitched and erratic

A wandering antiquarian seeking knowledge, guided by dark whispers.

View Character Profile
Alignment
CE
Honorary & Occupational Titles
Knowing One (Quartermaster)
Birthplace
Greenskin encampment in the deserts of Majital
Children
Current Residence
Hakumen
Gender
Male
Eyes
Red
Hair
Dark Brown Dreads
Skin Tone/Pigmentation
Reddish-Brown with speckle of Grey
Height
5'8" (172 cm)
Weight
145
Quotes & Catchphrases
"It will be mine, whatever the cost." "You're this close. You can figure it out." "what SECRETS are you trying to hide from meeee~"
Known Languages
Common, Orclin, Deep Speech*, Primordial*, Draconic*, Ciphers*, Elven**, Wicked**, and Celestial**   *= Linguist Feat **=Academy

Kassim Taa'Lib

Hobgoblin Race
Majital (Ruin Dweller) Origin
Wizard (Void) 12 Class & Level
CE Alignment
Oloken'Hai Deity
The Ever Eye Faction
Quartermaster - Knowing One Rank/Position
12 Loyalty
Company

Strength 11
+0
Dexterity 14
+2
constitution 17
+3
intelligence 20
+5
wisdom 12
+1
charisma 10
+0
Total Hit Dice 12
Hit Die
1d6+3
+4 proficiency bonus
+0 Strength
+2 Dexterity
+3 Constitution
+9 Intelligence
+5 Wisdom
+0 Charisma
saving throws
+2 Acrobatics
+0 Animal Handling
+11 Arcana
+0 Athletics
+0 Deception
+11 History
+1 Insight
+0 Intimidation
+11 Investigation
+1 Martial
+1 Medicine
+7 Nature
+1 Perception
+0 Performance
+0 Persuasion
+11 Religion
+2 Sleight of Hands
+6 Stealth
+1 Survival
skills

 
74
MV
1
Prestige
3
Attunement Slots
15
Armor Class
64
Hit Points
+2
Initiative
30ft
Speed
WeaponAttackDamage
Firebolt 1d20+9 3d10 Fire
Eldritch Blast 1d20+9 1d10 + 1d10 + 1d10 Force
Chill Touch 1d20+9 3d8 Necrotic
Kerambit 1d20+6 1d4+2 Piercing or Slashing
Dagger 1d20+6 1d4+2 Slashing
Magic Missile-- 1d4+2 + 1d4+2 + 1d4+2 Force
Attacks
+ Saving Throws
INT (class)
WIS (class)

+ Skills
Arcana (origin)
History (class)
Investigate (origin)
Religion (class)
Stealth (deity)

+ Tools
Disguise Kit (faction)
Forgery Kit (faction)
Alchemy Tools (academy)
Herbalism Kit [Expertise] (Skilled) (academy)
Calligrapher's Supplies (Skilled)
Cook's Utensils (Skilled)
Whistle (academy)

+ Weapons
Daggers
Darts
Slings
Quarterstaff
Light Crossbows
Kerambit (race)

+ Armor
Majital Combat Robes (race)

+ Languages
Common
Orclin
Deep Speech (Linguist)
Primordial (Linguist)
Draconic (Linguist)
Elven (academy)
Wicked (academy)
Celestial (academy)
Sylvan (academy)

+ Training In Progress
Dwarven (2/11)

Proficiences
+ Spellcasting Info
Prepare: INT mod + Wizard Level = 17
Spell DC: 8 + Prof + INT mod = 17
Spell Attack: Prof + INT mod = 9
Ritual Casting

+ Spell List
Cantrips: 5 Known+Eldritch Blast
1st Level: 8 (+27*) Known / 4 per day
2nd Level: 4 (+41*) Known / 3 per day
3rd Level: 4 (+36*) Known / 3 per day
4th Level: 4 (+26*) Known / 3 per day
5th Level: 4 (+26*) Known / 2 per day
6th Level: 4 (+15*) Known / 1 per day

* = learned from outside source

----------
Cantrips:
-Chill Touch
-Dancing Lights
-Eldritch Blast (subclass)
-Firebolt
-Mage Hand
-Message

Void Spells:
-2nd) Focus of the Void
-2nd) Mark of the Everpresent
-2nd) Javelin of the Empty
-2nd) Strength of Being
-2nd) Pulsar
-2nd) Void Ensnarement
-3rd) Point of Entropy
-3rd) Ephemeral Position
-3rd) Void Mage Armor
-4th) Void's Reach
-4th) Incantation of Emptiness
-4th) Essence Rip
-4th) Reposition
-4th) Spell Grasp
-5th) Force of Will
-5th) Mana Shearing
-5th) Magic Obliteration
-6th) Wail of the Ephemeral

Lvl1-4:
-All

Lvl5:
-All minus: Enervation, Immolation, Infernal Calling, Mislead, Planar Binding, Teleport Circle

Lvl6:
-Chain Lightning
-Circle of Death
-Contingency
-Create Homonculus
-Disintegrate
-Drawmij's Instant Summon
-Eyebite
-Flesh to Stone
-Globe of Invulnerability
-Guards and Wards
-Mass Suggestion
-Mental Prison
-Move Earth
-Otiluke's Freezing Sphere
-Scatter
-Soul Cage
-Sunbeam
-Tenser's Transformation
-True Seeing

+ Spare Spellbook

Void Spells
-All

Lvl1-4:
-All

Lvl5:
-All minus: Enervation, Immolation, Infernal Calling, Mislead, Planar Binding, Teleport Circle

Lvl6:
-Chain Lightning
-Circle of Death
-Contingency
-Create Homonculus
-Disintegrate
-Drawmij's Instant Summon
-Eyebite
-Flesh to Stone
-Globe of Invulnerability
-Guards and Wards
-Mass Suggestion
-Mental Prison
-Move Earth
-Otiluke's Freezing Sphere
-Scatter
-Soul Cage
-Sunbeam
-Tenser's Transformation
-True Seeing

+ Usual Prepared RP spells

-Magic Missile
-Shield
-Feather Fall
-Enlarge/ Reduce
-Counterspell
-Dispel Magic
-Fireball
-Haste
-Sending
-Dimension Door
-Polymorph
-Animate Object
-Skill Empowerment
-Scrying
-Contingency
-Disintegrate
-True Seeing

Spellcasting
+ Familiar/ Pet
-Zeinab the Tressym
-Vaati the Flying Squirrel

+ Attuned Items

+Robes of Restraint


-1) Wearing these robes grants you the effect of the Mage Armor spell while attuned.
-2) These robes, when worn, grant a +2 bonus on intelligence based checks.
-3) Once per long rest, you can use your reaction to reroll an Intelligence, Wisdom, or Charisma saving throw. You must accept the new result, even if it is lower than your original result.

+Twisted Root of Madness


-1) Your Wisdom score increases by 1, up to a maximum equal to your score cap.
-I Require your Services. When you cast a Transmutation spell with a range of Self or Touch, you can instead target another creature within 60 feet of you that you can see. You can use this ability three times, regaining all uses after finishing a long rest.
-The Body is but a Vessel for the Mind Below. When you fail a saving throw, you can use your reaction to reduce your AC by an amount up to a maximum of 4 for 1 hour and gain a bonus to the saving throw equal to the amount you reduced your AC by. You can use this ability three times, regaining all uses after finishing a long rest.

+Cracked Sanity


-Contradictory Sacrament. You gain resistance to Psychic and Radiant damage.
-Axiomatic Paradox. You deal an additional 1d6 damage to lawful creatures, but take an additional 1d6 damage from all lawful damage sources.
-Waste Not Want Not (Life). Any time a creature you can sense would be healed over their maximum hitpoints within 60 feet of you, you gain a damage bonus equivalent to the excess healing (up to 5) on your next turn for the next damage roll of an attack or spell.
-The Choir's Encore. When you would end your turn, you may choose to tap into the insanity of repetition to repeat all actions, bonus actions, and reactions taken on this turn at the start of your next turn. All of these repeated actions have the same targets (AOE spells and effects target the same area) and effects (damage modifiers, etc.). All repeated actions still expend any resources they would have expended (spell slots, sorcery points, etc). After you use this ability, you suffer from the effects of the Confusion spell for a minute as you are buried in a hallucination of bureaucratic nonsense. Once this ability has been used, it can't be used again until you complete a long rest.

+ Magic Items (no attunement)

Sea Spray Ring of Villainy


-Villainous Gamble. As a bonus action, when you hard cast a spell that does damage, you can enhance the spell by dealing an additional 3d12-17 bludgeoning damage to one damage roll of the spell. If the bonus damage provided would be less than 0, the spell’s base damage is reduced by an amount equal to the negative roll. You can use this ability once per day, regaining the ability to do so at dawn.

This item has 2 charges which can be used on the following ability:
-Amnesia. As an action while wearing this ring, you can expend a charge to modify your memories. Choose an event that you experienced within the last hour and that lasted no more than 10 minutes. You can eliminate all memory of the event, allow yourself to recall the event with perfect clarity and exacting detail, change your memory of the details of the event, or create a memory of some other event. A remove curse, greater restoration, or dispel magic spell cast on you restores your true memories. All charges refresh at dawn.

+ Equipment
-Jewel Encrusted Kerambit [Wielding]
-Robes of Restraint [Donned/ Attuned]
-Bandolier (x2) [Donned]
-plushie toy of an octopus that resembles an odd tentacle god (chewed up by Zeinab) [in room]
-2 stale pastries. I swear they're good when you reheat them for a bit
-Spellbook
-Spare Spellbook (sacrificed to Oloken'Hai)
-Component Pouch
-Magical Ink worth 10gp/each (x2) [Illusory Script]
-Pearl worth 100gp [Identify]
-Crystal Ball 1000gp [Scrying]
-Bottle of Melihat's Scales [Scrying + Dream]
-Bishop Chess Piece in Kassim's Image 1500gp [Contingency]
-Silver Rod 10gp [Guards and Wards]
-Eye Ointment 25gp (x4) [True Seeing]
-Silver Cage 100gp [Soul Cage]
-Jade Dust 10gp (x10) [Magic Mouth]
-Gem Dust 25gp (x4) [Nondetection]
-Jeweled Horn 100gp [Clairvoyance - hearing]
-Glass Eye 100gp [Clairvoyance - seeing]
-Holy Water (x2)
-Flask of Oil (x2)
-Kerambit
-Dagger
-Backpack
-Case, Scroll or Map
-Torches (x1)
-Ration (x5)
-Waterskin
-Silk Rope (50 ft)
-Set of Fine Clothes
-Deck of Marked Tarot Cards
-Parchment (x5)
-Chalk (x10)
-Sack (x2)
-Glass Bottle (x2)
-Blanket
-Masterwork Cook's Utensils
-Turkey-Bone Dice Set [Turkestrus]
-Rodent Skull Signal Whistle
-Masterwork Herbalism Kit
-+1 Calligrapher Supplies
-Book on Blood Magic found on a ritual table (mission DM LostPeon)
-Dragonchess Set

+ Potions
-Potion of Greater Healing (x1)
-Potion of Superior Healing (x5)
-Potion of Invulnerability (x3)
-Potion of Heroism (x3)
-Potion of Gaseous Form (x1)
-Potion of Clairvoyance (x1)
-Potion of Invisibility (x2)
-Oil of Slipperiness (x2)

+ Scrolls
-Lvl 1- Catapult (x1)
-Lvl 1- False Life (x1)
-Lvl 1- Feather Fall (x1)
-Lvl 1- Jump (x1)
-Lvl 1- Longstrider (x2)
-Lvl 1- Magic Missile (x2)
-Lvl 1- Protection from Evil and Good (x2)
-Lvl 1- Shield (x3)
-Lvl 2- Misty Step (x1)
-Lvl 3- Dispel Magic (x2)

+ Reagents
none

+ Money
cp- 4
sp- 6
gp- 6770
pp-

+ # of Crafting Tokens
none

+ Food Tokens
none

+ Blueprints
-Fantastiskt Magiskt Föremål [Twisted Root of Madness (completed 1/10/2021)]

Equipment
The Ever Eye
Faction
The Mad Man: (15/15/14/11/11/10)
Stat Array
+ Features
-Detect Magic/ will (origin)
-+2 on Saving Throws vs Spells (origin)
-Cackling Mad (faction)
-INT Cap +2 (faction)
-The Eye (faction)
-Quartermaster: +5 HP
-Darkvision 60 ft (race)
-Martial Training (race)
-Saving Face (race)
-Arcane Recovery (Wizard)
-Spellbook Augmentation: Force spells (Wizard)
-Forceful Magic (Wizard)
-+2 on INT based checks (Robes of Restraint)
-Nystul's Magical Aura [perm'd] (not evil :) )
-Grasp of the Void (Wizard)
-Pierce the Veil (Faction Loyalty)
-Darkwalker (Wizard)
-Lost 32 hit points given to Homonculus

+ Feats/ ASIs
-Linguist (4th)
-Skilled (8th)
-INT +2 (12th)

+ Pet

+Faylsuf, the Homonculus


-Hit Points 37
-Armor Class 17 (Half-Plate Barding)
-Speed 20 ft., fly 40 ft.
-STR 4 (-3)
-DEX 15 (+2)
-CON 11 (+0)
-INT 10 (+0)
-WIS 10 (+0)
-CHA 7 (-2)

-Damage Immunities: Poison
-Condition Immunities: Charmed, Poisoned
-Senses: Darkvision 60 ft., passive Perception 10
-Telepathic Bond. While the homunculus is on the same plane of existence as its master, it can magically convey what it senses to its master, and the two can communicate telepathically.

-Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 1 piercing damage, and the target must succeed on a DC 14 Constitution saving throw or be Poisoned for 1 minute. If the saving throw fails by 5 or more, the target is instead Poisoned for 5 (1d10) minutes and unconscious while poisoned in this way.

Class/Racial Features & Traits

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