Leon Harrington Character in Verum | World Anvil

Leon Harrington

Leon Harrington

Physical Description

Specialized Equipment

Leon has a barbed brass ring signifying his membership to the Great Coven, but only wears it briefly when entering the mansion, or during missions and investigations. The rest of the time it's in a hidden pocket in his coat.

Mental characteristics

Education

Basic Education, Medical Studies, Service under the Church of Lorn

Social

Family Ties

Orphan AF

Religious Views

Sometimes death is necessary to continue the cycle, but in the meantime, it's alright to cling to the life we have

Social Aptitude

Well Mannered, Diligent and Pragmatic Dislikes disrespectful people, followers of the mad god, and those that kill unnecessarily.
Species
Birthplace
Gravewatch, Dolten
Children
Current Residence
Witchtown, Dolten
Eyes
Grayish Blue
Hair
Medium Length, Dark Brown, Wavy
Height
5'11"
Known Languages
Common, Halfling, Elven, Undercommon

The Jigsaw Case - Killer's Profile - Leon's Logs

Physical description: A faceless man in a tailcoat, wearing a bowler hat, and moves in inhumane motions. A smile may break out on his featureless face allowing him to speak, and laugh.   M.O.: Leaving traces of Enchantment, Conjuration, Transmutation, Necromancy, Divination magics. Crates of mutilated bodies baring the above traces of magics, capable of corrupting flora and fauna. The active stealing of voices from people along The World Road.   Abilities: Capable of reaching down throat to pull out a creature's voice (in the form of a golden beetle), which he can consume and use for himself. He's able to wield unbelievable magics comprised of different schools simultaneously. Magic used against him as a chance or failing/rebounding back the caster, with other possibly worse outcomes. (Caster level checks) Can seemingly peer into your mind, manipulating your senses, making it difficult to trust what you see/hear and hindering escape attempts. Can temporarily sever/hinder your connection with your god(s).   Personality: Seems to enjoy making people helpless and holding their lives in his hand. Treats life or death situations like a game, forcing his victims to make hard choices. (typically, "lose/lose" or "lesser of two evils" type scenarios) Full of hubris, and has a short attention span when he's done "playing". Exhibits Psychopathic behaviors, and laughs maniacally on occasion. Reckless abandon, due to what seems to be invulnerability.   Interests: Collecting trophies from his victims in the form of voices or mutilated body parts, most notably eyes. Playing games/toying with the people (he wants to see them struggle for his entertainment) Favors outcomes involving betrayal, selfishness, and desperation Dislikes outcomes where people take noble, good, or heroic actions   Quotes: "Lets play a game" (context: when forcing Argus to choose between saving Leon or himself) "How wonderfully valiant. Such valiance... Disgusts me" (context: when Argus chose to help Leon)   Other Notes: Last heard speaking in the voice of Argus Tideswrath, former member of the World Wanderers Is currently accompanied by a large undead monster likely created from the eyes he collected. (detailed below) Last seen in Kytolok, scalping parts of the late Thorned King     = = = = = = The Eyes Given Shape = = = = = = A round fleshy creature made mostly of eyes with teeth growing from the eyelashes, and a large maw. It floats in the air and is capable of laughter. Can be sensed by any creature capable of sensing undead, seems powerful but abilities are mostly unknown.

The Jigsaw Case - Incident Outside the Wanderer's Doltenian Outpost - Leon's Logs

Shortly after dealing with the drunken chipmunk shenanigans alongside Vorazun and Grigori, I decided to continue searching for the undead wildlife reported in the area. Accompanied by Argus, the World Wanderer who originally discovered the creatures presence, we left the outpost in search of any oddities.   Using my familiarity with undead to sense for their presence, Argus and I established a perimeter around the area, slowly increasing the radius of our search. Once we were approximately 200 feet from the outpost I began detecting the presence of powerful undead, unlike anything I had sensed before. At this point Argus and I decided to get back up before perusing the threat. I stayed to continue tracking the creature(s) presence while he attempted to sneak back to the outpost. When he turned around both the outpost and the road were no longer in sight, and it was impossible to get a baring on where we were. We had been surrounded by strange magics preventing any escape, Enchantment, Conjuration, Transmutation, Necromancy, Divination. The Jigsaw Killers' signature.   As we attempted to examine our surroundings, a pit formed underneath the two of us dropping us both into complete darkness. As I cast light to illuminate the pit, the undead presence that had remained 30 feet from for us during this time suddenly blinked, and appeared in the pit, nearly filling the limited space before us. The creature was spherical, consisting mostly of eyes with a large maw. Both Argus and I felt a disconnect between us and our respective deities. Argus teleported to edge to the edge of the pit in an attempt to secure a rope for my escape. It was then that *HE* appeared, at the edge of the pit, a faceless man in a tailcoat, wearing a bowler hat. He impeded Argus who, through shear strength, held the rope instead. When I attempted to cast a spell against the man (hold person) it instead rebounded forcing me to save against my own spell. As I climbed the rope out, The man reaches down Argus' throat with his arm, pulling out a golden beetle and leaving him voiceless.   The creature in the pit began laughing, and the man swallowed the golden beetle. As Argus and I pulled ourselves out over the edge of the pit the man laughed in Argus' voice before dropping into the mouth of the beast, deep within the pit. The pit collapsed and the magical distortion choking the area shattered and faded, leaving us on normal ground. The world road was once again in sight, we were still 200 feet from the outpost. After catching our breaths, and a little healing, we made our way back to the Wander's outpost, meeting with Ambassador Chloe.   After meeting with Chloe, Argus and I informed her of events we had just experienced. She informed me that she also had an interaction with the Jigsaw Killer in the past and brought up that Argus' voice may be mostly recovered through the spell "lesser restoration." I attempted the procedure and was successful but recommend caution. The resistance if the Jigsaw Killers' magic remained and am unsure of the consequence of failing this spell. Future procedures of this nature should only be handled by experienced casters ((Tier 2 minimum)). I also found out that during Chloe's encounter with Jigsaw, she was made invisible, deaf, mute, and blind simultaneously. He also told her that he collects eyeballs, likely to be used in the creation of that undead creature that accompanied him.   Regardless, I am alive, I am well, and someday I won't be the one helpless before him.

Tier 1

Mission 1: Goods and Travel -COMPLETED- 1 MV (Van Epselonoric) A small group of merchants has sent messages out for adventures to help them with travel, starting in Steton. Traveled with Inverno Frost (deceased), Tonash (retired), and Sin Nel Ael (retired).   Mission 2: Cult of Personality -COMPLETED- 1 MV (Zathrasi) A halfling man named Jute needs help finding missing people before the harvest at a small town in Steton. Traveled with Mary (deceased), Eaton Kenneth, and Dame Davis   Mission 3: Search For The Missing Bones -COMPLETED- 1 MV (Cephalopodo) A small farming settlement has been complaining about their bones going missing. You've been sent to investigate. Traveled with Grigori (retired), Durin (retired), and Kazuo Song-Joo Dae   Mission 4: Ginger, Spice, and Everything Nice -COMPLETED- 1MV (Momo) Somewhere in Krazax, Ginger is in need of some brave heroes to rescue him from a pesky snowman. Traveled with Sultry (retired), Grigori (retired), and Sullivan Lost   Mission 5: The Baleful Ballad of Brackmire: Finale -COMPLETED- 2 MV (CitizenJoseph) I joined a small party in Khao that were investigating a manor for the Sister of Fate, Deshawna. Traveled with Vadram, Rhogar, and Aelin Reis   Mission 6: Silky Smooth -COMPLETED- 1MV (Rufi0h) A merchant of the Great Bazaar want the eggs of a special species of spider found in the jungles of Khao. Traveled with Vadram, Titherus Orssi, and Losizi Sol   Mission 7: Eldritch Fields -COMPLETED- 1 MV (Ser Nurp) A letter has been sent out from the village of Shadebrook in Dolten, calling for aid against an eldritch presence that stalks their land, taking their people. The letter asks that heroes come quickly, to find and rescue their people who have gone missing, and stop this entity. Traveled with Mary (deceased), Ariadne Haywood, and Lynn Adeya   Mission 8: Dungeons not Dragons -COMPLETED- 1 MV (Asentientmimic) Following poorly made posters that have been posted around Kalkatesh, you answered the call for adventure, and went to investigate a curious cave in Krazax. Traveled with Dame Davis, Jagen SeaCarver (deceased), and Roman Blake (deceased)   Mission 9: Dark Vaults of Amor -COMPLETED- 1 MV (CitizenJoseph) Investigate the reappearance of fallen heroes of yore and rescue villagers from an enslaving force just inside the Badlands. Traveled with Kazuo Song-Joo Dae, Ruuk Blackblood, and Isten   RP event: Raided and Rotten -COMPLETED- 140gp (TaCo) The Town of Zaegar’s Price has been raided in the night. Homes burned, supplies stolen, and stables opened to release the mounts. Showed up with other adventurers to help clean up and rebuild the town. Helped track a griffon for an elderly stable-master (Granny), returning it to the town. Teamed up with Linwrick Mossfoot, Estelle Lotus, Heather, Astraeus and Devolia

Leon Harrington

Variant Human Race
Dolten/Gravewatcher Origin
10 Cleric (Grave) / 2 Druid (Dreams) // 12 Class & Level
Neutral Alignment
Lorn Deity
The Great Coven Faction
Ambassador Rank/Position
22 Loyalty
Company

Strength 10
+0
Dexterity 12
+1
constitution 16
+3
intelligence 11
+0
wisdom 22
+6
charisma 10
+0
Total Hit Dice 12
Hit Die
1d8+3
+4 proficiency bonus
+0 Strength
+1 Dexterity
+3 Constitution
+0 Intelligence
+10 Wisdom
+4 Charisma
saving throws
+1 Acrobatics
+6 Animal Handling
+0 Arcana
+0 Athletics
+0 Deception
+0 History
+10 Insight
+0 Intimidation
+0 Investigation
+10 Martial
+14 Medicine
+0 Nature
+10 Perception
+0 Performance
+0 Persuasion
+0 Religion
+1 Sleight of Hands
+7 Stealth
+6 Survival
skills

 
66
MV
3
Prestige
3
Attunement Slots
20
Armor Class
109
Hit Points
+1
Initiative
35ft, 10ft swim, 5ft climb
Speed
Attacks
Weapons
Simple Weapons
| Armor
Light, Medium, and Shields
| Tools
Alchemist Supplies, Cook's Utensils, Calligrapher's Supplies, Woodcarver's Tools, Herbalism Kit
| Languages
Common (Leaf), Halfling, Elvish (Nomad), Deep Speech (Undercommon)


Proficiences
Spell Save DC = 18

Cantrips


  • Eldritch Blast (Coven)
  • Chill Touch (Coven)
  • Spare the Dying (Grave)
  • Guidance (Cleric)
  • Light (Cleric)
  • Toll the Dead (Cleric)
  • Word of Radiance (Cleric)
  • Poison Spray (Druid)
  • Primal Savagery (Druid)
  • Domain Spells


  • Bane, False Life (1st level)
  • Gentle Repose, Ray of Enfeeblement (2nd level)
  • Revivify, Vampiric Touch (3rd level)
  • Blight, Death Ward (4th level)
  • Antilife Shell, Raise Dead (5th level)
  • Prepared Cleric Spells (16)


    Standard Combat

  • Bless, Sanctuary, Inflict Wounds, Guiding Bolt, Protection From Evil/Good (1st level)
  • Blindness/Deafness, Hold Person, Silence, Spiritual Weapon, Warding Bond (2nd level)
  • Beacon of Hope, Spirit Guardians, Mass Healing Word (3rd level)
  • Freedom of Movement, Banishment (4th level)
  • Mass Cure Wounds (5th level)

  • PvP

  • Sanctuary, Inflict Wounds, Guiding Bolt, Shield of Faith, Command (1st level)
  • Blindness/Deafness, Hold Person, Silence, Spiritual Weapon (2nd level)
  • Spirit Guardians, Dispel Magic (3rd level)
  • Freedom of Movement, Banishment, Guardian of Faith (4th level)
  • Flame Strike, Dawn (5th level)

  • RP

  • Sanctuary, Inflict Wounds, Command (1st level)
  • Blindness/Deafness, Enhance Ability, Lesser Restoration, Hold Person, Silence (2nd level)
  • Dispel Magic, Tongues, Sending (3rd level)
  • Freedom of Movement, Banishment, Divination (4th level)
  • Scrying, Commune (5th level)

  • Prepared Druid Spells (8)


  • Absorb Elements, Cure Wounds, Earth Tremor, Entangle, Faerie Fire, Goodberry, Healing Word, Longstrider (1st level)
  • Spellcasting
    Link
    https://docs.google.com/spreadsheets/d/1QeYcxxVTaVhHmesM3gytAWAN24Uk9xLCRjHNVrpeIJc/edit?usp=sharing
    | Warded Ring
    Prerequisite: 7 Loyalty to the Great Coven
    While wearing the Ring the Coven member gains advantage on saving throws made against Madness, Fear, Charm, Domination, and other mind altering effects
    | Creeping Silk Armor
    You gain a +2 bonus on Dexterity (Stealth) checks that rely on moving silently, and you can crawl without spending extra movement

    Masterwork: The time it takes to don and doff is reduced to 3 rounds. Walking, swimming and climbing speeds are increased by 5 feet. This gives you a swim and climb speed of 5 feet if you did not already possess them
    | Figureheads Blessing
    +1 Shield - Minor Very Rare - Attunement
    Your Constitution score is increased by 2, up to a max equal to your ability score cap

    Swiftness of the Sea: When you are attuned to this item, you gain a +5 to your swim speed

    Sea of Mercy: Should an ally within 15 feet of you be critically hit, as a reaction you may restore their hp by 1d6. This ability can be used 2 times, and are restored upon completing long rest

    [Base Material, Spell Invocation]
    | Tonis the Toxicator
    Staff - Rarity? (Arcadum) - Soulbound Atunement

    All poison damage you deal with spells you hardcast or use through this staff, ignore resistance, if it is from a non magical source.

    Toxic Aura – Activates at the start of combat. All enemies within 20ft, take [2d6] poison damage the start of your turn. Should any enemy be defeated by this aura, you gain a +2 to damage on the next poison damaging spell you cast. Whenever you would cast a spell that deals non poison damage, you may change that damage type to poison damage. You may do this once per combat.

    Advanced Poison Spray – You are granted the Poison Spray cantrip, if you already possess the poison spray cantrip, you change this spell to be a 15ft cone.

    You may cast the following spells through the staff a number of times per long rest as indicated by the number in (), all these spells are cast as if they were cast at the level indicated by the number in (3) [5] Chromatic Orb – (Poison Only) (3) [5] Ray of Sickening (1) [5] Cloudkill
    | Rod of Xakstall
    Magic Rod - Major Very Rare(Arcadum) - Attunement

    Once per long rest you may cast each of the following: Lesser Restoration, Dispel Magic, Remove Curse, Greater Restoration. These spells do not require material components
    | Cycle:Life
    Ring (Wondrous) - Very Rare (4400gp)

    This ring has 3 charges, which replenish at dawn. You can spend 1 charge to use one of the following effects:

    In the beginning: When you hard cast a spell that would restore hit points to a creature that is affected by the Chill Touch cantrip, or another effect which reduces, lowers the effectiveness of healing, or would grant it to another creature instead, you can ignore the effect (no action required). This can be overcome by certain powerful bosses

    The Word: When you would heal a creature with a spell you have hard casted, you can as a reaction heal them for an additional 1d4 hit points. If the target is under 50% health, it is 2d4 hit points instead
    | Leon's Spectacles
    Glasses (Wondrous) - Very Rare (4200 GP)
    This item has 4 charges , you can expend charges and benefit from one of the following effects as a bonus action. Additionally, activating an effect cancels a previously active effect. All expended charges refresh at dawn

    Logical Mind. You can expend 2 charges to gain advantage on saving throws against psychic and fear effects until the end of your next turn

    Intriguing Specimen. You can expend 1 charge to gain a +1 bonus on Wisdom ability checks for one minute

    Well Read. You can expend 1 charge to gain a +2 bonus on Intelligence ability checks for one minute

    [Base Material, Spell Invocation, Adornment, Enchantment]
    | The Living Room
    Key (Wondrous) - Very Rare (4800 GP)
    There is an invisible pocket space at the end of this key that functions as a bag of holding with a capacity of 750 pounds, not exceeding a volume of 96 cubic feet. The key weighs 5 pounds, regardless of its contents, and retrieving an item from it requires an action

    Honey, I'm Home!: You can cast Leomund's Tiny Hut or Mordekainen's Private Sanctum through this key. When cast in this way, all items within the bag of holding float within the space and can be acquired with an item interaction regardless of where you stand inside. You can cast either spell once, with both spells refreshing at dawn.

    [Base Material, Adornment, Enhancement, Enchantment, Special Crafter]

    Equipment
    The Great Coven
    Faction
    Specialist
    Stat Array
    Variant Human - Feat: Prodigy
    lvl 4 ASI - Feat: Warcaster
    lvl 8 ASI - Wisdom +2
    Academy Training - Attribute Cap Increase (Wisdom)
    Great Coven Membership - Attribute Cap Increase (Constitution)
    Title: Veteran

    Class/Racial Features & Traits

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