Olaf Gordon Character in Verum | World Anvil

Olaf Gordon

Master of Garbo Olaf Gordon Burger Olafsion "The Firstius" Gordinius

My name is Olaf Gordon. I’m 23 years old. My house is in the garbage can in the Double Cats Pub, in the back, and I am not married. I work as an ambassador for the Freemen, and I get home every day by 8 PM at the latest. I don’t smoke, but I occasionally drink. I’m in my can by 11 PM, and make sure I get eight hours of sleep, no matter what. After having a glass of warm garbage and doing about twenty minutes of "oooooooh"ing before going to bed, I usually have no problems sleeping until morning. Just like a baby, I wake up without any fatigue or stress in the morning. I was told i have a parasite at my last check-up. I’m trying to explain that I’m a person who wishes to live a very quiet life. I take care not to trouble myself with any enemies, like winning and losing, that would cause me to lose sleep at night. That is how I deal with society, and I know that is what brings me happiness. Although, if I were to fight I wouldn’t lose to anyone.
Species
Children
Eyes
Amber
Hair
Pink
Height
6'1''
Weight
150 lbs

Master of Garbo

Dhampir Race
Navigator Origin
Time Cleric 7 Class & Level
Neutral Chaotic Alignment
Raquel Deity
Freeman Faction
Ambassador Rank/Position
7 Loyalty
Company

Strength 15
+2
Dexterity 14
+2
constitution 14
+2
intelligence 10
+0
wisdom 18
+4
charisma 12
+1
Total Hit Dice 7
Hit Die
1dd8+2
+3 proficiency bonus
+2 Strength
+2 Dexterity
+2 Constitution
+0 Intelligence
+7 Wisdom
+4 Charisma
saving throws
+2 Acrobatics
+4 Animal Handling
+0 Arcana
+5 Athletics
+1 Deception
+0 History
+7 Insight
+4 Intimidation
+3 Investigation
+4 Martial
+4 Medicine
+0 Nature
+4 Perception
+1 Performance
+1 Persuasion
+3 Religion
+2 Sleight of Hands
+2 Stealth
+7 Survival
skills

 
21
MV
1
Prestige
1
Attunement Slots
19
Armor Class
63
Hit Points
+2
Initiative
30
Speed
Fangs 1d20+STR 1d4+STR
Light Crossbow 1d20+DEX 1d8+DEX
Mace 1d20+STR 1d6+STR
Attacks
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 can't discern color in darkness, only shades of gray.

Sunlight Sensitivity:
You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.

Vampiric Guile:
You gain proficiency with one of the following skills of your choice: Intimidation

Blood Curse:
Once per week, Dhampirs must partake in the blood of another humanoid in order to replace their own blood to survive. If a Dhampir fails to do so, they gain one point of exhaustion per day afterwards that cannot be removed until they consume the blood of another humanoid. Fangs: Your fangs are a natural weapon which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d4 + your Strength modifier. Your fangs count as a finesse weapon.

Invigorate:
Once per long rest, when you successfully attack a living humanoid with blood using your fangs, 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. Spending a Hit Die in this way costs no action. Using this ability counts as a source of blood for the blood curse effect.

Blood Frenzy:
Consuming the blood of the living in excess imbues you with power, and embracing it allows for you to enter a state of rage and fervor. Whenever you successfully strike a creature with blood using your fangs, you may choose to enter a Blood Frenzy. Until the end of your turn, you may use a bonus action to make a fang attack against a target. If you succeed on this or any other fang attack on your turn, you may extend the duration of your frenzy by one additional round. If your frenzy was extended by one or more rounds, you gain one point of exhaustion when your frenzy ends.

Navigator:
A navigator can always find his way. You always know north and you also have advantage on Survival checks to navigate.

Tool Proficiency:
Cook's utensils

Follower of Raquel:
Proficiency in Investigation
Proficiences
Cantrips:
Guidance
Spare the Dying
Thaumaturgy
Toll the Dead.

Level 1 Spells:
Healing Word
Guiding Bolt
Protection from Evil and Good
Shield of Faith
Longstridder
Magic Missle
Bless

Level 2 Spells:
Blur
Hold Person
Spiritual Weapon
Enhance Ability

Level 3 Spells:
Haste
Slow
Spirit Guardians
Mass Healing Word
Dispel Magic

Level 4 Spells:
Guardian of Faith
Spellcasting
Gold:
Total: 7020.56
PP: 0
GP: 7020
EP:
SP: 1
CP: 46

Items:
Amulet (Holy Symbol)
Explorer's Pack
Shield
Cook's Utensils
Health Potion x2
A sack of dirty potatoes
Scroll: Healing Word x11
alchemist fire x1
Bandit Leader Hat (gares black)
highwayman hats x 3
a net
10 Sweet Fuckin Hats
1x Fermented Beholder Eye
1 Bag of Feces
700 Bags of Garbage
Crafting Tokens x6
Scroll: Cure Wounds x7
Vial of Holy Water x1
Scroll: Guiding Bolt x4
oil of slipperiness
Scroll: Longstridder x5
The Sunguard
Scroll: Shield of Faith x7
Half Plate Armor

Magic Items:

Freeman Cloak:
This cloak provides not only a convenient method to display ones own sigil, but it also is infused with the freedom of the sea, you gain advantage on any saving throw that would impede your movement.

Zarza, Blade of the South:
+1 Enhancement Scimitar; Hallowed Attunement (Kaheeli
This blade grants a 20ft swim speed. The wielder of this scimitar is always considered to be braced for ship combat, if this weapon is disarmed, the wielder is incapacitated or stunned this effect is lost until such conditions are remedied.

The Sunguard:
Shield - Major Rare - Attunement;
This flat black disk almost seems to absorb light as it’s sent at it.” You are not affected by (Sun)Light Sensitivity while attuned to this shield. While using this shield you gain resistance to Fire and Radiant damage. Whenever you cast a spell or Cantrip that deals radiant damage, you may cause it to do cold damage instead.

King Crimson:
Wondrous (Crown) - Minor Very Rare - Attunement;
While wearing this crown you gain access to the following abilities:

Fighting Premonitions: You have +1 AC against attacks that have disadvantage as you subtly deflect blows before they land.

Delay the Inevitable: When you would be hit by an attack that isn't a critical hit, you can use your reaction to draw upon the power of the crown and have the attack miss instead. Such interference comes at a price however. The source of that attack can't miss with its next attack against you in the next minute, and is immune to this ability for the next 24 hours.

Prophecy of Destruction: As a bonus action, you can perceive a time that a creature you can see within 30 feet of you will be most vulnerable. In 1d4 rounds you can use your action to teleport to a space you can see adjacent to that creature and emit a deadly force. It must succeed on a DC 15 Wisdom saving throw or take 4d8 force damage and be stunned until the end of your next turn. If the result of the 1d4 is a 4, the DC is increased to 16. You can use this ability a number of times equal to half your Wisdom modifier, rounded down (minimum of one), with all uses refreshing on a long rest.
Equipment
Freeman
Faction
Madman
Stat Array
Blinding Speed:
The Cleric gains advantage on initiative checks.

Shattered Time:
After a long rest, you may roll a number of d20s equal to your wisdom modifier. You may "store" these d20s to be used to replace a die roll of an attack roll, saving throw or skill check. Replacing these d20s is a reaction. This can affect yourself or an ally within 20ft. These rolls last until a long rest.

Domain Spells:
Longstridder, Magic Missle

Turn Undead:
As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage. A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action. Destroy Undead (CR 1/2)

Channel Divinity: 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 may 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).

Time Surge:
Once per long rest, you can use one additional bonus action during your turn. Activating this ability costs no action.
Class/Racial Features & Traits

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