Osven Brighthoof Character in Verum | World Anvil

Osven Brighthoof

Osven Brighthoof

Physical Description

Identifying Characteristics

Long horns, with tribal minotaur carvings
Two mother of pearl shells hang off his horns
White fur with long bright red hair
Usually wearing heavy armor, 1 large and 2 small chains wrapped around his torso, and steton greatbow

Apparel & Accessories

Two mother of pearl shells hang off his horns
If not wearing heavy armor, wears button up shirt (either plain pastel colors or floral pattern), and khaki shorts.

Mental characteristics

Personal history

After leaving his minotaur parents at adulthood he travelled for a couple years before landing at Copper Cove in Bloodwave Bay. He fell in love with the abundance of energy of the region. Spending his days helping load and unload ships, traveling with pirate ships through and briefly outside Bloodwave Bay. Through the teachings of several ship navigators and his natural racial affinity for navigation he gained an affinity for course making and travel. After an event in Copper Cove and his captain retiring from sea travel, he was told by his former captain to seek go out and seek adventure. Eventually ending up at the Double Cat's Pub to join the Freemen.

Gender Identity

Male He/Him

Sexuality

Straight. Strong women with good heads on their shoulders.

Education

School of hard knocks, the home teachings of his minotaur parents, taught by navigators, captain, deckhands, and merchants that he has traveled with over 20 years.

Employment

Odd Jobs that he can find under ships as well as Taverns within his home of Copper Cove.
Working on adventures through Freemen.
Current Captain of the Freemen

Accomplishments & Achievements

Helped defeat a Tydus Cult Leader. (Prestige 1)
Aided in Bringing a werewolf child to her new home (Prestige 2)
Defeate the Void Wolf (Prestige 2)
Tower of Appeasement (Prestige 3)

Failures & Embarrassments

Losing drinking contests.
Getting nut punched by Atlas in the brawl tournament, going down to Atlas and Lad Io.
Losing to Iridansa at the Arm Wrestling Competition at the Striders celebrating the "defeat" of Dsangir.
Made the decision as newly appointed Captain to unlock the Chest found in the Sickened Sea with the help of Amehtyst, Fungi, Oswain and his crew, unleashing the Dilating One.

Mental Trauma

First adventure, hit with heat metal on his chainmail armor.
Has a natural distaste with magic, especially loathing mind-altering or binding magic. If he is hit with either he will go into a furious rage until the caster is down or dead.
Events of the Tower of Appeasement Mission.

Intellectual Characteristics

Not the smartest or the wisest but has a knack for money and how to obtain it.
He ends up being more curteous and nice than most of his brethren.
Although he is a pirate, he's more of a realistic european born pirate than the overly bloated and eccentric misinterpretations or exaggerations of pirates.

Morality & Philosophy

Follows codes and rules including the few within bloodwave bay, pirate's code, and the freemen tenants. Believes people should still be free and allowed to live their lives, facing what challenges they face alone or with close friends.
Freemen Tenants:
Answer the call if Bloodwave Bay should be threatened.
Rise up against an oppressive authority.
Never work for free.
Everyone gets their fair share of treasure, as long as they helped to earn it.

Taboos

Arcane imprisonment
Arcane trickery (charm, hold, etc.)
Slavery
Unlawful imprisonment

Personality Characteristics

Motivation

Money
Freedom for the enslaved
Ensure peace within the Bay

Likes & Dislikes

Likes:
Money
Drinking
Fighting

Dislikes:
Arcane Trickery
Shackles

Hygiene

Smells of the sea/bay. Takes regular dips into them to "clean" himself.
Fur is shaggy and unkempt.

Social

Contacts & Relations

Relationship with Jay Baiju (Civilian, T0)

Family Ties

BrightHoof Clan

Religious Views

Cassius Follower
Regularly would make communal prayers with his shipmates to Kaheeli for "safe" travel.
Had met several religious people who'd ramble about their teachings so he ends up knowing enough of the basics of the Gods of Kalkatesh.

Large, Reliable, Cautious

View Character Profile
Alignment
Lawful Neutral
Honorary & Occupational Titles
Captain of the Freemen
Honorary Tops
Chainbreaker of Cassius
Age
55
Date of Birth
Azen, 30th 1149
Birthplace
Krazaxian Lowlands
Children
Current Residence
Copper Cove
Gender
Male
Eyes
Brown
Hair
Red
Skin Tone/Pigmentation
White Fur
Height
6'4"
Weight
320
Known Languages
Common, Giant

Osven BrightHoof

Minotaur Race
Copper Covemen Origin
Fighter (Unbreakable), Chainbreaker 10 Class & Level
Lawful Neutral Alignment
Cassius Deity
Freemen Faction
Captain Rank/Position
20 Loyalty
Company

Strength 22
+6
Dexterity 15
+2
constitution 16
+3
intelligence 10
+0
wisdom 11
+0
charisma 11
+0
Total Hit Dice 10
Hit Die
1dd10+3
+4 proficiency bonus
+10 Strength
+2 Dexterity
+7 Constitution
+6 Intelligence
+0 Wisdom
+6 Charisma
saving throws
+2 Acrobatics
+4 Animal Handling
+0 Arcana
+10 Athletics
+0 Deception
+0 History
+0 Insight
+4 Intimidation
+0 Investigation
+4 Martial
+0 Medicine
+0 Nature
+4 Perception
+0 Performance
+4 Persuasion
+0 Religion
+2 Sleight of Hands
+2 Stealth
+0 Survival
skills

 
52
MV
3
Prestige
2
Attunement Slots
21
Armor Class
104
Hit Points
+2
Initiative
30ft
Speed
Krazaian Waraxe MW 1d20+10 1d8+11 ,Versatile 1d10+9 Piercing, Slashing, Bludgeoning, Cleave
Quick Chain offhand 1d20+10 1d6+6 Bludgeoning, Brutal, CleaveReach(10ft.+10), Finesse, Light, Weapon group: Flails
Brutish Chain MW 1d20+10 1d8+11 Bludgeoning, Versatile 1d10+11 , Brutal, CleaveReach(10ft.+10), Catching Special: You gain a +1 bonus on contested Strength (Athletics) ability checks to maintain grapples made with this weapon
Steton Greatbow 1d20+10 1d12+10 100/400ft range Piercing
Javelin 1d20+8 1d6+8 30/120ft range Piercing
Attacks
Fighter proficiencies
Armor: light armor, medium armor, heavy armor, shields
Weapons: simple weapons, martial weapons
Saving Throws: Strength, Constitution


Skill Proficiencies
Athletics
Animal Handling
Martial
Intimidation
Perception
Persuasion


Waterborne Vehicles
Cartographers Tools
Navigator's Tools

Academy Trained
Cook's Utensils
Score Cap Training +2 STR cap
Smith's Tools
Wargong


Exotic Weapon Training
Cestus
Daborakian Kite Shield
Steton Greatbow
Krazaxian Waraxe

Proficiences
Gold(total): 13106 (6500 on person)
155 crafting tokens
Weight: ??/285lbs

Chain of Epitos
Arcadum Item - Attunement.
Whenever you would deal damage, you can choose to change that damage to slashing damage. You can only affect a spell in this way three times, with all uses refreshing on a short or long rest. Whenever you would defeat a hostile creature with slashing damage, you regain 1d6 hit points.


Joyous Hat of Courage (Attuned)

Joyous Hat of Courage
Being crafted by Osven Brighthoof
Wondrous (Tophat) - Very Rare (4500 GP. 45 Days to Craft) - Attunement: Fighter

This hat gives a sense of joy and courage to those who wear it, and allows them to be an inspiring figure for those around them.

Your Strength score is increased by 2, to a maximum equal to your ability score cap.
Your Constitution score is increased by 1, to a maximum equal to your ability score cap.

Joyous Second Wind. When you use Second Wind, you restore an additional 1d6 hit points. You can do so five times, regaining these abilities when you complete a long rest.

Courageous Thunder!: When you score a critical hit in a way that isn't automatic, you may add 1d6 Lightning Damage to your attack.

[Base Material, Enhancement, Special Crafter]


Meistaraverk Brighthoof (Attuned)
Meistaraverk Brighthoof
Being Crafted by Osven Brighthoof
+1 Plate Armour - Very Rare (3,200gp, 40 Days) - Attunement

An armor made of of high carbon steel, trimmed and inlaid with silver in the archaic patterns prominently seen in Minotaur culture. Both Kaheeli's Eye and Astaroth's Fist adorn the armor on the shoulders. Occasionally it sparks in electrical energy as it stores up electricity to be unleashed at a moment's notice.

Your Strength score increases by 3, up to a maximum equal to your ability score cap.

Brynja Hérna. You can spend charges to cast the shield of faith spell at a level equal to the amount of charges spent. You can choose to use one of your spellcasting abilities or Wisdom. This ability has 3 charges, and you regain all charges after finishing a short or long rest.

Fheiði Kaheeli. As an action, release a blast of energy from the armor. The energy takes the shape of a charging beast of your choice, or a boulder if you do not declare a form and surges forward. All creatures in a 100 foot line must make a DC 15 Dexterity saving through. On a failed saved, a creature take 8d6 Lighting damage, or half damage if they succeed. This ability has one charge, regain all charges on a short of long rest.

Hnefi jarðarinnar Drottinn. As a bonus action you can slam your fist into the ground, an ethereal hammer appears in your hand and causes the ground to splinter around you and sends stone shards into the air. Stone shards coalescence around you and for the next minute you gain a +2 bonus to AC and 15 feet reduced movement. While this is ability is active you have advantage against any effects that would cause you to move. You can use this ability once per long rest.

Due to the Gifts of the Mountain-Born, the cost is reduced by 20% to 3,200gp and you can spend up to a maximum of 80 gp per day.


Everlasting Rumflask
Everlasting Rumflask
Wondrous (Flask) - Minor Uncommon (550gp)

This flask contains 3 rather hefty servings of extremely strong, poorly made rum. The flask replenishes all servings after 1 hour of the stopper being in place. Any rum no longer in the flask and not consumed disappears within one minute. The rum from this flask is magical in its nature and seems to supply nothing apart from the act of getting absolutely sloshed. The DC for drinking 1 serving of this alcohol is 22.

Each time you drink from this flask, it grants additional effects on top of any normal drunken state, gaining the next stage of drunkenness from each serving. These effects bypass the alcohol's DC and are applied even if you succeed but are only applied if the rum is drunk willingly. This effect lasts for 1 hour which is refreshed whenever you drink from the flask again. This effect counts as a poison and is cleared by any effects that remove the poisoned condition.

Stage 1: Satisfyingly Tipsy.
• You have advantage on Charisma (Performance) checks while holding the flask.

• Every minute you are under this effect and holding this flask or whenever you attempt to drop or put away the flask, you must roll a DC 12 Wisdom saving throw or you must willingly drink from it again on your next chance to do so. The rum flask is immediately refilled by 1 serving if there was no rum left.

Stage 2: Drunkards Befuddlement.
• You have advantage on Charisma (Performance) checks while holding the flask.

• You have disadvantage on all Intelligence ability checks.

• You have disadvantage on all Dexterity and Constitution saving throws.

• Every minute you are under this effect and holding this flask or whenever you attempt to drop or put away the flask, you must roll a DC 15 Wisdom saving throw or you must willingly drink from it again on your next chance to do so. The rum flask is immediately refilled by 1 serving if there was no rum left.

Stage 3: Slamablamdingdongedmmmm.
• You have disadvantage on all Dexterity, Charisma, Intelligence and Wisdom ability checks.

• You have disadvantage on all Dexterity and Constitution saving throws.

• For every 20 feet that you move, you must also move 10 feet in a random direction using that turns movement speed chosen by a d4. 1 is east, 2 is north, 3 is west and 4 is south. Creatures have disadvantage on attacks of opportunity made against you during this movement.

• At the start of each of your turns in combat, you must roll a d100. On a 95-100 you must succeed on a DC 18 Constitution saving throw or become stunned until the start of your next turn as you throw up. On a 80-94, you fall prone.

• Every minute you are under this effect, you must roll a DC 18 Wisdom saving throw or fall unconscious for 1d2 hours.


Weapons
Masterwork Krazaxian Waraxe
2 Quick Chains (1d6)
MW Brutish Chain
Silver Battleaxe
Steton Greatbow
2 Silver Greatbow Arrows
40 Steton arrows


Equipment.
+1 Cook's Utensils
Explorer's Pack (Backpack,bedroll,mess kit,tinderbox,torch (10),rations (10),waterskin,hempen rope)
Freemen Cloak- This cloak provides not only a convenient method to display one's 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.
Navigator's Tools
Cartographer's Tools
50 feet of silk rope
a set of common clothes
belt pouch
Potion of Fire Breath (4d6, 30ft target)
bandolier 1 (3 Supreme Healing)
bandolier 2 (Scroll of Gentle Repose, Speed, Elixir of Health)
x3 Potions of greater healing (4d4+4)
x2 Potion of water breathing
1 potion of superior healing (8d4+8)
6 potion of supreme healing (10d4+20)
1 Elixir of health (cures any disease afflicting you, removes the blinded, deafened, paralyzed, and poisoned conditions)
2 Potion of Invulnerability
1 potion of Speed
2 potions of Sharpness +3
Scroll of Gentle Repose
an empty journal
a holy symbol of Cassius
Pole of Collapsing
Bullseye Lantern
2 Wargongs
Amulet with an aquamarine



In Captain's Office/Bedroom at #freemen
Hanging on walls:
-King Razor Fish trophy.
-A Large Portrait depicting a Fisherman catching a large swordfish. It moves when viewed and gives off the sounds of the ocean (5ft radius).
-Several Large Trophy Axes. Inlcudes MW BattleAxe.
-Nice dark brown top hat made for a humanoid with a large large head.
-A turkey mask, endorned with the real feathers of Turkestrus. While wearing it, you are serenaded by the sweet dulcet tones of one of his heads being violently removed. This has no mechanical effect.
-Mistletoe hung over the door frame on the inside.

On Shelf:
-Map of the Floating City of the streets and important locations within the districts of the floating city.
-Scarab Plushie (conundrum sphinx event).
-Book: "Wild Cooking: a nonstetonian's guide to rare monster meat."
-“777 Ways to Cook A Turkey,”. A book containing every conceivable method in which to cook a turkey. Is decorated with a rather abstract rendition of Turkestrus on the cover. The title is etched in gold lettering, and the book smells faintly of a turkey-based feast. This item has no mechanical effect, but looks (and smells!) really cool on a shelf.
-An exclusive set of turkey-bone dice. Revel in your gambling addiction by rolling turkey eyes instead of snake eyes. This has no mechanical effect.
-Menorah, on his desk as a candle holder.
-Kikombe cha Umoja (Unity Cup) (No Mech Effect) placed upside down.
-Grass Finger Trap.
-Stuffed Bear with a clown suit

7 sets of commoner's clothes.

Equipment
Freemen
Faction
Madman
Stat Array
Starlight Tower
At Any Cost (Cursed)

The first time in a combat, you would got to 0 hp, you may instead go to 20HP.
However, should you go to 0 HP a second time in combat, you cannot be healed for 3 rounds

Veteran Title
One moderate success with a Martial Check on an enemy per mission


Languages: Common and Giant
-----------------------------------------------
Fighter (Unbreakable) Traits and Feats
Fighting Style: Defense (+1 to AC, while wearing armor)

Second Wind: On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level. Once you use this feature, you must finish a short or long rest before you can use it again.

Action Surge: Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action. Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.

Martial Achetype: At 3rd level, you reduce all damage you would take from any source by an amount equal to your proficiency bonus. This stacks with other damage reduction sources but is applied before resistances.

Extra Attack: Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.

6th Lvl Feat: Dual Wielder PHB p165 (changed from Mage Slayer using Academies)
You master fighting with two weapons, gaining the following benefits:
You gain a +1 bonus to AC while you are wielding a separate melee weapon in each hand.
You can use two-weapon fighting even when the one-handed melee weapons you are wielding aren't light.
You can draw or stow two one-handed weapons when you would normally be able to draw or stow only one.

Defensive Surge
Starting at 7th level, whenever you take the attack action with Action Surge, you can sacrifice one of the attacks you'd make. If you do, you gain advantage on all saving throws for 1 minute. This effect ends early as soon as you fail a saving throw.

Indomitable p72
Beginning at 9th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can't use this feature again until you finish a long rest.

Improved Indomitable
At 10th level, whenever you use your Indomitable class feature and succeed on the save, you gain a bonus to your next weapon damage roll equal to your character level against the source that caused you to make the saving throw.


----------------------------------------------------------------------
Chainbreaker Prestige Class
Level 4
Upon choosing Chainbreaker, you gain proficiency in the following chain weapons:

Quick Chain (1d6 Bludgeoning), Reach(10ft.), Finesse, Light Weapon group: Flails


Brutish Chain (1d8 Bludgeoning), Reach(10ft.), Versatile (1d10), Catching Special: You gain a +1 bonus on contested Strength (Athletics) ability checks to maintain grapples made with this weapon Weapon group: Flails

You may turn an appropriate length of chain into either chain weapon after spending an hour to modify the chains to the preferred type. Chain Weapons may be used in conjunction with class abilities such as but not limited to, Pact of the Blade. Magical chains used as the material for a chain weapon, they lose their magical properties as an item but the resulting chain weapon count as a magical weapon for bypassing resistances. Chain weapons may be also crafted by a Chainbreaker via the crafting system.

Anchor Chain
As an action, you can attach your chain to any point within reach. While anchored and using movement, you can use it in combat as a tripwire between yourself and the anchor point. Enemies must make a dex save (DC 8 + proficiency + strength/dexterity) or be forced prone. Enemies with a fly speed are immune.

Level 8
Chain Pull
You can make an attack roll to lash out with your chain and anchor yourself to the target enemy within double of your reach, dealing a d4 for damage. You pull yourself to the nearest empty space by the target immediately, however if the creature is 1 size smaller or more than you then it is pulled to the nearest empty space by you instead.

Break the Chains
At the start of your turn, you can end the grappled or restrained condition on yourself (no action required by you). You can do so a number of times equal to your Strength or Dexterity modifier (whichever is higher and a minimum of once), and regain all expended uses when you finish a long rest.

Prestige 1:
Unchained Defenses
+1 ac while wielding a light chain in your off hand or wielding the heavy chain in two hands

Prestige 2:
Punishing Justice
Your chains gain the brutal weapon property.

Prestige 3:
Wide Swing
Your chain weapons gain the Cleave property.

----------------------------------------------------------------------
Freemen, Origin Benefits
Loyalty: +5HP
+1Dexterity, +2 Max Dexterity

Old Salt - Resistance to Thunder and Lightning damage

Copper Covemen- You gain 10% more on official rewards for story arcs and missions.

The White Terror- At the start of the your first turn in a combat, you can choose to activate this aura. Creatures within 20 feet of the bearer of the mark must make a DC 16 Wisdom saving throw or be frightened for 1 minute. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the player's Frightful Presence for the next 24 hours. You must finish a long rest before you can use this ability again.

Kaheeli’s Kiss- A Freemen that takes this mark, receives only half the normal healing they would receive, but they deal an additional 4 damage on any weapon damage roll they would make.

--------------------------------------------------------------
Racial Traits


The Labyrinth – Minotaurs have advantage on Wisdom (Survival) checks made to avoid getting lost and are immune to the Maze spell.

The Sin of Tyre – Minotaurs have a deep hatred of arcane magic, they rage against it whenever possible. Minotaurs can add their Strength modifier to Intelligence and Charisma saving throws.

Astaroth's Chosen – The god Astaroth in a rare moment of compassion, with assistance from Cassius, released the Minotaurs from the terrors of the wizard Tyre. In return the Minotaurs are blessed with some of the two deities divinity. Minotaurs automatically succeed on non-contested Strength checks with a DC of 20 or below to break their chains or the chains of others. They have advantage on all other Strength checks.

Hybrid Nature – You have two creature types: humanoid and monstrosity. You can be affected by a game effect if it works on either of your creature types.

Class/Racial Features & Traits