Parachron Tironosis Character in Verum | World Anvil

Parachron Tironosis

Shield of Raquel Parachron Tironosis

Parachron tries to be a goofy loveable bit of relief in these dark times. Helping and aiding others in the moment regardless of occupation is his forthright purpose, with his ultimate goal to stand as a shield to the Time Keeper herself, Raquel.

Physical Description

General Physical Condition

Permanently toned from spending decades perfecting his craft. Somehow doesn't get fat or slow despite the amount of alcohol he drinks.

Body Features

Large silvery white eagle wings adorn his back. Large angel lad.

Facial Features

Shiny bronze hair, dark emerald eyes which are decorated with dozens of tiny microscopic golden specks that pulse and ebb in rhythmic patterns.

Identifying Characteristics

His large silver white wings, shiny bronze hair and golden emerald eyes.

Physical quirks

His arms from his hands to his mid forearm are permanently blackened from spending decades behind a forge. The upper part of his chest is covered in hundreds of micro scars and burn marks.

Apparel & Accessories

Holy Symbol of Raquel as a necklace.
Silver ribbon of the Steel Saints worn around his neck.
A black tail of a succubus is wrapped around his right arm.

Mental characteristics

Personal history

Grew up under the guise of his father within the nearly secluded cliffs of the Malestrom Mountains. Growing up learning the ways of the blacksmith, he learned to aid and guide anyone who needed help, as long as they were willing to give the respect of getting aid back. Until his father left him at the age of 18, Parachron had little experience of the outside world, beyond a bit of traveling to Krazax to compete against the children of Dwarvern blacksmiths in the skills of the trade and accompanying his father on hunts alongside some Steton Striders. He works to aid all those he can while striving to help his goddess, Raquel.

Education

Trained with Dwarves as a teen. Learned about the teachings of Raquel from his 2nd Ex-Wife

Employment

Works for the Steel Saints.

Failures & Embarrassments

Upset at himself for running away from one who fractures time. (Violet Servant - Cheese Festival)

Mental Trauma

Morality & Philosophy

Will help anyone if the cause is just in his eyes, regardless of what the individual has done in the past, aside from those who have aiding in the fracturing and shattering of time.

Personality Characteristics

Motivation

To help any who seek aid. Wants to stand by Raquel as her personal shield.

Likes & Dislikes

Likes: Helping People, Blacksmithing, Aesivyl
Dislikes: Those who shatter time, The jungle of Khao, Coffee

Vices & Personality flaws

Flaws: Will help anyone, regardless of who they are, be it a Paladin of Glory, Rouge of Dolten, or even one from the Ever Eye.

Hygiene

Likes to stay clean

Social

Religious Views

Paladin of Raquel, Pays respect to every god except for Kaheeli, Wondox, Sekelcuse, Matron of Fate, and Nero

Mannerisms

Tries to be polite to anyone.
Slight bit of a flirt.

Hobbies & Pets

Flying Squirrel named Sky :)   Clockwork Time Forge Worg Mount by the name of Cycle

Wealth & Financial state

The gold in his pocket. 6k in the Steel Saints Bank

To aid the greatest hardship of all requires those who are willing to help anyone and those willing to do whatever is needed to help anyone.

View Character Profile
Alignment
Lawful Neutral
Honorary & Occupational Titles
Time Warden Paladin of Raquel Self-Given: Blacksmith of the Malestrom Mountains.
Age
31
Date of Birth
17th of Rentoss
Birthplace
Steton
Children
Current Residence
Silver Halls
Eyes
Dark Emerald Green with golden specks
Hair
Shiny Bronze
Skin Tone/Pigmentation
Tanned and Toned
Height
6'5"
Weight
240 lbs
Known Languages
Common Celestial

Parachron Tironosis

Aasimar(Protector) Race
Steton/Floating Nomad Origin
Paladin (Time Warden) 9 Class & Level
Lawful Neutral Alignment
Raquel Deity
Steel Saints Faction
Sergeant Rank/Position
8 Loyalty
None Company

Strength 16
+3
Dexterity 10
+0
constitution 18
+4
intelligence 11
+0
wisdom 13
+1
charisma 16
+3
Total Hit Dice 9
Hit Die
1d10+4
+4 proficiency bonus
+3 Strength
+0 Dexterity
+4 Constitution
+0 Intelligence
+5 Wisdom
+7 Charisma
saving throws
+0 Acrobatics
+1 Animal Handling
+4 Arcana
+3 Athletics
+3 Deception
+0 History
+1 Insight
+3 Intimidation
+4 Investigation
+5 Martial
+5 Medicine
+4 Nature
+1 Perception
+3 Performance
+3 Persuasion
+4 Religion
+0 Sleight of Hands
+1 Stealth
+1 Survival
skills

 
44
MV
2
Prestige
1
Attunement Slots
22
Armor Class
99
Hit Points
+0
Initiative
40
Speed
WeaponAttackDamage
Piece of Arbitrary Tail 1d20+7 1d6+5 1d4 Slashing & Fire
Thunderer 1d20+9 1d4+5 Bludgeoning
Silvered Tail Mace 1d20+7 1d6+5 Bludgeoning
1 Hand Long Sword + Shield 1d20+7 1d8+5 Slashing
2 Hand Long Sword 1d20+7 1d10+5 Slashing
Javelin (Held) 1d20+7 1d6+5 Piercing
Javelin (Thrown) 1d20+7 1d6+3 Piercing
Attacks
Skills = Medicine(Paladin), Religion(Paladin), Nature(Steton), Arcana(Nomad), Investigation(Lip Service), Martial(Factionless)
Armor = Light, Medium, Heavy, Shields
Weapons = Simple, Martial
Saving Throws = Wis, Cha
Tools = Smithing Tools(Factionless)
Misc = Land Vehicles(Faction), Dice Games(Faction)
Languages = Common, Celestial(Race), Gnomish(Academy)
Proficiences
Spell Save DC: 15
Spell Atk Mod: +7

Aasimar Base: Light, Healing Hands
Paladin Base: Divine Sense, Lay on Hands
Paladin 1st: Bless, Cure Wounds, Shield of Faith, Ceremony
Paladin 2nd: Lesser Restoration
Paladin 3rd: Revivify, Create Food and Water
SMITE: +2d8 to a melee attack (+1d8 per spell level passed 1 to a max of 5d8)
Oath: Shield, Sanctuary, Zone of Truth, Find Traps, Haste, Dispell Magic
Spellcasting
Crafting Tokens
Silver Ribbon (Steel Saint)
Amulet Necklace of Raquel (Holy Symbol) (1lbs)

Belt Pouch (Coin)

On Person:
Gold Pieces (0lbs)

 


Items on person

Shield of Mercy: +2 Shield (Paladin Attunement) (6lbs)
Bloodmaker: Magic Spike
Armor of the Four Winds: +1 Magic Full Plate (65lbs)
Silvered Tail Mace: Morningstar, Heavy (4lbs)
Heavy, DC12 Str Save or be knocked prone once per round. Crit = Disadvantage on the save, removes skinwalker resistance and does extra damage against those weak to silver.
Piece of Arbitrary Tail: Magic Armlet
4 Javelins (8lbs)
Fadesteel Helmet (3lbs) (No disadvantage on stealth, +1 stealth)
Explorers Pack:(~45lbs)
Backpack, Bedroll, Mess kit, Tinderbox, 10 Torches, 8 days of Rations, Waterskin, 50 feet of Hempen Rope
x1 Potion of Growth
x1 Potion of Heroism
x2 Potion of Invuln
x1 Supreme Healing Potion
x2 Superior Healing Potion
Masterwork Bandolier x1
Bandolier x1
Belt Pouch
Set of Common Clothes
1 Large Mount Splint Barding (60lbs) - Equipped to Išspręsti
Total Weight: 137/240lbs

 


MW Bandolier

x1 Potion of Growth
x1 Potion of Heroism
x2 Potion of Invuln

 


Bandolier

x1 Supreme Healing Potion
x2 Superior Healing Potion

 


Bloodmaker

Bloodmaker
Wondrous Item (imbued spike) - Minor Very Rare (4000GP) - Attunement

This spike made of pure gold must pierce the skin of the person wishing to attune.

Your Constitution score is increased by 2, up to a maximum equal to your score cap.

You have resistance to poison damage.

Transfusion. As an action you can end the poisoned condition on yourself. You can use this ability twice, regaining all uses upon finishing a long rest.

Blood Charge. As a bonus action you can restore 1d6 hit points. You can use this ability five times, regaining all uses upon finishing a long rest.

This item is Glorybound.

 
Attuned

Shield of Mercy

Shield of Mercy
+2 Shield – Major Very Rare (6,350gp) – Attunement (Paladin)
This finely crafted shield is engraved with the symbology of Vavren, with tear-drop sapphires lining its face that glow with a faint blue light when the attuned utilizes healing magic.

While attuned to this shield, you gain the following abilities and features:
-Life from Pain: Whenever the wielder of this shield would use their lay on hands ability, utilizing at least 5 points of healing, they restore an additional 1d8 hit points with the action.
-Flames of Restoration: As reaction whenever the wielder of this shield would deal radiant damage, but before they roll this damage, they can reduce the radiant damage they would deal in half, to heal one ally within 60 feet of them for half of this radiant damage. This can only apply once per source. You can use this ability three times per long rest.

[Base Material, Enchantment, Enhancement, Adornment]

 
Attuned

Piece of Arbitrary Tail

Armlet - Major Rare (2,100 gp)
A succubus' tail was wrapped around the wrist with the ends tied off, and, well... that's it. It took many days and expensive research trips to the local library for that to be figured out.

Tying the tail to your wrist takes 1 minute to do, but untying only takes an action.

The hand of which the tail is tied to has the nails slightly elongated to sharpened points. If the hand is free, it can be used to make a claw attack as a natural weapon, dealing 1d6 slashing damage and an extra 1d4 fire damage. The claw is considered a magical weapon, and you are proficient with it.

As long as the hand is placed upon another humanoid's shoulder, you have advantage on Charisma (Persuasion) and Charisma (Deception) ability checks against them. If the humanoid your hand is placed on is an enemy when you roll initiative, you have advantage on the initiative roll.

If you take all enemies at the start of combat by surprise, you do not provoke opportunity attacks for moving out of a hostile creature's reach until the end of your first turn of combat.

 


Armor of the Four Winds

Armor of the Four Winds (Heavy Armor - Leather Lammelar)

+1 Plate Armor - Major Rare (3000gp) - Attunement

This lamellar samurai armor seems to always have wind blowing around it, regardless of location.

The Northern (First) Wind. Grants the protection and tenacity of the Icy North. You gain resistance to cold damage.

The Eastern (Second) Wind. With the rising sun comes restored vigor. You gain an additional 3d6 hit dice to spend. As a bonus action, you can roll one of those hit dice and heal for that value plus one additional hit point. These dice are restored after a long rest.

The Southern (Third) Wind. Become as the wind, throw caution to it and ride it to victory. As an item interaction, you can reduce your AC by 2 and gain a 15 feet bonus to your walking speed and remove the stealth disadvantage of plate armor until the start of your next turn. This ability has 3 uses that refresh on a long rest.

The Western (Fourth) Wind. As the sun rises and brings life, sunset is the end of things. As a bonus action, a bitter wind that chills the soul blows around you and you deal 3d6 necrotic damage to you and any creature you choose within 10ft of you. You can not reduce this damage to yourself in any way. This ability has two use that refreshes on a long rest.

This item is Glorybound.

 


Pets

Išspręsti - Find Steed Worg, flavored as a older silver furred worg with a mane. Equipped with Splint Barding (60lbs) (60/240lbs)

 


Stored in House

Masterwork Smith Tools (8lbs)
Potion of Eggnog (Reskinned Greater Healing pot) (0.5lbs)
Vial of Drow Poison x1 (1/8th lbs)
Potion of Climbing x1 (0.5lbs)
Vial of Antitoxin x2 (1/4th lbs)
x1 Pillows blessed w/ Sanctuary (No effect, RP gives a better sleep)
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.
Mistletoe
Menorah
Kikombe cha Umoja (Unity Cup) (No Mech Effect)
Empty Journal
Fancy Clothes
Bottle of Good Hearths Brew
Fishing Tackle

 

Equipment
Steel Saints
Faction
Mad Man
Stat Array
Floating Nomad

+1 Con

Skills - Arcana, Nature

+2 to projectile weapons,+2 AC to against a ranged attack of the same material

 


Racial

+2 Cha, +1 Wis

Darkvision - 60ft

Resistance to Radiant and Necrotic Damage

Healing Hands:
As an action, you can touch a creature and cause it to regain a number of hit points equal to your level. Once you use this trait, you can't use it again until you finish a long rest.

Light Bearer:
You know the light cantrip. Charisma is your spellcasting ability for it.

Radiant Soul:
Starting at 3rd level, you can use your action to unleash the divine energy within yourself, causing your eyes to glimmer and two luminous, incorporeal wings to sprout from your back. Your transformation lasts for 1 minute or until you end it as a bonus action. During it, you have a flying speed of 30 feet, and once on each of your turns, you can deal extra radiant damage to one target when you deal damage to it with an attack or a spell. The extra radiant damage equals your level. Once you use this trait, you can't use it again until you finish a long rest.

 


Paladin

Immune to disease

Dueling Fighting Style: When you are wielding a melee weapon in one hand and no other Weapons, you gain a +2 bonus to Damage Rolls with that weapon.

Aura of Protection - Add Cha mod to all saving throws to you and all allies in 10ft

Quicksilver Aura - The windings of time quicken around you, granting you and your allies that start their turn within 10 feet of you a 10-foot bonus to speed.

 


Channel Divinities

Time Rift - All allies within 30 feet have their current hit points reset to what they were at the beginning of your last turn. This can cause those that died to live again, and those that were brought back to life to die once more.

Time Splinter - You disappear from existence until the start of your next turn. Doing so causes your hit points to be restored as though you are benefiting from a short rest, allowing you to spend hit dice as normal. You reappear at an available square of your choice within 30 feet.

 


Feats

Heavy Armor Master:
+1 Str
While you are wearing heavy armor, bleed, bludgeoning, piercing, and slashing damage that you take from nonmagical weapons is reduced by 3.

Arbiter:
You are an arbiter of neutrality, and dispense such power in battle. You gain the following benefits:
-Once per turn, when you deal bludgeoning and/or slashing damage, you can add an additional 1d4 force damage to the damage total.
-When you would make an attack roll at disadvantage, you can use your reaction to negate the disadvantage. If you are a Balance Domain Cleric, you can instead use your reaction to add a 1d4 bonus to the attack roll. This ability has a number of uses equal to your Charisma modifier (minimum 1) per long rest.
-You have advantage on Charisma (Deception, Intimidation, Persuasion) and Wisdom (Insight) ability checks while you are actively trying to settle disputes between other parties, and only if they are not hostile towards you.

 


Faction

+2 to Strength Cap

Thunderer:
You can make a bonus action melee attack using your shield with proficiency. When you do, use your Strength modifier and do 1d4+your Strength modifier bludgeoning damage. When you make this attack you lose the shield’s AC until the start of your next turn. Should your shield have a flat bonus to AC (+1, +2, +3), you can add that bonus to its attack roll and damage roll.

Greatsword Fighting Style:
It is a Greatsword Fighting Style that allows to take a -5 to attack rolls to gain a +3 to AC. You choose to do this when you attack for the first time in a round and doing so sets your state as -5 to hit and +3 AC.

Silver Eagles Call - Loyalty 3 Benefit:
A Steel Saint can use an action to let out a battle cry. All player character allies that can hear you within 30 feet can make an attack roll with a weapon against an enemy within the range of that weapon up to 30 feet. If the ally is a Steel Saint, they roll this attack with advantage. For each of these attacks that successfully deal damage, all player character allies within 30 feet of you are healed for 10 hit points. This ability can be used once per mission.

 


Titles


Veteran (Equipped): This title allows you to use special items, access specific missions and grants you one free "knowledge" check on an enemy you face, once per battle. This free check is considered to be a moderate success.


 

Class/Racial Features & Traits

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