Quirky Maark Character in Verum | World Anvil

Quirky Maark

Quirky Maark

Quirky Maark was an aarakocra raised in the mystical Maelstrom Mountains of Steton and called upon to go out into the world to use his skills as a ranger.

Physical Description

General Physical Condition

He looked like a snowy owl. Nuff said.

Physical quirks

He had many physical quirks, unsurprisingly.
  • When he was nervous (which is often), the talons at the end of his left leg curled up.
  • When he closed his eyes, he smiled unconsciously.
  • He couldn't wink with his left eye, only the right.

Apparel & Accessories

He always wore a mottled green cloak over his armor and simple ranger's clothes. As of joining the Crowsworn, he had donned his Iron Crown proudly. He also had a pair of reading glasses he kept hidden on his person for the rare occasion that he had free time to read or write.

Mental characteristics

Personal history

Backstory: He was raised as the oldest hatchling by a loving mother and father. His mother taught him some important lessons from her time as a monk in the temple high above the ground of Steton; his father taught him the basics of being a ranger, drawing from his own parents' teachings as well as his own time as a World Wanderer; and his younger siblings taught him how to be a protector, a caregiver, a provider, a helper, a grounding force in a nest of chaos. Growing up, he had vague plans of joining the World Wanderers like his father, but he always felt that something was missing from that fate. It wasn't until he went on his first hunt alone, had his first real experience with the death of a fellow humanoid, and encountered the will of the gods that he found his true path. Swearing fealty to The Dark Prince, he took off from the family nest in search of the faction of the Crowsworn at Babylon's call for an army against the Enemy. At the beginning of his journey as an adventurer, he ventured through the world, following only his ranger's instincts and the will of his god, wherever they took him. He hoped that, once everything was finished and the Enemy was defeated and the Crowsworn was disbanded and Babylon no longer called upon him for further tasks, he might revert back to his original plan and make his father proud by joining the World Wanderers as a renowned ranger.

Gender Identity

Cisgender

Sexuality

Like a 5 on the Kinsey scale

Education

Homeschooled - taught the basics (reading, writing, math, etc) by parents.

Employment

He worked for the Crowsworn, first and foremost. He had taken a few odd jobs here and there, mostly around Daborak to help with the problems there.

Accomplishments & Achievements

Mental Trauma

During his first hunt alone, he came across a rotted corpse (most likely of some poor traveler or fellow hunter) in the middle of a field, and the image would not leave his mind, his dreams for weeks on end. In his nightmares, the corpse would come back to life and eat him while he was unable to move. It wasn't until some divine intervention took place that he was able to rest easy again.

Morality & Philosophy

In the wilderness, there are no set rules, Mother Nature is an unpredictable and chaotic force, so one must make their own set of personal rules and stick to them, or else one may as well be the beast that one is hunting. That being said, Nature and all its creatures must be respected, and a balanced relationship must be struck between Nature and Man, with neither side benefitting more than the other.

Taboos

  • Breaking promises, betrayal of any kind, disloyalty
  • Disrespect of Nature or its creatures
  • Illiteracy - he will teach the world to read and to love it like he does
  • Favored enemy: undead creatures, as well as any other abominations to Nature

Personality Characteristics

Motivation

He very much believed in helping those in need and keeping one's word, so when he did find himself around others, he became insanely loyal to and protective of them. Similarly, despite his independent nature, he had sworn fealty to his deity for saving his mind from madness in the past, so he would always follow his deity's tenants and orders. He was also loyal to Mother Nature with all her creatures and deities as well as to the way of a ranger. (If you're familiar with the Enneagram, I would most likely have typed him as a 9w1. For the MBTI, I would most likely have typed him as an INFP-T.)

Savvies & Ineptitudes

He knew a lot about the wilderness, how to find and get what one needs within it, especially the area around his home in the mountains. He was well-read and had been mastering the art of writing, but it was mostly novelistic or journalistic in nature. He did not know a lot about the world outside his home, its history or its people. This led him to be rather socially awkward as he could not predict other people's behaviors like the animals he hunts.

Likes & Dislikes

He loved the open skies, the freedom of flying, the quiet solitude of the mountains and forests; he hated the underground, enclosed spaces, the feeling of being trapped. He loved the night and dark places, but he had gotten used to light and daytime out of necessity (he was cathemeral/metaturnal). Of course, as a ranger, he loved hunting and being out in nature, but he also greatly enjoyed reading when he had the time. In others, he greatly admired a sense of quiet strength.

Virtues & Personality perks

  • Loyal to both his own word and to those he cares about
  • Kind-hearted, amicable nature, selflessness
  • Reasonable and strategic, especially in areas of comfort
  • Natural curiosity and creativity
  • Peacemaker in conflict

Vices & Personality flaws

  • Aloof/secretive and socially anxious
  • Loyal to a fault and prone to possessiveness
  • Easily lost in own thought
  • High expectations of others
  • Indecisive and overly fearful sometimes
  • Apathetic towards many things that have not earned his loyalty
  • Can be self-sacrificing to a fault
  • Naive due to age and inexperience

Personality Quirks

He was very quirky. Also I feel like this category is really redundant.

Social

Contacts & Relations

  • Crowsworn
  • First mission party: Surge, Melihat, Metius, Arian
  • Second mission party: Roland, Morrigan, Bahra
  • Third mission party: Aelea (retired), Cath'Lyn, Mako
  • Fourth mission party: Thaxos, Khapros, Tempestra (Zephyra), Azor
  • Fifth mission party: Mofi, Brahe, Mideine
  • Sixth mission party: Leo
  • Seventh mission party: Kieran, Murk, Zindris
  • Adventurers: Last, Skye, Mordechia, Laylat, Erellia, Zareb, Madoka, Granite, Myrcandul, Conn, Allegro
  • Civilians: Michael, Rakbar, Miles, Mia, Gnat, Kyon, Zefiryn, Mr. Tickles, Tim, Jay Bluefeather, Esteros, Dimitri, Futaro
  • Children: Rose, Aria, Angelo

Family Ties

He had many younger siblings raised by their mother (monk) and father (ranger) back home. Both grandparents on his father's side are dead (killed by wild beasts) as well as his grandfather on his mother's side (died to old age), but his maternal grandmother had been missing for many years before being presumed dead. He hoped to find her one day as he ventured the world either way. Most of his aunts, uncles, and cousins had not stayed in contact with his family tribal unit, but there was an occasional surprise visit/encounter. He had created a family with his husband Irmin (Mavourne) with three children: Rose, Aria, and Angelo.

Religious Views

He was devoted follower of Babylon and all of his tenants. He also prayed often to Vavren, as an ally of Babylon, and the different deities of the Green Pantheon. He had later gained an interest in the Seven and their connection with hope, which a big theme with him. With the other gods, he mostly consulted them only when needed. He was, however, not the biggest fan of the rest of the Black Pantheon.

Social Aptitude

He was an awkward bean. He did, however, open up a lot more as he becomes more comfortable with someone.

Mannerisms

If he was scouting and flying in a circle, he had a pattern: twice clockwise, once counterclockwise, figure eight, once counterclockwise again. Repeat as necessary.

Hobbies & Pets

For hobbies, he mostly read and wrote when he was not hunting or going on long flights through nature. He had a flying squirrel named Kardiin and a wyvern companion named Iridium.

Speech

He had some interesting speech quirks. Specifically, he had 6 of them, 5 of which he eventually lost as he leveled up was more exposed to the others in the world who spoke Common more easily. With his semblance of a snowy owl:
  • He spoke several of his vowels like an owl does (ee, ah, and oo sounds)
  • He made click-clacking noises with certain consonants (c/k and q sounds)
  • He made a 'd' sound for an 'r' as if he was rolling the 'r' on his tongue.

A strange, socially anxious birdman with a bow

View Character Profile
Alignment
Lawful Good
Age
30 (deceased)
Date of Birth
Kasaka 6th, 1200
Birthplace
Steton (Maelstrom Mountains)
Children
Current Residence
Khao (Floating City)
Gender
Male
Eyes
Yellow
Skin Tone/Pigmentation
Pure white feathers with black speckles
Height
5 ft
Weight
96 lb
Known Languages
Common, Aarakocra, Auran, Sylvan, Deep Speech, Wicked, Draconic

Quirky Maark

Aarakocra Race
Steton/Floating Nomad Origin
Ranger 5 Class & Level
Lawful Good Alignment
Babylon Deity
Crowsworn Faction
Member/Corporal Rank/Position
8 Loyalty
N/A Company

Strength 11
+0
Dexterity 17
+3
constitution 16
+3
intelligence 10
+0
wisdom 15
+2
charisma 11
+0
Total Hit Dice 5
Hit Die
1d10+3
+3 proficiency bonus
+3 Strength
+6 Dexterity
+3 Constitution
+0 Intelligence
+2 Wisdom
+0 Charisma
saving throws
+3 Acrobatics
+2 Animal Handling
+3 Arcana
+3 Athletics
+0 Deception
+0 History
+2 Insight
+0 Intimidation
+3 Investigation
+2 Martial
+2 Medicine
+3 Nature
+5 Perception
+0 Performance
+3 Persuasion
+0 Religion
+3 Sleight of Hands
+3 Stealth
+2 Survival
skills

 
12
MV
0
Prestige
1
Attunement Slots
16
Armor Class
54
Hit Points
+3
Initiative
25, 50 (fly)
Speed
Bladed longbow (ranged) 1d20+9 1d8+5 piercing
Bladed longbow (melee) 1d20+7 1d6+3 slashing
Dagger 1d20+7 1d4+3 piercing
Talons (unarmed) 1d20+4 1d4 slashing
Spell attack 1d20+6 damage from spell
Net 1d20+9 Special
Attacks
Ranger (Revised)
Armor: Light armor, medium armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Strength, Dexterity
Skills: Athletics, Investigation, Perception

Skills: Persuasion, Arcana, Nature
Languages: Common, Aarakocra, Auran, Sylvan, Deep Speech, Wicked, Draconic
Tools: Brewer's Supplies (Expertise)
Exotic Weapons: Bladed longbow
Instruments: Birdpipes
Proficiences
Spell Save DC: 13
Level 1 Ranger Spells
At Level 2::
Hunter's Mark [Bonus action, Concentration, 1 hour, 90 feet, Verbal]: You choose a creature you can see within 90 ft range and mystically mark it as your quarry. Until the spell ends, you deal an extra 1d6 damage to the target whenever you hit it with a weapon attack, and you have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find it. If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to mark a new creature. When you cast this spell using a spell slot of 3rd level, you can maintain your concentration on the spell for up to 8 hours.

At Level 3::
Hail of Thorns [Concentration, 1 minute, Bonus Action, Verbal]: The next time you hit a creature with a ranged weapon attack before the spell ends, this spell creates a rain of thorns that sprouts from your ranged weapon or ammunition. In addition to the normal effect of the attack, the target of the attack and each creature within 5 feet of it must make a Dexterity saving throw. A creature takes 1d10 piercing damage on a failed save, or half as much damage on a successful one. If you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st (to a maximum of 6d10).

Level 2 Ranger Spells
At Level 5::
Healing Spirit [Bonus Action, Concentration, 1 minute, 60 feet, Verbal & Somatic]: You call forth a nature spirit to soothe the wounded. The intangible spirit appears in a space that is a 5-foot cube you can see within range. The spirit looks like a transparent beast or fey (your choice). Until the spell ends, whenever you or a creature you can see moves into the spirits space for the first time on a turn or starts its turn there, you can cause the spirit to restore 1d6 hit points to that creature (no action required). The spirit can’t heal constructs or undead. As a bonus action on your turn, you can move the Spirit up to 30 feet to a space you can see. When you cast this spell using a spell slot of 3rd level or higher, the healing increases 1d6 for each slot level above 2nd.

Pass Without Trace [Action, Concentration, 1 hour, Verbal & Somatic & Material]: A veil of shadows and silence radiates from you, masking you and your companions from detection. For the duration, each creature you choose within 30 feet of you (including you) has a +10 bonus to Dexterity (Stealth) checks and can't be tracked except by magical means. A creature that receives this bonus leaves behind no tracks or other traces of its passage.

At Level 7::
Beast Sense [Action, Concentration, 1 hour, Somatic]: You touch a willing beast. For the duration of the spell, you can use your action to see through the beast’s eyes and hear what it hears, and continue to do so until you use your action to return to your normal senses.

Level 3 Ranger Spells
At Level 9::
Conjure Animals [Action, Concentration, 1 hour, 60 feet, Verbal & Somatic]: You summon fey spirits that take the form of beasts and appear in unoccupied spaces that you can see within range. Choose one of the following options for what appears: 1) One beast of challenge rating 2 or lower 2) Two beasts of challenge rating 1 or lower 3) Four beasts of challenge rating 1/2 or lower 4) Eight beasts of challenge rating 1/4 or lower. Each beast is also considered fey, and it disappears when it drops to 0 hit points or when the spell ends. The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which has its own turns. They obey any verbal commands that you issue to them (no action required by you). If you don't issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions.

Conjure Barrage [Action, Verbal & Somatic & Material]: You throw a nonmagical weapon or fire a piece of nonmagical ammunition into the air to create a cone of identical weapons that shoot forward and then disappear. Each creature in a 60-foot cone must succeed on a Dexterity saving throw. A creature takes 3d8 damage on a failed save, or half as much damage on a successful one. The damage type is the same as that of the weapon or ammunition used as a component.

At Level 11::
Speak with Plants [Action, 10 minutes, Verbal & Somatic]: You imbue plants within 30 feet of you with limited sentience and animation, giving them the ability to communicate with you and follow your simple commands. You can question plants about events in the spell's area within the past day, gaining information about creatures that have passed, weather, and other circumstances. You can also turn difficult terrain caused by plant growth (such as thickets and undergrowth) into ordinary terrain that lasts for the duration. Or you can turn ordinary terrain where plants are present into difficult terrain that lasts for the duration, causing vines and branches to hinder pursuers, for example. Plants might be able to perform other tasks on your behalf, at the GM's discretion. The spell doesn't enable plants to uproot themselves and move about, but they can freely move branches, tendrils, and stalks. If a plant creature is in the area, you can communicate with it as if you shared a common language, but you gain no magical ability to influence it. This spell can cause the plants created by the entangle spell to release a restrained creature.

Spellcasting
Gold: 1465
Crafting Tokens: 16
Carrying Capacity: 145/165 lb

Starting equipment:
Ranger (Revised)
Longbow + quiver (20 arrows) -> 4 lb
Explorer's pack (backpack, bedrool, mess kit, tinderbox, 10 torches, 10 days of rations, waterskin, 50 ft rope) -> 59 lb
Leather armor (AC: 11 + dex modifier) -> 10 lb **No longer equipped**
2 simple melee weapons: 2 daggers -> 2 lb

Crowsworn
Fine clothes, pouch w/ 25 gp, Iron Crown [This crowned helm provides a protection like that of a shield, providing a +1 bonus to AC (this does not stack with a shield).] -> 15 lb
3 potions of healing, 2 empty vials, net -> 9 lb


Other current equipment:
Consumables
1 Potion of Healing -> 2 lb
4 Potion of Greater Healing -> 8 lb
1 Potion of Fire Breath -> 2 lb
1 Bottled Breath -> 2 lb
1 Oil of Slipperiness -> 2 lb
1 Elixir of Health -> 2 lb
1 Potion of Gaseous Form -> 2 lb
1 Potion of Invisibility -> 2 lb
1 Truth Serum
1 Potion of Poison
5 Anti-toxin
2 Rations -> 2 lb
2 scrolls of Hunter's Mark -> 2 lb
1 scroll of Cure Wounds -> 1 lb
1 scroll of Bane -> 1 lb
1 scroll of Enemies Abound -> 1 lb

Reagents:

Tools
2 Bandoliers -> 2 lb
Ink (1 oz bottle)
20 pieces of parchment
Component pouch

Weapons/Armor
70 arrows, 10 silvered arrows -> 2 lb
2 Net -> 6 lb
Studded leather armor -> 13 lb
Bladed longbow -> 3 lb

Pets/Companions
2/3 personal slots filled, 1/5 faction kennel spots for Tiny/Small creatures used

Iridium: Scalecaller Conclave Ranger companion, wyvern genome, unbarded, personal slot
Current evolutions - improved fly speed x2, improved natural armor, stabilizing saliva, dive attack, ASI +2 Dex

Kardiin: flying squirrel, trained, equipped, barded (studded leather), personal slot

Diverna: "normal untamed feral cat," faction RP pet for Crowsworn, faction kennel

Misc.
stuffed toy, sphynx plushie, stuffed turkey plush, pair of plushies (Quirky and Michael), 1ft panda plushie, life-size werewolf plushie, Quirky plushie 2, Moldavite plushie 2
unmarked silver locket
Divine Bovine Perfume
thick green book on flowers and their meanings
elaborate tea set (worth 1100 gp of iridium and blue chalcedony)
formal wedding outfit with tailcoat jacket, vest, and undershirt
"777 Ways to Cook A Turkey" cookbook, turkey-bone dice set, turkey mask
green and bronze "catterpillar" ribbon, red and white ribbon that says "Pet Show Winner," small bronze trophy of Iridium

Equipment
Crowsworn
Faction
The Mad Man
Stat Array
Aarakocra (Skinwalker)
Flying speed: 50 (no medium or heavy armor). Size: medium (5 ft, 96 lbs). Age: 4 (lifespan: 30)
Your Dexterity score increases by 2, and your Wisdom score increases by 1. You can speak, read, and write Common, Aarakocra, and Auran.
Your talons are natural weapons, which you can use to make unarmed strikes. You are proficient with your unarmed strikes, which deal 1d4 slashing damage on a hit.


Ranger (Revised)
Natural Explorer: You ignore difficult terrain, you have advantage on initiative rolls, and on your first turn during combat, you have advantage on attack rolls against creatures that have not yet acted. You gain the following benefits when traveling for an hour or more: 1) Difficult terrain doesn’t slow your group’s travel. 2) Your group can’t become lost except by magical means. 3) Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger. 4) If you are traveling alone, you can move stealthily at a normal pace. 5) When you forage, you find twice as much food as you normally would. 6) While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.

Favored Enemy (Undead): You gain a +2 bonus to damage rolls with weapon attacks against creatures of the chosen type. Additionally, you have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them. You also learn one language of your choice, typically one spoken by your favored enemy or creatures associated with it. *Custom Verum feature: In addition to its normal effects, Favored Enemy gives advantage on Wisdom (Martial) checks against your chosen favored enemy.

Fighting Style (Level 2) -> Archery: You gain a +2 bonus to attack rolls you make with ranged weapons.

Primeval Awareness (Level 3): You have an innate ability to communicate with beasts, and they recognize you as a kindred spirit. Through sounds and gestures, you can communicate simple ideas to a beast as an action, and can read its basic mood and intent. You learn its emotional state, whether it is affected by magic of any sort, its short-term needs (such as food or safety), and actions you can take (if any) to persuade it to not attack. You cannot use this ability against a creature that you have attacked within the past 10 minutes. Additionally, you can attune your senses to determine if any of your favored enemies lurk nearby. By spending 1 uninterrupted minute in concentration (as if you were concentrating on a spell), you can sense whether any of your favored enemies are present within 5 miles of you. This feature reveals which of your favored enemies are present, their numbers, and the creatures’ general direction and distance (in miles) from you. If there are multiple groups of your favored enemies within range, you learn this information for each group.

Ranger Conclave (Level 3) -> Scalecaller Conclave: *see page on Verum's World Anvil and Pets/Companions under Equipment section of sheet.


Floating Nomad (Steton)
Stetonians are rumored to have the influence of giants within them. As such they are quite hardier than others. You gain +1 to Constitution. You are more in tune with nature – Skill Prof – Nature.
You manipulate the metallic properties of ammunition, you deal +2 damage with projectile weapons and receive +2 AC against a ranged attack of the same material. Skill Prof – Arcana.


Crowsworn
Attribute Cap Increase - +2 Charisma; this boosts the maximum of the ability score but not the score itself. Gain two additional languages of your choice that are available.
Babylon: Lip Service -> Proficiency in Persuasion


Crowsworn (Loyalty Benefits)
Loyalty 2 Benefit: Krähewyrm’s Plumage - You gain the blessing of the great dragon crow, the Krähewyrm.
Cloak of the Crow: Once per combat, as a bonus action, you surround yourself with phantasmal feathers for a number of rounds equal to your proficiency modifier. When a creature makes a melee attack on you, they take piercing or slashing damage afterwards equal to your proficiency bonus. This happens if they hit OR miss.

Loyalty 5 Benefit: Gift of the Dragon Crow - You have fully unlocked the power bestowed upon your people by the Krähewyrm, and can unleash it upon your foes. As you move, feathers the color of the deepest abyss sometimes get left in your wake. Your shadow appears as if you have great, feathery wings, even if you have none. Your chosen ability can be used once per long rest.
Breath of the Darkest Night: You can use your action to sprout enormous wings of darkest black and gain a fly speed of 30 feet for one minute. As an action on one of your turns while you have this fly speed, you can expel a burst of black, razor sharp feathers in either a 30 foot radius centered on you or a 50 foot cone emanating from you. All within the area must make a Constitution saving throw (DC 15). On a failure, a target suffers 8d6 necrotic damage and is blinded until the end of their next turn. On a success, they take half damage and are not blinded. Using this attack removes your fly speed, and ends the ability.


Feats and ASI
Level 4: Aerial Acuity - You are unmatched in the air, and those beneath you shall be blinded by the radiance behind your wings. You gain the following benefits: 1) You gain a +1 bonus on attack rolls and contested ability checks if you are at a higher elevation than the opponent. 2) When flying outside and the sun is out, you can use the Hide action even without cover if you are at least 60 feet above those you are hiding from by taking advantage of the sun’s position in the sky, and you gain advantage on Dexterity (Stealth) ability checks as a part of this kind of hiding. This has no effect on creatures that do not rely on sight to perceive you. 3) Darkvison: 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.

Class/Racial Features & Traits

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