Ron Earthbraka Character in Verum | World Anvil

Ron Earthbraka

Ron Earthbraka (a.k.a. The Jack of Spades)

Physical Description

General Physical Condition

Lithe and lanky. Has some muscle, but not as much as the average half-orc.

Body Features

Tan, aged, leathery skin from long exposure to the harsh conditions of The Badlands. Scraggly grey hair.

Facial Features

Square head with a pronounced jaw, holding a set of sharp teeth with enlarged incisors indicative of his orcish heritage.

Physical quirks

Right Handed, tends to slouch slightly unless he's talking to someone, whereupon he straightens himself up subconsciously.

Apparel & Accessories

Wears an old, loosely fitting duster over his armor.   Is almost never seen without his old off-gray hat, adorned with trophies from beasts -and men- that he has slain, in addition to the identifying playing card of The Collector.

Mental characteristics

Personal history

I'll write it eventually ok
ha you thought I wrote Ron's backstory, but instead all I have are these headers for the story I'll eventually write maybe  

Pre-Phase 1 (1164-1197)

   

Phase 1 (1197-1201)

 

Phase 2 (1201-1204)

 

Phase 3 (1204 - Present)

=MV Tracking=
  -Player MV-   -Crestfall Aqueducts +1   -Nothing Unusual in the Badlands +1   -Stumbler’s Dungeon Bumble +1   -Feline Fine +1   -Vice and Virtue (cancelled) +1   -Fool’s Auction +1   -Wandering Roads +1   -Embezzled Letter +1   -Slam Poetry +1   -Trouble in Terror Town +1   -Waters of Life +3   -Zhukov Scapegoats +3   -The Fall of Markus Tuledo +3   -Into The Shadowfell: Rebellion +4   -A Cure for Your Belly: +6   -The Vault of the Lunar Waltz: +16   -Dsangir Relief Camp Donation MV (December): +1   -Fountain of Youth Event: +2   -Dsangir Attack at the Marble Market: +1   -Dsangir Relief Camp Donation MV (January): +1   -Dsangir and friends tour The Collector's Museum +1   -Lost Hearth +2   -On The Wings of Hel RP Event +1  
  -Staff MV-   -Duergar Terrorism RP Event: +1   -(REDACTED) +5   -Dsangir Turns the Mists of Tadar Into a Meth Lab +1   -Dsangir has a nice lunch at the Shores of Alaho's Eye +1   -Toxic Indifference Tracking +3   -Dsangir Attacks The Sanguine Silence

Sexuality

Homosexual. Not very interested in relationships or sexuality in general.

Education

Ron's time in The Badlands taught him many things, some he carries with him now, others that aren't quite as suited to his "civilized" life.   He attained all of his skills in writing and persuasiveness from tutors bought and paid for by Reginald Von Halen, not too long after he got the position of Gambler, under Varen.

Employment

When he isn't dealing with matters directly pertaining to The Collector's interests as it's Jack, Ron can be found as an itinerant mercenary for hire for varying price points. There are very few jobs Ron won't take, as his beliefs emphasize that a wide range of experiences and skills makes one evolve into a more robust being.

Accomplishments & Achievements

Survived in The Badlands for a long while. Some would say under The Earthbraka Clan, he even learned to thrive in its horrible wastes.   Has played a key role in numerous conflicts, Between the disputes of lizardfolk tribes, to gang wars between merchant lords and thieves guilds, to wars between the nation of Orde and The False Coven seeking to overthrow her. Has even worked for The Empress of The Shadowfell to stop a rebellion... though the details are muddy at best.   Of recent, he has created a company of his fellows, commited to the recovery of artifacts stored within The Shadow Vaults, originally owned by Ron's allies, the shadow grasp. Whether this partnership will last, Between Ron and his company and The Grasp, remains to be seen.

Failures & Embarrassments

Reportedly unable to roll initiative higher than 12, despite being a Gloomstalker ranger with half of his kit depending on having decent initiative. Funniest shit I ever saw.   Imprisoned in Daborak following a botched jailbreak. Was freed by Reginald Von Halen as part of a "recruitment initiative."   Played a key role in the downfall of a squad of adventurers sent to hunt down Malken Black. The consequences of this led to the death of Ron's friend, White, The beginnings of a violent conflict between The Collector and Grasping Hand, and immense costs to the wellbeing of the people Ron considered kin.   Double-Double Crossed by (former) Night Captain Alpha Provant in the Shadowfell.   At least partially owes his freedom to his greatest enemies, The World Wanderers. In particular, Ranger Captain Myrlene Blair-Three Rivers.

Mental Trauma

Owes some part of his distorted world view to the trials and tribulations he was forced to undergo in The Badlands. He views these hardships as catalysts for his personal strength.   Highly prone to taking risks, and almost seems to have a death wish.

Intellectual Characteristics

Intellectually Average, but very willing to learn new things, having taken to politics rather quickly after his appointment as ambassador. Prefers actions to words, however, and much prefers the chaos of combat and the thrill of the hunt to paperwork. It's what he grew up with, after all.

Morality & Philosophy

Seek always to test yourself, so that you may evolve to face greater challenges.
After being found by The Earthbraka Clan, Ron found purpose in the teachings of Gazenaroc, in the idea that all living creatures, in some way, "evolve."   Ron was taught that "Evolution" was what naturally occurs when one overcomes hardships, as well as being the root by which physical and spiritual strength grows. The greater the hardship, the greater you would become, by processes of evolution. One of the best ways to catalyze this evolution was the pursuit of dangerous game, be they beast, abomination, or felllow man.   Ron's childhood was haunted by his status as a half-breed, a bastard, doomed to always be "The Runt." Evolution gave him a new outlook on strength.
 
  (More to be added)

Taboos

Has a general disdain for "law" and "order," but particularly loathes prisons, slavers, and those who would hold themselves as being "above" others, without ever having to prove it. Ron sees it as complacency, restrictions on evolution that should not exist.   Ron sees The World Wanderers in a similar way, though that is more motivated by a long-standing grudge than any higher causes...

Social

Contacts & Relations

As the Jack of The Collector, he is well connected to the factions of Orde, as well as the Mages Guild and Freemen.   Associate of The Ten Clubs Lizardfolk Tribe of Dolten, The Zhukov Family of Leskovac, and The Shadow Grasp Guild of Thieves. Whether or not these relations mean anything is to be seen, but Ron takes it as proof that his ambassadorship is both good for his personal evolution and The Collector's business.

Family Ties

None. Hasn't had contact with the tribe he grew up in for ages.

Religious Views

Has been devoted to Gazenaroc for roughly two and a half decades. Particularly believes in "Evolution" as an odd sort of ideology, with Gazenaroc being the representation of that ideal.   Holds some respect for Iass and Cassius, as well as the other green deities.

Social Aptitude

Upholds a confident image, and is fairly extroverted most of the time. Highly competitive, particularly in proving his skill as a combatant.

Hobbies & Pets

Owns a horse named Hids that he stole from a tortle assassin.

Speech

Has a gravelly, baritone vocal quality. He speaks in a wastes dialect of common, and slightly slurs his words. Swears far too much.

Ron is both a ruthless badlander huntsman and a capable deal-broker for one of the wealthiest men in Kalkatesh.

Character Location
View Character Profile
Alignment
Chaotic Neutral
Age
40 Years Old
Date of Birth
1164
Birthplace
The Badlands
Children
Current Residence
Crestfall, Orde
Gender
Male
Eyes
Dull, dark brown
Hair
Grey, just under shoulder length.
Skin Tone/Pigmentation
Tanned, lacking the typical pigmentation of his orcish ancestry.
Height
6'3" | 1.8 meters
Weight
166 lbs | 75.3 kg
Known Languages
Fluently speaks Orclin, Common and Elven (Though the latter is insufferable sounding to any native speaker.) Learnt Wicked to keep himself busy between jobs, Learnt Valley Dwarven from the library of Kacael following the conclusion of The Cathedral of Sin missions.

Ron Earthbraka

Half-orc Race
Badlands/Woeful Warrior Origin
Ranger (Gloomstalker) Fighter (Samurai) | Rogue (8 | 3 | 1) Class & Level
Chaotic Neutral Alignment
Gazenaroc Deity
The Collector Faction
The Jack of Spades Rank/Position
19 Loyalty
Leader of The Shadow Key Company

Strength 13
+1
Dexterity 20
+5
constitution 15
+2
intelligence 10
+0
wisdom 16
+3
charisma 14
+2
Total Hit Dice 11
Hit Die
1d10+2
+4 proficiency bonus
+7 Strength
+11 Dexterity
+4 Constitution
+2 Intelligence
+9 Wisdom
+4 Charisma
saving throws
+5 Acrobatics
+7 Animal Handling
+0 Arcana
+1 Athletics
+2 Deception
+0 History
+3 Insight
+7 Intimidation
+0 Investigation
+7 Martial
+3 Medicine
+0 Nature
+11 Perception
+2 Performance
+7 Persuasion
+0 Religion
+13 Sleight of Hands
+9 Stealth
+7 Survival
skills

 
66
MV
2
Prestige
3
Attunement Slots
20
Armor Class
119
Hit Points
+8
Initiative
30
Speed
WeaponAttackDamageTypeRangeSpecial Qualities
Glare of the Night Hunter 1d20+9 1d8+3 Piercing150/450Heavy, Two-handed, Ammunition
Shortsword 1d20+7 1d6+3 PiercingMeleeFinesse, Light
Attacks
Proficiencies

SourceProficiency
Racial (Half-orc) Intimidation
Ranger (Gloomstalker) light armor, medium armor, shields, simple weapons, martial weapons, Strength, Dexterity, Stealth, Survival, Perception
FactionlessHerbalism Kit, Nature
The Collector Forgery Kit, Disguise Kit
lip Service: Gazenaroc Animal Handling
AcademiesCooking Utensils


 


Proficiences
Ranger Spells

Spell DC: 14 - Spell Attack Mod: +6 - Spells Known: 5(+2)

Spell LevelSpells KnownSpell Slots
1stHunter's Mark, Zephyr Strike, Longstrider, Disguise Self4
2ndHealing Spirit, Pass Without Trace, Rope Trick3


 

Spellcasting

Magic Items


Nonattunement


Ron's Cowl of Combat Roll (On Person)

Ron's Cowl of Combat Roll


Cowl – Uncommon – (500GP) – 5 Days

Combat Roll: You can use your reaction after a weapon attack is made against you to activate the magic stored within this cowl.
You gain the effects of the Zephyr Strike spell until the end of your next turn, and you can move to any unoccupied space within 5 feet of you with this reaction.
This ability can be used once, and refreshes at dawn each day.

 

Ratatouille (On Person)

Ratatouille


+1 Cook's Utensil – Major Uncommon (875gp)

You create the kit, make sure the book is in a safe place so the servant can read it, and enchant it with unseen servant, then enchant the servant with just the right amount of cause fear to give it a bit of extra motivation, but not so much it hinders it's work. The servant that works this cooking kit has cooking expertise, and is sufficiently afraid of its mistress/master that it will work tirelessly until the food is made to a sufficient standard. These cooking tools also glow with an unnatural blue light, having been sprinkled with sapphire dust taken from the Radiant Chasm.

 

A Sc(t)arry Sky (On person)

A Sc(t)arry Sky


Uncommon - 500 gp - 5 days
2 lbs ; This gauntlet has been crafted as a defensive option for those who prefer to fight with their fists.

You need a Dexterity score of 15 or higher to utilize this gauntlet effectively.

While worn, reduce damage you would receive from non-magical slashing melee weapons by 2.

 

Devil's Dream (On person)

Devil's Dream


Devil's Dream:
Bracelet - Uncommon - 500 gp - 5 days

This bracelet is made up of a 3 inch wide band of silver, framed by two 0.4 inch thick, hardened and blackened wrought steelwork rings with gold inlays mimicking intricate crack lines. The silver band holds the detailed inlay of a large demonic looking, horned snake that is coiling around the length of a javelin. It almost seems as if the snake is caressing the tip in some sort of twisted love. The inlay spans once around the whole bracelet and is expertly carved from the pitch black horn of a fiend. The snake's highlights consist of fine gold lines. On the inside, an ornate ""W"" is etched into one of the steel rings.

While you are wielding a weapon, you can spend a bonus action to wreath the weapon in dark, hellish looking flames for 1 minute. You gain a +1 bonus to Charisma (Intimidation) checks while the flames are visible. This ability refreshes at dawn.

 

Infernal Grip (On person)

Infernal Grip


Gauntlet - Uncommon
4 lbs

Your arm becomes unwieldy while wearing it due to its functionality. You cannot wield a shield and the gauntlet on the same arm simultaneously. You have disadvantage on Dexterity (Sleight of Hand) ability checks and other ability checks that require the use of deft hands (DM discretion).

When an enemy misses you with an attack with a melee weapon, you can spend your reaction to make a Strength (Athletics) ability check against the attack roll as the DC. On a success, you disarm the weapon and it is dropped in the hostile creature’s space within 5 feet of you. This ability refreshes at dawn each day.

Due to the way it is fastened, it takes 10 minutes to don or doff the gauntlet.

 

Flambear Trap (In Bank)

Flambear Trap


Flambear Trap
Being crafted by White
Hunting Trap - Major Uncommon (800g [1000g], 8 days)

This hunting trap has been imbued with a variety of firey magic. The oily surface glows faintly orange, yet it does not seem to give off heat when it is unarmed.

When you use your action to set this trap, you must make a DC 12 Arcana check to avoid setting it off prematurely, causing the trap to expend its charge harmlessly.

A creature that steps on the trap must make a DC 14 Dexterity saving throw or take 1d4 piercing and 1d4 fire damage and stop moving. Thereafter, until the creature breaks free of the trap, its movement is limited by the length of the chain (5 feet). A creature can use its action to make a DC 14 Strength check, freeing itself or another creature within its reach on a success. Each failed check deals 1 piercing and 1d4 fire damage to the trapped creature. The trapped creature also takes an additional 1 fire damage at the beginning of each of its turns. Once the trapped creature is freed, the trap expends its charge.

Once the charge has been expended, the Flambear Trap becomes inert and acts as a normal hunting trap. This charge is regained at dawn when the trap recharges itself.

As an additional cost to craft this item, there is a 200 gp upfront cost that must be paid when the first crafting day is spent to reflect the cost of Glyph of Warding. This gold is not refunded if the item is scrapped.

 

Skeleton Key

Skeleton Key


Wondrous (Key) – Rare (1,650gp)

This simple brass and iron key appears to have no magical quality to it, but when placed next to a lock, it shifts form to fit the keyhole.

This key has the following abilities and features:
-Lock Shift: This key can be used to open any locked object. When you attempt to use it, roll a d20, on an 11 or higher, the key opens any lock DC 16 or lower. on a 15 or higher the key opens any lock DC 22 or lower, and on a 20 the key opens any lock DC 26 or lower. Once used on an object, if it fails it cannot be used on that object again.
-Part of the Set: A wielder that is proficient in Thieves Tools that uses this key, gains a +1 bonus on Thieves Tools checks made to unlock an object, or disarm a trap.

[Base Material, Enchantment, Enhancement, Adornment]

 

Attunement


The Cacaphony Paragon: Menace of the Night Hunter (Attuned)

The Cacaphony Paragon: Menace of the Night Hunter


+2 Longbow - Artifact - Minor Legendary 34,692 gp (30,492 gp, 66 days to upgrade) - Exclusive Attunement: Gloom Stalker Ranger

Evolution is an unending and grueling ideal. This bow has been made in honor of this ideal by a devotee of The Shapeless One. Its blackened, gnarled form gives off wispy shadows, and in the presence of the user's enemies its shape changes as barbed spikes point to its target, reminiscent of the way a beast might bare its fangs.

It is encouraged that you worship Gazenaroc, though not required to wield this item. But you must not disrespect Gazenaroc in any way. Doing so will force this item to be unattuned, and you cannot attune to it until you atone yourself in Gazenaroc's eyes.

While attuned to this item, you may not use or attune to any other items that would prevent you from being reduced to 0 hit points or restore hit points while reduced to 0.

Your Constitution is increased by 3, up to a maximum equal to your score cap.

Biodiversity: At the end of a long rest, choose one of the following animal spirits to integrate into your body until the end of the next long rest you take. Each form empowers you in certain ways.
Spider - 4 black, chitinous legs erupt from your back. You gain the effects of the Spider Climb spell. When you hard cast the Hunter’s Mark spell, it deals an additional 1d6 acid damage on hit. On the first round of combat, this weapon deals an additional 2d8 acid damage.
Tiger - Faint stripes form on your skin, and you gain the preternatural silence of a feline predator. You have advantage on Dexterity (Stealth) checks. When you hard cast the Hunter’s Mark spell, it deals an additional 1d6 slashing damage on hit. On the first round of combat, this weapon deals an additional 2d8 slashing damage.
Crocodile - Scale patterns form on your arms and legs, and your fingers and toes become webbed. You gain a swim speed of 30 feet, or increase your swin speed by 5 feet if you have one already. When you hard cast the Hunter’s Mark spell, it deals an additional 1d6 cold damage on hit. On the first round of combat, this weapon deals an additional 2d8 cold damage.
Viper - Your skeletal structure rearranges to make you much more flexible at the joints. Moving through allied creatures costs no additional movement, and you can move through hostile creatures as if they were difficult terrain. When you hard cast the Hunter’s Mark spell, it deals an additional 1d6 piercing damage on hit. On the first round of combat, this weapon deals an additional 2d8 piercing damage.

Apex Predator: This ability has 1 charge. Attacks you make can be augmented by your Biodiversity form by expending the charge on a hit. (no action required). You only regain a charge of this ability when you kill a hostile creature in True Combat.
Spider - The target must make a DC 10 + your Dexterity modifier Strength saving throw or be restrained for one minute. The target can repeat the saving throw at the end of each of its turns.
Tiger - The target must make a DC 10 + your Dexterity modifier Wisdom saving throw or treat you as invisible for the next minute. The target can repeat the saving throw at the end of each of its turns.
Crocodile - The target must make a DC 10 + your Dexterity modifier Constitution saving throw or take 1d6 bleed damage.
Viper - The target must make a DC 10 + your Dexterity modifier Constitution saving throw or become poisoned for one minute. While poisoned, the target is also unable to take reactions. They can repeat the saving throw at the end of each of their turns.

Defiant Deadeye: When you would be reduced to 0 hit points, you can instead use your reaction to go to 1 hit point. If you do, make one attack with this weapon. If the attack kills the enemy, you can make another on a different enemy, repeating this until you have made a number of attacks up to a maximum equal to your Dexterity modifier. These attacks deal an additional 3d8 damage of the type associated with your current Biodiversity form. Additionally, they automatically trigger the Apex Predator effect of your Biodiversity form on each hit. Once you use this ability, you cannot use it again until after a long rest.

Paragon Ability, Hunter-Killer: If the roll of a d20 when you make a Wisdom (Survival) check to track a creature is less than your Wisdom score, you can use that score in place of the roll. Whenever you make a successful Survival check to track a creature, this benefit also applies to Wisdom (Perception) checks to notice that creature and to your first Wisdom (Martial) check against that creature until you start tracking a different creature.

Whenever you deal the killing blow to a creature you're successfully tracking, choose a trait or special ability you learned about the creature through Martial checks or similar means, and you gain it for yourself until you finish your next short or long rest. The trait or special ability cannot provide spellcasting and you must fulfill any prerequisites to using it, such as wielding a specific type of weapon, or having a certain natural weapon or other physical characteristic noted in the ability. If it has a limited number of uses, you only gain one use of it, and any shapechanging ability allows you to transform back to your normal form with the same action, or automatically when you finish a short or long rest. You can only gain a trait or special ability in this way once before finishing a long rest.

All benefits of Hunter-Killer only apply if the creature is one that would satisfy true combat.

Due to a material used in the item and the fact that it is an artifact, the cost of the item and speed at which you craft it is increased to 462 gp per day.

[Base Material, Adornment, Enhancement, Enchantment]

 

Evolution of Shadow (Attuned)

Evolution of Shadow


Evolution of Shadow
Being crafted by Ron Earthbraka
+2 Studded Leather - Major Very Rare Artifact - Contingent Attunement

This set of armor is consumed by an ever coursing darkness, every inch of the material seeping with a permeating shadow, the hood giving the ability to pierce the veil of night to the wearer. An ultimate creation, the likes of which are envied.

This item cannot be attuned to normally. This item can only be attuned to when the wearer hits with an attack made with advantage while the wearer is in dim light or darkness.

Your Dexterity score is increased by 3, to a maximum equal to your ability score cap.

You can see normally in darkness up to 60 feet, and you have advantage on Dexterity (Stealth) checks made to hide in dim light or darkness. As an action, you can forgo the sight and advantage to cause the shadows around your armor to coalesce into four necrotic tendrils that obey your will. While these tendrils are active, you gain the following benefits:
• You have a climbing speed equal to your walking speed, and you can climb with your hands free.
• While moving using these tendrils, you leave behind no tracks or other trace of your passage.
• If you are not climbing, you can use your bonus action to make two tendril attacks when you take the Attack action on your turn. They are considered natural weapons with which you are proficient, have a reach of 5 feet, deal 1d4 necrotic damage on a hit, and use your Dexterity modifier for attack and damage rolls.

You can dissipate these tendrils as an action, returning it to shadows around your armor. Alternatively, you can end it using the following ability:

Reflexive Displacement. As a reaction when you would be hit by an attack that isn’t a critical hit, you can teleport to an unoccupied space that you can see within 15 feet of you. Until the end of your next turn, all attack rolls against you have disadvantage.

If you end it in this way, you can’t coalesce the tendrils again until you complete a short or long rest.

You also gain access to the following ability:

Attacks from All Sides. When you attack a creature in the same zone of dim light or darkness as you, you can cause your attack to come from elsewhere. You can make a Dexterity (Sleight of Hand) check, contested by the creature’s Wisdom (Perception) check. If you succeed, the creature is surprised, and all subsequent attacks against the creature have advantage while it is surprised. Whether you succeed or fail, the creature is immune to this effect for 24 hours.

 

Quiver of Infinity

Quiver of Infinity


Quiver - Minor Rare - 1700g - Attunement
(https://i.imgur.com/ATM2ek8.jpg)

An ornate green quiver bearing several Elvish motifs.

While attuned to this item, the user's bolts and arrows are stored in a pocket dimension similarly to a bag of holding, any ammunition fired instantly returns back to the quiver after 6 seconds. Additionally, mundane ammunition deals an additional 1d4 damage

 

Rebellious Blade (In Bank)

Rebellious Blade


+1 Greatsword – Minor Very Rare (3,000GP) – Restricted Attunement (Chaotic Aligment)

A blade with the inscription in common. “Even in the dark, the light of freedom burns bright!”

This weapon deals 2d6 extra damage to lawful creatures, it does an additional 1d6 damage to paladins.

 

Abyss Goggles

Abyss Goggles


Goggles - Rare - Attunement
Worthy 1

You can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light.

You can see through magical darkness.

 

Bracers of Keen Archery (Attuned)

Bracers of Keen Archery


Wondrous (Bracers) – Very Rare (4,625gp) – Attunement

These leather bracers gilded in bronze bear the symbology of archery.

While attuned to these bracers, you gain the following abilities and features:
-Your Dexterity score is increased by 2, up to your ability score cap.
-Powerful Shot: Whenever you would make an attack with a bow, you deal an additional 2 damage, and if you possess the sharpshooter feat, you only suffer a -3 penalty on attack rolls when using it.
-Keen Shot: Bows you wield critically hit on a 19 or 20, instead of 20; a Champion Fighter instead critically hits on an 18, 19, or 20.

[Base Material, Enchantment, Enhancement, Adornment]

 


Items of Importance


The Shade Amulet (On person)

The Shade Amulet


Worthy, Abjuration/Transmutation. Ties to the Shadowfell. Spooky as fuck. Apparently warded from identification by divination magics. Is now contained in a lead-lined box. Is apparently some kind of key/trap disarming device, for an unknown lock. Has a small, nigh imperceptible button on it’s back, that releases the magic from it’s “core.” Written on the back is a poem:

Shattered and bent should I miss step, to the void I am lost.
I spin to the rhythm, bending low I mark the way.
Unspoken do I step forward, left and then right, forward I step, silent and moving, safe and secure, unbroken in this final waltz.

When White touched the words, it caused him to feel hunger, for the lifeblood of sentient creatures.

Contains a small key, apparently to a vault owned by The Shadow Grasp guild of thieves.

The vault is located on top of a mountain in Dolten. Only White knows the location.

When brought to the shadowgate of dolten, it reacted in an “explosive” manor, afflicting White fully with the curse of hunger, which lasted for roughly 3 weeks. This is why he attacked Teovance. In addition, this is when he was shown the path to the vault hidden in the mountains.

This amulet is not one of a kind. There are multiple vaults in the control of the shadow’s grasp. They are unaware that I possess one of these amulets. (maybe)

 

• 1 Astral Chuck-e-Cheese Token
• 1 500 GP Diamond
• 300 GP Diamond Dust


Crafting Materials


Crafting Materials

On Person


Ocktar


Superior
Special Crafter
Wondrous
Intelligance, Wisdom
Healing, Primal


Quill


Superior
Special Crafter
Weapons, Wondrous
Constitution, Dexterity
Clockwork, Air, Flight


Night Feather


Flawless
Base Material, Adornment, Enchantment
Armor, Weapons, Shields
Strength, Dexterity
Shadow, Chaos, Fluidity, Shapechanging,Hunting
[Blessed]


Cloaker Leather (In bank)


Superior
Enhancement, Enchantment
Weapons, Wondrous, Shields
Strength, Constitution
Shadow, Ambush, Range, Piercing, Wealth


Crimson Feather


Flawless
Adornment, Enchantment
Weapons, Wondrous
Strength, Constitution, Charisma
Law, Evil, Poison, Blood, Curse, Healing Prevention
[Corrupted]


Dropped Screw (In bank)


Superior
Base Material, Enhancement, Enchantment
Weapons, Armor, Shields
Dexterity, Constitution
Shadow, Shapeless, Hidden, Avoidance


Malken Black


Flawless
Special Crafter
Weapons (Finesse), Armor (Light)
Dexterity, Intelligence
Necrotic, Shadow, Sorrow, Darkness, Trickery


Jade Monkey


Flawless
Special Crafter
Weapons (only monk weapons), Wondrous
Strength, Wisdom
Good, Radiant, Astral, Knowledge


Hydra Fang


Flawless
Enhancement, Enchantment
Weapons
Strength, Constitution
Primal, Bleed, Power
[10% Faster Craft Speed


Forgemaster Venom (In bank)


Flawless
Enhancement, Enchantment
Armor, Wondrous
Dexterity, Intelligence, Charisma
Acid, Psychic, Ruins, Drought, Mind, Poison
Associated Diety: Ezokhine


Rent Stardust (In bank)


Flawless
Base Material, Adornment
Weapons, Wondrous
Constitution, Wisdom
Astra;. Evil, Charm, Water, Flow, Maneuvers
Awakened, Recuces crafting gold cost by 10%



 


Consumables/Reagents


Potions/Scrolls

On Person



Name
Weight

Greater Healing (4d4 + 4) x 2
4

Poor Greater Healing (3d4 + 2) x 1
2

Healing Spirit Scrolls x 4
4

Bottled Breath x 1
2

Pass Without Trace Scrolls x 7
7

Disguise Self Scrolls x 4
4

Scrolls of Sending x 2
2

Scrolls of Healing Word x 5
5

Scroll of Cloud of Daggers x 1
1

Potion of Necrotic Resistance x 1
2

Elixir of Health x 1
2

Scroll of Spike Growth x 1
1

Scroll of Enhance Ability x 1
1

Scroll of Lesser Restoration x 1
1

Potion of Superior Healing x 2
4

Total Weight:
42


 
| Reagents/Ingredients

On Person


1 Wyvern Poison
2 Torpor Reagents
2 Reagents of Midnight Tears

 



Mundane Items


Equipment

On Person


Item
Weight

Shortsword x 2
6

Explorer's Pack -Minus 4 rations
51

45 arrows
2.25

20 Silvered Arrows
1

Crowbar
4

Magnifying Glass
Glass Vial x 2
50 ft. Glowing Hemp Rope
10

Glowing Stick of Chalk x 3
Smokestick
Pole of Collapsing
7

Common Clothing
3

Bandolier x 2
2

Total Weight:
86.25


 
| Gold/Crafting Tokens

90 Crafting Tokens

Gold Carried
5941 GP

oh god oh shit I'm going to owe the collector bank so much money



 
| Misc

misc


Sekelcuse Holy Symbol
Treasure Map Pog
Kill list signed by “T.S.”
Ever Spinning Top
Wig of Color changing
Ever Changing Deck of Cards
Whoopee Cushion
5 plush toys (Badlands monsters)
Ron Earthbraka action figure
Shade Mark (Den of Thieves sign up event)
Wand of Chilling
Automatic Quill
Self Cleaning Toothpick
Blades that Glisten Ordean Pin-up Manuscript gloryGasm

Badlands Hunter-hat, adorned with the following:

-Collector’s Card (Unless Ron is doing something that requires people not knowing his affiliation)
-Moderately sized giant croc tooth (Waters of Life)
-Slightly bigger giant croc tooth (Boy I Sure Do Love Wandering Roads)
-Huge ass Ludroth Tooth (Wandering Roads)
-Bone Dagger of a kobold priest (Crestfall Aqueducts)
-Rough carving of the holy symbol of Gazenaroc (Nothing Unusual in The Badlands)
-Crossbow bolt split down the middle by Ron’s arrow (Nothing Unusual)
-Playing Card of White, who'd given it to Ron before leaving the faction. (Hidden behind Ron's own card.)

 



Active Inventory


Full Weight Carried

Item
Weight

Equipment
86.25

Consumables
46

Evolution of Shadow
13

Glare of the Night Hunter
2

Ratatouille
8

Quiver of Infinity
2

A Sc(t)arry Sky
2

Infernal Grip
4

Devil's Dream
0

Abyss Goggles
0

Gold (converted)
0


Total Weight Carried:
165.25 / 195 Total Carrying Capacity


 

Bandoliers

Bandolier #1


Potion of Greater Healing
Potion of Superior Healing
Potion of Necrotic Resistance
Potion of Superior Healing


Bandolier #2


Scroll of Healing Spirit
Scroll of Healing Spirit
Elixir of Health
Scroll of Lesser Restoration



 


Equipment
The Collector
Faction
Mad Man: 11-15-11-10-16-14
Stat Array

Racial Features/traits


Half-orc Racial Features/Traits

Half-Orc


Ability Scores: Str +2, Con +1

Speed: 30 ft.

Age: Half-orcs mature a little faster than humans, reaching adulthood around age 14. They age noticably faster and rarely live longer than 75 years.

Alignment:Half-orcs inherit a tendency toward chaos from their orc parents and are not strongly inclined toward good. Half-orcs raised among orcs and willing to live out their lives among them are usually evil.

Size:Half-orcs are somewhat larger and bulkier than humans, and they range from 5 to well over 6 feet tall. Your size is Medium.

Darkvision:Thanks to your orc blood, you have superior vision in dark and dim conditions. 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.

Menacing:You gain proficiency in the Intimidation skill.

Relentless Endurance:When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can't use this feature again until you finish a long rest.

Savage Attacks:When you score a critical hit with a melee weapon attack, you can roll one of the weapon's damage dice one additional time and add it to the extra damage of the critical hit.

Languages:You can speak, read, and write Common and Orc. Orc is a harsh, grating language with hard consonants. It has no script of its own but is written in the Dwarvish script.


 



Origin/Suborigin Features


The Badlands/Woeful Warrior

The Badlands


• Badlanders are haught and resilient. You gain +10 to your maximum hitpoints.
• You gain a +2 bonus to all saving throws.

Woeful Warrior


Whenever you kill an enemy, you are healed for a number of hitpoints equal to the killed enemy's Constitution modifier (minimum one).

 



Class Features


Ranger (Gloomstalker)

Ranger (Gloomstalker)


Favored Enemy



Beginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy commonly encountered in the wilds.

Choose a type of favored enemy: beasts, fey, humanoids, monstrosities, or 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.

(Selected Enemy: Humanoids)

When you gain this feature, you also learn one language of your choice, typically one spoken by your favored enemy or creatures associated with it. However, you are free to pick any language you wish to learn.
(Selected Language: Elvish)



Natural Explorer


You are a master of navigating the natural world, and you react with swift and decisive action when attacked. This grants you the following benefits:

You ignore difficult terrain.
You have advantage on initiative rolls.
On your first turn during combat, you have advantage on attack rolls against creatures that have not yet acted.

In addition, you are skilled at navigating the wilderness. You gain the following benefits when traveling for an hour or more:

Difficult terrain doesn't slow your group's travel.
Your group can't become lost except by magical means.
Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.
If you are traveling alone, you can move stealthily at a normal pace.
When you forage, you find twice as much food as you normally would.
While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.




Fighting Style: Archery


You gain a +2 bonus to attack rolls you make with ranged weapons.



Primeval Awareness


Beginning at 3rd level, your mastery of ranger lore allows you to establish a powerful link to beasts and to the land around you.

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.




Gloomstalker Magic


Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Gloom Stalker Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.

Ranger LevelSpells
3rdDisguise Self
5thRope Trick
9thFear
13thGreater Invisibility
17thSeeming




Dread Ambusher


At 3rd level, you master the art of the ambush. You can give yourself a bonus to your initiative rolls equal to your Wisdom modifier.

At the start of your first turn of each combat, your walking speed increases by 10 feet, which lasts until the end of that turn. If you take the Attack action on that turn, you can make one additional weapon attack as part of that action. If that attack hits, the target takes an extra 1d8 damage of the weapon's damage type.




Umbral Sight


At 3rd level, you gain darkvision out to a range of 60 feet. If you already have darkvision from your race, its range increases by 30 feet.

You are also adept at evading creatures that rely on darkvision. While in darkness, you are invisible to any creature that relies on darkvision to see you in that darkness.




Level 4 ASI: (DEX/WIS)


When you reach 4th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

If your DM allows the use of feats, you may instead take a feat.




Extra Attack


Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.



Greater Favored Enemy


At 6th level, you are ready to hunt even deadlier game. Choose a type of greater favored enemy: aberrations, celestials, constructs, dragons, elementals, fiends, or giants. You gain all the benefits against this chosen enemy that you normally gain against your favored enemy, including an additional language. Your bonus to damage rolls against all your favored enemies increases to +4.

Additionally, you have advantage on saving throws against the spells and abilities used by a greater favored enemy.

(Enemy Chosen: Fiends)



Iron Mind


By 7th level, you have honed your ability to resist the mind-altering powers of your prey. You gain proficiency in Wisdom saving throws. If you already have this proficiency, you instead gain proficiency in Intelligence or Charisma saving throws (your choice).



Fleet of Foot


Beginning at 8th level, you can use the Dash action as a bonus action on your turn.



Level 8 ASI: Sharpshooter


You have mastered ranged weapons and can make shots that others find impossible. You gain the following benefits:

• Attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls.
• Your ranged weapon attacks ignore half cover and three-quarters cover.
• Before you make an attack with a ranged weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack's damage.




 

Fighter (Samurai)

Fighter (Samurai)


Fighting Style (Defense)


While you are wearing armor, you gain a +1 bonus to AC.



Second Wind


You have a limited well of stamina that you can draw on to protect yourself from harm. 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.



Bonus Proficiency


When you choose this archetype at 3rd level, you gain proficiency in one of the following skills of your choice: History, Insight, Performance, or Persuasion. Alternatively, you learn one language of your choice.

Skill chosen: Persuasion



Fighting Spirit


Starting at 3rd level, your intensity in battle can shield you and help you strike true. As a bonus action on your turn, you can give yourself advantage on weapon attack rolls until the end of the current turn. When you do so, you also gain 5 temporary hit points. The number of temporary hit points increases when you reach certain levels in this class, increasing to 10 at 10th level and 15 at 15th level.

You can use this feature three times, and you regain all expended uses of it when you finish a long rest.




 

Rogue

Rogue


Expertise


At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves' tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.

Chosen Proficiencies: Sleight of Hand, Perception




Sneak Attack


Beginning at 1st level, you know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.

You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll.

The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Rogue table.




Thieves' Cant


During your rogue training you learned thieves' cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves' cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly.

In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves' guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.





 



Faction Features


Collector Features

General Features


Attribute Cap Increase


Charisma +2; This boosts the maximum of an ability score but not the score itself.

Collector's playing card


the Collector marks his assistants by instilling their likeness into a playing card, marked by his symbol. For the character is apart of his game now. This card has been upgraded by the actions of the Collector faction. Once per day you can use this card to cast the Identify spell, without material components, and the Detect Magic spell.

Fadesteel Die


This item can be rolled only once a mission. It is rolled when a cache of treasure is found. Roll a d6, on a 1 one magical item is removed from the cache, if there was no magical item, reduce the gold found by half. If a 5-6 is rolled, add a magical item to the cache. 3-4 nothing occurs.

Taltaken Trinkets


The Collector has purchase the right to use the Taltaken gear normally only available to the Mage's Guild, as such the Chapter master, once per update stream, can choose a piece of Taltaken gear available to the Mage's Guild. Doing so causes that gear piece to become available to the Collector. Whenever this choice changes, the items in play are replaced with the new ones, because you are not barbarians and you keep your end of the deals.

Current Trinket: Taltaken Mask (While wearing this item, whenever you would hard cast a damaging cantrip, you deal 1 additional point of damage with that cantrip.)

 

Chaptermaster Features

Jack's Constitution


+5 Maximum Hit Points for as long as they hold the position.

Crippling responsibility and chronic depression. That's all being chaptermaster gives me.


 



Academy Features


Academies Completed

Skill Retraining


• Nature --> Martial (3/8/2020)


Tool Training


• Cook's Utensils (3/15/2020)

 



Class/Racial Features & Traits

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