Ozzie Whitebeak Character in Verum | World Anvil

Ozzie Whitebeak

Oswald Darkfeather (a.k.a. Ozzie)

Always in search of gold and gems, Ozzie's thieving ways made him the ire of his fellow Aarakokra, and the shame of his honest parents. He left Dolten, in search of more illicit opportunities. He often used his druidic abilities to employ the aide of woodland creatures and urban vermin to assist him in his minor robberies through every city and town he stepped into.   After hearing a rumor of a great stash of wealth in an old noble's home in Orde, Ozzie set out to make it his own. Under the veil of darkness, he snuck into the treasure-promised mansion. He passed two small paintings. One was of an aging man with his wife and their two children. Another painting contained an even older man and the two children from before, who had also aged. This time, there was no wife.   Ozzie shook his head, "Poor sod." He pushed forward, and he found coffers filled to the brim with gold, jewels, and even magical tomes which he wasn't versed enough in arcana to recognize. As he stuffed his pockets, an old wizard burst open the door and began menacingly twirling his wand. Ozzie froze in anticipation of what was likely a devastating spell. He was certain that his uppance had come. However, no magic came. Instead, the old wizard clutched his chest and fell over.   Ozzie fled, his pockets only moderately filled. He ran up to one of the town guards and pointed towards the mansion, "I heard a scream from that darkly place, sir. I think some ol' codger's keeled o'er." The thief wisely kept himself beyond arm's length of the guard.   The guard responded, "Now you ain't done nothin' to him, right?" The guard then reached out to grab Ozzie by the wing, but Ozzie had already leapt into the air out of the guard's reach.   "I done nothin', sir. Only a good citizen tryna help!" With that, Ozzie flew away.   He guiltily counted his haul. It would be enough to get him about a month of luxurious boarding and meals, but he knew he couldn't keep this lifestyle up forever. He thought, "Maybe I can get a job. Be a proper fellow on the straight and narrow. Maybe that Gailen guy I heard about has got somethin' for me."   With that, he fled Orde and found his way to Gailen's Gate. He's not confident that he can completely abandon his sticky fingered nature, but he'll try.

Physical Description

Body Features

Short, even for an Aarakokra, and far too pudgy.

Mental characteristics

Education

Ozzie did not have any formal schooling. His mother taught him the ways of the druid. He claims that he has never felt a true connection to nature, and that he simply uses this skill for his own personal gain.

Morality & Philosophy

Ozzie is a short, pudgy, rogueish druid from Howling Hills in Dolten. He doesn't hate many races, but he doesn't much care for non-bird skinwalkers. "Grippli, Tabaxi, and Tortle", in his words, "creep me out." He finds Grippli's eyes to be piercing and unsettling. He dislikes the sneakiness and predatory nature of Tabaxi, and the stalwart, emotionless Tortles are difficult to read. Despite being an Aarakocra himself, he identifies more closely to the Kenku than his own people, and prefers their company when he can get it. It helps that he resembles them with his pitch black feathers and big black beak.

Personality Characteristics

Likes & Dislikes

His favorite food is grub worms, but it's not easy to get them at most inns. He will settle for his second-favorite, raw eggs. It is not an unusual sight to walk in on him with a bowl of chicken eggs stacked high as he pecks them open, laps up the contents, then tosses the shell aside.   Ozzie always keeps at least one beautiful gem on his person. Holding one to the light and counting its glistening facets helps him relax. He has a fondness for most shiny things, but has an aversion to silver.
Children
Eyes
Black
Hair
Black feathers with slightly gray feathers
Height
4'10"
Weight
120lbs
Known Languages
Ozzie can speak, read and write: Common Aarakocra Auran Sylvan Druidic

Ozzie

Druid (Shepherd) 10 Class & Level
Dark Howler Doltenian Background
Aarakocra Race
Neutral Good Alignment

Strength 18
+4
Dexterity 14
+2
constitution 18
+4
intelligence 10
+0
wisdom 20
+5
charisma 12
+1
Total Hit Dice 10
Hit Die 1d8+4
4 proficiency bonus
19 Passive perception
4 Strength
2 Dexterity
4 Constitution
6 Intelligence
9 Wisdom
1 Charisma
saving throws
2 Acrobatics
8 Animal Handling
0 Arcana
4 Athletics
1 Deception
0 History
8 Insight
1 Intimidation
0 Investigation
4 Medicine
0 Nature
8 Perception
1 Performance
1 Persuasion
0 Religion
2 Sleight of Hands
2 Stealth
4 Survival
skills
16
AC

Hit Points
2
Initiative
25ft/ 50ft Flying
Speed
Languages: Common, Aarakokran, Auran, Druidic, Sylvan, Grippli, Shar'kai

[Speech of the Woods]
Beasts can understand your speech, and you gain the ability to decipher their noises and motions

Proficiencies:
Armor: light armor, medium armor, shields
Weapons: clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears
Skills: Animal Handling, Athletics, Insight
Saves: Intelligence, Wisdom
Proficiencies
Unarmed Strike 1d20+4+0 1d4+0 5ft Slash.
Scimitar 1d20+4+2 1d6+2 5ft Slash.
Magic Stone 1d20+4+4 1d6+4 60ft Magical Attacks

Spellcasting
Scimitar
Wooden Shield
Studded Leather Armor
Pebbles (10)

Herbalism Kit (Profic.)
Explorer's Pack
Burglar's Pack


Dragon's Band (Girdle - Attunement)
This draconic belt made of silver dragon scales, grants Strength and Constitutions of 18.

In addition any spell hard cast by the wearer that deals cold damage increases the total damage dealt by 4. This only applies once per spell cast, but applies each time, in the case of those spells with durations.

Ironheart Targe - Non-Attunement +1 Shield
Reduces damage dealt by non magical melee weapons, by 2.
Whenever you would make a death saving throw, you are healed one hitpoint, if you roll a 15 or higher.


Life Is All Unicorns And Rainbows - +2 Quarterstaff - Legendary (12,000 GP) - Attunement: Shepherd Druid (Attuned)

One could barely notice that this quarterstaff is of wooden make, with its exterior shifting colors rapidly to the likeness of a rainbow. Along with this prismatic display of color, the interior radiates with astral energy, causing the colors to swirl and rotate quickly to the top of the staff, which is carved into a magnificent unicorn horn.

Your Wisdom score increases by 4, to a maximum equal to your ability score cap. Additionally, you gain the following benefits:

Astral Well: Astral energy flows through this staff so easily that you can harness and manipulate its power. This staff has a healing pool of 50 hit points that replenishes when you finish a long rest. Whenever a creature within 60 feet of you that you can see has its hit points restored, you can use your reaction to draw power from the pool to restore a number of hit points to that creature, up to a maximum amount remaining in the Astral Well. The number of hit points restored must be in increments of 10.

Bicorn Spirit: Your unicorn spirit becomes so suffused with magical energy that it is no longer a unicorn, but rather a mythical bicorn. The additional healing from your Unicorn Spirit is increased to 1d8 + your druid level.

Call of the Wild: The animal spirits you summon and those you can assume become one and the same. As an action, you can expend a use of your Wild Shape feature to regain a use of your Spirit Totem feature.

Purifying Totem: When you use your Spirit Totem feature, you can choose an ally within 60 feet of you that you can see that is currently being affected by one or more conditions. You can purge up to three conditions off of the targeted ally, removing those conditions completely. Conditions that can be removed by this ability include: blinded, charmed, deafened, frightened, grappled, paralyzed, petrified, poisoned, restrained, and stunned.

Warding Starlight: When a creature within 30 feet of you that you can see that is targeted by an attack or spell, you can use your reaction to use a 1st-level spell slot to cast the Sanctuary spell on that creature as a druid spell (it doesn't need to be prepared). This must be done after the creature is targeted, but before any effects or rolls occur. You can cast Sanctuary in this way three times, regaining all uses when you finish a long rest.






Equipment

Personality Traits

Ideals

Bonds

Flaws
Lucky
War Caster

[Doltenian]
Saving Throws vs Fear Effects +3

[Dark Howler]
Scent - Range 60ft
Adv. on Scent Perception Checks
Double damage from silver or blessed
Triple damage from silver+blessed
Features & Traits

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