Salethar Character in Verum | World Anvil

Salethar

Salethar

Mental characteristics

Education

A couple years in an arcane academy, which he promptly dropped out of

Employment

The Crowsworn - Ambassador

Accomplishments & Achievements

  • Chased a man down through the Floating City and watched him get executed : )
  • Hunted down and defeated a kraken that was terrorizing the waters of Khao

Mental Trauma

Totally sane and not slowly losing it, nope, nothing to see here

Social

Family Ties

Both parents and an older brother are alive, because he's not a loser.
Alignment
LN
Age
25
Date of Birth
Era 21st, 1179
Birthplace
The city of Mirage
Children
Current Residence
The Hollow
Gender
Male
Eyes
Green-ish grey
Hair
Long, Black, Straight
Skin Tone/Pigmentation
sandstone yellow
Known Languages
  • Common (Sand)
  • Wicked (Abyssal)
  • Draconic (Scale)
  • Elven
  • Orclin
  • Deep Speech
  • Thieves' Cant

Salethar

Yuan-ti Pureblood Race
Majital (Ruin Dweller) Origin
Rogue 10 Class & Level
Lawful Neutral Alignment
Babylon Deity
The Crowsworn Faction
Nightingale/Ambassador Rank/Position
14 Loyalty
Company

Strength 10
+0
Dexterity 16
+3
constitution 14
+2
intelligence 18
+4
wisdom 12
+1
charisma 13
+1
Total Hit Dice 9d8
Hit Die
1d8+2
+4 proficiency bonus
+0 Strength
+7 Dexterity
+2 Constitution
+8 Intelligence
+5 Wisdom
+1 Charisma
saving throws
+3 Acrobatics
+0 Animal Handling
+12 Arcana
+0 Athletics
+1 Deception
+8 History
+5 Insight
+5 Intimidation
+12 Investigation
+0 Martial
+0 Medicine
+12 Nature
+4 Perception
+1 Performance
+4 Persuasion
+4 Religion
+7 Sleight of Hands
+11 Stealth
+0 Survival
skills

 
48
MV
1
Prestige
2
Attunement Slots
18
Armor Class
81
Hit Points
+3
Initiative
30
Speed
WeaponAttackDamage
Rapier 1d20+7 1d8+3 Piercing damage
Shortbow 1d20+7 1d6+3 Piercing damage
Attacks
Armor
Light armor

Weapons
Simple weapons
Hand crossbows
Longswords
Rapiers
Shortswords

Tools
Thieves' tools
Poisoner's kit(exp.)
Lute

Saving Throws
Dexterity
Intelligence

Skills
Intimidation
Perception
Insight
History
Sleight of Hand
Stealth(exp.)
Arcana(exp.)
Investigation(exp.)
Nature(exp.)
Persuasion

Expertise
Arcana
Investigation
Nature
Stealth
Poisoner's Kit

Languages 2/4
Common
Abyssal
Draconic
Thieves' Cant
Elven
Orclin
Deep Speech
Primordial

Proficiences



Slot Count
1st4
2nd3

Cantrips
Racial (CHA):
Poison spray

Wizard(Arcane Trickster, INT):
Prestidigitation
Mage Hand
Chill Touch
Toll the Dead

1st level
Racial (CHA):
Animal friendship(unlimited times - only on snakes)
Detect magic (at will)

Wizard (Arcane Trickster, INT):
Shield
Tasha's Hideous Laughter
Find Familiar

2nd level
Wizard (Arcane Trickster, INT):
Hold Person
Invisibility
Mirror Image
Nystul's Magic Aura

Racial:
Suggestion(CHA) (once per long rest)

Spellcasting
Currencies
GP: 5579 (1400 in crowsworn bank)
CT: 41

Equipped
"Mirage" - MW Breastplate
Iron Crown (+1 AC, doesn't stack with shield)
SIlvered Rapier
Silvered Dagger
x2 Bandoliers
A set of fine clothes
A Crowsworn Signet Ring
Lute of Shredding
Component Pouch
Shortbow
Quiver - 10 silvered / 10 regular
An Arm bracelet made out of a Medusas’ snake

Serpent's Kiss
Mission reward item for Domain of Night
Wondrous (Scarf) - Major Rare - 2915gp

A golden serpent winds its way around this black scarf, which in turn securely winds around its wearer's neck. On one side, a series of miniscule barbs provide a subtle injection point for the potent venom hidden inside the fabric.

This scarf takes an action to wrap around your neck securely. Its ability can only be used after having done so.

Into the Bloodstream: As a bonus action, you can use a hand to pull at one end of the scarf, drawing it tight around your neck and releasing the hidden payload through the barbs. When you do so, you gain advantage on your next attack, which deals an extra 1d6 poison damage on hit. Additionally, your walking speed is increased by 10 feet until the start of your next turn. However, using this ability more than once per day takes a toll on your body. For every activation of this ability beyond the first, you take 1d6 poison damage; e.g., using this ability for the fifth time in a day deals you 4d6 poison damage. Poison damage you take this way ignores resistance to poison. You cannot use this ability more than 10 times per day.

This is glorybound.

 

A Mariners Delight
T2 Mission Reward
Wondrous (Necklace) - Major Rare (2000gp) - Attunement: Spellcasting or Pact Magic

A leather necklace with a deep blue stone as it’s centerpiece. Stories say it bring good luck and protection to those who journey out to sea.

While attuned to this item you gain a 30 ft swim speed. Also, being underwater does not impose disadvantage on your attacks.

Prepared for the Worst. As an action, you can cast either Water Breathing or Water Walk without using a spell slot. You can do this once per long rest.

[Base Material, Enchantment, Spell Invocation x2]

Mind Grippers - Attuned
Wondrous (Gloves) - Very Rare - 4,100 gp, 41 days - Attunement: Spellcasting/Pact Magic Class Feature

The color is a very dark purple and the texture/feel is very similar to velvet. They have ribbons on the side you can tie, to better fit the hands and a small tin plate on the top of each one.

Regal Commands: The DC of Enchantment spells you hard cast is increased by 1. As a bonus action, you can give a creature within 60 feet disadvantage on the next saving throw it makes against an Enchantment spell you hard cast. You can do this four times per long rest.

That Leech, Infatuation: If a creature fails a saving throw on an Enchantment spell you hard cast, you can use your reaction to gain 5 temporary hit points and deal 5 psychic damage to the creature. You can do this four times per long rest.

[Base Material, Adornment, Enchantment]

Bandolier 1
Potion of Superior Healing
Scroll of Shield
Scroll of Healing Word

Bandolier 2
Supreme Healing Potion
Potion of Invulnerability
Potion of Superior Healing

Backpack
Non-consumables:
Explorer's pack
Thieves' tools
Poisoner's Kit
Hourglass
A pouch
Stone Angel Mask
Oloken'hai veil in a pouch
---
A no-longer-magical ritual scroll, used to radiate necromancy, had a sacrificial ritual described on it, in a scroll case currently. Now has a message that reads "Face me at your own risk, no one will miss you when you are gone"
---
Banner - made from animal skin from Khao, animal from Khao, blood motif, wave crashing - LostPeon mission item
Gold necklace (20GP)
---
Head of Tumgrund - Westwatch related


Consumables:
x6 T3 Food Tokens
x2 Supreme healing pots - Nyx
x2 Heat Metal scroll
x18 arrows
x10 silvered arrows
x1 Potion of Growth
x1 Potion of Greater Healing
x1 Potion of Invulnerability
x5 Potion of Superior Healing
x1 Weak Oil of Sharpness
x2 Carrion Caller Mucus
x1 Vial of Serpent Venom
x5 Wyvern Poison
x10 rations
x1 Sticky tar brew - when thrown 10 foot cube difficult terrain 1 minute
x1 Fire Breath potion from Lorita : )

100 gp pearl (identify)
20 gp worth of charcoal, incense, and herbs (find familiar)

Home
x2 Shortsword
Cook's utensils
Leather armor
Glassblower's Tools
Life-Sized Werewolf Plushie
Wand of Giggles
Silvered Rapier - Lad
x7 Dagger
Longbow

Bank
Blowing horn made from bone with a brass ring on the end
Masterwork creeping silk armor with a linnorm symbol on the chest

Reagents
x1 Potion of Invulnerability reagent
x1 Elixir of Health reagent
x1 Supreme Healing reagent

Blueprints
Zeigfried's Charge - being crafted 14/30

Also a lot of random notes both on his person and at home in his quarters
Equipment
The Crowsworn
Faction
The Mad Man
Stat Array
Origin: Majital
Detect Magic as an at will ability
Proficiency in Arcana
+1 Intelligence

Sub-origin: Ruin Dweller
You gain a +2 bonus to saving throws vs spells
Skill Prof – Investigation

Racial Features
Darkvision 60 ft.
Poison Immunity
Magic Resistance

Class (Rogue):
Sneak Attack: 5d6
Lvl 4: ASI +1 DEX, +1 INT
Lvl 8: Feat:
Resilient Wisdom
Increase wisdom score by 1, to a maximum of 20.
You gain proficiency in wisdom saving throws.

Lvl 10: Feat:
Skilled
Nature
History
Sleight of Hand

Cunning action
You can take a bonus action on each of your turns in combat to take the Dash, Disengage, or Hide action

Mage Hand Legerdemain
Starting at 3rd level, when you cast mage hand, you can make the spectral hand invisible, and you can perform the following additional tasks with it:
  • You can stow one object the hand is holding in a container worn or carried by another creature.
  • You can retrieve an object in a container worn or carried by another creature.
  • You can use thieves' tools to pick lock and disarm traps at range.
  • You can perform one of these tasks without being noticed by a creature if you succeed on a Dexterity (Sleight of Hand) check contested by the creature's Wisdom (Perception) check.
  • In addition, you can use the bonus action granted by your Cunning Action to control the hand.

    Spellcasting
    Able to cast wizard spells, but can only learn Enchantment and Illusion spells, except for lvl 3, 8, 14, 20. Cantrips can be from any school, but one of them must be mage hand. INT is the spellcasting modifier.

    Uncanny Dodge
    Starting at 5th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you.

    Evasion
    Beginning at 7th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or an ice storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

    (Bard):
    Bardic Inspiration
    1 Charge
    You can inspire others through stirring words or music. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d6.

    Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time.

    Crowsworn Ambassador: +5 HP
    Crowsworn Loyalty:
    You gain the blessing of the great dragon crow, the Krähewyrm.
    Krähewyrm’s Plumage:
    Beguiling Grace
    You gain an aura of dark allure. You gain a +2 on intimidation checks against good or chaotic creatures, and +2 on persuasion checks against lawful or evil creatures.

    Gift of the Dragon Crow:
    Avatar of the Setting Sun
    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.

    You can use your action to sprout enormous wings of darkest black and gain a fly speed of 30 feet for one minute. On each of your turns as a bonus action while you have this fly speed, you may shoot a serrated quill from your wings at a creature within 120 feet of you. The target must make a DC 15 Dexterity saving throw or take 2d6 necrotic damage, halved on successful save. Using this attack 5 times removes your fly speed, and ends the ability.

    Class/Racial Features & Traits