Simp Dickens Character in Verum | World Anvil

Simp Dickens

Simp Dickens

Physical Description

General Physical Condition

Tall and thin.

Facial Features

The crystals which grow out of his face form a kind of irremovable mask. They also have grown in a thin sheet over his eyes.

Identifying Characteristics

Piercing teal, and yellow eyes.

Apparel & Accessories

He wears a neck brace made of pink glass, designed to mimic how the crystals that grow out of his head look. However, it limits how much he can move his head, and takes it off occasionally. He wears a baggy shirt, dark tights, and wedges. His outfit is purple-themed to match his hair.

Mental characteristics

Employment

He sells drugs, and protects the world road as a member of the world wanderers.

Accomplishments & Achievements

Probably the first person to snort illithari brain crystals. Definitely the first person to snort their own illithari brain crystals.

Failures & Embarrassments

Failed out of the crimson crucible.
Age
19
Children
Gender
Male
Hair
Purple
Skin Tone/Pigmentation
Pale lavender
Height
5" (5'4 with heels)
Weight
Don't you fucking dare ask him that.

Simp Dickens

Human illithari Race
Dolten (Aspirant) Origin
Druid 1 Class & Level
Chaotic Neutral Alignment
Talven Deity
World Wanderers Faction
Rank/Position
0 Loyalty
N/A Company

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

 
0
MV
0
Prestige
2
Attunement Slots
13
Armor Class
16
Hit Points
+2
Initiative
30
Speed
Attacks
Light armour, Medium armour, Shield, Club, Dagger, Dart, Javelin, Q-staff, Mace, Sling, Scimitar, Sickle, Spear,

Herb kit, Cartographer's tools, Ranger stones,

Perception, Animal handling, Martial,

Common, Abyssal,
Proficiences
0: Guidance, Resistance

1: Cure wounds, Ice knife, Charm person, Create or destroy water,
Spellcasting
Leather amour, Druidic focus,

Explorer's pack, Guiding stone, Cartographer's kit,

Bandolier 1: Healing potion (1)

Bandolier 2: Empty vial (2),

Ranger Stones:
The ranger stones can protect a camp of up to six individuals. They provide the following benefits to a resting party within their protection:
Wandering creatures have disadvantage on perception and investigation checks to find the campsite or detect the party within.
Provides the temperature benefits of the Guiding Stone to all those resting within.
Any healing that occurs from spending hit dice during a rest, heals that creature an additional 4 hitpoints.
A wandering monster is any creature that does not already know your party is there,it does not grant disadvantage against any creatures actively hunting you. This protects you from random encounters.
(Specifications)
For the Ranger Stones to grant their benefits they cannot be moving and must be fully splayed out in their full circle. If there is not enough room for the circle of stones to be splayed out the Ranger Stones have no effect. The diameter of the circle of traveling Ranger Stones is adjustable, a minimum of 3 feet to a maximum of 40 feet.
A "campsite" is just the location in which the party rests.
The Ranger Stones cannot be used as a weapon.

0GP
0CT
Equipment
World Wanderers
Faction
Mad Man
Stat Array
Disadvantage on perception checks made in direct sunlight, +10% gold reward from missions in Dolten,

+3 to saves vs fear, +2 to CON cap,

At the start of each mission, choose a type of ammunition: arrow, bolt, dart, or javelin; and one of the following effects:
Healing Leech. When fired as part of a ranged weapon attack, the Healing Leech ammunition heals you for an amount equal to the roll of the weapon damage dice on a hit. Furthermore, the affected enemy has all healing received until the start of the attacker's next turn reduced by 10.
Bloodthirst. When fired as part of a ranged weapon attack, the bloodthirst ammunition deals an additional [1d6] bleed damage on a successful hit. This bleed effect is removed on a successful DC 14 medicine check or HP restoration.
--------------------------------------------------------------
You receive three items (six for greater missions & campaign) of the chosen ammunition. These items lose their potency (go away) after the mission/campaign is completed, and thus cannot be hoarded.
These items can be traded amongst your party during your mission.

Psionics:
-Mage Hand – This functions as the cantrip Mage Hand, except that, you may manipulate up to 10 + 10 per character level in lbs. You may also control this to a distance of up to 120ft. This costs 1 Shatter.
-Gust – This functions as the cantrip Gust except that you may effect a creature of large or lower and you may push them up to 10ft +5x character level. The DC for this strength saving throw equals 8 + your INT modifier + your proficiency bonus. The object weight that you can manipulate is equal to 5 x your character level and may be pushed up to 20ft away from you. You may also, in addition to other effects, blast yourself in a direction up to 60ft, this can be used as flight, although not gracefully and you may only travel in a straight line. This costs 1 Shatter.
-Mold Earth – This functions like the cantrip Mold Earth, except the portion of earth you can effect is equal to 10 + 5x characer level, you may move this earth up to 10 + 5x character level away from you. This costs 1 Shatter.
-Control Flames – This functions like the cantrip Control Flames, except that the portion of fire that you can control is equal to 10ft +5x characer level. You can expand this fire (5x character level)ft in one direction, if there are flammable materials in that direction. This costs 1 Shatter.
-Shape Water – This functions like the cantrip Shape Water, except that the portion of water that you can control is equal to 10ft +5x characer level. You can expand this water (5x character level)ft in one direction. This costs 1 Shatter.

Shatter represents the stress on the characters soul to manifest phenomena. Contrary to common belief psionics is not a strange use of the mind but instead a burning of the soul. Whenever a character's Shatter becomes 0, they fall unconscious as their soul is literally shattered. They must make a special set of death saving throws that cannot be interfered with, nor can any healing stop them. Should the character fail these death saving throws and die, they instead are raised as a husk. A horrible and dangerous monster that seeks to drain the souls of those around it.
A character has an amount of Shatter equal to Attunement Slots + Proficiency Bonus
You regain your proficiency bonus in Shatter whenever you complete a long rest.


Class/Racial Features & Traits

Comments

Please Login in order to comment!