Tank Character in Verum | World Anvil

Tank

Tank

Mental characteristics

Accomplishments & Achievements

The Collector and The Hidden Cache (prestige mission) The House Always Wins (prestige mission)

Intellectual Characteristics

Loyal, Naive, Brash, Oblivious

Personality Characteristics

Virtues & Personality perks

Willing to fight for his home and those who reside in it. Leave no man behind. Every new person is a potential new friend.

Vices & Personality flaws

Easily swayed with promises of power and strength. His own naivete has him trust people he probably shouldn't (Helpful to a fault). Never wants to be alone.
Year of Birth
1189 16 Years old
Children
Gender
Male
Eyes
Yellow
Hair
None
Height
2' 8"
Weight
32lbs
Known Languages
Common(Leaf), Draconic(Fang), Halfling, Thieves' Cant

RomanPenguin

Kobold Race
Ancestral Guardian Barbarian/Rogue 8/2 Class & Level
Neutral Good Alignment
Gazenaroc Deity
Member Rank/Position
24 Loyalty
Vita Vigilia Company

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

 
45
MV
2
Prestige
2
Attunement Slots
16
Armor Class
111
Hit Points
+3
Initiative
40ft
Speed
AttackTo HitDamageProperties
Majitalian Flail 1d20+8 1d6+4 slashing
1d6+6 while raging
Finesse, Twinned, While wielding this weapon in two hands and take the attack action to attack with it, you can make a free two-weapon fighting attack with it without having to use a bonus action. You can only attack in this way once per turn, and cannot make attacks using your bonus action during the same turn.
Scimitar/Shortsword 1d20+8 1d6+4 slashing/piercing
1d6+6 while raging
Finesse
Dagger 1d20+8 1d4+4 piercing
1d4+6 while raging in melee
Sneak Attackonly applied to another Attack once per round 1d6
Attacks
Light armor, Medium armor, Shields, Simple weapons, Martial weapons, Majitalian Flail, Thieves' tools, Herbalism Kit, Brewer's Supplies, Alchemist's Supplies, Drum, Horn
Proficiences
Research Topic: Demon Lord Lascer

Pets: Jefferey the Mule, 8x Oxen

Cantrip - Prestidigitation
1st Level - Animal Friendship, Longstrider

Magic Item: Stone of Steton

Stone | This stone must be worn in order to gain its effects.

Repulse: Attacks with weapons made primarily from metal receive a -2 penalty against you.

Repulse Wave: You can spend an action to speak the command word to use this ability. All enemies within 30 feet of you that are wearing armor made primarily from metal must make Strength saving throws at a DC equal to 5 + your Constitution score. On a failure, they are knocked back 20 feet away from you. You can use this ability once before finishing a long rest.

Magic Item: Vinelord's Vestments

Breastplate | Wild

You possess an aura of thorns. Whenever a hostile creature deals damage to you with a melee weapon, they take 2d4 piercing damage.

You gain a climbing speed of 30 feet, and you gain advantage on Strength (Athletics) ability checks to climb.

You gain Fortification.

Magic Item: Net of Binding

Net | This net requires a DC 20 Strength check to escape. Dealing 20 slashing damage to it will render it inert until it repairs itself at dawn each day, but it cannot be destroyed.

While a creature is restrained by this net, it is prevented from using any method of extradimensional movement, including teleportation and planar travel, but it does not prevent a creature from entering an interdimensional portal.
Spellcasting
Default Attunement
Stone Of Steton
Vinelord's Vestments


Crafting Tokens
73


Total Cash
7259.01gp


Active PotionQuantity
Potion of Poison6


Reagent StockQuantity




Jefferey the Mule InventoryQuantityTotal Weight
Ration (1 day)816lb
Chain mail Barding1110lb
Reagent Stock----
Herbalism Kit13lb
Masterwork Herbalism Kit13lb
Saddlebag216lb
+1 Alchemist's Supplies (Soulbound)18lb
Brewer's Supplies19lb
Leatherworker's Tools15lb
Mess Kit11lb
Pick, Miner's110lb
Shovel15lb
Playing Cards Set, Dolten Monsters Edition1--
Clothes, Fine16lb
Clothes, Costume (Glowing Clown)14lb
Wig of Color Changing1--
Whoopie Cushion3--
Stuffed Animal Plush
(Owlbear, Chimera, Bulette, Dragon, Manticore, Ghost Puppy, Zombie with detachable limbs)
7--
Spooky Mask (Sea Hag, Night Hag)2--
Blanket, Glowing Purple13lb
Barrel of Potion Stock170lb+
Shortsword12lb
Scimitar13lb
Holy Water11lb
Torch22lb
Net of Binding13lb
Studded Leather4--
Half-Plate4--
Plate Mail4--
Chain Mail4--
Barrel Potion StockQuantity
Potion of Invisibility2
Oil of Etherealness2
Potion of Diminution3
Potion of Poison0
Potion of Healing19
Potion of Growth6
Philter of Love2
Potion of Water Breathing6
Drow Poison4
Weak Oil of Sharpness10

Equipment
Madman (15,14,15,10,11,11)
Stat Array
Darkvision -- 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.

Primal Scale

Improbable Strength

Cower, Grovel, and Beg -- As an action on your turn, you can cower pathetically to distract nearby foes. Until the end of your next turn, your allies gain advantage on attack rolls against enemies within 10 feet of you that can see you. Once you use this trait, you can’t use it again until you finish a short or long rest.

Pack Tactics -- You have advantage on an attack roll against a creature if at least one of your allies is within 5 feet of the creature and the ally isn’t incapacitated.

Sunlight Sensitivity -- You have disadvantage on attack rolls and on Perception checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.

Factionless Proficiency -- Stealth, Herbalism Kit

Bards' College Proficiency -- +2 to CHA Capstone, Drums, Horns, Alchemist Tools, Brewer's Supplies

Rage (4) -- In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action. While raging, you gain the following benefits if you aren’t wearing heavy armor:
  • You have advantage on STR checks and STR saving throws.
  • When you make a melee weapon attack using STR, you gain a bonus (+2) to the damage roll
  • You have resistance to bludgeoning, piercing, and slashing damage.
  • If you are able to cast spells, you can’t cast them or concentrate on them while raging.
  • Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven’t attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.
    Once you have raged the number of times shown for your barbarian level, you must finish a long rest before you can rage again.

    Unarmored Defense -- While you are not wearing any armor, your AC equals 10 + your DEX modifier + your CON modifier. You can use a shield and still gain this benefit.

    Reckless Attack -- You can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly.
    Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.

    Danger Sense -- You gain an uncanny sense of when things nearby aren’t as they should be, giving you an edge when you dodge away from danger.
    You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can’t be blinded, deafened, or incapacitated.

    Rogue Multiclass Proficiency -- Acrobatics, Thieves' Tools

    Sneak Attack (1d6) -- You know how to strike subtly and exploit a foe’s distraction.
    Once per turn, you can deal extra 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.

    Expertise -- Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies (Athletics, Nature)

    Ancestral Protectors -- Spectral warriors appear when you enter your rage. While you’re raging, the first creature you hit with an attack on your turn becomes the target of the warriors, which hinder its attacks.
    Until the start of your next turn, that target has disadvantage on any attack roll that isn’t against you, and when the target hits a creature other than you with an attack, that creature has resistance to the damage dealt by the attack. The effect on the target ends early if your rage ends.

    Cunning Action -- Your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.

    Extra Attack -- You can attack twice, instead of once, whenever you take the Attack action on your turn.

    Fast Movement -- Your speed increases by 10 feet while you aren’t wearing heavy armor.

    Spirit Shield -- If you are raging and another creature you can see within 30 feet of you takes damage, you can use your reaction to reduce that damage by 2d6.

    Azolon's Bonus -- Proficiency in one language of your choice (Halfling)

    Feral Instinct -- Your instincts are so honed that you have advantage on initiative rolls.
    Additionally, if you are surprised at the beginning of combat and aren’t incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.
    Class/Racial Features & Traits