Melihat Character in Verum | World Anvil

Melihat

Melihat

Physical Description

General Physical Condition

Although most Kuo-Toa are dwarf like in stature Melihat appears skinny in comparison to most Koa-Toa.

Apparel & Accessories

Melihat dawns his plate armor whenever possible. He feels compromised without it.

Mental characteristics

Personal history

Before adventuring life Melihat found peace in warm seas and doing what his tribe thought was fit for the weak kuo-toa that Melihat was. Adventuring life only started for Melihat after a tragedy left him the only survivor of his people, and all the weak kuo-toa could do was observe as everyone he knew was killed in front of him. Melihat was never the same after that day, but whatever motivated him led him to the ruins of Majital where he learned to harness the power of magical writing.
Melihat still blames himself for what happened.

Personality Characteristics

Motivation

Paranoid, always leaves his home with several instances of magic writing active the usual being:
Leomund's Tiny Hut pressure glyph
Phantom Steed pressure glyph
Gaseous Form attacked ward (saving throw trigger)

Likes & Dislikes

Honey Lemon Tea
Alignment
Chaotic Neutral
Age
37
Children
Gender
Male
Eyes
Amber
Skin Tone/Pigmentation
Light-Blue and Orange
Height
4'5
Weight
130lb

Melihat

Kuo-Toa | Gogglers Race
Majital | Ruin Dweller Origin
Wizard | Cyphermage 8 Class & Level
Chaotic Neutral Alignment
Gazenaroc Deity
The Tops Faction
Dapper Fellow Rank/Position
0 Loyalty
Company

Strength 15
+2
Dexterity 11
+0
constitution 16
+3
intelligence 23
+6
wisdom 12
+1
charisma 10
+0
Total Hit Dice 8
Hit Die
1d6+3
+3 proficiency bonus
+2 Strength
+2 Dexterity
+3 Constitution
+9 Intelligence
+4 Wisdom
+0 Charisma
saving throws
+3 Acrobatics
+4 Animal Handling
+9 Arcana
+2 Athletics
+0 Deception
+9 History
+4 Insight
+0 Intimidation
+9 Investigation
+1 Martial
+1 Medicine
+6 Nature
+1 Perception
+0 Performance
+0 Persuasion
+6 Religion
+0 Sleight of Hands
+0 Stealth
+1 Survival
skills

 
29
MV
1
Prestige
1
Attunement Slots
20
Armor Class
58
Hit Points
+0
Initiative
30,30 swim
Speed
Attacks
Skill Prof –
Investigation (Ruin Dweller)
Insight (Wizard)
History (Wizard)
Arcana (Majital)
Animal Handling (Gazenaroc Lip Service)

Languages –
Common (Kuo-Toa)
Undercommon (Kuo-Toa)
Sylvan (Academy)
Draconic (Academy)

Tool Proficiencies -
Disguise Kit (The Ever Eye)
Forgery Kit (The Ever Eye)
Leatherworker's Tools (The Tops)
Weaver's Tools (The Tops)
Glassblowers Tools (Academy)
Brewer's Supplies (Mages Guild)

Weapons -
daggers, darts, slings, quarterstaffs, light crossbows (Wizard)

Armor -
Plate Armor (Academy)

Saving Throws -
Intelligence, Wisdom (Wizard)

Proficiences
Prep up to 13 spells
Cantrips
Message
Fire Bolt
Chill Touch
Mending
Mage Hand

Wizard Level 1 Spells
Magic Missile
Catapult
Burning Hands
Fog Cloud
Feather Fall
Shield
False Life
Jump
Grease
Identify (R)
Alarm (R)
Comprehend Languages (R)
Illusory Script (R)
Unseen Servant (R)
Tenser's Floating Disk (R)
Find Familiar (R)

Wizard Level 2 Spells
Web
Scorching Ray
Rope Trick
Enlarge/Reduce
Knock
Phantasmal Force
See Invisibility
Alter Self
Spider Climb
Shadow Blade
Invisibility
Misty Step
Hold Person

Wizard Level 3 Spells
Fireball
Leomund's Tiny Hut (R)
Counterspell
Dispel Magic
Fly
Haste
Sending
Summon Lesser Demons
Magic Circle
Gaseous Form
Phantom Steed (R)

Wizard Level 4 Spells
Polymorph
Conjure Minor Elementals
Storm Sphere
Arcane Eye
Dimension Door
Greater Invisibility
Sickening Radiance
Wall of Fire

Special Sources
Detect Magic as an at will ability (Majital)

Choose 1 once per day, cast with wisdom (Gogglers)
-Silent Image
-Phantasmal Force
-Major Image

Spellcasting
------------------Resources-------------------
3920gp 5sp 7cp

x6 Greater Healing Potion (4 on bandoliers)
x4 Potion of Healing

x14 crafting tokens

5x Rations
-------------------Equipped---------------------
Plate Armor
x2 Bandolier
Spellbook
Inscriptions of the Past
Inscriptions of the Past
Being Crafted by Melihat
Wondrous (Cape) - Very Rare (4,000gp, 40 Days) - Attunement

A plain black cape that has red runes faintly glowing etched into the otherwise silver trimming.

Your Intelligence score increases by 3, up to a maximum equal to your ability score cap.

Dexterity saving throws you make are increased by 2.

Dexterity (Acrobatics) checks you make are increased by 3.

------------Functional Items------------
Burning Hands Scroll
Fireball Scroll
Antitoxin
Seeker's Brand Dagger
Seeker’s Brand Dagger, Rare (1750gp) - Attunement
+2 on investigation checks
Enemies hit lose 5ft of movement speed until your next turn, stackable.
Deals 1d4 fire damage on hit.
[Base Material, Enchantment]

 

glassblowing tools
leatherworker's tools
weaver's tools
a scholar's pack
an arcane focus
Quarterstaff
set of fine clothes
disguise kit
set of weighted dice
a pearl
hourglass
gold pouch
pole of collapsing
---------------RP Items----------------------
dried up parchment
empty vials
bonesaw dagger (rp item)
x2 belt pouch
Mystic Musing Encyclopedia Set
x2 Melihat stuffed toy
Sphinx Plushie
several pounds of wake leaf
partial vivisection tools
Fancy Suit
tapestry
several servings of honey lemon tea
Equipment
The Tops
Faction
Mad Man
Stat Array
Racial Traits
Otherworldly Perception
As a bonus action, the Goggler can flick a special lens upon their eye that allows them to see beyond the natural realm. For the next hour, you see invisible creatures and objects as if they were visible, and you can see into the Ethereal Plane. Ethereal creatures and objects appear ghostly and translucent. You can use this ability once per short rest. (Gogglers)

Whispered Reality
A Goggler has lost a sense of their self from the pain and mental anguish they have suffered, but from this loss they have learned to see things in a new light, and to create their own reality. You suffer disadvantage against any Madness effect, but you can cast silent image with this trait. Starting at 3rd level, you can cast phantasmal force with it, and starting at 5th level, you can also cast major image with it. Once you cast a spell with this trait, you can't cast that spell with it again until you finish a long rest. Wisdom is your spellcasting ability for these spells.(Gogglers)

Amphibious
You can breathe air and water. (Kuo-Toa)

Superior Darkvision
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’t discern color in darkness, only shades of gray. (Kuo-Toa)

Deepwalker
Adapted to even the most extreme ocean depths, you have resistance to cold damage, and you ignore any of the drawbacks caused by a deep, underwater environment. (Kuo-Toa)

Slippery
Thanks to the slime-like substance that your skin secretes, you are able to slip from bonds and holds with ease. You gain advantage on ability checks and saving throws made to avoid becoming grappled or restrained. (Kuo-Toa)

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

Wordwyrd
You are immune to the damage and ill effects produced by glyphs, runes or similar dangers dealing with magical writing. (Kuo-Toa)


Wizard Class
Arcane Recovery
You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher.
For example, if you're a 4th-level wizard, you can recover up to two levels worth of spell slots.
You can recover either a 2nd-level spell slot or two 1st-level spell slots.

Spellbook Augmentation
Beginning when you select this school at 2nd level, you infuse your magic into your spellbook to quickly write your runes, glyphs, and wards. You must always have your spellbook in one of your hands. If you do not, you cannot cast spells nor can you benefit from set spells. However, while you are wielding your spellbook, it provides you a +2 bonus to AC that does not stack with a shield. (Cyphermage)

Rising Tempo
At 6th level, whenever you cast a damaging cantrip, its damage is increased by 1 for each glyph, ward or rune within 15 feet of you, to a maximum of 5. The damage increase applies to each application of damage from the cantrip. (Cyphermage)


The Tops
Attribute Cap Increase
+2 Constitution; This boosts the maximum of an ability score but not the score itself. (The Tops)

Glamored Top Hat
This top hat may become any form of fitting Top Hat on the wearer, no larger than a 5ft cube. If the Glamored Top Hat is unobstructed, it instantaneously reshapes and cleans itself. While wearing this hat, you gain a bonus +1 to Charisma Checks for each other Tops member wearing a Glamored Top Hat within 15 feet of you. Additionally, you gain a +1 bonus to Attack Rolls if there is another Tops member wearing a Glamored Top Hat within 15ft of you.


Former Mages Guild
Attribute Cap Increase
+2 Intelligence; This boosts the maximum of an ability score but not the score itself. (Mages Guild)


Former Ever Eye
Attribute Cap Increase
+2 Intelligence; This boosts the maximum of an ability score but not the score itself. (The Ever Eye)

The Eye
An eye of the faction members choice has a spiraling pupil, marking them as a member. This can be hidden at will, unless in the direct presence of a powerful holy symbol of the White Pantheon or Wondox. (The Ever Eye)


Origin
Ruin Dweller
You gain a +2 bonus to saving throws vs spells (Ruin Dweller)


ASI
Level 4
+2 INT

Level 8
+2 INT



Class/Racial Features & Traits