Volarus Amagrel Character in Verum | World Anvil

Volarus Amagrel

Hell Lord Volarus Amagrel

Once a Stable Master, he became Hell Lord during a cold war with deserters called the Dark Pact. Now he continues the fight for Kalkatesh and staying the fiends that threaten it.

Mental characteristics

Gender Identity

Male

Employment

Hell Knight. Occasional smithing and ex Stable Master, and caravan guard.

Accomplishments & Achievements

Slaying a Demon Lord. Beating Viaken invaders in battle. Retaking the Black Arena.

Failures & Embarrassments

Loss against a demons summoner.

Morality & Philosophy

Loyalty and Duty above all

Taboos

Fiends and Outsiders

Wealth & Financial state


Has the money he needs and is backed by Hkari faction bank. Incandescent Wrath

A native of Daborak and just as found of mounted combat as the country. Faithful Hkari looking to slay some demons by letting other DPR characters do it for him. Support Paladin Fighter

Current Location
The Black Spire
View Character Profile
Alignment
Lawful Good (leaning neutral maybe?)
Age
37
Children
Gender
Male
Eyes
Glowing Amber
Hair
Brown
Skin Tone/Pigmentation
Olive
Height
6'1''
Weight
188 lbs
Known Languages
Common, Cantor, Celestial (Archon), Wicked

Volarus Amagrel

Scourge Aasimar Race
Daborak / Stablemaster Origin
Cavalier /Crown Paladin 3/9 Class & Level
Lawful Good Alignment
Tilt Deity
Hkari Faction
Hell Lord/ CM Rank/Position
12 Loyalty
Elignaeri Company

Strength 17
+3
Dexterity 11
+0
constitution 18
+4
intelligence 10
+0
wisdom 11
+0
charisma 16
+3
Total Hit Dice 12
Hit Die
1d10+4
+4 proficiency bonus
+7 Strength
+0 Dexterity
+8 Constitution
+0 Intelligence
+0 Wisdom
+3 Charisma
saving throws
+0 Acrobatics
+4 Animal Handling
+0 Arcana
+7 Athletics
+4 Deception
+0 History
+4 Insight
+7 Intimidation
+0 Investigation
+0 Martial
+0 Medicine
+0 Nature
+4 Perception
+4 Performance
+6 Persuasion
+0 Religion
+0 Sleight of Hands
+0 Stealth
+0 Survival
skills

 
66
MV
3
Prestige
3
Attunement Slots
24
Armor Class
133
Hit Points
+0
Initiative
30
Speed
Attacks
Origin: Athletics, Animal Handling
Cavalier: Martial, Intimidation, Persuasion
Lip Service: Perception
Fighter: Simple and Martial weapons, Light Medium and Heavy armors, Strength saves, Constitution saves
Hkari: Smithing Tools
Proficiences
Channel Divinity: Champion Challenge, Turn the Tide
Slot 1: [Command, Compelled Duel], Bless, Protection from Good and Evil, Shield of Faith, Detect Magic
Slot 2: [ Zone of Truth, Warding Bond], Aid, Lesser Restoration, Locate Object
Slot 3: [Aura of Vitality, Spirit Guardians]
spell dc: 15
spell attack: +7
prepared spells: 7
Spellcasting
3063 gp
47 crafting tokens
3ft dire walrus tusk decorated in scrimshaw carving of enormous ship going through water - 600gp
Fiend Cleaver

+2 Greatsword - Major Very Rare - Attunement: Paladin

There was a tale of a Paladin that wielded this mighty blade against a legion of fiends and emerged victorious. It is time for a new tale to begin, written in the spilled blood of demons and told in the frightened whispers of devils.
While attuned to this item, you cannot attune to any other item that would specifically increase the damage you deal to fiends. The sole exception to this rule is Hkari Armor.

From Dust: Attacks you make on fiends with this weapon gain +2 to hit and deal an additional 2d6 radiant damage on hit. Additionally, when you use your Divine Smite, its damage die is increased by one step when used against fiends, to a maximum of d12. When you deal a fatal blow to a fiend, cracks of white light form in its skin, and then it disintegrates into a pile of ash.
Dashed to Pieces: If you take the Dash action on your turn and end your movement within 5 feet of a fiend, you can use your reaction to make an opportunity attack with this weapon against that creature. If the attack hits the fiend, attacks it makes against you have disadvantage until the end of its next turn.

Cleaving Punishment: As an action, you can whirl this sword around to attack all creatures within your reach. Make one attack roll, and if the result would hit a creature, deal damage as normal. A creature struck by this ability must make a Strength saving throw or be knocked prone. The DC for this saving throw is equal to 8+your Strength+your Proficiency bonus. If any of the targets are fiends, you have advantage on the attack roll, and the fiends have disadvantage on the saving throw to avoid being knocked prone.

Return to Hell: When you critically strike with this weapon, you can cast Banishment (DC 16) as a free action on the creature you hit with the attack after damage is dealt. You do not need material components to cast this spell. Fiends have disadvantage on this Banishment saving throw, and, if a fiend is banished, you have advantage to maintain concentration on this spell.

 


Fiend Guard

Fiend Guard
Belt (Wondrous) – Very Rare (6500gp) – Attunement
This belt was once worn by a powerful Hell Knight of old, protecting him from his demonic foes. When the Black Arena was attacked, he was the final to die, only defeated when the attacker usurped the power of the Hkari from one of his fellow Hell Knights. His anger at this act was so great that in his last moments it permeated into this belt, and can be felt by any who wear it.

You Strength and Constitution scores are increased by 1, to a maximum equal to your ability score cap.

Fiend Bane: As an action you can call upon the protections within this belt, summoning forth a black mist to surround your body. For the next minute you have advantage on all Intelligence and Charisma saving throws, and Dexterity saving throws made against an effect from a Daemonic, Demonic, or Devilish source. You can do so twice, regaining spent uses when you complete a long rest.

 


Four Memories

Horseshoe Nail Rings – Major Uncommon (800gp, 8 days)
Forged with the creators’ own radiant aura, these four-gold tipped silver horseshoe nail are bent into rings and serve as an important reminder of their creators’ ideals. Each ring has a symbolistic image upon their flattened heads: a horse head, the symbol of Tilt, a jasmine flower, and the symbol of the Hkari. The intention of these rings is to be attached to a face wrap.

These rings glow with radiant energy, any bright light you create sheds an additional 5 feet. You deal an additional 1 point of radiant damage whenever you deal radiant damage.
[Base Material, Adornment, Enchantment (Racial)]


 


Gunnlo - Griffon

Krazaxian Griffon
Large Monstrosity
Armor Class 17 (Splintmail)
Hit Points 73 (7d10+35)
Speed 30ft. Fly 80ft.
Str 18 (+4) Dex 15 (+2) Con 16 (+3) Int 2 (-4) Wis 13 (+1) Cha 8 (-1)
Skills Perception +5
Saves Strength +8 Senses
Darkvision 60ft. Passive Perception 15

Keen Sight. The griffon has advantage on Wisdom (Perception) checks that rely on sight.
Monstrous Vitality. This monstrosity earns 2 additional hit points per hit die.

Relentless. (Recharges after a Short or Long Rest). If the griffon takes 20 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead.
Hell Diver. The griffon can use its reaction to halt a freefall at any point without the need to ready action a dash. This ability can not be used if the Griffon’s fly speed is reduced to 0.
Interceptor. As a bonus action, the griffon can move up to its speed toward a hostile creature that it can see.
Prestige 4 (Not yet)
Ace. When this griffon is mounted, the griffon and the rider do not provoke opportunity attacks when they fly out of an enemy's reach.

Actions
Multiattack. The griffon makes two attacks: one with its beak and one with its claws.
Beak. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.
Claws. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.

 


Consumables

2 Potion of Supreme Healing
1 Potion of Speed
1 Oil of sharpness
1 Potion of flying
2 Scrolls of Shield of faith
6 scrolls of Bless
4 scrolls of Prot from Good and Evil
3 Potions of Superior Healing
1 Potion of Fire Breath
4 potions of growth
1 Potion of Heroism,
1 Scroll of Lesser Restoration,
1 Scroll of Cure Wounds
2 Potion of Invulnerability
2 Potion of Bottled Breath
1 potion of resist cold dmg
2 Anti Toxin

 


Cloud shoes (Winged Boots)

Extra Garbo

Weapons: Lance, H Crossbow, Silver dagger, Longsword, 10 x Javelins, Warhammer
100ft of Hempen rope
crowbar
(11) days of rations
waterskin
a portable ram
(2) hunting trap
(10) flasks of oil
shovel
a set of manacles, a set of fetters
20ft of chains
(2) Nets
hammer
(2) tinderboxes
(220) Caltrops =11 5ft squares
Ladder x1
Stick of chalk x2
[Pets / Mounts in Faction]
Warhorse (Tennyson)
Sick Puppy(unnamed and untrained)

 


Crafting Mats

Special Crafter:
Material name: Spark of Battle
Price: 1
Slots: Enhancement, Enchantment
Item types: Armor, Wondrous
Alignments: Constitution
Effects: Lightning, Projectile Defense, Quickness
Quality: Poor
-
Mat name: Crystal Rose
Enhancement Enchantment Adornment
Armor Wondrous Shields
Constitution
Law, Love, Visions, Protection, Survival
god aligned: Viderick

Flawless Mat: Solitaire Clover
Enhancement Enchantment
Armor Wondrous Shield
Strength Con
Force, Piercing, Unbreakable, Crystalline, Faith, Hope, Love
-15% Crafting Cost

 

16 crafting tokens
Equipment
Hkari
Faction
Madman
Stat Array
Origin: Daborak / Stablemaster - +1 Strength, You gain the secret language Cantor and may speak to any equine animal easily.
Scourage Aasimar
-ASI +2 CHA, Scourge +1 CON
-Darkvision. 60 ft
-Celestial Resistance. Necrotic and Radiant Resistance
-Healing Hands. As an action, you can touch a creature and cause it to regain a number of hit points equal to your level. Once you use this trait, you can't use it again until you finish a long rest.
-Light Bearer. You know the light cantrip. Charisma is your spellcasting ability for it.
-Radiant Consumption. You can use your action to unleash the divine energy within yourself, causing a searing light to radiate from you, pour out of your eyes and mouth, and threaten to char you. Your transformation lasts for 1 minute or until you end it as a bonus action. During it, you shed bright light in a 10-foot radius and dim light for an additional 10 feet, and at the end of each of your turns, you and each creature within 10 feet of you take radiant damage equal to half your level (rounded up). In addition, once on each of your turns, you can deal extra radiant damage to one target when you deal damage to it with an attack or a spell. The extra radiant damage equals your level. Once you use this trait, you can't use it again until you finish a long rest.

 


Cavalier Fighter
Defense

You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take the same Fighting Style option more than once, even if you get to choose again.
While you are wearing armor, you gain a +1 bonus to AC.

 


Second Wind

Second Wind
You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10+3.
Once you use this feature, you must finish a short or long rest before you can use it again.

 


Action Surge

Action Surge
Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action.
Once you use this feature, you must finish a short or long rest before you can use it again.

 


Born in the Saddle

Starting at 3rd level, your mastery as a rider becomes apparent. You have advantage on saving throws made to avoid falling off your mount. If you fall off your mount and descend no more than 10 feet, you can land on your feet if you’re not incapacitated.
Finally, mounting or dismounting a creature costs you only 5 feet of movement, rather than half your speed.

 


Unwavering Mark

When you hit a creature with a melee weapon attack, you can mark the creature until the end of your next turn. This effect ends early if you are incapacitated or you die, or if someone else marks the creature. While it is within 5 feet of you, a creature marked by you has disadvantage on any attack roll that doesn’t target you. In addition, if a creature marked by you deals damage to anyone other than you, you can make a special melee weapon attack against the marked creature as a bonus action on your next turn. You have advantage on the attack roll, and if it hits, the attack’s weapon deals extra damage to the target equal to half your fighter level. This can be done a number of times per day equal to your Strength modifier and is regained after a long rest.

 


Crown Paladin
Crown Paladin

Divine Sense
The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity. Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell.
You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses.

[spoiler]
Lay on Hands
Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your paladin level × 5. (45)
As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool. Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one. This feature has no effect on undead and constructs.

[spoiler]
Divine Smite
Starting at 2nd level, when you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend, to a maximum of 6d8.

 


Mounted Combatant

You are a dangerous foe to face while mounted. While you are mounted and aren't incapacitated, you gain the following benefits:

You have advantage on melee attack rolls against any unmounted creature that is smaller than your mount.
You can force an attack targeted at your mount to target you instead.
If your mount is subjected to an effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

 


Sentinel

You have mastered techniques to take advantage of every drop in any enemy's guard, gaining the following benefits:
When you hit a creature with an opportunity attack, the creature's speed becomes 0 for the rest of the turn.
Creatures provoke opportunity attacks from you even if they take the Disengage action before leaving your reach.
When a creature within 5 feet of you makes an attack against a target other than you (and that target doesn't have this feat), you can use your reaction to make a melee weapon attack against the attacking creature.

 


Hkari info

Hkari Plate

Full Plate Armor (Requires Attunement)
This legendary armor, passed down to all members of the order, is forged and infused with secret rituals and the souls of Hkari past. However such power comes at a cost.
This armor contains a +1 enhancement bonus, and increases in might as the wearer gains strength. At 5th level it becomes +2 and at 10th level, +3. This armor also provides a +3 to any hit point gained form any source of healing.
If you should ever die, to protect it from the evil constantly waiting for it, the armor seals your soul within to keep it safe and to power the next Hkari. A Hkari can never be resurrected. The armor can be taken off, but no matter where it is, your soul returns to it once you have attuned to it, which you do when you join the Hkari.

 


Fadesteel Gorget

Whenever you would be subject to a critical hit, you reduce the damage taken by 5.

 


Blazing Glory

You gain this upon entering the faction and if you leave and somehow survive you lose it. In True Combat (combat against a threatening foe), when you roll a 20 on an attack roll, you gain a stack of Blazing Glory. For each stack of Blazing Glory that you have, you deal an additional 5 damage of the weapon or spell's original type against hostile creatures. Additionally, you score a critical hit on a 19 or a 20 when attacking an outsider, which is further increased by 1 if you have the Improved Critical or Superior Critical features as appropriate, and you gain a stack of Blazing Glory if you score a critical hit in this way. All stacks of Blazing Glory fade when True Combat ends.

 


Valkyrie Echelon

The armor grows lighter and accommodates a pair of metal wings tucked away to form a sort of metallic cloak.
Loyalty 1: As a bonus action you can grow a pair of metallic wings that grant you a 30-foot fly speed for 1 minute. You must complete a long rest before you can use this ability again.
Loyalty 2: Whenever you use the Divine Smite class feature on an evil outsider, you deal an additional 1d8 radiant damage. If you do not have access to the Divine Smite class feature, you can use it once per day as a paladin of equal level with a first level spell slot. The extra damage does not count toward the dice maximum provided by the ability.

 


Veteran (Equipped Title):
This title allows you to use special items, access specific missions and grants you one free "knowledge" check on an enemy you face, once per battle. This free check is considered to be a moderate success.

Speaks:
Celestial (Archon), Wicked, Common, Cantor (Equine Language)

Class/Racial Features & Traits

Comments

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Dec 17, 2020 07:04

I have counted the Hkari armor giving 18+3 and +1 from fighting style, I was wondering where the last two AC comes from?