Wahal Ruh Character in Verum | World Anvil

Wahal Ruh

Veteran Wahal Ruh (a.k.a. The Rat)

Mental characteristics

Employment

Thats funny.

Accomplishments & Achievements

Second Place in the Great Games of Kalkatesh.

A wandering homeless man dressed in ragged, threadbare clothes that are stained and dirty. Just another beggar, right?

View Character Profile
Alignment
Neutral
Honorary & Occupational Titles
  • Veteran
  • Filthy Vagrant
  • Hobomancer
Age
31
Birthplace
Majital
Children
Current Residence
Bloodwave Bay
Gender
Male
Eyes
Brown
Hair
Brown (and greasy)
Skin Tone/Pigmentation
Leathery Brown Tan
Height
6'1"
Weight
166 lbs

Wahal Ruh

Variant Human Race
Majital (Arcane Student) Origin
Cleric 2/Shadow Monk 6/Rogue 2 10 Class & Level
Neutral Alignment
Sekelcuse Deity
The Freemen Faction
Bilgerat Rank/Position
9 Loyalty
N/A Company

Strength 10
+0
Dexterity 18
+4
constitution 14
+2
intelligence 12
+1
wisdom 16
+3
charisma 12
+1
Total Hit Dice 9
Hit Die
1d8+2
+4 proficiency bonus
+0 Strength
+4 Dexterity
+2 Constitution
+1 Intelligence
+6 Wisdom
+4 Charisma
saving throws
+8 Acrobatics
+3 Animal Handling
+5 Arcana
+0 Athletics
+7 Deception
+5 History
+3 Insight
+1 Intimidation
+1 Investigation
+7 Martial
+3 Medicine
+1 Nature
+7 Perception
+1 Performance
+7 Persuasion
+1 Religion
+8 Sleight of Hands
+8 Stealth
+3 Survival
skills

 
48
MV
1
Prestige
2
Attunement Slots
17
Armor Class
83
Hit Points
+4
Initiative
45
Speed
Attacks
Armor: Light (Cleric), Medium (Cleric), Shields (Cleric)
Weapons: Simple Weapons (Cleric), Shortswords (Monk), Katars (Academy), Cestus (Academy), Tonfa (Academy), Martial Weapons (Luck Domain Cleric)
Tools: Disguise Kit (Factionless), Thieves' Tools (Rogue), Cartographer's Tools (Freemen), Navigator's Tools (Freemen), Cook's Utensils (Academy 1), Weaver's Tools (Academy 2).
Saving Throws: Wisdom, Charisma
Skills: History, Persuasion, Stealth (Human), Arcana (Origin), Acrobatics (Sub-Origin), Deception (Sekelcuse), History, Sleight of Hand (Sub-Origin), Perception (Factionless), Martial (Rogue multiclass)
Expertise: Deception, Persuasion
Languages: Common, Orc, Thieves' Cant

Proficiences
Cleric Spellcasting
Cantrips. At 1st level, you know three can trips of your choice from the cleric spell list. You learn additional cleric cantrips of your choice at higher levels.
Spellcasting Ability. Wisdom is your spellcasting ability for your cleric spells. The power of your spells comes from your devotion to your deity. You use your Wisdom whenever a cleric spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a cleric spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus+ your Wisdom modifier.
Spell attack modifier = your proficiency bonus+ your Wisdom modifier\
Ritual Casting. You can cast a cleric spell as a ritual if that spell has the ritual tag and you have the spell prepared.


At Will:
Detect Magic (Majital Origin)

Cantrips:
Mage Hand (Arcane Student Sub-Origin)
Minor Illusion (Way of Shadow Monk Subclass)
Spare the Dying
Thaumaturgy
Guidance

1st Level (3 spell slots):
Bane (Domain - Luck)
Guiding Bolt (Domain - Luck)
Bless
Cure Wounds
Healing Word
Shield of Faith
Spellcasting
Total Carrying Weight Capacity: 112/150 lbs
Tattered Robes of the Wizard School Dropout (ATTUNED)
Robes - Rare (1,500gp, 15 Days) - Attunement

An old pair of school robes patched and resewn time and time again: the colors of the school having faded in among the dirty stains and countless washes, the former badge of the school ripped away and leaving naught more than a hastily sewn on hemp sackcloth patch, and finally the hems of the sleeves and bottom of the robes having been frayed from over exposure and over use. They're barely more than rags to protect and dress oneself in.

The only redeemable feature to these old clothes are the elementary application of enchantment principles used in multiple layers, and even manipulation of the basic procedures, to make these clothes protective, if a touch volatile, due to the poor use of elemental energy storage fundamentals.

Cold Nights. While worn, elemental energy extends over your hands like icy gloves, their magic becoming inert if anything else is worn on your hands or wrist. Your unarmed strikes deal an additional 1d4 cold damage on a hit.

Rolling with the Punches. While under the effects of Unarmored Defense or the Mage Armor spell, you have 5 charges of healing. After taking damage from an enemy creature, you can spend up to 3 charges if you can see them to restore 1d4 hit points per charge spent . You regain all charges after finishing a long rest.

Shifty Application of Elemental Theory. As a bonus action, you can enter a defensive stance as your robes erupt with unsustainable elemental energy for 1 minute. During this time, you hold 7 elemental charges. The charges can be spent on the following:

  • You can spend 1 elemental charge to gain 1 AC against an attack that hits you, potentially causing it to miss.
  • As a reaction when a creature misses you with a melee weapon attack, you can spend 4 elemental charges to make an opportunity attack against that creature.
  • When you hit an enemy creature that can see you with a melee attack, you can spend 2 elemental charges. The target must succeed on a DC 13 Wisdom saving throw or become frightened of you until the start of their next turn.

  • When this effect ends, if you have any charges remaining you take 1d4 damage for each charge that remains. To determine the damage type, you must roll a d3. On a 1 you take fire damage, on a 2 you take cold damage and on a 3 you take lightning damage. You can use this ability once, regaining the use after finishing a long rest.

    Blade of the Sea (ATTUNED)
    Masterwork Katar - Rare - 1,440 GP, 24 Days - Attunement

    This weapon has the following mundane properties:
    • You deal an additional 1 lightning damage on a hit with this weapon.
    • You deal an additional 1 thunder damage on a hit with this weapon.

    This blade shines like the sunset over the sea, before it turns into a stormy flash of colors before a fight

    Sea's Rage: This weapon deals an additional 1d4 Lightning Damage.
    Bloody Sea's Cry: If you land a critical hit with this weapon, it deals an additional 1d4 Thunder Damage.
    Sunset's Flare: When you critically hit an enemy, you can make them do a DC 13 Con Save or else be Blinded until the end of your next turn.

    [Base Material, Enchantment, Enhancement, Spell Invocation, Special Crafter]

    Strider’s Visage (NOT ATTUNED)
    Major Rare Wondrous Item (Mask) (2500gp) - Attunement

    A mask that seems to shift with shadows, brightened by the glow of yellow light behind the eyeholes.

    You have advantage on saves against the blinded condition.

    You gain a +2 bonus to Wisdom (Martial) and Wisdom (Perception) checks.

    You reduce radiant damage you receive by 2.

    This item is glorybound.


    Gear (58 lbs)

    Blade of the Sea (Magic Katar) (3 lbs)
    Masterwork Cestus (2 lbs)
    Throwing Knives x20
    Freemen Cloak
    Tatted Robes of the Wizard School Dropout (3 lbs)
    Explorer's Pack: Includes a backpack, a bedroll, a mess kit, a tinderbox, 5 torches, 8 days of rations, and a waterskin. The pack also has 50 feet of silk rope strapped to the side of it. (49 lbs)
    Holy Symbol (Sekelcuse) (Amulet) (1 lb)


    Consumables (45 lbs)
    MW Bandolier 1 (2x Potion of Greater Healing, 2x Scroll of Healing Word) (9 lb)
    MW Bandolier 2 (1x, Scroll of Cure Wounds, 1x Potion of Invulnerability, 1x Potion of Speed, 1x Scroll of Feather Fall) (7 lbs)
    MW Bandolier 3 (2x Scroll of Healing Word, 2x Scroll of Shield of Faith) (5 lbs) (Not equipped)
    2x Potions of Climbing (4 lb)
    2x Bottled Breath (4 lb)
    4x Scrolls of Cure Wounds (4 lb)
    Scroll of Shield of Faith (1 lb)
    Scroll of Lesser Restoration (1 lb)
    6x Oil (flasks) (7 lb)
    Soap
    2x Holy Water (2 lb)
    2x Acid
    2x Alchemist's Fire
    3x Bags of Ball Bearings
    3x Bags of Caltrops
    2x Chalk
    1x Crowbar
    1x Steel Mirror
    1x Spyglass
    10x Iron Spikes
    10x Empty Flasks
    10x Empty Vials
    Serpent Venom
    Basic Poison


    Tools (9 lbs)
    Cook's Utensils (8 lbs)
    Masterwork Thieves' Tools (1 lb)
    Climber's Kit


    Misc
    "Treasure Map" (Mordred - Connor M#0204 - Halfling Fence?)
    Great Games of Kalkatesh Second Place Silver Medal (STANK SQUAD)
    Ledger of Tumbledon
    Blanket


    Coinage:
    14,424 GP
    Equipment
    The Freemen
    Faction
    The Mad Man
    Stat Array
    *RACIAL
    ===================================
    Majital Features
    To some magic is a calling, but to a Majitalian, it is apart of everyday life. Majitalians begin play with Detect Magic as an at will ability. This functions as the spell in all other respects.
    You also have proficiency in the Arcana skill.
    +1 Intelligence
    Arcane Student
    Your training in the arcane translates into other professions more easily than most. You receive skill proficiency in two other skills of your choice. (Acrobatics, Sleight of Hand)
    Every student has that one spell that stands out to them. You were no different. Choose a single wizard cantrip (Mage Hand), you cast that at character level.
    Variant Human Racial
    Languages. You can speak, read, and write Common and one extra language of your choice.
    Ability Score Increase. Two different ability scores of your choice increase by 1. (Dexterity, Wisdom)
    Skills. You gain proficiency in one skill of your choice. (Stealth)
    Feat. You gain one feat of your choice. (Defensive Duelist)


    FACTION
    ===================================
    Level 1 Factionless Proficiencies
    Starting as Factionless at 1st level grants 1 Tool and 1 Skill proficiency of your choice. (Disguise Kit, Perception)
    Freemen
    Tool Proficiencies - Cartographers Tools, Navigator's Tools, Waterborne Vehicles

    The White Terror
    A Freemen that takes this mark, gains a fearsome aura. However they are treated as if they are a fiend for the purposes of paladin smites and other effects.
    Aura of Fear. At the start of your first turn in a combat, you can choose to activate this aura. Creatures within 20 feet of the bearer of the mark must make a DC 16 Wisdom saving throw or be frightened for 1 minute. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the player's Frightful Presence for the next 24 hours. You must finish a long rest before you can use this ability again.
    A Woman's Scorn
    Increase all Thunder and Lightning damage dealt by 1d6. If an effect deals both thunder and lightning damage, increase both damage types by 1d6. This effect can only occur once per source and once per turn.


    CLERIC (LUCK DOMAIN)
    ===================================
    Divine Luck
    When you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll. If you possess the Lucky Halfing Trait, you may instead use this power to reroll twice upon rolling a 1 and take either result. You may only benefit from this ability a number of times equal to your Wisdom modifier. You regain these uses when you finish a long rest.
    Channel Divinity: Lucky Save
    Starting at 2nd level, you can use your Channel Divinity to infuse an ally with luck against an effect. As a reaction you can cause an ally that has just rolled a saving throw, but of which the results have not been revealed to gain a +5 to that roll.


    MONK
    ===================================
    Unarmored Defense
    Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.
    Martial Arts
    At 1st level, your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are shortswords and any simple melee weapons that don't have the two-handed or heavy property. You gain the following benefits while you are unarmed or wielding only monk weapons and you aren't wearing armor or wielding a shield:
    • You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.
    • You can roll a d6 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table
    • When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarter­staff, you can also make an unarmed strike as a bonus action, assuming you haven't already taken a bonus action this turn.
    Ki
    5
    Deflect Missile
    Starting at 3rd level, you can use your reaction to deflect or catch the missile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier + your monk level.
    If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free. If you catch a missile in this way, you can spend 1 ki point to make a ranged attack with the weapon or piece of ammunition you just caught, as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies, and the missile counts as a monk weapon for the attack, which has a normal range of 20 feet and a long range of 60 feet.
    Slow Fall
    Beginning at 4th level, you can use your reaction when you fall to reduce any falling damage you take by an amount equal to five times your monk level.
    Extra Attack
    Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
    Stunning Fist
    Starting at 5th level, you can interfere with the flow of ki in an opponent's body. When you hit another creature with a melee weapon attack, you can spend 1 ki point to attempt a stunning strike. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn.


    WAY OF SHADOW (Monk Subclass)
    ===================================
    Shadow Arts
    Starting when you choose this tradition at 3rd level, you can use your ki to duplicate the effects of certain spells. As an action, you can spend 2 ki points to cast Darkness, Darkvision, Pass Without Trace, or Silence, without providing material components. Additionally, you gain the Minor Illusion cantrip if you don't already know it.


    ROGUE
    ===================================
    Sneak Attack +1d6
    Once per turn, you can deal an extra 1d6 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
    At 1st level, choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies. (Deception, Persuasion)

    Cunning Action
    Starting at 2nd level, 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.


    FEATS
    ===================================
    Feat: Defensive Duelist
    When you are wielding a finesse weapon with which you are proficient and another creature hits you with a melee attack, you can use your reaction to add your proficiency bonus to your AC for that attack, potentially causing the attack to miss you.


    TITLES
    ===================================
    Veteran (Equipped)
    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.


    RESEARCH
    ===================================
    30/30 - Individual 1 - Waiting for Scheduling (Began: 07/2020)
    20/20 - Individual 2 - Waiting for Scheduling/Update? (Began: 10/2020)

    ACADEMIES
    ===================================
    Amateur Training: Cook's Utensils
    Amateur Training: Weaver's Tools (regret)
    Exotic Training: Katar
    Subclass Retraining (Trickery Domain Cleric to Luck Domain Cleric)
    Exotic Training: Cestus
    Exotic Training: Tonfa
    Class/Racial Features & Traits