Apollo Vallroux

Stephicness

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1 year, 9 months ago
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Stephicness
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Apollo_Token.png
NameApollo VallrouxAlignmentLawful Good
ClassFighter/Rogue (Arcane Archer)RaceVariant Human
BackgroundFolk HeroLevelFighter 7/Rogue 2
GenderMalePronounsHe/They

Apollo is a young man who found himself growing up within the Carmine Corridor of the walled city of Belamere. Born to a skilled archer and hunter and an aspiring painter, Apollo lived a rather quaint life learning from his mother and father during his early childhood years. But soon, all of that came apart after his parents were tragically slain by monsters that breached the walls of Belamere. WIth his father's skills and bow in hand, Apollo had helped stop the monster that had killed his parents and ultimately avenged them. But soon after, Apollo found himself lost -- without guidance and without hope as the tragedy struck. That is, until he was taken under the wing of Father Desmond, the leader of the tiny little group known as the Apostles of Helios, who had seen Apollo's heroism and how it reflected the mirror image of their god Helios, known as the Banisher of Evil and the Light of Salvation. Father Desmond saw something in Apollo that the young man still needed to figure out. And so, Apollo trained and learned under Father Desmond's guidance, raised into the image of their radiant god and with hopes that one day Helios would walk the lands again and using Apollo to do so.

But even after over a decade of training, rites, and studies, Apollo -- though hoping to one day be as great as Helios once was -- found himself questioning what would really happen to him should he become the new Helios one day. With how grand the occasion was for the Divine Radiance, which would revive Helios with Apollo as his vessel, Apollo felt as though his fate was sealed and one day, Apollo would be a forgotten memory. It was a thought that terrified him. And thus, in an attempt to combat this, Apollo fought tirelessly to help out the people in Belamere to hopefully make his mark on history.

About fifteen years later of heroic deeds and attempts to make the city a better place, Apollo was invited to a small little tavern VIA a letter from a potential hire, a realization of Apollo's reputation at this point. But as he arrived, he was met with three other faces within the group: Val, a barbarian woman who often sought out a fight by acting as a bodyguard for the local taverns; Eldan, a mysterious half-elf man that would take on a variety of detective tasks to solve the mysteries at hand; and Sadi, a tiefling rogue with a pension for stealing from the rich to give to herself. Brought together with the same strange invitation, the party soon discovered that it was a trap set-up by the Red Right Hand, a powerful criminal syndicate that dealt with all sort of shady things across Belamere. Together, the party fought off the attackers and came together to solve the mystery of the Red Right Hand and just how strong the Hand's hold was on Belamere.

As their adventures unfolded, Apollo began to learn more about himself and how in some cases, he can't quite help everyone in need. He made his own fair share of enemies, as his impulses often lead him to challenge different figures who abused their power to hurt the weak. And even though he found himself clashing with powerful foes, Apollo always felt guilt over his actions. Even after his companion, Sadi, had been killed by the Red Right Hand's leader, Sid Mar, he felt sorrowful and mourned the death of not only his ally but the broken man who had killed her. Apollo shows a great deal of empathy to those he crossed path with -- hoping that even though they don't see eye to eye, Apollo's rivals may one day find redemption and peace. After all, everyone deserves a second chance.

Throughout his journey, Apollo has struggled with the ideas of what it would take to become the next Helios as well as how he can preserve himself and his own legacy within the world. As time passed, Apollo began to accept that he needed to do things for himself as the world should remember Apollo as the hero that he himself wanted to become. Despite his nervousness, Apollo had told Father Desmond this, who ultimately agreed. As much as he wanted Apollo to become as good of a man as Helios once was, Apollo needed to do that in his own way. But not wanting to leave Apollo to take on the journey alone, Father Desmond gifted Apollo with an ancient relic known as the Lustreblade, said to have been the blade that Helios once wielded. Apollo was honored by this and accepted the blade. But as soon as he took hold of it, the blade began to speak to him. And to Apollo's surprise, the voice was that of Helios himself.

Apollo learned that Helios had once been a simple mortal man within the world. Good deeds and kindness had eventually ascended the man to the status of Aasimar, where he personified the teaching and intentions of a god within the world. In Helios' case, he was the Aasimar of the goddess of creation, Phaen. However, the fabled hero had one day ventured to help out someone who needed his aid. But after hearing a strange word in his ear, he suddenly passed with his soul being sealed in the Lustreblade. Apollo found his world shaken-up by this revelation of Helios's mortality and true origins. And yet, he was relieved by it all. If Helios was but a mere mortal before, then that meant that the godhood he was soon destined for no longer needed to become a thing. Telling Father Desmond that news, however, would surely do quite a bit of damage, however.

Apollo eventually told Father Desmond of Helios' true origins, allowing the man who was once unable to wield the blade to converse with the man he thought to be his god. Though saddened by the revelations, Father Desmond was understanding of Apollo's worries, but was glad to have gotten to speak to a hero like Helios. But now with Helios and the Lustreblade at his side, Apollo uses Helios as his role model. And one day, he hopes to protect the city of Belamere as the fabled hero, Apollo Vallroux.

PERSONALITY

Optimistic. I try to see the good in everyone, even if it's really hard to find.

Spiritual. I follow my heart and my faith in the god that I worship (even if that god might not be real).

Determined. When my mind is set on doing something, I'll see it through.

Empathic. When someone hurts, I try to see where they're coming from and feel for them.

Overwhelmed. I tend to put the burdens of the world on my shoulders, even when they aren't my problems.

Rebellious. I stand against tyranny when it arises, making me break the mold of our society.

Emotional. I let my heart guide me more than my mind.

IDEALS

Loyalty. I put my trust and loyalty to those that fight along side me.

Respect. People deserve to be treated with dignity and respect.

Heroism. When there are those who need someone to fight for them, I will be there to help.

Redemption. Everyone deserves a second chance when they've lost their way.

Empathy. I try to see where someone else is coming from, even if I don't agree.

BONDS

Joseph 'Absinthe' Farthir -- Business Partner, Lover, Confidant

Val Visconti -- Party Member, Trusted Ally and Companion

Eldan -- Party Member, Trusted Ally and Companion, Old Crush

Rem Lezar -- Party Member, Trusted Ally and Companion

Bob -- Party Member, Trusted Ally and Companion, Chef/Dad Friend

Zara -- Ex-Party Member, Rival Turned Ally, Protector

Aesalor Elnath -- Ex-Party Member, Trusted Ally and Companion, Mentor

Sadi (Deceased) -- Ex-Party Member, Rival Turned Ally

Father Desmond -- Parental Figure, Mentor/Trainer, Guardian

Bastion -- Younger Sibling Figure, Childhood Friend

FLAWS

I'm convinced of the significance of my destiny, and blind to my shortcomings and the risk of failure.

I tend to overthink when things go wrong within my plans.

When stressed, I tend to shutdown and run away from my issues.

I have a hard time separating myself from the stereotypes people want me to be versus what I want to actually become.

Proficiency Bonus+4Passive Wisdom18
Speed30ftArmour Class16
Hit Points69Temporary Hit Points00
Hit Dice1d10/1d8Inspiration+0


STRENGTH

+3

17

  • +7 Saving Throw
  • +7 Athletics


DEXTERITY

+5

20

  • +9 Saving Throw
  • +13 Acrobatics
  • +13 Sleight of Hand
  • +5 Stealth


CONSTITUTION

+1

13

  • +5 Saving Throw


INTELLIGENCE

+0

11

  • +0 Saving Throw
  • +4 Arcana
  • +0 History
  • +0 Investigation
  • +0 Nature
  • +0 Religion


WISDOM

+4

18

  • +4 Saving Throw
  • +8 Animal Handling
  • +4 Insight
  • +4 Medicine
  • +8 Perception
  • +8 Survival


CHARISMA

+0

11

  • +0 Saving Throw
  • +0 Deception
  • +0 Intimidation
  • +0 Performance
  • +0 Persuasion
PROFICIENCIES
Languages
  • Common
  • Celestial
  • Thieves' Cant
Armour
  • Light Armour
  • Medium Armour
  • Heavy Armour
  • Shields
Weapons
  • Martial Weapons
  • Simple Weapons
  • Bow Specialty
Other
  • Painter's Supplies
  • Thieves' Tools
  • Vehicles (Land)

Sharpshooter

Attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls and your ranged weapon attacks ignore half cover and three-quarters cover. Before you make an attack with a ranged weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll to add +10 to the attack's damage.

Aberrant Dragonmark

You learn a cantrip (Mage Hand) and 1st-level spell (Thunderwave) from the sorcerer spell list. You learn and can cast that spell at its lowest level once per short rest.

When you cast this spell with your aberrant mark, you can use one of your Hit Dice and roll it. Immediately after you cast the spell, roll the Hit Die. If you roll an even number, you gain a number of temporary hit points equal to the number rolled. If you roll an odd number, one random creature within 30 feet of you (not including you) takes force damage equal to the number rolled. If no other creatures are in range, you take the damage.

Piercer

You gain a bonus to Strength or Dexterity. Once per turn, you can reroll the piercing damage from an attack. On a critical hit, you can roll one additional damage die.

Resilient (Dexterity)

Increase your DEX score by 1 and you gain proficiency in DEX saving throws.

Fighting Style -- Archery

You gain a +2 bonus to attack rolls you make with ranged weapons.

Arcane Archer Lore

At 3rd level, you learn magical theory or some of the secrets of nature — typical for practitioners of this elven martial tradition. You choose to gain proficiency in either the Arcana or the Nature skill, and you choose to learn either the prestidigitation or the druidcraft cantrip.

Arcane Shot

Twice per short rest and once per turn when you fire an arrow from a shortbow or longbow as part of the Attack action, you can apply one Arcane Shot option of your choice to that arrow. You decide to use the option when the arrow hits a creature, unless the option doesn’t involve an attack roll.

Piercing Arrow
Creates a line 1 ft. wide and 30 ft. long and each creature in that line must make a DEX saving throw (DC 12). On failure, a creature takes damage from the arrow plus 1d6 extra piercing damage (half damage on success).

Grasping Arrow
A creature hit by the arrow takes an extra 2d6 poison damage, its speed is reduced by 10 ft., and it takes 2d6 slashing damage the first time on each turn it moves 1 ft. or more. The brambles last for 1 minute, until you use this option again, or until any creature uses an action to remove them with an Athletics check (DC 12).

Bursting Arrow
Immediately after the arrow hits a creature, the target and all other creatures within 10 ft. of it take 2d6 force damage each.

Beguiling Arrow
A creature hit by the arrow takes an extra 2d6 psychic damage, and is charmed by one of your allies within 30 ft. of the target if it fails a WIS saving throw (DC 12) until the start of your next turn. This effect ends early if the ally attacks the charmed target, deals damage to it, or forces it to make a saving throw.

Magic Arrow

Whenever you fire a nonmagical arrow from a shortbow or longbow, you can make it magical for the purpose of overcoming resistance and immunity, but the magic fades from the arrow on a hit or miss.

Curving Shot

When you make an attack roll with a magic arrow and miss, you can use a bonus action to reroll the attack roll against a different target within 60 ft. of the original target.

ARCANE SHOTS

Piercing Arrow1d6AOE, Piercing
Beguiling Arrow2d6Psychic, Charm
Bursting Arrow2d6Force, AOE 10ft
Grasping Arrow2d6/2d6Poison, Slashing, Reduced Speed

SPECIAL WEAPON

Lustreblade+121d8+8/1d10+8

This sword was wielded by the legendary Sun champion, Helios. When he was ambushed and killed suddenly, his soul became bound to his blade. Giving it sentience and a fraction of his power. This silver longsword shines like a beacon when held aloft and burns evildoers with an intense radiant light. 

SPECIAL WEAPON

Absinthe's Longbow+121d8+6

A specialty, handmade bow that was custom commissioned by Absinthe as a gift for Apollo. Forged with magic, the crafter took extra care in the design -- even going as far as to cast Absinthe's hand into the bow itself where Apollo would hold onto it for aiming. That way, whenever Apollo was out fighting for the people, Absinthe would be there with him. Apollo wields it well, using it to remind himself that he has something important to fight for.

SPECIAL WEAPON

Eldan's Longbow+121d8+5

A simple yet efficient longbow that was given to Apollo by his fellow party member, Eldan, after Apollo broke his own bow in order to help hide from the city guard. Although Eldan didn't think much of offering the bow to Apollo, it was one of the first gifts Apollo ever received. Apollo is very sentimental over the bow, and he still keeps it with him as a good luck charm after all of the foes he and the party had fought.

SPECIAL WEAPON

Weapon+0XdX X

(To Be Added)

SPECIAL WEAPON

Weapon+0XdX X

(To Be Added)

Code Credit Popvip