Eremiel Colliar

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6 years, 7 days ago
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rohioart
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 EREMIEL COLLIAR
ROGUE LVL 9 | 28 | AASIMAR | CHAOTIC NEUTRAL | INQUISITOR

STRENGTH
(+2)
14

DEXTERITY
(+4)
19

CONSTITUTION
(+1)
12

INTELLIGENCE
(-1)
9

WISDOM
(-1)
8

CHARISMA
(+5)
20

SAVING THROWS

3         Strength
9         Dexterity
2         Constitution
4         Intelligence
0         Wisdom
6         Charisma


SKILLS

4          Acrobatics (Dex)
-1          Animal Handling (Wis)
-1          Arcana (Int)
2          Athletics (Str)
5          Deception (Cha)
-1          History (Int)
-1          Insight (Wis)
13          Intimidation (Cha)
3          Investigation (Int)
-1          Medicine (Wis)
-1          Nature (Int)
7          Perception (Wis)
7          Performance (Cha)
13          Persuasion (Cha)
3          Religion (Int)
4          Sleight of Hand (Dex)
12          Stealth (Dex)
-1          Survival (Wis)

AC
17

INITIATIVE
8

SPEED
40


MAX HIT POINTS

58


PROFICIENCIES & LANGUAGES

Languages:
Common, Celestial

Weapons:
Simple Weapons, Hand Crossbows, Longswords, Rapiers, and Shortswords

Armor:
Light Armor


FEATURES & TRAITS

Legal Authority - As an inquisitor of the church, you have the authority to arrest criminals. In the absence of other authorities, you are authorized to pass judgment and even carry out sentencing. If you abuse this power, however, your superiors in the church might strip it from you.

Dark Vision - Thanks to your celestial heritage, you have superior vision in dark and dim conditions. 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.

Healing Hands - As an action, you can touch a creature and heal a number of hit points equal to your level, once per long rest.

Celestial Resistance - You have resistance to necrotic damage and radiant damage.

Light Bearer - You know the light cantrip. Once you reach 3rd level, you can cast the lesser restoration spell once with this trait, and you regain the ability to do so when you finish a long rest. Once you reach 5th level, you can cast the daylight spell once with this trait as a 3rd-level spell, and you regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.

Flight - You have a flying speed of 30 feet. To use this speed, you can’t be wearing medium or heavy armor.

Radiant Consumption - Starting at 3rd level, 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.

Expertise - At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with Thieves' Tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.

At 6th level, you can choose two more of your proficiencies (in skills or with thieves' tools) to gain this benefit.

Sneak Attack - Beginning at 1st level, you know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 3d6 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.

The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Rogue table.

Thieve's Cant - During your rogue Training you learned thieves' cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves' cant understands such messages. It takes four times longer to convey such a Message than it does to speak the same idea plainly.

In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves' guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.

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.

ARCHETYPE: Swashbuckler - You focus your training on the art of the blade, relying on speed, elegance, and charm in equal parts. While some warriors are brutes clad in heavy armor, your method of fighting looks almost like a performance. Duelists and pirates typically belong to this archetype.

A Swashbuckler excels in single combat, and can fight with two weapons while safely darting away from an opponent.

Fancy Footwork - When you choose this archetype at 3rd level, you learn how to land a strike and then slip away without reprisal. During your turn, if you make a melee attack against a creature, that creature can’t make opportunity attacks against you for the rest of your turn.

Two‐Weapon Fighting Note: Other rogue characters must use a cunning action to Disengage if they want to escape a melee, but you can use your bonus action to fight with two weapons, and then safely evade each foe you attacked.

Rackish Audacity - Starting at 3rd level, your confidence propels you into battle. You can give yourself a bonus to your initiative rolls equal to your Charisma modifier.

You also gain an additional way to use your Sneak Attack; you don’t need advantage on the attack roll to use your Sneak Attack against a creature if you are within 5 feet of it, no other creatures are within 5 feet of you, and you don’t have disadvantage on the attack roll. All the other rules for Sneak Attack still apply to you.

Inspiring Leader - You can spend 10 minutes inspiring your companions, shoring up their resolve to fight. When you do so, choose up to six friendly creatures (which can include yourself) within 30 feet of you who can see or hear you and who can understand you. Each creature can gain temporary hit points equal to your level + your Charisma modifier. A creature can't gain temporary hit points from this feat again until it has finished a short or long rest.

Uncanny Dodge - Starting at 5th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.

Class trait name - trait description

PERSONALITY TRAITS

-  - Incredibly work oriented, to the point of obsession and tunnel vision.
- Close minded, unwilling to budge from judgement once he's settled on it.
- My own sin is of bloodlust
- Comrades are people to protect


IDEALS

-Evil is a poison on this earth that should be immediately eradicated. There's little salvation once it has been tainted.


BONDS

-Family is hard to come by, but once it's found, it's precious
Barely any. Mostly to his blades. They've come in handy in more than one interrogation. Arguably also bonded to his 'guardian angel.' HOWEVER, Has lately found himself calling his party his newfound family.


FLAWS

- His impatience is palpable, and he's only willing to cooperate if it's explicitly in his best interest. On his best, lucid moment, he is troubled by the wild rage and bloodlust that lurks in his own heart.


BACKSTORY

Appearance:
Eremiel holds a tight, dignified air. His shoulders are taut, keeping his posture pristine, and he looks more fit for title of Knight than the Inquisitor he is. His brow is more often tightly knit in a frustrated furrow, true to the easily-irritable nature he often shows.
Truth be told, a large part of his rigid demeanor is with the internal struggle he holds with himself. There's a part of him that's more feral than kind, as though the teeth in his mouth were constantly seconds away from bursting into fangs, itching to sink into flesh and gorge on blood for the sake of a greater good he doesn't quite understand yet. He considers these impulses primal, and works hard to suppress them unless absolutely necessary.

Backstory:
Pitheor is a town of barely’s and vaguely’s. It was vaguely touristic, with small parts of town pretty enough to attract more attention than from just the locale. It’s barely economically stable, with dips and jumps in jobs and wealth enough to keep everyone with necks outstretched over the horizon. Barely populated enough to be considered a larger town, but enough for small pockets of crime to still sprout from seemingly fertile ground. A place where mediocrity has become commonplace and leaves the populace with a unique sense of comfort.

You must understand that the only real source of stability comes from the church, firmly planted on the western outskirts of Pitheor. It’s power the only one strong enough to keep the scales — Blessed Tyr, giving us strength — from tipping, the one that keeps everyone’s lives comfortable and stable, as it’s always been. That is our burden, one that we carry proudly. That’s the modus operandum of our church, and so shall it be for ages forward.

So what shall it do, peacekeeper and protector of the common, when a child is brought in, dirtied already with foreign blood? Well, bring peace itself is the answer, normally. Such a child, so young, cannot be saved. One would think it preposterous— an eye for an eye, and what he took was much more costly than a single eyeball.

But there was a spark behind those eyes. Not to mention, he was clearly planetouched, what with those wings sprouting from his back. Human turned Aasimar, so young, and yet seemingly so ready to carry out some mission. Barely innocent. Vaguely useful.

It was enough.

Not to mention, I felt pity for the abject terror in his mother’s eyes.

I will admit, I had little faith at first. There’s little place in the world for a child whose eyes dart back and forth, fingers twitching for the nearest thing to use as a weapon, but we managed to work through it. The paladins of the church gave him his fill of battle-- fierce little things the Scourge are, he put up a fight for a while before he was finally outmatched by sheer stamina alone. It’s similar to breaking a stallion in, you see. You simply need to show who’s in charge.

After that, he settled in fairly well. He was renamed to better fit his image. From Joshua to Eremiel. Having been left by his parents here, he had no last name, so I gave him my own under the strict condition that he worked for his ability to stay housed. And he did. Set his sights on something else other than the itch to stab a knife into the first person who lied, or the first person who snuck into the kitchens to steal a fruit tart. Calling out the other children for unnecessary. He became a reliable beacon for trouble, in that he’d be the first to call out when something was happening. An angry slap of the wing - this was a habit he’d picked up to quell the reflex to grab a blade - and a hiss to behave, and he quickly became the vigilant figure keeping watch of the barracks.

So he earned his stay.

That loyalty and drive deserved special attention. He was attentive and was molded to be willing to please. Positive reinforcement, that sort of thing. I looked for a job that would apply to him, and I took into consideration his origins. I simply had to give him a job that he was quite literally made to do.

Oh, don’t give me that look. One does not keep a knife if it does not cut. It sounds crass, but it’s pragmatic and just. The church does not survive on extravagant whimsy.

For Tyr, for justice. As we taught him, so he behaved. He worked with others at first, following close behind them, and acting within his comfort zone. I was told by his first partner, another Aasimar, but of another breed, far less blade-thirsty, that his eyes had turned wild when he first killed. Or, I supposed it would have been his second. Blue eyes pulled to pinpoints, fingers clutching the blade so hard his knuckles were white. It was a clean kill, quick and relatively painless, a stab through the heart.

But he controlled himself. Killed as he was told, and then disengaged.

In the end, it seemed we’d found a job for him after all.

- Father Colliar, Pitheor Branch of Tyr’s Church


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