Atram Ilynar

azurenight

Info


Created
5 years, 4 days ago
Creator
LEZIFIED
Favorites
14

Basic Info


Worth:

110€

Profile



                               Atram
                               Ilynar
Bard - College of Swords
Class
Test Subject
Background
3
Level

Feral Tiefling - Hellfire
Race
LN
Alignment
[900/2700]
Exp. Points
Proficiency Bonus +2
Passive PERCEPTION15
Strength

12
+1

athletics +1
Dexterity

18
+4

acrobatics +6
sleight of hand +4
stealth +4
Constitution

16
+3

Intelligence

12
+1

arcana +3
history +1
investigation +1
nature +1
religion+1
WISDOM

16
+3

animal handling +3
insight+3
medicine +5
perception +5
survival +3
Charisma

16
+3

deception +3
intimidation +3
performance+3
persuasion +5
Other Proficiencies

Languages
  • Common
  • Infernal
Weapons
  • Simple Weapons
  • Hand Crossbow
    Short Sword
    Long Sword
    Rapiers
    Scimitar
Armor
  • Light Armour
    Medium Armour
Other

Calligraphy Supplies
Irish Bouzouki
Irish Flute
Handanger Fidle

HP

30
Temp HP

0
Hit Dice

D6
Armor Class

15
Speed

30ft
Initiative

+4
Attacks & Spellcasting

Rapier                              +61d8 +4  P
2 Daggers (20/60)           +6 1d4 +4  P
Longsword                      +3 1d8(1d10)+1 S
Short Sword (+1)             +7 1d6)+5 S

CANTRIPS

Thaumaturgy
You create one of the ollowing magical effects within range:
-Your voice booms up to three times as loud as normal for 1 minute
-You cause flames to flicker, brighten, dim or change color for 1 minute
- You cause harmless tremors in the ground for 1 minute
- You create a sound that originates from a point of your choice within range
- You cause an unlocked door or window to fly open or slam shut
- You alter the appearance of your eyes for 1 minute
If you cast this spell multiple times, you can hve up to three of it's 1-minute effects active at a time and you can dismiss such an effect as an action.

Thunderclap
You create a burst of thunderous sound that can be heard up to 100 feet away. Each creature within range, other than you, must succeed on a Constitution saving throw or take 1d6 thunder damage.


Minor Illusion
You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again.

If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends.

If you create an image of an object - such as a chair, muddy footprints, or a small chest - it must be no larger than a 5-foot cube. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it.

If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.

 

LVL 1 SPELL


Thunderwave
A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn't pushed.

In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell's effect, and the spell emits a thunderous boom audible out to 300 feet.

Cure Wounds
A creature you touch regains hit points equal to 1d12 + your spellcasting ability modifier. This spell deals damage equal to the amount rolled to undead.

Sleep
This spell sends creatures into a magical slumber. Roll 5d8, the total is how many HP of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current HP (ignoring unconcious creatures).

Starting with the creature that has the lowest current HP, each creature affected by this spell falls unconcious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature's HP from the total before moving on to the creature with the next lowest HP. A creature's HP must be equal to or less than the remaining total for that creature to be affected.

Undead and creatures immune to being charmed aren't affected by this spell.


Fearie Fire
Each object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice). Any creature in the area when the spell is cast is also outlined in light if it fails a dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius.

Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can't benefit from being invisible.


LVL 2 SPELLS

Shatter
Each creature in a 10-foot-radius sphere must make a constitution save. A creature taked 3d8 thunder damage on a failed save or half as much on a success. A creature of inorganic material has disadvantage on the save.
A nonmagical object that isn't being worn or carried also takes the damage if it's in the spells area.

Enhance Ability
A creature you touch gains one of the following effecrs until the spell ends:
- Bear's Endurance: The target has advantage on constitution checks. It also gains 2d6 temporary hit points, which are lost when the spell ends.
- Bull's Strength: The target has advantage on strength checks and it's carrying capacity doubles.
- Cat's Grace: The target has advantage on dexterity checks. It also doesn't take damage from falling 20 feet or less if it isn't incapacitated.
- Eagle's Splendor: The target has advantage on charisma checks.
- Fox's Cunning: The target has advantage on intelligence checks.
- Owl's Wisdom: The target has advantage on wisdom checks. 

Burning Hands
As you hold your hands with thumbs touching and fingers spread, a thin sheet of flames shoots forth from your outstretched fingertips. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one.
The fire ignites any flammable objects in the area that aren’t being worn or carried.
Inventory

Weapons
  • 20 crossbow bolts
  • arcane focus staff
Armor & Clothing
  • common clothes
    fine clothes
    leather armour
Food & Aid
  • 10 rations
  • waterskin (FULL)
  • 1 potion of healing
Misc
  • stolen musical notes
    chest
  • 2 scrolls/mapcases
    bottle of ink
    inkpen
    lamp
    2x oil flasks
    5x paper sheets
    perfume
    sealing wax
    soap

Treasures
Irish Bouzouki

An instrument, he would never leave the ship without it. [SOUND REFERENCE HERE]

Silver Ram Skull Pendant

The only thing he owns that bight have belonged to him before all this happened.

Currency

0
CP
100
SP
0
EP
28
GP
0
PP
Personality Traits

He is more of a quiet one that keeps to himself. Mostly sitting a bit away from others, playing his Bouzouki he is lost in thought. Usually Atram is rather cold to newcomers, always a bit insecure about the way he is. He doesn't want to scare them away so he rather keeps quiet. Otherwise he is a sweetheart to those that know him. He'll fight till the end to protect those he loves.

Ideals

"I wish to know what happened all those years ago. I have no recollection of my life before I woke up in that god forsaken dungeon laboratory. No memory at all, of anything. The Captain found me as I was wandering the halls of that damned place. Roaming the fascility alongside creatures no one wishes to see in their nightmare."
Bonds

"I owe my life to the Captain. I will do whatever it takes to protect him. He gave all uf us a second chance at life - take it, or leave it, but without your head. I'd sacrifice my very soul for this man."

"That scaley little rascal - An absolute sweetheart but don't tell him that. Tough on the outside but sweet and caring in his innerts. Gomla is one of the strongest men this ship has. He has saved several of them, each and everyone is thankful even tho they are too proud to admit it."

"I ment a young elf lady a while back. She seemed to be something special. I am sure she will have quite the surprises up her sleeve the next time we meet her. I know Gomla will be excited."

Flaws

His emotions can be read by the color of his horns and markings. This way he is like an open book to those that are used to him being around. He can get rather furious if you give him a reason. In those situations, better not stand in his way, he will bite of your head if he has to.

Features & Traits

First Hand Experience
You have experienced countless days of mental, physical and spiritual agony, and know intimately how you were kept alive through it. While interrogating a living humanoid, you can make sure that any pain you inflict will not kill the individual. Additionally, while perceiving such an individual, you may take at least 30 minutes to attempt (Insight/Arcana/Investigation) to learn any arcane or biological secrets about their body.

Darkvision
Thanks to your infernal 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.

Hellish Resistance
You have resistance to fire damage.


Bardic Inspiration
You can inspire others through stirring words or music. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic inspiration die, a d6.

Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the D20 before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time.

You can use this feature a number of times equal to your charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest.

Jack of all traits
Starting at 2nd level, you can add half your proficiency bonus, rounded down, to any ability check you make that doesn't allready include your proficiency bonus.

Song of Rest
Beginning at 2nd level, you can use soothing music or oration to help revitalize your wounded allies during a short rest. If you or any friendly creatures who can hear your performance regain hit points at the end of the short rest by spending one or more Hit Dice, each of those creatures regains an extra 1d6 hit points.

Expertise
- Persuassion
- Medicine

Two Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Blade Flourish
At 3rd level, you learn to conduct impressive displays of martial prowess and speed. Whenever you take the Attack action on your turn, your walking speed increases by 10 feet until the end of the turn, and if a weapon attack that you make as part of this action hits a creature, you can use one of the following Blade Flourish options of your choice. You can use only one Blade Flourish option per turn. Defensive Flourish. You can expend one use of your Bardic Inspiration to cause the weapon to deal extra damage to the target you hit. The damage equals the number you roll on the Bardic Inspiration die. You also add the number rolled to your AC until the start of your next turn.
Slashing Flourish. You can expend one use of your Bardic Inspiration to cause the weapon to deal extra damage to the target you hit and to any other creature of your choice that you can see within 5 feet of you. The damage equals the number you roll on the Bardic Inspiration die.
Mobile Flourish. You can expend one use of your Bardic Inspiration to cause the weapon to deal extra damage to the target you hit. The damage equals the number you roll on the Bardic Inspiration die. You can also push the target up to 5 feet away from you, plus a number of feet equal to the number you roll on that die. You can then immediately use your reaction to move up to your walking speed to an unoccupied space within 5 feet of the target.
???
Age
male
Gender
7'6''
Height
??? lbs
Weight

muscular
Build
???
Homeland
Professional Marauder
Profession
[info]
Disposition
History

To be added.

Rumours

1.)
Atram once saved a town close to the shore, from a group of sirens while being in disguise under the name of Alistar William, a traveling merchant with a love for explosives. Whenever he hears the name and the story of the merchant heroically sacrificing himself while blowing up the siren HQ, a grin sneaks onto his face.
2.)
Once, a close friend of his found out about the people he travels with. Refusing to let this information slide and threatening to tell the government, Atram had no choice but get rid of 'the evidence'.
3.)
When the Captain found him, Atram saved his life from a massive chimera, with just a rope, a pot of huney and a pouch filled with gunpowder. The cave of the creature blew up, and the head of the beast still hangs in the captains quarters.
4.)
Atram gets very emotionally distressed when he sees a certain kind of people. He is not good with handling families nor lovers and tends to get cold and sad when they approach.
5.)
A while back, he used to live in the streets. He stole and begged for scraps of food just to survive. He was kicked out of several towns for theft and robery.
6.)
Atram owns a special artifact that incinerates every person he holds a grudge against. He keeps it in his pocket on his hip, and at night under his pillow so people wouldn't try to steal it.
Relationships

Gomla Greene / Lizardfolk / Barbarian
A little hand full to handle when upset, but he enjoys the fatherfigure position he has in the younf lizardfolks eyes. He tought him a few things here and there, from combat, to communication. Gomla is dear to him and he will do everything to protect the boy.
Rating: 9 out of 10
Quote: "I liked your story much more Atram! The ending was better than hers!"
Ysendir / Illithid / Monk
He is a bit of a cold one, but he means no harm. Just struggle with those tentacles on his face. Never been a big fan of calamary.
Rating: 6 out of 10
Quote: "You are an odd one. I don't understand that lyrical piece of yours."
Captain Kirk / Human / Storm Sorcerer
The Captain has my upmost respect. He saved me when I my mind and body were lost in that awefull place. He gave me a home, a family and someone I could trust. If I had to, I would take a bullet for him. Nothin will harm him as long as I am around.
Rating: 10 out of 10
Quote: "You are right Atram. More often than I'd like to admit. I will talk to her. Thank you - I mean it."
Journey / Tiefling / Druid
A bit of a whirlwind this one. ALways excited, always on the go. Pleasant to have around on the ship when everyone is more of a bummer to talk to. Even tho she talks a lot, and always, she always has an open ear for me. She's a treasure.
Rating: 8 out of 10
Quote: "Uhhhh Atram did you hear that? Gomla has a girlfriend!!"
Keti / Half Orc / Fighter
A tough one, that lady. She packs quite a punch but is light on her feet. Impressed of what she learned during her short time on the ship. Surprised what she actually remembers from the lessons I gave her. A sweetheart with a loud mouth. But a sweetheart non the less.
Rating: 7 out of 10
Quote: "I'm not gonna lose against you lizardboy! I trained hard!!"
Tabitha Magnus / Elf / Sorcerer
I feel like I know a lot about her, even tho I have only seen her for about 10 minutes. Gomla talks a lot about her. She seems to be a strong and independant one. Exactly his type. Tho from what I heard from the Captain, she is a trustworthy one as well. I can't wait to get to know her and the stories she can tell.
Rating: 5 out of 10
Quote: ???
Jadisa ??? / Water Genasi / Monk
Ah yes, the Captains siren. She is definitely a keeper I can tell you that much. When she first met the crew, she protected Gomla from that mumbling little piece of... Aryn. As she challenged Jadisa to a duel, the fight was over within seconds. With a proper kick in the back of the head Jadisa knocked her out. Quite impressive. I understand why he is so fond of her. Aside from that, she has quite the stories to tell and I really enjoy her company whenever we are on land.
Rating: 7 out of 10
Quote: "Once, my brother set the circus tent on fire, because a child made fun of him, he got so upset, that fireworks bursr from his ears, completely turning the tent to ashes!"