Vex "Gold" Goldenworm

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Vex "Gold" Goldenworm

An artist's impression of the hero Goldenworm, who has the face and the weapon all wrong

Personality traits


  • Personality: I'm confident in my own abilities and do what I can to instill confidence in others.
  • Ideal: Sincerity. There's no good in pretending to be something I'm not.
  • Bond: I protect those who cannot protect themselves.
  • Flaw: The tyrant who rules my land will stop at nothing to see me killed.


Vex was born with a heart full of adventure, often getting into peril, often to help others (I protect those who cannot protect themselves). One day he faced down a dragon that menaced the village. The young gold dragon - who was cursed by a black arrow stuck in its hide - had its temper defused by the sight of the little hero, and taught him some draconic magic in exchange. (I stood alone against a terrible monster.) Since then, he hired on with a merchant vessel to see new horizons and never apologised for his good nature (Sincerity. There's no good in pretending to be something I'm not), never being afraid to stand up for those that need it. His legend flew ahead of him, and he naturally grew into it, finding especial joy in seeing the peace and happiness of others grow in response to his efforts (I'm confident in my own abilities and do what I can to instill confidence in others). His secret is that he joined the sailors not only to see the horizon, but because news of his deeds had reached the ears of the local lord, a cruel man who sought Vex out to force him into terrible service - Vex refused and fled, leaving the man with a scar to remember and a most terrible wrath (The tyrant who rules my land will stop at nothing to see me killed).

Stat Block



STR DEX CON INT WIS CHA
11 16 14 10 10 16
+0 +3 +2 +0 +0 +3
  • Level: 2
  • Race: Human
  • Class: Paladin 1/Sorcerer 1
    • Subclass: Dragon Sorcerer
  • Alignment: Chaotic Good
  • Background: Folk Hero

Combat and quick stats


  • Total Hit Points: 19
  • Armor Class: 18 (with shield)
  • Saving Throws: Wis (+2), Cha (+5)

Attacks

  • Silvered Cutlass +5 melee (1d8+3 slashing)
  • Pistol +2 ranged 30ft/90ft (1d10+3 piercing)
  • Dagger +5 melee or ranged 20ft/60ft (1d4+3 piercing)
  • Fire Bolt +5 ranged spell 120ft (1d10 fire)

Passives

  • Passive Perception: 10
  • Passive Investigation: 10
  • Passive Insight: 10

Proficiencies and Skills


  • Proficiency bonus: +2
  • Acrobatics (Dex) +5
  • Animal Handling (Wis) +0
  • Arcana (Int) +0
  • Athletics (Str) +2
  • Deception (Cha) +0
  • History (Int) +0
  • Insight (Wis) +0
  • Intimidation (Cha) +3
  • Investigation (Int) +0
  • Medicine (Wis) +0
  • Nature (Int) +0
  • Perception (Wis) +0
  • Performance (Cha) +5
  • Persuasion (Cha) +5
  • Religion (Int) +0
  • Sleight of Hand (Dex) +3
  • Stealth (Dex) +3
  • Survival (Wis) +2


  • Languages: Common, Orc, Draconic
  • Tools: Vehicles (water), Cartographer's Tools
  • Weapons and Armor: Light armour, medium armour, heavy armour, shields; Simple weapons, martial weapons

Features and Feats


  • Ability scores: +1 all
  • Bonus proficiency: Acrobatics
  • Feat (1): War Caster - Advantage on Concentration; Somatic components with full hands; Opportunity attacks can be 1-action spells
  • Rustic Hospitality: Find a place to hide, rest, or recuperate among other commoners, unless you have shown yourself to be a danger to them.
  • Divine Sense: 4/long rest; know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover.
  • Lay on Hands: 5 hp
  • Sorcerous Origin: Dragon Sorcerer; AC 13+Dex bonus, +1 hp per level, speak Draconic, Double Proficiency Bonus for Charisma checks vs Dragons

Spells

  • +5 spell attack, Save DC 13
  • Sorcerer Cantrips known (4): Green-Flame Blade, Booming Blade, Lightning Lure, Fire Bolt
  • Sorcerer Spells known (2 slots/long rest): 1st - Burning Hands, Shield

Gear etc.


Weapons and Armor

  • Silvered Cutlass
  • Dagger
  • Flintlock Pistol
    • Shot (10)
    • Powder Horn (1)
  • Shield
    • Emblem holy symbol

Retainers, Familiars, and Mounts

Possessions, Mundane

  • Cartographer's tools
  • Shovel
  • Iron pot
  • Fine clothes (good quality fold-over leather boots, high quality britches with a sturdy and decorated belt, a fine seaman's coat, simple silver and gold jewellery)
  • Belt pouch
  • Explorer's pack (backpack, bedroll, mess kit, tinderbox, 10 torches, 10 days' rations, waterskin, 50' hemp rope)
  • Healing potion
  • Healer's Kit (10)
  • Fine hat (1gp)
  • Oilskin bag

Possessions, Treasure

  • A small, weightless stone block.

Gold: 26

Silver: 5

Copper: 0

Possessions, Party Loot

Possessions, Magical


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