Chimalli
D&D: Ghosts of Saltmarsh | |
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GM | |
Mark | |
Milestone | |
Level 9 | |
Characters | |
Ajasz, lizardfolk scout Arkis "Elric", kobold paladin of Tiamat Chimalli, tortle barbarian Elora, elven bladesinger Ayida Ginen, half-elf undying warlock Sond, halfling barbarian Yeoman Scribus, kenku bard | |
Party Gear | |
The Sea Ghost • The Harridan Saltmarsh Gear | |
Saltmarsh Region | |
The Town of Saltmarsh Saltmarsh Region | |
NPCs | |
Saltmarsh NPCs • Guests | |
Resources | |
House Rules |
Chimalli is a 9th level, neutral-good Tortle Totem Warrior (7) and Fighter (2). Straightforward, loyal, and protective of those he sees as vulnerable, he is a tank both in build and in personality.
Description
Like all tortles, Chimalli's most propionate feature is the massive shell he carries on his back. He speaks volumes about the harsh and battle-filled life he has led from the natural spiked edges to the nicks and cuts from the blades of soldiers and the claws of dragons. What clothing he does wear tends to be rough and weathered, often repaired with the same tools he uses to fish with.
Although he can be gruff, Chimalli is ultimately a kind and protective soul. He cares about those he feels it is his duty to protect and sees both war and battle as a necessary means to an end rather than glory in its own right. He has lived on the edges of society long enough to have fairly simple tastes, preferring to spend his money on food, drink, and others before finery.
History
Chimalli was born in the open village that surrounds Fort Beluarian in the distant land of Chult. From a young age, he found himself using his natural strength and toughness to protect is siblings, cousins, and friends from both the bullies and animals that would threaten them. This natural toughness, as well as a skilled understanding of the land, would see him hired on as a ‘native guide’ by the Flaming Fist. He was soon leading patrols through the jungles of Chult regularly to supplement the hunting and gathering lifestyle.
A couple of years later, as the Dragon War moved to its climax, Baulder’s Gate (the city-state to whom the Flaming Fist swear allegiance) started a recall of all soldiers to fight in the upcoming great war. In a moment of youthful bravado and tortle wanderlust, Chimalli volunteered to join them. The Captain of the Fort accepted and commissioned him on the spot, introducing him to his peers in Baulder’s Gate as a full soldier of the company. This unclear timeline, his history of “leading” patrols, and his unarguable combat skills led him to be field promoted again by the Flaming Fist and given a squad of newly recruited militia to whip into shape on the march.
When the battle finally came, it was a more brutal and terrifying experience than anything Chimalli could have ever imagined. Each side fielded armies larger than the populations of the largest cities of Chult, the dragons were more fierce and frightening than even the dinosaurs, and innumerable spell casters through magics of a level the tortle had never witnessed.
Though he fought and collected the spoils, the experience shook him and left him unsure about soldering or great societies. Wanting to take some time to reevaluate his priorities, Chimalli got himself lost among the departing soldiers and refugees and headed for the coast. Moving his way south from Neverwinter he eventually ended up in the small coastal community of Saltmarsh. There he set up a tent on the edge of town and split his time between making a living out of the swamp and spending his dragon treasure.
Characteristics
Personality Trait: “I face problems head-on. A simple, direct plan is the best."
Ideal: “It is our lot to lay down our lives in the defense of others."
Bond: “I fight for those who cannot fight themselves."
Flaw: “I am still frightened by the monstrous enemy I fought."
Character Statistics
Tactical: |
Passive Skills: |
Languages: |
Attributes
Strength | 16 (+3) | Dexterity | 8 (-1) | Constitution | 14 (+2) | ||
Intelligence | 10 (+0) | Wisdom | 16 (+3) | Charisma | 10 (+0) |
Proficiency
Proficiency bonus: +4
Saves
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Weapons & Armor
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Skills
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Tools
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Abilities
Racial
- Claws: Unarmed strikes deal 1d4 slashing
- Shell Defense (Action)
- +4 AC
- Advantage on Strength & Constitution checks/saves
- Disadvantage on Dexterity checks/saves
- Speed 0
- Cannot take actions other than Bonus Action to end.
- Hold Breath: May hold breath for 1 hour.
Class
- Rage (Bonus Action, 4/LR, 1 minute, Triceratops (Bear) Totem, Instinctive Pounce)
- Move up to half distance (20ft)
- Gain Resistance to all damage except Psychic
- +2 Melee Damage
- Adv. Strength Checks/Saves
- Ends if I go a turn without attacking, being damaged or unconscious
- Reckless Attack (Free)
- Decide before first attack/round
- Gain Advantage on Strength Attacks
- Grant Advantage on being attacked.
- Danger Sense (Continuous)
- Advantage of Dexterity Saves
- Must be see, must not be deaf, blind, or incapacitated
- Spirit Seeker (Ritual Spells)
- Beast Sense: Touch willing beast and sense what it sees and hears for 1 hour.
- Speak with Animals: Comprehend and verbally communicate with beasts for 10 minutes.
- Extra Attack
- Attack twice with an attack action.
- Fast Movement
- +10 ft is not in heavy armor
- Aspect of the Triceratops (Elk) (Continuous)
- Whether mounted or on foot, your travel pace is doubled, as is the travel pace of up to ten companions while they're within 60 feet of you and you're not incapacitated. The Triceratops spirit helps you roam long and far.
- Feral Instinct (Continuous)
- Advantage of Initiative Checks
- If supprised, may act normally so long as the thing performed is the "Rage" bonus action.
- Second wind (Bonus Action 1/SR)
- Gain 1d10+2 hp
- Fighting Style: Protection
- When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
- Action Surge
- On your turn, you can take one additional action. (1/SR)
Background / Feats
- Military Rank: I hold rank with the Flaming Fist and can call on favors were appropriate.
- Friend: With a guard in Saltmarsh
- Magic Initiate: Druid {Background}
- Druidcraft {1 Action, 30ft, Instant}
- Whispering to the spirits of nature, you create one of the following effects within range:
- You create a tiny, harmless sensory effect that predicts what the weather will be at your location for the next 24 hours. The effect might manifest as a golden orb for clear skies, a cloud for rain, falling snowflakes for snow, and so on. This effect persists for 1 round.
- You instantly make a flower blossom, a seed pod open, or a leaf bud bloom.
- You create an instantaneous, harmless sensory effect, such as falling leaves, a puff of wind, the sound of a small animal, or the faint odor of skunk. The effect must fit in a 5-foot cube.
- You instantly light or snuff out a candle, a torch, or a small campfire.
- Guidance {1 Action, Touch, Concentration, 1 Minute}
- You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends.
- Goodberry {1 Action, Touch, Instant/24 Hours}
- Up to ten berries appear in your hand and are infused with magic for the duration. A creature can use its action to eat one berry. Eating a berry restores 1 hit point, and the berry provides enough nourishment to sustain a creature for one day.
- Shield Master: I have mastered the Shield. {Lv. 4}
- When taking an Attack action, use a bonus action to shove a creature 5 feet.
- When not incapacitated, add shield bonus to dexterity saving throws against effects that target only me.
- After succeeding in a dexterity saving throw for half damage, spend a reaction to take no damage instead.
Equipment
Encumbrance: 81-160 lb (Light, -10); 161-240 lb (Heavy, -20); 480 lb (Drag)
Weapons & Armor
- Longsword: +8 Attack, 1d8+4 Slashing, Versatile, Magic
- Short sword: +7 Attack, 1d6+3 Piercing (Moon Light), Magic
- Improvised Club: +7 Attack, 1d4+3 Bludgeoning
- Javelin of Lightning: 1/day: 120 x 5 Line, 4d6 lightning in line (DC 15), then hit for +4d6 lightning. Otherwise standard Javelin.
- Javelin: +7 Attack, 1d6+3 Piercing, Throw 30/120 ◈◈◈◈◈◈◈◈◈
- Adamantine Chain Shirt: Do not suffer critical hits.
- Enchanted Shield: +3 AC
Gear
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Magical Items
- Enchanted Shield: A feather motif around the edges of the shield with a sunburst in the middle, generic religious context. At night, it can give a faint glow. (Shield +1)
- Adamantine Chain Shirt: Segments of adamantine chain that cover the weak points in Chamalli's shell. Can not suffer critical hits.
- Ring of Protection: +1 AC and +1 Save {See Saltmarsh Gear}
- Ring of Free Action: While you wear this ring, difficult terrain doesn't cost you extra movement. In addition, magic can neither reduce your speed nor cause you to be paralyzed or restrained.
- Enchanted Longsword: A well-wrought blade smithed with a single, functional purpose, in addition to making it easier to hit, it does not tarnish or rust. (Sword +1)
- Javelin of Lightning: A dramatic-looking rod with a lightning-shaped blade. Once per day may throw as a lightning bolt (1/day attack).
- Sending Stones: Look like dragon eggs, and will become slightly warm within 120ft of a dragon. Inscribed with the symbol of a Bahamut. The hidden message will become visible when conditions are met. (25 words per message)
- Winter Blanket: A thick fur-lined blanket with mystical patterns woven in. If used to sleep, it is always more comfortable. (Also, 1/10 chance of resistance from cold damage.)
- Flaming Sphere of Illumination: A necklace with a pendant of iron, gold, and silver. The inside contains a continual flame that licks around the sphere.
- Immovable Rod: This flat iron rod has a button on one end. You can use an action to press the button, which causes the rod to become magically fixed in place. Until you or another creature uses an action to push the button again, the rod doesn't move, even if it is defying gravity. The rod can hold up to 8,000 pounds of weight. More weight causes the rod to deactivate and fall. A creature can use an action to make a DC 30 Strength check, moving the fixed rod up to 10 feet on a success.
Conetl (Familiar)
Familiar (Turtle)
Tiny Fey, Neutral
Stats
Speed 5 ft (Walk) 15ft (Swim)
Armor Class 15
Hit Points 2 (1d4)
Strength | 2 (-4) | Dexterity | 4 (-3) | Constitution | 10 (+0) | ||
Intelligence | 1 (-4) | Wisdom | 8 (-1) | Charisma | 3 (-4) |
Perception (passive) 9 / 14
Perception -1, Stealth -3
Traits
Language: Turtle
Hold Breath: The turtle can holds its breath for 1 hour.
Withdraw: As a reaction, the turtle can withdraw entirely into its shell. While in its shell, the animal gains +5 to its AC and advantage on all Constitution-based saving throws.
Attacks
Bite: Melee Weapon Attack: +0 to hit, Hit: (1) piercing damage.