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Tovol the Eliotrope (Character Sheet) By Heimko -- Report

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This is a character i originally created for D&D, based on a homebrew made for the eliotrope race from the Wakfu franchise. Eliotropes were mirror-images of the God-King, and were know for their portal abilities and connection to the natural power, wakfu, of the world, however they ended up being long forgotten and they all also has an innate sadness.

Name: Tovol.
Race: Eliotrope.
Age: 86.
Eyes: Blue (Iris) Teal (sclera).
Skin: Pale/marble-color.
Hair: Luminescent.
Height: 6 feet.
Weight: 90kg.
Class: Fighter (Eldritch Knight/Archer).
Background: Sage.
Alignment: Chaotic good.
PERSONALITY TRAITS: An energetic, yet level headed man, he prefers to think/planning before acting. He has an innate sadness and a desire to simply exist though.
He does love to portal race though. He can be a bit of a trickster when the mood hits.
IDEALS: Seeking justice, weather it's taking out criminals or murdering kings or even fellow dragon-blooded.
BONDS: Like the eliatropes before the eliotrope, he has a connection to dragons, especially his pseudodragon.
FLAWS: He can be pretty quick to draw the kill card, and has an innate sadness and low-selfesteem.

Allies: The pseudodragon Heskan.

Background:
When the God-King and Iop God battled the walking natural disaster Ogrest, a freak accident happened that made the God-King create mirror-images of himself, which got flung back in time and all across both the World of Twelve and the Cosmos. Tovol is among these, and for most of his life he journeyed alone with the exception of the pseudodraong Haskin. He often asked him questions such as "do i actually exist?" mainly because all eliotropes has an innate sadness and a desire to simply exist, but why are they like that, he often wonders. As he travelled, he discovered something called "Dragon ascendant", a way for a dragon to become a quasi-deity. The gears started to turn in his head, eliotropes are mirror-images of the God-King who was an Eliatrope, who are known to be closely related to dragons, in fact it was not uncommon for a dragon egg to house eliatrope/dragon twins. So that could mean since he's by technicality a dragon too, he could go through this and become a god, and if he succeded, maybe the sadness and need to simply exist disappear, because becoming a deity would prove his existance, and he would not need to fear non-existance anymore.

Strength: 11 (0)
Dexterity: 15 (+2)
Constitution: 15 (+2)
Intelligence: 16 (+3)
Wisdom: 13 (+1)
Charisma: 12 (+1)

OTHER PROFICIENCIES & LANGUAGES:
-Draconic, elven, celestial & Eliotropic.
-All armor and shields.
-Simple and martial weapons.

FEATURES & TRAITS:
-PORTAL MASTERS: Eliotropes can move at the speed of light, disappearing from one place and appearing in another in a flash. As a bonus action, you can magically teleport up to 40 feet to an unoccupied space you can see. Once you use this trait, you can’t do so again until you finish a short or long rest.
-PORTAL POCKET: You can create two small portals for many creative ideas to help out with. Weather it be against enemies, saving an ally or just a quick jump from one place to another. (This ability is slower than "Portal Master", is visible and makes a small sound when casted).
-FEEL THE STING: The Eliatrope can send out darts of energy from the portals. When the Eliatrope uses the attack action on its turn and hits it can use a bonus action to shoot a dart at a target up to 30ft away. Make a ranged weapon attack. You are considered proficient with this attack. This dart deals 1d6 force damage on hit. This damage upgrades to 1d8 at 5th level, 1d10 at 10th level and 1d12 at 15th level.
-NOT JUST FOR MOVING: Starting at 3rd level Eliatropes have learned to overcharge their portal energy to unleash the Wakmeha! This powerful beam is a main part of the Eliatropes arsenal. As an action the Eliatrope can fire this beam in a 30ft line starting from themselves. Each enemy in the line must make a Dexterity saving throw (DC is 8 + Wisdom Modifier + Proficiency). On a failed save the creature takes 2d6 force damage or half as much on a successful save. The ground becomes covered in leftover and unstable energy which damages creatures that start their turn there with force damage equal to half your level rounded up. At 8th level the main damage increases to 4d6 while the leftover force damage is now equal to your level. This power can be used twice a day and can be casted through the portals.

-DARK VISION.

-Fighting style. (Archery, +2 to ranged attacks.)

-Second Wind. (Bonus action: Heal 1D10 + fighter level hp. Recharge on short rest.)

-Sage. (Speciality: Descredited academic.)

Spellcasting Ability: Wizard.
Spell save DC: Intelligence.
Spell Attack Bonus: Intelligence.

SPELLS:
-CANTRIPS:
Poison Spray.
Portal Pocket.
Teleportation.
Portal Blast.
Wakmeha (Requires Lv. 3)

Treasure: His hat (Don't you dare take it off!).

EQUIPMENT:
-Bottle of ink.
-quill
-A letter with a question you can't answer.
-Leather armor.
-Long bow (20 arrows) (Piercing)
-Schimitar.
-Short sword.
-Hand axes (2).
-Dungeoneer's Pack:
Backpack, 2 gp
Crowbar, 2 gp
Hammer, 1 gp
10 x Pitons, .5 gp
10 x Torches, .1 gp
Tinderbox, .5 gp
10 x Rations (1 day), 5 gp
Waterskin, .2 gp
50' Hemp Rope, 1 gp

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