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 DnD 5e - Tyvir

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Join date : 2016-09-01

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PostSubject: DnD 5e - Tyvir   DnD 5e - Tyvir Icon_minitimeFri Sep 02, 2016 3:40 pm

Tyvir "Ashen One"
Gender/race: Male Tiefling 
Class: Fighter
Level: 1
Alignment: Chaotic Good
Background: Bounty Hunter
Exp: 50/300
Armor class: 12 (Leather armor)
Hitpoints: 11
Speed: 30 ft
Str: 14 (+2), Dex: 13 (+1), Con: 13 (+1), Int: 13 (+1), Wis: 12 (+1), Cha: 13 (+1)
Saving Throws: Strength +4, Constitution +3
Skills: (Investigation +3, Nature +3), (Insight+3, Perception +3)
Darkvision 60ft
Resistant to Fire
Mount (Land)
Class features:
Second Wind: Heal 1d10+ level hit points as a bonus action once between rests

(Race) Common, infernal, 
(Bounty hunter) Undercommon, Elvish

Bounty Hunter Trait:
When you are in an area of civilization, you can
find information about fugitives and the
bounties placed on their heads, and you can
secure the legal authority to hunt down and
capture or kill those fugitives. Sometimes the
authorities will come to you, as an established
bounty hunter, with specific requests. Your
reputation and knowledge make it easy for you
to establish useful contacts in the town watch or
When you attempt to locate a fugitive, if you
fail to locate that quarry yourself, you often
know where to go and from whom to obtain
information on that quarry’s whereabouts.
Usually this comes in the form of contacts you
have cultivated on past hunts.

Longsword: Melee weapon attack: +4 to hit, Range: 5 feet
Damage: 1d8+4 Slashing damage

Light Crossbow: Ranged weapon attack: +3 to hit, Range: 80ft/320 ft.
Damage: 1d8+1 Piercing damage

You manifest a minor wonder, a sign of supernatural power within a range of 30ft. You creat one of the following magical effects:
1.Your voice booms at 3 times louder than normal for 1 minute.
2.Cause flames to flicker, brighten, dim, or change color for 1 minute.
3.Cause harmless tremors in the ground for 1 minute.
4.You create an instantaneous sound from a selected location within range, such as the rumble of thunder, cry of a raven, or an ominous whisper.
5.You alter the appearance of your eyes for 1 minute.
up to 3 at 1 time.
1st Level:


Gp- 15
Sp- 0

Leather Armor - Full set
Common clothes and a Cloak
2 sets of manacles 
Adventurers pack
50ft of Rope
Current quiver count: 20

Quest Items:
A cloth of deep red with runes on it. (Quest- Children with wolfish grins)

Tyvir also known as Ashen one in some far off circles was raised in the wilds in the far north near the great maw by 4 master huntsmen. He is hard to convince of innocence because he is a hunter himself it is what he does and it is his stock and he has had to hunt people more than his target quarry which is monstrosities.

 He is a tiefling but with somewhat diminished features. He frequently shaves down his horns to only stubs. His thin tail he keeps wrapped around his stomach like a belt and he wears a cloak and hood over his head and long clothing to cover most of his skin. 

His skin is where he believes he gets his other name "Ashen one" because it is a grey/white ash color but has a slight red hue just beneath, that looks like dying embers among ashes. 

His face has 4 short but pointed horns that point forward with a downward curve. 2 on either side of his chin and 1 on each side of his upper jawbone. His nose is much like a human nose. His teeth are mostly flat but his canines are longer and much sharper than the average persons.  His hair and Horns are the same color: a dark brown almost black shade with a grey hue. 

The feature that he cannot hide from others is his eyes. They aren't the thin shape of his kin. They are more human like in appearance. They are usually a warm hazel that seems to calm others. However when he begins to lose control and the blood-lust takes hold his eyes turn a bright red and makes the features of his face appear more bestial
Desires more than anything to be of a single existence  
The hunters raised Tyvir and taught him everything he knows. 
Isn't always able to tell if his decisions are his own or an influence of the demon in situations where violence is an option. Particularly when around the religious people and places.

 Tyvir is still young in years. Barely 28 years old give or take. He doesn't remember his childhood, nor does he remember anything before he began training. His teachers were the wilds of the far north mountains themselves and a group simply known as the hunters. These hunters are well known for their abilities at fulfilling dangerous jobs, slaying monsters is their specialty. From the age (as Tyvir guesses) of 12 he was able to maneuver a blade with mastery and an excellent marksman. He prefers the feel of a sturdy blade in his hands to the twang of the bow however.
 He has been on his own as hunters generally are for some time now. Most contracts are bounty hunts for people which are generally rather boring. Tyvir much prefers the thrill of hunting creatures and monsters. Dangerous beings of any kind really. He is not a cold blooded killer however. Someone or something that proves to not be dangerous or is simply not capable of the crimes they have been accused of are spared or in general let go. He is not blood thirsty. 
He has devoted his life to the art of the hunt. He is always examining the surroundings and "making notes" both literally and metaphorically of the world around him. He often seems obsessed with his job and rarely thinks of anything else. 

The Greater Demon Lord- "Azadriel"

Azadriel was once a lesser demon of the Abyss, nameless, powerless, and expendable. He served under many demon lords and eventually rose in power as the many hells stoked its fires and corruption clawing to the surface. He found that his power could only grow further on the mortal plain and he gained followers and knowledge of how to step into this plain of existence. Once he had what he needed he sent out one of his followers that could actively move between realms to create a vessel for him.
Once the ritual had begun and his essence in the hells began to diminish during the transfer he was thwarted by a group of individuals who interrupted the ritual half way through. Now his existence is diminished thoroughly in both realms. His vessel has a strong enough will to keep him from fully taking over permanently. 
Because of the incomplete ritual his essence is still whole in both realms. If he dies in one he dies permanently in both. Can he die though? With such a diminished existence caught in the void is there anything to kill? He isn't sure of these things and he doesn't wish to risk it.

Source Element(s): Fire/Abyssal 
Personality traits: Bloodthirsty/power hungry, Desires control, and domination over others.  

As Tyvir on the mortal plain:
He can wield fire that extends from his will and manipulate the void of the Abyssal in the reality around him. But only to a small extent. He isn't able to fully control Tyvir as he has to find a battle with him as well for control in the void itself.
As his form in the abyssal plains and the hells:
He has full rein of his powers though still to a diminished extent due to the other will that he must combat with. If he was to face Tyvir in battle he would have to contend with just as much mentally as physically as Tyvir himself would.

As Tyvir:
When he is able to take control of Tyvir's body, He is pouring the magic and energy he has built up over time into him. His normally cut horns fully regrow, his eyes are blood red and cracks begin to form around his eyes and his normally ashen/red skin begins to crack and bleed an ominous fire that he is able to wield as a weapon and wear as armor.

As himself:
He has mostly no form at this point. His diminished existence has caused his physical self to be merely a shadow of a body. At his most physical point now he looks similar to Tyvir. His own actual demon form lost to him completely during the ritual.

Tyvir takes a sip of his drink at the table in the back corner of the bar. It has been a nice week and a half break in this washed out town.... Wish I hadn't had to wait so long though. He thought as he scribbled down the notes from his meeting with Mr and Mrs Vengaburg.

            ~family has a lineage based curse of lycanthropy, triplets of 13 years old have recently began their change, have gone missing, this torn piece of cloth is all that they could find as to who the abductors might be.

He stared down at the deep red cloth with an ornate circle of runes on his lap. I have never seen these runes before. I don't even recognize what language they might be written in either... Who might know? - He had the visage of thinking deeply into the bottom of his cup. 

After a few moments he began to dig in his bag and pulled from its contents, a stack of papers in various degrees of shabbiness. He flipped through these Notices and Contracts mindlessly glancing at each one muttering under his breath. "Done.... Human... Human... Elf.... Group of halfings... done... done... payee dead... Goblins, Orks..." He trailed off flipping through the pages before returning them to the bag.

Tyvir sighed deeply before finishing off the last bit of his drink. "Barman! Another round please!"

Last edited by gears1992 on Thu Nov 17, 2016 5:21 pm; edited 22 times in total
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PostSubject: Re: DnD 5e - Tyvir   DnD 5e - Tyvir Icon_minitimeFri Sep 02, 2016 4:45 pm

Instead of a drink a green envelope is slid in front of Tyvir. It has an iridescent sheen to it with the words "Scandalous Peacock" indisposed in gold on the front of the envelope. Inside is a single piece of paper thick and with almost a sheen to it. It is cold to the touch and has a single word scrolled on it in bold black letters "TICKET". Looking up to see who sent it to him he is greeted by the inn keep with his drink and the few other patrons.

After you finish your drink and head out you feel a buzzing in your pocket. With your hand on the door you pull out the envelope. Once it is in your hand it stops humming. Shrugging you push the door open, but are confronted by not the by the bustling streets of Waterdeep but a vestibule of an establishment. It is well appointed and festooned with purples greens and peacock feathers.

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PostSubject: Re: DnD 5e - Tyvir   DnD 5e - Tyvir Icon_minitimeTue Sep 06, 2016 12:49 pm

Tyvir glances from corner to corner of the dimly lit room and back down at the ticket. Turns it over in his hands and looks back into the bar from where he came. "Alright" he says in a low voice to himself as the door closes behind him of its own accord.

He turns around and walks back towards the door and attempts to open it. It doesn't budge. He then looks around the room again finding a few ornate benches vase's with flowers and peacock feathers. On the walls hang ornamental fixings adorned with large perfectly placed peacock feathers and curtains hanging. Seems to be some sort of antichamber. 

He crosses the room slowly and places a hand upon the door opposite and it opens revealing a similarly decorated room and a man behind a desk
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PostSubject: Re: DnD 5e - Tyvir   DnD 5e - Tyvir Icon_minitimeFri Sep 16, 2016 9:15 am

Tyvir Tower Sheet-
Level: 4
EXP: 3328/6500
Hit points: 41/41
AC: 13

Str: 15 (+2), Dex: 13 (+1), Con: 14 (+2), Int: 13 (+1), Wis: 12 (+1), Cha: 13 (+1)

Fighting Style: Dueling- When you are wielding a melee weapon in one hand and no other weapons you gain a +2 bounus to damage rolls with that weapon.

The Sun Blade: This item appears to be a Longsword hilt. While grasping the hilt, you can use a Bonus Action to cause a blade of pure radiance to spring into existence, or make the blade disappear. While the blade exists, this magic Longsword has the Finesse property. If you are proficient with shortswords or longswords, you are proficient with the sun blade.
You gain a +2 bonus to Attack and Damage Rolls made with this weapon, which deals radiant damage instead of slashing damage. When you hit an undead with it, that target takes an extra 1d8 radiant damage.
The sword's luminous blade emits bright light in a 15-foot radius and dim light for an additional 15 feet. The light is sunlight. While the blade persists, you can use an action to expand or reduce its radius of bright and dim light by 5 feet each, to a maximum of 30 feet each or a minimum of 10 feet each.
To Hit: 1d20+6
Damage: 1d8+6 additional 1d8 to undead

Level 2:
Action Surge: 1 additional action can be taken along with a bonus action in a turn. Can only be used once between rests.

Level 3:
Gain superiority dice - expend to do maneuvers - regain all dice during a short or long rest.
Gain 3 Maneuvers: feinting attack, precision attack, commander's strike

Level 4:
 Ability score improvement - +1 Constitution, +1 Strength

Superiority Dice: X4 D8's 
Feinting Attack: You can expend one superiority die and use a bonus action on your turn to feint, choosing one creature within 5 feet of you as your target. You have advantage on your next attack roll against that creature. If that attack hits, add the superiority die to the attack’s damage roll.
Precision Attack: When you make a weapon attack roll against a creature, you can expend one superiority die to add it to the roll. You can use this maneuver before or after making the attack roll, but before any effects of the attack are applied.
Commander’s Strike: When you take the Attack action on your turn, you can forgo one of your attacks and use a bonus action to direct one of your companions to strike. When you do so, choose a friendly creature who can see or hear you and expend one superiority die.That creature can immediately use its reaction to make one weapon attack, adding the superiority die to the attack’s damage roll.

Proficiency in leather working, skinning, and tanning

Companion: Hell Hound.
Str: 17(+3)  Dex: 12 (+1) Con: 14 (+2) Int: 6 (-2) Wiz: 13(+1) Cha: 6 (-2)
Skills Perception +5
Damage Immunities fire
Senses darkvision 60ft.,
passive Perception 15
Languages understands Infernal but can't speak it
Keen Hearing and Smell: The hound has advantage on Wisdom
(Perception) checks that rely on hearing or smell.
Pack Tactics: The hound has advantage on an attack roll
against a creature if at least one of the hound's allies is within 5
feet of the creature and the ally isn't incapacitated.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 7 (1d8 + 3) piercing damage plus 7 (2d6) fire damage.
Fire Breath (Recharge 5-6}. The hound exhales fire in a 15-footcone. Each creature in that area must make a DC 12 Dexterity saving throw, taking 21 (6d6) fire damage on a failed save, or half as much damage on a successful one.


2x water breathing potions
1x dagger

Last edited by gears1992 on Fri Dec 02, 2016 12:06 pm; edited 24 times in total
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PostSubject: Re: DnD 5e - Tyvir   DnD 5e - Tyvir Icon_minitimeTue Oct 04, 2016 1:05 am

25 xp for dealing with the tail and another 25xp for getting in contact with the Silver Bears.
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PostSubject: Re: DnD 5e - Tyvir   DnD 5e - Tyvir Icon_minitime

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