Chimalli

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D&D: Ghosts of Saltmarsh
Saltmarsh-infobox.png
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 GhostThe Harridan
Saltmarsh Gear
Saltmarsh Region
The Town of Saltmarsh
Saltmarsh Region
NPCs
Saltmarsh NPCsGuests
Resources
House Rules

Chimalli is a young, 4th level, neutral good Tortle Totem Warrior. Straightforward, loyal and protective of those he sees as vulnerable, he is a tank both in build and in personality.

Description

Chimalli.jpg

Like all tortles, Chimalli's most propionate feature is the massive shell he carries on his back. His speaks volumes about the harsh and battle filled life he has lead from the natural spiked edges to the nicks and cuts from the blades of solders 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

Fort Beluarian.jpg

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 on a regular basis to supplement a 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 unarguable combat skills lead 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 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:
Speed: 30 feet
Maximum Hit Points: 41
Armor Class: 20

Passive Skills:
Insight: 13 (18 with advantage)
Perception: 15 (20 with advantage)

Languages:
Aquian (Native)
Common (Chult)

Attributes

Strength 16 (+3)   Dexterity 8 (-1)   Constitution 14 (+2)
Intelligence 10 (+0)   Wisdom 16 (+3)   Charisma 10 (+0)

Proficiency

Proficiency bonus: +2

Saves

  • Strength
  • Constitution

Weapons & Armor

  • Simple Weapons
  • Martial Weapons
  • Light Armor
  • Medium Armor
  • Shields

Skills

  • Animal Handling
  • Athletics
  • Intimidation
  • Perception
  • Survival

Tools

  • Dice Games
  • Land Vehicles

Abilities

Triceratops Spirit.jpg

Racial

  • Claws: Unarmed strikes deal 1d4 slashing
  • Shell Defense (Action)
    • 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, 3/LR, 1 minute, Bear Totem)
    • 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.

Background / Feats

FlamingFist.png
  • Military Rank: I hold rank with the Flaming Fist and can call on favors were appropriate.
  • Friend: With a guard in Saltmarsh
  • Shield Master: I have mastered the Shield.
    • 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 a dexterity saving throw for half damage, spend a reaction to take no damage instead.
  • 8th level

Equipment

Encumbrance: 81-160 lb (Light, -10); 161-240 lb (Heavy, -20); 480 lb (Drag)

Weapons & Armor

  • Longsword: +6 Attack, 1d8+4 Slashing, Versatile
  • Warhammer: +5 Attack, 1d8+3 Bludgening, Versatile
  • Javelin: +5 Attack, 1d6+3 Piercing, Throw 30/120 ◈◈◈◈◇◇☠☠
  • Enchanted Shield: +3 AC

Gear

  • Common Clothes
  • Trophy - Dragon Scale
  • Trophy - Huge Crocodile Scale
  • Trophy - Demonic Half-orc tooth
  • Insignia - Flaming Fist Gauntlet
  • Belt Pouch
    • Whetstone
    • Bone Dice with Skull 6s
    • Carving (1gp)
  • Belt Pouch
    • Gem Chips (3) (1gp ea)
    • Blue Quartz (10 gp)
    • 2 Pearls (100 gp ea)
    • 2 Rubies (100 gp ea)
    • Coins (213 gp, 2 ep, 6 sp, 19 cp)
  • Backpack
    • Tent
    • Traveler's Clothes
    • Winter Blanket
    • Rope (50)
    • Tinderbox
    • Mess kit
    • Fishing Tackle
    • Waterskin (2)
    • Rations (10)

Magical Items

  • Winter Blanket: <description> If used to sleep, it is more comfortable. (Also, 1/10 chance of resistance from cold damage.)
  • Enchanted Shield: <description> (Shield +1)
  • Enchanted Longsword': <description>, in addition, it does not rust. (Sword +1)