Overview
A few sentences to be confirmed by Gary. (further info can be dropped into headings below as necessary)
Gideon von Scholtz II
None
Skills
Saving Throws
Details
Type: HumanoidSpecies: Variant Human
Background: Nobleman (Former Naval Officer)
Proficiencies
Armor: Light, Medium, Heavy, ShieldsWeapons: Simple, Martial
Tools: —
Features & Traits
Oathbreaker
A holy warrior bound to a sacred oath
Hit Die: d10
Primary Ability: Strength & Charisma
Saves: Wisdom & Charisma
Class Features
Level 3: Oathbreaker Spells
An Oathbreaker paladin loses previously gained oath spells and instead gains the following Oathbreaker spells at the paladin levels listed.
Paladin Level
Spells
3rd
hellish rebuke, inflict wounds
5th
crown of madness, darkness
9th
animate dead, bestow curse
13th
blight, confusion
17th
contagion, dominate person
Level 3: Channel Divinity
An Oathbreaker paladin of 3rd level or higher gains the following two Channel Divinity options.
Control Undead. As an action, the paladin targets one undead creature he or she can see within 30 feet of him or her. The target must make a [[/save wis format=long]]. On a failed save, the target must obey the paladin’s commands for the next 24 hours, or until the paladin uses this Channel Divinity option again. An undead whose challenge rating is equal to or greater than the paladin’s level is immune to this effect.
Dreadful Aspect. As an action, the paladin channels the darkest emotions and focuses them into a burst of magical menace. Each creature of the paladin’s choice within 30 feet of the paladin must make a [[/save wis format=long]] if it can see the paladin. On a failed save, the target is frightened of the paladin for 1 minute. If a creature frightened by this effect ends its turn more than 30 feet away from the paladin, it can attempt another [[/save wis format=long]] to end the effect on it.
Level 7: Aura of Hate
Starting at 7th level, the paladin, as well any fiends and undead within 10 feet of the paladin, gains a bonus to melee weapon damage rolls equal to the paladin’s Charisma modifier (minimum of +1). A creature can benefit from this feature from only one paladin at a time.
At 18th level, the range of this aura increases to 30 feet.
Level 15: Supernatural Resistance
At 15th level, the paladin gains resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.
Level 20: Dread Lord
At 20th level, the paladin can, as an action, surround himself or herself with an aura of gloom that lasts for 1 minute. The aura reduces any bright light in a 30-foot radius around the paladin to dim light. Whenever an enemy that is frightened by the paladin starts its turn in the aura, it takes 4d10 psychic damage. Additionally, the paladin and creatures he or she chooses in the aura are draped in deeper shadow. Creatures that rely on sight have disadvantage on attack rolls against creatures draped in this shadow.
While the aura lasts, the paladin can use a bonus action on his or her turn to cause the shadows in the aura to attack one creature. The paladin makes a melee spell attack against the target. If the attack hits, the target takes necrotic damage equal to 3d10 + the paladin’s Charisma modifier.
After activating the aura, the paladin can’t do so again until he or she finishes a long rest.
The Hexblade
A wielder of magic that is derived from a bargain with an extraplanar entity.
Hit Die: d8
Primary Ability: Charisma
Saves: Wisdom & Charisma
Class Features
Level 1: Expanded Spell List
The Hexblade lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.
Hexblade Expanded Spells
Spell Level
Spells
1st
shield, wrathful smite
2nd
blur, branding smite
3rd
blink, elemental weapon
4th
phantasmal killer, staggering smite
5th
banishing smite, cone of cold
Level 1: Hexblade’s Curse
Starting at 1st level, you gain the ability to place a baleful curse on someone. As a bonus action, choose one creature you can see within 30 feet of you. The target is cursed for 1 minute. The curse ends early if the target dies, you die, or you are incapacitated. Until the curse ends, you gain the following benefits:
You gain a bonus to damage rolls against the cursed target. The bonus equals your proficiency bonus.
Any attack roll you make against the cursed target is a critical hit on a roll of 19 or 20 on the d20.
If the cursed target dies, you regain hit points equal to your warlock level + your Charisma modifier (minimum of 1 hit point).
You can’t use this feature again until you finish a short or long rest.
Level 1: Hex Warrior
At 1st level, you acquire the training necessary to effectively arm yourself for battle. You gain proficiency with medium armor, shields, and martial weapons.
The influence of your patron also allows you to mystically channel your will through a particular weapon. Whenever you finish a long rest, you can touch one weapon that you are proficient with and that lacks the two-handed property. When you attack with that weapon, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls. This benefit lasts until you finish a long rest. If you later gain the Pact of the Blade feature, this benefit extends to every pact weapon you conjure with that feature, no matter the weapon’s type.
Level 6: Accursed Specter
Starting at 6th level, you can curse the soul of a person you slay, temporarily binding it to your service. When you slay a humanoid, you can cause its spirit to rise from its corpse as a specter, the statistics for which are in the Monster Manual. When the specter appears, it gains temporary hit points equal to half your warlock level. Roll initiative for the specter, which has its own turns. It obeys your verbal commands, and it gains a special bonus to its attack rolls equal to your Charisma modifier (minimum of +0).
The specter remains in your service until the end of your next long rest, at which point it vanishes to the afterlife.
Once you bind a specter with this feature, you can’t use the feature again until you finish a long rest.
Level 10: Armor of Hexes
At 10th level, your hex grows more powerful. If the target cursed by your Hexblade’s Curse hits you with an attack roll, you can use your reaction to roll a d6. On a 4 or higher, the attack instead misses you, regardless of its roll.
Level 14: Master of Hexes
Starting at 14th level, you can spread your Hexblade’s Curse from a slain creature to another creature. When the creature cursed by your Hexblade’s Curse dies, you can apply the curse to a different creature you can see within 30 feet of you, provided you aren’t incapacitated. When you apply the curse in this way, you don’t regain hit points from the death of the previously cursed creature.
Harness Divine Power
You can expend a use of your Channel Divinity to fuel your spells. As a bonus action, you touch your holy symbol, utter a prayer, and regain one expended spell slot, the level of which can be no higher than half your proficiency bonus (rounded up). The number of times you can use this feature is based on the level you’ve reached in this class: 3rd level, once; 7th level, twice; and 15th level, thrice. You regain all expended uses when you finish a long rest.
Divine Sense
You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses.
Lay On Hands
As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool.
Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one.
This feature has no effect on undead and constructs.
Divine Smite
Extra Attack
Channel Divinity
Control Undead. As an action, the paladin targets one undead creature he or she can see within 30 feet of him or her. The target must make a [[/save wis format=long]]. On a failed save, the target must obey the paladin’s commands for the next 24 hours, or until the paladin uses this Channel Divinity option again. An undead whose challenge rating is equal to or greater than the paladin’s level is immune to this effect.
Dreadful Aspect. As an action, the paladin channels the darkest emotions and focuses them into a burst of magical menace. Each creature of the paladin’s choice within 30 feet of the paladin must make a [[/save wis format=long]] if it can see the paladin. On a failed save, the target is frightened of the paladin for 1 minute. If a creature frightened by this effect ends its turn more than 30 feet away from the paladin, it can attempt another [[/save wis format=long]] to end the effect on it.
Hexblade's Curse
You gain a bonus to damage rolls against the cursed target. The bonus equals your proficiency bonus.
Any attack roll you make against the cursed target is a critical hit on a roll of 19 or 20 on the d20.
If the cursed target dies, you regain hit points equal to your warlock level + your Charisma modifier (minimum of 1 hit point).
You can’t use this feature again until you finish a short or long rest.
Hex Warrior
The influence of your patron also allows you to mystically channel your will through a particular weapon. Whenever you finish a long rest, you can touch one weapon that you are proficient with and that lacks the two-handed property. When you attack with that weapon, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls. This benefit lasts until you finish a long rest. If you later gain the Pact of the Blade feature, this benefit extends to every pact weapon you conjure with that feature, no matter the weapon’s type.
Inspiring Leader
Additional Paladin Spells
The spells in the following list expand the paladin spell list in the Player’s Handbook. The list is organized by spell level, not character level. Each spell is in the Player’s Handbook, unless it has an asterisk (a spell in chapter 3 of Tasha’s Cauldron of Everything). Xanathar’s Guide to Everything also offers more spells.
Level
Additional Spells
2nd
Gentle repose, Prayer of healing, Warding bond
3rd
Spirit shroud *
5th
Summon celestial *
Additional Warlock Spells
The spells in the following list expand the warlock spell list in the Player’s Handbook. The list is organized by spell level, not character level. Each spell is in the Player’s Handbook, unless it has an asterisk (a spell in chapter 3 of Tasha’s Cauldron of Everything). Xanathar’s Guide to Everything also offers more spells.
Level
Additional Spells
Cantrip
Booming blade *, Green-flame blade *, Lightning lure *, Mind sliver *, Sword burst *
3rd
Intellect fortress *, Spirit shroud *, Summon fey *, Summon shadowspawn *, Summon undead *
4th
Summon aberration *
5th
Mislead, Planar binding, Teleportation circle
6th
Summon fiend *, Tasha’s otherworldly guise *
7th
Dream of the blue veil *
9th
Blade of disaster *, Gate, Weird
Fighting Style: Blind Fighting
Spellcasting
Preparing and Casting Spells
The Paladin table shows how many spell slots you have to cast your paladin spells. To cast one of your paladin spells of 1st level or higher, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
You prepare the list of paladin spells that are available for you to cast, choosing from the paladin spell list. When you do so, choose a number of paladin spells equal to your Charisma modifier + half your paladin level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.
For example, if you are a 5th-level paladin, you have four 1st-level and two 2nd-level spell slots. With a Charisma of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells.
You can change your list of prepared spells when you finish a long rest. Preparing a new list of paladin spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.
Spellcasting Ability
Charisma is your spellcasting ability for your paladin spells, since their power derives from the strength of your convictions. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a paladin spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Charisma modifier
Spell attack modifier = your proficiency bonus + your Charisma modifier
Spellcasting Focus
You can use a holy symbol (see the Adventuring Gear section) as a spellcasting focus for your paladin spells.
Divine Health
Sacred Oath
Your choice grants you features at 3rd level and again at 7th, 15th, and 20th level. Those features include oath spells and the Channel Divinity feature.
Oath Spells
Each oath has a list of associated spells. You gain access to these spells at the levels specified in the oath description. Once you gain access to an oath spell, you always have it prepared. Oath spells don’t count against the number of spells you can prepare each day.
If you gain an oath spell that doesn’t appear on the paladin spell list, the spell is nonetheless a paladin spell for you.
Channel Divinity
Your oath allows you to channel divine energy to fuel magical effects. Each Channel Divinity option provided by your oath explains how to use it.
When you use your Channel Divinity, you choose which option to use. You must then finish a short or long rest to use your Channel Divinity again.
Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your paladin spell save DC.
Aura of Protection
At 18th level, the range of this aura increases to 30 feet.
Oathbreaker Spells
Paladin Level
Spells
3rd
hellish rebuke, inflict wounds
5th
crown of madness, darkness
9th
animate dead, bestow curse
13th
blight, confusion
17th
contagion, dominate person
Aura of Hate
At 18th level, the range of this aura increases to 30 feet.
Otherworldly Patron
Pact Magic
Cantrips
You know two cantrips of your choice from the warlock spell list. You learn additional warlock cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Warlock table.
Spell Slots
The Warlock table shows how many spell slots you have to cast your warlock spells of 1st through 5th level. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your warlock spells of 1st level or higher, you must expend a spell slot. You regain all expended Pact Magic spell slots when you finish a short or long rest.
For example, when you are 5th level, you have two 3rd-level spell slots. To cast the 1st-level spell witch bolt, you must spend one of those slots, and you cast it as a 3rd-level spell.
Spells Known of 1st Level and Higher
At 1st level, you know two 1st-level spells of your choice from the warlock spell list.
The Spells Known column of the Warlock table shows when you learn more warlock spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what’s shown in the table’s Slot Level column for your level. When you reach 6th level, for example, you learn a new warlock spell, which can be 1st, 2nd, or 3rd level.
Additionally, when you gain a level in this class, you can choose one of the warlock spells you know and replace it with another spell from the warlock spell list, which also must be of a level for which you have spell slots.
Spellcasting Ability
Charisma is your spellcasting ability for your warlock spells, so you use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a warlock spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Charisma modifier
Spell attack modifier = your proficiency bonus + your Charisma modifier
Spellcasting Focus
You can use an arcane focus (see the Adventuring Gear section) as a spellcasting focus for your warlock spells.
Expanded Spell List
Hexblade Expanded Spells
Spell Level
Spells
1st
shield, wrathful smite
2nd
blur, branding smite
3rd
blink, elemental weapon
4th
phantasmal killer, staggering smite
5th
banishing smite, cone of cold
Inventory
| Item | Qty |
|---|---|
| Unarmed Strike | 1 |
| Bag of Holding | 1 |
| Goggles of Night | 1 |
| Potion of Healing (Superior) | 10 |
| Potion of Psychic Resistance | 4 |
| Bless Scroll | 2 |
| Scroll of Revifify | 3 |
| Longsword of Vengeance | 1 |
| Mithral Plate of Gleaming | 1 |
| Scroll of protection from Aberrations | 1 |
| Cloak of Many Fashions | 1 |
| Dark Shard Amulet | 1 |
| Heward's Handy Spice Pouch | 1 |
| Shield of Expression | 1 |
| Bank Ledger | 1 |
| Backpack | 1 |
| Clothes, Common | 1 |
| Rations (1 day) | 15 |
| Torch | 10 |
| Emblem | 1 |
| Diamond | 5 |
| Adamantine Plate | 1 |
| Greatsword, +1 | 1 |
| Battleaxe | 1 |
| Crowbar | 1 |
| Potion of Mind Reading | 1 |
| Manacles | 1 |
| Mess Kit | 1 |
| Rope, Hempen (50 feet) | 1 |
| Tinderbox | 1 |
| Waterskin | 1 |
| Clothing, cold weather | 1 |
| Potion of Stone Giant Strength | 1 |
| Bottle of Wine | 2 |
Spellbook
| Spell Name | Level | Components |
|---|---|---|
| Eldritch Blast (Legacy) | Cantrip | V, S |
| Sword Burst | Cantrip | V |
| Bless (Legacy) | 1 | V, S, M |
| Ceremony | 1 | V, S, M |
| Charm Person (Legacy) | 1 | V, S |
| Command (Legacy) | 1 | V |
| Compelled Duel (Legacy) | 1 | V |
| Comprehend Languages (Legacy) | 1 | V, S, M |
| Cure Wounds (Legacy) | 1 | V, S |
| Detect Evil and Good (Legacy) | 1 | V, S |
| Detect Magic (Legacy) | 1 | V, S |
| Detect Poison and Disease (Legacy) | 1 | V, S, M |
| Divine Favor (Legacy) | 1 | V, S |
| Hellish Rebuke (Legacy) | 1 | V, S |
| Heroism (Legacy) | 1 | V, S |
| Inflict Wounds (Legacy) | 1 | V, S |
| Protection from Evil and Good (Legacy) | 1 | V, S, M |
| Purify Food and Drink (Legacy) | 1 | V, S |
| Searing Smite (Legacy) | 1 | V |
| Shield of Faith (Legacy) | 1 | V, S, M |
| Thunderous Smite (Legacy) | 1 | V |
| Wrathful Smite (Legacy) | 1 | V |
| Aid (Legacy) | 2 | V, S, M |
| Branding Smite (Legacy) | 2 | V |
| Crown of Madness (Legacy) | 2 | V, S |
| Darkness (Legacy) | 2 | V, M |
| Find Steed (Legacy) | 2 | V, S |
| Gentle Repose (Legacy) | 2 | V, S, M |
| Lesser Restoration (Legacy) | 2 | V, S |
| Locate Object (Legacy) | 2 | V, S, M |
| Magic Weapon (Legacy) | 2 | V, S |
| Prayer of Healing (Legacy) | 2 | V |
| Protection from Poison (Legacy) | 2 | V, S |
| Warding Bond (Legacy) | 2 | V, S, M |
| Zone of Truth (Legacy) | 2 | V, S |
| Detect Thoughts (Potion of Mind Reading) (Legacy) | 2 | V, S, M |
| Animate Dead (Legacy) | 3 | V, S, M |
| Aura of Vitality (Legacy) | 3 | V |
| Bestow Curse (Legacy) | 3 | V, S |
| Blinding Smite (Legacy) | 3 | V |
| Create Food and Water (Legacy) | 3 | V, S |
| Crusader's Mantle (Legacy) | 3 | V |
| Daylight (Legacy) | 3 | V, S |
| Dispel Magic (Legacy) | 3 | V, S |
| Elemental Weapon (Legacy) | 3 | V, S |
| Magic Circle (Legacy) | 3 | V, S, M |
| Remove Curse (Legacy) | 3 | V, S |
| Revivify (Legacy) | 3 | V, S, M |
| Spirit Shroud | 3 | V, S |
Black Hood
Black Hood
The Black Hood is an unidentified vigilante serial killer who was active in Chevid and the surrounding area for around 9 months.
At night he would hunt down criminals and savagely murder them, leaving only completely brutalised remains and their apparent crimes written in the blood of the victims at the crime scene nearby.
Criminals in Chevid would talk of the Black Hood in fear as if seemed that he’d target almost any serious or even semi serious crime, sometimes leaving multiple victims a week
Most notably a high profile captain of a naval vessel, Captain Hector Hale and and almost his entire crew, bar one halfling deckhand were brutally slaughtered in the night.
Captain Hale’s corpse in particular left on a grizzly display draped over the wheel of his ship with ‘PIRATES’ written in his blood on the deck nearby.
The Black Hood was never caught, and is still wanted by the Authorities but has been quiet with no new murders in the last 3 or so months.
Gideon Von Scholtz II is the true identity of The Black Hood, deciding that he was sick of villains like Hale getting their own way, he unleashed a campaign of terror and murder against the criminals of the town, practising on lower criminals until feeling confident enough to eliminate his nemesis Hale and his villainous crew.
Shortly after killing Hale he packed his disguise and left town.
I’d like to think he still has the outfit in his backpack, it’s really just some robes, mask and hood that he dons over his armour.
Appearance & Personality
Visuals & Mannerisms
- Visuals:
- Mannerisms:
Recent Activity
This section displays every time this entity is mentioned in session summaries.
Session 0-1
- Calyn and Enya came to within a bare and shadowy chamber along with another unknown man, Gideon von Scholtz II. The three were confronted with seven identically robed figures who’s identities were concealed by their shadowy hoods. The hooded figures interrogated the 3, with Gideon claiming that he’d been partying and gotten lost. Calyn and Enya were truthful in that they had no idea how they came to be in this reality.
- The party made their preparations to leave the city of Ancelstierre and travel to the Storm Coast. Gideon von Scholtz II, revealed to be the second son of a powerful noble, visited the Broken Drum Inn. There he bid farewell to Segeant Dyer, a man-at-arms sworn to House von Schotlz, and his favourite orc prostitute Esmerelda.
Session 0-5
- “Kilvin, VD. Message, Iskar Jarak. Request for VD in Torkef. Possible curse or other supernatural threat. Noble house near extinguished. Scholtz II presence is requested.”
- The party noticed that Jasmine Miller, Bryer Thatcher, and Rickon Eathe had all been playing with little metal toys or tokens, some appearing to talk to the items at times. The party, with Gideon even using Zone of Truth on Rickon, discovered that the iron tokens appeared to be means to communicate with someone the children called Nana Ruth. The party learned Nana Ruth had a cottage in town and went to investigate.
- Iskar was isolated and ganged up upon by the giants and eladrin. He found himself struck down and dying, with the party unable to reach him in time to save him. Gideon, distraught, knelt and begun praying over Iskar. As Gideon did so, he had both his hands upon Banish the Greatsword and Iskar. Unknown to Gideon, Iskar’s soul had entered Banish which due to it’s nature threated to consume him. Banish, confused and not having the perspective of a flesh and blood creature was confused and had not yet consumed Iskar.
- Upon Gideon making contact with both the Banish and praying to the seven divines it released a celestial beacon. Gideon found various deities superimposed over his person and working through his body as they freed the celestial being trapped in the greatsword which believed itself to be named Banish. As a side effect of them being having been ejected from the greatsword, Iskar was also released from it and returned to his body.
- Both Gideon and Iskar found themselves exhausted and traumatised by the ordeals they underwent during this, both utterly spent. Despite this the party continued on up the tower. Immediately prior to reaching the tower summit the party heard Birlond’s voice for the last time crying out,
- The party found some fey on the roof and a portal. The party dispatched the fey and recognised that the portal lead directly and physically into Death. Gideon dared enter the portal and observed some distance closer to the First Gate as a slight figure, resembling Birlond, wrestled with a hulking figure. Gideon saw Birlond be cast down into the waters and the hulking figure wrest his staff from him. The hulking figure fought back up against Death’s currents and back into life, at a diagonal away from where Gideon stood. The figure, a large hideous crone waved and cackled “bye dearie”. Gideon struggled against the waters pulling at this legs and struggled back to the barrier to life himself, although he felt the urge to lie down and rest.
- Back in life, Gideon and the party found themselves questioning what that crone had wanted in robbing Birlond’s staff from him. Calyn, along amongst the party, was able to perceive a bundled up robe on the roofs parapet. This was a Robe of Eyes, once worn by Birlond. There was a note tucked into it which read that it was intended for a watcher, someone with the eyes to see.
- The party then continued on towards Buck where Gideon’s father, Gideon von Scholtz, oversaw the town on behalf of Great House Belmont. Gideon von Scholtz’s seneschal Edmund Ravenswood met the party when there and provided them the means to teleport to Great House Belmont’s teleportation circle in Ancelstierre.
Session 0-4
- The party set out and eventually defeated the Zaratan, removing it’s heart. Only 2 of the sellswords they hired survived, named Alveron & Simeon. Gideon mused about not paying the wages of the deceased sellswords to their surviving family, as agreed, which angered Alveron, Simeon, and Iskar. Gideon backed down and Iskar offered Alveron & Simeon the possibility of future employment with them. Alveron & Simeon advised they could be found in Bonestair, Ancelstierre.