Tolmont (North Revealed character)

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Character - Tolmont

Character – Tolmont

TolmontFighter 1st (narrow Committed PathwayBattle Master) w/Sailor Background

Race: Steel Realms Human (Tarmysian descendant), Gender: male (evident sexual characteristics/general suggested sexuality: obviously male), age: 17 {max. approx 120}, handed: right, Size: medium (weight: #__, height: __ ), hair: black {style?}, eyes: blue (wide – Soul Scourge), skin: pale {heavily tanned}; Movement: walk 30′

Scars/Marks: Godsbrand of Elancil & Sun Stealer.

Mannerisms:
> Central Concept + Argument/Saying:
> Favored/Spirit Animal:

Code/ Alignment: (GOOD) SCRUPULOUS

Attribute Tracking
Attribute Current Adj. ASI rec. Wound rec. Other rec.
Charisma +1 Soul scourge
Constitution
Dexterity
Intelligence
Perception
Sanity
Strength
Wisdom
Essence: TOTAL: – Attunements ___ =
Character Weaves =

Proficiency: +2 @ 1st

i20 skills do NOT use Proficiency Bonus – skill level, attribute modifiers and situation/action modifiers are combined as an adj. to the check.

Skills: Divine Phenomenology 1, Craftwork: Wood (carpentry) 1
Sailor Background: Accomplished Role: Navigator +2; Vehicle: Ships 1

Attributes/Saves:

Communication:
+ Gohrmliht (Galactic Common) Language (not literate; all the ‘foundlings’ learned it as a means of secure communication)

Armor: (NOTE: Shuns Heavy Armor)

Weapons:

:

Enhanced Capabilities

Ship/Maritime Obsessed: The character is a committed development with single class marine Fighter > Battlemaster @3rd.
Benefits = Replace a physical attribute with Intelligence for proficiency. Gains intelligence bonus to Dexterity saves/checks when on a moving ship deck.
REQ = Obsession trait + Half of all skills must be ship related, with Operate/Pilot NEVER BEING LESS BASE LEVEL THAN THE CHARACTER LEVEL up to 5th.

Senses:

Life Afloat Fascination: He spent an obsessive deal of time watching, listening, and feeling the intricacies of life on a boat. Growing up on a boat with a water elemental bound to it, pushing what normal ships are capable of, inspired him to find ways of accomplishing some of the same feats.
> Gained: skills x3 @1 (Vehicle: Ships, Carpentry, Divine Lore); inspired Conviction (Elancil)

Divine Capabilities

Patron/Pantheon: Elancil (Conviction = 1)

Combat/Action Economy

ARMOR CLASS: Armor {armor} + Dex {Dex adj.} + Shield {shield adj.} =
> {condition} +1 AC (Unfettered on Deck[/su_permalink experience] > ResilienceResilience > Armor = & Shield =
HEALTH/HIT POINTS: HD {dice1, dice 2, etc.} + Con {per dice mod} – Wounds {record1, record2, etc.} =
> Healing Rate base = 1+CON adj/Short Rest > Uses of Second Wind, etc. =

Typical Tactics:

  • Bonus Action: default Off-Hand Weapon (no damage bonus by default)

Condition: Partial Grudge Bearing to hated Gwinnish Marauders; When any of your chosen foes makes their first normal or opportunity attack against you in a round, it makes the attack roll with disadvantage.

Condition: {} = adj

Equipment

Armor:
Weapons:

Special Items

Mundane Keepsakes:

Currency, Credit, etc.

Coin/Currency =


Campaign Character Group

  • Muiritree (human Fighter) – Alanna Grenier
  • Ralk (Tapethian Druid) – Arabus Grenier
  • Gil (Elven Warlock) – Ben Persinger
  • Toltret (human Paladin) – Corey Cordray
  • Xiao (halfling? Rogue) – Earl Clark
  • + Gemma (half ork Wizard) – Kelly Berger (NPC)
  • Vaydorin (off world human Fighter/Rogue) – Rocky Bliss
  • Tolmont (human Fighter)- Iziah Nixon III
HISTORY & TRAVELS

History

Player: Iziah Nixon III; Integrated campaign (GM: Kelly Berger) character for The North Revealed, created 5/2025.

Helca Origins

No one remembers or uses last names – those old identities are gone. His father was a Tarmysian ship builder for the navy of Dunstrand. His mother was a survivor of a Gwinnish wreck, an “indentured servant” from Nakria being sent to be a camp girl in a Gwinnish mercenary company that had been transported on the same ship. Umbakians rammed the ship as it was carrying the mercenaries and logistics along the southern coast. His family fled Tarmysia and he was taken as a slave – he is one of the Hardened Tarmysians.

North Revealed: The Fate of Asil – A Shared Experience of the ORIGINAL ‘foundling’ campaign characters of the North Revealed campaign; How Asil escaped Dunstrand and his ultimate fate of death on the water.

The characters share the same experience (North Revealed: The Soul Scourge) in regard to The Soul Scourge of Gruxxand the Necromancer. It is a recurring shared experience of a strange astral ship and crew over and over, with the Eorthna named Binnu-Burr of the foundlings imprinting it. She has done this over and over for years, even on the ones that did not directly experience it, so that it is a defining moment in all their lives.

Storm Favored:

A Life Afloat:

A Home Port:

The Slaveship Work

The Others:

The Escape:

The Ship:

Shared Campaign Experience – Theme/symbolism of water. The entire {original} group of PCs is bound in their adoption of the gods, goddesses, and elemental ideals of water and what they represent. Additionally, they share a common background of Sailor.

North Revealed: The Reckoning – A Shared Experience of the ORIGINAL campaign characters of The North Revealed campaign wherein the character resolve their fate on the world of Helca within the greater Imperium setting and its technology.

Favored/Spirit Animal Story: There was a fox terrorizing the chickens. Once a week it would come. And once a week we’d loose a chicken. Traps didn’t work, it never got caught but the coyotes that chased it did. It fed on the trapped creatures. Poison didn’t work. We found wolves had eaten the bait. But we got new pelts. One day it stopped eating the chickens. It continued to eat the trapped animals. It was smart enough to use us to catch its food. I want to be that smart.

END OF THE SOUL SCOURGE: Herald’s Quarterly 9179, 3rd Quarter CY 9179 – Something has happened. You know not what, but a powerful mystic force has slammed into everyone – finding you wherever you may be; In bed, in the street, asleep, eating, working or in the midst of romance. All at once, you feel as if the sun and all light have been swallowed – everything is dark. Your belly burns with a hunger you have never felt before, a desire to consume all within reach, a great emptiness that must be filled. Around you in the darkness are motes of life. You’re not sure if anything you’ve ever heard of is comparable to this… perhaps the Soul Scourge, or being near a gods’ manifestation. Do you feast… or resist the hunger?
= Gives into the Worms’ Hunger

CHARACTER BUILD CONVERSATION

Do you have a character concept you were thinking of for the next character? I have a list of several integrated character ideas i will try and match with (it looks like we are going in that direction). Im not giving the list out to everyone because i want things to remain a surprise for a while. All the character concepts i’ve outlined have mechanisms to be viable, despite some of their strange appearances and traits (which make for RP opportunities).

I don’t know I kind of liked the artifact obsessed character idea we threw around. He would be the NPC the party uses to learn about the space related stuff or be into the Umbakian artificers.

you would have to remind me, ill see if i can fit it into the integrated campaign characters

He would be the NPC the party uses to learn about the space related stuff or be into the Umbakian artificers

Just to be clear, the characters will all come fit with a “reconciled to never leaving this world” viewpoint. The pursuit of tech is not something i want to be a main focus. The pursuit of tech is not something i want to be a main focus. The best i could offer is a tarmysian into ships, and after witnessing the power of an elemental in ship use, want to pursue tech to accomplish some of the same things. Is that ok, or go with some other concept? There will be a little introduction of tech and as long as it stays an inspiration and not obsession, I’m okay with it. I thought about the difference between words and it’s hard to exactly describe where one leaves off and the other picks up, but obsession is definitely what I want to avoid. Casual and inspired.

Ok that sounds good

I take that back. There will be a little introduction of tech and as long as it stays an inspiration and not obsession, I’m okay with it. I thought about the difference between words and it’s hard to exactly describe where one leaves off and the other picks up, but obsession is definitely what I want to avoid. Casual and inspired.

Another tool

a) do you want to make the character obsessive in his pursuit of improved boat tech? b) what gender? c) is fighter w/battlemaster (ship fighting) pathway ok?

Yes boat tech obsessed, Male, want intelligence and constitution to be their primary stats.

>Not sure if battle master is a good fit, but I can make anything work if we can tie int to martial prioress (is that how you spell it, looks wrong)
Maybe a feature that lets me call out attack formation or battle insight if I don’t attack this round. Go purely defensive observe then give advantage or an attack bonus to other players.

yes, theres stuff like that in there.

Ok cool so order of stat importance Int, Con, Dex
Probably San, Per next
Forbidden boat knowledge and all that
lol 😂
The Sea King had some interesting shit you know… Flash of lightning, demons whispering secrets boat goes 25% faster and I loss an essence permanently… or something

All characters are going to have a common background. Please review it and let me know if you have any questions about the background itself and what it encompasses. Any questions beyond that hold off until later. https://incarna.net/feature/experience/background/sailor/

I’m going to call the background complete.

Msg to ALL players: The basics of your character concept are done – superficial ideas and basic race and class (at least narrowed to a couple choices in a few cases). The next phase is the fleshing out of deeper asapects, concepts and back story. You have 2 options at this point. 1) I’ll present you with enough information for you to finish out the character with nearly complete freedom and agency using standard rules with any exceptions already noted in what you’ve discussed with me so far. Or 2) You can let the GM flesh out the character using the more deeply integrated character concepts and options beyond std. rules. This always nets the character more capabilities but a few more roleplaying and interaction restrictions. Which approach would you like?

Do you have any interest in this option? https://incarna.net/feature/experience/story/paths/committed/

Yes let go narrow. Marine till the end!

got it
champion, battlemaster?

Battlemaster; I want to control the field
Or the deck as it were

How I’m imagining Tolmont looks; I like the pose cause it’s the right kind of energy. “My good sir, this conflict is unnecessary and fool-hearted. Please for the sake of your life and crew. Give us what we came for and we’ll be on our way.”
“Half your crew has scurvy and the other half needs dental care.” Do we have a cleric?

there is a druid and medic (mundane)

Offer health care

Just talking out of my ass at combatants no biggie

And that’s a pretty funny character. Quirk. It reminds me of the young d’artagnoine (sp?) from The Three musketeers. His mother gives him poultices and medicines when he leaves home for the big city and he offers them to people along the way that he stabs in duels.

With https://incarna.net/feature/experience/background/sailor/, each person should pick a role/position of accomplished activity. It does not mean you are a pro, but it is essentially where you focused most of your experience on.

navigation per discussion

AND… Think of an animal you would like to be your “spirit animal”. This is more symbolic of personal meaning – not your faith. Write up a brief 2-3 sentence story that describes the event that it came to have meaning for you in. For instance, “When I was a child, and one of my friends had gotten lost playing, a crow came to me. It kept cawing until I tried to shoo it away with rocks, always flying off in the same direction. I realized it was trying to get me to follow it, and it led me to Timmy, trapped in a well.” The only provision is the animal should be common, mouse sized or larger, not an insect, and it should not be a water breathing /dwelling one. Take what is left offered. Use what is given.