Asaui Cermak (ah-sigh; Character – DEAD)

Incarna hosted content does not necessarily represent the values, views, and perspectives of the Incarna Gaming Network. Hosted content exists as a favor to select players (and can be taken down without notice).
Asaui Cermak
As of 1/18/23- Character weaves: 0 Character points: 4 Currency
Personal: 228 silver Orchard Stash: 250 silver Bilge Stash: 0 Silver

Race: Half Elf
Class: Warlock 4th
HD: 5,5,5,5 +8 = 28
Essence [24] 12(san) +9(abilities) +2(Proficiency) +1(Soul Gem) -2(warlock/voice of the chain master) -4(Anubis Conviction) -1(saelish upbringing) -1(Meditation) -7(psychic Aptitude)= 7 x2 (ghoul) -5 (appeal to anubis) =9
Sanity 12 [+1] Strength 7 [-1] Intelligence 10 [+0] Wisdom 13 [+1] Dexterity 14 [+2] Constitution 15 [+2] Charisma 17 [+3]

Proficiency +2 bonus @ 4th level
Skills: Animal Handling, Arcana, Insight, History, Persuasion, Stealth
Lores: The Saelish (+2), The Celestine of Helca (+2), Animal Husbandry (+2)
Tools:
Weapon: Simple Weapons
Armor: Light Armor
Saves: Wisdom, Charisma
Communication: Gladnorean, Feyloise, Dunlapea, Celestial, Black Mark (Corrupted Feyloise),

Powers/Feats
Dark vision 60 feet (Starlight Vision)
Fey ancestry: Advantage vs charm, magic can’t put you to sleep.
Grudge bearing Nope-ghoul
Short fuse

Soul gem
-Stabilizes in Death: If the character drops to 0 HP, they automatically stabilize. It will not stave off Death Saves from any subsequent drops. Nope-Ghoul
-Bonus to Death Save: The character get a +1 (weak) or +2 (strong) bonus to their Death Saves.
-Flora Protection: Immunity to secondary effects (non-damage) of cantrips associated with plants
-Essence Amplification: +1 Essence
-Poisson Resistance: Resistance to poison damage type
-Flora Obfuscation: 1 Essence triggers the Pass Without Trace spell as a Bonus Action.
-Flora Communication:: 2 Essence triggers the Speak with Plants spell as a Bonus Action.

Conviction: Celestine (Anubis) confirm cost
Psychic aptitude 2. no bonus as of yet Currently 1/1 Void.
Meditation

Ghoulish Affliction
Essence Blight: Cannot Gain essence
Essence Torture: Lose one aptitude and gain one void aptitude.
Essence hunger: Unending need to eat sentient flesh. DC 10 san (hunger check) to resist. Your normal Essence doubles. As long as you are at full, you are unaffected by the hunger (no checks). You will lose one essence a cycle. (x2 food consumed daily). If you choose to eat you must make a hunger check or consume twice as much at twice the speed.
Essence Shift: Essence can be shifted into physical stats (Str, Dex, Con) at a 1 to 1 ratio, or gain ⅓ your normal movement rate, which lasts one hour. During this hour you are immune to hunger. This shift can be done as an attack or a reaction, whichever is faster. A hunger check must be made after the shift fades in which the shift occurred.
Body Beyond: Each day 1 use of resilience, renewing at sundown. You take no extra damage from critical hits, though you still suffer from secondary effects. Immune to natural poison an disease effects.
Undead tenacity: Can be activated with essence shifting, immunity to necrotic and cold for an hour.

Symbiotic Chain Pact
The exchange of essence and unified efforts of you and your familiar have created a link in which you both draw upon each other’s energies and capabilities. Your bargain with your patron is enhanced to extend the bond with your familiar deeper and channel more power than the original one. The chain becomes a two-way bond in which the character and familiar rely on the survival of each other to thrive.

So long as your familiar is summoned and within telepathic range you gain the following benefits:
You may add +1 to your Constitution up to a maximum of 20
Your familiar gains HP equal to your Proficiency Bonus (one-time) and your Constitution modifier for each level.
Your familiar can utilize any spoken or written language you are proficient in – though it has its own identifiable script style. In order to write, it must possess the physical physiology to type or hold an implement.

Celestial Patron
At 1st level, you learn the Light and Sacred Flame cantrips. They count as warlock cantrips for you, but they don’t count against your number of cantrips known.
Healing Light
At 1st level, you gain the ability to channel celestial energy to heal wounds. You have a pool of d6s that you spend to fuel this healing. The number of dice in the pool equals 1 + your warlock level.
As a bonus action, you can heal one creature you can see within 60 feet of you, spending dice from the pool. The maximum number of dice you can spend at once equals your Charisma modifier (minimum of one die). Roll the dice you spend, add them together, and restore a number of hit points equal to the total.
Your pool regains all expended dice when you finish a long rest.

Pact of the Chain
-You learn the Find Familiar spell and can cast it as a ritual. The spell doesn’t count against your number of spells known.
-When you cast the spell, you can choose one of the normal forms for your familiar or one of the following special forms: imp, pseudodragon, quasit, or sprite.
-Additionally, when you take the Attack action, you can forgo one of your own attacks to allow your familiar to use its reaction to make one attack with its reaction.
-Eldritch Evocation: Voice of the Chain Master Avatar of the Master requires the Warlock to spend 1 Essence. This Invocation also has the effect of creating such a close bond between the Warlock and his familiar that the familiar is able to maintain concentration on one spell (until the spell’s maximum duration) while the Warlock concentrates on another – just as the Magnify Ritual Spell Ritual Lore ability.
-Additionally, the Warlock is able to cast an spell with a verbal only component through the Familiar, as if the familiar were casting it, with the Familiar duplicating the Warlock’s actions. A familiar can also control a summoned Mage Hand, Unseen Servant, and may issue commands to a victim of the Warlock’s Charm Person spell.
> If the item is “destroyed”, it is banished instead for 24 hours and the Warlock takes D4 damage (cannot be killed; automatic madness if it does enough damage) and must make a DC 10 Sanity check or gains a temporary madness during that time.
-An Unseen Servant may be commanded using a Reaction instead of a Bonus Action
-Mage Hand may be controlled using a Bonus action instead of a regular Action
-Charm Person: Any creatures first time spell save against the warlock casting it upon them is made with Disadvantage

Voice of the Chainmaster: You can communicate telepathically with your familiar and perceive through your familiar’s senses as long as you are on the same plane of existence. Additionally, while perceiving through your familiar’s senses, you can also speak through your familiar in your own voice, even if your familiar is normally incapable of speech.
Investment of The Chainmaster: When you cast find familiar, you infuse the summoned familiar with a measure of your eldritch power, granting the creature the following benefits:
The familiar gains either a flying speed or a swimming speed (your choice) of 40 feet.
As a bonus action, you can command the familiar to take the Attack action.
The familiar’s weapon attacks are considered magical for the purpose of overcoming immunity and resistance to non magical attacks.
If the familiar forces a creature to make a saving throw, it uses your spell save DC.
When the familiar takes damage, you can use your reaction to grant it resistance against that damage.

Familiar: Serapis Neith
An imp in the form of a 1 foot tall winged Anubis.
Tiny fiend (devil, shapechanger), Lawful Evil
Armor Class 13, Hit Points 20 (3d4+3+10) Speed 20 ft., fly 40 ft, Swim 40ft
STR 6 (-2), DEX 17 (+3), CON 13 (+1), INT 11 (+0), WIS 12 (+1), CHA 14 (+2)
Skills Deception +4, Insight +3, Persuasion +4, Stealth +5
Damage Resistance Cold; Bludgeoning, Piercing, and Slashing From Nonmagical Attacks That Aren’t Silvered
Damage Immunities Fire, Poison
Condition Immunities Poisoned
Senses Darkvision 120 Ft., passive Perception 11
Languages Infernal, Common
Shapechanger. The imp can use its action to polymorph into a beast form that resembles a rat (speed 20 ft.), a raven (20 ft., fly 60 ft.), or a spider (20 ft., climb 20 ft.), or back into its true form. Its statistics are the same in each form, except for the speed changes noted. Any equipment it is wearing or carrying isn’t transformed. It reverts to its true form if it dies.
Devil’s Sight. Magical darkness doesn’t impede the imp’s darkvision.
Magic Resistance. The imp has advantage on saving throws against spells and other magical effects.
Actions

Sting (Bite in Beast Form). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (1d4 + 3) piercing damage plus (3d6)poison damage. The target must make a DC 11 Constitution saving throw, taking the poison damage on a failed save, or half as much damage on a successful one.
Invisibility. The imp magically turns invisible until it attacks, or until its concentration ends (as if concentrating on a spell). Any equipment the imp wears or carries is invisible with it.

Combat
Tactics/Setup:
Armor: none =0 +2 dex ARMOR CLASS = 12
Item Prep:
Magic-Warlock
Spell SAVE DC = 8 + 2 prof +3 chr = 13
Spell Attack > +2 prof +3 CHR = +5
2 second level spell slots, 4 spells known +patron
Feat – Ritual Caster
Cantrip Mage Hand, Light, Sacred Flame Shocking Grasp, Minor Illusion
1st Armor of Agathys, Charm Person, Cure Wounds, Find Familiar, Guiding Bolt, Hex
2nd Flaming Sphere, Invisibility, Lesser Restoration, Spider Climb
3rd
Equipment

Armor: none
Weapons: Quarterstaff (Broken), Knife
Noteworthy: Arcane Focus, Mage Armor Scroll.

Explorer pack, Scholars pack, 2 mules.

Rations: Carrys 7 fresh and 7 preserved whenever possible. Current: 0___Fresh, 7____preserved

Description: Race: Half Elf (Recessive Aasimar Heritage), male, 5’3¼ ”, #140, Silver Hair (Long and fine, Wisps out and falls at the slightest movement or breeze), thin wispy beard 3” long on the bottom of his chin, left handed, White/ Near opal skin tone,.
Perfect posture, always relaxed and comfortable, unassuming build and frame

Personality Trait: The first action upon waking if there is no immediate threat is to shift perceptions into Serapsis and communicate with him.
Ideal: The Saelish way can bring prosperity and peace.
Bond: My brethren in the frontlines will not fall prey to the corruption of the rest of the world, regardless of how far I must suffer or fall.
Flaw: I feel disconnected and unsure when my bonded ally is not within my senses.

Social Notes

Aliases
Bobai: Go to name for the ‘mysterious’ contact or employer. Used when developing new contacts or utilizing existing shady characters, but I can’t be known as myself.

Contacts
Greg: Located at the Broken Beak tavern at the crossroads. Currently working to bait the man who sold us faulty goods.
Knows me as: Bobai.
Means of contact: In person and messages through house Malore.
Relations: Positive.

Roger: Located with the light bringers at torrelsons ford. Saved his life when the green dragon attacked his uncle. Unlikely to be useful, but a good excuse to be seen around the Lightbringers on a regular basis. Bring him wine.
Knows me as: Myself
Means of contact: In person, and he knows who I work for.
Relations: Positive

Hareth: Located at the Dogsbody tavern in Torellsons ford. I have paid him generously to aid in a few tasks, and always spread coin and wine around his tavern. Go to contact for slum characters in Torellsons Ford.
Knows me as: Myself
Means of contact: In person, and he knows who I work for.
Relations: Positive

Barons Herald: I maintain a dead drop with him at the north east parapet of the Barons keep wall. Serapsis checks it nightly while we are nearby.
Knows me as: Myself
Means of contact: In person, dead drop, He knows who i work for.
Relations: Unknown
History

Asauis Farewell
These are the last words and instructions left by Asaui upon his demise. Much of it is only available if the group can return to the Sea Slug and access Asauis belongings, but the initial farewell is recorded with Serapsis who will persist briefly after Asaui dies, and will be able to relay last words in Asauis voice.

To the party:
“I can’t say I’m happy with this outcome, but it IS necessary. I knew I was already dead the moment our guide brought me back to the Sea Slug. The only saving grace in all of this was being able to leverage this curse to ensure everyone’s survival, which MUST happen. Our lives, our efforts, matter to so much more than our individual problems and desires. We are the last ditch effort of the Gallants to secure Crestwold for a unified Dunstrand. Without us the possibility of that happening is effectively non-existent. If we all perish we become the first Domino in a cascade of failures leading to the potential end of the Saelish. First the loss of Crestwold, then the war with Gwin, then the last hope of a whole and unified Dunstrand, and with that hope gone…. Nothing in the way of a Gwinnish empire that wants our culture eradicated.”
“You all must survive for the same reason I had to perish today. A law as ancient as coinage itself says bad money will drive out good. The same is true of principles, ethics and rules of conduct. If you always do the easier thing, then you cannot possibly remain steadfast when it becomes necessary to take a difficult stand. You must do what you know to be right. And you do know. Ninety-nine times out of a hundred you do know and you are just making excuses because the right thing is so hard, or just inconvenient.”
“Bittermaw is a threat, but ending him will NOT help our primary cause, and the demise of the party in this place will only aid him while weakening our home. End him if you can, gather what treasure is safe, but do not place this goal over your own lives. Live, survive, and do the right thing for the greatest number of people, not your own desire.”

To Ulrich:
“Amongst my possessions you will find notes and instructions for all of my contacts and efforts. Read them, and please pass them on to someone who can reliably handle those efforts.”

The notes:
Lists of contacts, aliases, plans on settling grudges and hunting down enemies. Additionally is detailed accounting of the parties resources, debts and equipment. Subtly placed within these notes are coded instructions about hidden locations in the Villa Orchard and the Sea Slug with hidden currency that is not in the group ledgers.

Background: Acolyte

Asuais birth is unique, but not the initial desired outcome to those who knew its origins. Through the urgings of the folk of Saelish who still acknowledge their Bronzemen heritage and the celestials great Design upon the people, one of the Chosen was bid to copulate with a half elf. The hope was that the Elven soul gem and natural tie to anima would aid in bringing forth the latent spark in the offspring, while still being predominantly human. It did not work in the way any had hoped. Upon his birth his soul gem glowed, and very brightly, but flickered into dimness within minutes. The celestial spark did come forth, but only through the soul gem the child bore. The merging of the two species only ensured that the progeny would be more likely to be gifted with the soul gem so few half elves bore. The child was given to the care of the followers of Anubis, his birth parents known to him, but only involved peripherally.

While raised within the faith and eager to serve, Asuai did not find his place within the Saelish Clergy. Even in their accepting culture he still found the Church too confining and sometimes judgemental. No boundary was ever crossed far enough to have him removed, but it was very clear that the pursuit and veneration of divine principles alone taxed his interest. He was permitted to continue his education and upbringing in Averul, where in his off time he could choose his own studies and pursuits within Brayfhayl. Here he delved into a variety of languages and topics that were commonly left ignored or even discouraged.. For Asuai, Knowledge was a long process to obtain, easy to apply, and always under-appreciated. EVERY fact and scrap of knowledge was important in the right circumstance and perspective.

The cultural focus on meditation caused him to look inward as well as outward during his early teen years. Seeking peace of mind he would read and study in the wilderness, often around animals. He always felt calmest around Owls, Stags, Ravens, and Catfish. Within these environments he would read and study, and often find himself meditating on what he had learned. In this state he found an awareness of a part of himself that he had not been aware of before. Like his heartbeat it was ever present, yet only noticeable if focused on. Within his chest, counterbeat to his heart, the soul gem still pulsed with some form of spark and life beyond it’s unbonded form. Slipping into that rhythm and counter rhythm, he found himself reaching out, trying to form the bonding his heritage made him capable of. He soared above himself, nearly an astral projection, ever upward and through reality. When his mental travels through his own soul touched upon the realms of the dead, there he met his Patron. Anubis knew him for what he was, soaring through his mortal and heritage perspective at once. To have sought his Celestine heritage strongly enough to find the lands of the dead was enough to draw the attention of Anubis, who bonded Asuai in a pact, while simultaneously casting him down to his own body. While Asuai fell down through the heavens, through his own worlds sky and the lightning storm that had formed above him, he heard through his being the message of his patron “The way of your people is not closed to you. Seek another route, not of your ancestors upon either side. The great experiment may be accomplished in many ways, so long as the intent of ascension and lifes balances prevails.” When Asuai opened his eyes, his eyes, hands and chest still crackling with the lightning of the skys, he breathed as deeply as he ever had in his life. Reality was made new, and his end goal was very clear, while the path to get there… More knowledge would have to be obtained.

The ending

Premise of Asauis potential Sacrifice: Full levels of conviction, 1 void aptitude, 1 psychic aptitude. Beseeching Anubis to protect his own (the saelish party) while using me as a channel. No reservation. Cost is cost. The core Idea is that I can potentially act as a temporary channel for Anubis while burning myself out. Hopefully with My own Psychic aptitude I can open a pathway between whatever power Anubis is willing to channel through me into and back out of the void, like back tracking the same path or bond between myself and the Void. Basically: Use me as the mark, the design and the means of finding and destroying undead. Hurt me = Hurt them (Ideally)

GM = Holy power will transform your Essence in mystical energy, call it ‘soul ignition’ or something. Your body transforms into a magical effect, leaving nothing. If option 1 or 2, i’d allow Serapsis to fight until the end of combat before he dissipates.

Option 1: “Duke Nuke ‘Em”, Blaze of glory, rush the biggest bad and their allies to become a living bomb of fuck undead. Allahu Akbar. Trying to ensure party victory. Serapsis does not participate but uses his last persisting moments to deliver farewells.
= As a 4th level warlock, a 4th level spell can be channeled w/ Disadvantage save. Best Spell i see is http://dnd5e.wikidot.com/spell:vitriolic-sphere for 25 r1/12 r2 acid damage – save for half

Option 2: “Fly you Fools”, Delaying action. Channel every bit of power gained into an abeyance, giving the party time to run. While the enemy is held back Serapsis delivers goodbyes then flies back to Asaui. Hold for as long as possible, then Asaui and Serapsis fight together in a blaze of glory. Maybe we can at least fuck Bittermaw enough that his plans are delayed significantly, hope springs eternal right? (I hate hope)
= The abeyance FROM an undead is likely to fail – i would give advantage on his save. Alternatively, you could become a wall of fire right next to him (http://dnd5e.wikidot.com/spell:wall-of-fire 5d8/24 when it manifests, another 24 if he goes through it – save for half). Sacrifice of ultimately both you and familiar will delay him long enough for the group to get away – he likely would be thinking the rest are regrouping.

Option 3: “Wait, we might WIN this?”, the call for temporary empowerment. Maybe I can just burn essence and hp for extra spells slots or abilities, potentially giving me a chance to be taken back south, even if it is just to die at home.
= This assumes the group goes all-in i assume. You cannot burn any more Essence, your undead nature for self preservation will not allow you.

History

CREATED 9-2022

Next group of adventurers from 9-2022/Crestwold continuation as Pin Feathers (campaign tale of Dunstrand Rising):
(Ben) Asil Omari – paladin
(Rocky) Danoir – rogue
(Alanna) Ulrich – fighter
(Earl) – Atreus – cleric
(Corey) Krespar Dubrov – ranger
(Arabus) Jesse Baldwin – Rogue/wizard
(Arabus) Asaui (ah-sigh) – warlock (DEAD)

Visit the Halls of the Dead

doors that are barred.