[sticky entry] Sticky: Info

Feb. 13th, 2021 09:30 pm
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Information
name Amnos Stonehewer gender Male housing Up Provided Housing 007-A
canon Homebrew D&D Campaign age 33 employment Guardian of the North; Stonemason; Jewelcrafter
worst trait Emotional Martyr species Dwarf (Tiefling) class Barbarian/Fighter
status Married sexuality Pan alignment Chaotic Good
Personality
Growing up as a tiefling in an underground dwarven city is not an easy feat. Amnos learned early on that he was different from the other children in his neighborhood, from his horns and tail, to his fangs and his eventual stature. He was teased in class and gawked at by adults, and barred from physical competition as he aged due to having an 'unfair advantage' owed to his size. The Shaperate, keepers of the annuls of dwarven history, even refuse to record him as a dwarf, instead only writing him in as a 'foundling' at best. Because of all this, Amnos developed problems of body image that have stuck with him to some degree throughout his life. He is self-conscious about his apparent tiefling lineage and instead proudly proclaims himself to be a dwarf to anyone who even remotely asks, almost daring them to say otherwise.

These frustrations also gave rise to a deeply rooted rage inside him, something that caused him to be both internally and externally destructive in his childhood. However, this was caught and harnessed very early and Amnos was taught to direct and use his rage as a tool, instead of letting it consume him. He can very easily tap into it even now, as it has always and will always be a part of him, but he controls it. He never lets it control him, save in the case of threats to children. Amnos is a father and grew up in a loving family besides, and when anything threatens young children, his or otherwise, he sees red and his control slips. I doubt his trait of being protective of children will come up in Duplicity, but it is a major facet of his personality.

Outside of issues of self-perception, Amnos is a generally affable man and comfortable with a lot of things that perhaps others might not be. Having grown up dwarven, he does not consider gender as any sort of defining factor of his life and will respond to any pronoun. It's all the same to him, especially since dwarven pronouns are all gender neutral. He will even sometimes wear dresses, though usually only for special occasions. He's adventurous and willing to try new things whenever the opportunity presents itself, even ones that might put his pride at risk if he fails. That said, he does have a certain standard and if he or others don't meet that standard, he becomes frustrated and surly. He has a low charisma stat, which manifests in speaking very bluntly and not sugar-coating when he believes someone to have done something stupid or not understand something obvious, himself included. This situational impatience does not extend to children, however, who can't do anything wrong or see the obvious because they're too young.

As he's grown up, Amnos has spent a great deal of time finding himself. In that journey, there is one thing in particular that has always been a major focus of his life, and that is family. Whether it is with the parents and extended family - related or not - who raised him, his found family among the Guardians of the North, or his wife and children, Amnos' ultimate drive is always to provide for and protect them. Being as family oriented as he is, Duplicity will be a trial for him, especially in being apart from his wife and children.

In battle, perhaps surprisingly to some, Amnos is very tactically minded even while raging. He seeks to control the battlefield, giving his party every advantage while still providing a solid defense through offense in his role as the tank and defender. He is always aware of where everyone else is on the field and will give orders and direction when needed. Knowing that one wrong step can be the difference between life and death and that his friends and his family love and need him, Amnos prioritizes his own safety just as highly as everyone else's, retreating when prudent. However, he knows what he can take very well, and his rushes into battle don't always look controlled or thought out to those who don't know him closely, making him appear reckless often even though he isn't.

While Amnos is able to prioritize himself physically just fine, emotionally is an entirely different story. His greatest flaw is that he deprioritizes his own emotional well-being over that of everyone else's. He does not believe that his wants and needs are something that can be put central over anyone else in the group or especially over a greater mission, to the point where he does not even recognize when it would be no hardship to allow himself to follow through on his needs. He makes himself an emotional martyr, sacrificing his mental health on the crucible of duty and self-discipline. He is Always Fine.

History
Amnos Stonehewer was mysteriously left at the gates of the dwarven city of Thar'Kaldur as an infant, apparently abandoned by his birth parents. He was taken in by a pair of stonemasons, spouses Arras and Farram Stonehewer, and raised in the dwarven tradition. As such, Amnos grew up with a deep sense of dwarven pride and a love of crafting stone like his adopted parents.

Unfortunately, despite being a dwarf in his heart, as Amnos grew he was not viewed as a dwarf by all of Thar'Kaldur. While he did have a solid support network in his family and close family friends, he always felt somewhat alienated by the basics of being a tall, broad, horned individual among more traditional dwarves. He had to have a special desk at school, was not allowed to participate in arena sport, and had a contentious relationship with the Shaperate refusing to record him in the annuls as a dwarf. This made for a tumultuous childhood and gave rise to a lot of anger in Amnos. Thankfully, Baernom Goldvein - family friend and captain of the city guard - taught Amnos to harness his rage into something useful in battle, training him to hopefully one day join the guard.

This was not to be, however, as Amnos preferred the feeling of making things with his hands and instead followed in the family business of masonry. Eventually, when he'd mastered his family's craft, he set out into the world to find new techniques and expand the business. He traveled south into the northern Moonsea region and eventually made his way to Elmwood where he met a young sorcerer named Silver, the desert thief Ra'ah, and Rhyt the rogue. Together, they were drugged and kidnapped and together they escaped, finding that they worked well as a team. Their adventures led them to Melvaunt and caught them up in a plot to overthrow the criminal Lister family who had stolen leadership of the city from the Sonom family years ago. Once in Melvaunt, Amnos met the tiefling druid Chastity, who had vital information to their quest. He took a liking to her, never having met someone who looked like him, and sought her out again later simply to spend time with her.

Eventually it was revealed that Rhyt was the heir to the Sonom house and she and her brother Chris Sonom joined with the party to take out the Listers and liberate Melvaunt from their nefarious grasp. They were coined the Guardians of Melvaunt and continued to serve and support the Sonom family and their efforts to restore Melvaunt to a place worth living in. Amnos, never one to delay if he could help it, quickly married Chastity and started a family as they all worked to improve life in Melvaunt together.

However, this peace was shattered three years later when the Guardians were called away on some business, save for Rhyt who had to stay behind to see to some business of running the city. A brutal attack from an unknown enemy razed Melvaunt to the ground, leaving an enormous clockwork dragon perched upon the smoldering ruins. When he managed to get back to the city, Amnos found Rhyt dead and Chris facing down the dragon on his own. Amnos was forced to pull Chris away from the dragon physically and drag him to see if his wife and children - and the rest of their friends - were safe. Thankfully, Chastity, the kids, and most of the vassals of House Sonom had survived and escaped the city and the Guardians and their charges met up outside the gates to make the long trek to Phlan with the other refugees.

Along the way, the party decided to make their way to Thar'Kaldur and debated what to do. Ultimately, they decided the would not stand for the home they worked so hard to build being left to rubble. The Guardians of Melvaunt committed to building an army and gaining enough ally support to wrest the city back from the dragon and the followers of Bane who had used it to attack them. Once in Thar'Kaldur, they met with city leadership in order to start gaining support for their venture. With Amnos' ties to the city, this was readily pledged, and the party took a few days to regroup, mourn, and figure out their next move.

Ultimately, Amnos and the Guardians set out to garner more support from the other cities in the Thar and beyond, finding out more about who attacked them and what their motivations may have been. The group traveled and gained favor with many towns and cities along their route north to Iliniver. Most notably, they met with the Raven Queen in her palace in the Shadowfell to perform a task for the Goddess of Death, for which they were handsomely rewarded. They were tasked with ridding a town of a dragon that was plaguing them and Amnos talked her into not only leaving the town alone but also coming to their aid in the future fight to reclaim Melvaunt. Most significantly, they defeated a vampire baroness recovered a diamond from her person worth enough for a spell to resurrect Rhyt.

Before being pulled into Duplicity, Amnos has just returned with the Guardians - renamed the Guardians of the North for the scope of their ambition having changed - to Iliniver from a highly successful excursion to the Bell in the Deep, a sunken keep full of magical artifacts. He is eager to wrap up their business because the plan is to visit Thar'Kaldur next so he can see his three kids and very pregnant wife (twins!).
Appearance
height 7'
build Big buff
hair Red
eyes Green
first impressions What most notice first about Amnos is just how large he is. Standing at 7' and build like a brick house, Amnos strikes an imposing figure. He has horns that curve from the sides of his head down to the sides of his mouth and his eyes are an almost unnaturally bright green. He has fangs, only visible when he smiles broadly though he does this a lot, and a tail with a large tuft of hair at the end the same color as his hair. His feet are normal human feet - not hooves - and he maintains a well kept beard and long hair that he normally keeps in a messy braid.

While his physique is imposing, Amnos has a way about him that's very open and inviting in his posture. He takes up a lot of space by virtue of his size, but also his body language.

features Upon closer inspection, much of the way Amnos presents himself is as close to traditionally dwarven as he can manage. He has dwarven knotwork design worked into most of his clothing and armor from home and the gold caps in his beard and beads that he sometimes plaits into his hair also carry this motif. He wears very dwarven symbolism of a large ox or goat and there is a significant of stonework in the decorative elements on his gear.

Being brassy-skinned, Amnos tends to lean into deep greens and reddish-browns for his garments, though he doesn't shy away from splashes of color either. He has a collection of head scarves in every color of the rainbow and likes to wear once that match his mood.

For anyone getting up close physically, he has many many scars. The obvious ones are on his face - a deeply split lip, a gash on the right side of his jaw, and a notch in his left ear - but he has numerous other healed patterns of wounds across his body. There's a vague burn mark on his neck and chest where the skin is a bit and rougher; teeth, claw, and beak pocks in his arms and torso; various healed arrow scars - including one that may or may not still have the arrowhead in it - and four inch and a half wide puncture marks in his back in a square pattern from each other, each mark with a Lichtenberg figure branching from it.
Features & Traits
Rage
As a bonus action enter a rage for up to 1 minute (10 rounds).

You gain advantage on STR checks and saving throws (not attacks), +3 melee damage with STR weapons, resistance to bludgeoning, piercing, slashing damage. You can't cast or concentrate on spells while raging.

Your rage ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature or taken damage since your last turn. You can also end your rage as a bonus action.

Barbarian Ability • 1 bonus action • Self range • 4 uses per long rest
Reckless Attack
When you make your first attack on our turn, you can decide to attack recklessly, giving you advantage on melee weapon attack rolls using STR during this turn, but attack rolls against you have advantage against you until your next turn.

Barbarian Ability • Self range
Ancestral Protectors
While raging, the first creature you hit with an attack on your turn has disadvantage on any attack that isn't against you, and when that target hits a creature other than you, that creature has resistance to the damage dealt by the attack.

Barbarian Ability
Spirit Shield
If you are raging and another creature you can see within 30 feet of you takes damage, you can use your reaction to reduce that damage by 3D6

Barbarian Ability • 1 reaction • 30ft range
Second Wind
Once per short rest, you can use a bonus action to regain 1D10 + 4 HP

Fighter Ability • 1 bonus action
Action Surge
You can take one additional action on your turn. This can be used 1 time per short rest.

Fighter Ability
Combat Superiority
You learn maneuvers that are fueled by superiority dice. Maneuvers enhance an attack in some way. You have 4d8 superiority dice per short rest.

Distracting Strike - When you hit with a weapon attack, you can expend one superiority die to add the total to the damage roll and the next attack roll against the target by an attacker other than you has advantage if the attack is made before the start of your next turn.

Quick Toss - As a bonus action, you can expend one superiority die and make a ranged attack with a weapon that has the thrown property. You can draw the weapon as part of making this attack. If you hit, add the superiority die to the weapon’s damage roll.

Maneuvering Attack - When you hit with a weapon attack, you can expend one superiority die to add the total to the damage roll and to allow a creature that can see or hear you to use its reaction to move up to half its speed without provoking opportunity attacks from the target of your attack.

Fighter Ability
Darkvision
You can see in darkness (shades of gray) up to 60 ft.

Racial Ability
Hellish Resistance
You have resistance to fire damage.

Racial Ability
Blindsight
You can perceive your surroundings without relying on sight within 30ft.

Item Ability (Strength if the Veil)
Charger
If you move at least 10 ft. in a straight line immediately before taking this bonus action, you either gain a +5 bonus to the attack's damage roll (if you chose to make a melee attack and hit) or push the target up to 10 ft. away from you (if you chose to shove and you succeed).

Feat • 1 bonus action
Sentinel
When you hit a creature with an opportunity attack, the creature's speed becomes 0 for the rest of the turn. Creatures provoke opportunity attacks from you even if they take the Disengage action. When a creature within 5 ft. of you makes an attack against a target other than you, you can use your reaction to make a melee weapon attack against the attacking creature.

Feat • 1 reaction
Spells
Ray of Frost
A frigid beam of blue-white light streaks towards a creature within 60ft. Make a ranged spell attack against the target. On a hit, it takes 3D8 cold damage, and its speed is reduced by 10 feet until the start of our next turn.

Racial Ability • 1 action casting time • +5 to hit • 60ft range
Spare the Dying
You touch a living creature that has 0 hit points. The creature becomes stable. This spell has no effect on undead or constructs.

Item Ability (Strength of the Veil) • 1 action casting time • Touch range
Armor of Agathys
A protective magical force surrounds you, manifesting as a spectral frost that covers you and your gear. You gain 10 temporary hit points for the duration. If a creature hits you with a melee attack while you have these hit points, the creature takes 10 cold damage.

Racial Ability • 1 action casting time • Self range • 1 hr duration
Darkness
Magical darkness spreads from a point you choose within range to fill a 15-foot-radius sphere for the duration. The darkness spreads around corners. A creature with darkvision can't see through this darkness, and nonmagical light can't illuminate it.

If the point you choose is on an object you are holding or one that isn't being worn or carried, the darkness emanates from the object and moves with it. Completely covering the source of the darkness with an opaque object, such as a bowl or a helm, blocks the darkness.

If any of this spell's area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled.

Racial Ability • 1 action casting time • 60ft range • 10min duration (concentration)
Clarivoyance
You create an invisible sensor within range in a location familiar to you (a place you have visited or seen before) or in an obvious location that is unfamiliar to you (such as behind a door, around a corner, or in a grove of trees). The sensor remains in place for the duration, and it can't be attacked for otherwise interacted with.

When you cast the spell, you choose seeing or hearing. You can use the chosen sense through the sensor as if you were in its space. As your action, you can switch between seeing and hearing.

A creature that can see the sensor (such as a creature benefiting from see invisibility or truesight) sees a luminous, intangible orb about the size of your fist.

Class Ability • 10 min casting time • 5280 ft range • 10 min duration (concentration)
Inventory
Arrived With
Molten Core Greatsword The metal of this weapon is black and glassy with glowing red runes along its surface that flow as if channeling the heart of a volcano within the core of the blade. The heat it gives off harms any creature sharing the same space as the weilder for 1d6 fire damage at the start of their turn.

You can use a bonus action to speak this magic sword's command word, causing flames to erupt from the blade. These flames shed bright light in a 40-foot radius and dim light for an additional 40 feet. While the sword is ablaze, it deals an extra 2d6 fire damage to any target it hits. The flames last until you use a bonus action to speak the command word again or until you drop or sheathe the sword.

When this weapon is alight and successfully strikes foes that are wearing metal armor or are primarily made of metal in some form, the strike reduces the target's AC by 1d4 until the end of your next turn.

Korth's Bulwark. When you take damage from a melee attack, you may use your reaction to reduce the damage by 2d6. On your next turn, your first attack that deals damage with this weapon deals an additional 1d6 fire damage. You may use this ability 3 times per short rest.



Strength of the Veil Your Strength score is 19 while you wear these gauntlets. They have no effect on you if your Strength is 19 or higher without them.

You're gifted with the ability blindsight when attuned to the gauntlets.

Once per day, the cantrip Spare the Dying may be cast as an action. If you fall below 0 health, the cantrip will automatically be cast on you, as long as the charge hasn’t already been used. This ability will replenish upon the next dawn.



Belt of Dwarvenkind While wearing this belt, you gain the following benefits:

• Your Constitution score increases by 2, to a maximum of 20.
• You have advantage on Charisma (Persuasion) checks made to interact with dwarves.

In addition, while attuned to the belt, you have a 50 percent chance each day at dawn of growing a full beard if you're capable of growing one, or a visibly thicker beard if you already have one.

If you aren't a dwarf, you gain the following additional benefits while wearing the belt:

• You have advantage on saving throws against poison, and you have resistance against poison damage.
• You have darkvision out to a range of 60 feet.
• You can speak, read, and write Dwarvish.
Regains
  • Item
  • Item
  • Item
  • Item
  • Permissions
    BACKTAGGING:
    THREADHOPPING: ask
    FOURTHWALLING:
    ROMANCE: must come up organically and discussed oocly once it does
    MINDREADING:
    MANIPULATION:
    INJURY:
    FIGHTING:
    KILLING: ask
    Kinklist
    YES MAYBE NO
    ✓ Accidental stimulation
    ✓ Anal
    ✓ Ass-play and/or fetishization
    ✓ Barebacking
    ✓ Baths and water
    ✓ Beards or stubble
    ✓ Begging or offering
    ✓ Biting
    ✓ Blindfolding
    ✓ Blood and light Knifeplay
    ✓ Blow-jobs
    ✓ Body worship
    ✓ Bondage
    ✓ Bottoming
    ✓ Breathplay
    ✓ Bruising/minor injuries
    ✓ Casual sex
    ✓ Consensual
    ✓ Crossdressing
    ✓ Cuddling
    ✓ Cunnilingus (giving)
    ✓ Dildos
    ✓ Dirty talk
    ✓ Discomfort during sex
    ✓ Domination
    ✓ Double penetration
    ✓ Dubcon
    ✓ Exhibitionism (only in spaces inaccessible by children)
    ✓ Face fucking
    ✓ Fingering
    ✓ Foodplay
    ✓ Forced orgasm
    ✓ Foreplay
    ✓ Friction/frottage
    ✓ Hand jobs
    ✓ Immobilization and/or helplessness
    ✓ Intercrural
    ✓ Intoxication/Drunk Sex
    ✓ Kissing
    ✓ Magic during sex
    ✓ Masochism
    ✓ Massage
    ✓ Mirror Sex
    ✓ Mutual masturbation
    ✓ Multiple orgasms
    ✓ Multiple partners
    ✓ Nipple play
    ✓ Oral
    ✓ Orgasm control/denial
    ✓ Overstimulation
    ✓ Pegging
    ✓ Rope Work
    ✓ Rough sex
    ✓ Sex in public or semi-public places (only in spaces inaccessible by children)
    ✓ Sexual frustration
    ✓ Shower or bath sex
    ✓ Size Difference
    ✓ Swallowing
    ✓ Switching
    ✓ Teasing
    ✓ Threesome
    ✓ Toys
    ✓ Vaginal
    ✓ Washing
    ◌ Age Difference
    ◌ Claiming (must be plotted)
    ◌ Feminization (literally no difference from crossdressing to him. Would probably give rise to a conversation re: feminism if someone told him he was doing it wrong.)
    ◌ Non-consensual (must be plotted. I'm willing, he would not be.)
    ✗ Bathroom kink
    ✗ Guro
    ✗ Humiliation
    ✗ Infantilization
    ✗ Nonsexual/violent torture

    Profile

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    Amnos Stonehewer

    March 2021

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