Character Concept - Evil Genius. Master of Spies. Seeker of Knowledge.<br/><br/>He can help in combat with some psychic control and elemental firepower, but his true strength is blending in with the populace and gathering intelligence for the group's next move.<br/><br/><hr/><br/><div class="floatright">(https://img.ifcdn.com/images/25989298f75b588e0bd1ab29aae9709a00430f118dc2e46326dfa5b009abb2e8_1.jpg)</div><strong>Name/Villain alias</strong>: Ellis McDowell / Elias Balthezar<br/><strong>Age:</strong>17<br/><strong>Occupation (RL):</strong>Student<br/><strong>Hobbies:</strong>Video Games, Tabletop, Reading, Learning, Engineering, Occult<br/><br/><strong>Personality:</strong>In the real world, Ellis is a teenager with a sharp inquisitive mind with prospects of becoming an engineer. Even though he was smart and witty, the fact that he was always overweight as a kid kept his social prospects pretty low as others always shot down any attempt on his part to be friends with them. The dark gifts of the Entity that answered Ellis' summoning has changed everything for him. His mind has been inundated with knowledge he never knew. He is at ease talking and retorting with people. To his chagrin, while his new body is better than what he had it is... merely average. But that is fine, he was always smart, and he always found a way. He would bend this world to his will now.<br/><br/><strong>Sexual Ons:</strong>Domination, BDSM, Blackmail/Coercion, Tentacles<br/><strong>Sexual Offs:</strong>Gore, Toilet stuff, Necro, Snuff<br/><br/><strong>Background:</strong>Ellis was an American transfer student to a japanese high school due to his father being in the military. Instead of being a rare gem among the other males in his class, Elias was instead a pariah. A gaijin. It didn't help that all the 'L's in his name meant that his fellow students deliberately butchered the pronunciation of it. Furthermore, Ellis wasn't the fastest or the strongest kid in school, almost always at the bottom of the pack when running, swimming, or playing sports. He was saved from total ostracization by falling into a group of fellow otaku and gamers, students that were smart and witty, but who also were not really able to keep up socially with their peers. It didn't help Ellis' own standing, but if it meant he wasn't completely alone, he would take it.<br/><br/>Towards the end of high school, Ellis and the others were reading books on the occult and other mysticism looking vainly in all the wrong places for any sort of wisdom or guidance in getting girls to at least notice them or talk to them. Anything before prom night came and went. Their desperation was evident with the glyphs and sigils and the arcane formulae upon the classroom floor, walls, and ceiling. When Ellis cut his hand and pressed the bloody palm into his circle at the same time as the others... time stood still. The students could reach out and collect the photons of light around them forming dim tracers in the air. Blood and ichor boiled from unseen slits in their chalk marks. As the others recoiled in fear and loathing, burning away atom by atom, Ellis reached forth into the searing darkness and took what was rightfully his.<br/><br/>The voice that spoke, did not yell or scream for doing so would have rent Ellis' mind asunder. It was merely, crushingly oppressive,<br/><em>"I AM THE ENGINE OF LIFE, THE SOURCE OF NOSGOTH'S VERY EXISTENCE. <br/>I AM THE HUB OF THE WHEEL, THE ORIGIN OF ALL LIFE, THE DEVOURER OF DEATH. <br/>WHAT DO YOU DESIRE?"</em><br/><br/>Ellis' skull felt like it was about to split open like a rotten fruit, unable to bear the words it spoke, "I'll give anything to not be me..."<br/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Ellis receiving the gift of knowledge from the Tome of Nosgoth</div><div class="spoiler_body">(http://pic.pimg.tw/k22k5566/1375895045-2291775298_l.jpg)</div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">The Elder God of Nosgoth</div><div class="spoiler_body">(https://vignette1.wikia.nocookie.net/vsbattles/images/d/d4/Eld.png/revision/latest?cb=20161028145644)</div></div><br/><strong>Charsheet:</strong>(can use online ones like mythweavers or type it out and place inside spoiler)<br/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Elias Balthezar</div><div class="spoiler_body"><div class="floatright">(https://i.pinimg.com/originals/0e/5b/31/0e5b31a5091c03372d53a3a0ec08e7e9.jpg)</div><strong>Name:</strong> Elias Balthezar <br/><strong>Race:</strong> Human Variant<br/><strong>Class:</strong> Warlock Great Old One 3 / Wizard Tier 1  <br/><strong>Alignment:</strong> Lawful Evil<br/><br/><hr/><br/><strong>hp:</strong> 22 (3d8+2 HD); <strong>AC:11</strong>  ; <strong>Init:</strong> +0 <strong>Passive Perception</strong> 15<br/><hr/>Human Variant<br/>Lawful Evil Medium Humanoid<br/><strong>Languages</strong> Common, All Languages (Unrivaled Mind)<br/><hr/><strong>Immunity</strong><br/><strong>Resistance</strong> <br/><hr/><span class="bbc_u"><strong>Proficiencies</strong></span><br/><strong>Bonus</strong> +2 <br/><strong>Abilities</strong> Intelligence, Wisdom, Charisma (Unrivaled Mind)  <br/><strong>Weapons &amp; Armor</strong> Simple Weapons; Light Armor<br/><strong>Skills</strong> Arcana, History, Deception, Investigation, Persuasion at +7. Remaining INT, WIS, CHA skills at +5.(Unrivaled Mind) All STR, DEX, CON skills at +0<br/><strong>Tools</strong> Wizard Spellbook/Tome of Shadows<br/><hr/><strong>Speed</strong> 30 ft. (6 squares)<br/><strong>Melee</strong> Dagger 1d4+2<br/> Quarterstaff 1d6+2<br/><strong>Ranged</strong> Dagger 1d4+2<br/><strong>Space</strong> 5 ft.; <strong>Reach</strong> 5 ft.<br/><strong>Atk Options</strong> Lots of Spells<br/><br/><strong>Combat Gear</strong><br/><strong>Spellcasting</strong> War (CHA Base Spell DC: 13) (Spell Attack Bonus: +5) <br/>                     Wiz (INT Base Spell DC: 13) (Spell Attack Bonus: +5) (Spells Prepared: 4)<br/>   War Cant <em>Chill Touch, Eldritch Blast, Friends, Minor Illusion, Spare the Dying</em><br/>   Wiz Cant <em>Mending, Message, Shape Water</em><br/>   War 1st <em>Arms of Hadar, Disguise Self, Dissonant Whispers</em><br/>   Wiz 1st <em>xCharm Person, xChromatic Orb, xGrease, Detect Magic, Illusory Script, xSnare</em><br/>   War 2nd <em>Detect Thoughts, Suggestion</em><br/><br/>Warlock Slots 4x 2nd level (Unrivaled Mind)<br/>Wizard Slots 4x 1st level (Unrivaled Mind)<br/><br/><hr/><strong>Abilities</strong> STR 10(+0), DEX 10(+0), CON 12(+1), INT 17(+3), WIS 12(+1), CHA 17(+3)<br/><strong>Class Traits</strong> Otherworldly Patron: Great Old One, Pact Magic, Eldritch Innvocations: Gaze of Two Minds, Mask of Many Faces, Pact Boon: Tome of Shadows, Awakened Mind (1way telepathy)<br/>Wizard Spellcasting, Wizard Spellbook, Ritual Casting, Arcane Recovery<br/><strong>Racial Traits</strong> Additional Feat and Skill Proficiency<br/><strong>Feats</strong> <div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Observant</div><div class="spoiler_body">Quick to notice details of your environment, you gain the following benefits:<br/>- Increase your Intelligence or Wisdom score by 1, to a maximum of 20.<br/>- If you can see a creature’s mouth while it is speaking a language you understand, you can interpret what it’s saying by reading its lips.<br/>- You have a +5 bonus to your passive Wisdom (Perception) and Intelligence (Investigation) scores.</div></div>(DM Homebrew freebie) <div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Actor</div><div class="spoiler_body">You have an advantage on Charisma (Deception) and Charisma (Performance) checks when trying to pass yourself off as a different person. You can mimic the speech of another person or the sounds made by other creatures. You must have heard the person speaking, or heard the creature make the sound, for at least 1 minute. A successful Wisdom (Insight) check contested by your Charisma (Deception) check allows a listener to determine that the effect is faked.</div></div> (Variant Human)<br/> <br/><strong>Dark Blessings</strong> <div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Minion Master</div><div class="spoiler_body">You gain absolutely loyal minions. They will not betray you and they have advantage on any saving throws against spells/effects which could make them charmed or frightened (works only if your present and able to be heard or seen by minions). Your minion pool is twice your class level. You can get minions based on CR of said minion, max allowed CR is equal to your class. So you can as third level char six CR 1 minions, twelve 1/2 CR or one CR 3 minion accompanied by three CR 1 minions. Minions must share your race/type, any minions outside your own race/type costs twice as much (and GM has final say to approve minion list always). When minions are slain, they are replaced by new ones in 24 hours. When your level grow, you can recruit new minions or decide evolve your minions to higher CR forms (evolution takes one full round action in minion's part). Minions retain their memories before evolution but minions replaced by death do not share memories of the fallen minions.<br/><br/>Your weakness however is that each time all your minions die (wiped out), you permanently loose your class level amount of HP (this cannot go below 1 HP).</div></div> <div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Unrivaled Mind</div><div class="spoiler_body">YYou gain proficiency to intelligence, wisdom and charisma saves and your proficiency is doubled for them. Also your stat cap is not locked in 20, going up to 24. Also skills associated with intelligence, wisdom and charisma you are proficient with (with double proficiency). Also your proficient with all tools and know all languages and you have double of normal spell slots for your casting classes and you can take 15 to any intelligence related skills.<br/><br/>Your disadvantage is that you cannot gain proficiency, either skills or saves, related to strength, dexterity or constitution. This includes also any attacks which use those stats.<br/></div></div><br/><strong>Background</strong> Sage (Arcana, History Proficiency) (reflecting high school and lots of reading)<br/><strong>Personality Trait</strong>I always have a plan for what to do when things go wrong.<br/><strong>Ideal</strong>Knowledge is the path to power and domination.<br/><strong>Bond</strong>I sold my soul for knowledge. I will go to any lengths to win it back.<br/><strong>Flaw</strong>I'm convinced that no one can fool me the way that I fool others<br/><strong>Possessions</strong> <div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Starting Gear</div><div class="spoiler_body"> <br/>Quarterstaff<br/>Rod (Arcane Focus)<br/>Scholar's Pack<br/>Leather Armor<br/>Dagger x3<br/>Sage Gear (bottle of black ink, a quill, a small knife, a set of common clothes)<br/>Belt Pouch with 10g<br/></div></div></div></div><br/>Spellbook: (Adding as I have time... Helps to pull spells from here for IC thread)<br/><strong>Warlock</strong><br/><strong>Cantrips</strong><br/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Chill Touch</div><div class="spoiler_body">Necromancy cantrip<br/>Casting Time 1 action<br/>Range 120feet<br/>Components: V, S<br/>Duration 1 round<br/><br/>You create a ghostly, skeletal hand in the space of a creature within range. Make a ranged spell attack against the creature to assail it with the chill of the grave.<br/>On hit, the target takes 1d8 necrotic damage, and it can't regain hit points until the start of your next turn. Until then, the hand clings to the target.<br/>If you hit an undead target, it also has disadvantage on attack rolls against you until the end of your next turn.<br/>This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8)</div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Eldritch Blast</div><div class="spoiler_body">Evocation cantrip<br/>Casting Time 1 action<br/>Range 120 feet<br/>Components: V, S<br/>Duration: Instantaneous<br/><br/>A beam of crackling energy streaks toward a creature within range. Make a ranges spell attack against the target.<br/>On hit, the target takes 1d10 force damage.<br/>The spell creates more than one beam at higher levels: two beams at 5th level, three beams at 11th level, four beams at 17th level.<br/>You can direct the beams at the same target or at different targets. Make a seperate attack roll for each beam.</div></div><br/><br/><strong>1st Level</strong><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Arms of Hadar</div><div class="spoiler_body">1st-level conjuration<br/>Casting Time 1 action<br/>Range Self (10-foot radius)<br/>Components: V, S<br/>Duration Instantaneous<br/><br/>invoke the power of Hadar the Dark Hunger. Tendrils of dark energy erupt from you and batter all creatures within 10 feet of you.<br/>Each creature in that area must make a STR saving throw. <br/>On failed save, a target takes 2d6 necrotic damage and can't take reactions until its next turn.<br/>On successful save, creature takes half damage, but suffers no other effect.<br/><em>At Higher levels.</em> When casting at 2nd level or higher, damage increases 1d6 for each slot above 1st.</div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Disguise Self, (Mask of Many Faces Invocation)</div><div class="spoiler_body">1st-level illusion<br/>Casting Time 1 action<br/>Range Self<br/>Components V, S<br/>Duration 1 hour<br/><br/>You make yourself--including your clothing, armor, weapons, and other belongings on your person--look different until the spell ends or until you use your action to dismiss it. you can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can't change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you.<br/><br/>The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair.<br/>To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an INT (Investigation) check against your spell save DC.</div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Dissonant Whispers</div><div class="spoiler_body">1st-level enchantment<br/>Casting Time 1 action<br/>Range: 60feet<br/>Components: V<br/>Duration: Instananeous<br/><br/>Whisper a discordant melody that only one creature within range can hear, wracking it with terrible pain.<br/>Target must must make a WIS saving throw.<br/>On failed save, it takes 3d6 psychic damage and must immediately use reaction to move as far as its speed allows away from me. The creature doesn't move into obviously dangerous terrain like fire or a pit.<br/>On successful save, target takes half damage and doesn't have to move away.<br/><em>At Higher Levels.</em> When casting at 2nd level or higher, damage increases by 1d6 for each slot above 1st.</div></div><br/>