« on: November 10, 2016, 11:21:19 AM »
Male L Hill Dwarf Cleric(Life) 4. 3,050/6,500 XP to level 5
-Passion: Faith. Trust in Mya and live up to Her trust. Stone and Fire be true. Sky and Water uncertain
-Bond: Hospitality is Sacred. On their hearth, the host is thane if they are true.
-Flaw: If charging straight at it isn't working, maybe I should charge at it sideways instead.
AC: 18 (
Saves: Str +2, Dex -1, Con +3, Int +0, Wis +3, Cha +1
HP: 39+5/39+5(aid) (4d8+4[racial]+12[con]) DR: 3 physical/magic
Hit Dice: 4/4
Resistances: Poison; Immunities: -
Senses: Perception +3 (passive 13), Insight +5 (passive 15), Investigation +0 (passive 10), darkvision 60 ft.
Speed: 25 ft. Not slowed by armor.
-Warhammer : +4, 1d8+2 bludgeoning, versatile(1d10+3)
-The Ringing One : +5, 1d8+3 bludgeoning, versatile(1d10+3), +7 dmg on nat 20.
-The Ringing One(vs construct) : +7, 1d8+5 bludgeoning, versatile(1d10+5), +14 dmg on nat 20.
-Handaxe : +4, 1d6+2 slashing, thrown(20/60)
-Sacred Flame : Dex save(13), 1d8 radiant damage. Ignores cover.
-Inflict Wounds : +5, 3d10 necrotic. Melee touch.
-Inflict Wounds II : +5, 4d10 necrotic. Melee touch.
Ability Scores: Str 14 (+2), Dex 8 (-1), Con 16 (+3), Int 10 (+0), Wis 16 (+3), Cha 12 (+1)
Proficiency Bonus: +2
-Armor: Light armor, medium armor, heavy armor, shields.
-Weapons: Simple weapons, battleaxe, handaxe, throwing hammer, warhammer
-Tools: Smith's tools
-Languages: Common, Dwarvish, Celestial, Terran
-Saves: Wisdom, Charisma
-Skills: History[Stone] (+4), Insight (+5), Medicine(+5), Persuasion (+3), Religion (+2)
Advantages: Poison saves
Disadvantages: Stealth rolls
-Shelter of the Faithful: Free healing and care at shrines of Mya. Recieve lifestyle support from worshippers.
-Proficiencies: Insight, Religion, Celestial, Terran.
Racial Features(Hill Dwarf)
-Ability Score Increase: +2 Consitution, +1 Wisdom
-Darkvision: See in dim light out to 60 feet as though bright light and in darkness as though dim light.
-Speed: 25ft, speed is not reduced by heavy armor.
-Dwarven Resilience: Advantage on saves vs poison. Resistance to poison damage.
-Stonecunning: Proficient in History for stonework. Double proficiency bonus.
-Dwarven Toughness: +1 hp every level.
-Weapons: Battleaxe, handaxe, throwing hammer, warhammer.
-Tools: Smith's tools.
-Languages: Common, Dwarvish.
-Ritual Casting: Prepared spells with the ritual tag can be cast as rituals.
-Divine Domain(Life) :
--Armor: Heavy armor
--Disciple of Life: Healing spells heal additional 2+level damage when used to heal.
Heavy Armor Master
-DR 3 physical/magic
-Spell save DC: 13 (8+2 proficiency+3 Wisdom)
-Spell attack bonus: +5 (2 proficiency+3 Wisdom)
-Spells slots(refreshed after long rest) :
--1st - 4/4
--2nd - 2(Aid precast)/3
-Cantrips(4) : Guidance, Mending Sacred Flame, Thaumaturgy
--1st: Bless[Domain], Cure Wounds[Domain], Command, Guiding Bolt, Healing Word, Inflict Wounds, Shield of Faith,
--2nd: Lesser Restoration[Domain], Spiritual Weapon[Domain], Aid, Zone of Truth
Channel Divinity 1/1 per rest
-Turn Undead: Action. Undead who can see or hear within 30ft must make Wis save(spell DC) or become Turned(Flee or Dodge action only)
-Preserve Life: Action. Heal up to 10(5*level) hp spread across living creatures within 30ft. Can only heal to half-full.
Equipment 112 / 195 lbs
-Warhammer, 1d8 bludgeoning, versatile(1d10), 2 lbs
-Chain Mail, AC 16, Str 13, Stealth disadv, 55 lbs
-Shield(with holy symbol emblem and silver-steel mirror coat) AC +2, 6 lbs
-Handaxe, 1d6 slashing, Light, Thrown(range 20/60), 2 lbs
-Holy symbol(amulet), 1 lb
--Backpack 5 lbs
--Blanket 3 lbs
--10 candles - lbs
--Tinderbox 1 lb
--Alms box(empty) - lbs
--2 blocks of incense - lbs
--Censer - lbs
--2 days rations 4 lbs
--Waterskin(full) 5 lbs
-Prayer book 5 lbs
-5 sticks of incense - lbs
-Spare Vestments 6 lbs
-Common clothes 3 lbs
-Smiths tools 8 lbs
-Stone Urn of ashes from a dead aunt, for consignment to a volcano. Wisely welded shut.
-Large amount of oil, coal and lime.
-Pot of deadly poison(ingested)
The Ringing One
A war hammer of black iron and light wood, long enough to be wielded in one hand or both. The head is slender but heavy, a spike on one end and a striking surface tapered to five sturdy points on the other. A band of brass around either end of the head is the only decoration save an inscription in the haft, which reads "The Ringing One".
It is impeccably balanced, and will sometimes ring like a giant bell and rock in the wielder's hands as it strikes with massive force.
-+1 warhammer; increases to +3 against constructs
-On a natural 20, deals 7 extra damage, or 14 against constructs