aysop
Junior Member
Posts: 31
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Kite
Feb 26, 2020 3:34:25 GMT
Post by aysop on Feb 26, 2020 3:34:25 GMT
Name: Kite
Class and level: Cleric 1 (Forge)
Race: Firbolg
Background: Guild Artisan
Alignment: Lawful Good
Size: Medium
Experience: 50/300
Proficiency bonus: +2
Appearance: An immense, broad shoulder Firbolg man – one who wears thick chainmail and dour clothing. His appearance is unimportant, so long as the work he wears is displayed prominently. As such, his shield is always strapped to his arm and his chainmail always gleams.
He has long, somewhat shaggy brown hair that often covers his eyes somewhat – making his expression less readable, though he usually carries a slight smile on his face. He stands at 7'1, with a hefty build.
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aysop
Junior Member
Posts: 31
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Kite
Feb 26, 2020 3:34:53 GMT
Post by aysop on Feb 26, 2020 3:34:53 GMT
Stat and Modifiers
Str: 15
Mod: +2
Dex: 12
Mod: +1
Con: 14
Mod: +2
Int: 11
Mod: 0
Wis: 18
Mod: +4
Cha: 14
Mod: +2
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aysop
Junior Member
Posts: 31
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Kite
Feb 26, 2020 3:35:39 GMT
Post by aysop on Feb 26, 2020 3:35:39 GMT
Saving Throws Stat Proficient? Modifier
Strength No +2 Dexterity No +1 Constitution No +2 Intelligence No +0 Wisdom Yes +6 Charisma Yes +4
Skills Skill Proficient? Modifier
Acrobatics No + 1 Animal handling No +4 Arcana No +0 Athletics No +2 Deception No +2 History No +0 Insight Yes +6 Intimidation No +2 Investigation No +0 Medicine Yes +6 Nature No +0 Perception No +4 Performance No +2 Persuasion Yes +4 Religion Yes +2 Sleight of hand No +1 Stealth No +1 Survival No +4
Passive Perception: 14
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aysop
Junior Member
Posts: 31
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Kite
Feb 26, 2020 3:35:57 GMT
Post by aysop on Feb 26, 2020 3:35:57 GMT
Armor Class: 16 (18 with Shield) (19 from Blessing of the Forge)
Initiative: +1
Speed: 30
Maximum hitpoints: 10
Current hitpoints: 10
Temporary hitpoints: 0
Hitdice: d8
Current Hit dice: 1d8
Death Saves
Success O O O
Failure O O O
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aysop
Junior Member
Posts: 31
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Kite
Feb 26, 2020 3:36:20 GMT
Post by aysop on Feb 26, 2020 3:36:20 GMT
Languages and proficiencies
Languages:
Common
Elvish
Giant
Proficiencies
Tool Proficiencies: Smith’s tools, jeweler’s tools,
Weapon Proficiencies: All simple weapons
Armor Proficiencies: Light armour, medium armour, heavy amour, shields
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aysop
Junior Member
Posts: 31
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Kite
Feb 26, 2020 3:37:44 GMT
Post by aysop on Feb 26, 2020 3:37:44 GMT
Attacks and Spellcasting
Weapons
Name Attack bonus Damage/type Properties
L. Crossbow +2 1d8+1 Piercing Ammunition (range 80/320), loading, two-handed
Mace +4 1d6+2 Bludgeoning
Spellcasting
Spellcasting ability Spell save DC Spell attack bonus
Wisdom 14 +6
Slot level Slots total Slots expended
1st 2 0
SpellBook and prepared Spells
Cantrips:
Guidance (PHB)
Mending (PHB)
Sacred Flame (PHB)
Level 1 Spells (Prepare Wisdom modifier + your cleric level)
Searing Smite (PHB) – Domain Spell
Identify (PHB) – Domain Spell
Healing Word (PHB)
Shield of Faith (PHB)
Protection from Evil and Good (PHB)
Inflict Wounds (PHB)
Bless (PHB)
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aysop
Junior Member
Posts: 31
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Kite
Feb 26, 2020 3:38:02 GMT
Post by aysop on Feb 26, 2020 3:38:02 GMT
Equipment:
(Total on Body: 70 lbs)
Chain Mail - 55lbs
Traveler’s clothes – 4lbs
Mace - 4lbs
Holy Symbol (worn about his neck) - 1 lb.
Shield - 6lbs.
Light Crossbow - 3lbs.
Smith’s tools – 8lbs.
Bolts (20) – 1.5 lbs. (1gp)
Letter of introduction from his guild.
Backpack - 5 lbs (Total on Backpack: 59 lbs)
Bedroll, Mess Kit, Tinderbox, Torch (10), Rations (10), Waterskin, Hempen Rope
Total Weight: 131.5 lbs
Carrying capacity: 225 lbs
Push, Drag or Lift: 450 lbs
Currency:
Copper - 0
Silver - 0
Electrum - 0
Gold - 15
Platinum - 0
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aysop
Junior Member
Posts: 31
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Kite
Feb 26, 2020 3:38:25 GMT
Post by aysop on Feb 26, 2020 3:38:25 GMT
Personality Trait s - I believe that anything worth doing is worth doing right. I can’t help it – I’m a perfectionist.
- I’m rude to people who lack my commitment to hard work and fair play.
Ideals
- People. I’m committed to the people I care about, not to ideals. (Neutral)
Bonds
- The workshop where I learned my trade is the most important place in the world to me.
Flaws
- I’m horribly jealous of anyone who can outshine my handiwork. Everywhere I go, I’m surrounded by rivals.
Assumptions
-
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aysop
Junior Member
Posts: 31
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Kite
Feb 26, 2020 3:38:39 GMT
Post by aysop on Feb 26, 2020 3:38:39 GMT
Features and Traits:
Firbolg Magic: You can cast detect magic and disguise self with this trait, using Wisdom as your spellcasting ability for them. Once you cast either spell, you can’t cast it again with this trait until you finish a short or long rest. When you use this version of disguise self, you can seem up to 3 feet shorter than normal, allowing you to more easily blend in with humans and elves.
Hidden Step: As a bonus action, you can magically turn invisible until the start of your next turn or until you attack, make a damage roll, or force someone to make a saving throw. Once you use this trait, you can’t use it again until you finish a short or long rest.
Powerful Build: You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
Speech of Beast and Leaf: You have the ability to communicate in a limited manner with beasts and plants. They can understand the meaning of your words, though you have no special ability to understand them in return. You have advantage on all Charisma checks you make to influence them.
Ritual Casting (Cleric): You can cast a cleric spell as a ritual if that spell has the ritual tag and you have the spell prepared.
Spellcasting Focus (Cleric): You can use a holy symbol as a spellcasting focus for your cleric spells.
Bonus Proficiencies: When you choose this domain at 1st level, you gain proficiency with heavy armor and smith's tools.
Blessing of the Forge: At 1st level, you gain the ability to imbue magic into a weapon or armor. At the end of a long rest, you can touch one nonmagical object that is a suit of armor or a simple or martial weapon. Until the end of your next long rest or until you die, the object becomes a magic item, granting a +1 bonus to AC if it’s armor or a +1 bonus to attack and damage rolls if it’s a weapon. Once you use this feature, you can’t use it again until you finish a long rest.
Guild Business: Guilds are generally found in cities large enough to support several artisans practicing the same trade. However, your guild might instead be a loose network of artisans who each work in a different village within a larger realm. Work with your DM to determine the nature of your guild. You can select your guild business from the Guild Business table or roll randomly: Smiths and metal-forgers.
Feature: Guild Membership: As an established and respected member of a guild, you can rely on certain benefits that membership provides. Your fellow guild members will provide you with lodging and food if necessary, and pay for your funeral if needed. In some cities and towns, a guildhall offers a central place to meet other members of your profession, which can be a good place to meet potential patrons, allies, or hirelings.
Guilds often wield tremendous political power. If you are accused of a crime, your guild will support you if a good case can be made for your innocence or the crime is justifiable. You can also gain access to powerful political figures through the guild, if you are a member in good standing. Such connections might require the donation of money or magic items to the guild’s coffers.
You must pay dues of 5 gp per month to the guild. If you miss payments, you must make up back dues to remain in the guild’s good graces.
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aysop
Junior Member
Posts: 31
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Kite
Feb 26, 2020 3:39:02 GMT
Post by aysop on Feb 26, 2020 3:39:02 GMT
Backstory:
A man bereft of tribe, the young Firbolg struggled to find his place following a bout of sickness – effectively a plague - that claimed his family. The Spine of the World proved a harsh climate for the young nameless one, who would travel south – wandering aimlessly – until he was taken in by a swordsmith. The kind, middle-aged human woman would tutor him in the way of smithing over time – alongside her daughter, his greatest friend.
As he grew in skill and in stature, his talent and devotion would grow – his specialty being shield-craft. It earned him a name, finally. Kite. It fit his preferred style of shield to build, and his very gentle touch. His faith grew as well, his bond to Gond earning him a place as a Forge Cleric.
His time as a quiet supporter to his tutor helped him to earn a name for himself, join a guild – and eventually enter into the Lords’ Alliance. All was done in the name of their smithee, the one thing he had tied his identity to more than anything.
One horrible night, his tutor was taken from him in a fit of violence – the perpetrators robbing the smithee of both its master smith and her masterwork. Swearing to bring justice and return her life’s work to its place of resting, Kite left his tribe and place of comfort and began his journey to the Dessarin River.
Smithee Name: Ironwork de Valles
Mentor Name: Aldeit de Valles
Mentor Daughter’s Name: Elayne de Valles
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