The Sheltered Hand: Character 6

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Idris Ofori, Scholar/Priest[edit]

Appearance Tall, lean, with black skin that almost has a blue tint, and still a bit soft-looking from a lifetime in academia, dressed in unassuming clothes where he is not armored. He wears well-kept but little-used armor with an even, blackish patina, along with similarly pristine mace, shield, and crossbow, with the bronze near-black against further corrosion. He has a kindly face with limpid brown eyes under a dense curl of oil-black hair, and a serene air about him.

People: Faram | Gender: Male | Ht: 6' 1"/1,85m | Wt: 175lb/79,4kg | Age: 22

Background Born to academic researchers, Idris grew up in a modest, stable household with five siblings, two older sisters and three younger brothers. He went for long walks to get away from the din, seeking out parks and libraries and temples when he was old enough. He soon manifested his mother's talent for making large intuitive leaps, and the meticulous and painstaking process for proving them. When he reached majority, the senior academician his parents worked for recommended him to another senior academician, and he spent many happy days in the company of variously musty and fragile tomes, with only the sound of quill on paper to be heard. Then one day, he was reading a crucial early history of the founding of the Hand, and his pattern-matching brain noticed something missing, maybe broken, maybe omitted? He brought this to his advisor, who poked and pulled at his logic until she realized that his hunch was sound, but it would need sound primary evidence to support it, foundational as the history was to so much scholarly work. Idris agreed, and soon found himself setting foot outside the city for the very first time, with only a few leads to work from.

Attributes[edit]

  • S: 10 +0
  • D: 15 +2
  • C: 15 +2
  • I: 12 +1
  • W: 16 +3
  • Ch: 14 +2

Character Details[edit]

Background Details

  • Background: Hermit
    • Alignment: Neutral Good
  • Tool Proficiencies: Herbalism Kit​
  • Languages: +1​
  • Equipment: A scroll case stuffed full of notes from his studies or prayers, a winter blanket, a set of common clothes, an herbalism kit, and 5GP​
  • Life of Seclusion: I was the caretaker of an ancient [set of knowledge]​
  • Feature: Discovery: A potential, radical new interpretation of a bedrock text; but I need documentation​
  • Characteristics: I am utterly serene, even in the face of disaster​
  • Ideal: Greater Good: My gifts are meant to be shared with all​
  • Bond: My isolation gave me great insight into a great evil that only I can destroy​
  • Flaw: I'd risk too much to uncover a lost bit of knowledge​

Feats

  • Durable​
  • Prodigy​

Skill Proficiencies

  • Proficiency Bonus: +3
  • Insight (Wis: +3) (double proficiency)
  • Investigation (Int: +1)
  • Persuasion (Cha: +2)
  • Medicine (Wis: +3)
  • Religion (Int: +1)
  • Arcana (Int: +1) (double proficiency)
  • History (Int: +1) (double proficiency)

Class Details[edit]

  • Human Faram Cleric
  • Domain: Knowledge
  • Level: 6
  • Hit Die: 1d8
  • Passive Perception: 17
  • Save Proficiencies: Wisdom, Charisma

Channel Divinity

  • Turn Undead: Destroy CR 1/2 and below
  • Knowledge of the Ages: As an action, choose one skill or tool: For 10 minutes, you have proficiency with that skill or tool
  • Read Thoughts: Read a creature's thoughts (Wis save to avoid) for up to 1 minute; optionally, end the effect early by implanting a Suggestion (no spell consumed, no save)

Languages

  • Common
  • Sinandre
  • Tarat
  • Sartan
  • Trakke
  • Acalani

Combat[edit]

  • Hit Points: 47
  • Armor Class: 18 (Scale Mail + Shield + Dex)

Magical Attacks

  • Spell Attack Mod: 4 + 3 = +7
  • Spell Save DC: 8 + 4 + 3 = 15

Ranged Attacks

  • Attack Mod: +6
  • Damage Mod: +0

Melee Attacks

  • Attack Mod: +4
  • Damage Mod: +0

Spells[edit]

Cantrips: 4[edit]

  • Guidance - Touch a willing creature to give it a d4 to add to its choice of ability check, within up to 1 minute
  • Sacred Flame - Creature within 60 feet saves vs. Dex or takes 1d8 radiant, with no benefit from cover. +1d8 damage at 5th, 11th and 17th level
  • Mending - After 1 minute, touch an object to repair it. Can physically repair magic items, but they need to be re-enchanted
  • Spare the Dying - Touch a creature at 0HP to stabilize it. No effect on undead or constructs

Level 1: 4[edit]

  • Bane - Up to three creatures make Cha saves or subtract 1d4 from attack rolls and saves until spell expires
  • Command - 1 creature makes a Wis save or follows your one-word command
  • Cure Wounds - 1d8 + spellcasting ability modifier; +1d8 per level cast above 1st
  • Guiding Bolt - ranged spell attack for 4d6 radiant damage; next attack roll before end of next tourn has Advantage; +1d6 damage per level cast above 1st
  • Healing Word - w/in 60', 1d4 + spellcasting ability modifier; +1d4 per level cast above 1st

Domain[edit]

  • Identify - 100GP pearl + touching item for 1 minute reveals magical properties, how to use them, whether and what attunement is needed, and if it was created by a spell, which spell created it

Level 2: 3[edit]

  • Find Traps - Sense any trap within 120 feet that's in line of sight and learn its general nature, but not its precise location.
  • Hold Person - Humanoid w/in 60' saves vs. Wis or is paralyzed up to 1 min. Affect one additional creature per level cast above 5th.
  • Lesser Restoration - Touch a creature to cure one disease or one condition: blinded, deafened, paralyzed, or poisoned.

Domain[edit]

  • Augury - 25GP in auguring supplies and 1 minute to ask about the outcome of a specific course of action. Answer is Weal, Woe, Weal and Woe, or Nothing. 25% chance of random answer per subsequent time Augury is cast between long rests, after the 1st time.
  • Suggestion - Target saves vs. Wis or obeys a superficially reasonable request for up to 8 hours.

Level 3: 3[edit]

  • Protection from Energy - Touch willing creature to give it resistance to acid, cold, fire, lightning or thunder for up to 1 hour
  • Beacon of Hope - Any number of creatures chosen within 30 feet have Advantage on Wisdom and Death saves, and regain the max amount from all healing, for up to 1 minute
  • Spirit Guardians - In a 15' radius centered on self, angelic spirits appear and damage any who enter the AoE (except for those the cleric specifies), doing 3d8 radiant damage. +1d8 per level can above 4th.

Domain[edit]

  • Nondetection - 25GP of diamond dust sprinkled on target hides them from divination magic for 8 hours
  • Speak With Dead - Corpse w/in 10 feet can answer questions (not necessarily truthfully). Must have a mouth, can't be undead, and this spell can't have been cast on them in the last 10 days.

Equipment[edit]

Cash 26GP | 7SP | 10CP

Carried

  • Mace​
  • Scale Mail​
  • Light Crossbow​
  • Bolt Case (1gp)​
  • 20 Bolts (1gp) 19
  • Explorer's Pack​
  • Backpack​
  • Mess Kit​
  • Tinderbox​
  • 10 Torches​
  • 10 days of Rations​
  • Herbalism Kit​
  • 10 Healer's Kit​
  • Tinker's Tools​
  • Magnifying Glass​
  • Bedroll​
  • Waterskin​
  • 50' Rope​
  • Shield​
  • Holy Symbol (Mystery Faram Diety)​
  • Clothes, common, Faram​
  • Scroll Case (1gp)​
  • 20 sheets of paper (40sp)​
  • Ink bottle (10gp)​
  • 10 Ink Quills (20cp)​
  • 2x Pouch​
  • 3x Flask of Holy Water​
  • All-Purpose Tool, +1​
  • Illuminator's Tattoo (left forearm; attuned)​
  • Tankard of Sobriety