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Impulse
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Dark Sun Characters

Here is where I will be posting all the characters. I'm going to use nozzles technique and update your health and such accordingly.

Players

NPC- Doran Adalstan aka Crowe Half elvish arcane trickster
Ayrn- Basha Warlock (INACTIVE)
Keeper of Dragons- Ochit Tank Barbarian
Nomad D2- Trossach the Mul Mul Fighter
SirSadaar-Reynard Coslett Human Paladin
Nimu- Morrígu Drow Wizard
Kaelyn- Doc Klick Thri-Kreen, Cleric of earth


I will not be posting background stories as of now unless you'd like me to.

Stats are originally rolled with
16, 13, 13, 12, 11, 9


Posted on 2016-05-03 at 07:29:42.
Edited on 2017-01-29 at 21:12:41 by Impulse

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Doran Adalstan aka Crowe (

Name: Doran Adalstan aka Crowe
Played by: NPC
Race: Half-Elf
Gender: Male
Age: 23
Class/Level: Rogue 2
Alignment: Chaotic Good

Height: 5' 5"
Weight: 145 lbs
Eyes: green
Hair: brown

Stats:
Str 11 (0)
Dex 16 (3)
Con 10 (0)
Int 14 (2)
Wis 12 (1)
Cha 15 (2)

HP: 8/13
AC: 14
Initiative: +3
Speed: 30ft

Proficiencies [Prof bonus +2]:
Armor: Light armor
Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords
Tools: Thieves' tools, Lute
Saving Throws: Dexterity. Intelligence
Skills: Perception, Persuasion, Sleight of Hand, Deception, Performance, Survival, Stealth, Acrobatics
Saves: Dexterity and Intelligence



Languages: Common, Elven, Celestial, Undercommon, Thieves' Cant

Racial Traits:
-Ability Score Increase. Your Charisma score increases by 2, and two other ability scores of your choice increase by 1. (Int/Con)
-Darkvision. Thanks to your elf blood, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it w ere bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
-Fey Ancestry. You have advantage on saving throws against being charmed, and magic can't put you to sleep.
-Skill Versatility. You gain proficiency in two skills of your choice.
-Languages. You can speak, read, and write Common, Elvish, and one extra language of your choice.

Class Features:
-Expertise (Sleight of Hand, Deception)
At 1st level, choose two of your skill proficiencies, or one o f your skill proficiencies and your proficiency with thieves' tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.
At 6th level, you can choose two more of your proficiencies (in skills or with thieves' tools) to gain this benefit.
-Sneak Attack
Beginning at 1st level, you know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon. You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll.
The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Rogue table.
-Thieves ' Cant
During your rogue training you learned thieves' cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves' cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly. In addition, you understand a set o f secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves' guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.
-Cunning Action
Starting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.

Background:
-Gypsy
Feature: Family Everywhere:
A gypsy's life is full and rich with music and tales to mesmerize a crowd. You live for the refinement of a tale, the discovery of a new song, and the applause of the crowd; not to mention all the coin it can bring. You are an expert at performance and proficient in survival on the road. Living on the road with a performing troupe also leaves you with kin in many of the travelling shows. All gyspsies stand in defense of the 'family' and are known to each other through subtle caravan markings, hand signals, and traditional ceremonies. Any gypsy found violating the tennants of the family will find themselves on the outside looking in; always wanting but never finding shelter or help. As it's said, 'Word travels quickly on roads but lingers in cities.' A writ from a noble or lord or King grants permission for admittance to many cities for most troubadors but an ousted gypsy never finds haven in or out of towns.
-Personality Trait: I often over-exaggerate my past or dance around the subject.
-Ideal: Trust I trust in the family and the mutual benefits we provide together. (Good)
-Bond: Wanderlust is in my blood and in my bones. I will not remain in one place for more than a full moon cycle.
-Flaw: I can't be trusted with valuables and will often sell what I don't need.

Gear:
a rapier
a shortbow and quiver of 20 arrows
an explorer's pack (Includes a backpack, a bedroll, a mess kit, a tinderbox, 10 torches, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it.)
Leather armor, two daggers, and thieves' tools
a set of traveler's clothes, a blanket, an ink pen and vial of ink, a journal of your previous travels, a trinket from your travels (A brass ring that never tarnishes), a writ to perform by authority of a noble or noble family, a lute, and a belt pouch containing 5 gold.


Appearance: Half-elf male of average build with green eyes and brown hair. Nothing spectacular, making it easier to blend into a crowd. His hair is wavy not overly long, but not cropped short either, he wears no facial hair, and takes great pains to maintain his clothes and gear, wanting to look his best if an opportunity arises to perform, whether for profit or as a distraction.


Posted on 2016-05-03 at 22:15:29.
Edited on 2017-01-29 at 21:12:19 by Impulse

Impulse
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Basha (inactive for now)

Name: Basha
Played by: Ayrn

Race: Halfling [Lightfoot]
Size: Small

Class: Warlock 2
Background: Urchin

Armor Proficiencies: Light
Weapon Proficiencies: Simple
Tool Proficiencies: Disguise Kit, Thieves' Tools

Skill Proficiencies: Deception, Investigation, Sleight of Hand, Stealth
Naturally Stealthy: He can attempt to hide even when he is obscured only by a creature that is size Medium or larger.

Proficiency Bonus: +2
Lucky: When he rolls a 1 on an attack roll, ability check or saving throw, he can reroll the die and must use the new roll.

Attributes: Str 9 [-1], Dex 15 [+2], Con 13 [+1], Int 12 [+1], Wis 11 [+0], Cha 17 [+3]

Initiative: +2
Speed: 25 ft
Halfling Nimbleness: Can move through the space of any creature that is of size Medium or larger.

Hit Dice: 2d8+2
Hit Points: 15

Saving Throws: Wisdom, Charisma
Brave: Advantage on saving throws against being frightened

Non-Finesse Melee Attack Modifier: +1
Finesse Melee and Ranged Attack Modifier: +4
Spell Attack Modifier: +5

Otherworldly Patron: Archfiend, Azael
Patron Feature: Dark One's Blessing - Gain +5 temporary hit points when he reduces a foe to 0 hit points.

Spell Save DC: 13

Cantrips: Eldritch Blast, Friends

Spells Known: Arms of Hadar, Command, Hex
Spell Slots: 2 at 1st Level

Invocations: Devil's Sight, Mask of Many Faces

Equipment: Common Clothes, Leather Armour, Club, Daggers (2), Darts (10), Small Knife, Arcane Focus, Dungeoneer's Pack, Map of the City, Pet Mouse, Wooden Statuette of a Female Halfling, Brass Orb etched with Strange Runes, Pouch containing 10 cp


Posted on 2016-05-26 at 20:36:06.
Edited on 2016-06-12 at 23:03:09 by Impulse

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Keeper of Dragons

Name: Ochit
Played by: Kepper of Dragons

Level:
Class: Barbarian
Species: half-orc
Gender: Male
Age: 22
Height: 250 lbs
Weight: 6'8'
Background: Outlander (Exile)
Alignment:

STR:18 (+4)
DEX:13 (+1)
CON: 14 (+2)
INT: 11 (+0)
WIS: 12 (+1)
CHR: 9 (-1)

Proficiency Bonus: +2
Skill proficiencies: Athletics, Survival, Intimidation, Animal Handling, Perception

Combat
HP:23
AC:13 (unarmoured)
Initiative:+1
Speed:30

Weapons
Greataxe: +6 to hit, Damage= 1d12+4, Crit damage: 3d12+4
Handaxe: +6 to hit, Damage 1d6+4, Crit damage: 3d6+4. Range=20/60
Javelin: +6 to hit, Damage 1d6+4, Crit damage: 3d6+4, Range 30/120

Extra crit die only applies to melee weapon attacks. While raging gain a bonus of +2 to damage done with melee weapon attacks.

Racial abilities:
Relentless Endurance: When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can't use this feature again until you finish a long rest

Savage attacks: When you score a critical hit with a melee weapon attack, you can roll one of the weapons damage dice one additional time and add it o the extra damage of the critical hit.

Dark vision: You have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You can't discern color in darkness, only shades of grey.

Menacing: Gain proficiency with intimidation.

Class Feature abilities:

Rages per day: 2. Rages used:0
Advantage on STR checks and STR saving throws
Make a melee weapon attack using STR, gain a bonus to the damage roll.
Resistance to Bludgeoning, piercing and slashing damage.
Cannot cast spells or concentrate. Lasts a 1 min (12 rounds), ends early if knocked unconscious or if you haven't attacked a hostile creature or taken damage since your last turn. Can also end as a bonus action.

Reckless attack: Gain advantage with melee weapon attack rolls using strength during this turn but attack rolls against you have advantage until you next turn.

Danger Sense
Gain advantage on all dex saving throws that you can see. (Traps and spells)> Cannot be blinded, deafened or incapacitated to use this effect.

Equipment:
3Cp
Great Axe
Two handaxes
Explorers Pack and four javelins
A staff, hunting trap, trophy from an animal, Set of travelers clothes and pouch containing 10 gp.

Ochit is a nomadic loaner by fate but not choice. He was the result of the drunken rape of an orchic female by a human soldier. His mother loved him but his tribe was less thrilled. He was picked on conGreataxe tinually by the other young orcs since he was the smallest and weakest of them. When he reached the age of 18 the other young orcs were welcomed into the tribe but he was shunned and told he would never be treated as an equal. So, he left the tribe. His journey has not always been easy and he often found others to be just as mean as his tribe. Many were scared of him and attacked him. Others simply told him to move along. After trying to tell others his name in orchish never worked, he began to call himself the word others muttered when they met him. "Ochit" Others often saw him as slow because he has trouble with the common language. He has no religion but harbors a strong belief that everyone deserves a chance in life and that the strong should not be allowed to simply take from the weak.


Posted on 2016-05-26 at 20:37:59.
Edited on 2016-06-27 at 13:31:15 by Impulse

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Nomad D2

Trossach the Mul

When being trained to be a gladiator he was known as "Attaturk." But when he escaped he wanted nothing to do with his slave life, and as a slave knew that names could be changed. So he adopted the name of "Trossach." He had heard a rumor (from an insulting slaver) that his mother had come from a village named Tross. His father was probably an older dwarf slave that had been kept around for breeding purposes until he died in an accident. (Some suspected suicide, but the truth was unknown, at least to the other slaves.) Although the slave owners called the dwarf ‘Little Schlecht,' the other slaves had always treated him with respect and called him by the name he wished to use, ‘Barrach,' at least when the slavers could not hear. And so by combining what little he knew of his parents and the obligation he felt to their memories, he choose the name of ‘Trossach.'

Mul Fighter - 3rd level
Ability Modifier
STR:18 (+4)
DEX:12 (+1)
CON:14 (+2)
INT:11 (+0)
WIS:13 (+1)
CHA: 9 (-1)

HP: 29 (1d10 +2 per level)
AC: 17 (Splint mail, but allows no dex bonus)
Proficiency Bonus: +2

Appearance: 7' tall, 250 pounds. Hairless, copper colored skin. Minimal tattooing - one indicating gladiator training around his left biceps. This tattoo also originally included the crest of his owner, but has since been modified so that neither the crest nor the gladiator sign can be seen anymore. It now seems to be a mix of branches and blades around his biceps. Someone knowledgeable about tattoos could probably identify the gladiator tattoo in the pattern, but the ownership crest is completely gone. Trossach hates tattoos - they seem like a desecration of the body - and an indication of the power someone else holds over you that they can physically change you.

Neutral Good - Trossach hates slavery and feels a sense of obligation for the death of his mother - something needs to be done to repay that debt. Slavery is an evil that should not be tolerated. He is not necessarily anti-order, but the "order" of his world both tolerated and encourages slavery, an absolutely unacceptable evil in Trossach's mind. He and other slaves are not things, they are people. Chaos would be better than such order, yet good order would be better than none. But giving Trossach orders is not a good idea.

Fighter Abilities:
Fighting Style: Great Weapon Fighting. When you roll a 1 or 2 with a weapon you are using two-handed, reroll and use the second roll.
Second Wind: On your turn you can use a bonus action to regain 1d10 + fighter level of hit points. Must take a long or short rest before using it again.
Action Surge: On your turn you can take an additional action - on top of your regular action and possible bonus action. Must take a long or short rest before you can do so again.

Enhanced crit: crit on 19-20

Racial Abilities:
Base speed: 30' - not slowed by heavy armor.
Inexhaustible: as an action, reduce exhaustion by 1. (Only once before a long rest)
Relentless Endurance: When reduced to zero HP (but not killed outright) - you reduce to one instead.
(Usable once before a short or long rest.)
Darkvision: 30'
Keen Senses: proficient in the perception skill
Languages: Common, Dwarvish

Skills: (Choose two from list)
Athletics - Strength (+6)
Insight - Wisdom (+3)
Intimidation - Charisma (+1)
Survival - Wisdom (+3)

Religion: Trossach worships no one. Certainly not the sorcerer-kings that encourage slavery throughout the lands. They are unworthy, even if they have power. If he worships anything, it is simply life, and the respect for life.

Weapons:
Macahuitl - one handed. 1d6/1d8 Crit = 19/20 x2. 5 lb. slashing
Maul 1d10/1d12 2-handed, crit x2, bludgeoning
SkyHammer 1d8/1d10 Crit x2, bludgeoning. 15' range 6lb. - a hit = free trip attempt. +4 opposed
strength role - Used two handed.
Longbow +20 arrows - 1d8 Piercing. Range 150/600

Armor:
Splint Mail
Helm


General Gear:
1CP
Backpack
Bedroll
Caltrops (bag of 20)
Travelers clothes
Flask
Grappling hook and 50' rope
Whistle
Iron Spikes - 10
Tinderbox
Torch - 5
Waterskin
Splash globes - Liquid darkness
Liquid Light
Liquid Dust



Posted on 2016-05-26 at 20:38:17.
Edited on 2017-01-29 at 21:33:19 by Impulse

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Reynard Coslett

Name: Reynard Coslett
Played by: SirSadaar

Level Paladin 2
Species Human Varient
Gender: Male
Age 25
Height: 215 lbs
Weight: 6'1

Strength 16 (+3)
Dexterity 12 (+1)
Constitution 14 (+2)
Intelligence 10 (+0)
Wisdom 8 (-1)
Charisma 14 (+2)

HP 21/21 AC 18 Flat Footed 18
Hit Dice left: 1/2
Saving Throws: Strength+3, Dexterity+1, Constitution+2, Intelligence, Wisdom+1, Charisma+4
Proficiency Bonus+2 Initiative+1

Proficient Skills Athletics+5, Insight+1, Medicine +1, Religion+2, Persuasion +4

Attacks
Warhammer +5 Attack 1d8+3 damage

Feats: Heavy Armour Master (3 resist Bludgeoning, Piercing, Slashing)
Proficiencies All armour, shields, simple and Martial Weapons

Class Features
Divine Sense (3)
Lay On hands(10)
Fighting Style
-Protection
Spellcasting
Divine Smite

Spells (3 prepared)
2 1st Cure Wounds, Heroism, Thunderous Smite,

Equipment Reinforced bone armour (AC 16), Wooden Holy Symbol (amulet), shield, Bone Warhammer, uniform, Horn, rope manacles, bone javelins,
Money 10 cp
Languagues Common, Elven, Dwarven

Background: City Watch
Personality Trait Face problems head on
Ideal: Nation/Responsibility
Bond: Those who fight beside me are worth dying for
Flaw: Can't keep secrets


Posted on 2016-05-26 at 20:39:35.
Edited on 2016-10-02 at 14:35:03 by Impulse

Impulse
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Morrígu

NAME: Morrígu
Played by: Nimu
RACE: Dark Elf
GENDER: Female
CLASS: Wizard
LEVEL: 2
EXPERIENCE: 300
ALINGMENT: Chaotic Neutral

AGE: Unknown, but young for an elf
HEIGHT: 5' 4"
WEIGHT: 100 lbs
EYES: One Violet One Blue
HAIR: Silver

STR 9 (-1)
DEX 15 (+2)
CON 11
INT 16 (+3)
WIS 12 (+1)
CHA 14 (+2)

HP: 12
AC: 12
INIT: +2
SPEED: 30

PROFICIENCY BONUS: +2
WEAPON PROFICIENCIES: Dagger, Dart, Light Crossbow, Hand Crossbow, Rapier, Shortsword, Sling, Quarterstaff,
TOOLS: Tattoo Set
SAVING THROWS: Intelligence, Wisdom
SKILLS: Arcana, History, Insight, Survival
LANGUAGES: Common, Elvish, Undercommon

RACIAL TRAITS
Dex +2, Cha +1
Darkvision 120'
Keen Senses (Perception Skill)
Fey Ancestry (Resistant to Charms, Immune to Magical Sleep)
Trance (4 hours of semi-conscious meditation is equivalent of 8 hours of sleep)
Sunlight Sensitivity (Disadvantage on Attack and Perception in Direct Sunlight)
Dark Elven Magic (Dancing Lights, Faerie Fire, Darkness)
Dark Elven Weapons (Rapiers, Shortswords, Hand Crossbows)

CLASS FEATURES
Spellcasting
Cantrips
Arcane Recovery
Arcane Tradition: Illusion
-Illusion Savant
-Improved Minor Illusion
-Malleable Illusions (6th)
-Illusory Self (10th)
-Illusory Reality (14th)
Spell Mastery (18th)
Signature Spells (20th)

SPELLCASTING
CASTER LEVEL: 2
SPELL DC: 13
SPELL ATTACK MODIFIER: 5
SPELL SLOTS: 3/0/0/0/0/0/0/0/0

SPELLS KNOWN
CANTRIPS: Dancing Lights, Fire Bolt, Minor Illusion, Poison Spray, Prestidigitation
LEVEL 1: Charm Person, Color Spray, Detect Magic, Disguise Self, Feather Fall, Fog Cloud, Identify, Mage Armor, Silent Image, Sleep, Tasha's Hideous Laughter, Thunderwave, Witch Bolt

SPELLS PREPARED
LEVEL 1: Disguise Self, Sleep, Thunderwave

EQUIPMENT
Bone Dagger
Arcane Focus
Traveling Clothes
Tattoo Set

BACKGROUND: Inheritor
Inheritance: Bond to Xenophobella, Tattooing for Spell Book

APPEARANCE
Morrígu possesses all the grace and beauty of the dark elves. A mane of silver curls flows down to her waist. Slender and lithe, she moves with unearthly elven grace. Esoteric tattoos run along smooth, obsidian skin that is so dark it seems to swallow light. A youthful face is marked with high cheekbones and dark full lips that curl in a cruel smile. Her incandescent eyes burn with elvish light in violet and blue. It might have been said that Morrígu held a beauty remarkable even for the dark elves, but her features speak more to uncanny mystery than grace and desire. It is a terrible kind of beauty, like midnight or a raging storm.


Posted on 2016-05-26 at 20:40:45.

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Doc Klick

Name: Doc Klick
Played by: Kaelyn
Race: Thri-Kreen
Gender: Male
Age: 6
Class/Level: Cleric 2
Alignment: Lawful Neutral

Height: 6' 7"
Weight: 165 lbs
Eyes: Emerald green
Hair: hairless

Stats:
Str 10 (0)
Dex 16 (3)
Con 13 (1)
Int 12 (1)
Wis 16 (3)
Cha 8 (-1)

Combat Block:

HP: 14/17
AC: 18 (19 when dual wielding shields) (Scale Mail 14) (shield 2) (Dex 2)
Initiative: +3
Speed: 40ft

Weapons: Gythka (two handed polearm with a blade at each end.) +5hit (1d8+3 slashing damage) (finesse / 5ft reach)
Chatkcha- (a flat triangular wedge with three serrated blades) +5 hit 30/120 range 1d6+3 slashing)
Light crossbow and 20 bolts +5hit 1d8+3

Proficiency Bonus: +2
Languages: Broken Common, Kreen
Telepathy -30ft Must have eye contact.
Armor: light, medium, heavy
Weapons: Simple & Kreen
Skills:
Insight (+5)
Medicine (+5)
Religion (+3)
Perception (+5)
Stealth (+5)
Tools: Healers Kit

Character Features / Traits:
Ability Score Increase. Your Dexterity score increases by 2 and your wisdom score increases by 1

Darkvision: Accustomed to running across dunes or grasslands throughout the day and night, you can
see in the darkness within 60 feet of you as if you were in dim light. However, you can't discern color in the darkness.

Natural Camouflage. You have proficiency in Dexterity (Stealth) checks.

Secondary Arms. The Thri-Kreen have a secondary set of weaker arms located along their torso beneath their regular ones. These arms can be used to hold additional light items or equipment and you may perform an additional object interaction on your turn if either hand is empty. They cannot be used to make attacks.

Sleepless: You do not sleep. Once per day, you may gain the benefits of a long rest after taking a short rest, and magic cannot put you to sleep.

Standing Leap: You can long jump up to 30 feet and high jump up to 15 feet as part of your movement
without taking a running start.

Weakened Carapace: After years under the effects of the Dark Sun's radiation, the typically hard chitinous shell of the race has weakened to a pliable leathery carapace akin to thick skin. Thri-kreen do not receive any any natural armor.

Spellcasting: Divine Domain: Life

Channel Divinity (1/rest)
Divine Domain features : Heavy armor proficiency,

Disciple of Life when using a spell of first level or higher to heal a creature, the creature regains additional hit points equal to 2+ the spell's level.

Channel divinity: turn undead /Preserve Life: Starting at 2nd level you can use your channel Divinity to heal the badly injured. As an action, you present your holy symbol and evoke healing energy that can restore a number of hit points equal to 5x's your cleric level. Choose any creatures within 30 feet of you, and divide those hit points among them. This feature can restore a creature to no more than half of its hit point maximum. You can't use this feature on an undead or a construct.

Background: Acolyte (Templar-Medic)-You are one of the elite, one of the chosen, the elite guard of the God-King. Either scouted at a young age or volunteering to join one of them. You act as a conduit of the God-King's will and your presence is feared by many, as you tirelessly hunt for magic. Optionally: You have discovered a true deity through a dream or an artifact and are now connected to a sliver of their true power.

Skill Proficiencies: Insight, Religion
Languages: Dwarven, Elven

Feature: Ruthless Tyrant: Your group specializes in hunting down the defilers and your insignia is well known by many. You are considered a trusted member of the Templars (or any organization that seeks to eradicate defilers). Other Templars will accept your words at face value assuming you have provided proof of your membership to them and not provided them any reason to be hostile towards you. Additionally, the common folk will have a natural tendency to be intimidated by you.
Optional Feature: True Faith: (Ilmater) Though you have lived a life of ignorance, worshiping the God-King and doing his will, through circumstances unique to you, you have had contact with a true God and you know that the God-King is not a true deity. (Intended for clerics/paladins.). You are now able to channel the powers of the deity though he may ask for a favor from you. Additionally, you can stay with those of your faith (shelter of the faithful) but finding an order that worships your religion is difficult.

-Personality Trait: I am always polite and respectful
-Ideal: Our lot is to lay down our lives in defense of others (Good)
-Bond: Those who fight beside me are those worth dying for
-Flaw: I have little respect for anyone who is not a proven warrior.

Gear:

Currency: 7Cp

Equipment:
2 Shields, Gythka, Chatka
Light crossbow 20bolts
A holy symbol -the God king,
A red ribbon /holy symbol, a gift from Ilmater (a true old god still in hiding), a prayer book , a healers kit (10 uses)
5 sticks of incense,
2 vestments, set of common
clothes, belt pouch
Priests Pack: Includes a Backpack, blanket, 10 candles, tinderbox, an alms box, 2 blocks of incense, 2 days rations, waterskin.

Spellcasting: (standard prepared spells unless otherwise noted)
Cantrips: Known-3 First Level spells: Slots-3 Known-5
Cantrips:
Mending
Sacred Flame
Spare the Dying

1st Level:
Cure wounds
Create Water
Guiding Bolt
Detect Poison and Disease
Shield of Faith


Appearance: Standing at a towering six feet seven inches, the thri-kreen Klik-Chaka'doc, more commonly referred to as Klik (pronounced click) or Doc, bares amber to dune hued leathery spiked plates across his insectoid body. Serving as a medic in the Templar order of the God King, he bears his augmented backpack with pride, for it bears all the accouterments of his trade. Medical supplies and triage gear for the rough demands of wandering under the Dark sun in pursuit of vile defilers. His scale mail adorns his leathery carapace, forged from the fused scales of a sand basilisk his clutch once hunted. Aside from tattered cloth vestments of his faith, Doc travels in the guise of a healer, a wanderer; though his left torso forearm is wrapped with a crimson blood hued ribbon which departs from the norm.
Typically Doc dissuades from combat unless it piques his inherent desire to find a worthy pray to hunt. Otherwise, he bares his polearm and shield amidst his four arms, and is not afraid to wade headlong into the fray to prove his skill as a warrior when facing an adversary of worth.


Posted on 2016-05-26 at 20:41:38.
Edited on 2016-10-01 at 14:05:28 by Impulse

Impulse
Resident
Karma: 12/1
494 Posts


Survival Days

Doran Adalstan aka Crowe=3
Ochit Tank Barbarian= 3
Trossach= 3
Reynard Coslett=2
Morrígu=0 (3 more days of water)
Doc Klick=4


Posted on 2016-06-27 at 13:36:13.
Edited on 2016-10-02 at 14:35:25 by Impulse

   
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