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Rogues' Gallery: Rise of Tiamat
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<blockquote data-quote="JustinCase" data-source="post: 7938012" data-attributes="member: 6776182"><p><strong>Grimnir </strong></p><p>CG hill dwarf sailor tempest cleric 6</p><p></p><p>[ATTACH=full]119348[/ATTACH]</p><p>[spoiler=Basic information]</p><p><strong>Name: </strong>Grimnir Hammerdeep</p><p><strong>Sex: </strong>male</p><p><strong>Race:</strong> hill dwarf</p><p><strong>Class/Level:</strong> cleric 6</p><p><strong>Alignment:</strong> Chaotic Good</p><p><strong>Size:</strong> Medium</p><p><strong>Languages: </strong>Common, Dwarvish</p><p><strong>Speed:</strong> 25ft.</p><p><strong>Init:</strong> +0</p><p><strong>Prof. Bonus:</strong> +3</p><p><strong>Passive Perception:</strong> 18</p><p><strong>Darkvision:</strong> 60ft.</p><p><strong>Proficiencies:</strong> Light armor, medium armor, heavy armor, shields; simple weapons, martial weapons; Brewer’s supplies; Navigator’s tools, vehicles (water)</p><p></p><p><strong>DEFENSE</strong></p><p><strong>AC:</strong> 18 (+6 armor, +2 shield)</p><p><strong>HD: </strong>6d8+12</p><p><strong>Maximum HP:</strong> 52 (includes racial +1/level)</p><p><strong>Current HP:</strong> 52</p><p><strong>Saves:</strong> Wisdom +8, Charisma +3</p><p><strong>Notes:</strong> Advantage on saving throws against poison, resistance against poison damage (Dwarven Resilience); can use Reaction to deal 2d8 lightning or thunder damage when hit with attack by creature within 5 feet, Dex save for half damage, 5/LR (Wrath of the Storm)</p><p>[spoiler]<a href="http://roll.coyotecode.net/lookup.php?rollid=238785" target="_blank">Hitpoints for levels 2-6: 5D8+15 = [3, 6, 7, 8, 2]+15 = 41</a>[/spoiler]</p><p></p><p><strong>OFFENSE</strong></p><p><strong>Melee:</strong> Warhammer +6 (1d8+3 bludgeoning; versatile 1d10)</p><p><strong>Ranged:</strong> Light crossbow +3 (1d8 piercing; ammunition (range 80/320), loading, two-handed)</p><p><strong>Magic Attack (melee):</strong> Inflict Wounds +8 (3d10 necrotic; range touch)</p><p><strong>Note:</strong> When dealing lightning damage, can Push a Large or smaller creature 10 feet (Thunderbolt Strike); when dealing Lightning or Thunder damage, can use Channel Divinity to deal maximum damage (Destructive Wrath); other magical attacks are listed under Magic, below.</p><p></p><p><strong>STATISTICS</strong></p><p><strong>Str</strong> 16 (+3), <strong>Dex</strong> 11 (+0) , <strong>Con</strong> 14 (+2), <strong>Int</strong> 8 (-1), <strong>Wis</strong>* 20 (+5), <strong>Cha</strong>* 11 (+0)</p><p>[spoiler=rolls] <a href="http://roll.coyotecode.net/lookup.php?rollid=235197" target="_blank">Tiamat char gen:</a></p><p><a href="http://roll.coyotecode.net/lookup.php?rollid=235197" target="_blank">4D6.HIGH(3) = [3, 4, 1, 4] = 11 (Dex)</a></p><p><a href="http://roll.coyotecode.net/lookup.php?rollid=235197" target="_blank">4D6.HIGH(3) = [5, 1, 6, 6] = 17 (Wis; +1 racial, +2 ASI)</a></p><p><a href="http://roll.coyotecode.net/lookup.php?rollid=235197" target="_blank">4D6.HIGH(3) = [1, 5, 4, 3] = 12 (Con; +2 racial)</a></p><p><a href="http://roll.coyotecode.net/lookup.php?rollid=235197" target="_blank">4D6.HIGH(3) = [1, 1, 4, 6] = 11 (Cha)</a></p><p><a href="http://roll.coyotecode.net/lookup.php?rollid=235197" target="_blank">4D6.HIGH(3) = [1, 4, 3, 1] = 8 (Int)</a></p><p><a href="http://roll.coyotecode.net/lookup.php?rollid=235197" target="_blank">4D6.HIGH(3) = [5, 6, 4, 5] = 16 (Str)</a></p><p>[/spoiler][/spoiler][Spoiler=Features & proficiencies]</p><p><strong>RACIAL FEATURES & PROFICIENCIES</strong></p><p>Hill Dwarf</p><p><strong>Ability scores:</strong> Constitution +2, Wisdom +1</p><p><strong>Speed: </strong>25ft., not reduced by wearing heavy armor</p><p><strong>Darkvision:</strong> 60ft.</p><p><strong>Dwarven Resilience:</strong> Advantage on saving throws against poison, resistance against poison damage</p><p><strong>Dwarven Combat Training:</strong> Proficient with battleaxe, handaxe, light hammer, warhammer</p><p><strong>Tool Proficiency: </strong>Proficient with a choice of tools: Brewer’s Supplies</p><p><strong>Stone Cunning: </strong>Intelligence (History) checks on the origin of stonework add double proficiency bonus</p><p><strong>Dwarven Toughness:</strong> Hit point maximum increases by 1 for every level</p><p><strong>Languages:</strong> Common, Dwarvish</p><p></p><p><strong>BACKGROUND FEATURES & PROFICIENCIES</strong></p><p>Sailor</p><p><strong>Skill Proficiencies:</strong> Athletics, Perception</p><p><strong>Tool Proficiencies: </strong>Navigator’s tools, vehicles (water)</p><p><strong>Ship’s Passage:</strong> Can secure free passage on ships for self and allies in return for assistance to the crew.</p><p></p><p><strong>CLASS FEATURES & PROFICIENCIES</strong></p><p>Cleric (Tempest)</p><p><strong>Armor and Weapon Proficiencies:</strong> Light and medium armor, heavy armor (domain), shields; simple weapons, martial weapons (domain)</p><p><strong>Spellcasting: </strong>Can cast spells; see Magic, below.</p><p><strong>Divine Domain: </strong>Tempest</p><p><strong>Bonus Domain Proficiencies:</strong> Heavy armor, martial weapons</p><p><strong>Domain Spells:</strong> Always prepared, do not count against number of spells you can prepare daily</p><ul> <li data-xf-list-type="ul">1st cleric level: <em>Fog Cloud</em>, <em>Thunderwave</em></li> <li data-xf-list-type="ul">3rd cleric level:<em> Gust of Wind, Shatter</em></li> <li data-xf-list-type="ul">5th cleric level: <em>Call Lightning, Sleet Storm</em></li> </ul><p><strong>Wrath of the Storm:</strong> 5/LR can use Reaction when a visible creature within 5 feet hits you with an attack, to deal that creature 2d8 lightning or thunder damage; Dex save for half damage</p><p><strong>Channel Divinity:</strong> Can use Turn Undead or Destructive Wrath 2/SR, DC equals spell save DC.</p><p><strong>Channel Divinity: Turn Undead: </strong>Target undead makes Wisdom saving throw or is turned for 1 minute, moving away from you and taking no reactions.</p><p><strong>Channel Divinity: Destructive Wrath: </strong>Deal maximum damage whenever you would roll lightning or thunder damage.</p><p><strong>Destroy Undead: </strong>When using Turn Undead, destroy undead of CR 1/2 or lower.</p><p><strong>Thunderbolt Strike:</strong> When dealing lightning damage to a creature of Large or smaller size, push it 10 feet away.</p><p><strong>Ability Score Increase:</strong> +2 to Wisdom</p><p></p><p><strong>SKILLS</strong> (* Proficient)</p><p>+0 (dex) Acrobatics</p><p>+5 (wis) Animal Handling</p><p>-1 (int) Arcana</p><p><strong>+6 (str) Athletics*</strong></p><p>+0 (cha) Deception</p><p>-1 (int) History</p><p><strong>+8 (wis) Insight*</strong></p><p>+0 (cha) Intimidation</p><p>-1 (int) Investigation</p><p>+5 (wis) Medicine</p><p>-1 (int) Nature</p><p><strong>+8 (wis) Perception*</strong></p><p>+0 (cha) Performance</p><p>+0 (cha) Persuasion</p><p><strong>+2 (int) Religion*</strong></p><p>+0 (dex) Sleight of Hand</p><p>+0 (dex) Stealth (disadvantage in armor)</p><p>+5 (wis) Survival</p><p>[/spoiler][Spoiler=Magic]</p><p><strong>Spell Save DC:</strong> 16</p><p><strong>Spell Attack:</strong> +8</p><p><strong>Ritual Casting:</strong> Can cast a cleric spell as a ritual if that spell has the ritual tag and you have the spell prepared.</p><p></p><p><strong>Cantrips (4):</strong> <a href="http://5e.d20srd.org/srd/spells/guidance.htm" target="_blank"><em>Guidance</em></a>, <a href="http://5e.d20srd.org/srd/spells/mending.htm" target="_blank"><em>Mending</em></a><em>, </em><a href="http://5e.d20srd.org/srd/spells/sacredFlame.htm" target="_blank"><em>Sacred Flame</em></a><em>, </em><a href="http://5e.d20srd.org/srd/spells/sparetheDying.htm" target="_blank"><em>Spare The Dying</em></a></p><p><strong>Spells Prepared (9+domain):</strong> (1st) <a href="http://5e.d20srd.org/srd/spells/createorDestroyWater.htm" target="_blank"><em>Create Or Destroy Water</em></a><em>, </em><a href="http://5e.d20srd.org/srd/spells/cureWounds.htm" target="_blank"><em>Cure Wounds</em></a><em>, </em><a href="http://5e.d20srd.org/srd/spells/fogCloud.htm" target="_blank"><em>Fog Cloud</em></a><em> (domain), </em><a href="http://5e.d20srd.org/srd/spells/inflictWounds.htm" target="_blank"><em>Inflict Wounds</em></a><em>, </em><a href="http://5e.d20srd.org/srd/spells/thunderwave.htm" target="_blank"><em>Thunderwave</em></a><em> (domain), (2nd) </em><a href="http://5e.d20srd.org/srd/spells/gustOfWind.htm" target="_blank"><em>Gust of Wind</em></a><em> (domain), </em><a href="http://5e.d20srd.org/srd/spells/lesserRestoration.htm" target="_blank"><em>Lesser Restoration</em></a><em>, </em><a href="http://5e.d20srd.org/srd/spells/prayerofHealing.htm" target="_blank"><em>Prayer of Healing</em></a><em>, </em><a href="http://5e.d20srd.org/srd/spells/shatter.htm" target="_blank"><em>Shatter</em></a><em> (domain), </em><a href="http://5e.d20srd.org/srd/spells/spiritualWeapon.htm" target="_blank"><em>Spiritual Weapon</em></a><em>, (3rd) </em><a href="http://5e.d20srd.org/srd/spells/callLightning.htm" target="_blank"><em>Call Lightning</em></a><em> (domain), </em><a href="http://5e.d20srd.org/srd/spells/dispelMagic.htm" target="_blank"><em>Dispel Magic</em></a><em>, </em><a href="http://5e.d20srd.org/srd/spells/massHealingWord.htm" target="_blank"><em>Mass Healing Word</em></a><em>, </em><a href="http://5e.d20srd.org/srd/spells/sleetStorm.htm" target="_blank"><em>Sleet Storm</em></a><em> (domain), </em><a href="http://5e.d20srd.org/srd/spells/speakWithDead.htm" target="_blank"><em>Speak With Dead</em></a> </p><p><strong>Spell Slots Used:</strong> per spell level:</p><ol> <li data-xf-list-type="ol">0<strong>/4</strong></li> <li data-xf-list-type="ol">0<strong>/3</strong></li> <li data-xf-list-type="ol">0<strong>/3</strong></li> </ol><p>[/spoiler][Spoiler=Appearance & bio]</p><p><strong>PHYSICAL APPEARANCE</strong></p><p>He sports a long black beard, wears heavy armor and carries an impressive warhammer, but there are also a few things about the gold dwarf named Grimnir that people often find unusual: a brownish tan, darker than the shield dwarfs common to the Sword Coast; the two tentacles tattooed on his face proclaiming his allegiance to the Luskan house of Ship Kurth; and the symbol of dreaded Umberlee around his neck.</p><p></p><p>The sociable dwarf is eager to explain that he is descended from gold dwarves from far south, and that his goddess is indeed a dangerous and fickle deity of the seas and the depths, but she is also magnificent in her splendor and allows those who pay the proper respect to cross her domain with bountiful hauls of fish...</p><p></p><p><strong>BIO</strong></p><p>I was born on a ship somewhere on the Sea of Swords, my birth ushered in by a massive storm as my stubborn mother, captain of The Howling Hound, had refused to stop sailing during pregnancy. My father never told me the details, but I survived and she did not.</p><p></p><p>For decades that ship was my home as I grew up and became a member of the crew, part of the influential Ship Kurth from the northern harbor town of Luskan. Until a few years ago, when I forgot my customary sacrifice to Umberlee for safe travels at sea and the Queen of the Depths took down The Howling Hound and her entire crew into her unfathomable realm below the surface.</p><p></p><p>I should have drowned that day, and I am not convinced I didn't. Somehow I washed up on the shores of a tiny island, where before a passing ship rescued me I discovered that Umberlee had chosen me to become her servant. She had granted me magical powers over sea and storm, and warned me that only by her will did I continue to live.</p><p></p><p>You cannot imagine the terror that filled me as I realized that such a notoriously fickle and angry Goddess had claimed my soul, but in time I found that she is like the sea itself; cold and demanding one moment, forgiving and generous the next. If my job was to inform people that offering a thing of importance may hold off Umberlee's wrath and see the seas as I do, I could do a lot worse. And so I have provided my clerical services to various Kurth ships over the years, and appeased my Queen when all seemed lost.</p><p></p><p>Recently, however, I have been dreaming of drowning again, of being swallowed by cold deep waters along with all around me, and Umberlee forgive me but I cannot help but get as far away from the ocean as I can until her anger, whatever may have caused it, has died down again...</p><p></p><p><strong>Personality Traits:</strong> I stretch the truth for the sake of a good story, but my friends know they can rely on me, no matter what.</p><p><strong>Ideal: </strong>Freedom. The sea is freedom-the freedom to go anywhere and do anything. (Chaotic)</p><p><strong>Bond: </strong>I'll always remember my first ship, and how Umberlee took it to her depths.</p><p><strong>Flaw:</strong> People who can't take care of themselves get what they deserve.</p><p>[/spoiler][Spoiler=Inventory]</p><p><strong>COMBAT GEAR</strong></p><p>Warhammer</p><p>Light crossbow and 20 bolts</p><p>Chain mail</p><p>Shield</p><p></p><p><strong>OTHER GEAR</strong></p><p>Holy symbol of Umberlee</p><p>Belaying pin (club)</p><p>50 feet of silk rope</p><p>Lucky charm (trinket): a pipe that blows bubbles</p><p>Set of common clothes</p><p>Pouch</p><p>Priest’s pack:</p><p style="margin-left: 20px">Backpack</p> <p style="margin-left: 20px">Blanket</p> <p style="margin-left: 20px">10 candles</p> <p style="margin-left: 20px">Tinderbox</p> <p style="margin-left: 20px">Alms box</p> <p style="margin-left: 20px">2 blocks of incence</p> <p style="margin-left: 20px">Cencer</p> <p style="margin-left: 20px">Vestments</p> <p style="margin-left: 20px">2 days of rations</p> <p style="margin-left: 20px">Waterskin</p><p>[spoiler=Trinket]From the Sailor background text; “A lucky charm such as a rabbit foot or a small stone with a hole in the center (or you may roll for a random trinket on the Trinkets table in chapter 5)”. <a href="http://roll.coyotecode.net/lookup.php?rollid=235221" target="_blank">Trinket: 1D100 = [19] = 19</a></p><p>19: A pipe that blows bubbles[/spoiler]</p><p><strong>MONEY</strong></p><p>10 gp</p><p>[/spoiler]</p></blockquote><p></p>
[QUOTE="JustinCase, post: 7938012, member: 6776182"] [B]Grimnir [/B] CG hill dwarf sailor tempest cleric 6 [ATTACH type="full" width="256px" alt="char 2.jpg"]119348[/ATTACH] [spoiler=Basic information] [B]Name: [/B]Grimnir Hammerdeep [B]Sex: [/B]male [B]Race:[/B] hill dwarf [B]Class/Level:[/B] cleric 6 [B]Alignment:[/B] Chaotic Good [B]Size:[/B] Medium [B]Languages: [/B]Common, Dwarvish [B]Speed:[/B] 25ft. [B]Init:[/B] +0 [B]Prof. Bonus:[/B] +3 [B]Passive Perception:[/B] 18 [B]Darkvision:[/B] 60ft. [B]Proficiencies:[/B] Light armor, medium armor, heavy armor, shields; simple weapons, martial weapons; Brewer’s supplies; Navigator’s tools, vehicles (water) [B]DEFENSE AC:[/B] 18 (+6 armor, +2 shield) [B]HD: [/B]6d8+12 [B]Maximum HP:[/B] 52 (includes racial +1/level) [B]Current HP:[/B] 52 [B]Saves:[/B] Wisdom +8, Charisma +3 [B]Notes:[/B] Advantage on saving throws against poison, resistance against poison damage (Dwarven Resilience); can use Reaction to deal 2d8 lightning or thunder damage when hit with attack by creature within 5 feet, Dex save for half damage, 5/LR (Wrath of the Storm) [spoiler][url=http://roll.coyotecode.net/lookup.php?rollid=238785]Hitpoints for levels 2-6: 5D8+15 = [3, 6, 7, 8, 2]+15 = 41[/url][/spoiler] [B]OFFENSE Melee:[/B] Warhammer +6 (1d8+3 bludgeoning; versatile 1d10) [B]Ranged:[/B] Light crossbow +3 (1d8 piercing; ammunition (range 80/320), loading, two-handed) [B]Magic Attack (melee):[/B] Inflict Wounds +8 (3d10 necrotic; range touch) [B]Note:[/B] When dealing lightning damage, can Push a Large or smaller creature 10 feet (Thunderbolt Strike); when dealing Lightning or Thunder damage, can use Channel Divinity to deal maximum damage (Destructive Wrath); other magical attacks are listed under Magic, below. [B]STATISTICS Str[/B] 16 (+3), [B]Dex[/B] 11 (+0) , [B]Con[/B] 14 (+2), [B]Int[/B] 8 (-1), [B]Wis[/B]* 20 (+5), [B]Cha[/B]* 11 (+0) [spoiler=rolls] [URL='http://roll.coyotecode.net/lookup.php?rollid=235197']Tiamat char gen: 4D6.HIGH(3) = [3, 4, 1, 4] = 11 (Dex) 4D6.HIGH(3) = [5, 1, 6, 6] = 17 (Wis; +1 racial, +2 ASI) 4D6.HIGH(3) = [1, 5, 4, 3] = 12 (Con; +2 racial) 4D6.HIGH(3) = [1, 1, 4, 6] = 11 (Cha) 4D6.HIGH(3) = [1, 4, 3, 1] = 8 (Int) 4D6.HIGH(3) = [5, 6, 4, 5] = 16 (Str)[/URL] [/spoiler][/spoiler][Spoiler=Features & proficiencies] [B]RACIAL FEATURES & PROFICIENCIES[/B] Hill Dwarf [B]Ability scores:[/B] Constitution +2, Wisdom +1 [B]Speed: [/B]25ft., not reduced by wearing heavy armor [B]Darkvision:[/B] 60ft. [B]Dwarven Resilience:[/B] Advantage on saving throws against poison, resistance against poison damage [B]Dwarven Combat Training:[/B] Proficient with battleaxe, handaxe, light hammer, warhammer [B]Tool Proficiency: [/B]Proficient with a choice of tools: Brewer’s Supplies [B]Stone Cunning: [/B]Intelligence (History) checks on the origin of stonework add double proficiency bonus [B]Dwarven Toughness:[/B] Hit point maximum increases by 1 for every level [B]Languages:[/B] Common, Dwarvish [B]BACKGROUND FEATURES & PROFICIENCIES[/B] Sailor [B]Skill Proficiencies:[/B] Athletics, Perception [B]Tool Proficiencies: [/B]Navigator’s tools, vehicles (water) [B]Ship’s Passage:[/B] Can secure free passage on ships for self and allies in return for assistance to the crew. [B]CLASS FEATURES & PROFICIENCIES[/B] Cleric (Tempest) [B]Armor and Weapon Proficiencies:[/B] Light and medium armor, heavy armor (domain), shields; simple weapons, martial weapons (domain) [B]Spellcasting: [/B]Can cast spells; see Magic, below. [B]Divine Domain: [/B]Tempest [B]Bonus Domain Proficiencies:[/B] Heavy armor, martial weapons [B]Domain Spells:[/B] Always prepared, do not count against number of spells you can prepare daily [LIST] [*]1st cleric level: [I]Fog Cloud[/I], [I]Thunderwave[/I] [*]3rd cleric level:[I] Gust of Wind, Shatter[/I] [*]5th cleric level: [I]Call Lightning, Sleet Storm[/I] [/LIST] [B]Wrath of the Storm:[/B] 5/LR can use Reaction when a visible creature within 5 feet hits you with an attack, to deal that creature 2d8 lightning or thunder damage; Dex save for half damage [B]Channel Divinity:[/B] Can use Turn Undead or Destructive Wrath 2/SR, DC equals spell save DC. [B]Channel Divinity: Turn Undead: [/B]Target undead makes Wisdom saving throw or is turned for 1 minute, moving away from you and taking no reactions. [B]Channel Divinity: Destructive Wrath: [/B]Deal maximum damage whenever you would roll lightning or thunder damage. [B]Destroy Undead: [/B]When using Turn Undead, destroy undead of CR 1/2 or lower. [B]Thunderbolt Strike:[/B] When dealing lightning damage to a creature of Large or smaller size, push it 10 feet away. [B]Ability Score Increase:[/B] +2 to Wisdom [B]SKILLS[/B] (* Proficient) +0 (dex) Acrobatics +5 (wis) Animal Handling -1 (int) Arcana [B]+6 (str) Athletics*[/B] +0 (cha) Deception -1 (int) History [B]+8 (wis) Insight*[/B] +0 (cha) Intimidation -1 (int) Investigation +5 (wis) Medicine -1 (int) Nature [B]+8 (wis) Perception*[/B] +0 (cha) Performance +0 (cha) Persuasion [B]+2 (int) Religion*[/B] +0 (dex) Sleight of Hand +0 (dex) Stealth (disadvantage in armor) +5 (wis) Survival [/spoiler][Spoiler=Magic] [B]Spell Save DC:[/B] 16 [B]Spell Attack:[/B] +8 [B]Ritual Casting:[/B] Can cast a cleric spell as a ritual if that spell has the ritual tag and you have the spell prepared. [B]Cantrips (4):[/B] [URL='http://5e.d20srd.org/srd/spells/guidance.htm'][I]Guidance[/I][/URL], [URL='http://5e.d20srd.org/srd/spells/mending.htm'][I]Mending[/I][/URL][I], [/I][URL='http://5e.d20srd.org/srd/spells/sacredFlame.htm'][I]Sacred Flame[/I][/URL][I], [/I][URL='http://5e.d20srd.org/srd/spells/sparetheDying.htm'][I]Spare The Dying[/I][/URL] [B]Spells Prepared (9+domain):[/B] (1st) [URL='http://5e.d20srd.org/srd/spells/createorDestroyWater.htm'][I]Create Or Destroy Water[/I][/URL][I], [/I][URL='http://5e.d20srd.org/srd/spells/cureWounds.htm'][I]Cure Wounds[/I][/URL][I], [/I][URL='http://5e.d20srd.org/srd/spells/fogCloud.htm'][I]Fog Cloud[/I][/URL][I] (domain), [/I][URL='http://5e.d20srd.org/srd/spells/inflictWounds.htm'][I]Inflict Wounds[/I][/URL][I], [/I][URL='http://5e.d20srd.org/srd/spells/thunderwave.htm'][I]Thunderwave[/I][/URL][I] (domain), (2nd) [/I][URL='http://5e.d20srd.org/srd/spells/gustOfWind.htm'][I]Gust of Wind[/I][/URL][I] (domain), [/I][URL='http://5e.d20srd.org/srd/spells/lesserRestoration.htm'][I]Lesser Restoration[/I][/URL][I], [/I][URL='http://5e.d20srd.org/srd/spells/prayerofHealing.htm'][I]Prayer of Healing[/I][/URL][I], [/I][URL='http://5e.d20srd.org/srd/spells/shatter.htm'][I]Shatter[/I][/URL][I] (domain), [/I][URL='http://5e.d20srd.org/srd/spells/spiritualWeapon.htm'][I]Spiritual Weapon[/I][/URL][I], (3rd) [/I][URL='http://5e.d20srd.org/srd/spells/callLightning.htm'][I]Call Lightning[/I][/URL][I] (domain), [/I][URL='http://5e.d20srd.org/srd/spells/dispelMagic.htm'][I]Dispel Magic[/I][/URL][I], [/I][URL='http://5e.d20srd.org/srd/spells/massHealingWord.htm'][I]Mass Healing Word[/I][/URL][I], [/I][URL='http://5e.d20srd.org/srd/spells/sleetStorm.htm'][I]Sleet Storm[/I][/URL][I] (domain), [/I][URL='http://5e.d20srd.org/srd/spells/speakWithDead.htm'][I]Speak With Dead[/I][/URL][I] [/I] [B]Spell Slots Used:[/B] per spell level: [LIST=1] [*]0[B]/4[/B] [*]0[B]/3[/B] [*]0[B]/3[/B] [/LIST] [/spoiler][Spoiler=Appearance & bio] [B]PHYSICAL APPEARANCE[/B] He sports a long black beard, wears heavy armor and carries an impressive warhammer, but there are also a few things about the gold dwarf named Grimnir that people often find unusual: a brownish tan, darker than the shield dwarfs common to the Sword Coast; the two tentacles tattooed on his face proclaiming his allegiance to the Luskan house of Ship Kurth; and the symbol of dreaded Umberlee around his neck. The sociable dwarf is eager to explain that he is descended from gold dwarves from far south, and that his goddess is indeed a dangerous and fickle deity of the seas and the depths, but she is also magnificent in her splendor and allows those who pay the proper respect to cross her domain with bountiful hauls of fish... [B]BIO[/B] I was born on a ship somewhere on the Sea of Swords, my birth ushered in by a massive storm as my stubborn mother, captain of The Howling Hound, had refused to stop sailing during pregnancy. My father never told me the details, but I survived and she did not. For decades that ship was my home as I grew up and became a member of the crew, part of the influential Ship Kurth from the northern harbor town of Luskan. Until a few years ago, when I forgot my customary sacrifice to Umberlee for safe travels at sea and the Queen of the Depths took down The Howling Hound and her entire crew into her unfathomable realm below the surface. I should have drowned that day, and I am not convinced I didn't. Somehow I washed up on the shores of a tiny island, where before a passing ship rescued me I discovered that Umberlee had chosen me to become her servant. She had granted me magical powers over sea and storm, and warned me that only by her will did I continue to live. You cannot imagine the terror that filled me as I realized that such a notoriously fickle and angry Goddess had claimed my soul, but in time I found that she is like the sea itself; cold and demanding one moment, forgiving and generous the next. If my job was to inform people that offering a thing of importance may hold off Umberlee's wrath and see the seas as I do, I could do a lot worse. And so I have provided my clerical services to various Kurth ships over the years, and appeased my Queen when all seemed lost. Recently, however, I have been dreaming of drowning again, of being swallowed by cold deep waters along with all around me, and Umberlee forgive me but I cannot help but get as far away from the ocean as I can until her anger, whatever may have caused it, has died down again... [B]Personality Traits:[/B] I stretch the truth for the sake of a good story, but my friends know they can rely on me, no matter what. [B]Ideal: [/B]Freedom. The sea is freedom-the freedom to go anywhere and do anything. (Chaotic) [B]Bond: [/B]I'll always remember my first ship, and how Umberlee took it to her depths. [B]Flaw:[/B] People who can't take care of themselves get what they deserve. [/spoiler][Spoiler=Inventory] [B]COMBAT GEAR[/B] Warhammer Light crossbow and 20 bolts Chain mail Shield [B]OTHER GEAR[/B] Holy symbol of Umberlee Belaying pin (club) 50 feet of silk rope Lucky charm (trinket): a pipe that blows bubbles Set of common clothes Pouch Priest’s pack: [INDENT]Backpack[/INDENT] [INDENT]Blanket[/INDENT] [INDENT]10 candles[/INDENT] [INDENT]Tinderbox[/INDENT] [INDENT]Alms box[/INDENT] [INDENT]2 blocks of incence[/INDENT] [INDENT]Cencer[/INDENT] [INDENT]Vestments[/INDENT] [INDENT]2 days of rations[/INDENT] [INDENT]Waterskin[/INDENT] [spoiler=Trinket]From the Sailor background text; “A lucky charm such as a rabbit foot or a small stone with a hole in the center (or you may roll for a random trinket on the Trinkets table in chapter 5)”. [URL='http://roll.coyotecode.net/lookup.php?rollid=235221']Trinket: 1D100 = [19] = 19[/URL] 19: A pipe that blows bubbles[/spoiler] [B]MONEY[/B] 10 gp [/spoiler] [/QUOTE]
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