Jeremiah

[sblock=Stats]
Jeremiah
Sex: Male
Race: Rock Gnome
XP: 120/300
Class & Level: Cleric 1 of Saint Celestian
Proficiency Bonus: +2
Alignment: NG
Size: Small
Type (Subtype): Humanoid (Rock Gnome)
Init: +0
Senses: Darkvision 60'
Passive Perception: 12
Ability Scores: STR 12 (+1),
DEX 11 (+0),
CON 14 (+2),
INT 15 (+2),
WIS 14 (+2),
CHA 12 (+1)
DEFENSE
AC: 16 (14 from Scale Mail armor, +2 from Shield)
HP: 10 (1d8 +2 Con)
Hit Dice: 1d8 x
1
Saves: Str +1, Dex +0, Con +2, Int +2*,
Wis +4*,
Cha +3*
*Advantage on INT, WIS, or CHA saves versus magic.
OFFENSE
Speed: 25ft
Melee:
Mace +3 ATK, 1d6+1 Bludgeoning
Dagger +3 ATK, 1d4+1 Piercing (Finesse, Light, Thrown 20/60)
Ranged:
Dagger +2 ATK, 1d4+0 Piercing (Finesse, Light, Thrown 20/60)
Light Crossbow +2 ATK, Range 80/320 ft, 1d8 Piercing damage (Ammo x20, loading, 2 handed)
Sacred Flame +4 ATK, Range 60ft, visible target makes DC 12 DEX save or takes 1d8 Radiant damage (with no benefit from cover).
Skills: (Proficient in
bold)
Mod (Attribute) Name of Skill
+0 (dex) Acrobatics
+2 (wis) Animal Handling
+6 (int) Arcana*
+1 (str) Athletics
+1 (cha) Deception
+6 (int) History*
+4 (wis) Insight
+1 (cha) Intimidation
+2 (int) Investigation
+4 (wis) Medicine
+2 (int) Nature
+2 (wis) Perception
+1 (cha) Perform
+3 (cha) Persuasion
+4 (int) Religion
+0 (dex) Sleight of Hand
+0 (dex) Stealth
+2 (wis) Survival
*Double Proficiency bonus due to Blessings of Knowledge Domain ability.
Languages: Gnome, Common, Dwarven, Elvish, Draconic
Personality Traits: I always want to know how things work and what makes machines & tech work.
Ideals: Aspiration- I work hard to be the best there is at my craft.
Bonds: I will get revenge on the elves and Blackmoor leaders that caused the death of both my families.
Flaw: I'll do anything to get my hands on some working tech - so I can take it apart & study it!
Rock Gnome Racial Traits:
-INT +2
-CON +1
-Darkvision 60'
-Size= Small
-Gnome Cunning (Advantage on all INT, WIS, and CHA saves versus magic)
-Artificer's Lore (Can add twice my Proficiency bonus to any INT(History) check about magic items, alchemical objects, or technological devices.)
-Tinker (Prof w/ Tinkers Tools and ability to build clockwork devices per PHB pg 37.)
Cleric Traits:
-HD=d8
-Armor Proficiencies (Light & Medium armor, Shields)
-Weapon Proficiencies (All Simple weapons)
-Proficient Saves (WIS, CHA)
-2 Skill Proficiencies (Medicine, Religion)
-Spellcasting (Know 3 cantrips. Prepare 3 Level 1 spells per day. Have 2 Level 1 slots per day) SEE BELOW
-Divine Domain (Knowledge- Domain spells Command and Identify always prepared)
-Blessings of Knowledge (+2 languages known, Proficient with Arcanca & History and Prof bonus is doubled for those skill checks)
Background (Guild Artisan) Traits:
-2 Skill Proficiencies (Insight, Persuasion)
-Tool Proficiency (Smith's Tools)
-Additional Language known (Dwarven)
-Business (Smith, Tinker)
-Guild Membership (Letter of Introduction)
Combat Equipment:
Scale Mail [ lbs]
Shield
Mace
Dagger
Light Crossbow
Holy Symbol of Celestian hidden on person
Healer's Kit
Other Gear:
Clothes, Travellers
Backpack (Items stored inside below Italicized)
-Tinker's Tools
-Smith's Tools
-Bedroll
-Mess Kit
-Tinderbox
-10 Torches
-10 days Rations
-3 GP
Waterskin
Beltpouch (4 GP)
Spellcasting: (Primary Ability: WIS, Spell Save DC: 12, Spell Attack Bonus: +4)
Cantrips:
0-Light
0-Mending
0-Sacred Flame
Spells Prepared: (Cleric level 1 + INT mod +2 = 3 per day)
1-Cure Wounds
1-Create or Destroy Water
1-Purify Food & Drink
D1-Command
D1-Identify
Spell Slots:
Level 1= 2/2
[/sblock][sblock=Background & History]
Rough draft/Reader's Digest Version
Rock Gnome (for the Tinkerer stuff) with Guild Artisan background who is a (secret) Cleric of St. Celestian (Knowledge Domain). His gnome family was killed by elves when he was very young (accused of working with humans), leaving him to be raised by Dwarves on/in Mt. Ranier (which also later got killed by humans for them working with the elves!). So he's more dour and less happy go lucky than your normal gnome would be. After finding a holy symbol and scripture book (in the form of a puzzle book requiring solving to open), he becomes a cleric of St. Celestian and discovers that he wants to learn all about the old tech and how it works while keeping his status as a cleric secret from the powers that be in Blackmoor so he doesn't get lynched. And if he can learn how to fix/work/recreate some old amazing tech weapons, he'd be more than willing to turn them against the evil elves. But in the meantime, he'll need to explore old ruins in the hopes of finding some untouched caches of tech that haven't been rummaged through many times already in the last thousand years. Till then, a guy has got to eat, so any jobs that can earn him rent and board and research money is grand by him!
So he is mad at both sides in the war. If he could help the elves win and take over Blackmoor, then detonate a nuke there to kill them all, he'd be happy. So he's out for power to screw with both sides, while having to hide from the Blackmoor cleric haters.[/sblock][SBLock=Information Discovered]-Starting from 991 A.S. (After Shattering), 17th Day of Spring Dawning (4th month).
-The scripture book of Saint Celestian Jeremiah carries holds many secrets in its pages. One which Jeremiah only recently deciphered is the presence of a hidden cell of Sacred Astrologers (as some followers of Saint Celestian call themselves) in Blackmoor, led by someone named Erevan.
-Erevan was hanged for treason and inciting violence two weeks ago.
-Bareil Glassfoot runs a 'small folk' boarding house in Blackmoor where Jeremiah has rented a room.
-Jeremiah met an old clanless dwarf smith named Olgred who is willing to let the gnome work for him as an apprentice when he is available.
[sblock=-Secrets from the past]Jeremiah was likely consulted at some point about hybridization experiments the dwarves were working on using captured orcs. They were attempting to create more powerful foot soldiers using ancient secrets from the ruins of Seattle. One of the dwarven alchemists mentioned an underground research complex they had discovered from the time before the Shattering where humans were conducting similar experiments during their war with the dragons.[/sblock]
[/sblock]
[sblock=Mini Stat Block]
Init: +0
Senses: Darkvision 60'
Passive Perception: 12
Ability Scores: STR 12 (+1),
DEX 11 (+0),
CON 14 (+2),
INT 15 (+2),
WIS 14 (+2),
CHA 12 (+1)
DEFENSE
AC: 16 (14 from Scale Mail armor, +2 from Shield)
HP: 10 (1d8 +2 Con)
Hit Dice: 1d8 x
1
Saves: Str +1, Dex +0, Con +2, Int +2*,
Wis +4*,
Cha +3*
*Advantage on INT, WIS, or CHA saves versus magic.
OFFENSE
Speed: 25ft
Melee:
Mace +3 ATK, 1d6+1 Bludgeoning
Dagger +3 ATK, 1d4+1 Piercing (Finesse, Light, Thrown 20/60)
Ranged:
Dagger +2 ATK, 1d4+0 Piercing (Finesse, Light, Thrown 20/60)
Light Crossbow +2 ATK, Range 80/320 ft, 1d8 Piercing damage (Ammo x20, loading, 2 handed)
Sacred Flame +4 ATK, Range 60ft, visible target makes DC 12 DEX save or takes 1d8 Radiant damage (with no benefit from cover).
Spellcasting: (Primary Ability: WIS, Spell Save DC: 12, Spell Attack Bonus: +4)
Cantrips:
0-Light
0-Mending
0-Sacred Flame
Spells Prepared: (Cleric level 1 + INT mod +2 = 3 per day)
1-Cure Wounds
1-Create or Destroy Water
1-Purify Food & Drink
D1-Command
D1-Identify
Spell Slots:
Level 1= 2/2[/sblock]