Archon Basileus
First Post
There you go!
I'll place the spells as I review the sheet!
Also, I assumed you'd hook him through Darrondar, so I used him in my bg story. Please, if that goes against any part of your lore or the adventure lore (I read none of the adventures you are using) feel free to change everything hehe.
[sblock]
Drui Holderhek
Dwarf – Mountain – Cleric (Tempus), Soldier
Alignment: LG
Armor Class: 14 (Scale mail + Dex)
Hit Points: 11 (1d8+3)
Speed: 25 ft.
Str: 12+2=14 (+2)
Dex: 10 (+0)
Con: 14 + 2=16 (+3)
Int: 13 (+1)
Wis: 15 (+2)
Cha: 8 (-1)
Senses: Darkvision, passive Perception = 13
Languages: Common, Dwarf
Skills:
Acrobatics (+0)
Animal Handling (+0)
Arcana (+1)
Athletics (+3) (War)
Deception (-1)
History (+3) (Cleric)
Insight (+2)
Intimidation (+1) (War)
Investigation (+1)
Medicine (+2)
Nature (+1)
Perception (+2)
Performance (-1)
Persuasion (-1)
Religion (+3) (Cleric)
Sleight of Hand (+0)
Stealth (+0)
Survival (+2)
Passive Perception: 12
Tools: Mason tools
Saves: Wisdom(+2), Charisma (-1)
Prof. Bonus: +2
Actions
Warhammer +5 to hit, 1d8+3 bludgeoning (2 lb.) – versatile 1d10
Equipment
Weapons:
Warhammer – 15GP
Armor: Scale mail – 50 GP
Adventuring gear:
Abacus 2 GP
Bolts (20) – 1GP
Case, bolts – 1GP
Case, scrolls – 1GP
Chain – 5GP
Chalk – 1CP
Chest – 5GP
Clothes, common- 5GP
Clothes, traveler’s – 2 GP
Crowbar – 25GP
Hammer – 2GP
Sledgehammer – 2GP
Parchment (1 sheet) 1SP
Pick, miner’s – 2GP
Piton – 5 CP
Pot, Iron – 2 GP
Pouch – 5 SP
Rope, silk (50 feet) – 10 GP
Shovel – 2GP
Torch – 1CP
Whetstone – 1CP
Priest’s pack – 19GP
Mason’s tools – 10GP
Dragonchess set – 1GP
Donkey – 8 GP
Saddle 10 GP
Saddlebags 4GP
Total spent: 193 GP 6 SP 8 CP
Coins: 5 GP 3 SP 2 CP
Class features
Armor: heavy
Weapons: Simple, martial
Expertise: Cooks Utensils, Thieves Tools
Sneak Attack: 1d6
Racial Features:
Speed: 25 feet
Darkvision: 60 feet in the dark
Dwarven Resilience: advantage for save throws against poison, resistance to poison damage
Dwarven Weapon Training: battleaxe, handaxe, throwing hammer,
and warhammer
Tools: mason tool proficiency
Mountain Dwarf
Dwarven Armor Training: light/medium armor
Background
Learning his craft from his older brothers, Drui had an early start as an itinerant mason. The three Holderneks helped rising many buildings throughout the Sword Coast, to the point they began making a name for themselves. Eventually, they got their big break: a contract to fortify the base of an old set of towers in the noble quarters of Waterdeep. The commissioned work, though, was not to be. Having lost the contract to the dwarven brothers, a local architect plotted their deaths, hoping to take by force that which his talents would not ensure. Only Drui survived the assassination plot. Lacking options and unable to prove the architect’s involvement in his brothers’ deaths, he became a field engineer for the army of Waterdeep. He was allotted with Darrondar’s unit, and participated in the skirmish that claimed his comrades’ lives. The only reason he managed to survive was Darrondar. Drui fell unconscious during the attack and, to his knowledge, it was the priest that took him from the battlefield, tended his wounds and made him better. Still, he’d accept no gratitude. He simply said that Drui was blessed, protected by Tempus in two different occasions that would otherwise have claimed his life. Rising from his sickbed, after days of meditation, Drui decided that Darrondar was right. He sought out the dwarf and, through his contacts and influence, he became a cleric of Tempus, devoted to the intricacies of just and sacred war. Despite embracing his faith, though, Drui still feels indebted to Darrondar – if not for his life, then for his being accepted among the priests of Tempus. As any man of honor, he’d go to any lengths to pay such debt.
Description: Drui was the tallest among his brothers, going 4’8’’ feet, with large shoulders and a heavy body. Age made his body thicker, and forced his long, dark hair to retreat a bit on the sides, giving him a more respectable air to go along with his braided, black beard. It is said that he was quite outspoken and friendly in his youth. After his brothers’ deaths, though, he became increasingly reclusive and silent, taking to work long, solitary hours, or dedicating himself to unusual forms of study. When socializing, the dwarf becomes blunt, often rude, and demonstrates little patience for anyone that does not respond in a straightforward manner. He tends to consider social gatherings a waste of time. Nonetheless, he seems to be a good problem solver, and sometimes can offer sound advice – despite the brutal way of conveying his words. He is stubborn, and tends to be adamant about his own decisions, but never intrudes someone else’s field of expertise – he holds anyone that knows a trade of choice in great respect. As for his faith, he holds a very pragmatic view of his conceptions. He took to history to learn strategy, and even as he delved into religion and metaphysics, his main interest still revolved around the political scene that allowed Tempus’ faith to spread throughout Faerun.
[/sblock]
I'll place the spells as I review the sheet!
Also, I assumed you'd hook him through Darrondar, so I used him in my bg story. Please, if that goes against any part of your lore or the adventure lore (I read none of the adventures you are using) feel free to change everything hehe.
[sblock]
Drui Holderhek
Dwarf – Mountain – Cleric (Tempus), Soldier
Alignment: LG
Armor Class: 14 (Scale mail + Dex)
Hit Points: 11 (1d8+3)
Speed: 25 ft.
Str: 12+2=14 (+2)
Dex: 10 (+0)
Con: 14 + 2=16 (+3)
Int: 13 (+1)
Wis: 15 (+2)
Cha: 8 (-1)
Senses: Darkvision, passive Perception = 13
Languages: Common, Dwarf
Skills:
Acrobatics (+0)
Animal Handling (+0)
Arcana (+1)
Athletics (+3) (War)
Deception (-1)
History (+3) (Cleric)
Insight (+2)
Intimidation (+1) (War)
Investigation (+1)
Medicine (+2)
Nature (+1)
Perception (+2)
Performance (-1)
Persuasion (-1)
Religion (+3) (Cleric)
Sleight of Hand (+0)
Stealth (+0)
Survival (+2)
Passive Perception: 12
Tools: Mason tools
Saves: Wisdom(+2), Charisma (-1)
Prof. Bonus: +2
Actions
Warhammer +5 to hit, 1d8+3 bludgeoning (2 lb.) – versatile 1d10
Equipment
Weapons:
Warhammer – 15GP
Armor: Scale mail – 50 GP
Adventuring gear:
Abacus 2 GP
Bolts (20) – 1GP
Case, bolts – 1GP
Case, scrolls – 1GP
Chain – 5GP
Chalk – 1CP
Chest – 5GP
Clothes, common- 5GP
Clothes, traveler’s – 2 GP
Crowbar – 25GP
Hammer – 2GP
Sledgehammer – 2GP
Parchment (1 sheet) 1SP
Pick, miner’s – 2GP
Piton – 5 CP
Pot, Iron – 2 GP
Pouch – 5 SP
Rope, silk (50 feet) – 10 GP
Shovel – 2GP
Torch – 1CP
Whetstone – 1CP
Priest’s pack – 19GP
Mason’s tools – 10GP
Dragonchess set – 1GP
Donkey – 8 GP
Saddle 10 GP
Saddlebags 4GP
Total spent: 193 GP 6 SP 8 CP
Coins: 5 GP 3 SP 2 CP
Class features
Armor: heavy
Weapons: Simple, martial
Expertise: Cooks Utensils, Thieves Tools
Sneak Attack: 1d6
Racial Features:
Speed: 25 feet
Darkvision: 60 feet in the dark
Dwarven Resilience: advantage for save throws against poison, resistance to poison damage
Dwarven Weapon Training: battleaxe, handaxe, throwing hammer,
and warhammer
Tools: mason tool proficiency
Mountain Dwarf
Dwarven Armor Training: light/medium armor
Background
Learning his craft from his older brothers, Drui had an early start as an itinerant mason. The three Holderneks helped rising many buildings throughout the Sword Coast, to the point they began making a name for themselves. Eventually, they got their big break: a contract to fortify the base of an old set of towers in the noble quarters of Waterdeep. The commissioned work, though, was not to be. Having lost the contract to the dwarven brothers, a local architect plotted their deaths, hoping to take by force that which his talents would not ensure. Only Drui survived the assassination plot. Lacking options and unable to prove the architect’s involvement in his brothers’ deaths, he became a field engineer for the army of Waterdeep. He was allotted with Darrondar’s unit, and participated in the skirmish that claimed his comrades’ lives. The only reason he managed to survive was Darrondar. Drui fell unconscious during the attack and, to his knowledge, it was the priest that took him from the battlefield, tended his wounds and made him better. Still, he’d accept no gratitude. He simply said that Drui was blessed, protected by Tempus in two different occasions that would otherwise have claimed his life. Rising from his sickbed, after days of meditation, Drui decided that Darrondar was right. He sought out the dwarf and, through his contacts and influence, he became a cleric of Tempus, devoted to the intricacies of just and sacred war. Despite embracing his faith, though, Drui still feels indebted to Darrondar – if not for his life, then for his being accepted among the priests of Tempus. As any man of honor, he’d go to any lengths to pay such debt.
Description: Drui was the tallest among his brothers, going 4’8’’ feet, with large shoulders and a heavy body. Age made his body thicker, and forced his long, dark hair to retreat a bit on the sides, giving him a more respectable air to go along with his braided, black beard. It is said that he was quite outspoken and friendly in his youth. After his brothers’ deaths, though, he became increasingly reclusive and silent, taking to work long, solitary hours, or dedicating himself to unusual forms of study. When socializing, the dwarf becomes blunt, often rude, and demonstrates little patience for anyone that does not respond in a straightforward manner. He tends to consider social gatherings a waste of time. Nonetheless, he seems to be a good problem solver, and sometimes can offer sound advice – despite the brutal way of conveying his words. He is stubborn, and tends to be adamant about his own decisions, but never intrudes someone else’s field of expertise – he holds anyone that knows a trade of choice in great respect. As for his faith, he holds a very pragmatic view of his conceptions. He took to history to learn strategy, and even as he delved into religion and metaphysics, his main interest still revolved around the political scene that allowed Tempus’ faith to spread throughout Faerun.
[/sblock]