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(RG) Quickleaf's Rime of the Frostmaiden

Oskar Whisperstone
Race: Dwarf
HP: 27/27
AC: 16/18(with shield)
Perc save: +2
Pass Inv:
9
Pass Ins: 15
Spell Slots:
1st[ ] [ ] [ ] [ ]
2nd [] []
Harness Divine Power
1/1
Channel Divinity: 1/1Initiative: -1 Spell Save DC: 13/+5 to hit
STR: 13+1
DEX: 8 -1
CON: 14+2
INT: 9-1
WIS:
16+3(+5)
CHA:10 +0(+2)
Craft:+5
History:
1
Insight: 5
Medicine:
5
Persuasion: 2
Religion: 1
Cantrips
Guidance, Mending*,
Sacred Flame, Spare the dying,

Memorized spells
1st Bless*, Cure wounds*,
create/destroy water, healing word,
Protection from Evil, Sanctuary, Guiding bolt
2nd Lesser Restoration*, Spiritual Weapon*, Aid,


Oskar Whisperstone
Race: Dwarf
Class: Life Cleric


Oskar is a gifted Stone Mason, part of a clan renown in the lands for their skill. After an unfortunate incident when working for a client, he stumbled onto information he should not have, he was strong-armed into leaving his home and sailing to Icewindale. He leaves behind his betrothed and all of his family, all of whom believe he left to seek renown and riches in the north. The truth is he can't return until he can find and undo machinations of the ones who sent him there.

Personality:
You can hang him over the threshold of Martha Stewart's cottage:
Live, Laugh, Love

Ideals
In everything in life, If you are going to do a job, do it right. He might be somewhat of a perfectionist

Bonds
Stoneshaper's Clan. He's proud of his clan and proud of the work they do and strives to live up to their reputation.
Relationships are important

Flaw
He doesn't think he's smart. He second-guesses himself on many things and gets frustrated when he can't solve problems himself. He's forced to rely on his gut.
Proficient Skills:
Background skills :

Craft: Stonemasonry
History
Insight

Class skills:
Medicine:
Persuasion:
religion: (bonus):

Bioform skills(dwarf):
Craft: Brewing

Languages:
Dwarven, Common, Giant
Readied Equipment:Encumbrance(5/5)
Battle Axe
Chain mail
Shield
holy symbol
pouch(containing):
5gp; 4sp; 5cp
Backpack
1
3
1
-
-
-
-

Stowed Equipment(backpack)Encumbrance(13/13)
Javelin
Ice Climbing pick
Stone Mason's Tools
tent
cold weather clothes
pitons
Traveling clothes
Snow Shoes
10 days rations
Waterskin
50 feet rope
Bedroll
Mess Kit
tinderbox
5 torches
5 candles
Crampons
Currency: 18gp
Gem: 10gp
Trinket: Angry-looking cloth doll
1
1
1
1
- worn
-
1
1
2
1
1
1
1
-
1
-
-
-
-
-
Skill Proficiencies: History, Insight
Tool Proficiencies: One type of artisan's tools
Languages: Dwarvish or one other of your choice if you already speak Dwarvish
Equipment: A set of artisan's tools with which you are proficient, a maker's mark chisel used to mark your handiwork with the symbol of the clan of crafters you learned your skill from, a set of traveler's clothes, and a pouch containing 5gp and a gem worth 10gp

Respect of the Stout Folk​

As well respected as clan crafters are among outsiders, no one esteems them quite so highly as dwarves do. You always have free room and board in any place where shield dwarves or gold dwarves dwell, and the individuals in such a settlement might vie among themselves to determine who can offer you (and possibly your compatriots) the finest accommodations and assistance.

Dwarf Traits​

Ability Score Increase. Your Constitution score increases by 2; Wis +1

Speed. Your base walking speed is 25 feet. Your speed is not reduced by wearing heavy armor.

Darkvision. Accustomed to life underground, 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 gray.

Dwarven Resilience. You have advantage on saving throws against poison, and you have resistance against poison damage (explained in “Combat”).

Dwarven Combat⁠ Training. You have proficiency with the battleaxe, handaxe, light hammer, and warhammer.

Tool Proficiency. You gain proficiency with the artisan’s tools of your choice: smith’s tools, brewer’s supplies, or mason’s tools.

Stonecunning. Whenever you make an Intelligence (History) check related to the origin⁠ of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.

Languages. You can speak, read, and write Common and Dwarvish. Dwarvish is full of hard consonants and guttural sounds, and those characteristics spill over into whatever other language a dwarf might speak.

Dwarven Toughness. Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.
Divine Domain: Life
- Disciple of Life: all healing is 2+spell level
Channel Divinity:
- Turn Undead
- Preserve Life: (15 healing) within 30 feet
- Harness Divine Power: bonus action, regain one 1st level spell slot 1/day
Ritual Casting
3 skills
heavy armour proficiency
 
Last edited:

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