Difference between revisions of "Stoergrim (Storick) Crownhammer"

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==Feats==
 
==Feats==
* '''Dual Wielder:''' +1 AC when fighting with a melee weapon in off-hand • Two-weapon fight with weapons that aren't light • Draw or stow two weapons instead of just one
+
* '''War Caster:''' You have practiced casting spells in the midst of combat, learning techniques that grant you the following benefits:
* '''Mounted Combatant:''' Advantage on melee attacks against unmounted creature smaller than mount • Force attack targeting mount to target me instead • Mount subjected to Dex-save effect takes only half damage, or none if succeeds
+
 
* '''Sentinel:''' When hitting a creature with an opportunity attack, Speed drops to 0 • Creatures within 5' provoke opportunity attacks when leaving my reach • Creature within 5' targeting someone who isn't me provokes opportunity attack
+
-You have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage.
 +
 
 +
-You can perform the somatic components of spells even when you have weapons or a shield in one or both hands.
 +
 
 +
-When a hostile creature's movement provokes an opportunity attack from you, you can use your reaction to cast a spell at the creature, rather than making an opportunity attack.  The spell must have a casting time of 1 action and must target only that creature.
 +
 
 
==Resources==
 
==Resources==
 
===Magic Items===
 
===Magic Items===

Revision as of 22:36, 30 September 2015

Storick Deathsinger
Storick.jpg
Race: Vaalar (Mountain Dwarf), Class: Cleric/Necromancer
Background: Acolyte, Alignment: Lawful Neutral
Patron Deity: Vaulkana Runecarver
Factions: {{{Factions}}}
Ability Scores
Strength 16 (+3), Dexterity 12 (+1), Constitution 17+ (+3);
Intelligence 15 (+2), Wisdom 16 (+3), Charisma 14 (+2)
Proficiencies
Bonus: +3
Saving Throws: Wisdom & Charisma
Skills: History, Insight, Persuasion, Religion
Tools: Smith's Tools
Languages: Threxantran, Gorva, Goltiri, Vardog
Armor: All armor, shields
Weapons: Simple weapons, battleaxe, handaxe, throwing hammer, warhammer
Traits
Darkvision, Dwarven Resilience, Dwarven Combat Training, Stonecunning, Dwarven Armor Training • Disciple of Life, Channel Divinity: Preserve Life, Channel Divinity: Turn Undead, Destroy Undead • Arcane Recovery, Necromancy Savant, Grim Harvest • Shelter of the Faithful
Feats
War Caster
Combat
Attacks:Warhammer +2: +8, 1d8+5b, Versatile (1d10)
Armor Class: 20, Initiative: +1, Speed: 25 ft
Hit Points: 71, Hit Dice: 5d8/3d6
Social
Personality Traits: I see omens in every event and action. The gods try to speak to us, we just need to listen. • 
Ideals: I trust that my god will guide my actions. I have faith that if I work hard, things will go well.
Bonds: I will do anything to protect the temple where I served
Flaws: My piety sometimes leads me to blindly trust those that profess faith in my god.

Appearance

xxx

Traits

Racial Traits

  • Darkvision: Can see 60' as though normal lighting, and another 60' as dim lighting.
  • Dwarven Resilience: Advantage on saves vs poison, and resistance against poison damage.
  • Dwarven Combat Training: Proficiency with battleaxe, handaxe, throwing hammer, warhammer.
  • Stonecunning: When making an Intelligence (History) check relating to stonework, considered proficient in History and add double proficiency bonus to check.
  • Dwarven Armor Training: Proficiency with light and medium armor.

Cleric Class Traits

  • Disciple of Life: Your healing spells are more effective. Whenever you use a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2 + the spell's level.
  • Channel Divinity: Preserve Life: As an action, you present your holy symbol and evoke healing energy that can restore a number of hit points equal to five times 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.
  • Channel Divinity: Turn Undead: As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.

A turned creature must spend its turn trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the can use the Dodge action.

  • Destroy Undead: When an undead fails its saving throw against your Turn Undead feature, the creature is instantly destroyed if its challenge rating (CR) is at or below a certain threshold, as shown in the Destroy Undead table:

Cleric Level Destroys Undead of CR... 5th 1/2 or lower

Wizard Class Traits

  • Arcane Recovery: You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher.
  • Necromancy Savant: The gold and time you must spend to copy a necromancy spell into your spellbook is halved.
  • Grim Harvest: You gain the ability to to reap life energy from creatures that you kill with your spells. Once per turn when you kill one or more creatures with a spell of 1st level or higher, you regain hit points equal to twice the spell's level, or three times its level if the spell belongs to the School of Necromancy. You don't gain this benefit for killing constructs or undead.

Background Traits

  • Shelter of the Faithful: As an acolyte, you command the respect of those who share your faith, and you can perform the religious ceremonies of your deity. You and your adventuring companions can expect to receive free healing and care at a temple, shrine, or other established presence of your faith, though you must provide any material components needed for spells. Those who share your religion will support you (but only you) at a modest lifestyle.

You have ties to Greystone House in the Underdark and have a residence there. While near your temple, you can call upon the priests for assistance, provided the assistance you ask for is not hazardous and you remain in good standing with your temple.

Feats

  • War Caster: You have practiced casting spells in the midst of combat, learning techniques that grant you the following benefits:

-You have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage.

-You can perform the somatic components of spells even when you have weapons or a shield in one or both hands.

-When a hostile creature's movement provokes an opportunity attack from you, you can use your reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature.

Resources

Magic Items

  • The Kaurnkurzr: "The Foe-Cursers". A pair of magical battleaxes +1, the Karunkurzr have the Dwarf Origin and the Guardian Property, whispering warnings to its wielder, granting a +2 to initiatives.
  • Alaugkhavit: "The Deepingmail". A suit of magical plate +1, the Alaugkhavit has the Dwarf Origin and the Delver Property, granting knowledge of depth under the surface, and direction to the nearest staircase, ramp, or other path leading upward.

Worn Possessions

Encumbrance: 147 lb, or 90 with no backpack (77 lb worn • 11 lb pouches • 2 lb bandolier • 57 lb backpack)

  • Karunkurzr (2 battle axes +1), Alaughkhavit (plate +1), THE MAGUFFIN, 2 handaxes (belt), a whistle made from gold-colored wood (on leather cord around neck), 1 set of traveler's clothing
  • Coin Pouch (Belt): 13 gp, 2 sp, 10 cp
  • Utility Pouch (Belt): Tinderbox, 4 bags of caltrops, mess kit, 5 cakes of soap
  • Bandolier (Worn): 3 potions of healing, 1 flask of oil
  • Backpack (Worn, sometimes): crowbar, hammer, 10 pitons, 10 days rations, healer's kit (10 uses), steel mirror, tinker's tools
    • Strapped to Outside of Pack: 50' of hemp rope (with grappling hook), 2 handaxes, 1 waterskin

Possessions On Mount

Encumbrance: 310.5 lb (178 lb worn • 98.5 lb saddlebags • 34 lb chest)

  • Chain barding, bit & bridle, bear-saddle, bed roll & tent
  • Saddlebags (On Mount): 2 aleskins, heavy crossbow (w/20 bolts in case), 1 hunting trap, 2 sets of manacles, 2 sets of common clothing, 1 travelers clothing, 3 flasks of oil, iron pot, smith's tools
  • Chest (Strapped to Saddle): DC 15 Lock. 1 outfit of fine clothing, bag of 100 gp, signet ring (Clan Crownhammer), a black pirate flag adorned with dragon's skull and crossbones

Stored Possessions

None

Lifestyle

Despite his nobility, Daergrim is used to living quite rough - the life of a soldier on campaign is normal for him. When in towns, he occasionally splurges on a Comfortable (2 gp per day) inn or other accomodations if he's heard the drink is worth it. Otherwise, Modest (1 gp per day) is sufficient for his needs.

Other Important Individuals

  • Varaklam, a war-bear. Trained as a mount by the bear-ranchers of Clan Bearking, Varaklam was a gift from Farrus Bearking, his former shieldmate. Varaklam (whose name means "Loyal Rage") is a faithful companion, although he can be quite grumpy and needy - which isn't a problem for Daergrim, who usually beds down during campaigns and travels with the bear half-sprawled atop him.
  • Lord Balil Crownhammer, father. King Dahlgrim's younger brother. Three sons: Daergrim, Stoergrim, Fargen (35 years old, still living at home)
  • Lady Dorais Crownhammer, mother. Totes preggers with a fourth child (hoping for a daughter).
  • King Dalgrim, my uncle and king of the dwarves.
  • Dwodin Riftkeeper, priest of Dumathoin.


Origin

  • Ran away to war at age 40, when brother Stoergrim left to join some cult.
    • Snuck into the military, claiming another (common) name and did well by himself.
    • Ended up learning to ride a war-bear, and became shieldmates with Farrus Bearking, who recognized him, but kept his secret.
  • After six years, his family finally tracked him down. By then he was a valued soldier and warrior, and he insisted on staying, despite his father's threats of being disowned.
    • Lord Gunther Bearking and Farrus repaid his loyalty with the gift of a war-bear of his own, whom he raised for two years.
  • At the age of 52, he has taken a hiatus from the military at the request of his family (his mother in particular) when he learned that his brother had returned.

Projects, Goals and/or Downtime

  • x

Experience Points

Total: x

  • 0.0.2014: x