Difference between revisions of "T'var Thennmar"

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|Alignment=Neutral Good
 
|Alignment=Neutral Good
 
|Patron Deity=Kelemvor
 
|Patron Deity=Kelemvor
 +
|Factions=None
 
|Ability Scores=Strength 16 (+3), Dexterity 16 (+3), Constitution 17 (+3);<br> Intelligence 9 (-1), Wisdom 17 (+3), Charisma 16 (+3)
 
|Ability Scores=Strength 16 (+3), Dexterity 16 (+3), Constitution 17 (+3);<br> Intelligence 9 (-1), Wisdom 17 (+3), Charisma 16 (+3)
 
|Bonus=+2
 
|Bonus=+2

Revision as of 10:33, 17 May 2018

T'var Thennmar
Tvarthennmar.jpg
Race: Tiefling, Class: Cleric (Exorcist) Level 1
Background: Inheritor, Alignment: Neutral Good
Patron Deity: Kelemvor
Factions: None
Ability Scores
Strength 16 (+3), Dexterity 16 (+3), Constitution 17 (+3);
Intelligence 9 (-1), Wisdom 17 (+3), Charisma 16 (+3)
Proficiencies
Bonus: +2
Saving Throws:
Str: 0, DEX: 0, Con: 0, INT: 0, Wis: +3, Cha: +3
Skills: Arcana, Medicine, Religion, Survival
Tools: Holy Symbol
Languages: Common, Infernal, Celestial
Armor: Chainshirt, Shield
Weapons: Mace, L.Crossbow, Handaxe x2
Traits
Darkvision, Hellish Resistance, Infernal Legacy. Feature: Inheritor
Feats
FEATS
Combat
Attacks: ATTACKS
Armor Class: 17, Initiative: +/- 0, Speed: 30ft
Hit Points: 11, Hit Dice: 1d8
Social
Personality Traits: Very gullible, takes things at face value. It is my sacred duty to aid the dieing.
Ideals: The natural flow of life and death. Honor the dead and aid the living.
Bonds: The Church is home. Unsure how he feels toward his mother. Teacher/student to Abbot Sullis
Flaws: Struggles with relationship with Father. Quick to anger.


DOGMA

Recognize that death is part of life. It is not an ending but a beginning, nor a punishment but a necessity. Death is an orderly process without deceit, concealment, and randomness. Help others die with dignity at their appointed time and no sooner. Speak against those that would artificially prolong their life beyond natural limits, such as the undead. Do honor to the dead, for their strivings in life brought Faerun to where it is now. Forgetting them is to forget where we are now, and why. Let no human in all Faerun die a natural death without one of Kelemvor’s clerics at his side.

Origin

15 Uktar, year of the Wandering Fate 1478
My one great sin in this life will be Killing My Father…
In doing this I will be taking The Lord of the Dead’s decisions into my own hand and disrupting the flow. I may not know much of the world, but I know this to be true.

What a terrible way to start a new journal…It is my birthday and all I can think about is death.
 Abbot Sullis tells me that writing down my thoughts will help me see the bigger plan that our Lord Kelemvor has set for us. I’m sure he’s right, the man always is it seems, but sometimes its difficult to see. Beginnings are best viewed from the beginning. So I will start myself there.
My earliest memories are of skulls grinning down on me. That seems like a morbid place to grow up, but there was always joy within the Temple. Remembering those that have come before us and celebrating their lives. Back then the Abbot was only one of the Senior Brothers, but he was still a good man and able to see past the sins of my birth… Sullis was the one that convinced the Order to keep me and train me. They have never told me much of my parents. The Persists say my mother brought me to the Church just long enough to hand me over and warn them of my Father’s bloodline. Abbot Sullis says at first the only sign of him within me was my eyes; but it didn’t take long for my tail and horns to begin to show themselves.

As I grew it was always Sullis’ voice that helped me along the path of our Lord and fist showed me how to ease the passing into the next world. His guidance though the rights of Shieldmeet and the Feast of the Moon taught me how it is our duty to release tortured souls into the care of Lord Kelemvor.

16 Uktar, year of the Wandering Fate 1478
It seems that our Lord has plans for me. Before sending me out into the world Abbot Sullis and some of the Senior Brothers took me aside saying they had things to share with me. No word of warning that they were about to change my life. It turns out my Father was more of a problem than they ever let on to me. It turns out that my Mother knew more than they told me. It turns out I have a birthright to inherit.

17 Uktar, year of the Wandering Fate 1478
I keep looking at the medallion the Order gave me. They say that it was my Father’s, left for me, but they don’t know why. Theres magic within it, I can feel the crackle any time it touches my skin. Running it though my fingers, I can tell the wood is old. That doesn’t even begin to scratch the surface of its mystery. It is heavy, feels more like Iron than it does wood. The carving on it is as deep and clear as if it were made new. But the thing gives a timeless feeling. Burned into the face of the medallion are three wings, one made of flame, one made of the sea, and the third torn from an angel. The idea that the third wing is from an angel wont come out of my head. Especially since the Order has warned me that the sigil is from an ancient cult that they thought had been destroyed. From what they know, the cult sought the destruction of the Balance that our Lord has created between the living and the dead. We cant let this happen!

18 Uktar, year of the Wandering Fate 1478
They tell me I need to find my Mother. She gave birth to me, but is she truly my Mother still? We are taught to honor life. She is the one who gave me life, and then left me to it, helpless and at its mercy. I don’t even know her name. But she isn’t the real problem. He is. All the darkness of his kind imprinted onto me. The rage. The mistrust. The fear. There are times I can feel the presence that has tainted me. The Order has shown me how to put souls to rest, but I can’t seem to rest my own. Once he is dead, maybe then I will have that peace.

      • Pages Missing***

3 Alturiak, year of the Ageless One 1479
It seems odd. I have been out of the Church for 3 months now. I have been searching for her for 3 months now and and finally I have progress! A name. Its not much, but its more than I had. My Mother’s name is Kara Lygotth. Now I just need to find her. And kill Him. (is that too hopeful?)

      • Pages Missing***

28 Tarsakh, year of the Ageless One 1479
Lord Kelemvor works in odd ways sometimes. He is a God of the Balance, but part of me feels he may be feeling a little literal and ironic today. I have met some travelers and it seems our paths shall run together for a while.Their band is headed to Oakhurst, a village where it seems my Mother spent some time in her youth. Where the Lord seems to be having His fun with me lies in one particular of them. Raziel, an Aasimar. There is no mistaking his linage, just as there is no hiding mine. Understandably, he seems wary of me, but thats no suprise. The Order may be used to me but three months outside have quickly shown me how deep my Father’s Sin runs.

29 Tarsakh, year of the Ageless One 1479
Another traveler has joined us today, a stout fellow named Lodin Geryhar. He appears to be some kind of dwarf, but the largest dwarf I’ve ever seen! Raziel is continuing to keep his distance.
The guide that was leading the travelers I stumbled across says that we’re making good time and should reach Oakhurst within a tenday

30 Tarsakh, year of the Ageless One 1479

Well, that didn’t take long. Two days of travel together and Raziel and I have already found our differences run deeper than skin. Turns out he’s not a fan of religion. A descendant of an angel who turns their back on the Gods. A descendant of a devil, who seeks their salvation in the Gods

      • Pages Missing***

7 Mirtul, year of the Ageless One 1479
We have arrived at Oakhurst! It turns out that there is a shrine to Pelor here, I shall need to go pay my respects and send a letter back to the Abbot.

Appearance

Sex: Male
Height: 5'10" (6'6"w/Horns)
Weight: 175
Hair: Black
Eyes: Silver
Skin: Grey/Black

Traits

Personality Traits

Personality= Very gullible, takes things at face value. It is my sacred duty to aid the dieing.

Ideals=The natural flow of life and death. Honor the dead and aid the living.

Bonds=The Church is home. Unsure how he feels toward his mother. Teacher/student to Abbot Sullis

Flaws= Struggles with relationship with Father. Quick to anger.

  • Sexuality: Pansexual. Not a lot of time/experience with relationships within the Church, but can find affection depending on the person.

Racial Traits

  • RACIAL TRAIT: Darkvision: Thanks to your infernal heritage, 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.

Hellish Resistance: You have Resistance to fire damage.

Infernal Legacy. You know the Thaumaturgy cantrip. When you reach 3rd level, you can cast the Hellish Rebuke spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a Long Rest. When you reach 5th level, you can cast the Darkness spell once with this trait and regain the ability to do so when you finish a Long Rest. Charisma is your spellcasting ability for these Spells.

Class Traits

  • GOD/GODESS: Kelemvor (LN)
  • DOMAIN: The Grave
  • SIGIL: Skeletal Arm holding Golden Scales
  • CLASS TRAIT: You are proficient with the following items, in addition to any proficiencies provided by your race or background.

Armor: Light Armor, Medium Armor, shields Weapons: simple Weapons Tools: Instrument (Pipes) Skills: Choose two from History, Insight, Medicine, Persuasion, and Religion

  • GRAVE: Circle of Mortality -At 1st level, you gain the ability to manipulate the line between life and death. When you cast a spell that restores hit points to a living creature currently at 0, treat any dice rolled to determine the spell’s healing as having rolled their maximum result. In addition, if you have the spare the dying cantrip, you can cast it as a bonus action.

Eyes of the Grave -At 1st level, you gain the ability to occasionally sense the presence of the undead, whose existence is an insult to the natural cycle of life. As an action, you can open your awareness to magically detect undead. Until the end of your next turn, you know the location of any undead within 60 feet of you that isn't behind total cover and that isn't protected from divination magic. This sense doesn't tell you anything about a creature's capabilities or identity.

You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest.

  • Bonus Proficiencies: BONUS PROFICIENCIES- (Grave) Heavy Armor.

Background Feature

  • BACKGROUND INHERITOR: Skill Proficiencies: Survival, plus one from among Arcana, History, and Religion

Tool Proficiencies: Your choice of a gaming set or a musical instrument Languages: Any one of your choice Equipment: Your inheritance, a set of traveler's clothes, any items with which you are proficient, and a pouch containing 15 gp

FEATURE: Choose or randomly determine your inheritance from among the possibilities in the table below. Work with your Dungeon Master to come up with details: Why is your inheritance so important, and what is its full story? You might prefer for the DM to invent these details as part of the game, allowing you to learn more about your inheritance as your character does.

The Dungeon Master is free to use your inheritance as a story hook, sending you on quests to learn more about its history or true nature, or confronting you with foes who want to claim it for themselves or prevent you from learning what you seek. The DM also determines the properties of your inheritance and how they figure into the item's history and importance. For instance, the object might be a minor magic item, or one that begins with a modest ability and increases in potency with the passage of time. Or, the true nature of your inheritance might not be apparent at first and is revealed only when certain conditions are met.

When you begin your adventuring career, you can decide whether to tell your companions about your inheritance right away. Rather than attracting attention to yourself, you might want to keep your inheritance a secret until you learn more about what it means to you and what it can do for you.

Feats

FEAT: N/A until Lvl 4

Skill

  • Acrobatics: +3
  • Animal Handling: +3
  • Arcana: -1
  • Athletics: +3
  • Deception: +3
  • History: -1
  • Insight: +3
  • Intimidation: +3
  • Investigation: -1
  • Medicine: +3
  • Nature: -1
  • Perception: +3
  • Performance: +3
  • Persuasion: +3
  • Religion: +1
  • Slight of Hand: +3
  • Stealth: +3
  • Survival: +5

Resources

  • Rations: 10 days rations (20 lbs)
  • Moneys:

Current:
10 copper 9 silver 1 gold 0 platinum
Sum: 90g 0s 0c (Gemstones: ~0 lb Coinage: ~0 lbs)

  • Lifestyle: modest
  • Carried Equipment: EQUIPMENT-- Explorer's Pack- Back pack, bed roll, mess kit, tinderbox, 10 torches, 10 days rations, water skin, 50ft rope

Healers Kit Holy Water x2 (59 lbs)

  • Misc. Equipment:

Holy Symbol (Kelemvor) Instrument (Pipes) Total weight: ~0 lbs

  • Stored Equipment: Mace 4 lbs. L.Crossbow (20bolts) 5lbs. Handaxe x2 4lbs. Chainshirt 12lbs. Shield 6lbs.

Total weight: 31lbs

  • Trinket: IronWood Holy Symbol of Unknown Deity

Other Important Individuals

  • NPC:

Abbot Sullis Barris (53, Human Male) - joined the Order of Kelemvor after his wife and daughters died from exposure in the Long Winter. Becoming a Brother, Sullis found that he excelled at the Rites of Passage and quickly rose as a prominent Exorcist within the Order. During the Feast of the Moon 1456, Kelemvor reached out and gave Sullis a vision of a child balanced between a dark male and a woman who’s light was fading. When T’var was brought to the Order it became clear to Sullis that the child would one day be important to the Order. He kept close watch on the child and began to teach T’var the Rites of Passage. In 1473 Sullis was raised to the position of Abbot of the Order of Kelemvor at Hillsdeep.

Kara Lygotth (42, Human Female) - mother. Life history not know.

Projects, Goals and/or Downtime

  • Anything you want to start and keep track of

Advancement

  • To keep track of advancement- Current XP 0

1st Level

  • Base stats: Str: 16 (+3), DEX: 16 (+3), Con: 17 (+3), INT: 9 (-9), Wis: 17 (+3), Cha: 16 (+3)

2nd Level N/A

3nd Level N/A