Difference between revisions of "Seferdah Halam"

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=='''Traits'''==
 
=='''Traits'''==
'''Racial Traits'''
+
'''Human Traits'''
 
* '''Stat Bonuses:''' +1 STR, +1 CON
 
* '''Stat Bonuses:''' +1 STR, +1 CON
 
* '''Gain Feat:''' Grants one extra feat. (Magic Initiate (Warlock))
 
* '''Gain Feat:''' Grants one extra feat. (Magic Initiate (Warlock))
 
* '''Gain Skill:''' Grants one extra skill. (Perception)
 
* '''Gain Skill:''' Grants one extra skill. (Perception)
 +
 +
 +
==Hieronymus (Familiar)==
 +
{| align="right" border="1" style="background: darkblue"
 +
|+ align="bottom" style="caption-side: bottom" | '''Hieronymus'''
 +
|-
 +
| [[Image:Hieronymus.jpg|center|640px]]
 +
|-
 +
|}
 +
* '''Ability Scores:''' Strength 3 (–4), Dexterity 13 (+2), Constitution 8 (–1), Intelligence 2 (–4), Wisdom 12 (+1), Charisma 7 (–2)
 +
* '''Hit Points:''' 1
 +
* '''Armor Class:''' 11
 +
* '''Speed:''' 5 ft. ground, 60 ft. fly
 +
* '''Flyby:''' Provokes no opportunity attacks when it flies out of an enemy's reach.
 +
* '''Keen Sight:''' Advantage on Perception (Wis) checks that rely on sight.
 +
* '''Skills:''' Perception (+3), Stealth (+3)
 +
* '''Senses:''' Darkvision 120 ft., passive Perception 13
 +
Hieronymus is a celestial spirit that currently takes the form of an desert owl.  He has golden eyes and his plumage tends towards coppery and silvery tones.  He constantly looks like he disapproves of you.
 +
Your familiar acts independently, but always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. A familiar cannot make attacks, but can take other actions as normal. Within 100 ft. of your familiar, you can communicate with it telepathically. As an action, you can see and hear through your familiar's senses until the start of your next turn, gaining the benefits of any special senses the familiar has. During this time, you are deaf and blind with regard to your own senses. Within 100 ft. of your familiar, you can have it deliver a touch attack spell on your turn. The familiar uses its reaction to deliver the spell as you cast it. If the spell requires an attack roll, you use your attack modifier for the roll. As an action, you can temporarily dismiss your familiar.  While it's dismissed, you can cause it to reappear w/in 30 ft of you as an action. If your familiar drops to 0 HP, it disappears, leaving behind no physical form. Your familiar can't reappear until you recall it by casting ''Find Familiar'' again.

Revision as of 15:56, 12 February 2016

Scribes.jpg
Seferdah Halam
Seferdah.jpg
Race: Human (Variant), Class: Cleric 1 (Knowledge)/Wizard 2 (Divination)
Background: Sage, Alignment: Neutral Good
Patron Deity: Aureaon
Factions: {{{Factions}}}
Ability Scores
Strength 15 (+2), Dexterity 16 (+3), Constitution 18 (+4);
Intelligence 18 (+4), Wisdom 16 (+3), Charisma 16 (+3)
Proficiencies
Bonus: +2
Saving Throws: Wisdom & Charisma
Skills: Arcana (Int), History (Int), Insight (Wis), Investigation (Int), Nature (Int), Perception (Wis), Religion (Int)
Tools: none
Languages: Common, Elvish, Dwarvish, Primordial, Draconic, Celestial
Armor: Light, Medium armor, shields
Weapons: Simple weapons
Traits
Researcher • Spellcasting (Cleric), Divine Domain (Knowledge), Blessing of Knowledge • Spell Casting (Wizard), Spellbook, Arcane Recovery, Arcane Tradition (Divination), Portent
Feats
Magic Initiative (Warlock)
Combat
Attacks:Eldritch Blast: +5, 1d10 Force, Range (120)
Attack Spell (Wis): +5
Attack Spell (Int): +6
Mace: +4, 1D6+2 bludgeoning
Light crossbow: +5, 1d8+3 piercing
Armor Class: 18, Initiative: +2, Speed: 30 ft
Hit Points: 28, Hit Dice: 1d8/2d6
Social
Personality Traits: There’s nothing I like more than a good mystery. I see omens in every event and action. The gods try to

speak to us, we just need to listen
Ideals: Self-Improvement. The goal of a life of study is the betterment of oneself.
Bonds: I work to preserve a library, university, scriptorium, or monastery.
Flaws: I am easily distracted by the promise of information.

Origin

One day like any other Seferdah was cataloging scrolls. His family business bought and sold them, and a new shipment had come in from scavengers of the desert. One scroll in particular caught his eye, as it seemed less weathered than the rest. Looking carefully at it he could see it was sealed in wax with a remarkable seal, full of tiny writing. He took a magnifying glass and began to decipher the tiny script. It was written in Primordial, and reminded him of an ancient poem he had read just a week before. Absentmindedly he began reciting the poem out loud, and to his shock the writing began to pulse and glow, melting the wax. The scroll unfurled itself and caught on fire, the smoke filling the room then coalescing into a furious whirlwind with a figure in the middle. Seferdah trembled in fear as he realized this was a djinn of old. Remembering the last words of the ancient poem, Seferdah said in Primordial, "O, Shining Swift Wind of the Desert, hear my plea and have mercy on this mortal!"

At the words the djinn stiffened and the air in the room grew very still. "My apologies for my rudeness. You invoke the compacts of old, and I must reply in kind. You have freed me from a dread servitude, and you certainly deserve a boon. You shall have the Blessing of Head, Hands, and Heart."

And the djinn moved to Seferdah then and grabbed his hands. In Seferdah's left hand the djinn bound a wind to help, and in the right a wind to harm. The djinn then bent forward and the air contained a thousand distant voices. In Seferdah's left ear the djinn whispered the secret of a Curse to thwart his enemies. In his right he whispered the secret of Prophecy. But this secret was too much for Sefardah's mind, and it escaped into his dreams, where it remains to this day.

The djinn then moved towards Seferdah's heart and a look of surprise crossed his face. "I...cannot! Your heart, it is pure!" And with a final look of consternation the djinn grew more and more misty, until nothing remained.

Traits

Human Traits

  • Stat Bonuses: +1 STR, +1 CON
  • Gain Feat: Grants one extra feat. (Magic Initiate (Warlock))
  • Gain Skill: Grants one extra skill. (Perception)


Hieronymus (Familiar)

Hieronymus
Hieronymus.jpg
  • Ability Scores: Strength 3 (–4), Dexterity 13 (+2), Constitution 8 (–1), Intelligence 2 (–4), Wisdom 12 (+1), Charisma 7 (–2)
  • Hit Points: 1
  • Armor Class: 11
  • Speed: 5 ft. ground, 60 ft. fly
  • Flyby: Provokes no opportunity attacks when it flies out of an enemy's reach.
  • Keen Sight: Advantage on Perception (Wis) checks that rely on sight.
  • Skills: Perception (+3), Stealth (+3)
  • Senses: Darkvision 120 ft., passive Perception 13

Hieronymus is a celestial spirit that currently takes the form of an desert owl. He has golden eyes and his plumage tends towards coppery and silvery tones. He constantly looks like he disapproves of you. Your familiar acts independently, but always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. A familiar cannot make attacks, but can take other actions as normal. Within 100 ft. of your familiar, you can communicate with it telepathically. As an action, you can see and hear through your familiar's senses until the start of your next turn, gaining the benefits of any special senses the familiar has. During this time, you are deaf and blind with regard to your own senses. Within 100 ft. of your familiar, you can have it deliver a touch attack spell on your turn. The familiar uses its reaction to deliver the spell as you cast it. If the spell requires an attack roll, you use your attack modifier for the roll. As an action, you can temporarily dismiss your familiar. While it's dismissed, you can cause it to reappear w/in 30 ft of you as an action. If your familiar drops to 0 HP, it disappears, leaving behind no physical form. Your familiar can't reappear until you recall it by casting Find Familiar again.