Seferdah Halam

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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 Initiate (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)


Cleric Traits

  • Spellcasting (Cleric): .
  • Divine Domain (Knowledge): .
  • Blessing of Knowledge: Learn two languages and two skills. Choose two skills from Arcana, History, Nature, or Religion. Your proficiency bonus is doubled for those skills (Arcana, Religion).
  • Domain Spells (Knowledge): (1st: Command, Identify).


Wizard Traits

  • Spellcasting (Wizard): .
  • Arcane Recovery: Once per day after a short rest, you may regain half your wizard level in spell levels.
  • Arcane Tradition (Divination):.
  • Divination Savant: Copying Divination Spells into a spell book costs half time and gold.
  • Portent: When you finish a long rest, roll two d20s and record the numbers rolled. You can replace any attack roll, saving throw, or ability check made by you or a creature that you can see with one o f these foretelling rolls. You must choose to do so before the roll, and you can replace a roll in this way only once per turn. Each foretelling roll can be used only once. When you finish a long rest, you lose any unused foretelling rolls.


Sage Traits

  • Researcher: When you attempt to learn or recall a piece of lore, if you do not know that information, you often know where and from whom you can obtain it.

Feats

  • Magic Initiate (Warlock): Learn two cantrips of your choice from the warlock spell list (Eldritch Blast, Mage Hand). In addition, choose one 1st-level spell from that same list (Hex). You learn that spell and can cast it at its lowest level. Once you cast it, you must finish a long rest before you can cast it again. Your spellcasting ability for these spells is Charisma.


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.