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Ghalia Daughter of Guthrim

Written by Loremaster Aemon

Ghalia

  Ghalia is the Daughter of Guthrim (The High Priest of the Tribe and childhood friend of Myrkan, the Tribe Chieftain). As a child she would play with the other girls of the tribe, but she would also spend a lot of her time with her two most trusted friends, Mennon Son of Myrkan, who is the Chieftain's Son, and Galba Son of Gama, who is the Son of one of the Chieftains Sworn Shields (Bodyguard). The three were always seen together, early life, playing and studying, later as they became teenagers, fighting, hunting, feasting and dancing together. The two boys were like brothers to her at first, but overtime she began to fall in love with one of them, she has never told either of them her true feelings, and she isn't sure if she ever will, her greatest fear is to be rejected by the one she loves and lose the friendship of both of them.    

Gaming Statistics: Ability Scores

   
Ability ScoreModifierSaving ThrowProficiency Bonus
Strength: 15 +2 Strength
Intelligence: 12 +1 Intelligence
Wisdom: 17 +3 Wisdom
Dexterity: 15 +2 Dexterity
Constitution: 15 +2 Constitution +2
Charisma: 14 +2 Charisma +2

Racial Traits

 

Race Ability Score Increases

Human +1 To Two Ability Scores of your Choice: Strength & Charisma  

Language

Amorian (Northern Common)  

Skill

You Gain Proficiency in one Skill of your Choice: Insight  

Speed

30 Feet  

Feat:

You Gain one Feat of your Choice:   WAR CASTER: You have practised 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 provoke 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.
 

Human: Tribe Of The Black Stallion (Myrkanian)

Feat:   MOUNTED COMBATANT: You are a dangerous foe to face while mounted, while you are mounted and aren't Incapacitated, You Gain the following Benefits:
  • You have Advantage on Melee Attack Rolls against any Unmounted Creature that is smaller than your mount.
  • You can force an Attack Targeted at your Mount to target You instead.
  • If your Mount is subjected to an effect that allows it to make a Dexterity Saving Throw to take only Half Damage, It instead takes No Damage if it succeeds on the Saving Throw, And only Half Damage if it Fails.
   

Proficiencies, Features & Traits

 

Background

Outlander  

Origin

Tribal Nomad  

Skill Proficiencies

Athletics & Survival  

Tool Proficiency

One Type of Musical Instrument: Lyre  

Languages

One of Your Choice: Myrkanian (The Tribe of The Black Stallion)  

Feature:

  WANDERER: You have an excellent memory for maps and geography and can always recall the general layout of Terrain, Settlements, and other features around you. You can find Food and Fresh Water for yourself and up to five other people each day, Provided that the land offers Berries, Small Game, Water and so forth.  

Lifestyle

Poor 2sp/Day  

Divine Domain/Deity

War  

Fighter Proficiencies & Features

 

Armour Proficiencies

All Armour & Shields  

Weapon Proficiencies

Simple & Martial Weapons  

Skills

Animal Handling & History  

Saving Throws

Strength & Constitution (Constitution)  

Fighting Style

 

Defense

While you are wearing Armour, You Gain a +1 Bonus to AC.  

Second Wind

You have a limited well of Stamina that you can draw on to protect yourself from harm. On your Turn, You can use a Bonus Action to Regain Hit Points Equal to 1D10+ Your Fighter Level. Once used this Feature can't be used again until after a Short or Long Rest.  

Cleric Proficiencies, Traits & Features

 

Armour Proficiencies

All Armour & Shields  

Weapons

Simple & Martial Weapons  

Tools

None  

Saving Throws

Wisdom & Charisma (Charisma)  

Skills

Medicene & Religion  

Spellcasting Ability

Wisdom  

Divine Domain

War  

Cantrips, Divine Spells & Ritual Casting

 

Spell Casting Focus

Holy Symbol  

War Priest

When in battle you can make one Weapon Attack as a Bonus Action. You can use this Feature a number of times equal to your Wisdom Modifier. You Regain All uses after finishing a Long Rest.  

Channel Divinity: Guided Strike

Starting at 2nd level, you can use your Channel Divinity to strike with supernatural accuracy. When you make an attack roll, you can use your Channel Divinity to gain a +10 bonus to the roll. You make this choice after you see the roll, but before the DM says whether the attack hits or misses.  

Harness Divine Power

  You can expend a use of your Channel Divinity to fuel your spells. As a Bonus Action, you touch your holy symbol, utter a prayer, and regain one expended spell slot, the level of which can be no higher than half your Proficiency Bonus (rounded up). The number of times you can use this feature is based on the level you've reached in this class: 2nd level, once; 6th level twice; and 18th level, thrice. You regain all expended uses when you finish a Long Rest.    

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 turns 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 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 creature can use the Dodge Action.    

All Skills:

  • Animal Handling
  • Athletics
  • History
  • Insight
  • Medicene
  • Religion
  • Survival
   
Skills KnownAbility ModifierProficiency Bonus
Acrobatics (Dex) +2
Animal Handling (Wis) +3 +2
Arcana (Int) +1
Athletics (Str) +2 +2
Deception (Cha) +2
History (Int) +1 +2
Insight (Wis) +3 +2
Intimidation (Cha) +2
Investigation (Int) +1
Medicene (Wis) +3 +2
Nature (Int) +1
Perception (Wis) +3
Performance (Cha) +2
Persuasion (Cha) +2
Religion (Int) +1 +2
Sleight of Hand (Dex) +2
Stealth (Dex) +2
Survival (Wis) +3 +2

Personality Traits

I have a lesson for every situation, drawn from observing nature.  

Ideals

Greater Good: It is each person's responsibility to make the most happiness for the whole Tribe. Honour: If i Dishonour myself, I Dishonour my Tribe, Ancestors and most of all my Father.  

Bonds

My Tribe and family are the most important things in my life, even when they are far from me. I suffer awful visions of a coming Doom and will do anything to prevent it.  

Flaws:

I am slow to trust folk of other Races, Tribes or Societies.    

Weapons Carried:

   
Weapon TypeDamageModifier & Properties
Mace (Iron) 1D6 Bludgeoning
Dagger (Bronze) 1D4 Piercing STR/DEX, Finesse, Light, Thrown (20/60)
Short Bow (Yew) 1D6 Piercing Dexterity, Ammunition, (Range 80/320), Two-Handed

Armour Worn:

   
Armour TypeArmour Class (AC)Strength Requirement & Stealth Check
Suit of Hide Armour (Medium) AC 12+ DEX Modifier
Shield (Wood/Iron) AC Adjustment +2

Equipment Carried

   
Item TypeQuantityTotal CostTotal Weight
A Suit of Hide Armour 1 10gp 12lbs
Shield (Wood/Iron, Black Horse Symbol), 1 8gp 6lbs
Mace (Iron) 1 5gp 4lbs
Short Bow (Yew) 1 25gp 2lbs
Dagger (Bronze) 1 5sp 1lb
Backpack (Leather) 1 2gp 5lbs
Quiver (Leather, 20 Arrows) 1 4gp 4lbs
Waterskin (Full) 1 2sp 5lbs
Waterskin (Empty) 1 2sp N/A
Rations(5 Days) 1 1gp/2sp/5cp 5lbs
Mess Kit (Wooden) 1 2sp N/A
Tinderbox 1 5sp 1lb
Rope (50ft, Hempen) 1 1gp 10lbs
Lyre 1 30gp 2lbs
Whetstone 1 1cp 1lb
Blanket (Wool) 1 5sp 3lbs
Sacks (Large) 2 2cp 1lb
Candles 3 3cp N/A
Healer’s Kit ( Uses) 1 5gp 3lbs
Holy Symbol: Amulet 1 5gp 1lb
Set of Prayer Beads 1 5sp N/A
Set of Prayer Robes (Grey) 1 5sp 3lbs
Flask of Holy Water 1 25gp 1lb
Potion of Healing Flasks 2 100gp 1lb
Bar of Soap 1 2cp N/A
Herbalism Kit 1 5gp 3lbs
Set of Clothes (Common) 1 5sp 3lbs
Cloak (Wolf Fur, Grey) 1 30gp 3lbs
Pair of Boots (Leather/Wolf Fur, Grey) 1 10gp 1lb

Horse (Light, War): Named Arjo

   
Item TypeQuantityTotal CostTotal Weight
Set of Barding (Leather AC 12) 1
Saddle (Leather) 1
Bit & Bridle (Leather) 1
Set of Saddle Bags (Leather) 1
Bedroll 1 1gp 7lbs
Blanket (Wool) 1 5sp 3lbs
Torches 5 5cp 5lbs
Rations (5 Days) 1 1gp/2sp/5cp 5lbs

Magic/Enchanted Items:

   
Item OwnedQuantityRarityCostWeight
Healing Potion Flasks 2 Common 100gp 1lb

Spell Casting Class:

Cleric  

Cantrips (0 Level)

  Guidance (Divination), Resistance (Abjuration), Sacred Flame (Evocation).    

War Domain Spells (No Slots Used)

  • 1st level Divine Favour & Shield of Faith.
 

Spell Slots

   

Spells Known (1st-9th Level)

  Bless (1st Level, Enchantment), Cure Wounds (1st Level, Evocation), Detect Magic (1st Level, Divination, Ritual), Guiding Bolt (1st Level, Evocation), Protection from Evil & Good (1st Level, Abjuration).          

The Bloodline of Ghalia Daughter of Guthrim

Physical Description

Facial Features

Ghalia has deep green eyes, a narrow nose, high cheek bones, neat black eye brows and a tanned complexion from the weather and the outdoor lifestyle of the Tribe. Her mouth is small with full lips, in all, Ghalia is a very pretty young woman.

Identifying Characteristics

Ghalia wears her black hair in four distinctive braids, two to either side of her head.

Social

Contacts & Relations

The Tribe of The Black Stallion: Allies

Family Ties

Guthrim Warrior Priest (Father): Ally

Relationships

Ghalia Daughter of Guthrim

Friend (Vital)

Towards Mennon Son of Myrkan

5
4

Frank


Mennon Son of Myrkan

Friend (Important)

Towards Ghalia Daughter of Guthrim

3
4

Honest


Ghalia Daughter of Guthrim

Friend (Important)

Towards Galba Son of Gama

-1
2

Honest


Galba Son of Gama

Friend (Important)

Towards Ghalia Daughter of Guthrim

2
3

Honest


Nala Daughter of Nula

Friend (Important)

Towards Ghalia Daughter of Guthrim

0
0

Honest


Ghalia Daughter of Guthrim

Friend (Important)

Towards Nala Daughter of Nula

0
0

Honest


Class

Fighter/Cleric

Level

1st/2nd

Hit Points

32 (26+6)

Hit Dice

1D10/2D8

Armour Class (AC)

15 (17) +2 With Shield

Proficiency Bonus

+2

Spell Attack Modifier

Spell Attack Modifier: +2 (PB)+3 (WIS MOD) =5  

Spell Save DC

Spell Save DC=8+2 (PB)+3 (WIS MOD) =13  

Passive Wisdom (Perception) 13

Alignment
Chaotic Good (CG)
Species
Ethnicity
Date of Birth
The 4th Day of Leafall
Year of Birth
18836 KR 18 Years old
Circumstances of Birth
Firstborn Daughter of Guthrim
Birthplace
The Wintermist Plains
Spouses
Siblings
Children
Gender
Female
Eyes
Deep Green
Hair
Black, Long, worn in four braids
Skin Tone/Pigmentation
Tanned
Height
5ft 11"
Weight
151lbs
Aligned Organization
Other Affiliations
Known Languages
  • Amorian (Northern Common
  • Myrkanian (Tribal)

Money, Gems & Treasure

  CP:   SP:   EP:   GP:   PP:  

Gems:

           

Treasure:

  • 2 Bracers (Leather, Inscribed with Horses, 6gp pair),
  • 1 Necklace (Leather with Ivory & bones attached, 6gp),
  • 1 Circlet (Bronze, Inscribed with Runes, 10gp),
  • 1 Holy Symbol (Amulet, Leather thong with an Ivory Horse Symbol, 5gp),
  • 1 Comb (Ivory, 5gp)

Character Experience (EXP)

         
Cleric
Generic article | Apr 20, 2022
         
Cleric of The War Domain
Generic article | Apr 10, 2022

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