Brine Halite

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Brine Halite

Hill Dwarf Race
Krazax, Rangeroamer Origin
Earth Cleric 12 Class & Level
True Neutral Alignment
Ezokhine Deity
World Wanderers Faction
Member/Ranger Rank/Position
21 Loyalty
Magnum Opus Company

Strength 14
+2
Dexterity 13
+1
constitution 16
+3
intelligence 13
+1
wisdom 18
+4
charisma 13
+1
Total Hit Dice 12
Hit Die
1d8+3
+4 proficiency bonus
+2 Strength
+1 Dexterity
+3 Constitution
+1 Intelligence
+8 Wisdom
+5 Charisma
saving throws
+1 Acrobatics
+4 Animal Handling
+1 Arcana
+2 Athletics
+1 Deception
+5 History
+8 Insight
+1 Intimidation
+1 Investigation
+4 Martial
+8 Medicine
+5 Nature
+8 Perception
+1 Performance
+1 Persuasion
+5 Religion
+1 Sleight of Hands
+1 Stealth
+10 Survival
skills

 
66
MV
4
Prestige
3
Attunement Slots
20
Armor Class
116
Hit Points
+1
Initiative
25
Speed
Long Spear 1d20+5 / 1d8+2 / 2 handed 1d10+2 Piercing
Light Crossbow 1d20+4 / 1d8+1 / (80ft normal/320ft disadv) Piercing
Attacks
  • Religion, Medicine, Shields, Simple weapons, Light & Medium Armor (Cleric)

  • Survival (Origin)

  • History (Sub-origin)

  • Insight, Heavy Armor (Domain)

  • Perception (Ezokhine LS)

  • Mason's tools (Race)

  • Cartographers tools, Ranger stones, Nature (Faction)

  • Calligrapher's Supplies, Long Spear, Krazaxian Waraxe, Heavy Gambeson (Acadamies)

  • Languages: Common, Dwarven (Race), Orclin (Academies)

  • Proficiences
    Spell save DC: 16 | Spell attack mod: +8

    Channeled Divinity: (2/rest) 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. Undead with a CR of 2 or lower that fail the save are instantly destroyed.

    Divine Intervention: Imploring your deity's aid requires you to use your action. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower than your cleric level, your deity intervenes. The DM chooses the nature of the intervention; the effect of any cleric spell or cleric domain spell would be appropriate. If your deity intervenes, you can't use this feature again for 7 days. Otherwise, you can use it again after you finish a long rest.

    Stone's Protection:As an action, you can use your Channel Divinity to give you and up to 6 allies 2d6 + your cleric level in temporary health points until you take a short or long rest.

    Cantrips: Thaumaturgy, Guidance, Sacred Flame, Mending, Toll the Dead | Domain: Mold Earth

    Earthen Watcher: At 1st level, as an action, you can see though the an area that is affected by the mold earth cantrip as if you were in it’s space. You have a total pool of minutes that is equal 10 times your wisdom modifier that you can look through the molded earth with. Ending this effect early always uses 10 minutes or more, whichever is higher. You are blinded while looking through the stone this way. You can only look though one affected area of mold earth at a time. You can end this effect as a bonus action. If a creature touches the affected area, this effect ends early. (40 min)

    1st Level:Guiding Bolt, Bless, Cure Wounds, Healing Word | Domain: Sanctuary, Earth Tremor

    2nd Level: Spiritual Weapon, Enhance Ability, Hold Person, Lesser Restoration | Domain: Silence, Dust Devil

    3rd Level: Spirit Guardians | Domain: Erupting Earth, Leomund's Tiny Hut

    4th Level: Banishment | Domain: Stone Shape, Stoneskin

    5th Level: Holy Weapon | Domain: Transmute Rock, Wall of Stone
    Spellcasting
    {WEAPONS, ARMOR, AMMO} 83 LBS

    Eclipse Shield with holy symbol (AC +2) 6lbs {ATTUNED}
    Full plate mail 65lbs
    Heavy Gambeson: 2 DR for slashing and piercing damage thats unstackable 12lbs

     


    {ITEMS,TOOLS} 47 LBS

    Explorers pack: Backpack, Bedroll, Mess Kit, Tinder box, waterskin, 50ft hemp rope 33lbs
    Cartographer's kit 6 lbs
    Mason's Tools 8lbs
    Guiding Stone (Attunment) 1lbs
    Ranger Stones 2lbs
    Holy Symbol 1lbs

     


    {MAGIC ITEMS}

    Guiding Stone ATTUNED
    While attuned this item allows the wielder to: always know the direction of north, produce the light of a torch on the stone as an action, heats and cools respectively to make the temperature more comfortable, and be protect from the negative effects of temperature except in the most extreme cases.

    Eclipse ATTUNED
    Shield - Rare - Attunement

    A shield covered in the large black spikes and armor like spines of a Manticore.

    Armor Shed. When you are hit by an attack, you can use a reaction to shed spines from the shield to deflect it. Until the start of your next turn, you gain a +2 bonus to your AC, including against the triggering attack. This ability has 2 uses that refresh on a long rest.

    Spike Hurl. When you take the attack action, you can use an attack to throw a spine from your shield as a ranged attack. This attack functions like a javelin. This ability can only be used on 3 actions, and refreshes on a long rest.

    Museum of Ezokhine stored magic items
    Mountaineer's Longbow
    Kimono of the Oyabun
    Forgeborne Half-Plate
    Blade of Loyalty
    Titan Slayer (On person)
    Chariot of the Arena Champion (On person)
    Golden Mug (On Person)
    Stone Visage of Ezokhine (On person)
    Riot Estoc (On Person)
    Broken Promise (On Person)
    Rock and Stone to the Bone (On Person)
    A Father's Wish (On Person)
    Magic tools
    +1 Carpenter's tools (Unused, not soul bound yet)

     


    {CONSUMABLES} 55 LBS

    5 bandoliers 5 lbs
    5 scrolls of Lesser Restoration 5lbs
    2 scrolls of Gentle Repose 2lbs
    3 scrolls of spiritual weapon 3lbs
    4 scrolls of Hold Person 4lbs
    5 scrolls of guiding bolt 5lbs
    3 scrolls of bless 3 lbs
    2 scrolls of Healing Word 2lbs
    1 scroll of Bane 1 lbs
    2 scroll of protection from evil/good 2lbs
    2 potion of superior healing 4lbs
    1 potion of fire resistance 2lbs
    2 Greater healing potion 4lbs
    1 potions of invulnerability 2 lbs
    2 Scrolls of Inflict Wounds 2lbs
    2 Scrolls of Blindness/Deafness 2lbs
    5 flasks of holy water 5lbs
    Salt 2lbs
    Forbiddance Components (1000gp)
    2 gem encrusted bowls (1000gp each)
    1 Silver mirror (1000gp)
    1 Sunburst Pendant (100gp)
    2 platinum rings worth 50gp each
    125gp of True seeing components
    25gp of Silver dust for Ceremony

     


    {BANDOLIERS}

    1.) 1 invuln, 1 potion of fire resistance, 1 guiding bolt (Active)
    2.) 2 healing word, 1 spiritual weapon
    3.) 2 superior healing 1 Greater healing (active)
    4.) 1 hold person, 1 blindness/deafness, 1 bane
    5.) 2 Lesser resto, 1 gentle repose

     


    {CURRENCY}

    275gp

     


    Carry capacity: 188/210lbs

    Pets

    Draft Horse "Ciel"
    Large Beast, Unaligned, CR: 1/4 Trained and Equiped Pulling Wagon
    Passive Perception: 10, Carry/Pull Weight: 540/2700lbs
    AC: 10, HP: 19, Speed: 40ft
    STR: 18, DEX: 10, CON: 12, INT: 2, WIS:11, CHA: 7
    Hooves - +6 to hit, Reach: 5ft, 1 target, 2d4+4 bludgeoning damage

    Lizard "Kamina"
    Tiny Beast, Unaligned, CR: 0 (1/16) Trained and Equiped
    Darkvision: 30ft Passive Perception: 9,
    AC: 10, HP: 2, Speed: 20ft, Climb: 20ft
    STR: 2, DEX: 11, CON: 10, INT: 1, WIS:8, CHA: 3
    Bite - +0 to hit, Reach: 5ft, 1 target, 1 piercing damage

    Hunger Reaver "Gnawm"
    Medium Monstrosity, Neutral Evil - Exotic 1
    Armor Class 13 (Natural Armor) 17 (Halfplate)
    Hit Points 34 (4d8+16)
    Speed 10ft. Fly 40ft.
    Str 16 (+3) Dex 14 (+2) Con 16 (+3) Int 2 (-4) Wis 10 (+0) Cha 8 (-1)
    Int 3 commands
    Skills Athletics +6, Perception +3
    Saving Throw Constitution +6
    Senses Darkvision 30ft. Scent 60ft. Passive Perception 13
    CR 2
    Desperate Grip. The reaver counts as one size category larger for the purposes of grappling and determining carry weight.
    Monstrous Vitality. This monstrosity earns 1 additional hit point per hit die.
    Sensitive Nightmare. While in flight, if the reaver is blinded from a source that uses light or if it takes radiant damage, it plummets to the ground and is stunned until the end of its next turn.
    Actions
    Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage, and on a hit, the reaver can attempt to grapple (no action required).

     


    Gnawm's Pack 10/480 lbs

    1 potion of climbing 2 lbs
    1 scroll of Detect Poison and Disease 1lbs
    7 flasks of holy water 7lbs

     


    Wagon Equipment 34lbs

    2 scrolls of magic missile 2lbs
    1 scroll of branding smite 1lbs
    Shield 6lbs
    Calligrapher's Supplies 5lbs
    Pole of collapsing 7lbs
    Net 3lbs
    2 rations 4 lbs
    4 torches 4lbs
    1 Potion of Longevity 2lbs

     

    Equipment
    World Wanderers
    Faction
    Razzle Dazzle
    Stat Array
    Level 4 ASI: +1STR +1WIS

    Level 8 ASI: +2 WIS

    Level 12 Feat: Master Enchanter

    Master Enchanter:
    >You can craft magical tools, up to a +bonus equal to half your proficiency. Only you know how to use them, and only while you have this feat.
    >You can add a second special attunement to a magic item.
    >You can spend up to 500 gp with a crafting day to progress any magic item blueprint of yours by half the spent amount. You spend this gold in increments of a 100. Progression in this way doesn't destroy items for simultaneous item progression, and these rates spent for the crafting day are unaffected by all crafting progression modifiers. You cannot use this feature again until the next weekly reset.

    Speed: Your speed is not reduced by wearing heavy armor.

    Darkvision: Accustomed to life underground, 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.

    Dwarven Resilience: You have advantage on saving throws against poison, and you have resistance against poison damage.

    Stonecunning: Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.

    Dwarven Toughness: Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.

    Attribute Cap Increase: +2 Constitution; This boosts the maximum of an ability score, but not the score itself.

    Attribute Cap Increase: +2 Wisdom; This boosts the maximum of an ability score, but not the score itself (Academy)

    Battered and Broken: Whenever you or an ally within 30ft of you takes Bludgeoning, Piercing, or Slashing damage, you can use your reaction to grant resistance to that instance of damage.

    Divine Strike: Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 damage of the same type dealt by the weapon to the target.

    Deen'Has VINPC: +3 recieved hp from healing spells and feats

    Loyalty 2
    Primal Surge: As a bonus action you heal yourself for 4d6 hitpoints and your next damage roll has 4d6 primal damage added to it. Once you use this ability you cannot use it again until you complete a long rest.

    Loyalty 3
    Your Ranger training has granted you advantage on Survival checks made to track humanoids.

    Loyalty 5
    Your time spent in the wilderness has enabled you to survive without the aid of civilization. You are able to scavenge for food in even the most desolate places and can find enough food and water to feed yourself and two other creatures while foraging.

    Loyalty 7
    Your training in travelling the roads, and off them to protect the travelers, grants you the ability to ignore nonmagical difficult terrain.

    Loyalty 9
    Your understanding of Nature and its impact has grown much since you have joined the Wanderers. You gain proficiency in Nature and Survival. If you already possess proficiency in Nature and/or Survival you instead gain a +2. (Nature prof, Survival +2)

    Loyalty 11
    You have reached the peak of your training, and only truly following the path of the Ranger will take you farther with it than you are now. You gain the ability to cast the Beast Bond and Water Breathing spells once per long rest.

    Age:100
    Height: 4.5ft
    Weight: 160lbs
    Class/Racial Features & Traits

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