Simeon Stormraven

Simeon Stormraven

Joined

5/5/2019

Physical Description

General Physical Condition

Extraordinarily tough and dense, even for a dwarf.

Personality Characteristics

Motivation

Give his life for a cause.
Alignment
Neutral
Age
63
Birthplace
The Badlands
Children
Gender
Male
Eyes
Green-blue eyes
Height
3'6"
Weight
172 lbs
Known Languages
Common, Dwarven

Simeon Stormraven

Hill Dwarf Race
Badlands/Wendigo Soul Origin
Cleric (Life) 12 Class & Level
Neutral Alignment
Inca Deity
Hkari Faction
Quartermaster Rank/Position
24 Loyalty
Eligneari Company

Strength 14
+2
Dexterity 11
+0
constitution 22
+6
intelligence 10
+0
wisdom 22
+6
charisma 11
+0
Total Hit Dice 12
Hit Die
1d8+6
+4 proficiency bonus
+4 Strength
+4 Dexterity
+12 Constitution
+2 Intelligence
+12 Wisdom
+6 Charisma
saving throws
+0 Acrobatics
+6 Animal Handling
+0 Arcana
+2 Athletics
+0 Deception
+0 History
+6 Insight
+0 Intimidation
+0 Investigation
+10 Martial
+6 Medicine
+4 Nature
+6 Perception
+0 Performance
+0 Persuasion
+4 Religion
+0 Sleight of Hands
+0 Stealth
+6 Survival
skills

 
66
MV
4
Prestige
3
Attunement Slots
26
Armor Class
191
Hit Points
+0
Initiative
15
Speed
Attack
Roll
Damage
Warhammer
1d20+6
1d8+2
Aurboda
1d20+10
2d12
Toll the Dead
DC 18 Wis. Save
3d12
Sacred Flame
DC 18 Dex. Save
3d8
Word of Radiance
DC 18 Con. Save
3d6
Attacks
Proficiencies
Languages - Common, Dwarvish, Wicked (Hkari)
Armor - Light, Medium, Heavy, Shields, Krazaxian Tower Shield (Academy)
Weapons - Simple, Battleaxe, Handaxe, Light Hammer, Warhammer
Tools - Smith's Tools (Hkari), Brewer's Supplies (Dwarf), Calligrapher's Supplies, Expertise (Academy)
Saves - Wisdom, Charisma, Constitution (Resilient)
Skills - Martial, Religion, Nature (Lip Service)

Proficiences
Cantrips
1. Toll the Dead
2. Guidance
3. Spare the Dying
4. Word of Radiance
5. Sacred Flame

Prepared Spells


1st Level
Domain : Bless
Domain : Cure Wounds
1. Healing Word
2. Guiding Bolt
3. Shield of Faith
4. Protection from Evil and Good
2nd Level
Domain : Lesser Restoration
Domain : Spritual Weapon
1. Enhance Ability
2. Aid
3rd Level
Domain : Beacon of Hope
Domain : Revivify
1. Spirit Guardians
2. Mass Healing Word
3. Dispel Magic
4. Hold Person
4th Level
Domain : Death Ward
Domain : Guardian of Faith
1. Banishment
2. Freedom of Movement
3. Greater Restoration
5th Level
Domain : Mass Cure Wounds
Domain : Raise Dead
1. Dispel Evil and Good
6th Level
1. Heal
2. Word of Recall

Spellcasting

Weight:185/210


Currency: 2250 gp


Worn: 82 lbs
Fadesteel Gorget12 lbs
Hkari Plate165 lbs
Samsara (Holy Symbol)11 lbs
Masterwork Bandolier21 lbs
Cakravāḍa 112 lbs

Bandoliers: 10 lbs
Bandolier 1
Scroll of Mass Cure Wounds21 lbs
Scroll of Mass Healing Word11 lbs
Bandolier 2
Scroll of Mass Healing Word11 lbs
Potion of Supreme Healing32 lbs

Consumables: 18 lbs
Oil of Slipperiness12 lbs
Potion of Heroism12 lbs
Potion of Supreme Healing12 lbs
Scroll of Mass Cure Wounds81 lbs
Potion of Speed12 lbs
Potion of Fire Resistance12 lbs

General: 48 lbs
Gold Pieces20000.02 lbs
Bulwark of the Crystal Lord16 lbs
Bandolier21 lbs

Components: 27 lbs
Ruby Dust (1000gp)10 lbs
Platinum Ring20 lbs
Divination Components (25gp)31 lbs
Silver Mirror (1000gp)11 lbs
Sunburst Pendant (100gp)11 lbs
True Seeing Ointment (25gp)51 lbs
Diamond Dust (100gp)161 lbs
Diamond (1000gp)11 lbs

Crafting: 0 lbs
Crafting Token790 lbs
Gachatier's Wares (Blueprint)10 lbs
Protect Thyne Friends (Blueprint)10 lbs
Mercy for Others (Blueprint)10 lbs

Saddlebag: 88 lbs
Gold Pieces2500.02 lbs
Smith's Tools (Masterwork)18 lbs
Scarab Plushie11 lbs
Explorer's Pack159 lbs
Holy Symbol (Inca)11 lbs
Krazaxian Tower Shield112 lbs
Scroll of Holy Weapon21 lbs



Equipment
Hkari
Faction
Mad Man
Stat Array
Boon of the Starlight Tower
At the Seams: The next time you would heal an ally for 25% of their maximum hp or more with a hard cast spell, that healing also grants them their level in temporary hitpoints.
Titles
Veteran (Equipped): This title allows you to use special items, access specific missions and grants you one free "knowledge" check on an enemy you face, once per battle. This free check is considered to be a moderate success.
Ability Cap Increases
Hkari: +2 Wisdom
Academies: +2 Constitution
Badlands
Badlands Resilience: +10 HP
Badlands Resilience: +2 to all saving throws
Wendigo Soul: Whenever an enemy you can see within 10ft rolls a 1 on a d20 roll, you are healed for 3 HP
Hkari
Hkari Plate (+3)
Fadesteel Gorget: (-5 damage on critical hits)
Loyalty: +5 HP
Quartermaster +5 HP
Valkyrie Echelon
Loyalty 1: Bonus Action 30 feet fly speed for 1 min. 1/long rest
Loyalty 2: 1st Level Divine Smite 1/day on an evil outsider.
Blazing Glory
In True Combat (combat against a threatening foe), when you roll a 20 on an attack roll, you gain a stack of Blazing Glory. For each stack of Blazing Glory that you have, you deal an additional 5 damage of the weapon or spell's original type against hostile creatures. Additionally, you score a critical hit on a 19 or a 20 when attacking an outsider, which is further increased by 1 if you have the Improved Critical or Superior Critical features as appropriate, and you gain a stack of Blazing Glory if you score a critical hit in this way. All stacks of Blazing Glory fade when True Combat ends.
Cleric
1. Spellcasting, Life Domain
2. Channel Divinity: Turn Undead, Preserve Life
3. 2nd Level Spells
4. Resilient (Constitution) : Proficiency in Con. Saving Throws
5. 3rd Level Spells, Destroy Undead (CR 1/2)
6. Channel Divinity 2/rest, Blessed Healer
7. 4th Level Spells
8. Divine Strike, Destroy Undead (1CR), Tough
9. 5th Level Spells
10. Divine Intervention
11. 6th Level Spells, Destroy Undead (CR 2)
12. +2 Wisdom
Magic Items
Hkari Plate (Attuned)

  • This armor contains a +1 enhancement bonus, and increases in might as the wearer gains strength. At 5th level it becomes +2 and at 10th level, +3.
  • You gain proficiency with this armor if you don't have it.
  • This armor also provides a +3 to any hit point gained form any source of healing.
  • If you should ever die, to protect it from the evil constantly waiting for it, the armor seals your soul within to keep it safe and to power the next Hkari. A Hkari can never be resurrected.
  • The armor can be taken off, but no matter where it is, your soul returns to it once you have attuned to it, which you do when you join the Hkari.
Samsara (Attuned)

Holy symbol of Inca (Wondrous) - Minor Legendary - 9,000gp
Attunement: Cleric of Inca

  • Your Wisdom score is increased by 4, to a maximum equal to your ability score cap.
  • Peaceful Shade:
    Whenever you hard cast a spell of 1st level or higher with a duration of instantaneous that restores hit points, you restore an extra 1d4 hit points.
  • Under the Watch of the Spirit Tree:
    Whenever you hard cast a spell of 1st level or higher that restores hit points, you can use your reaction to choose one recipient of that healing to be empowered. At the end of that creature's next turn, they regain 2 hit points for every successful melee attack they struck a hostile creature with in true combat that turn. You can only empower one creature at a time with this ability.
  • The Oldest Chant:
    While you are concentrating on a spell or effect, you can begin chanting an ancient mantra as a bonus action. This requires you to constantly speak at a low volume in an indecipherable language unknown to even you, and therefore can be interrupted by silencing effects, you saying anything else, or you casting another spell. The chant ends if you lose concentration on the spell, and ending the chant ends concentration on the spell. While you are chanting, you gain the following abilities:
    -Vakna:
    As a bonus action, you can grant another conscious creature within 30 feet of you 10 temporary hit points and advantage on the next attack that creature makes.
    -Aurboda:
    As a bonus action, you can attempt to bludgeon a creature within 90 feet of you with pure natural energy. Make a ranged spell attack roll. On a hit, you deal 2d12 force damage, and the target is knocked back 10 feet if they are Large or smaller.
    -Islingr:
    You can alter the chant as an action, ending it abruptly with a flare of brilliant power that washes over all creatures within 20 feet of you. All creatures within 5 feet of you either take 8d6 fire damage or regain 8d6 hitpoints (you choose for each creature). For every 5 feet away from you past the first 5 feet a target is, the healing and damage are reduced by 2d6; e.g., a creature 20 feet away from you takes 2d6 fire damage or regains 2d6 hit points. You can only use this ability once, regaining the ability to do so after a long rest.
  • But the Earth Refused to Die:
    When you would either be reduced to 0 hit points and not killed outright or fail a death saving throw, you can instead choose to become conscious at 1 hit point. If you do, 4 enormous, spectral trees erupt from the ground with their centers 60 feet away from you in each cardinal direction. Each tree has a radius of 15 feet and a height of 250 feet. If you are over 250 feet above a solid surface (such as through flight), the trees erupt from thin air and create a platform with their roots in the area between them (measured by drawing a line between the center of each tree). The trees phase through objects without destroying them, though creatures in their path are forced to the nearest empty space and cannot pass or see through the trees. The trees dissipate into nothingness after 1 minute. While you are within the area of the trees (the area within the line drawn through each trees center extending 250 up), you regain 1 hit point at the start of each of your turns if you are at 0 hit points. Additionally, while within the area of the trees, your Blessed Healer and Disciple of Life class features are augmented. Instead of restoring 2 + spell level hit points, these features instead restore 2 + Xd4 hit points, where X is the spell level. You can use this ability once, regaining the ability to do so after a long rest.
Cakravāḍa (Attuned)

Masterwork Krazaxian Tower Shield – Very Rare (4000gp)
Attunement

  • Your Constitution score increases by 3, up to a maximum equal to your ability score cap.
  • This shield doubles as a holy symbol and a druidic focus.
  • Protection of the Ancients: As an action at the start of combat, you can designate a creature within 5 feet of that you can see as your 'Charge'. As a reaction, if a hostile creature tries to attack your 'Charge' when they are within 5 feet of you and the attack could hit you, they must succeed on a DC 15 Wisdom saving throw or be forced to attack you instead. This ability lasts for 3 rounds, ending at the start of your turn. You can use this feature three times, regaining all uses after finishing a long rest.
  • Wisdom of the Forest: As a bonus action, you can make a Wisdom ([a. Martial]) check against an enemy creature's Martial DC. On a success, you gain advantage on your next attack roll against the creature. You can use this feature twice, regaining both uses after finishing a long rest.
Greaves of the Watchman (Not attuned, Bank)

Greaves (Wondrous) – Rare (1750gp)
Attunement

  • You gain proficiency in the Perception skill. If you already have proficiency you gain a +1 to Wisdom (Perception) checks.
  • Green Stride: As a bonus action you can call upon the runes of speed, granting your form a soft green light. When you do your movement speed is increased by 5 feet for 1 minute. You can do so twice, regaining spent uses when you complete a short or long rest.
  • [Base Material, Adornment, Enchantment, Special Crafter]
Eyes of Midas (Not attuned, Bank)

Mask (Wondrous) Minor Very Rare (3200gp)
Attunement

A powerful mask with eyes for money...

Your Constitution and Charisma scores are increased by 1, to a maximum equal to your ability score caps.

Luck of the Devil. Once per long rest, roll a d6.
On a 1, nothing happens.

On a 2, the eyes of the mask glow pink and you gain advantage on Charisma saving throws until your next long rest.

On a 3, the eyes of the mask glow silver and you gain advantage on Dexterity (Sleight of Hand) checks to take money or an item from another creature until your next long rest.

On a 4, the eyes of the mask glow purple. Once before your next long rest, you can cast Charm Person at 1st level using Charisma as your spellcasting ability and without using a spell slot.

On a 5, the eyes of the mask glow gold. Once before your next long rest, when dealing a fatal blow to an hostile creature, you can instead turn it into gold. Once turned to gold, the value of the creature is determined by its' size: Tiny - 50gp, Small - 100gp, Medium - 150gp, Large - 200gp, Huge - 250gp, Colossal - 300gp.

On a 6, the eyes of the mask glow green. Once before your next long rest, you can activate the eyes to gain 120 feet of "Moneysight" for 1 hour. Moneysight allows you to see sources of precious metals and gemstones through barriers and appears as a bright green light. Only sources worth 100 gp or more in a 5 foot cube are strong enough to be seen.

Slots used: Base Material, Adornment, Enhancement.
Bulwark of the Crystal Lord (Not attuned, Bank)

+2 Shield
Attunement

  • This shield grants resistance to cold, lightning and radiant damage.
  • This shield grants vulnerability to thunder damage.
  • Slots used: Aracdum Item
Boots of Rapid Dashing (Not attuned, Bank)

Wondrous (Boots)
Attunement

While attuned to these boots, you gain the following abilities and effects:
  • You qualify for the Blessed by the Wind feat, even if you are not an Air Genasi.
  • Your movement speed is increased by 20 feet.
  • Whenever you take the dash action, you can move an additional 20 feet.
  • If you possess the Blessed by the Wind feat, and you move at least 50% of your base movement speed and you make a melee attack at the end of this movement, that attack deals an additional die of damage.
  • If you possess the Blessed by the Wind feat, whenever you would take the Dash action, you gain a +1 bonus to your Armor Class, which remains until the beginning of your next turn.
  • Slots used: Aracdum Item
Mounts


Class/Racial Features & Traits

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