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Brandt - Cleric of Tempus


Steel Warrior

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Name: Brandt
Race: Human
Size: Medium
Gender: Male
Age: 24
Region: Icewind Dale
Ten-Towns: Good Mead
Deity: Tempus
Alignment: Neutral
Class: Cleric

Feature: All Eyes On You

Your accent, mannerisms, figures of speech, and perhaps even your appearance all mark you as foreign. Curious glances are directed your way wherever you go, which can be a nuisance, but you also gain the friendly interest of scholars and others intrigued by far-off lands, to say nothing of everyday folk who are eager to hear stories of your homeland.

You can parley this attention into access to people and places you might not otherwise have, for you and your traveling companions. Noble lords, scholars, and merchant princes, to name a few, might be interested in hearing about your distant homeland and people.

Personality Trait

I honor my deities through practices that are foreign to this land.

Ideal

Adventure. I'm far from home, and everything is strange and wonderful!

Bond

The gods of my people are a comfort to me so far away from home.

Flaw

I consider the adherents of other gods to be deluded innocents at best, or ignorant fools at worst.

 

Kronenstrom.. Also known as the Wolf King, former Chief of the Tribe of the Wolf had passed. Due to the failed war against Ten Towns, the child would would never know his tribe's greatness. It was thought that only one child named survived, but there was another. Aerix Vokototh had his own destiny, and so did Brandt.

Brandt was found by a hunter from the town of Good Mead, only but a year or two old, the child lay cold wrapped in wolf skins and mink fur, his mother frozen while he lay in her arms. The hunter realized that he was child to one of the barbarian tribes, but with the severe cold that setting in, and the frozen corpse of his mother. He felt the need to take him back home.

Dagus was in his forties, his wife Elgna were without children, two died at an early age, and one during one of the battles against the barbarian tribes. At first Elgna wanted nothing to do with the child, knowing he was barbarian, his cries finally melted her heart. It was not the child's fault to who he was born to. She sighed, and decided to call the child Brandt. He managed to survive the winter off goats milk and oat.

Years had passed since then, and Brandt not knowing hiw past, was a good member of the town. He learned hunting skills from his father and felt a calling at the Shrine of the Flaming Sword. There he met a very aged Brother Sharamod, helped guide Brandt to understanding his connection to Tempus. He grew up strong and wise, much taller than both his father and mother had passed. It was rare for anyone to live past their fifties in that climate, so he was lucky to have those extra years.

Seeing his family home only brought him heartache, instead he decided to donate the property to the Shrine of the flaming Sword to make use of, in trade the Tempuran's equip him with travel gear and helped train him in use of the favored weapon of Tempus and heavy armor. He knew not where his feet would take him, but as he traveled, he found himself joining a merchant by the name of Gundren Rockseeker. Brandt proved to be a solid escort and asked him to stay a while in Phandalin.

Brandt took this opportunity to make a few coin and thanked Gundren for the opportunity and looks forward to other rewarding jobs.

Edited by Steel Warrior (see edit history)
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Str: 17, Dex: 11, Con: 16, Int: 14, Wis: 16, Cha: 15
Variant Human: +1 Str, +1 Cha
Str: 18, Dex: 11, Con: 16, Int: 14, Wis: 16, Cha: 16
 

Age: Humans reach adulthood in their late teens and live less than a century.
 
Size: Humans vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium.
 
Languages: You can speak, read, and write Common and one extra language of your choice. Humans typically learn the languages of other peoples they deal with, including obscure dialects. They are fond of sprinkling their speech with words borrowed from other tongues: Orc curses, Elvish musical expressions, Dwarvish military phrases, and so on.
 
Skills: You gain proficiency in one skill of your choice.
 
Feat: You gain one feat of your choice.
Edited by Steel Warrior (see edit history)
Name
Stats
11,12,11,7,14,17
repeat(drop(4d6,lowest,1),6) 2,3,3,5,2,3,3,6,1,3,3,5,1,2,2,3,1,3,5,6,4,5,6,6
ReRoll
17,16,16,15,14,11
repeat(drop(4d6,lowest,1),6) 3,5,6,6,1,4,6,6,4,4,6,6,2,4,5,6,1,4,5,5,3,3,4,4
Starting Coin
150
5d4*10 3,2,4,2,4
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Cleric
    Spell Slots per Spell Level
Level Proficiency Bonus Features
1st
2nd
3rd
4th
5th
6th
7th
8th
9th
1st +2
Cantrips, Spellcasting, Divine Domain (War Domain), War Priest
3 2
2nd +2
Channel Divinity (1/rest), Harness Divine Power, Guided Strike
3 3
3rd +2 3 4 2
4th +2
Ability Score Improvement, Cantrip Versatility
4 4 3
5th +3
Destroy Undead (CR 1/2)
4 4 3 2

 

Skills
* Cleric: Choose 2 from History, Insight, Medicine, Persuasion, and Religion.
* Human: You gain proficiency in one skill of your choice. Intimidation
* Background (Far Traveler): Insight, Perception
Languages: Common, Northern, Reghedjic
Tool Proficiencies: Bagpipes
Armor: Light, Medium, Heavy & Shields
Weapons: Simple & Martial
Bonus Feat: Great Weapon Master
Class Abilities 1st: War PriestFrom 1st level, your god delivers bolts of inspiration to you while you are engaged in battle. When you use the Attack action, you can make one weapon attack as a bonus action. You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest. 3/day.

Cleric Spells

Spells Per Day: 4, Spell Slots: 1st: 2 Spell DC: 13
Cantrips: Sacred Flame, Toll the Dead, Word of Radiance
1st: Bane, Divine Favor

 

Edited by Steel Warrior (see edit history)
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Equipment (150 Gp)
Greatsword 50 Gp
Chainmail 75 Gp
Cold Weather Gear 10 Gp
Holy Symbol -


Backpack 2 Gp
Blanket 5 Sp
Bedroll 1 Gp
5 Candles 5 Cp
5 Torches 5 Cp
Tinderbox 5 Sp
10 Rations x2 5 Gp
Waterskin 2 Sp
50' Hempen Rope 1 gp
10 Gp, 3 Sp

Total: 145 Gp, 3 Silver
Balance: 4 Gp, 7 Silver

Edited by Steel Warrior (see edit history)
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Thanks for the app!

What drew Brandt to Tempus? What does he feel his mandate is? What does Tempus want him to do? What would his role in the party be? I'm guessing I know the answer, but would he be a support/healing style cleric or is he a front line fighter? Something else?

I'm marking you as reviewed. Feel free to participate in the pre-game RP if you wish.

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37 minutes ago, The Eyeball Kid said:

Thanks for the app!

What drew Brandt to Tempus? What does he feel his mandate is? What does Tempus want him to do? What would his role in the party be? I'm guessing I know the answer, but would he be a support/healing style cleric or is he a front line fighter? Something else?

I'm marking you as reviewed. Feel free to participate in the pre-game RP if you wish.

Since birth parents were barbarians from the Wolf Tribe in the North, he has a natural draw towards the barbarian life, but since he was actually raised in one of the towns of Ten Towns, he spent much of his time in Good Mead. Barbarians tend to lean towards Tempus and there is a Shrine of the flaming Sword (Church of Tempus) in Good Mead, it was the perfect place for him to learn the teachings from the War God. It was just a natural calling, if he had not been raised in Good Mead, he probably would have been a Barbarian instead, taking the Zealot primal path.

He's going to be a front line attacker for sure lol. As a cleric, I can choose to have a Cure Wounds in place of Bane on my daily spell list.

Edited by Steel Warrior (see edit history)
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Brandt

Bwb7rq4b.png.2b5183dca5f51aedbbc46eb4f200d33a.pngrandt  HP: 11/11 Saves: Str 4, Dex 0, Con 3, Int 2, Wis: 5, Cha: 5, Armor Class: 16, Spell DC 13 Passive Perception: 15, Insight 15
Initiative: +0, Speed: 30, Intimidation +5, Persuasion +5, Religion +5


.
 

Edited by Steel Warrior (see edit history)
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