Grigor Bersk, Firbolg Cleric

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awarren
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Grigor Bersk, Firbolg Cleric

#1

Post by awarren » Tue Apr 17, 2018 4:05 pm

Character Info
Name: Grigor Bersk (M)Class & Level: Cleric of Pelor/Grave Domain 1Background: Haunted One
Race: Firblog Alignment: Chaotic Goodexperience Points: 0
*Cleric Grave Domain found in Xanthar's Guide to Everything
*Firblog Race found in Volo's Guide to Monsters
*Haunted One Background found in Curse of Strahd and was released for free:http://media.wizards.com/2016/downloads ... ptions.pdf
Most Used Stats AC: 18 (with Shield)
Initiative: +1
Proficiency Bonus: +2
Speed: 30
Current Hit Points: 9
Hit Points Max: 9

Hit Dice Available: 1d8
Hit Dice Total: 1d8


Death Saves:
Life/Death
Passive Perception: 13
Inspiration:
Personality
Spoiler:
Image
Appearance: In his natural form he is large, 8ft, and has a greenish tinge to his skin. He has dark hair and a long braided beard. When traveling through large groups of humans, he likes to disguise himself as a blonde human with short hair and a goatee.

Personality Trait I don't run from evil, evil runs from me

Ideals: I have a dark calling that puts me above the law (Chaotic)

Bonds: A terrible guilt consumes me. I hope I can find redemption through my actions.

Flaws: Destroying the Undead is more important than anything else.

Backstory:

When I was in my youth, I lived in an isolated tribal village of Firbolg. I was rebellious and took a liking to an attractive flirty elf girl named Bethrynna who I would meet on a nearby road sometimes. When she asked to see my tribal community, I lead her inside under the cover of darkness. Bringing outsiders into the community was strongly discouraged. She was entranced by the magical sights of our village, but was most fascinated by our sacred protected burial grounds. No outsider was allowed inside, it was an egregious violation of our ways. However, I was enthralled with her and did not hesitate to let her inside when she asked. We sat down by the graves and she took a tome under out of her bag and began chanting. Before I knew it, the re-animated corpses of our dead ancestors sprung forth from their graves and laid waste to the village. She giggled as I cowered in fear. A monstrous zombie stormed the village elder's abode and emerged with glimmering objects of obvious druidic power. It placed these into Bethrynna's hands as she jumped up and down ecstatically. Bethrynna turned to me, curtsied, thanked me, and walked away - blowing a kiss towards me just before she got out of view. The obedient zombies followed her and I was left cowering alone among the ruins and corpses of my people.

I cowered in the ruins for a day before making my way toward the road. I walked for 3 days before collapsing. I awoke in a Temple to Pelor under the care of healers who had found me on the road. Since I had no where else to go, I stayed at the Temple and began training as an initiate into the Order of Sol. I spent my time studying in the Catacombs beneath the temple. There was something comforting about making sure the dead were resting peacefully and undisturbed. On the eve of my induction into the Order, I was called up to talk to the leader of the Order. She said she had received an extremely unusual directive from Pelor. I was to become Pelor's first Cleric of the Grave in hundreds of years, uniquely gifted to protect the dead and to destroy undead abominations. My highest calling in life is to deliver utter destruction upon the undead, killing the Necromancer Bethrynna above all. I will get No earthly law or king will prevent me from fulfilling my destiny.

My day to day job is at the Grave Keeper of Pelor. I protect the dead and their resting places.
Attacks
WeaponAttack BonusDamage/Type
Mace +4 1d6 + 2 Bludgeoning
Light Crossbow +4 1d8 + 2 Piercing
Characteristics Charisma: 8 (-1)
Wisdom: 17 [15+2] (+3)
Intelligence: 10 (0)
Strength: 14 [13+1] (+2)
Dexterity: 14 (+2)
Constitution: 12 (+1)
Saves * means proficient
+1* Charisma
+5* Wisdom
0 Intelligence
+2 Strength
+2 Dexterity
+1 Constitution

Spell Slots
Spoiler:
Spell Save DC: 13
Spell Attack Bonus: +5
Level SlotsSlots Used
Cantrip N/AN/A
1 40
2 00
3 00
4 00
5 00
6 00
7 00
8 00
9 00
Spells Prepared
Spoiler:
*found in Xanthar's Guide to Everything

Cantrip:
  • Toll the Dead*
  • Guidance
  • Sacred Flame
  • Spare the Dying (Domain Feature)
1st:
  • Cure Wounds
  • Healing Word
  • Guiding Bolt
  • Bless
  • Bane (Domain Spell)
  • False Life (Domain Spell)
2nd:
3rd:
4th:
5th:
6th:
7th:
8th:
9th:
Skills * means proficient
  1. +2 Acrobatics (Dex)
  2. +3 Animal handling (Wis)
  3. +2* Arcana (Int)
  4. +2 Athletics (Str)
  5. -1 Deception (Cha)
  6. 0 History (Int)
  7. +5* insight (Wis)
  8. -1 intimidation (Cha)
  9. +2* Investigation (Int)
  10. +3 Medicine (Wis)
  11. +0 Nature (Int)
  12. +3 Perception (Wis)
  13. -1 Performance (Cha)
  14. -1 Persuasion (Cha)
  15. +2* Religion (Int)
  16. +2 Sleight of Hand (Dex)
  17. +2 Stealth (Dex)
  18. +3 Survival (Wis)
Languages
  • Common
  • Elvish
  • Celestial
  • Giant
Proficiencies
  • Arcana
  • Charisma Saving Throws
  • Investigation
  • Insight
  • Light Armor
  • Medium Armor
  • Religion
  • Shields
  • Simple Weapons
  • Wisdom Saving Throws
Racial Abilities
  • +2 to WIS, +1 to STR
  • Firbolg Magic. Once per short or long rest you can cast both the Detect Magic and Disguise Self spells using Wisdom as your spellcasting ability. This version of Disguise Self lets you appear up to 3 feet shorter, thus allowing you to blend in with humans and elves.
  • Hidden Step. Once per short or long rest, you can magically turn Invisible until the start of your next turn as a bonus action. The ability ends early if you attack, deal any damage, or force anyone to make a saving throw
  • Powerful Build. When determining your carry, push, drag, or lift capacity, you count as one size larger.
  • Speech of Beast and Leaf. You can communicate with beasts and plants. You also have advantage on Charisma checks to influence them. These creatures can understand the meaning of your words, even though you cannot understand them in return.
Special Abilities
  • Grave Domain: Circle of Mortality. At 1st level, you gain the ability to manipulate the line between life and death. When you would normally roll one or more dice to restore hit points with a spell to a creature at 0 hit points, you instead use the highest number possible for each die.
    In addition, you learn the spare the dying cantrip, which doesn’t count against the number of cleric cantrips you know. For you, it has a range of 30 feet, and you can cast it as a bonus action.
  • Grave Domain: Eyes of the Grave. At 1st level, you gain the ability to occasionally sense the presence of the undead, whose existence is an insult to the natural cycle of life. As an action, you can open your awareness to magically detect undead. Until the end of your next turn, you know the location of any undead within 60 feet of you that isn’t behind total cover and that isn’t protected from divination magic. This sense doesn’t tell you anything about a creature’s capabilities or identity.
    You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest.
  • Heart of Darkness: Those who look into your eyes can see that you have faced unimaginable horror and that you are no stranger to darkness. Though they might fear you, commoners will extend you every courtesy and do their utmost to help you. Unless you have shown yourself to be a danger to them, they will even take up arms to fight alongside you, should you find yourself facing an enemy alone.
Magic Items
  • N/A
Feats
  • N/A
Equipment Armor
  • Armor: Scale Mail (Medium, AC 14)
  • Shield with Emblem of Palor (+2 AC)
Weapons:
  • (listed under Attacks)
inventory
Wealth
  • 0 Platinum
  • 15 Gold
  • 0 Electum
  • 0 Silver
  • 0 Copper
  • Art Work
    • bone dice
Gear
  • backpack
  • bedroll
  • waterskin
  • trail rations 5 days
  • A monster hunter’s pack: includes a chest, a crowbar, a hammer, three wooden stakes, a holy symbol, a flask of holy water, a set of manacles, a silver mirror, a flask of oil, a tinderbox, and three torches

Characteristic and Hit Point Rolls
Spoiler:
[/quote]
Last edited by awarren on Mon Apr 23, 2018 9:47 pm, edited 26 times in total.

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swrider
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Re: Zanris Dhunu, Aasimar Cleric

#2

Post by swrider » Tue Apr 17, 2018 4:14 pm

Looking good so far. Since clerics know all cleric spells Please change your spells known section to spells prepared. Over time I realize that you will shift spells around so mark the prepared spells in some way. Bold, *, or something. You can add spells as you go this way instead of having to type in every single spell.

awarren
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Re: Erik Olofsson, Variant Human Cleric

#3

Post by awarren » Wed Apr 18, 2018 3:14 pm

Ok, I think I have this character all set up now. Let me know what you think.

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swrider
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Re: Erik Olofsson, Variant Human Cleric

#4

Post by swrider » Wed Apr 18, 2018 4:40 pm

You have an issue with prepared spells. Well several.

A) you dont need to prepare cantrips you have them all all the time.
B) you only prepare a spell once. If you have a spell prepared and an u used spell slot of sufficient level you can cast it. So with cure wounds prepared and 4 available spell slots you can cast that spell up to 4 times.
C) You have a wis modifer of 3 and are lvl 1 so you prepare 4 spells.
D) your domain spells arre always prepared iirc and dont count against your 4.
E) IIRC (if i recall correctly) ice knife is a cantrip.

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swrider
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Re: Erik Olofsson, Variant Human Cleric

#5

Post by swrider » Wed Apr 18, 2018 4:45 pm

Never mind i see what you did. Double check ice knifes level and under special abilities you may want to put 1/ long rest ice knife. Since it is from a feat that casting does not count against your spell slots.

awarren
Scruffy-looking Nerf-herder
Posts: 78
Joined: Fri Apr 06, 2018 3:52 pm
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Re: Erik Olofsson, Variant Human Cleric

#6

Post by awarren » Wed Apr 18, 2018 7:26 pm

Ice knife is a level 1 spell. If you have a suggestion for a better offensive druid spell, let me know. Also, if you think another feat may be better, let me know that too. I had considered perhaps Heavy Armor Master or Martial Adapt for better melee effectiveness. The since I can't cast the 1st level spell from Magic Initiate at higher spell levels, I am afraid it will quickly become useless.

I will move cantrips out of prepared spells and I will move the 1st level mage initiate spell out and put it in abilities, that does make sense.

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swrider
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Re: Erik Olofsson, Variant Human Cleric

#7

Post by swrider » Wed Apr 18, 2018 9:46 pm

Your fine the way you have it.

You can cast the 1st level spell from your feat at higher levels. The 1/long rest use can only be cast at 1st level, but since you learn the spell you can then also cast it with a spell slot. Any spell slot you have available.

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swrider
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Re: Erik Olofsson, Variant Human Cleric

#8

Post by swrider » Wed Apr 18, 2018 9:59 pm

If you are finished creating the character it is approved. You only need to remove the 50gp gem that was in the template.

awarren
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Re: Erik Olofsson, Variant Human Cleric

#9

Post by awarren » Wed Apr 18, 2018 11:10 pm

I like your suggestion of changing my god to Pelor for more story interaction. I am looking into converting this character into a Life Domain cleric of Pelor but initially being a level 1 Fighter. I'm imagining a non-traditional chaotic good cleric that came from a rough background before being taken into the church. He is a good guy at heart and is always willing to help the downtrodden, but he is more likely to start a bar fight than deliver a sermon. Same stats and race, perhaps a different feat.

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swrider
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Re: Erik Olofsson, Variant Human Cleric

#10

Post by swrider » Wed Apr 18, 2018 11:31 pm

sounds really interesting. You could be a new initiate into the Order of the Sol which would fit in nicely with the first few missions.

awarren
Scruffy-looking Nerf-herder
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Re: Grigor Bersk, Firbolg Cleric

#11

Post by awarren » Fri Apr 20, 2018 6:37 am

Ok, I think this is mostly done mechanically. Unfortunately, I wrote this long detailed backstory that was awesome and I totally lost it all because it timed out and wanted me to log in before posting. Long story short, as a youth I accidentally brought an attractive elf lich into our tribal community and sacred graveyard where she proceeded to raise our ancestors from the grave as zombies and they killed everyone but me. The lich got some nice druidic magic artifacts and I was taken in by the nearby Church of Pelor. I was trained as an initiate into the Order of Sol and spent my time studying in the catacombs, making sure the dead remained undisturbed and at peace. I was called as Palor's first Cleric of the Grave in hundreds of years, and thus began my holy war. I will strive to become ultimate holy scourge of all undead. Liches and mummy lords will fear my name. Vampires will check under their coffin for me before they go to bed.

I'll flesh this out a little more post it back up in the character sheet. Take a look at my stuff and make sure I didn't forget to adjust anything with this new cleric. I'm afraid I may have made some changes before I started working on the backstory that didn't get saved either.

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swrider
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Re: Grigor Bersk, Firbolg Cleric

#12

Post by swrider » Fri Apr 20, 2018 2:43 pm

Yeah, with long entries it is good to either copy and paste them before submitting or to type them in a text editor and past them into the forum. Sorry I forgot to warn you. Sometimes the back-button will bring what you typed back up. If you go back to the page you were typing on.

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swrider
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Re: Grigor Bersk, Firbolg Cleric

#13

Post by swrider » Fri Apr 20, 2018 3:17 pm

I know you are still finishing things, but feel free to start posting in the Story forum. I wont ask for any checks until characters are finalizing, but their can be some roll play and possibly exploration of the town before then. Perhaps even the characters meeting each other.

Your intro is a little bit different since you already live in the city. Much of it is the same, but you don't see the rider at least not until I say you do IC.

awarren
Scruffy-looking Nerf-herder
Posts: 78
Joined: Fri Apr 06, 2018 3:52 pm
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Re: Grigor Bersk, Firbolg Cleric

#14

Post by awarren » Mon Apr 23, 2018 8:51 pm

I think this is ready for final review for approval.

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swrider
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Re: Grigor Bersk, Firbolg Cleric

#15

Post by swrider » Mon Apr 23, 2018 9:02 pm

Character is approved with one minor change. Change the word Lich to Necromancer. It will play better into the story.

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swrider
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Re: Grigor Bersk, Firbolg Cleric

#16

Post by swrider » Mon Apr 23, 2018 9:03 pm

Copy the initial post into the approved character forum. Please.

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