Mayor

Gilhaut DeFoere's page

265 posts. Alias of Helaman.


Full Name

Gilhaut DeFoere

Race

Human (Variant) Male / War Cleric of Archeillus 2

Gender

AC16(18)|HP 13/[19]|Str+3 Int-1 Wis+5 Dex+0 Con+4 Cha+5|Init +0|Passive Perception 13|Inspiration? [N] HD 2/[2] War Priest 2/[3] Channel 1/[/1] COND: -1 Str

Age

24

Alignment

Lawful Good

Deity

Archeillus

Strength 17
Dexterity 10
Constitution 14
Intelligence 8
Wisdom 16
Charisma 16

About Gilhaut DeFoere

Saves
Str+3 Int-1 Wis+5* Dex+0 Con+4* Cha+5*
*Proficiency

Proficiency Bonus: +2

Spells
Cantrips: Light, Thaumaturgy, Toll the Dead
1st Level: Bless, Cure Wounds, Guided Bolt, Healing Word, Protection from Evil and Good
2nd Level: -
3rd Level: -

1st Level Slots: 3 | 2nd Level Slots: - | 3rd Level Slots: -

Slots Used:
Level 1: 0

Domain Spells
1st - Divine Favor, Shield of Faith

Background and Class
Cleric Skill Proficiency: Persuasion, Religion
Soldier Skill Proficiency: Athletics, Intimidation
Tool Proficiency: One type of gaming set (dice), vehicles (land)

Rank: Officer

Feats
Resilient (Human Bonus Feat)
Choose one ability score / Constitution
You gain the following benefits:
Increase the chosen ability score by 1, to a maximum of 20.
You gain proficiency in saving throws using the chosen ability.

Skills
* = Background and Class Skills
Acrobatics +0
Animal Handling +3
Arcana -1
*Athletics +5
Deception +3
History -1
Insight +3
*Intimidation +5
Investigation -1
Medicine +3
Nature -1
Perception +3
Performance +3
*Persuasion +5
*Religion +1
Sleight of Hand +0
Stealth +0 (Disadvantage in armor)
Survival +3

Languages: Westering (Common), Gasquen (Foere)
Tool Proficiencies: Gaming Set: Chess, Land Vehicles

Class Abilities:

Spellcasting
-Cantrips-
At 1st level, you know three cantrips of your choice from the cleric spell list. You learn additional cleric cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Cleric table.

-Preparing and Casting Spells-
The Cleric table shows how many spell slots you have to cast your cleric spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

You prepare the list of cleric spells that are available for you to cast, choosing from the cleric spell list. When you do so, choose a number of cleric spells equal to your Wisdom modifier + your cleric level (minimum of one spell). The spells must be of a level for which you have spell slots.

You can change your list of prepared spells when you finish a long rest.

-Spellcasting Ability-
Wisdom is your spellcasting ability for your cleric spells. You use your Wisdom whenever a cleric spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when Setting the saving throw DC for a cleric spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier

Spell Attack modifier = your proficiency bonus + your Wisdom modifier

-Ritual Casting-
You can cast a cleric spell as a ritual if that spell has the ritual tag and you have the spell prepared.

-Spellcasting Focus-
You can use a holy symbol as a spellcasting focus for your cleric spells.

-Domain Spells-
Each domain has a list of spells that you gain at the cleric levels noted in the domain description. Once you gain a domain spell, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. If you have a domain spell that doesn't appear on the cleric spell list, the spell is nonetheless a cleric spell for you.

1st Divine Favor, Shield of Faith
3rd Magic Weapon, Spiritual Weapon
5th Crusader's Mantle, Spirit Guardians
7th Freedom of Movement, Stoneskin
9th Flame Strike, Hold Monster

Channel Divinity
At 2nd level, you start with two abilities: Turn Undead and an effect determined by your domain. Some domains grant you additional effects as you advance in levels, as noted in the domain description.

When you use your Channel Divinity, you choose which effect to create. You must then finish a short or long rest to use your Channel Divinity again.

Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your cleric spell save DC.

Beginning at 6th level, you can use your Channel Divinity twice between rests, and beginning at 18th level, you can use it three times between rests. When you finish a short or long rest, you regain your expended uses.

-Turn Undead-
As an action, 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.

-Destroy Undead-
Starting at 5th level, when an undead of CR 1/2 or lower fails its saving throw against your Turn Undead feature, the creature is instantly destroyed. The CR of undead increases as you gain levels.

Cleric Level Destroys Undead of CR...
5th 1/2 or lower
8th 1 or lower
11th 2 or lower
14th 3 or lower
17th 4 or lower

-Guided Strike-
Starting at 2nd level, 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.

-War God's Blessing-
At 6th level, when a creature within 30 feet of you makes an attack roll, you can use your reaction to grant that creature a +10 bonus to the roll, using your Channel Divinity. You make this choice after you see the roll, but before the DM says whether the attack hits or misses.

Divine Strike
At 8th level, 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. When you reach 14th level, the extra damage increases to 2d8.

Bonus Proficiencies
Bonus proficiencies: Martial Weapons, and Heavy Amour proficiency

War Priest
From 1st level, 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.

Equipment
Chainmail Armour AC16
Shield
Longsword
Mace
Holy Symbol
Scripture book written in Gasquen
Explorers Pack#
Trophy of fallen foe: Dagger
A uniform of my company (traveler's clothes in quality)
Dice
Belt Pouch

- PP | - GP | 4 SP | - CP

#[Includes a backpack, a bedroll, a mess kit, a tinderbox, 10 torches, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it.]

Background
Feature: Military Rank (Officer)
You have a military rank from your career as a soldier. Soldiers loyal to your former military organization still recognize your authority and influence, and they defer to you if they are of a lower rank. You can invoke your rank to exert influence over other soldiers and requisition simple equipment or horses for temporary use. You can also usually gain access to friendly military encampments and fortresses where your rank is recognized.

Traits, bonds etc
Traits: I face problems head-on. A simple, direct solution is the best path to success.

Ideal: I do what I must and obey just authority.

Bond: Those who fight beside me are those worth dying for.

Flaw: I put too much trust in those who wield power within my temple's hierarchy. (Acolyte)

History and Personality:

Born the nephew of the Mayor-Palantine of Aixe (also Baron of Tharhold and Kavredal), and a second child, he was moved into the clergy, the conservative faith of Archeillus, God of Nobility. He was uninspiring as a student (regarded as a bit of a dull wit who had to have Literacy beaten into him) but made up for it with enthusiasm for physical pursuits and training and once the concepts of faith were driven home, a tenacious belief in the nobility and his God. Unfortunately the church of Archeillus is at a critical juncture - they are in danger of being politically marginised with both rulers and commoners alike as their influence wanes due to increased popularity of other faiths. This situation could not possibly be improved by a young enthusiastic priest with no understanding of the meaning of nuance. The Church prevailed on the Mayor-Palantine and his family to appoint him to a military commission.

His time as an officer was marked by cheerful condescension of his troops and his "Shout, shout and shout again" style of leadership. Paradoxically he was popular with his men. His one combat engagement was when he led his outnumbered soldiers in a charge against a large group of bandits with the battle cry of "Last one at 'Em is a weedy Susan". The battle was unexpectedly won but the fight cost him half of his unit. As a result he was promoted and then shuffled around training positions until his five years of service were completed.

His Church didn't particularly want him back, and his uncle regarded him as a gormless idiot. There was a brief meeting of minds and it was decided that Gilhaut would be told he would act as a travelling priest and told to be an adventurer to better understand them and their views while preaching to them the importance of loyalty to the Ancien Regime.

Primary Motivator: Heroism - To find valor and honor through battle or self-sacrifice
Secondary Motivator: Proselytization - To spread a belief system; indoctrinate others
Emotional Disposition: Extrovert
Moodiness: Stable
Outlook: Optimistic (Idealistic, confident, trusting, hopeful, upbeat)
Integrity: Trustworthy
Impulsiveness: Hyperactive
Boldness: Dauntless, audacious, overconfident
Agreeableness: Agreeable
Interactivity: Engaging
Conformity: Orthodox, down-to-earth, mainstream, traditional
Sense of Humour: Crude
Favorite Topics of Conversation: Soldiering, the right of nobility to rule, religion
Quirks, Habits, and Oddities: Laughs Loudly, misquotes religious texts and proverbs
Hobbies and Enjoyments: Drinking, Gambling, Wrestling
Piety: Devout
Favourite Quotes: "Tally-ho, yippety-dip and zing zang spillip! Looking forward to bullying off for the final chukka?", "Oh, dash and blast all this hanging about! I'm as bored as a castratoes wedding tackle. When are we going to see some action?", "If nothing else works, a total pig-headed unwillingness to look facts in the face will see us through.",

Religion: Archeillus:

Protector of the Nobility
Lesser God
Alignment: LG
Domain: Life
Symbol: A lion’s head or mask, usually crowned
Garb: Nobles’ finery, formal robes of office, royal vestments and regalia including crown, scepter, signet ring, coat-ofarms, chalice, royal seal, and sovereign orb
Favored Weapon: Longsword
Form of Worship and Holidays: Lavish ceremonies held on High Holy Days. Regional and local festivals held according to the traditions and customs of individual noble families.
Typical Worshippers: Many nobles, Foerdewaith traditionalists, some magistrates and judges in remote provincial areas of the Kingdoms of Foere

Archeillus once stood below only Thyr himself in the pantheon of the ancient Kingdoms of Foere. Though the first overking, Macobert, claimed familial descent from the sea god Quell, it was by virtue of the laws and customs of Archeillus that he claimed rightful rule over all the kingdoms and their client states. Despite these once heady heights of influence across the whole of Akados, with the decline of Foere, so too has the worship of Archeillus seen its decline. This has arguably been furthered by the slow increase of support for the foreign deity Mitra as the divine patron of the Foerdewaith sovereignty, a trend whose beginnings can be traced back to the time of the great, great, grandson of Macobert, Osbert II, some seven centuries ago.

Still an important god of the Foerdewaith, his religion is now often seen as old-fashioned or outdated, though he remains revered among many of the old noble families, especially in the more backwater areas. This devotion often even includes noble families that are not of Foerdewaith descent or rulers of lands outside Foere’s sphere of influence. This is in large part because veneration of Archeillus is traditionally seen as a support of the current ruling class and serves to justify maintenance of the status quo of power among adherents. As a result of this common understanding, despite the fact that Archeillus is inherently a god of law and good, his religion is used by many a less-benign tyrant as means to consolidate and hold power with a veneer of legitimacy. The established church of Archeillus officially finds this practice repellant but also finds it prudent to not try and identify those who should or should not rule because of the inherent risk of opposing a true believer who has merely been mischaracterized by his subjects or, even worse, finding themselves forced to choose sides and ending up on the losing end of a political power struggle.

With its loss in influence over the last few centuries and the inevitable reduction in the number of followers, the clergy of Archeillus has learned to step carefully and walk a fine line between clearly upholding the morality and rule of just law represented by Archeillus and stepping cautiously to avoid upsetting the apple cart of local politics that could result in them being completely removed from the halls of power and spheres of influence altogether. Many priests of Archeillus take comfort in the oft-quoted axiom, “he that rules does so but by the will of Archeillus,” allowing responsibility for the issue of rightful rulership to fall squarely upon the shoulders of the god himself. They trust that Archeillus’s wisdom will sort out the details rather than muddying the waters by the machinations and inevitable disasters wrought by imperfect mortals, which is perhaps what the god has intended all along.

Notes and stuff:

Rolls Str 16, Dex 9, Con 13, Int 8, Wis 16, Cha 16.
* Variant Human +1 Str (17) +1 Dex (10) Human Feat +1 Con (14)

[dice=Longsword w/divine favor]1d20 + 5[/dice] For [dice=damage]1d8 + 1d4 + 3[/dice]

Tavern Brawler ????
Accustomed to rough-and-tumble fighting using whatever weapons happen to be at hand, you gain the following benefits:
• Increase your Strength or Constitution score by 1, to a maximum of 20.
• You are proficient with improvised weapons and unarmed strikes.
• Your unarmed strike uses a d4 for damage.
• When you hit a creature with an unarmed strike or an improvised weapon on your turn, you can use a bonus action to attempt to grapple the target.