Kevoth-Kul

Karl Gufstass's page

153 posts. Alias of Filios.


Classes/Levels

Human Male Cleric (Acolyte) 4 ; AC: 18; HP: 28/28; passive perception 16; passive insight 16; Init +0; Saves: Wis +6, Cha +3; HD 4/4; Spells Lvl1: 3/4 Lvl2: 0/3

About Karl Gufstass

Karl Gufstass, Male Human, Cleric (Acolyte) of Helm, God of Protection - 4
HP21/21, AC 18, Initiative +0, Speed: 30'
CG
Proficiency +2
Inspiration
STR 16 DEX 10 CON 13 INT 8 WIS 18 CHA 12

Attacks:

MW Mace 1d20+5, 1d6+3 Bludgeoning Damage
2 Hand Axes 1d20+5, 1d6+3 Slashing Damage (20/60)
Spell Attack 1d20+6, DC: 14
Shield Bash 1d20+5, 1d6+3 Bludgeoning Damage

Proficiencies:

Saving Throws: Wisdom (+6), Charisma (+3)
Skills: Insight (+6), Persuasion (+3), Perception (+6), Medicine (+6), Religion (+3)
Weapons: All Simple and Martial Weapons
Armor: Light, Medium and Heavy Armor and Shields
Tools: None
Languages: Common, Dwarven
War Caster (Feat) You have advantage on Con saves that are made to maintain your concentration on a spell when you take damage. You can perform the somatic components of spells even when you have weapons or a shield in one or two hands. When a hostile creature's movement provokes an opportunity attack from you, you may use your reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature.

Other Class, Race and Background Features:

CLASS FEATURES:
Channel Divinity - Turn Undead When you use your Channel Divinity, you choose which effect (Turn Undead or Domain) to create. You must finish a short or long rest to use your Channel Divinity again. DC=15. As an action you present your holy symbol and speak a prayer censuring the undead. Each undead within 30 feet that can see or hear you must make a Wisdom saving throw. If it fails, it is turned for 1 minute or until it takes damage. A turned creature must spend its turns trying to move as far away from you as it can, and it cannot willingly move within 30 feet of you. It also cannot take reactions. For its action, it can only use its Dash action to escape from an effect that prevents it from moving. If there is nowhere to move, the creature can use the Dodge action.
Domain: Life
Domain Spells: bless, cure wounds, lesser restoration, spiritual weapon
Bonus Proficiency: You gain proficiency with Heavy Armor
Disciple of Life: Whenever you use a spell of 1st level or higher to restore HP to a creature, the creature regains additional HPs equal to 2+ the spell's level.
Channel Divinity - Preserve Life: As an action you present your holy symbol and evoke healing energy that can restore a number of HP equal to 5X your cleric level (15). Choose any creatures within 30 feet of you, and divide those HP among them. This feature can restore a creature to no more than one half of its maximum HPs. You cannot use this feature on undead or constructs.
SPELLS PREPARED - Save DC: 13
Cantrips (4)
Guidance
Light
Spare The Dying
Sacred Flame
1st Level(4)
Bless
Cure Wounds
Guiding Bolt
Detect Magic
Protection from Evil
2nd Level (3)
Aid
Warding Bond
Lesser Restoration
Prayer of Healing
Spiritual Weapon
BACKGROUND FEATURES:
Shelter of the Faithful You command the respect of those that share your faith, and you can perform the religious ceremonies of your deity. You and your adventuring companions can expect to receive free healing and care at a temple, shrine, or other established presence of your faith, though you will need to provide the material components for such spells. Those who share your religion will support you, but only you, with a modest lifestyle.

Inventory:

Coins & Gems:
PP:
GP: 150
EP:
SP:
CP:
Gear:
Masterwork Mace, Chainmail, 2 Handaxes, Shield, Explorer's Pack: (Includes a backpack, a bedroll, a mess kit, a tinderbox, 10 torches, 10 days of rations, a waterskin, and 50' hempen rope), Holy Symbol (Amulet of Helm - a gauntlet with an eye on it), (2) Potion of Healing (2d4+2)

Personal Characteristics:

Alignment: Chaotic Good
Personality: I see omens in every event and action. The gods try to speak to us, we just need to listen.
Ideal: Change - We must help bring about the changes the gods are constantly working in the world.
Bond: Everything I do is for the common people.
2nd Bond: Band of Brothers (and Sisters) - Your companions have saved your life and you theirs multiple times. You’ve learned to trust and rely on each other
Flaw: I am inflexible in my thinking.

Back Story:

Karl Guftass was born into the Clan of the Bear in the northern mountains of Avonali, and his father, Gar Guftass, was well-known in the northern frontier as the Huscarl of the Clan. Karl realized at an early age that he did not quite fit into the role that the Huscarl dreamed of for his son. Everyone recognized that Karl was quick-witted and brighter than most of his brothers and fellow tribesman. His father dreamed of Karl taking on the role of Bear Clan Shaman and advisor to the Huscarl.

Karl had a different calling. He was devoted to Helm, and he lived to preach the words and teachings of his god. The training he undertook as a youth translated into a love of tactics and strategy in battle that belied his Northman origins where battle was based upon savagery and wild abandon.

As the nomadic Clan of the Bear traveled between other tribes for trade, he encountered a wizened old Shaman of the Ogrebanes that further uncovered the devotion of Helm that Karl possessed through his teachings of the deity of animal totems worshiped by the Ogrebanes. Karl decided to remain with the Ogrebanes long after his Clan moved on. This disappointed his father, the Huscarl, and it was made clear that while he was not banished, that until he was willing to accept the mantle of a true Shaman, then he would not be welcome.

Karl spent the next year with the Ogrebanes, and he began steeped in the knowledge and worship of Helm. Karl began to explore his desire to head to the more settled areas of Avonali to preach the teaching of Frey in the temples and shrines constructed in these outposts of civilization. It would give him the opportunity to spread the teachings and worship of Helm. So, he set out on his own.