About Keeper BrinHeritage Halfling, Twilight Touched
STR 14
Combat:
Speed 40 ft Armor Class 20 (+5 dex, +5 wis) Hit Points Dagger +8, 1d4+5,
Proficiencies & Bonus:
Bonus +3 Armor none Weapons simple Tools herbalism kit, cartographer's tools Saving Throws constitution, wisdom, charism Skills acrobatics, insight (exp-sense motive), medicine (exp-all; field medicine), persuasion (exp-negotiating, seeking aid), religion (exp-draconic pantheon), sleight of hand (exp-pickpocket), stealth, survival (exp-foraging) Languages Common, Draconic*, Halfling Feats:
Fortunate (3 luck rerolls / day) Intuitive (+1 wisdom, bonuses to perception, insight) Physician (+wis bonus in HP to stabilize, hit die+1d6+4 once/rest) Tenacious (+1 constitution, proficient con saves) Fey Touched (+1 wisdom, misty step & hideous laughter each 1/day) Weapons & Gear:
Short Bow +1 Dagger (1d4 piercing; 2gp, 1#, dual wielding, finesse, simple) Acrobat's Staff (1d4 bludgeoning; 3gp, 2#, finesse, versatile-1d6) Bandage (x10; 1 gp) Healer's Satchel (x2; 10gp(5), 20 uses; 3#) divine focus - amulet (5 gp; 1#)) priest's pack (19 gp; backpack, blanket, 10 candles, tinderbox, alms box, 2 blocks of incense, censer, vestments, 2 Supply, waterskin) Pearl of Power (300 gp; regain 1 spell of up to 3rd level) Stone of Good Luck (350 gp; +1 to ability checks and saving throws) wealth: 10 gp Spells (prepared: 10; DC 16, att +8):
Cantrips - guidance*, spare the dying*, thaumaturgy*; arcane muscle, light, mending, produce flame 1st (4) - cure wounds*, expeditious retreat*, feather fall*, healing word*, shield of faith*, tasha's hideous laughter*; bless, command, guiding bolt, sanctuary 2nd (3) - blur*, lesser restoration*, misty step*, prayer of healing*, web*; force of will, spiritual weapon, warding bond 3rd (2) - beacon of hope*, haste*, mass healing word*, slow*; dispel magic, revivify, tongues Heritage (Halfling, Twilight Touched) & Culture (Tunnel):
Speed Your base Speed is 25 feet. Fleet of Foot Your base Speed increases to 35 feet. Fearless You are immune to the effects of the frightened condition , whether caused by magic or by natural phenomena. You might still feel fear, but you are able to ignore it; alternatively you might be unable to even experience that emotion, and are unable to understand it in others. Halfling Nimbleness You can move through the space of any creature that is of a size larger than yours. Lucky When you roll a 1 on the d20 for an ability check, attack roll, or saving throw, you can reroll the die and must use the new roll. Darkvision You can see in dim light within 30 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. Telepathy You can speak telepathically to any creature within 30 feet of you that you can see. The creature understands you only if the two of you share a language. You can speak telepathically in this way to one creature at a time. Rebellious Tactics You gain proficiency with one of the following skills: Acrobatics, Deception, Nature, or Stealth. Slippery When you are grappled, you can use your reaction to automatically escape that grapple. Once you have used this trait, you cannot do so again until you finish a long rest. Trained Filcher You gain proficiency in Sleight of Hand, and you gain an expertise die when picking a pocket or otherwise taking an item without notice. Languages You can speak, read, write, and sign Common and Halfling.
Cleric / Healer / Speed Domain:
Defensive Blessing: Armor of Conviction While you are not wearing any armor or wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier. Also, in addition to the spells you normally prepare, you always have shield of faith prepared. Sacred Call: Clerical Charisma Crowds find your public presence irresistible. You gain proficiency in the Performance skill. Whenever you use Performance to deliver a sermon or to sing holy songs in a town or city, even on a failed check other than a natural 1, you still attract a crowd of people no smaller than your spell save DC. Channel Divinity At 2nd level, you are able to channel the energy of your greater entity directly, and use it for a variety of magical effects. You start with two of these effects: Turn Undead and an additional effect dependent on your chosen Cleric Archetype. You may choose which Channel Divinity effect to create each time you use this feature. You must then finish a short or long rest before you’re able to Channel Divinity again. Channel Divinity: Turn Undead As an action, you present the holy symbol of your greater entity and speak a divine word, rebuking the undead. Each undead creature within 30 feet that can see or hear you must make a Wisdom saving throw. If the creature fails it is turned for 1 minute or until it takes damage from any source. A turned creature must use its turns trying to move as far away from you as possible. It cannot willingly move to a space within 30 feet of you. It also cannot take reactions. On its action, it can use only the Dash action or try to escape any effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action. Principle of Devotion: Rule of Ritual At 2nd level, you commit to an act of devotion. You make formal religious observances and perform ritual timekeeping. You can spend 1 hour during a long rest to make these observances, and if you do you only need 4 hours of sleep instead of the normal 6. You learn the guidance cantrip if you do not already know it, and when you grant expertise dice with a spell of 1st-level or higher, the expertise die you grant increases by one step. Signs of Faith: Compassionate Nurse Your insight and sympathy more than make up for your lack of formal medical training. You gain an expertise die on Medicine checks. In addition, you may always choose to use Wisdom when making Medicine checks. Ability Score Improvement +2 to Dexterity. Sacred Office: Auspicious Collaborator The higher powers you are attuned to have witnessed your deeds and bestowed upon you a quality of worthiness. Your requests for aid are perceived as opportunities for partnership rather than impositions. People of all backgrounds are more drawn to help you than they would ordinarily be. You gain one specialty chosen from Culture or Persuasion, and you gain an expertise die on Persuasion checks related to seeking aid. Empowered Turning: Turn Ideology Choose one of the following: Chaotic, Evil, Good, or Lawful. When you use Turn Undead, you can also choose to affect creatures with the chosen alignment trait.
Heal Up Starting at 1st level when you choose this archetype, you may add your Wisdom modifier to the hit points restored by healing spells of 1st-level or higher. Small Mercy Also at 1st level, you’re given the power to improve the chances of allies wounded on the battlefield. You learn the spare the dying cantrip. This does not count against your number of known cantrips. Better than Cure Beginning at 2nd level, you may interject to prevent harm to your allies. When an ally within 30 feet of you is hit with an attack that deals nonmagical bludgeoning, piercing, or slashing damage, you may use your reaction to halve the damage. At 8th level, you may negate all of the attack’s damage. Once you have used this feature a number of times equal to your proficiency bonus, you can’t do so again until you finish a long rest. Celerity in Thought and Action When you choose this domain at 1st level, your speed increases by 5 feet, and you gain proficiency in the Acrobatics and Insight skills. Channel Divinity: Burst of Speed At 2nd level, you can use your Channel Divinity to grant yourself or another creature greater speed. By using an action to touch a creature, the target adds 10 feet to its base speed. It also gains the benefit of a bless spell, but only on attacks and saving throws that rely on Dexterity. This lasts a number of rounds equal to 3 + your Wisdom modifier.
Appearance:
In a world of larger folk, few people take notice of the little people that move about their realms. In his simple brown and tan traveler's robes, slimly built and standing less than three and a half feet tall, Brin is similarly easy to miss. Though of a similar height, a direct glance at him notes him apart from his kin. His flesh is a pallid gray, his face bears gaunt, angular features, and save for slim eyebrows and patchy sideburns, his head is devoid of hair. On paper, Brin's appearance sounds quite unsettling. But there is a kindness in both his eyes and bearing, something so powerful that it cannot be ignored. His voice is soft, and rarely varies in tone, yet carries a gentle strength and wisdom in its words.
Personality:
Brin is a kind and humble soul. Born of a nature to serve his people as a Gloamkith, Brin's calling to The Mercy's seven-pointed star has only extended this to all those in need of help or aid. He is wisened beyond his years, and seeks to think before acting, yet will not hesitate to step in when innocent lives are in danger. He bares little worldly desire, seeing himself as an instrument to ease the suffering of others, yet enjoys a hearty meal, or the laughter of friendship (though rarely does such a sound escape his lips). He is loyal to those he deems honest, and his gentle manner can put even an aggressive foe at ease.
Background:
Among the Kindar ("halfling" in their tongue), there are legends that tell of a line of their people that once lived silently in the shadowlands, bound in thought and word of mind. They intuitively knew the needs of each other, and served their clan wholely. Though lost to history, the gift of these ancestors still occasionally returns in the current age. Those born so marked are known as the 'gloamkith', these rare members of the Kin are noted as seers, mentors, healers, and shepherds of the scattered halfling people.
Bronalin Underhill, the fourth child of Calkirn (Cal) and Elivette (Ivy), was born so marked. Both parents were surprised, for neither's lineage had lent forth the gift in known time, yet the baby's nature was unmistakable. Little Brin grew up among his siblings, loved by his family in their simple home. His parents offered their obligations to Tamara, the Dragonness of Hearth and Healing, and from an early age, Brin learned to offer up his prayers as his parents did. Nearing Brin's 17th birthday, he miraculously mended the broken leg of his younger sister, Winny. About the same time, another Gloamkith wandered through thier small hamlet. Though others had come through in years past, they had always left Brin with his family, saying it was not his time. Now apparently, it was. Keeper Teron was a wisened old wanderer who traveled as a healer of the sick and infirm. He saw in Brin's nature and faith the gifts to carry on his legacy. And so, Brin left his family behind, to learn the path set before him. For years he traveled with Keeper Teron, who taught him much, and helped deepen his faith in Tamara. In thirteen years they traveled the lands, often wandering into the realms of the Dark Dragon Lords, where they had to move swiftly and keep to the shadows. In these places most were their gifts needed, where they brought both healing and hope to the downtrod masses. In those last few years with the Keeper, the old man became increasingly weak. One winter, as they sheltered in a small hut in the hinterlands between two kigndoms, Keeper Teron shared one last lesson. That not every wound can be healed and all life comes to an end, yet there is always another life that need's a shepherd's guidance. With a quiet smile, Keeper Teron passed to Brin both his worldly effects and the title of Keeper.
Future Feats?:
Telekinetic (+1 wisdom, mage hand, kinetic shove) Practiced Expert (+1 wisdom, 1 skill, double bonus in a skill) Squat Nimbleness (+1 dexterity, +5 speed, acrobatics or athletics) Stealthy (+1 dexterity, stealth or double bonus to stealth, move exposed for 10 feet if end back hidden) Battle Caster Mystical Talent (choose list: 2 cantrips, 1 1st-level) Power Caster (double range, no cover, 1 cantrip) Skirmisher (speed +10, ignore difficult terrain, attack prevents opportunity attack) Spellbreaker (Purge Magic maneuver, disadvantage for concentration, magic resistance if within 30 ft) Surgical Combatant (Dangerous Strikes maneuver, Medicine expertise) Survivor (all sorts of goodies) |