Gonton

Kertak's page

60 posts. Alias of Steve Geddes.


Full Name

Kertak

Race

Human

Classes/Levels

Cleric (5) of Ilmater AC - 18 (1 Str Dmg) HP 18 (36) Init +1 Saves: +3Str +1Dex +2Con -1Int +7Wis +5Cha Spell Slots - 1st Level 3/4 2nd Level 2/3 3rd Level 2/2

Gender

Male

Age

58

Alignment

Neutral good

Languages

Common

Strength 16
Dexterity 12
Constitution 14
Intelligence 9
Wisdom 19
Charisma 15

About Kertak

Appearance/History:

Kertak is an old, white haired man with a wiry frame and a weathered face from years spent working aboard a Zhentarim ship as little more than a slave. Although life was cheap, he managed to endure years of hard labor under gruelling conditions and found favour with Ilmater who blessed him with the ability to alleviate the suffering of his fellow indentured servants.

The raiding ship he was stationed on eventually fell foul of one of the Zhentarim’s many enemies and sank. Swimming to shore, Kertak found himself an unexpectedly free man late in life and began wandering as an itinerant priest. As he worked his way west across Faerun, he fell in with various adventuring companies for brief periods of time and has spent the last five years as a healer for a variety of adventuring bands, the most recent of which disbanded in Waterdeep, leaving him looking forward to the next phase of the life Ilmater has laid out for him.

Although he prefers a peaceful resolution to conflict where possible, he is not a pacifist, recognising that sometimes violence is the only option. When that happens, he looks to minimise cruelty as much as possible.

Having come to his faith in isolation, he is something of an outcast from the church of Ilmater and has very little in the way of formal education in the church's tenets. Nonetheless, he is a devout worshipper, albeit one who walks a different path than most clerics of his faith.

Background:
Sailor

Proficiencies:
Light armor, medium armor, heavy armor, shields, Simple Weapons, Navigator Tools, Vehicles (watercraft)

Equipment:
Splintmail (damaged), Mace, Shield, Holy Symbol of Ilmater, Priest’s pack, 50 feet silk rope, lucky charm, common clothes, healer’s kit, 2 flasks Holy Water, 300gp worth of diamonds, 45 gp

Speed - 30 feet
5 hit die (5d8) - Hit Points: 36
AC: 19 18 due to damaged Armor)

[dice=Strength save]1d20+2[/dice] -1 Str
[dice=Dexterity save]1d20+1[/dice]
[dice=Constitution save]1d20+2[/dice]
[dice=Intelligence save]1d20-1[/dice]
[dice=Wisdom save]1d20+7[/dice]
[dice=Charisma save]1d20+5[/dice]

Class Features and Feats:

War Caster: Advantage on Con saves to maintain concentration. Can perform somatic components even with both hands full. Can cast 1-action, 1-target spells when movement grants an opportunity attack.

Life Domain
Disciple of Life – Healing spells of level one or greater add (2 + spell level) hit points
Channel Divinity:
Turn Undead – Each undead within 30 feet must make Wisdom save or be turned for 1 minute (or until takes damage). Undead of CR ½ or lower are destroyed.
Preserve Life – heal 5xCleric level hit points spread amongst creatures within 30 feet, none can gain hit points to take them beyond half.

Attacks:
[dice=Mace]1d20+5[/dice],[dice=Damage]1d6+2[/dice] -1 Str

Spellcasting:
Spell Save DC: 15
Spell Attack: +7
1st Level Spell Slots: 4
2nd Level Spell Slots: 3
3rd Level Spell Slots: 2

Cantrips:
Light: Action – Object sheds bright light 10 feet radius, dim light further twenty feet for one hour.
Resistance: Action (C) – One creature can roll 1d4 bonus to a single save before the spell ends. Lasts up to one minute.
Sacred Flame: Action – Creature within sixty feet must make Dex save, no cover to avoid radiant damage.
[dice=Sacred Flame]2d8[/dice]
Spare the Dying: Action – living creature on zero hit points becomes stable.

Spells (lvl 1):
Bless: Action (C) - three creatures within 30 feet can add 1d4 to any attack roll or saving throw. Lasts up to one minute.
Cure Wounds: Action – touched creature regains hit points.
[dice=Cure Wounds]1d8+7[/dice]
(Enhanced – every slot above 1st adds 1d8)
Bane: Action (C) – Up to three creatures within 30 feet make Charisma saves or suffer -1d4 on all attack rolls and saves.
(Enhanced – every slot above 1st adds one creature)
Healing Word: Bonus Action - 1 creature within 60 feet I can see healed
[dice=Healing Word]1d4+7[/dice]
(Enhanced - every slot above 1st adds 1d4).
Shield of Faith: Bonus Action (C) – one creature within sixty feet gains +2AC for up to ten minutes.

Spells (lvl 2):
Lesser Restoration: Action – touched creature ends one condition of – disease, blinded, deafened, paralyzed or poisoned.
Spiritual Weapon: Bonus Action – floating, spectral weapon doing force damage appears within sixty feet and attacks foe within five feet. Each turn can move twenty feet and attack as bonus action.
[dice=Spiritual Weapon]1d8+4[/dice]
(Enhanced – ever two slots above 2nd adds 1d8 damage).
Prayer of Healing: 10 minutes casting time – Up to six creatures within thirty feet of me regain hit points.
[dice=Prayer of Healing]2d8+8[/dice]
(Enhanced – add 1d8 healing for every slot above second).
Blindness/Deafness: Action – one creature within thirty feet must make a Constitution save or be blinded or deafened for one minute. Can make a save at the end of each of its turns.
(Enhanced – each slot above 2nd adds one creature).

Spells (lvl 3):
Beacon of Hope: Action (C) – Any number of creatures within thirty feet gain advantage on Wisdom and Death saving throws for up to one minute. All healing gained is maximum possible.
Revivify: Acion – one touched creature who has died in the last minute returns to life with one hit point. Uses up 300gp of diamonds.
Life Transference: Action – one creature within thirty feet gains hit points equal to twice the damage Cleric takes plus five.
[dice=Life Transference]4d8[/dice]
(Enhanced – each slot above 4rd increases damage taken by 1d8).
Mass Healing word: Bonus Action – up to six creatures within sixty feet regain hit points.
[dice=Mass Healing Word]1d4+9[/dice]
(Enhanced – each slot above 3rd adds 1d4 dice).
Remove Curse: Action – all curses affecting one touched creature or object end.

Skills:
[dice=Athletics]1d20+2[/dice] -1 Str
[dice=Acrobatics]1d20+1[/dice]
[dice=Sleight of Hand]1d20+1[/dice]
[dice=Stealth]1d20+1[/dice];[dice=Disadvantage]1d20+1[/dice]
[dice=Arcana]1d20-1[/dice]
[dice=History]1d20-1[/dice]
[dice=Investigation]1d20-1[/dice]
[dice=Nature]1d20-1[/dice]
[dice=Religion]1d20-1[/dice]
[dice=Animal Handling]1d20+4[/dice]
[dice=Insight]1d20+4[/dice]
[dice=Medicine]1d20+7[/dice]
[dice=Perception]1d20+7[/dice]
[dice=Survival]1d20+4[/dice]
[dice=Deception]1d20+2[/dice]
[dice=Intimidation]1d20+2[/dice]
[dice=Performance]1d20+2[/dice]
[dice=Persuasion]1d20+5[/dice]