Sheriff Belor Hemolock

Mortimer Timos's page

18 posts. Alias of ArchLich.


Full Name

Mortimer "Mort" Timos

Race

Human

Classes/Levels

Cleric/6

Gender

male

Size

med

Age

26

Special Abilities

Cleric: Alignment Aura, Spontaneous Casting (heal), Turn Undead (5x/day), High wisdom gains bonus spells daily, Death domain grants death touch 1/day

Alignment

LN

Deity

Valdis

Location

Lukasport, from Boarsgrove

Languages

common, regional (Anglest), celestial, orc

Occupation

Umbrian Cleric of Death

Strength 12
Dexterity 12
Constitution 12
Intelligence 12
Wisdom 17
Charisma 14

About Mortimer Timos

Description: Black, shaved head. He has a serious demeanour. He smiles politely but it rarely touches his eyes.

Strength 12 (+1)
Dexterity 12 (+1)
Constitution 12 (+1)
Intelligence 12 (+1)
Wisdom 17 (+3)
Charisma 14 (+2)

Size: Medium
Height: 5' 9"
Weight: 180 lb
Skin: Light
Eyes: Gray
Hair: Black; Wavy; Average Beard

Domains: Death & War
Energy: Positive [Healing / Turns Undead]
Total Hit Points: 42
Speed: 30 feet
Armour Class: 17=10+5 (+1 chain shirt) +1 (ring of protection) +1 Dexterity
Touch AC: 12
Flat-footed: 16
Initiative modifier: +5 = +1 [dexterity] +4 [improved initiative]

Fortitude save: +7 = 5 [base] +1 [constitution] +1 [cloak of resistance]
Reflex save: +4 = 2 [base] +1 [dexterity] +1 [cloak of resistance]
Will save: +9 = 5 [base] +3 [wisdom] +1 [cloak of resistance]
Attack (handheld): +5 = 4 [base] +1 [strength]
Attack (unarmed): +5 = 4 [base] +1 [strength]
Attack (missile): +5 = 4 [base] +1 [dexterity]
Grapple check: +5 = 4 [base] +1 [strength]

Light load:43 lb. or less
Medium load:44-86 lb.
Heavy load:87-130 lb.
Lift over head:130 lb.
Lift off ground:260 lb.
Push or drag: 650 lb.

Languages: Common, Regional (Anglest), Celestial, Orc

Dagger
[to hit: +5, Damage: 1d4+1, crit 19-20/x2, range inc 10 ft., 1 lb., light, piercing]
Morningstar
[to hit: +5, Damage: 1d8+1, crit x2, 6 lb, one-handed, bludgeoning]
Light Crossbow
[to hit: +5, Damage: 1d8, crit 19-20/x2, range inc 80 ft., 4 lb, piercing]
Javelin
[to hit: +5, Damage: 1d6+1, crit x2, range inc 30 ft., 2 lb, piercing]
Scythe
[to hit: +7, Damage: 2d4+2, crit x4, 10 lb., two-handed, piercing or slashing, +1 magical weapon]

Death Touch (domain power) 30' Ranged touch attack (due to feat reach spell) 6d6 if equal to or greater then current hitpoints, subject dies no save.

Skills

Spoiler:
Appraise Int 1 = +1
Balance Dex* 0 = +1 -1
Bluff Cha 2 = +2
Climb Str* 0 = +1 -1
Concentration Con 9 = +1 +8
Craft_(base) Int 1 = +1
Diplomacy Cha 6 = +2 +4
Disguise Cha 2 = +2
Escape Artist Dex* 0 = +1 -1
Forgery Int 1 = +1
Gather Information Cha 2 = +2
Heal Wis 5 = +3 +2
Hide Dex* 0 = +1 -1
Intimidate Cha 2 = +2
Jump Str* 0 = +1 -1
Knowledge (arcana) Int 3 = +1 +2
Knowledge (history) Int 3 = +1 +2
Knowledge (religion) Int 7 = +1 +6
Knowledge (planes) Int 2 = +1 +1
Listen Wis 6 = +3 +3
Move Silently Dex* 0 = +1 -1
Perform_(base) Cha 2 = +2
Profession_(base) Wis 3 = +3
Ride Dex 1 = +1
Search Int 1 = +1
Sense Motive Wis 3 = +3
Spellcraft Int 6 = +1 +5
Spot Wis 6 = +3 +3
Survival Wis 3 = +3
Swim Str** -1 = +1 -2
Use Rope Dex 1 = +1
* = check penalty for wearing armor

Know Religion >=5 ranks gives +2 on turn/rebuke the undead.

Mortimer "Mort" Timos's Equipment:

Spoiler:

Darkvision Potion
Hide from Undead potion x2
Hide from Animals potion x2
Cure Light Wounds potion x2
Quaal’s Feather Token- swanboat

+1 chain shirt
+1 scythe
Ring of sustenance
Ring of protection +1
Cloak of resistance +1
Wand of cure light wounds (50 charges left)

Morningstar
Javelin x3
Dagger
Light Crossbow
Crossbow bolts (quiver of 10) x1
Backpack
Manacles x1
Mirror
Rope (50', silk) x1
Signet ring
Holy symbol (wooden)
Spell component pouch
Lantern
Alchemists Fire x2
Antitoxin
Tinder Twig x5
Flint & Steel

42 lbs of weight

Money:

Spoiler:

cp:10
sp:19
gp:33
pp:4
gems: none

Feats

Spoiler:
Feats:
Improved Initiative [+4 int]
Discipline of the Sun [spend two turn checks to destroy undead instead of turning]
Quicken Turning [turn check as a free action]
Reach Spell [touch spells can be used as 30’ reach spell]
Weapon Focus Scythe
Weapon Focus [war domain, sect weapon]

Spell List:

Spoiler:

Zero-level Cleric spells: 5 per day
- Detect Magic: Detects spells and magic items within 60 ft.
- Resistance: Subject gains +1 on saving throws.
- Detect Magic: Detects spells and magic items within 60 ft.
- Detect Poison: Detects poison in one creature or object.
- Light: Object shines like a torch.

First-level Cleric spells: 4 (3+1) per day +1 from a domain:
- Detect Chaos/Evil/Good/Law: Reveals creatures, spells, or objects of selected alignment.
- Shield of Faith: Aura grants +2 or higher deflection bonus.
- Protection from Chaos/Evil/Good/Law: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
- Inflict Light Wounds: Touch deals 1d8 damage +1/level (max +5).
D- Cause Fear: One creature of 5 HD or less flees for 1d4 rounds.

Second-level Cleric spells: 4 (3+1) per day +1 from a domain:
- Silence: Negates sound in 20-ft. radius.
- Hold Person: Paralyzes one humanoid for 1 round/level.
- Inflict Moderate Wounds: Touch attack, 2d8 damage +1/level (max +10)
- Resist Energy: Ignores 10 (or more) points of damage/attack from specified energy type.
D- Spiritual Weapon: Magic weapon attacks on its own.

Third-level Cleric spells: 3 (2+1) per day +1 from a domain:
- Mark of Doom: Subject takes 1d6 damage for each hostile action. (PHB 2)
- Dispel Magic: Cancels spells and magical effects.
- Ring of Blades: Blades surround you, damaging other creatures (1d6 damage +1/level)
D- Magic Vestment: Armour or shield gains +1 enhancement per four levels.

Background Part I

Spoiler:

I started my life in a simple manner. I worked at home even as a child and then later in the fields. I was the youngest of three children. My father ran the local adventurers shop so I would watch with excitement when the heroes would come to my father’s store to buy supplies (paying in gold!) and check the board that my father had up in his shop. My mother was a local washer woman and disapproved of me spending time around adventurers. My father taught me my letters but it was my mother that got me my job in the fields. Now my mother loved me dearly but she always seemed very concerned about the “corrupting influences of the sordid grave looters”.

Our small town of Boarsgrove, so named for the population of local pigs, grew slowly in wealth as my childhood years went by. Jonus left for a year when he turned 16 to learn the art of trading with a caravan master who knew my father. My sister, Frya, blossomed into a beautiful woman. She was wooed by different suitors but eventually married a merchant who was a very minor noble. She moved away to live with him of course.

When I was 16 some adventurers warned our town of an attack by some raiders. The adventurers said they were going to attack the raider’s camp but we should be ready if they didn’t stop them all. The town marshalled its defences and I was drafted into the militia. We waited and waited and then our dread became manifest as dusk came down on the town so too did the raiders. Humans and goblinoids charged. The battle was ugly and we were inexperienced but we were defending our homes. If you go to Boarsgrove you can see the memorial with the names of the fallen... including my grandfather, Ciree. As I was told, I was but a hairsbreadth from joining those on that list. I had taken a poisoned barbed goblin arrow high in my chest. I had a high fever and was in a coma for a week. When I awoke it took me another week to be on my feet. My wounds healed eventually but something in me had changed. I had strange dreams that would first only take me at night but later in the day as well. People believed I had been taken by a black mood but my mind simply could not get beyond the idea of death. Later I realized the dreams were in fact visions given to me by Death herself.

That is how I came on to the path of my life. I am now a cleric of Valdis the Goddess of Death. I adventured for a while with some fellows who travelled through our area. We did the normal things, killing goblins, hunting wayward orcs and even we once took down a dire elk. The elk’s head we gave to a local lord, I believe his name was Temer Hansol, as a trophy and to this day it still hangs in his halls. Though I hear he tells the tale that he killed it on a hunt.

Later I took up with the “Grim Quartet”. I never liked the name and they never explained why there were five of them… but I digress. With them I learned the usefulness of always carrying rope, a pole, a source of fire and antitoxin.

Family Tree:

Spoiler:

Dakerious (Father)
Worla (Mother)
Jonus (Brother, Eldest Child)
Frya (Sister, married, Middle Child)
Archabold (Grandfather, deceased -village raid)
Ciree (Grandmother, deceased -hit by wagon)
Mortimer (Father’s Brother, deceased -died as a child, drowned while swimming)

? (Grandfather, mother's side)
? (Grandmother, mother's side)

Possible Adventure Hooks:

Spoiler:
-Freya (his sister) is in an abusive relationship and sends a secret missive to her family for help.
-His mother’s family was never talked about because her father was actually part of a thief’s guild and she never wanted her family to be involved in dishonest business.
-His brother secretly resents Mortimer’s freedom but is having supply problems. He needs Mortimer to talk to his supplier in the city and deal with the problem.

Code of Discipline:

Spoiler:

    *Meditate on death and dying for ½ hour each day.
    *Be polite for it costs nothing but gives dignity.
    *Explain the afterlife to those that ask or to those that fear death.
    *Send those marked to the next realm without mercy or malicious.
    *Track and destroy those that try and cheat death. (The largest offenders are wizards, vampires, liches, etc.)
    *Do not try to cross the laws of man but always follow the laws of your god.
    *Valdis’ word is law, her church’s word is law, a superior (higher level) clerics word is law.
    *To touch a cleric of Valdis is the same offence as touching Valdis. To harm a cleric of Valdis is the same as trying to harm Valdis. To help a cleric of Valdis is to help Valdis.
    *You must never cross you word. For it is the word of Valdis.
    *To break an agreement with Valdis is an offence and makes an agreement become as if it had never been said.

Experience: 15,000 (next level at 21,000)