Seoni

Raseri Whitescale's page

946 posts. Alias of AdamWarnock.


Full Name

Raseri Whitescale

Race

HP: 26/26 | AC: 10 | Saves: STR +3 DEX 0 CON +1 INT 0 WIS* +5 CHA* +3 | Perception: +5, Investigate: 0, Insight: +5 |

Classes/Levels

Channel Divinity: 1/2 | Spells: 1st 0/4, 2nd 0/3, 3rd 0/3, 4th 0/1| Arrows: 20, Inspiration: 1, Status:

Gender

CG Female Human(Variant) Cleric(Tempest Domain) 7

Size

Meduim (About 5' 8" and 175 lbs.)

Age

Appears 16, Subjectively 26, Actually several hundred plus, or is she?

Alignment

Chaotic Good

Deity

Thor

Languages

North Tongue, Sylvan, Trade Tongue

Strength 16
Dexterity 10
Constitution 12
Intelligence 10
Wisdom 15
Charisma 11

About Raseri Whitescale

Character Sheet:

Raseri Whitescale
CG Human(Variant) Forgepriestess of Thor (Tempest Domain)
Senses: -
Perception: +5
Investigation: 0
Insight: +5
Passive Perception: 15
Passive Investigation: 10
Passive Insight: 15
Languages: Trade Tongue, Northern Tongue (aka Rune Tongue or Giantish), Sylvan

Defenses
HP: 50 (7d8[8,7,5,7,5,6,5])
AC: 16 (DEX 0, Chainmail Armor +6)

Attack
Melee +6/+4 | Ranged +6/+4 | Spell +5

Unarmed Strike +6
- N/A
- 4 Bludgeoning

Specials
Channel Divinity 2/short rest
- Turn Undead: WIS Save DC 13
-- Undead that fail a WIS save run from you
-- Undead of CR 1/2 or lower are destroyed on a failed WIS save
- Destructive Wrath
-- Maximum result on any Thunder or Lightning damage dice

Thnderbolt Strike
Push back large or smaller creatures hit by lightning or thunder damage

Attributes
STR 16 +3 (Base: 15, Racial +1)
DEX 10 0 (Base: 10)
CON 12 +1 (Base: 12)
INT 10 0 (Base: 10)
WIS 15 +2 (Base: 14, Racial +1)
CHA 11 0 (Base: 11)

Proficiency Bonus: +3

Saving Throws *Proficiency Bonus Applies
STR +3
DEX 0
CON +1
INT 0
WIS* +5
CHA* +3

Skills *Proficiency Bonus Applies
Acrobatics DEX +1
Animal Handling WIS +2
Arcana INT 0
Athletics STR +3
Deception* CHA +3
History INT 0
Insight* WIS +5
Intimidation CHA 0
Investigation INT 0
Medicine* WIS +5
Nature INT 0
Perception* WIS +5
Performance CHA 0
Persuasion* CHA +3
Religion INT 0
Sleight of Hand DEX 0
Stealth* DEX 0
Survival WIS +2

Proficiencies
ARMOR
Light Armor, Medium Armor, Heavy Armor

WEAPONS
Simple and Martial Weapons

TOOLS
Smith's Tools, Jeweler's Tools, Leatherworking Tools, Woodcarving Tools

LANGUAGES
Trade Tongue, Northern Tongue (aka Rune Tongue or Giantish), Sylvan

Human(Variant) Racial Attributes
Ability Score Increase
Two different ability scores of your choice increase by 1.
Selected: Strength, Wisdom

Skills
You gain proficiency in one skill of your choice.
Selected: Perception

Feat
You gain one feat of your choice.
Selected: Magic Initiate - Sorcerer

Feats
Magic Initiate Sorcerer
Choose a class: bard, cleric, druid, sorcerer, warlock, or wizard.
- You learn two cantrips of your choice from that class's spell list.
- You learn one 1st-level spell from that same list. You learn that spell and can cast it at its lowest level. Once you cast it, you must finish a long rest before you can cast it again using this feat.
- Your spellcasting ability for these spells depends on the class you chose: Charisma for bard, sorcerer, or warlock; Wisdom for cleric or druid: or Intelligence for wizard.

Skilled
You gain proficiency in any combination of three skills or tools of your choice.
Selected: Jeweler's Tools, Leatherworking Tools, and Woodcarving Tools

Cleric Class Attributes
Spellcasting
As a conduit for divine power, you can cast cleric spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the cleric spell list.

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.

For example, if you are a 3rd-level cleric, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells.

You can change your list of prepared spells when you finish a long rest. Preparing a new list of cleric spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability
Wisdom is your spellcasting ability for your cleric spells. The power of your spells comes from your devotion to your deity. 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 = 13

Spell attack modifier = 5

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

[/i]Spellcasting Focus[/i]
You can use a holy symbol (see the Adventuring Gear section) as a spellcasting focus for your cleric spells.

Divine Domain Domain Chosen: Tempest
Choose one domain related to your deity: Knowledge, Life, Light, Nature, Tempest, Trickery, or War. The Life domain is detailed at the end of the class description and provides examples of gods associated with it. See the Player’s Handbook for details on all the domains.Your choice grants you domain spells and other features when you choose it at 1st level. It also grants you additional ways to use Channel Divinity when you gain that feature at 2nd level, and additional benefits at 6th, 8th, and 17th levels.

[smaller]Bonus Proficiencies
At 1st level, you gain proficiency with martial weapons and heavy armor.

Wrath of the Storm 2/long rest
Also at 1st level, you can thunderously rebuke attackers. When a creature within 5 feet of you that you can see hits you with an attack, you can use your reaction to cause the creature to make a Dexterity saving throw. The creature takes 2d8 lightning or thunder damage (your choice) on a failed saving throw, and half as much damage on a successful one.

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.

Channel Divinity: Destructive Wrath
Starting at 2nd level, you can use your Channel Divinity to wield the power of the storm with unchecked ferocity.

When you roll lightning or thunder damage, you can use your Channel Divinity to deal maximum damage, instead of rolling.

Thunderbolt Strike
At 6th level, when you deal lightning damage to a Large or smaller creature, you can also push it up to 10 feet away from you.

Domain Spells
Each domain has a list of spells — its domain 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.

Tempest Domain Spells
1st - fog cloud, thunderwave
3rd - gust of wind, shatter
5th - call lightning, sleet storm
7th - control water, ice storm
9th - destructive wave, insect plague

Channel Divinity 2/short rest
At 2nd level, you gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You start with two such effects: 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.

Channel Divinity: Turn Undead Save DC: 13
As an action, you present your holy symbol and speak a prayer censuring the undead. 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 CR 1/2 or lower
Starting at 5th level, when an undead fails its saving throw against your Turn Undead feature, the creature is instantly destroyed if its challenge rating is at or below a certain threshold, as shown in the list below.

5th - CR 1/2 or lower
8th - CR 1 or lower
11th - CR 2 or lower
14th - CR 3 or lower
17th - CR 4 or lower

Channel Divinity: Destructive Wrath
Starting at 2nd level, you can use your Channel Divinity to wield the power of the storm with unchecked ferocity.

When you roll lightning or thunder damage, you can use your Channel Divinity to deal maximum damage, instead of rolling.

Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.
Selected: 4th - War Caster


Spells:

Magic Initiate Feat
Spell Save DC: 11
Spell Attack Bonus: +3
Cantrips At Will
- Booming Blade
- Shocking Grasp
1st 1/long rest
- Witch Bolt

Cleric
Spell Save DC: 13
Spell Attack Bonus: +5
Domain:
- 1st: fog cloud, thunderwave
- 2nd: gust of wind, shatter
- 3rd: call lightning, sleet storm
- 4th: control water, ice storm

Cantrips: 4 Prepared, At Will
- Light
- Mending
- Sacred Flame
- Thaumaturgy

Prepared Spells 9 Prepated; 1st: 4/long rest, 2nd: 3/long rest, 3rd: 3/long rest, 4th: 1/long rest
- 1st: Cure Wounds, Guiding Bolt, Healing Word
- 2nd: Enhance Ability, Prayer of Healing, Spiritual Weapon
- 3rd: Mass Healing Word, Spirit Guardians
- 4th: Guardian of Faith


Background:

Fey-Touched Midgard Heroes, p.20, Replaced proficiency with an instrument with proficiency with Smith's Tools
Skill Proficiencies: Deception, Persuasion
Tool Proficiencies: One musical instrument of your choice Swapped for Smith's Tools
Languages: Sylvan or Umbral Selected: Sylvan
Equipment: A lucky token such as a tin coin that spins far longer than it should or a small violet blossom that never wilts, a musical instrument (one of your choice), a set of traveler’s clothes, and a belt pouch containing 10 gp.

Feature: Gleam of Glamour
The mark of the fey upon you has opened your eyes to the
world that lurks beneath what most people see and hear.
When you are near a ley line, a shadow or fey road, or an
active portal, you feel its presence: your hair stands on
end, ethereal music plays for you alone, odors waft on an
unfelt breeze, or some other vague sensation alerts you
that you’re in the vicinity of such a phenomenon.
The pulse of fey magic within you can sometimes reach
out, usually when your emotions are strongest. If you
revel and enjoy yourself, others are likely to want to join
in and have their spirits lifted. When you are angry, those
around you feel it like a wave of heat pricking their skin.

Personality Traits:
- I’m mistrustful of strangers, doubly so if they’re trying to give me anything.
- I like to hum while I work or walk.

Ideal:
- Compassion. I was shown mercy when I needed it most, and I will spread that boon across the world. (Good)

Bond:
- The fey who marked me hinted at a dire destiny.

Flaws:
- I made a deal once. It was the worst bargain I’ve ever made, and I know one day the silver-eyed creature will return to collect what I owe.
- Someone knows about my past, and they’re hunting me.
- I always run from my problems.

What the gods demand
What Thor Demands
Thor’s worshippers invoke him with deeds, not words. They shout his name during battles and duels, and as a challenge to monsters in the wild. His temples are battlefields new and old, where worshippers seal oaths of brotherhood with runes of painted blood and the sacrifice of bears and oxen. Followers must emulate his deeds of strength and bravery, never fearing death or evading an honorable challenge. To fall bravely in battle is the perfect end for them—the Thunderer has little love for those who live to see a “straw death,” meaning a death from sickness or old age, on the comfort of a straw mattress instead of in the iron and blood of battle.

What Sif Demands
Be fierce and be faithful, and fight for what you believe in. Learn the bow and axe and spear as a warrior, or raise children to be strong and true, and do either or both with your whole heart. Stand strong in the summer and learn to bend in the winter storm. Strike down evil and practice your own excellence without ever insulting another’s skill.

What Volund Demands
Volund demands his followers craft great works in his name and harness stone, metal, and fire to their will. Humans call him Svarog and add mastery of riding to his divine demands. His priesthood and many of his worshippers marry young, a sacred act that represents building a family and forging links with their community. They make pilgrimage to shrines and temples far and wide, especially to Volund’s hammer shrine in the Free Cantons and anvil shrine in the Northlands. Worshippers must take raw materials or tools with them to donate to the places they visit, and they must add something, no matter how small, that they have personally wrought to every temple they visit.

Gear:

Coin
Platinum: 0
Gold: 237
Electrum: 0
Silver: 0
Copper: 0

TOTAL: 560gp

Equipment
Cleric Starting Gear
(a) a mace or (b) a warhammer (if proficient)
(a) scale mail, (b) leather armor, or (c) chain mail (if proficient)
(a) a light crossbow and 20 bolts or (b) any simple weapon
(a) a priest’s pack or (b) an explorer’s pack
A shield and a holy symbol

Fey-Touched Starting Gear
A lucky token such as a tin coin that spins far longer than it should or a small violet blossom that never wilts
a musical instrument (one of your choice)
a set of traveler’s clothes
a belt pouch containing 10 gp.

Starting Gear
- Warhammer
- Shield
- Chainmail
- Spear
- Explorer's Pack
-- 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.
- An amulet the size of a fist shaped like a warhammer with runes of strength and courage engraved into it
- A leather thong with three feathers (A hawk's, a raven's, and an owl's) in it that always seem to be in perfect condition.

Bought Gear
- Smith's Tools: 20gp, 8lbs
- Jeweler's Tools: 25gp, 2lbs
- Leatherworking Tools: 5gp, 5lbs
- Woodcarving Tools: 1gp, 5lbs
- Cook's Utensils: 1gp, 8lbs
- Greatsword: 50gp, 6lbs
- Maul: 10gp, 10lbs
- Longbow: 50gp, 2lbs
-- Arrows(20): 1gp, 1lb
- Holy symbol of Sif: 5gp, 1lb
- Holy symbol of Volund: 5gp, 1lb
- Fancy platinum dress with emerald jewelry: 150gp

Backstory:

Cliffnotes 2.0 version
- Raseri's family were thralls to dwarves that had settled in the region of the Northlands that would become Vargrike.
- One night, in the dead of winter, shadowy fey attacked her family's homestead on the edge of the pastures they tended near the forest. Raseri was onl six at the time.
- Raseri excaped while her kin were slain.
- Raseri ran until exhaustion overtook her.
- Raseri was found by a silver-eyed hag that tricked her into accepting her hospitality and accepting a warm blanket that stole her fate.
-- This was the deal that Raseri unwittingly accepted. Her life for her fate, basically. I forgot to work in the hag telling her this at some point during Raseri's indenture there. This is also where the Dire Destiny bond comes in. After all, the gods do not tolerate mortals messing in the realms of fate, and just by continuing to exist as a fateless mortal, Raseri angered the gods. How much of this is true and works as told by the hag is up the DM.
- Raseri served the hag for seven years before running away again.
- Raseri again exhausted herself, but this time was found by a kindly fey, The Lady of the Forest, that took her in and tended to her wounds.
- The hag hired a wild, fey huntsman to help her track down Raseri and both of them get lost for three days thanks to The Lady of the Forest twisting their path until she grew tired of the game.
- Raseri woke up and looks about the home she'd awoken in and sees the hag outside talking to The Lady of the Forest.
- The hag saw Raseri and curses her.
-- How and what this curse works/is is up to the DM.
- Raseri worked for The Lady of the Forest for seven years, learning of medicine, smithing, and other crafts as well as about the gods she worships: Thor, Sif, and Volund.
- Raseri woke up outside of Zobeck with most of her memories missing or muddied. Hundreds of years have passed since the raid on her home.
-- How and why this happened is also up to the GM.
- Raseri worked for the past six years as a smith and bodyguard. Most don't know she's a priestess of Thor.