Full Name |
Rory Loudheim |
Race |
| HP: 17/17 | AC: 18 | Anim +5, Ins +5, Med +5, Srv +5 | Saves: Str +2, Dex +1, Con +2, Int +0, Wis +5*, Cha +2* | Init: +1 | Passive Perception 13 |
Classes/Levels |
| Speed 25ft | Inspiration: 1 | Hit Dice: 1d8 | Spell Slots: 1st 2/3 | Active conditions: None. |
Gender |
Male LG Mountain Dwarf Cleric 2 (Torm / War) |
Size |
M |
Age |
65 |
Alignment |
LG |
Deity |
Torm |
Languages |
Common, Dwarf |
Strength |
15 |
Dexterity |
13 |
Constitution |
14 |
Intelligence |
11 |
Wisdom |
16 |
Charisma |
11 |
About Rory Loudheim
Campaign Notes
Once a lowly caravan guard and drover, Rory found his true calling when he witnessed a small town being attacked by a wyvern. While the rest of his caravan rushed for cover, the young dwarf ran towards the monster, firing his crossbow to draw its attention. As the wyvern turned its attention to him, Rory spotted the hamlet's shrine to Torm, and called desperately on the god to aid his cause. Falcons swarmed from the nearby hills to harry the wyvern, startling it into withdrawing. The townsfolk hailed Rory as a hero, but he demurred, giving Torm credit and vowing to prove himself worthy of the deity's intervention.
In that pursuit, Rory is eager to the point of hotheadedness, quick to launch himself into harm's way in the cause of righteousness or the defense of the weak. While he will quickly make common cause with others for this purpose, his experience standing alone against the wyvern -- and disappointments since -- have left him cynical about others' true commitment to the defense of right. He is constantly watching for others' failings even as he hoists a glass or stands side by side in battle with them.
Rory's shield bears his standard and holy symbol: a falcon with wings outstretched, the gauntlet of Torm on its breast.
Statblock
Armor Class 18
Initiative +1
Speed 25
Darkvision
Passive Wis (Perception) 13
Hit dice 2d8
Hit point maximum 17
xp 757/900
Saves: Str +2, Dex +1, Con +2, Int +0, Wis +5, Cha +2; Advantage vs. Poison and resistance to poison damage
Proficiency Bonus +2
Skills
* Acrobatics +1
* Animal Handling +5
* Athletics +2
* Insight +5
* Medicine +5
* Perception +3
* Sleight of Hand +1
* Stealth +1 Armor disadvantage
* Survival +5
Attacks
* Warhammer: +4, 1d8+2 bludgeoning versatile 1d10
* Light Crossbow: +3, 1d8+1 piercing (20 bolts) range 80/320, loading, two-handed
Magic
Spell save DC 13
Spell attack +5
Cantrips: Sacred Flame, Spare the Dying, Thaumaturgy
Spells prepared:
1: Divine Favor (D), Shield of Faith (D), Bless, Command, Cure Wounds, Detect Magic, Protection from Evil / Good
Equipment
* Chain Mail -- Disadvantage on Stealth
* Shield / Holy Symbol
* Common clothes
* Explorers Kit (a backpack, a bedroll, a mess kit, a tinderbox, 10 torches, 8 days of rations, and a waterskin, 50' hemp rope.)
* Cartographer's tools
* Shovel
* Caltrops
* Bell
* Iron pot
* Belt pouch: 8gp, 35 sp, 127 cp
Features and traits
Mountain Dwarf
Cleric - War Domain
* War Priest - when you use an attack action, you can make one weapon attack as a bonus action. (3x / long rest)
* Channel Divinity (1/short or long rest)
** Turn Undead: present holy symbol and say prayer, all undead within 30 feet must Wis save (DC 13) or move away from me for 1 minute
** Guided Strike: when making attack roll, can add +10; can decide after rolling but before knowing hit/miss.
Folk Hero
* Rustic Hospitality - can always find a place to hide, rest, or recuperate among other commoners.
* Traits:
** If someone is in trouble, I'm always ready to lend help.
** Ideal: Fairness: No one should get preferential treatment before the law, and no one is above the law.
** Bond: I protect those who cannot protect themselves.
** Flaw: I have trouble trusting in my allies.
Proficiencies:
* Weapons: All simple and martial
* Armor: Light, Medium, Heavy, Shields
* Skills: Animal Handling, Insight, Medicine, Survival
* Tools: Brewer's supplies, Cartographer's tools, Land vehicles
* Saves: Wis, Cha