Bard

Rory Loudheim's page

133 posts. Alias of Murph..


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