About Zoltan the Crippled
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Zoltan the Crippled
Male, Mountain Dwarf, Archaeologist, Cleric 4 of Marthammor Duin (Trickery Domain)
XP: +449
Combat Stats
Passive Perception: 13; Passive Investigation: 10; Passive Insight: 13; Darkvision.
Init: -1
AC: 15 (Mithral Scale, Dex, Shield) Resistance against poison damage
HP: 35 (4 HD)
Saves: Str +3; Dex -1; Con +3; Int +0; Wis* +5; Ch* +3. Advantage against poison
Speed: 25 ft
Offense
Warhammer* +5, 1d8+3, Martial, Versatile
Crossbow, Light* +1, 1d8-1, 80/320 feet, Simple, Ammunition, Loading, Range, Two-Handed
[5 silver crossbow bolts]
Skills
Acrobatics -1, Animal Handling +3, Arcana +0, Athletics +3, Deception +1, History +0, Insight* +5, Intimidation +1, Investigation +0, Medicine* +5, Nature +0, Perception +3, Performance +1, Persuasion* +3, Religion* +2, Sleight of Hand -1, Stealth -1, Survival +3.
Bonus Actions
Spellcasting
Casting Stat: Wisdom
Spell DC: 13
Spell Attack Bonus: +5
Cantrips Known (4): Guidance, Spare the Dying, Thaumaturgy.
Spells Known (7): Bless, Command, Cure Wounds, Detect Magic, Protection From Good and Evil, Purify Food and Drink, Sanctuary.
Domain Spells Known Charm Person, Disguise Self, Mirror Image, Pass Without Trace.
Spell Slots (4x1; 3x2):
1st: Cure Wounds, Sanctuary, Command, [open].
2nd: Silence, [open], [open].
Abilities
Proficiency Bonus*: +2
Str: 16, Dex: 8, Con: 16, Int: 10, Wis: 16, Cha: 12 (Point-buy; Mountain Dwarf: +2 Str, +2 Con, +2 Wis at 4th).
Proficiencies
Tool Proficiencies: Smith's Tools
Weapon Proficiencies: Simple, Battleaxe, Warhammer
Armor Proficiencies: Light, Medium, Shields
Language Proficiencies: Common, Abyssal, Dwarvish, Undercommon
Skill Proficiencies: Insight, Medicine, Persuasion, Religion.
Talents and Special Powers
Adept Linguist: You can communicate with humanoids who don’t speak any language you know. You must observe the humanoids interacting with one another for at least 1 day, after which you learn a handful of important words, expressions, and gestures—enough to communicate on a rudimentary level.
Stonecunning: Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check.
Blessing of the Trickster: You can use your action to touch a willing creature other than yourself to give it advantage on Dexterity (Stealth) checks. This blessing lasts for 1 hour or until you use this feature again.
Channel Divinity (1/long rest)
Turn Undead: 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.
Invoke Duplicity: As an action, you create a perfect illusion of yourself that lasts for 1 minute, or until you lose your concentration (as if you were concentrating on a spell). The illusion appears in an unoccupied space that you can see within 30 feet of you. As a bonus action on your turn, you can move the illusion up to 30 feet to a space you can see, but it must remain within 120 feet of you. For the duration, you can cast spells as though you were in the illusion’s space, but you must use your own senses. Additionally, when both you and your illusion are within 5 feet of a creature that can see the illusion, you have advantage on attack rolls against that creature, given how distracting the illusion is to the target.
Equipment
Mithral Scale Mail, Explorer's Pack, Shield, Holy Symbol, Crossbow (Light), Crossbow Bolts, Traveler's Clothes, Backpack, Bedroll, Ink (1 bottle), Ink Pen, Mess Kit, Rations (1 day), Rope (hempen), Shield, Tinderbox, Torch, Warhammer, Waterskin, Leather-bound Notebook.
Wealth
10 GP, 5 SP, 0 CP.
Description
Age: 45
Height: 4'5"
Weight: 160 lbs
Background
Alignment: Neutral Good
Trait: I would risk life and limb to discover a new culture or unravel the secrets of a dead one.
Ideal: Discovery. I want to be the first person to discover a lost culture.
Bond: I want to learn more about a particular humanoid culture that fascinates me.
Flaw: I believe that I’m intellectually superior to people from other cultures and have much to teach them.
PROFILE
Primary Motivator: Discovery
Secondary Motivator: Hedonism
Emotional Disposition: Curious
Moodiness: Even-tempered
Outlook: Optimistic
Integrity: Scrupulous
Impulsiveness: Spontaneous
Boldness: Cautious
Agreeableness: Agreeable
Interactivity: Engaging
Conformity: Orthodox
Sense of Humour: Prankster
Favorite Topics of Conversation: Maps, Metal toys, Underdark races and cultures, Underdark travel roads.
Quirks, Habits, and Oddities: Smoking cigars, Complaining about his lower back, Writing everything in his notebook, afraid of water.
Hobbies and Enjoyments: Being lost, Tinkering small metal automated toys, Watching from a distance; Observing.
Favourite Quotes: "Stay in the shadowy paths and reveal their treasures!" "I am happy to serve" "I was given the greatest of gifts. I cannot waste it."
Zoltan was crippled at a young age. He was exploring the pipe systems of the city, which were under repair, when water was released at high pressure, throwing him mightily against a filtering grid, crushing his spine and nearly drowning him.
Bedridden, he developed a taste for stories of strange people and cultures in stranger lands, and a talent for tinkering small metal toys for his friends.
At the end of his boyhood, Marthammor Duin appeared to him in a dream and gave him back his legs in exchange for leaving his city to explore the Underdark, never ever returning to familiar lands. Zoltan accepted and, upon awakening, got up from his bed, embraced his crying family, and never returned, joining Mathammor Duin's volamtar.