Camman1984
2017-12-20, 02:59 PM
please give me some feedback for this new character, any recommendations to enhance the theme or pitfalls to avoid. thanks
also he still has no name :)
Race:- mountain dwarf
Background:- clan crafter
Class:- cleric of the forge
DM approved racial adjustments:-
stonecunning become metalcunning (otherwise identical but focus on metalwork instead of stonework)
add proficiency to all hammer (including mauls) but lose racial axe proficiency
level 1 stats
Strength 17
Dexterity 8
Constitution 16
Intelligence 10
Wisdom 15
Charisma 8
starting equipment
Maul + Chain mail, smiths kit
starting cantrips
mending
spare the dying
guidance
level 1 spells
identify, searing strike, cure wounds, healing word, shield of faith
later levels
pick up +1str and wis at level 4
+2 str or elemental adept at level 8
I know elemental adept is sub optimal but I think it suit the character and the characters god to make his flames better. Will see how much flame magic he uses.
after that cap str then wis
brief back story. character grew up in a dwarf city containing a high temple of tharmekhul, at an early age his gift for smithing was spotted and he was adopted into temple. spent the rest of his time learning his trade, studying metalwork (hence the racial adjustment) and studying divinity.
tharmekhul doesn't have many temples if his own but is worshipped by smiths tending their forges, sometimes in temples of moradin. my characters temple is one of a few training temples.
on an initiates 150th birthday a grand celebration is held sparing no expense in the wealthy temple. in this day the character becomes a full fledged cleric is given a hammer, of a size favoured by the cleric himself, as his badge of honour. He is then sent out into the world to speed the great works of tharmekhul. clerics if this temple are not always as divinely powered as other clerics but are strong from their split focus at the forge.
The clerics then travel the world spreading the skills they have learnt. they are encouraged to use their skills to create anvils blessed by tharmekhul across the land. these should be offered without reward or threat, but otherwise the cleric is allowed to charge reasonable reimbursements for his skills.
the cleric is not cast out and can return to the temple whenever he wishes, but his travels are considered a great honour and many do not until they are very old and less able to travel, and many of these set up to spend their final years tending anvils in temples of moradin.
tenets of the faith
Always respect skilled work, be it that of a friend or that of your enemy
Your tools are like a trusted friend, treat them as such and they will return the favour
Like steel, only by being aware of your flaws can your strength be focused
be honest like good iron, so those around you can count on you to support them.
also he still has no name :)
Race:- mountain dwarf
Background:- clan crafter
Class:- cleric of the forge
DM approved racial adjustments:-
stonecunning become metalcunning (otherwise identical but focus on metalwork instead of stonework)
add proficiency to all hammer (including mauls) but lose racial axe proficiency
level 1 stats
Strength 17
Dexterity 8
Constitution 16
Intelligence 10
Wisdom 15
Charisma 8
starting equipment
Maul + Chain mail, smiths kit
starting cantrips
mending
spare the dying
guidance
level 1 spells
identify, searing strike, cure wounds, healing word, shield of faith
later levels
pick up +1str and wis at level 4
+2 str or elemental adept at level 8
I know elemental adept is sub optimal but I think it suit the character and the characters god to make his flames better. Will see how much flame magic he uses.
after that cap str then wis
brief back story. character grew up in a dwarf city containing a high temple of tharmekhul, at an early age his gift for smithing was spotted and he was adopted into temple. spent the rest of his time learning his trade, studying metalwork (hence the racial adjustment) and studying divinity.
tharmekhul doesn't have many temples if his own but is worshipped by smiths tending their forges, sometimes in temples of moradin. my characters temple is one of a few training temples.
on an initiates 150th birthday a grand celebration is held sparing no expense in the wealthy temple. in this day the character becomes a full fledged cleric is given a hammer, of a size favoured by the cleric himself, as his badge of honour. He is then sent out into the world to speed the great works of tharmekhul. clerics if this temple are not always as divinely powered as other clerics but are strong from their split focus at the forge.
The clerics then travel the world spreading the skills they have learnt. they are encouraged to use their skills to create anvils blessed by tharmekhul across the land. these should be offered without reward or threat, but otherwise the cleric is allowed to charge reasonable reimbursements for his skills.
the cleric is not cast out and can return to the temple whenever he wishes, but his travels are considered a great honour and many do not until they are very old and less able to travel, and many of these set up to spend their final years tending anvils in temples of moradin.
tenets of the faith
Always respect skilled work, be it that of a friend or that of your enemy
Your tools are like a trusted friend, treat them as such and they will return the favour
Like steel, only by being aware of your flaws can your strength be focused
be honest like good iron, so those around you can count on you to support them.