Joachim von Solidor

Human, Acolyte, Fighter(1)/Cleric(5)

Lawful Neutral

Dooming: Beware the Lord of Murder's barb - it awaits to strike at thee from the darkness

Strength Dexterity Constitution Intelligence Wisdom Charisma
16 [+3] 10 [+0] 14 [+2] 8 [-1] 18 [+4] 8 [-1]
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+1 Str & Wis

Dimensions: 6’3” 230lb
HP: 54 [+D8+Con per level]
Experience: 23,000 [Level 7]
Saving Throws: Strength, Constitution.
AC: 20

Traits:

  • Human Traits:
    • 30ft Move. Medium size.
  • Horrible Scar:
    • Slashing wounds, Horrible Burns
    • You are disfigured to the extent that the wound can't be easily concealed. You have disadvantage on Charisma (Persuasion) checks and advantage on Charisma (Intimidation) checks. Magical healing of 6th level or higher, such as heal and regenerate, removes the scar.

Proficiencies: [+3]
Weapon: Simple Weapons, Martial Weapons.
Armour: All Armour, Shields.
Tools: None.
Languages: Arabyan, Reikspiel, Breton, Khazalid.

Skills: Animal Handling, Athletics, Insight, Perception, Religion.

Feats and Abilities:

  • Acolyte: Shelter of the Faithful
    • You and your adventuring companions can expect to receive free healing and care at a temple, shrine, or other established presence of your faith, though you must provide any material components needed for spells. Those who share your religion will support you (but only you) at a modest lifestyle.
  • Great Weapon Master:
    • On your turn, when you score a critical hit with a melee weapon or reduce a creature to 0 hit points with one, you can make one melee weapon attack as a bonus action.
    • Before you make a melee attack with a heavy weapon that you are proficient with, you can choose to take a - 5 penalty to the attack roll. If the attack hits, you add +10 to the attack’s damage.
  • Fighting Style: [Great Weapon]
    • Reroll 1s and 2s on damage when using a two­-handed or versatile weapon.
  • Second Wind:
    • As an action, regain hit points equal to 1d10 + your fighter level. Once per period between short rests.
  • Spellcasting:
    • As a conduit for divine power, you can cast cleric spells.
  • Disciple of Life:
    • Your healing spells are more effective. Whenever you use a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2 + the spell’s level.
  • Blessed Healer:
    • The healing spells you cast on others heal you as well. When you cast a spell of 1st level or higher that restores hit points to a creature other than you, you regain hit points equal to 2 + the spell’s level.
  • Channel Divinity:
    • 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. Two uses per 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. 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. 5th:(CR1/2) 8th:(CR1) 11th:(CR2) 14th:(CR3) 17th:(CR4)
    • Preserve Life: As an action, you present your holy symbol and evoke healing energy that can restore a number of hit points equal to five times your cleric level. Choose any creatures within 30 feet of you, and divide those hit points among them. This feature can restore a creature to no more than half of its hit point maximum. You can’t use this feature on an undead or a construct.

Equipment:

  • Stormguard: Relic great-hammer of a crusading Sigmarite Priest.
    • [+6]; 2D6+4[1+3]; Bludgeoning/Radiant; Heavy; Two Handed; +1 Damage; +1 to Religion, d4 daily casts of Light.
  • Radiant Casque: Armour forged on an ancient magical anvil, turned to a holy cause.
    • AC19; Heavy; Disadvantage on Stealth
  • Crown of the Griffin: An icon of Sigmar carried by Joachim since his times in the monastery, now filled with a portion of Sigmar's divine radiance.
    • Holy Icon +1, Silver
  • Cloak of Dwarves: An ancient Dwarven cloak, increasing resilience but taxing the wearer in their sleeping hours.
    • +1 AC, 10 hours for a long rest
  • Ol' Noosey: Rope brought from Araby and used to hang many criminals and rebels between there and the Empire.
    • 50ft of rope, tied into a blood stained noose.

Shield (+2 AC)
Greatsword (2D6, Slashing; Heavy, Two Handed)
Longsword (D8 Slashing; Versatile [D10])
2 Hand Axes (D6 Slashing; Light, Thrown [Range 20/60])
Backpack (Bedroll, Caltrops, Censer and Incense, Crowbar, Hammer, Manacles, Mess Kit, Pitons, Tinderbox, 10x Torches, 10x Rations, Waterskin, Tent(2xPax), 50 ft of hempen rope)
Vestments
Von Solidor Signet Ring
Brass ring with Swamp Hag finger
Mercenary Half Plate (on Cart)
Full Chain (on Cart)

0 Platinum
26 Gold
51 Silver
90 Copper

Strictures
Obey your orders.
Aid Dwarf-folk.
Work to promote the unity of the Empire, even at the cost of individual liberty.
Bear true allegiance to His Imperial Majesty the Emperor.
Root out and destroy Greenskins, the servants of Chaos, and those who use corrupt magic, wherever they may hide.



History

Given to the Church of Sigmar at an early age Joachim was neither studious or eloquent as one might expect from a priest. His physical size and skill with a blade saw him become noviciate to a warrior priest and begin a path of service in military might to Sigmar. Whilst he has never felt Sigmar's divine communion directly he knew that through belief and service he would be blessed in the eye's of his god.


Fluff [Acolyte]
Personality- I misquote sacred texts and proverbs in almost every situation.
Ideal- Tradition. The ancient traditions of worship and sacrifice must be preserved and upheld. (Lawful)
Bond- I am the guardian of my family's faith.
Flaw- I am suspicious of strangers and expect the worst of them.


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