All The King's Men
Human (187cm / 6"2’ & 76kg / 167lbs) male, Neutral Good Cleric level 3 (xp: 1500).
Abilities: STR 14 / DEX 12 / CON 14 / INT 11 / WIS 15 / CHA 11
Proficiency Bonus: 2*
Saving Throws: STR 2 / DEX 1 / CON 2 / INT 0 / WIS 4* / CHA 2*
Passive Wisom (Perception): 14
Acrobatics 1 / Animal Handling 2 / Arcana 4* / Athletics 2 / Deception 0 / History 2* / Insight 4* / Intimidation 0 / Investigation 0 / Medicine 4* / Nature 4* / Perception 2 / Performance 0 / Persuasion 0 / Religion 2* / Sleight Of Hand 1 / Stealth 1 / Survival 2
AC: 17 / Initiative: +1 / Speed: 30
Max Hit Points: 27 (1d8)
Languages: Common / Chondathan / Dwarvish / Elvish / Goblin / Orc
Proficiencies: Light armor / medium armor / heavy armor / shields / simple weapons
Equipment: Holy symbol (amulet) / Common clothes / Belt pouch / Holy water / Scalemail (45lb) / Shield (6lb) / Backpack (Priest’s Pack): Prayer book / 1 blanket / 10 candles / 1 tinderbox / 1 alm box / 2 blocks of incense / 1 censer / 1 waterskin / 9 rations / Vestments
Mace (1d6 + 2) / Attack Bonus + 4 (Bludgeoning)
Dagger (1d4 + 2) / Attack Bonus + 4 (Piercing / Finesse / Light / Throwing (20/60))
Divine Domain: Life / Knowledge
Disciple of Life: When use a spell of 1st lvl or higher to restore hit points, regain additional hit points equal to 2 + the spell’s level.
CHANNEL DIVINITY (1 per rest)
-Turn Undead (p59): Each undead that can see or hear you within 30 feet must make a WIS saving throw. If it fails, it is turned for 1 minute or until it takes any damage.
-Preserve Life (p60): As an action, evoke healing energy that restore a number of hit points equal to five times your cleric level. Choose any within 30 feet of you, and divide those hit points among them. This feature can restore to no more than half of its hit point maximum.
-Knowledge of the Ages (p59): As an action, choose one skill or tool. For 10 minutes, you have proficiency with this.
Spell Casting Ability: WIS (2) / Spell Save DC: 12 / Spell Attack Bonus: 4
Born and raised in the small farming town of Voonlar, Balthus Belwar was destined to become a farmer just like the rest of his humble family. However, when he as a young boy saw the effect of praying to the Grain Goddess, he quickly turned his attention to the local temple worshipping Chauntea.Growing up, he spent most of his time at The Bounty of the Goddess temple, devoted to serving the goddess of life. His tireless devotion was rewarded and his family’s crops grew bigger, better and stronger for each year that passed.
Recent times, however, have been especially hard for the Belwar family. First Balthus’ father, Corbhen, was killed in a freak harvesting accident and then his mother, Rowinha, fell ill not long after.
Balthus’ younger sister, Jhessail, left town a few months ago, in search for a cure for their mother’s illness. Jhessail and her companions travelled along the road south to the kingdom of Cormyr, heading for Arabel and Suzail but apparently they never made it that far…
Some time after Jhessail left, Balthus received word that her caravan was found burned and looted not far from Arabel. The bodies of her companions had been found close to the caravan but the body of Jhessail herself was nowhere to be found.
Convinced that his sister was still alive, Balthus quickly gathered a few able men and went on a quest to find her – dead or alive.