Os'kir

renardroi

Info


Created
5 years, 3 months ago
Creator
renardroi
Favorites
2

Profile



Name O'skir
Status Active
Class Cleric/Ranger
Race Tiefling
Background Outlander
Alignment Lawful Natural
Cleric Levels 6
Ranger Levels 2


Age 29
Height 5'10'' (6'6'')
Weight 182 lbs
Build [info]
Gender Trans Male/Generqueer
Home City Sion
Disposition Antisocial
Profession Adventurer (previously a Trapper)
Inspiration -
Proficiency +3
Passive Wisdom (Perception) 14
Main
HP 55
Temp HP 0
Hit Dice 6d8, 2d10
Armor Class 16
Speed 30
Initiative +2
Stats
Strength 12 (+1)
Dexterity 14 (+2)
Constitution 13 (+1)
Intelligence 14 (+2)
Wisdom 18 (+4)
Charisma 12 (+1)
Proficiencies
Acrobatics +2
Animal Handiling +7
Arcana +2
Athletics +4
Deception +1
History +2
Insight +7
Intimidation +1
Investigation +2
Medicine +7
Nature +5
Perception +4
Performance +1
Persuasion +1
Religion +2
Sleight of Hand +2
Stealth +2
Survival +7
Attacks
Longbow +5 1d8+4 / Piercing
Spear (One-Handed) +4 1d6+1 / Piercing
Spear (Two-Handed) +4 1d8+1 / Piercing

Guiding Bolt
A flash of light streaks toward a creature of your choice within range. Make a ranged spell Attack against the target. On a hit, the target takes 4d6 radiant damage, and the next Attack roll made against this target before the end of your next turn has advantage, thanks to the mystical dim light glittering on the target until then. At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Spiritual Weapon
You create a floating, spectral weapon within range that lasts for the Duration or until you cast this spell again. When you cast the spell, you can make a melee spell Attack against a creature within 5 feet of the weapon. On a hit, the target takes force damage equal to 1d8 + your Spellcasting ability modifier. As a Bonus Action on Your Turn, you can move the weapon up to 20 feet and repeat the Attack against a creature within 5 feet of it. At Higher Levels: When you cast this spell using a spell slot 3rd level of or higher, the damage increases by 1d8 for every two slot levels above the 2nd.
Inventory
Weapons
  • Longbow
  • Arrows
  • Spear
Armor
  • Breastplate
  • Leather Armor
Clothes
  • Traveler's Clothes
  • Vertebrae Necklace
  • Ash Vial Necklace
  • Silver Circlet
  • Malar Beast Skull Medallion
  • Leather Duster
  • Lich Hound Skull Holy Symbol?
Magic Items
  • Components Pouch
  • Mysterious Summoning Rock
  • Transmutation Ring (Expired)
  • Cape of the Mountebank
  • Snail Broach
Misc
  • Hunting Trap
  • Backpack
  • Bedroll
  • Mess Kit
  • Tinderbox
  • Torches x10
  • Hempen Rope (50ft)
  • Waterskin
  • Pan Flute
  • Rations
  • Empty Potion Vials x5
  • Scroll Case
  • Lich Hound Bones
  • Sable's Map of the Clans
  • Kosha's Map of the Faritek Territory
  • Croc Dragon Scales and Claws
  • Hydra Teeth x10
Skills
Pan Flute
Charisma | +4
Features & Traits
Darkvision
See in dim light as if bright up to 60ft, and in darkness as if it were dim. Cannot discern color.
Hellish Resistance
Resistant to fire damage.
Infernal Legacy
Know the Thaumaturgy cantrip, can cast Hellish Rebuke once per long rest as a 2nd level spell, once per long rest can cast Darkness..
Wanderer
You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. in addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.
Channel Divinity: Turn Undead
Each undead in 30ft makes a wisdom save or be forced to move away from you and takes no other action.
Channel Divinity: Charm Animals & Plants
Using channel divinity, every beast or plant in 30ft makes a wisdom save or is charmed by you for 1 minute or until it takes damage.
Channel Divinity: Destroy Undead
When an undead fails its wisdom saving throw against your Turn Undead feature, the creature is instantly destroyed if its challenge rating is at or below a certain threshold.
Favored-Enemy
Humanoids You gain a +2 bonus to damage rolls with weapon attacks against creatures of the chosen type. Additionally, you have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them. When you gain this feature, you also learn one language of your choice, typically one spoken by your favored enemy or creatures associated with it.
Natural Explorer
Grants you the following benefits: - You ignore difficult terrain. - You have advantage on initiative rolls. - On your first turn during combat, you have advantage on attack rolls against creatures that have not yet acted. You gain the following benefits when traveling for an hour or more: - Difficult terrain doesn’t slow your group’s travel. - Your group can’t become lost except by magical means. - Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger. - If you are traveling alone, you can move stealthily at a normal pace. - When you forage, you find twice as much food as you normally would. - While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.
Dampen Elements
Starting at 6th leveI, when you or a creature within 30 feet of you takes acid, cold, fire, lightning, or thunder damage, you can use your reaction to grant resistance to the creature against that instance of the damage.
Fighting Style
Archery: You gain a +2 bonus to attack rolls you make with ranged weapons.
Other Proficiencies
Languages
  • Common
  • Infernal
  • Gnomish
  • Sylvan
Weapons
  • Simple Weapons
  • Martial Weapons
  • Spears
Armor
  • Light Armor
  • Medium Armor
  • Heavy Armor
Other
  • Pan Flute
Personality

He’s a huge baby and he’s very insecure about being a cleric, because he doesn’t know if his past is an issue, and he doesn't feel like he's good at it. So he really wants to prove himself and be a Good Cleric and that’s a huge part of why he’s out wandering around, because he’s looking for some kind of sign or some way to prove himself.

He’s very naive about how the world works because he’s spent so much time separated from it, but he’s also very distrusting because of the same reasons.

Ideals

He has a personal set of ethics/code that he lives by.

Self-Preservation
  • Hunt when hungry. Do not feel guilt when you take what you need to survive.
  • Survival takes precedence over any causes and crusades. Do what you can, but do not die when you have the option to live.
  • Do not show weakness.
  • Do not ally with those who have hurt you in the past.
Autonomy
  • Do not submit to the errors of others.
  • If you cannot control yourself, someone else will. Be decisive, know yourself.
  • Debts are a tool of control and power. End all things as equals.
Nature
  • If someone has not harmed you and will not harm you, do not harm them.
  • Do not take what you do not need.
  • Respect strength and cunning, they are both traits of a survivor.
  • Under no circumstances should you be the cause of gross upset in the natural world, and do what you can to protect it.
Bonds

Akhir - He does feel bound to Akhir, largely because it's where his boyfriend Coba resides. It gives him good reason to frequently return to the city, despite not having a home there, so that he can catch up with him. Os'kir has also found a friend in Kosaj. They eat bugs together.

Party - ?????

Lurue - He owes a lot to Lurue for giving him direction and making him feel welcome. At some point he does want to work on a temple for Lurue - maybe in Akhir since he feels strong ties to the city.

Flaws

Gay AND stupid.

Story

Os'kir was raised in and around Sion, a largely gnomish city. After his parents died when he was nine, Os'kir was raised by his brother Vas'kir, who was fifteen. They left the city and moved into the woods, where they lived in a community of Malar worshipers who worked as hunters/trappers. Around the age of seventeen, Os'kir left and abandoned the faith he had been raised in.

Over the course of a few years, he befriended a cleric of Lurue and several years later became a cleric of Lurue as well. He did some introspective wandering, trapping, and odd jobs until he made his way to Akhir. There he took on a job with a group of people, some of whom became steady companions.

Trivia

His boyfriend is a crimelord in Akhir and he loves him very much.

He has a gentle brown horse named Duncan.

The party currently owns a pirate ship, which they renamed to The Timetamer.

He met up with his brother again a few months ago and unfortunately had a direct hand in Vas'kir's death.

Lulu is his friend but the rest of the party is on thin fucking ice.

Relationships
Coba & Tana
Halfling twins, Coba is male and Tana is female. Met in session 6. They seem to be in charge of some kind of crime syndicate in Akhir, which they operate out of a textile shop. Coba is Os'kir's boyfriend.
Marville
Light blue tiefling, nonbinary. Met in session 8. They're some kind of scholar at the academy in Akhir (?), with knowledge of local religions and customs. Revealed that Tannon's ring was opal, not coal.
Kosaj
Sweet, old lizardfolk lady. Met in session 8. She works in the same building as Marvel, I believe. Her and Os'kir bonded over eating insects and they try to have brunch together ever time Os'kir is in the city.
Duncan
Mare, brown with dark socks. Met in session 15. A good friend. Other horses were Donuts, Roach, and ???
Rosann Tagana?
I believe a human woman. Met in session 21. She owns the ship Harpy's Spite, which is crewed largely by women. We met her in Cesta, a coastal town by the Istakan Sea, at the Salt and Powder tavern. Crew includes Kenku person for the navigator, a human woman (?) named Gnaw.