Kalma Tuonenlehto

SteamVulture

Info


Created
4 years, 2 months ago
Creator
SteamVulture
Favorites
2

Profile


Name Kalma
Status Active
Class Cleric
Race Shadar-Kai Elf
Background Acolyte
Alignment Lawful Neutral
Level 5
Exp. Points 6988

Age 575
Height ~182cm / ~6'0"
Weight ~79kg / ~175lbs
Build Tall and lean
Gender Male
Homeland Shadowfell
Disposition Tired, Cautious
Profession Death Domain Cleric
Proficiency 3
Passive Wisdom 16
Main
HP 45
Armor Class 18
Speed 30
Initiative 2
Stats
Strength 11 (0)
Dexterity 15 (2)
Constitution 16 (3)
Intelligence 10 (0)
Wisdom 17 (3)
Charisma 8 (-1)
Proficiencies
Acrobatics 2
Animal Handiling 3
Arcana 0
Athletics 0
Deception -1
History 0
Insight 6
Intimidation -1
Investigation 0
Medicine 6
Nature 0
Perception 6
Performance -1
Persuasion 2
Religion 3
Sleight of Hand 2
Stealth 2
Survival 3
Attacks
Mace +3 1d6 Blungeoning
Light Crossbow +5 1d8+2 Piercing
Sacred Flame DC11 2d8 Radiant
Inflict Wounds +6 3d10 Necrotic
Ray of Sickness +6 2d8 Poison
Healing Word - 1d4+3 Healing
Guiding Bolt +6 4d6 Radiant
Cure Wounds - 1d8+3 Healing
Blindness/Deafness - -
Ray of Enfeeblements +6 -
Spiritual Weapon +6 1d8+3 Force

Flavour-text
-
Inventory
Weapons
  • Mace
  • Shield
  • Light Crossbow
  • Crossbow Bolts x17
Armor
  • Vestment
  • Scale Mail
  • Common Clothes
Food & Aid
  • Rations x2
  • 12lbs Smoked Fish
  • Waterskin
Misc
  • Prayer Wheel
  • Holy Symbol of Raven Queen
  • Stick of Insence x5
  • Belt Pouch
  • Priest's Pack
  • Alms Box
  • Censer
  • Blanket
  • Candles x 10
  • Tinderbox
  • Obsidian Gemstone
Skills
Insight
Kalma's Wisdom (Insight) check decides whether he can determine the true intentions of a creature, such as when searching out a lie or predicting someone's next move. Doing so involves gleaning clues from body language, speech habits, and changes in mannerisms.
Religion
Kalma's Intelligence (Religion) check measures his ability to recall lore about deities, rites and prayers, religious hierarchies, holy symbols, and the practices of secret cults.
Tools
-None-
Features & Traits
Ritual Casting
Can cast a cleric spell as a ritual if that spell has the ritual tag and have the spell prepared.
Reaper: Spare the Dying
Clerics learn one necromancy cantrip of his choice from any spell list. When the cleric casts a necromancy cantrip that normally targets only one creature, the spell can instead target two creatures within range and within 5 feet of each other.
Fey Ancestry
As an elf, have advantage on saving throws against being charmed, and magic can’t put you to sleep.
Trance
Elves don’t need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. While meditating, he can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, he gains the same benefit that a human does from 8 hours of sleep.
Darkvision
Accustomed to twilit forests and the night sky, he has superior vision in dark and dim conditions. He can see in dim light within 60 feet of him as if it were bright light, and in darkness as if it were dim light. He can’t discern color in darkness, only shades of gray.
Blessing of the Raven Queen
As a bonus action, He can magically teleport up to 30 feet to an unoccupied space he sees. Once he uses this trait, he can't do so again until you finish a long rest. He also gain resistance to all damage when he teleport using this trait. The resistance lasts until the start of his next turn. During that time, he appears ghostly and translucent.
Shelter of the Faithful
As an acolyte, he commands the respect of those who share his faith, and he can perform the religious ceremonies of his deity. he and his adventuring companions can expect to receive free healing and care at a temple, shrine, or other established presence of his faith, though he must provide any material components needed for spells. Those who share his religion will support him (but only him) at a modest lifestyle. ((He might also have ties to a specific temple dedicated to Raven Queen, and he has a residence there. This could be the temple where he used to serve, or a temple where he has found a new home. While near his temple, he can call upon the priests for assistance, provided the assistance he asks for is not hazardous and he remains in good standing with his temple.))
Channel Divinity: Touch of Death
As cleric, he can use Channel Divinity to destroy another creature's life force by touch. When the cleric hits a creature with a melee attack, the cleric can use Channel Divinity to deal extra necrotic damage to the target. The damage equals 5 + twice his or her cleric level.
Channel Divinity: Turn Undead
As an action, he can present his holy sym⁠bol and speak a prayer censuring the Undead. Each Undead that can see or hear him within 30 feet of him 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 him as it can, and it can’t willingly move to a space within 30 feet of him. 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 his Turn Undead feature, the creature is instantly destroyed if its challenge rating is 1/2 or below.
Other Proficiencies
Languages
  • Common
  • Elvish
  • Abyssal
  • Infernal
Weapons
  • Martial Weapons
  • Simple Weapons
Armor
  • Light Armor
  • Medium Armor
  • Shields
Personality

Quiet and observant, due to his old age he prefers to stay on the background and let others do their thing as he's done his own adventuring already in the past and had planned to retire entirely. His faith in Raven Queen is unwavering but he keeps it as his own, respecting others' faiths religions.

Ideals

The ancient traditions of worship and sacrifices are to be preserved and upheld, The Raven Queen guides those who have faith in her and work hard.

Bonds

Kalma believes he has made his own sacrifice and duty as a faithful follower of his Deity when his beloved wife died and waits for his final days so he can properly preserve the memory of her wife withing Raven Queen's domain and purify himself and his wife's souls with his pains and fears he's carried on his shoulders.

Flaws

He is easily suspicious of strangers and doesn't make friends easily. It takes a lot to gain his trust. To not gain same amount of suspicion, he tries to work even with those he doesn't truly trust, however keeps his more practical skills as secret in case he needs to use them on the untrusted.

Story

When Kalma was in his teenager phase, he and his then-best friend got into a lot of trouble for not thinking before trying impossible and quite stupid things and thus getting on the nerves of wrong people. One of these instances cost Kalma half his face and almost the life of his best friend.

Eventually he matured and calmed a lot to properly focus on his acolyte training and eventually found interest in taxidermy while at it. However, he is absolutely repulsed by dead tissue and prefers mummification process over anything else in his taxidermy hobby.

Meeting Brea in his 300's was both a gift and a curse, she brought joy and emotions to where there were none but they both knew Kalma were to outlive Brea but they decided to stay together nevertheless. After Brea's passing and due to his mourning, Kalma lost his ability to "see colours and life" around him. He made the decision to go live into seclusion, only sometimes surfacing within people, and to just keep working on his crafts until his bitter end.

Trivia

Wears a half-mask over his lower face to cover old acid-scars he received when young and stupid. The scars were caused by acid spell and severely corroded the side of his mouth-area and a bit of his neck to very gruesome looking.

His name is old Finnish, literal translation would be "Death Netherworld's Grove".

Relationships
Brea
Late wife of Kalma's, died of old age. She was a halfling he met on his travels when he was younger and the last person he was trustful of to show his scars. Also the last person who made the world more colorful for him to live in.