Meb (“Fish”)

Character Name: Meb
Old Black Hound Nickname: “Fish”
Description: male (adrogyn), age: 27 (160 max), Aisimar (fallen), left handed, bald, brown-yellow eyes
CLASS: PRIEST (2nd; Merkaine, goddess of fire = ANGELIC GUIDE; Trickster Domain)
Hit Points: 5, 5 +0 = 10
Strength 11 {}
Intelligence 12 {}
Wisdom 17 { +3 }
Dexterity 13 { +1 }
Constitution 11 {}
Charisma 15 { +2 }
Sanity 10 {}

Proficiency @+2

Abilities: Wisdom, Charisma
Languages: Gladnorian (fully literate and spoken), Celestial (fully literate and spoken)
Skills: Deception (charisma), Sleight of Hand (dexterity), History (intelligence), Insight (wisdom)
Items: Disguise Kit, Forgery Kit
Weapons: Simple Weapons
Armor: Light Armor, Medium Armor, shields

Powers

  • Darkvision: Thanks to your infernal heritage, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
  • Celestial Resistance: You have resistance to necrotic damage and radiant damage
  • Healing Hands: As an action, you can touch a creature and cause it to regain a number of hit points equal to your level. Once you use this trait, you can’t use it again until you finish a long rest.
  • Light Bearer: You know the light cantrip. Charisma is your spellcasting ability for it.
  • Ritual Casting

Necrotic Shroud: Starting at 3rd level, you can use your action to unleash the divine energy within yourself, causing your eyes to turn into pools of darkness and two skeletal, ghostly, flightless wings to sprout from your back.
> The instant you transform, other creatures within 10 feet of you that can see you must each succeed on a Charisma saving throw (DC 8 + your proficiency bonus + your Charisma modifier) or become frightened of you until the end of your next turn. Your transformation lasts for 1 minute or until you end it as a bonus action. During it, once on each of your turns, you can deal extra necrotic damage to one target when you deal damage to it with an attack or a spell. The extra necrotic damage equals your level. Once you use this trait, you can’t use it again until you finish a long rest

Channel Divinity
Channel divinity 1/ Short Rest
– Channel Divinity: Turn Undead
– Channel Divinity: Invoke Duplicity
Starting at 2nd level, you can use your Channel Divinity to create an illusory duplicate of yourself. As an action, you create a perfect illusion of yourself that lasts for 1 minute, or until you lose your concentration (as if you were concentrating on a spell).

The illusion appears in an unoccupied space that you can see within 30 feet of you. As a bonus action on your turn, you can move the illusion up to 30 feet to a space you can see, but it must remain within 120 feet of you. For the duration, you can cast spells as though you were in the illusion’s space, but you must use your own senses. Additionally, when both you and your illusion are within 5 feet of a creature that can see the illusion, you have advantage on attack rolls against that creature, given how distracting the illusion is to the target.

Blessing of the Trickster: Starting when you choose this domain at 1st level, you can use your action to touch a willing creature other than yourself to give it advantage on Dexterity (Stealth) checks. This blessing lasts for 1 hour or until you use this feature again.

Equipment

Armor: Leather + Light medium [+2] shield
Armor Class = 13 + dex [1] = 14
Weapons: War Hammer (D8/4 or Versatile D10/5)

Magic

Divine Domain: Trickster
Prepared: Wisdom modifier + your cleric level
Regain: All spell slots regained at long rest
Cantrips [3]: [Light +] Sacred Flame, Guidance, Thaumaturgy
1st [3] – Typical > Bless, Detect Evil and Good, Charm Person, Detect Magic, Cure Light Wounds
1st [3] – Combat > Shield of faith (+2), Inflict Wounds (2D10 Necrotic), Protection vs. Evil and Good, Charm Person, Guiding Bolt (4D6 radiant +)
Spell save DC = 8 + your proficiency bonus + your Wisdom modifier = [13] Spell Attack modifier = your proficiency bonus + your Wisdom modifier = [+5]

History

Background: CHARLATAN (Proficiency = Deception, Sleight of Hand, Disguise Kit, and Forgery Kit)
Basics of Growing Up: [Merchant Cities of the South] Meb was part of a celestial host of those following Aerna. She was part of a troup that performed for the goddess, in the merchant cities, at festivals. Meb rose up when his priesthood capitulated at Waeverly Rock in the Crou Invasion of the Pale Plains. Those who surrendered were tortured and the flock flayed alive by the mad priest Delcrou. Meb refused to surrender, instead becoming angry and turning against the wishes of the temple. Meb slew several of the followers as they cowered in fear – waiting for their turn to be sacrificed by the mad priest. Meb flew away, towards the hills and crashed into the mountainside when his wings failed. He awoke bereft of grace. Meb gave up on his ideals and became confidence man – scamming many unworthy souls. He adopted the faith of the fire goddess (Merkaine, goddess of fire) on a whim. It was all a charade though – there were no powers other than his own celestial ones he used to hoodwink folk out of their money. After years of watching the region fall into war, a voice came from the flames of his campfire one night – the voice of the fire goddess. He felt his old passion swell, and game himself over to her service for real – as a means of trying to feel the grace he felt once again. He started among the poorest, and try though he might, he was not good at converting… his charlatan ways made his interaction hollow and many felt the dishonesty in his voice – making it difficult – self sabotaging almost for the will of a goddess so far distant from her core base of believers. Eventually he fell in as a sell-sword band named the Black Hounds, and began to convert many of the band to Merkaine’s ways – “The Cleansing Flame” being a natural ideology for those who burn, pillage and loot. Though that was his pitch, he grew to become more like a mascot. His charlatan ways made him easy to get along with, and he gave up converting them and began to fight along side of them for friendship and fellowship. He embraced his ways as a trickster, and in Poelitz, found an old shrine and scholar to Merkaine and pledged himself to the obscure Order of Depelia, also known as The Flickering Flame. His was a tepid ministry at best – though his tricks were useful when on missions with scouts. However, he became more fervent when the Black Hound, in service in Tarmysia, were part of a band that guarded captured Umbakian sailors. The Black Hound compound was used to hold prisoners – a place of rest for those rotating off the front lines of Gillman Pass. One of the prisoners mentioned he would trade his freedom for special knowledge. Of course they all say that, but that night a flame spoke to Meb in his dreams and told him to listen to this Umbakian. The Umbakian was a descendant of an old house, whose great-great-great grandfather was a Silver Talent knight. One of his co-kinghts confessed, on his death bed, knowledge that had been handed down from generations of his ancestors. The last of some order of fire knights in beast scale had been hunted down and executed near ‘the red shore’ near the lake of the smallfoot’s rum barrel floats. As close as he can tell, this may be one of the Hearth Guardians scale armor – The guardians were a sacred band operating out of Northgate Garrison, in service to Merkaine. The last of them left the wall in CY 7200. It is unknown what the fate of them was exactly, but one of their Lt’s was named Azrudur who was seen in north Umbak. He was supposedly killed by the Silver Talent knights. The Silver Talents tried to wear it, but it caused them distress and burned the squire. It is said they cast it into one of the rivers of southern Dunstrand – the earlmdom of Bar-Innis. This seemed to confirm the legends of a lost order of Merkaine. Meb has seen all the actions since then – the fall of the Black Hounds, his journey with the Gallants, and the travel to Crestwold all point to divine guidance to this sacred relic. Now it is up to him.

Personality > Ive spent so long in the temple that i have little practical experience in dealing with people of the outside world.
Ideal > CHANGE – We must help bring about the changes the gods are consistently working in the world
Bond > RELIC – I would die to recover an ancient relic of my faith that was lost long ago.
Flaw > I am suspicious of strangers and expect the worst of them.

How they got the name: Their handshake is floppy and weak like a dying fish.
Time in the Black Hounds: {4 years}
– Last rank was Lt.
What are they known for > Not for healing, more for being a mascot. For working with the scouts and being tricky and quiet.


DEATH: Fish was killed by Mica Falnoth – Pops. Fish entered into a deal with House Malor to witness and keep his friend Pops safe while the mages brotherhood attempted to restore his memory. They met in secret under a curio shop in Torrelsons Ford. There were 3 members of House Malor, 2 bodyguards, Fish and Pops. House Malor disarmed Pops (like that would do anything), put him in a circle of protection, and had him drink from the Rosewood Vase. It took only a few moments, and then all hell broke loose. First, House Malor sensed something because they started to attack Pops. Fish defended him, and took out one of the bodyguards. In the battle, Pops killed another of the bodyguards, one of the mages, and when his guard was down, Fish as well. Stabbed him in the back as they were trying to leave. They discovered a tunnel that lead to the river water and Fish was killed as they were both wading in. He was killed with glee by Pops. When Pops waded in, Fish grabbed on to him and would not let go. Instead of being carried out by the current, Pops drowned with the dead weight of Fish clinging onto him. But Pops lived, apparently saved by Elancil at the cost of more of his memory.