Phil, priest of Ezrilus (Character)

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Phil, priest of Ezrilus; human, male, size: medium, movement = 30′

CLASS: Cleric 4th of Magic / Ezrilus (Goddess of Magic)

Strength: 10

Dexterity: 10

Constitution: 13 {+1}

Intelligence: 14 {+2}

Wisdom: 16 {+3}

Charisma: 12 {+1}

Sanity: 11

Essence:
INSPIRATION/Character Weaves = 1

Proficiency: +2 @3rd (until 5th)

Skills: Insight, Nature, History, Religion, Arcana
> LORES: Undead +4

Attributes: Wisdom, Charisma

Communication: Gladnorean, Mercat

Armor: Light, Medium, All Shields

Weapons: Simple Weapons

Features

Magic Initiate: Wizard – cantrips x 2; 1st x 1 per Long rest (and spell slot)

Magic

SPELLS: Save Dc = 13 / Ataack = +5

Cantrips = 4+2+2: Light, Guidance, Thaumaturgy, Spare the Dying, Fire Bolt, Message, Chill Touch, Mage Hand

1st [4]: Detect Evil/Good, Protection vs. Evil/Good, Guiding Bolt, Bless
+ Detect Magic, Magic Missile
+ Thunder Wave (1/Long Rest or through a spell slot)

2nd [3]: Hold PErson, Lesser Restoration, Prayer of Healing
+ Magic Weapon, Nystul’s Magic Aura

Channel Divinity: Turn Undead:

Channel Divinity: Arcane Abjuration:

Combat

Armor: studded leather, medium wooden shield = AC 14
> Resilience = 1 (armor) + 1 (shield) + 1 (staff)
HEALTH/HP: 7,5,5,5 + 4 (Con) = 26
Primary Weapon: staff (d6; 3/6/12)

Equipment

studded leather, medium shield
quarter staff
Explorers Pack
Holy Symbol (arcane focus)

History

Created by Lamont 10/2022 > Steel Realms / Ancient Blood Campaign by Kelly Berger (GM) for one-shot

Phil is from a town called Anward of Cerran’s Grant, just across the border from the Riverdan of Bondeu.

Trapped in Gromesby Hamlet for 40 years

A great storm descended upon the hamlet in the Athla Hill Country where he was exploring, some remote mountain villages that were once part of the Cunaigh family’s lands. In Gromesby, the Grimm curse trapped him a dream for 40 or so years. He saw a Shepard that was sheltered by the swarm of ravens and he went to sleep. The plants and brushes gave him a place to sleep, and the rejoicing of the hounds that gave him companionship and joy. He woke up to a storm and mud cascading down upon his resting place. When he dug his way out if the storm, it was a talking goat who hauled him up and out of the mud. Into the sun he walked… and he woke up the band calling themselves The Red Right Hand, exploring the village and disrupting his sleep. Here they found evidence of the true nature of the rulership of the Riverdan fief they were in – and it could disrupt the stability of the entire region!


After the Grimmdowns

He traveled with the PCS to Athlapoole, learning of their mission. He bade them farewell and promised to seek them out again. Phil wandered the Athla Hill Country, looking to feel the world again, and build a flock. The Athla Hill Country was devastated. He searched and searched for a sign, and nothing was made clear to him. He followed the PCs of the Right Red Hand to the town of Pellan where they confronted and chased out the Sunbelt Merchants. He helped to treat the wounded after the Battle of Pellan, and rejoined their group.

Phil can be sent to spread the bounty of life. He wants to bring settlers from Cerrans Grant – the town of Anward has a church dedicated to Love and War, and the best land on that plateau is taken. At least a dozen couples and kids can be brought to the ruins of the old church to rebuild, renew, and re-plant If they can get a grant. The church will wave any interest if they can get the old church land grant and Phil convinces them. They will make an aliance with Ezrilus locally; Ezrilus fertility is also seen positively by green church/wyld faith and collaboration. With the advent of tears, she is seen positively and also venerated in that aspect.


CURRENT ADVENTURING GROUP: Belim, Beedel, De’Vosa, Rabat, B’Hein