Aww, that's a shame. Though I suppose it actually works well for me--Kallian's better at casting spells than smashing fools anyhow.
Actually, my IRL Princes of the Apocalypse game, the one I'm running with my relatives? One of my cousins is playing a Cleric in there, and he almost
never heals--he largely just attacks people with high-level Inflict Wounds. What makes this even more interesting is that he's never played 5E before, so it's not like he's gotten tired of Clerics being healbots. (Though he has played a lot of 2E with his dad, so...maybe that's where it comes from? Or it's just that Inflict Wounds is crazy in 5E) But a Cleric that doesn't heal is definitely better than two of the characters from my IRL Ozymandias game: a Monk that doesn't use melee and a Barbarian that doesn't rage.
And, yes, I'll take a Holy Symbol.
The ironic thing is, the whole reason I came up with those specialty priest classes in the first place were the many complaints from players that they hated playing a cleric, because they always had to heal. But then they refused to play the priest classes that didn't have access to healing? It was like they didn't want to heal, but they also still wanted the option to anyway? I don't know, it was weird.
Maybe I should have both? The generic cleric class and specialty priest classes, side by side?
Anyway, fun fact: You're the first person to play a cleric of Renos since the last big reboot. Previously, I've only had players play clerics of Octhanus or Gonto.
Okay, holy icon added. I also added a belt pouch, so she has something to put her spell components in.
Here's the finished block:
Kallian Skybrush (Played by GravityEmblem)
Female Elf Cleric of Renos 7
STR 8, DEX 9, CON 10, INT 12, WIS 17 (+3 mag def), CHA 5 (-3 reac), Age 27, HT 4’5”, WT 89 lbs, Birthday 10/04/288
HP: 38/38
THAC0: 16 (+1 mwk weapons)
AC: 10 (5 mwk brigandine)
Dmg: Sling Bullets (1d4+1/1d6+1) [6], Masterwork Footman's Mace (1d6+2/1d6+1) [7]
ROF: Sling (1/1), Mace (1/1)
XP: 60,000/110,000
Saves: PPDM 7, RSW 11, PP 10, BW 3, S 12
Racial Abilities: Infravision (60'), Surprise Bonus (-4), Sleep/Charm Resistance (90%), Bow/Sword Affinity (+1 to hit), Pass concealed/secret door (1 on 1d6), Search secret door (1,2 on 1d6), Search concealed door (1-3 on 1d6)
Class Abilities: Divine Spellcasting, Control Undead (7th level), Access to War Sphere, Major Access to Elemental (Fire) Sphere, Incite Berserker Rage, Inspire Fear (1/day), XP Bonus (+10%)
Kit Abilities: None
Special Abilities: None
Traits: Sociopathic, Greedy, Selfish
WP: Mace, Club, Sling
NWP: 9 Animal Handling (WIS-1), Animal Training [Dogs] (WIS 0), Artistic Ability [Painting] (WIS 0), Direction Sense (WIS+1), Fire-Building (WIS-1), Fishing (WIS-1), Healing (WIS-2), Modern Languages [Camptalk] (INT 0), Religion (WIS 0)
Languages: Octhanian, Elven, Aquan, Camptalk
Gear:
Head – Bare
Neck – Holy symbol of Renos [0.1 lbs]
Torso – Embroidered red robe, backpack [2 lbs], masterwork brigandine armor [35 lbs]
Hands – Bare
Waist – Breeches, belt, small belt pouch [0.5 lbs]
Feet – Leather boots
Backpack: Dry Rations (14 meals) [14 lbs], waterskin (5 pints of water) [6 lbs], sling bullets (x20), [10 lbs], masterwork sling [0.1 lbs], Burning Commands [3 lbs], masterwork footman's mace [10 lbs], coin (7 GP) [0.1 lb]
Small Belt Pouch: Spell components [4 lbs]
Encumbrance: 84.3 lbs (Severe Encumbrance, MV 1, -4 hit, +3 AC)
Stowed Gear: None
Spells: (1) Bless, Call Upon Faith, Combine, Command, Courage, Cure Light Wounds, Detect Evil, Detect Magic, Detect Poison, Detect Snares & Pits, Endure Heat/Cold, Invisibility to Undead, Light, Magical Stone, Morale, Protection from Evil, Purify Food & Drink, Remove Fear, Sacred Guardian, Sanctuary (2) Aid, Augury, Chant, Charm Person or Mammal, Cure Moderate Wounds, Create Holy Symbol, Detect Charm, Dust Devil, Draw Upon Holy Might, Emotion Perception, Enthrall, Find Traps, Fire Trap, Flame Blade, Heat Metal, Hold Person, Know Alignment, Mystic Transfer, Produce Flame, Rally, Resist Fire/Cold, Sanctify, Silence (15' Radius), Slow Poison, Spiritual Hammer, Withdraw, Wyvern Watch (3) Adaptation, Animate Dead, Astral Window, Caltrops, Continual Light, Create Food & Water, Cure Blindness or Deafness, Cure Disease, Dispel Magic, Feign Death, Flame Walk, Glyph of Warding, Locate Object, Magical Vestment, Meld Into Stone, Negative Plane Protection, Prayer, Protection from Fire, Pyrotechnics, Remove Curse, Remove Paralysis, Speak with Dead, Starshine, Stone Shape, Unearthly Choir, Water Breathing, Water Walk (4) Abjure, Blessed Warmth, Cloak of Bravery, Cure Serious Wounds, Detect Lie, Divination, Focus, Fortify, Free Action, Imbue with Spell Ability, Join with Astral Traveler, Leadership, Neutralize Poison, Produce Fire, Protection From Evil 10' Radius, Reflecting Pool, Spell Immunity, Tanglefoot, Tongues, Uplift
Memorized Spells:
1st Level: (Blank), (Blank), (Blank), (Blank), (Blank)
2nd Level: (Blank), (Blank), (Blank), (Blank), (Blank)
3rd Level: (Blank), (Blank), (Blank)
4th Level: (Blank)
Appearance: A stern-looking elf with short brown hair and blue eyes. Very prominent eyebrows, and a long scar across her nose and cheek. She typically wears the vestments of Renos, though a bit more loose and scuffled than is usual.
Personality: Kallian is not a very empathic person. She cares largely about her own business, and doesn't see the point in interfering with others--unless she has a good reason, usually money. Her devotion to Renos is in itself largely selfish: she uses the Cleric powers granted by him to further her own ends. Which, in itself (as she says) is serving Renos.
History: Born on the island of Gunn to two poor parents, her older brother was sold into slavery when she was quite young. This impacted her deeply, and she swore to never let herself be so helpless. This made the teachings of Renos quite appealing to her, and she sought to join the order as soon as she could. At the age of 23, she decided to set off into Octhania as a mercenary, serving Renos by crushing the weak--and getting paid good money for it, too.
==================
How does it look? Because of her weak STR and heavy gear, she starts in heavy encumbrance. However, once she signs up, she can store her excess gear on the ship, and that should help make her a little more maneuverable.
Thanks Daos 5 gp sounds reasonable enough. So he has a wheelbarrow now and some of the heavier equipment can go in that probably buy a small chest to put the stuff in as well like you indicated to stow aboard the ship at some point in the future.
Stuff to store in the wheelbarrow, rope, lantern & lamp oil, half of the rations & 1 of the 2 waterskins. Like I said add a small chest that should fit in the wheelbarrow and put those items in it. Along with that probably a good portion of his coin should go in there as well lets lighten his load and store 2,000 GP in that chest.
Okay, that drops him down to light encumbrance. But as he's a dwarf, that means it has no effect on him at all, he still has full maneuverability and movement.
Assuming there's nothing more, I think we're done. Which is ironic, because I just finished the Character Creation thread. Ah, well. Anyway, I'll put up the new chapter tomorrow, if all goes well.