Tirinel Talrina

Tirinel Talrina

Tirinel Grafsson (now Talrina) is a Half-elf cleric, born into the family of a human gravekeeper and an elven grovetender of a growing village. He was raised with great respect for the dead and trained in burial rites and starlight blessings when tragedy struck that destroyed his village, and his experiences teetering on the veil of death left him hateful of the gods. His loyalty, compassion, and naivety are betrayed by his gaunt and expressionless appearance, but he is determined to "save" as many souls as he can from the fate he saw.

Physical Description

Body Features

Pale blue skin with dark blue hair, he's fit-slim with with a large, grey scar across his abdomen and various smaller marks across his body.

Facial Features

Tirinel's face reflects his trauma and tireless search for knowledge, bearing a permanent haggard look. His eyes are engraved into deep grey sockets, his cheeks gaunt, yet skin smooth save the scar down his right cheek.

Mental characteristics

Personal history

Tirinel was born in growing village, the son of the gravekeeper and an astral druid. He was raised into his father's profession where he learned to tend to the dead, and assisted his mother in blessing the those passing through the veil with starlit rituals. Tragedy struck as unknown assailants raided and ransacked the town, and despite his parents staunch defense of their home, they were ultimately struck down.

As he lay dying with guts suspended in his fingers he uttered one final prayer to Lorn, and closed his eyes on a starry night for one last time. Groggily, he saw something - a vision, a dream, or something real - a plane where the souls of his loved ones were tormented endlessly.

Days later he suddenly awoke to a night sky surrounded by still-smoldering ruins and debris, his wounds closed with deep scars and dirt. Despite his trauma and torment his first instinct was to find his family and bury their remains, but they were nowhere to be found, only stains of dried blood and ash where they fell. Everything he thought he knew was shattered, those he loved gone, and so Tirinel cried out to Lorn begging to know why -- Why was everyone left behind? Why was he the only one who lived? Was this tormenting dream really their fate, or was it just that - a dream? Why would Lorn not speak?

No answers came, and as the corn crakes crowed above he came to his senses, the rancid stench of death and decay on the wind. He wanted answers, and would do damn near anything to get them.

Employment

Previously Gravekeeper and Grovetender, often lending his knowledge and services of preserving the dead to institutions in exchange for what they have recorded on the the gods and death.

Mental Trauma

Everyone he loved and knew died in front of him, and so should have he. He carries this with him along with his dream of torment that those killed might suffer, further jading him of emotions that life as a mortician would bring.

Morality & Philosophy

Tirinel will not go willingly to his death, and desperately defends his allies from theirs. Often seen as cowardly for his flightiness in situations where death seems likely, he sees this as a necessity. He sees people seeking their end as foolish, and the idea that there would even be honorable death ignorant and naive, as he once was.

 

Despite this grave obsession, Tirinel deeply believes in companionship and is loyal to a fault. Though some may view him cowardly, the idea of betraying an ally is abhorrent to him, especially abandoning them to a fate of death. His tormented soul does not afford his enemies any mercy, however, as he will without pause obliterate his foes for daring to threaten his friends.

Personality Characteristics

Motivation

He has an incessant thirst for knowledge driven by his fear and desperation to prevent his own death. In time, he has resolved to become a force that protects the sanctity of death and find out how to fix this dreadful fate that he believes awaits him.

Virtues & Personality perks

Loyal, caring, determined and protective

Vices & Personality flaws

Mistrusting of people's intentions, Stubborn in his view of the gods and is inclined to inform people why they shouldn't be worshipped, Tends to be overly cautious, and likes to poke at peoples buttons.

Personality Quirks

Often looks over his shoulder and reacting to the slightest noise or movement.

Hygiene

Well kept, in effort to prolong his life.

Social

Religious Views

Tirinel has a deep mistrust of gods, and views traditional deities as liars. He assumes they only see mortals and worshippers as some sort of game or resource for a purpose yet unknown, and believes his drive to deny them power through souls justified. The mortal-ascendent gods, however, have proven themselves fighting for mortals and deserve respect.

Social Aptitude

He's not very skilled with speechcraft, but he has a soft and genuine tone that betrays his gaunt appearance, often displaying his naivity of the wider world beyond his books and tomes. This combination often proves to his advantage though, as others may find him endearing.

Often comes across as cynical but means the best. He is obsessed with death and does everything he can to avoid that of his own and his friends.

View Character Profile
Alignment
Chaotic Neutral
Age
25
Birthplace
Dolten
Children
Gender
Male
Eyes
Dark Blue
Hair
Dark Blue
Skin Tone/Pigmentation
Pale with icy blue hue
Height
5 ft. 9 in.
Weight
140 lbs

Tirinel Talrina

Half-elf Race
Dolten (Fangs in the Night) Origin
Cleric (Death) 7 Class & Level
Chaotic Good Alignment
The Seven Deity
Great Coven Faction
Warlock Rank/Position
4 Loyalty
Company

Strength 13
+1
Dexterity 13
+1
constitution 14
+2
intelligence 14
+2
wisdom 16
+3
charisma 15
+2
Total Hit Dice 5
Hit Die
1d8+2
+3 proficiency bonus
+1 Strength
+1 Dexterity
+2 Constitution
+2 Intelligence
+6 Wisdom
+5 Charisma
saving throws
+1 Acrobatics
+3 Animal Handling
+5 Arcana
+1 Athletics
+5 Deception
+5 History
+6 Insight
+2 Intimidation
+2 Investigation
+3 Martial
+3 Medicine
+5 Nature
+6 Perception
+2 Performance
+2 Persuasion
+5 Religion
+1 Sleight of Hands
+1 Stealth
+3 Survival
skills

 
24
MV
0
Prestige
1
Attunement Slots
23
Armor Class
56
Hit Points
+1
Initiative
30
Speed
ItemAttack RollDamage
Mace 1d20+4 1d6+1
Warhammer 1d20+4 1d8+1
Dagger 1d20+4 1d4+1
Attacks
Armor: Light armor, medium armor, shields
Weapons: Simple weapons, Martial weapons (Death Domain)
Tools: Herbalism Kit (Factionless), Forgery Kit (Collectors), Disguise Kit (Collectors), Calligraphy Supplies (Academy), Alchemy (Great Coven), Cook's Utensils (Great Coven)
Saving Throws: Wisdom, Charisma
Skills: History, Religion, Perception (Factionless), Deception (Sub-origin), Arcana (Racial), Nature (Racial), Insight (Lip Service)
Languages: Common, Elven, Primordial
Proficiences
DC 14
Attack 6

Spells Prepared
Cantrips
Chill Touch(Death Domain), Guidance, Spare the Dying, Toll the Dead, Sacred Flame

1st Level
False Life(Death Domain), Ray of Sickness(Death Domain), Shield of Faith, Guiding Bolt, Inflict Wounds, Healing Word

2nd Level
Ray of Enfeeblement(Death Domain), Blindness/Deafness(Death Domain), Hold Person, Spiritual Weapon

3rd Level
Animate Dead (Domain), Vampiric Touch (Domain), Mass Healing Word, Speak with Dead

4th Level
Blight (Domain), Death Ward (Domain), Banishment, Divination

Spellcasting
dagger (1d4 Piercing), mace (1d6 Bludgeoning), Warhammer (1d8 bluedgeoning / versatile 1d10)
1x Masterwork Full Plate Armor
priest's pack
A shield (+2 AC) and a holy symbol (amulet)
Herbalism Kit
Calligrapher's Supplies
Forgery Kit, Disguise Kit, Alchemist Supplies, Cook's Utensils
A fine set of clothes
2x bandolier

2x antitoxin
3x healing potion
5x greater healing potion
12x Potion of Superior Healing
8x Potion of Growth
7x Potion of Invulnerability
6x Potion of Heroism
2x protection from good and evil
8x scroll of healing word
2x scroll of Beacon of Hope
1x scroll of Spirit Guardians
3x scroll of Cure Wounds
4x scroll of Gentle Repose
4x Scroll of Bless
4x Scroll of Shield of Faith
2x Scroll of Dispel Magic
7x Scroll of Longstrider
x2 Alchemist Fire
2x potion of mind reading

1x Silk rope (50ft)
1x Manacles
1x Crowbar
1x Ornate longsword (mundane) with ancient stetonian inscriptions [bank]
Greatsword (mundane) [bank]

This Greatsword has the mark of Glory etched into the pommel and large angelic wings as a cross guard. Along the blade is a passage in Celestial that says 'For my dearest Flames, I will climb the tallest mountains, cross the longest rivers. For you alone, I show my back

1x Pole of Collapsing
1x Smoke Stick
Great Coven Ring (chain around neck)
1x Phoenix-Blessed Pin
a unique mundane set of cooks utensils decorated with turkeys and "777 ways to cook a turkey" from the turkestrus event.

Currency: 1535g
33 Crafting Tokens
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Glass Ball Night Light (Gift from Ester)

Touch activated. Gives off a wide array of lights that dim and swirl together. Emits dim light in a 5ft radius for up to an hour with 2 uses refreshing at dawn. This item also emits posi vibes to those that gaze at it.

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Elwyn's Grace

Wondrous (Headband) - Major Rare (2,000 gp) - Attunement
"This headband of flowers still exudes a sweet scent."
You may substitute your Intelligence bonus for Charisma when making Persuasion checks.
You may cast the spell Misty Step once per short rest.
Once per long rest, as a bonus action, you gain 2d12 temporary hit points.

---------------
Banner of the Dead (attuned)

+1 Quarterstaff - Major Rare (2800 GP) - Attunement: Spellcaster
This ivory staff has slight cracks in its single, solid piece. The patina has long since been stripped away from it.

• As a bonus action, you can cause this staff to shine with light as the Light cantrip.
•This staff deals an additional 1d4 radiant damage on a successful hit.
•When you hardcast a spell that deals radiant damage, add +2 to the total damage dealt.
•Glory of the Desert. As an action, you can create a 30 foot radius burst centered on you. You and all allied creatures within this area heal 2d4+2 hit points. This ability has two uses and refreshes on a long rest.
[Base Material, Enhancement, Enchantment, Spell Invocation x2]

-------------
Equipment
Great Coven
Faction
Razzle Dazzle
Stat Array
War Caster (feat)
You have practiced casting spells in the midst of combat, learning techniques that grant you the following benefits:
You have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage.
You can perform the somatic components of spells even when you have weapons or a shield in one or both hands.
When a hostile creature's movement provokes an opportunity attack from you, you can use your reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature.


Attribute Cap Increase [Cha] (Collector)
Charisma +2; This boosts the maximum of an ability score but not the score itself

Attribute Cap Increase [Con] (Great Coven)
Constitution+2; This boosts the maximum of an ability score but not the score itself


(Race) Darkvision
Thanks to your elf blood, 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.


(Race) Fey Ancestry
You have advantage on saving throws against being charmed, and magic can't put you to sleep.


(Race) Skill Versatility
You gain proficiency in two skills of your choice.


(Race) Languages
You can speak, read, and write Common, Elven and one extra language of your choice.

-----------
Doltenian
Having lived in fear, Doltenians are much harder to scare. You gain a +3 bonus to saving throws vs. Fear effects.


Doltenian Mind
A Doltenian has a strong mind. +1 Wisdom


Fangs in the Night
The gaze of a vampire is a constant fact of life to you. Therefore you have built up quite a tolerance to such effects. You have advantage on saving throws versus Enchantment spells.


Corruption Bonus
+1 Intelligence


Corruption Effect
You can be turned as an undead using your character level divided by 4 rounded down as the CR.

-----------
1st level (Class)
Spellcasting, Divine Domain (Death)


Deity (The Seven)
Church Boon. +1 Any (WIS)

Lip Service. Proficiency in Any (Insight)


(Death Domain) Bonus Proficiency
1st Level. gains proficiency with martial weapons.


(Death Domain) Reaper
1st Level. You learn one Necromancy cantrip of your choice. When you cast this cantrip that affects only creature, the spell can now target two creatures within range and within 5 feet of one another.


Channel Divinity (1/rest)

Channel Divinity: Touch of Death
Starting at 2nd level, the cleric 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, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you 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 you as it can, and it can't willingly move to a space within 30 feet of you. 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.

Class/Racial Features & Traits

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