<div class="floatleft">(https://elliquiy.com/elluiki/images/c/c0/Mercusio2.jpg)</div><strong>Name:</strong>Mercusio Gondsworth<br/><strong>Age:</strong>20<br/><strong>Race:</strong>Human<br/><strong>Languages:</strong>Common, Elvish, Dwarf, Orc<br/><strong>Class/Level:</strong>Cleric 1 (Lathander)<br/><strong>Alignment:</strong>Neutral<br/><strong>Background:</strong>Acolyte<br/><strong>Feature:</strong>Shelter of the Faithful<br/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">History &amp; Background</div><div class="spoiler_body"> Mercusio Gondsworth, son of a merchant from Iriaebor, does not have what it takes in being an outstanding businessman just like his parents and has become sort of a rich spoiled brat. He thus spends most of his time in a life of wanton extravagance – partying with friends, gambling, or indulging with quick company. <br/> <br/>While seen as a great disappointment by his father, the Gondsworth patriarch has not abandoned all hope for his rather worthless son.  A devout follower, and a generous donor, to the church of Lathander, Mercusio’s father wished his son to be taken in by the prestigious holy order of the Morninglord - so as that they would make a better man out of him.  <br/><br/>One day, clerics of Lathander came to the Gondsworth residence and picked up a pathetic Mercusio, who practically kicked and screamed as he was being taken away.  To make it clearer, Mercusio’s father sent him a letter – shortly upon arriving in the temple – with the family seal, stating that all his finances have been repealed and that he is not welcomed in the Gondsworth household, and its related businesses, until he learns to become a better person, by developing virtues that would make up for his inequities.<br/> <br/>Mercusio did not like the way he was ‘abandoned’ and ‘disowned’ by this family, and curses them for dumping him to a place where he could not enjoy the finer things in life anymore.  For him, being sent to the holy order of Lathander was hell.<br/><br/>Time passed on and the daily teaching and trainings of being an acolyte for the Morninglord were difficult and strenuous for Mercusio, for he was not used to unfamiliar activities and hardships.  At the same time he was being stubbornly difficult with his peers and superiors, earning him of being greatly disliked by them.  But ultimately Mercusio had little choice in his situation, and the daily drills and mantra were hard not to be ignored - as they slowly instill into his person.<br/><br/>Eventually – after much time and effort unusually given to a trainee – Mercusio graduates in becoming an acolyte of Lathander.  As his first assignment, he is to go on a pilgrimage to place called Greenest in the North. There to spread the teachings of the Morninglord to its people and to assist them in any way he can.<br/><br/><br/><br/>Personality: I like the finer things in life. I expect compensations for my efforts.<br/>Ideals: To each his own.<br/>Bond: I’ll do anything for the group, as long it benefits me.<br/>Flaw: Whenever possible I avoid poverty and hardships.<br/><br/></div></div><br/><br/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">HP and other vitals</div><div class="spoiler_body"><strong>Hit Points:</strong> 10<br/><strong>Hit Die:</strong> D8<br/><strong>Armor Class:</strong> 15 (17 with shield)<br/><strong>Initiative:</strong> +2<br/><strong>Speed:</strong> 30 ft.<br/><strong>Proficiency Bonus:</strong> +2<br/><span class="bbc_u"><strong>Proficiencies</strong></span><br/><strong>Saves:</strong> Wisdom, Charisma<br/><strong>Skills:</strong> Insight, Medicine, Persuasion, Religion<br/> </div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Ability Scores</div><div class="spoiler_body"><strong>Strength</strong>: 12/+1<br/>- Saving Throw: +1<br/>- Athletics: +1<br/><strong>Dexterity</strong>: 14/+2<br/>-Saving Throw: +2<br/>- Acrobatics: +2<br/>- Sleight of Hand: +2<br/>- Stealth: +2<br/><strong>Constitution</strong>: 15/+2<br/>- Saving Throw: +2<br/><strong>Intelligence</strong>: 10<br/>- Saving Throw: 0<br/>- Arcana: -0<br/>- History: 0<br/>- Investigation: 0<br/>- Nature: 0<br/>- Religion: +2<br/><strong>Wisdom</strong>: 16/+3<br/>- Saving Throw: +5<br/>- Animal Handling: +3<br/>- Insight: +5<br/>- Medicine: +5<br/>- Perception: +3<br/>- Survival: +3<br/><strong>Charisma</strong>: 14/+2<br/>- Saving Throw: +2<br/>- Deception: +2<br/>- Intimidation: +2 <br/>- Performance: +2<br/>- Persuasion: +4<br/><br/></div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Class Features and Feats</div><div class="spoiler_body"><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Class Features</div><div class="spoiler_body">Proficiencies<br/>Armor: Light and Medium armors, shields<br/>Weapons: Simple weapons<br/>Spellcasting<br/>Spell save DC 13<br/>Spell attack modifier +5<br/><br/>Ritual Casting<br/>Can cast clerical spell as ritual if it has the ritual tag and have said spell prepared<br/><br/>Ritual Casting<br/>Can cast clerical spell as ritual if it has the ritual tag and have said spell prepared<br/>Spellcasting Focus<br/>Can use holy symbol as spellcasting focus for clerical spells<br/><br/>Divine Domain<br/>Life Domain<br/>-   Bonus Proficiency: Heavy armors at 1st level<br/>-   Disciple of Life: healing spells restore an additional 3 hit points<br/>-   Domain Spells: bless, cure light wounds<br/><br/> </div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Equipment</div><div class="spoiler_body"><br/>-Mace<br/>-Chainmail<br/>-Shield<br/>-Light crossbow w/ 20 bolts<br/>-Priest’s pack<br/>-Backpack<br/>-Bedroll<br/>-Holy symbol<br/>-Lamp<br/>-3 flasks of oil<br/>-Tinderbox<br/>-prayer book<br/>-5 incense sticks<br/>-Vestments<br/>-Set of common clothes<br/>-Belt pouch<br/>-Manacles <br/>-3 days of rations<br/>-Waterskin<br/>-7 gp<br/><br/><br/><br/></div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Combat Information</div><div class="spoiler_body">Mace: Attack +3; Damage 1d6+1; Range melee; Bludgeoning<br/>Light crossbow: Attack +4; Damage 1d8; Range 80/320; Piercing, loading, two-handed<br/></div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Spells</div><div class="spoiler_body">Known Cantrips: light, sacred flame, spare the dying<br/><br/>Spells Prepared<br/>1st level (slots – 2): bless (D), command, cure light wounds (D), guiding bolt, healing word, sanctuary<br/><br/></div></div><br/><br/><br/><br/><br/></div></div>