Character Sheet
Posted On: Feb 15, 2015 18:44:54 GMT 7
Post by Michalla Truesilver on Feb 15, 2015 18:44:54 GMT 7
Michalla Truesilver (Kayla)
Human - Noble of Cormyr
Lawful Good
Paladin of Torm 8
Human - Noble of Cormyr
Lawful Good
Paladin of Torm 8
{== Pictures ==}
{Normal/Chain Shirt}
(this image is originally taken from deviantArt and made by Lo-wah. The character "Lucina" from "Fire Emblem: Awakening/Kakusei" is owned by Intelligent Systems Co., Ltd.)
(this image is originally taken from deviantArt and made by Lo-wah. The character "Lucina" from "Fire Emblem: Awakening/Kakusei" is owned by Intelligent Systems Co., Ltd.)
{Half Plate}
(this image is originally taken from pixiv.net and made by hybridmink. The character "Lucina" from "Fire Emblem: Awakening/Kakusei" is owned by Intelligent Systems Co., Ltd.)
(this image is originally taken from pixiv.net and made by hybridmink. The character "Lucina" from "Fire Emblem: Awakening/Kakusei" is owned by Intelligent Systems Co., Ltd.)
{== Languages ==}Chondathan (Cormyr)
Common (Human)
Celestial (Human)
Infernal (Noble)
Common (Human)
Celestial (Human)
Infernal (Noble)
{== Ability Scores ==}16 (+3) Strength [14+1+1]
14 (+2) Dexterity [13+1]
14 (+2) Constitution [13+1]
9 (-1) Intelligence [8+1]
11 (+0) Wisdom [9+1+1]
16 (+3) Charisma [15+1]
14 (+2) Dexterity [13+1]
14 (+2) Constitution [13+1]
9 (-1) Intelligence [8+1]
11 (+0) Wisdom [9+1+1]
16 (+3) Charisma [15+1]
{== Proficiencies ==}Proficiency Bonus: +3
All Armor and Shields (Paladin)
Simple and Martial Weapons (Paladin)
Wisdom and Charisma Saving Throws (Paladin)
Athletics (Paladin)
History (Noble)
Persuasion (Noble)
Religion (Paladin)
All Armor and Shields (Paladin)
Simple and Martial Weapons (Paladin)
Wisdom and Charisma Saving Throws (Paladin)
Athletics (Paladin)
History (Noble)
Persuasion (Noble)
Religion (Paladin)
{== Combat Stats ==}hp 60 (12 + 6x8)
AC 19 (Full Plate + Ring of Protection; 21 with shield)
AC 18 (Half Plate + Dex + Ring of Protection; 20 with shield)
AC 16 (Chain Shirt + Dex + Ring of Protection; 18 with shield)
Aura of Protection - +3 to Saves
Ring of Protection - +1 to Saves
Attack:
Melee: +6
Range: +5
Damage:
Great Sword: 2d6+3 (slashing; fighting style)
Longsword (1h): 1d8+3 (slashing)
Longsword (2h): 1d10+3 (slashing; fighting style)
AC 19 (Full Plate + Ring of Protection; 21 with shield)
AC 18 (Half Plate + Dex + Ring of Protection; 20 with shield)
AC 16 (Chain Shirt + Dex + Ring of Protection; 18 with shield)
Aura of Protection - +3 to Saves
Ring of Protection - +1 to Saves
Attack:
Melee: +6
Range: +5
Damage:
Great Sword: 2d6+3 (slashing; fighting style)
Longsword (1h): 1d8+3 (slashing)
Longsword (2h): 1d10+3 (slashing; fighting style)
{== Equipments ==}Great Sword
Longsword
Dagger
Shield (Left at Eltur's Guard)
Shield of Missile Attraction (Dragon - Religious - Heroic - Unbreakable|Warleader - Covetous)
Full Plate
Half Plate (Left at Eltur's Guard)
Chain Shirt
Explorer's Pack (Left at Eltur's Guard)
Howard's Handy Haversack
Torm's holy symbol
A set of fine clothes
Truesilver signet ring
Ring of Protection (Elf - Prophecy - Compass - Possessive)
A scroll of pedigree
A purse containing 168 gp, 8 sp
A pouch containing 100 gp
A pouch containing 2 jewels @100 gp and 4 jewels @50 gp
A silver amulet
A silver bracelet
Longsword
Dagger
Shield (Left at Eltur's Guard)
Shield of Missile Attraction (Dragon - Religious - Heroic - Unbreakable|Warleader - Covetous)
Full Plate
Half Plate (Left at Eltur's Guard)
Chain Shirt
Explorer's Pack (Left at Eltur's Guard)
Howard's Handy Haversack
Torm's holy symbol
A set of fine clothes
Truesilver signet ring
Ring of Protection (Elf - Prophecy - Compass - Possessive)
A scroll of pedigree
A purse containing 168 gp, 8 sp
A pouch containing 100 gp
A pouch containing 2 jewels @100 gp and 4 jewels @50 gp
A silver amulet
A silver bracelet
{== Special Features ==}
{Divine Senses: 4x uses (1 + CHA)}The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity.
Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell.
Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell.
{Lay on Hands: 40 hp pool (5 x Paladin Level)}Your blessed touch can heal wounds. As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool.
Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one.
This feature has no effect on undead and constructs.
Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one.
This feature has no effect on undead and constructs.
{Fighting Style: Great Weapon Fighting}When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll. The weapon must have the two-handed or versatile property for you to gain this benefit.
{Spellcasting}Spell DC: 14 (8 + Proficiency + CHA)
Spell attack modifier: +6 (Proficiency + CHA)
Spell attack modifier: +6 (Proficiency + CHA)
{Divine Smite}When you hit a creature with a melee weapon attack, you can expend one paladin spell slot to deal radiant damage to the target, in addition to the weapon’s damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend.
{Divine Health}The divine magic flowing through you makes you immune to disease.
{Sacred Oath: Oath of Devotion}
Oath Spells
{Channel Divinity}Sacred Weapon: +3 attack, magical weapon
As an action, you can imbue one weapon that you are holding with positive energy, using your Channel Divinity. For 1 minute, you add your Charisma modifier to attack rolls made with that weapon (with a minimum bonus of +1). The weapon also emits bright light in a 20-foot radius and dim light 20 feet beyond that. If the weapon is not already magical, it becomes magical for the duration.
You can end this effect on your turn as part of any other action. If you are no longer holding or carrying this weapon, or if you fall unconscious, this effect ends.
Turn the Unholy:
As an action, you present your holy symbol and speak a prayer censuring fiends and undead, using your Channel Divinity. Each fiend or 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 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.
As an action, you can imbue one weapon that you are holding with positive energy, using your Channel Divinity. For 1 minute, you add your Charisma modifier to attack rolls made with that weapon (with a minimum bonus of +1). The weapon also emits bright light in a 20-foot radius and dim light 20 feet beyond that. If the weapon is not already magical, it becomes magical for the duration.
You can end this effect on your turn as part of any other action. If you are no longer holding or carrying this weapon, or if you fall unconscious, this effect ends.
Turn the Unholy:
As an action, you present your holy symbol and speak a prayer censuring fiends and undead, using your Channel Divinity. Each fiend or 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 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.
{Aura of Devotion}You and friendly creatures within 10 feet of you can’t be charmed while you are conscious.
{Extra Attack}You can attack twice, instead of once, whenever you take the Attack action on your turn.
{Aura of Protection}Whenever you or a friendly creature within 10 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma modifier (with a minimum bonus of +1). You must be conscious to grant this bonus.
{Feats}
{Mounted Combatant}You are a dangerous foe to face while mounted. While you are mounted and aren’t incapacitated, you gain the following benefits:
- You have advantage on melee attack rolls against any unmounted creature that is smaller than your mount.
- You can force an attack targeted at your mount to target you instead.
- If your mount is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
- You have advantage on melee attack rolls against any unmounted creature that is smaller than your mount.
- You can force an attack targeted at your mount to target you instead.
- If your mount is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
{== Spells ==}Slots:
1st Level: 4
2nd Level: 3
Prepared Spells: 7 (CHA + 1/2 Paladin Level)
1st Level: 4
2nd Level: 3
Prepared Spells: 7 (CHA + 1/2 Paladin Level)
{Usually Prepared Spells}
{Branding Smite (Paladin 2; Evocation 2; 1 bonus action; self; V; concentration - 1 minute; extra 1d6 per higher spell level slot)}The next time you hit a creature with a weapon attack before this spell ends, the w eapon gleams with astral radiance as you strike. The attack deals an extra 2d6 radiant damage to the target, which becomes visible if it’s invisible, and the target sheds dim light in a 5-foot radius and can’t become invisible until the spell ends.
{Compelled Duel (Paladin 1; Enchantment 1; 1 bonus action; 30 ft; V; Concentration - 1 minute; Wisdom)}You attempt to compel a creature into a duel. One creature that you can see within range must make a Wisdom saving throw. On a failed save, the creature is drawn to you, compelled by your divine demand. For the duration, it has disadvantage on attack rolls against creatures other than you, and must make a Wisdom saving throw each time it attempts to move to a space that is more than 30 feet away from you; if it succeeds on this saving throw, this spell doesn’t restrict the target’s movement for that turn.
The spell ends if you attack any other creature, if you cast a spell that targets a hostile creature other than the target, if a creature friendly to you damages the target or casts a harmful spell on it, or if you end your turn more than 30 feet away from the target.
The spell ends if you attack any other creature, if you cast a spell that targets a hostile creature other than the target, if a creature friendly to you damages the target or casts a harmful spell on it, or if you end your turn more than 30 feet away from the target.
{Cure Wounds (Paladin 1; Evocation 1; 1 action; touch; V, S; instantaneous; 1d8 per higher spell level slot)}A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
{Searing Smite (Paladin 1; Evocation 1; 1 bonus action; self; V; concentration - 1 minute; Constitution; extra 1d6 fire damage per higher spell level slot)}The next time you hit a creature with a melee weapon attack during the spell’s duration, your weapon flares with white-hot intensity, and the attack deals an extra 1d6 fire damage to the target and causes the target to ignite in flames. At the start of each of its turns until the spell ends, the target must make a Constitution saving throw. On a failed save, it takes 1d6 fire damage. On a successful save, the spell ends. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames (such as the target being submerged in water), the spell ends.
{Thunderous Smite (Paladin 1; Evocation 1; 1 bonus action; self; V; concentration - 1 minute; Strength)}The first time you hit with a melee weapon attack during this spell’s duration, your weapon rings with thunder that is audible within 300 feet of you, and the attack deals an extra 2d6 thunder damage to the target. Additionally, if the target is a creature, it must succeed on a Strength saving throw or be pushed 10 feet away from you and knocked prone.
{Find Steed (Paladin 2; Conjuration 2; 10 minutes; 30 ft; V, S; Instantaneous)}You summon a spirit that assumes the form of an unusually intelligent, strong, and loyal steed, creating a long-lasting bond with it. Appearing in an unoccupied space within range, the steed takes on a form that you choose, such as a warhorse, a pony, a camel, an elk, or a mastiff. (Your DM might allow other animals to be summoned as steeds.) The steed has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of its normal type. Additionally, if your steed has an Intelligence of 5 or less, its Intelligence becomes 6, and it gains the ability to understand one language of your choice that you speak.
Your steed serves you as a mount, both in combat and out, and you have an instinctive bond with it that allows you to fight as a seamless unit. While mounted on your steed, you can make any spell you cast that targets only you also target your steed.
When the steed drops to 0 hit points, it disappears, leaving behind no physical form. You can also dismiss your steed at any time as an action, causing it to disappear. In either case, casting this spell again summons the same steed, restored to its hit point maximum.
While your steed is within 1 mile of you, you can communicate with it telepathically.
You can’t have more than one steed bonded by this spell at a time. As an action, you can release the steed from its bond at any time, causing it to disappear.
Your steed serves you as a mount, both in combat and out, and you have an instinctive bond with it that allows you to fight as a seamless unit. While mounted on your steed, you can make any spell you cast that targets only you also target your steed.
When the steed drops to 0 hit points, it disappears, leaving behind no physical form. You can also dismiss your steed at any time as an action, causing it to disappear. In either case, casting this spell again summons the same steed, restored to its hit point maximum.
While your steed is within 1 mile of you, you can communicate with it telepathically.
You can’t have more than one steed bonded by this spell at a time. As an action, you can release the steed from its bond at any time, causing it to disappear.
{Detect Evil and Good (Paladin 1; Divination 1; 1 action; self; V, S; concentration - 10 minute)}For the duration, you know if there is an aberration, celestial, elemental, fey, fiend, or undead within 30 feet of you, as well as where the creature is located. Similarly, you know if there is a place or object within 30 feet of you that has been magically consecrated or desecrated.
The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet
of lead, or 3 feet of wood or dirt.
The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet
of lead, or 3 feet of wood or dirt.
{Protection from Evil and Good (Oath of Devotion; Abjuration 1; 1 action; touch; V, S, M (holy water or powdered silver and iron, which the spell consumes); concentration - 10 minute; Wisdom)}Until the spell ends, one willing creature you touch is protected against certain types of creatures: aberrations, celestials, elementals, fey, fiends, and undead.
The protection grants several benefits. Creatures of those types have disadvantage on attack rolls against the target. The target also can’t be charmed, frightened, or possessed by them. If the target is already charmed, frightened, or possessed by such a creature, the target has advantage on any new saving throw against the relevant effect.
The protection grants several benefits. Creatures of those types have disadvantage on attack rolls against the target. The target also can’t be charmed, frightened, or possessed by them. If the target is already charmed, frightened, or possessed by such a creature, the target has advantage on any new saving throw against the relevant effect.
{Sanctuary (Oath of Devotion; Abjuration 1; 1 bonus action; 30 ft; V, S, M (a small silver mirror); 1 minute; Wisdom)}You ward a creature within range against attack. Until the spell ends, any creature who targets the warded creature with an attack or a harmful spell must first make a Wisdom saving throw. On a failed save, the creature must choose a new target or lose the attack or spell. This spell doesn’t protect the warded creature from area effects, such as the explosion of a fireball.
If the warded creature makes an attack or casts a spell that affects an enemy creature, this spell ends.
If the warded creature makes an attack or casts a spell that affects an enemy creature, this spell ends.
{Lesser Restoration (Oath of Devotion; Abjuration 2; 1 action; touch; V, S; instantaneous)}You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned.
{Zone of Truth (Oath of Devotion; Enchantment 2; 1 action; 60 ft; V, S; 10 minutes; Charisma)}You create a magical zone that guards against deception in a 15-foot-radius sphere centered on a point of your choice within range. Until the spell ends, a creature that enters the spell’s area for the first time on a turn or starts its turn there must make a Charisma saving
throw. On a failed save, a creature can’t speak a deliberate lie while in the radius. You know whether each creature succeeds or fails on its saving throw.
An affected creature is aware of the spell and can thus avoid answering questions to which it would normally respond with a lie. Such a creature can be evasive in its answers as long as it remains within the boundaries of the truth.
throw. On a failed save, a creature can’t speak a deliberate lie while in the radius. You know whether each creature succeeds or fails on its saving throw.
An affected creature is aware of the spell and can thus avoid answering questions to which it would normally respond with a lie. Such a creature can be evasive in its answers as long as it remains within the boundaries of the truth.