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Found 17 results

  1. The following are 3 towns folk proposed by myself, two of whom are tied into Shayla's backstory.   Nancy "Mama" Ravenbrook (Human {Tiefling}, Farmer's Wife) Wife of Berik Ravenbrook, Nancy plays the part of the doting farmer's spouse well. She bakes cookies and pies, fusses over children, and gossips endlessly with the other ladies. She looks human, mostly, except for the two curling ram-like horns growing from her forehead, and the purplish cast of her skin. She has a venomously sharp wit, and is able to slide subtle insults rather easily into her conversations. More than one false rumor has also, allegedly, been started by her. She was known to have a long time rivalry with Shayla's mother, Yesebel. The rivalry seemed to be born of a deep festering resentment after Shayla's father, Arnulf, turned down Nancy's own advances. Berik "Papa" Ravenbrook (Human {half-elf}, Farmer and Landlord) Berik is a sturdily built man, standing at a tall six feet with shoulder broad enough to make some wonder if he isn't half Verbeeg instead of half elf. He's an exceptionally skilled farmer, but he is mostly known as being a greedy landlord to the peasants who rent some of his land. He is brutal and unforgiving, sometimes even capricious and simply mean-spirited. He almost seems to delight in seeing his renters squirm to try and pay up what they owe. While his renters complain there's little they can do against him. While what he does is certainly cruel, none of it is illegal--as the landlord, he's free to charge whatever rents he wants so long as he pays his taxes--but some grumble that it's only a matter of time before a Paladin errant might finally hear their cries for mercy and justice. Weedo Vistink (Kobold {Dragonscaled}, Veteran Musketeer) While most Kobolds remain dedicated to Tiamat or Kurtulmak, the Vistink clan were just built different. Instead, they worshipped Gond. Life in Lantan was very difficult for the kobold clan despite their devotion to the crafting god due to the fact that Gnomes hate Kobolds as much as Dwarves hate Orcs, and the Lantanese gnomes were no different. As such, when Weedo became an adult, he went wandering to find the other great temples of Gond. Armed with his trusty musket, he fought in many wars and skirmishes to pay his way to Baldur's Gate, where he has planned for some time to try and visit the High House of Wonders. However, this has proven difficult as Baldur's Gate is about as open to Kobolds as Lantan was. Weedo is at an awkward age by Kobold reckoning. Kobolds mature quickly, reaching adulthood before 10 years of age, so in that sense he's been an adult for some time. Kobold society is also naturally violent, and few Kobolds live much past their 30s. However, at nearly 40, Weedo has lived well past this. Yet, it is known that particularly clever Kobolds can live as long as 135 years, so he has aged little despite being practically wizened by the standards of his kind. He suspects he'll live a long time yet. Weedo is tall for a kobold, at nearly 4 feet in height, with brilliant ruby and ocre scales patched across his body, counter shaded to a pale beige under his chin and down his chest and belly. He only has one eye, having lost the other in a skirmish near Elturgard against a band of marauding goblinoids, and his voice is grating and high-pitched. Nonetheless, he is clever and charming, even by kobold standards, and positively gallant in most respects. He is driven by a strict code of conduct that he holds to with a fervent devotion that almost rivals his devotion to Gond, such that most people in town have even stopped accusing him of stealing every small item that goes missing.
  2. Heshiman Boordaan - Pacithhip Energy Shield Researcher   Class: Scout Stats STR Low INT Extreme Ref High DT Very High DEX Average WIS Very High Fort High HP 23/? CON High Average CHR High Will Very High       Abilities Racial Abilities: Trunk - Capable of acting as an extra hand to hold, carry, push or pull items Tusks - 1d6+STR Class Abilities: Bad Feeling Intuitive Initiative Skill Focus (Initiative) Weapon Proficiency (Simple) Weapon Proficiency (Pistols)  
  3. Appearance Height: 5' 6" Weight: 175 lbs Age: 43 Eye Color: Black Hair Color: Black/Salt-and-Pepper Attire: Prefers floral and geometric prints and bright colors, always wears dresses and head wraps. Personality Warm and welcoming, with a good sense of humor. She is a pleasant presence in almost any room, and as happy to talk about the most meaningless small-talk as the deepest arcane discussion. Speaks with a Sudanese accent. History Current mentor to Exemplum Pakaku General Name: Nepungan Concept: Cautious Mentor Path: Mastigos Age: 43 Virtue: Temperance Order: Mysterium   Vice: Pride      
  4. Ogbon Appearance Height: 6' 5" Weight: 210 lbs Build: Athletic Eyes: Brown Hair: Shaved, but black and curly Attire: Suit, no tie Personality Ogbon is a Talon first, Herald second and in these capacities he has seen many of the worst sides of the magical world. He is serious and task focused, not given to small talk or idle speculation. History Ogbon has been active in New York for a couple of decades now, and carries himself like a native of the city. Due to his capacity as a Herald he is well known to the satellite concillium's outside of New York. He has a long history of interactions with the various supernaturals of the city, keeping things under control and under the radar of the Sleepers. It is reported that he has a large web of mundane and magical contacts and that he is a "power behind the throne" of many key politicians in the Bronx. General Name: Ogbon Age: 47 Concept: Rigid Law Enforcement Virtue:  Duty Vice:  Arrogance Path: Acanthus Order: Adamantine Arrow Legacy: Attributes MENTAL - 4   PHYSICAL - 5   SOCIAL - 3 POWER Intelligence ●●○○○   Strength ●●●○○   Presence ●●○○○ FINESSE Wits ●●●○○   Dexterity ●●●○○   Manipulation ●●○○○ RESISTANCE Resolve ●●○○○   Stamina ●●○○○   Composure ●●○○○ Skills MENTAL - 7 (-3 Unskilled)   PHYSICAL - 11 (-1 Unskilled)   SOCIAL - 4 (-1 Unskilled) Academics ●○○○○   Athletics ●●●○○   Animal Ken ○○○○○ Computer ●○○○○   Brawl ●●○○○   Empathy ○○○○○ Crafts ○○○○○   Drive ●○○○○   Expression ○○○○○ Investigate ●○○○○   Firearms ●●○○○   Intimidation ○○○○○ Medicine ●●○○○   Larceny ○○○○○   Persuasion ●●○○○ Occult (Divination) ●●○○○   Stealth ●○○○○   Socialize ●●○○○ Politics ○○○○○   Survival ●●○○○   Streetwise ○○○○○ Science ●○○○○   Weaponry ●○○○○   Subterfuge ○○○○○ Merits & Flaws Merits Flaws High SpeechPrerequisite: Awakened Your character knows the rudiments of the Atlantean High Speech. He can utilize it in spellcasting for a burst of power, as well as to extend a spell’s Duration using runes. If your mage begins play as a member of an order, he learns this Merit at no cost. If he is not a member of an order, he must purchase this Merit using his initial Merit dots or with experience points (assuming there is someone who can teach it to him). High Speech can be spoken and comprehended only by the Awakened. Sleepers’ minds cannot process it. They might hear an Atlantean phrase as a series of nonsense words, or even silence (the speaker’s mouth moves but no sound comes out). Particularly willful Sleepers might catch bits of it, but even then it might sound like a tape played too slow with the bass turned way up. AloofYour character is uncomfortable in social settings and avoids crowds and interaction as much as possible. She dislikes being the center of attention and recoils from center stage. Experience is gained when she avoids attention or social environments and misses out on potential rewards as a result. Maybe she doesn’t get the job that she “deserves,” because the boss is looking for a people-person rather than a hard worker Danger SenseYou gain a +2 modifier on reflexive Wits + Composure rolls for your character to detect an impending ambush. This kind of roll is typically made prior to the first turn of a surprise attack. Your character has a well-developed survival instinct that warns him of impending danger. Perhaps he’s adept at reading subtle clues in his environment or he possesses an uncanny “sixth sense” when it comes to avoiding trouble.   Fighting Style: Muy ThaiPrerequisites: Strength ••, Dexterity ••, Stamina •• and Brawl •• Effect: Your character is trained in Muy Thai, conditioning his mind and body for the purposes of focus and self-defense. He may have begun his training at an early age, following in the footsteps of family or friends, or he may have joined a school as an adult for the purposes of exercise or protection. Dots purchased in this Merit allow access to special combat maneuvers. Each maneuver is a prerequisite for the next. So, your character can’t have “Iron Skin” until he has “Focused Attack.” The maneuvers and their effects are listed below, most of which are based on the Brawl Skill. Focused Attack (•): Physical conditioning and accuracy allow your character to deliver blows at vulnerable spots on targets. Penalties to hit specific targets are reduced by one. See “Specified Targets,” p. 165. Even when a specific part of an opponent is not targeted, armor penalties to your character’s Brawl attacks are reduced by one. Iron Skin (••): Your character has hardened his body to physical blows, allowing him to withstand repeated hits with minimal effect. He has an effective armor trait of 1 against bashing attacks only. Defensive Attack (•••): Your character has mastered the ability to fight defensively. When using this maneuver, your character gains +2 to his Defense for the turn, but any attack he makes suffers a -2 penalty. He can move no more than his Speed while performing a Defense Attack maneuver in a turn. (●●●)   Consilium StatusMuch Deserved reputation; Herald A combination of gossip, historian and ambassador, a Herald represents the Consilium in foreign territory and records events. Traditionally, Heralds see themselves as being above Consilium politics, and the political wrangling around appointees often ensures this. Consilii need to present a united front before other supernatural factions. Betraying division or weakness isn’t in anyone’s interest. On the other hand, Heralds are the people who are best suited to act as spies and double agents. They habitually collect news about local affairs and have the ear of the ruling. council. A treacherous Herald can inflict a great deal of damage as a prelude to attack. In addition, Heralds transmit news and rumors. This allows you to hint at upcoming events, introduce new plots and toss in the odd red herring to test the cabal’s commitment to a quest. (●●●)   Adamantine Arrow Status (●●●)   LanguageYour character knows an additional language besides his own, one that he can read, write and speak with fluency. if he wishes to convince others that he is a native speaker, however, the storyteller might call for an Intelligence + Expression roll, contested with a reflexive Intelligence + Academics roll by anyone who is suspicious.(Swahili)     Other Traits Size: 5 Defense: 3 Initiative Mod: 5 Speed: 11 Health: 7/7 Willpower: 4 Mana: 8/8 (3/turn) Wisdom: 8 Arcana   GNOSIS 3 Death ○○○○○   Mind ○○○○○ Fate ●●●○○   Prime ●○○○○ Forces ○○○○○   Space ○○○○○ Life ○○○○○   Spirit ●●○○○ Matter ○○○○○   Time ●●○○○ Rotes Fate: Blessing of the Gods, Lucky Coin, Ley Lines (Prime 3), Ley Shift (Prime 3) Space: Scrying (Space 2)  
  5. Appearance Height: 6' Weight: 160 lbs Age: 25 Eye Color: Pale Blue Hair Color: Red Attire: Typically form featuring dresses in shades of red that compliment her hair  
  6.   Appearance Height: 4'10" Weight: 105 lbs Build: Thin Eyes: Dark Brown Hair: Black, Grey and White Attire: Clean, simple and multi-layered Personality Generally stern and uncompromising. History Specifics unknown, but originally from Italy and has contacts in Europe  
  7. .. i n i t : 1 7  Unholy Wight knight undead Paladin 9 oathbreaker STR 18, DEX 15, CON 18, INT 12, WIS 14, CHA 16...saves WIS +6, CHA +7, slots 4,3,2 unholy smite slasher, duelist, blind-fight, life drain, unholy smite, necrotic touch, mark of vengence AC 20, HP 218.. 187, status fanatic, cond undead, aura of hate (10') +3 "Kill them !" The unholy wight knight had demanded of the Revenant with an air of evil undead authourity... And then a powerful lightning bolt hit the Unholy Wight knight and his nightmare mount. The ferocity of the unexpected attack from... 'was that a oversized bunny ?!?' ... some powerful wizard was as brutal as you could get. This was the power of the archangels... could this bunny be an angel ?!? The Wight knight considered Edwin as his grasp on undeath faltered for the next few moments. *Boom* the lightning bolt stopped his mounts fiendish heart and threw him sideways with a *jolt* taking out the apparition of Lanre in the process and landing in a heap still glowing from the electrical nimbus around it for a few moments. ... Rising to it's feet with its whole body still smouldering with wispy blue smoke, the Wight turns to consider the bunny man out in the open that was wearing the hated tabard. It's glowing green eye orbs were getting brighter as it's undead life force returns with an evil vengence. It begins staggering towards the bunny wizard with the staff in a slow menacing advance dragging it's sword 'Soul Taker' through the burnt charcoal and ash ridden ground behind it. The unholy Wight Knight raises an accusary arm and points to Edwin with its skeletal rotten fleshy finger and in a hellish rebuke, it says "burn in the fire of hell... bunny man!" Immediately Edwin is about to be consumed in hellish flames... 18 fire dam And the Wight looks on with evil anticipation as it focuses internally to use its unholy powers to dispel the terrible muddle that was affecting it while it drew ever nearer towards Edwin... somehow it shook off the haze that had been affecting it's mind ! a c t i o n s immediate Aura of hate 10' +3 slashing damage granted to Revenant 10' per hit...3 slashing dam added to Lanre and Taunus. move rise from prone stagger 15' drift to (P 26) reaction cast ranged 60' Hellish rebuke (3rd) vs Edwin 18 fire dam... DEX DC 16 save for half Cast Dispel magic to end muddle on self DC 15 immediate leadership for Revenant 30'... adds 1d4 to Revenant's next attack or save for 9 more rounds bonus - Consume life : if foe within 5' is at 0 hp and not dead, it must make a CON DC 15 save or be slain, providing the unholy Wight knight 3d6 hit points Immediate ... immunities (tba)... resistances (tba)... muddled -1d6 attacks.. Aura of hate 10'r ally receives +3 dam bonus... free Int save with muddle , aura of protection... success... spots Lilith. *life drain reduces hit point maximum until long rest taken if CON DC 15 save failed   expendables paladin spell slots 4,3,2 [1] [2] unholy smite, dispel magic [3] Hellish rebuke mark of vengence (3/long rest) Unused Leadership (1/long rest) Revenant 30' gains 1d4 on attack or save for 10 rounds  
  8. Zack half human (orc) CG Ranger 10, ex-Zhentarim mercenary deft explorer | canny* athletics | roving 35' | tireless (4) temp 1d8+3 hp | Land's stride Conclave Monster Slayer | Slayer's Mark, Prey | Hunter's sense | Supernatural defense STR 20, DEX 14, CON 16, INT, 10, WIS 16, CHA 14 : Favored Foe (4) : init +2 AC 19, HP 94..94. cond normal .. Slots 4 | 3 | 2 .. nature's veil (4), absorb elements traits: Savage attacks, relentless endurance, orcish fury +1 dam dice (1/ rest), fs two-weapon fighting   attuned : legendary scale armor +3, greataxe, frostband +3 (1d12+3, 1d6 cold) , dagger of blindsight 30' skills: Athletics* +13, Stealth +6, Intimidate +6, Persuasion +6, Perception +7 saves: STR +9, DEX +6 Ooc .. a c t i o n s move ... (M,20) action ...primeval awareness attack ... extra attack, slayers prey +1d6, hunters mark +1d6, favored foe +1d6 bonus ... off hand attack, Slayer's mark, Hunters mark, nature's veil reaction ... absorb elements immediate ... supernatural defense +1d6 save vs Slayer's Prey Ranger spells and abilities Ranger spells (4,3,2) cast +7, save DC 15 Prepared Spells (8), Monster slayer conclave Absorb elements, Hunter's Mark, Zephyr strike, Beast bond, protection from evil and good used Pass without trace, Summon beast, zone of truth used Protection from energy, Revivify, magic circle used Primeval Awareness Beginning at 3rd level, you can use your action and expend one ranger spell slot to focus your awareness on the region around you. For 1 minute per level of the spell slot you expend, you can sense whether the following types of creatures are present within 1 mile of you (or within up to 6 miles if you are in your favored terrain): aberrations, celestials, dragons, elementals, fey, fiends, and undead. This feature doesn’t reveal the creatures’ location or number. Ranger abilities Favored Foe (Optional) (4 marks / long rest) This 1st-level feature replaces the Favored Enemy feature and works with the Foe Slayer feature. You gain no benefit from the replaced feature and don't qualify for anything in the game that requires it. When you hit a creature with an attack roll, you can call on your mystical bond with nature to mark the target as your favored enemy for 1 minute or until you lose your concentration (as if you were concentrating on a spell). The first time on each of your turns that you hit the favored enemy and deal damage to it, including when you mark it, you increase that damage by 1d6. You can use this feature to mark a favored enemy a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. This feature's extra damage increases when you reach certain levels in this class: to 1d6 at 6th level and to 1d8 at 14th level.   Land's Stride Starting at 8th level, moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard. In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such as those created by the Entangle spell.   Nature's Veil (Optional) (4/ long rest) This 10th-level feature replaces the Hide in Plain Sight feature. You gain no benefit from the replaced feature and don't qualify for anything in the game that requires it. You draw on the powers of nature to hide yourself from view briefly. As a bonus action, you can magically become invisible, along with any equipment you are wearing or carrying, until the start of your next turn. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. Combat tactics Monster Slayer conclave Hunter's Sense  (4/long rest) As an action, you gain the ability to peer at a creature and magically discern how best to hurt it. Choose one creature you can see within 60 feet of you. You immediately learn whether the creature has any damage immunities, resistances, or vulnerabilities and what they are. If the creature is hidden from divination magic, you sense that it has no damage immunities, resistances, or vulnerabilities.   Slayer's Mark As a bonus action, you can add a mark to be the target of Slayer's Prey within 60'   Slayer's Prey (1/ rest) Once per turn, when you make a weapon attack roll against a 'marked' creature, you can focus your ire on one foe, increasing the harm you inflict on it. As a bonus action, you designate one creature you can see within 60 feet of you as the target of this feature. The first time each turn that you hit that target with a weapon attack, it takes an extra 1d6 damage from the weapon. This benefit lasts until you finish a short or long rest. It ends early if you designate a different creature. Supernatural Defense At 7th level, you gain extra resilience against your prey’s assaults on your mind and body. Whenever the target of your Slayer’s Prey forces you to make a saving throw and whenever you make an ability check to escape that target's grapple, add 1d6 to your roll. melee - extra attack Greataxe, frostband +3 (1d12+3) Resistance to fire, attack add's 1d6 cold damage o p t i o n s - Favored foe (1 min con.) +1d6 dam - hunter's mark (bonus) +1d6 dam, added to hunter's marked foe. - slayers prey (part of action) +1d6 dam, added to slayer's mark foe   *A creature blinded by this spell makes another Constitution saving throw at the end of each of its turns. On a successful save, it is no longer blinded.   Updating statblock details the story so far... Chapter Three :  The Chapel Zack arrives via the front door portal of the Chapel, with a polished Wight's skull and the foreign holy knight's great axe that he found outside... and finds the heroe's inside having completed a long well deserved rest...
  9. .. i n i t : 1 4  Death knight undead, medium CE STR 20, DEX 11, CON 20, INT 12, WIS 16, CHA 18...saves DEX +6, WIS +9, CHA +10, slots 4,3,3,3,2 unholy smite | innate spells: (19th) at will detect magic, see invisible, wall of ice, 2/day dispel magic, 1/day (each) power words kill/stun, symbols fear/pain, hellfire orb duelist, unholy smite, magic resistance, power over undead, undead marshall AC 20, HP 199.. 168, status boss, cond undead, fear aura (5') Saves DC 20, +10 Beneath his ancient helmet the Death knight looked on as a powerful bolt of lightning passed through his host. This was most unexpected... these Crusaders carried far more power than the powers of evil had anticipated. The Death Knight's mount became uneasy too as the fiendish steed knew powerful celestial power at work. Controlling his mount with a cruel disposition the Death Knight gallops forth activating a long spearlike extension from his flanged mace into a lance as he bears down on Willow... *STAB* 20 piercing dam, 15 psychic dam, 41 necrotic dam... exploding upon impact with evil power pulsing through the tip of the lance as it penetrates Willow... (WIS Save DC 20, adv or lose reaction until next turn, disadvantage on attacks also) The Death knight continues the gallop towards the Revenant unholy knight intent on skewering the large Minotaur also along his trajectory... *STAB* 14 piercing dam, 32 necrotic dam ... taking out the large Minotaur sending Taunus crashing to the ground, unconscious and dying. Amidst the chaos of the evil Death knights charge, his fiendish steed begins to traverse into the Ethereal as it closes close proximity with the unholy Revenant smouldering knight... and they disappear into the Ethereal... Leaving the unholy Wight knight alone upon the battlefield. a c t i o n s move (mount)... 60' bonus - Staggering smite 4d6 psychic, WIS save DC 20 or disadv on attacks and no reactions until next turn mount attack... extra attack charging Staggering smite Lance +3 (1d12+8) 10' reach attack Willow with unholy smite 7d8 vs good (5th) Lance +3 (1d12+8) 10' reach attack Taunus with unholy smite 7d8 vs good (5th) reaction Parry if attacked +6 AC Nightmare action... Ethereal stride when 5' from the Revenant immediate... Lanre witnesses the Death Knight and the Revenant pass into the ethereal. For everyone who can't see invisible they disappear. Immediate ... immunities (tba)... resistances (tba)... muddled -1d6 attacks/saves... Fear aura 5'r WIS save DC 18 or frightened 1/turn ... magic resistance (adv) spell reflected back on nat. 20...   expendables paladin spell slots 4,3,3,3,2 [1] [2] [3] [4] Staggering smite [5] Unholy smite, Unholy smite Hellfire orb (1/long rest) used innate casting Paladin 19 +10 DC 18 (2/long rest) Dispel Magic Dispel Magic (1/long rest each) Power word Kill Power word Stun Symbol of Pain Symbol of Fear    
  10.   i n i t : 2 1 Revenant unholy knight, cavalier 4, paladin 7 oathbreaker STR 18, DEX 14, CON 18, INT 13, WIS 16, CHA 18... slots 4,3 unholy smite mounted combatant, charger. saves STR +8, CON +8, WIS +7, CHA +8 duelist, blind-fight, mark of vengence, action surge, necrotic touch AC 19, HP 240..185, regeneration 10, status vengeful, cond muddled It took a moment for the unholy knight's evil life force to engage once again after being struck with a bolt of lightning. During this time one of the hated crusaders tried to flee behind it.... typical it thought. Taking up it's blade once more the Revenant was fixated on it's foes, the silver eyed warrior had some kind of force barrier protecting it. The Revenant did not care, it was going to slice him up anyway and redoubled it's efforts thanks to the leadership of the Wight inspiring it to kill. Taking an onimous step forward the unholy knight was going to hack at two of the enemy this round, it had marked the large minotaur and it was time to shed blood. *Hack* 19 slashing dam, 12 necrotic dam... *Slash* miss... vs Lanre *Hack* 19 slashing dam, 16 necrotic dam... vs Taunus Encouraged by bloodletting, the Revenant reached out with it's gauntlet to drain the large minotaur of his life essence... *Touch* 35 necrotic dam ...vs Taunus   a c t i o n s free regenerate 10 psychic dam move 5' to (M 23)... no attack op for Taunus as used reaction already to attack the Wight. immediate... Muddle vs attacks, ability checks & concentration... gains Wights leadership bonus 1d4 to attack attack Lanre with a mark of vengence (adv), unwavering mark if hits...extra attack, duelist, wight leadership longsword +3 plus leadership 1d4 (1d8+9), nine lives stealer, vengence (2d6), unwavering mark, unholy smite 2nd vs good (4d8) vs Lanre longsword +3 plus leadership 1d4 (1d8+9), nine lives stealer, unholy smite 2nd vs good (4d8) vs Lanre bonus attack plus leadership 1d4 with unwavering mark vs Taunus with advantage and +2 dam action surge necrotic touch vs Taunus reaction unwavering mark... if anyone marked attacks anyone else except the Revenant, they have disadvantage and Revenant would gain bonus attack action next turn with advantage and +2 dam.   DA I really like this villain !... forgot to add the Wights Aura of Hate 3 slashing dam for hit to Taunus and Lanre in the dam rolls below. expendables paladin spell slots 4,3 [1] [2] unholy smite, unholy smite Unwavering mark (4/long rest) Lanre until next turn Lanre, Taunus action surge (1/long rest) Necrotic touch vs Taunus round 4  
  11. Zacharial human var. LG Paladin 10, oath of Redemption Squire of Faith | Knight of the Crown | Knight of the Rose | Holy Knight - Emissary of Peace STR 15, DEX 14, CON 12, INT, 12, WIS 17, CHA 18 : Divine Senses 3 : PP 18 : init +2 AC 19, HP 92..92. cond normal .. Slots 4 | 3 | 2 .. Lay on hands 50 hp .. reaction: interception 1d10+4 immune: fire, disease, fear, poison. auras (10') : protectionwhenever 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 (+4). You must be conscious to grant this bonus. +4 .. guardianyou can shield your allies from harm at the cost of your own health. When a creature within 10 feet of you takes damage, you can use your reaction to magically take that damage, instead of that creature taking it. This feature doesn't transfer any other effects that might accompany the damage, and this damage can't be reduced in any way. .. courageyou and friendly creatures within 10 feet of you can't be frightened while you are conscious..   attuned : legendary chain mailWhile wearing this armor, you gain a +3 bonus to AC, you are immune to fire damage, and you can understand and speak Primordial. In addition, you can stand on and walk across molten rock as if it were solid ground. +3 ... crusaders tabardRequirements: Only good aligned characters may seek attunement While wearing this tabard, - Adds +5 to CHA - Persuasion - enables the wearer to benefit from having a holy symbol as a focus for divine abilities, like turning undead. - you gain a +1 bonus to AC if you are wearing no armor. You can still use a shield and gain this benefit. - the tabard becomes suffused with glory and glimmers for one minute whenever you land a critical hit with a weapon attack. While under this effect, you gain temporary hit points at the start of each of your turns equal to half your character level, and friendly creatures within 10 feet of you can't be frightened. note: This item cannot burn, melt or otherwise be destroyed. ... Knights Greatswordattack, dash, dodge granted to ally 60' as a reaction action. Whenever an attack, dash or dodge action is taken by the weilder of this sword, the knight may select one ally within 60' and grant them the same action as a reaction. +1 skills: Athletics +6, Insight +7, Religion +5, Persuasion +8 saves: WIS +7, CHA +8 Ooc .. a c t i o n s move ... (M,20) attack ... extra attack, divine smite (imp), knights action granted 60' to ally bonus ... bolstering rally, commanding rally, thunderous smite, blinding smite reaction ... interception 1d10+4 immediate ... immune to fire, fear, poison, disease ... WIS save adv ... paladin aura's 10'r Paladin spells and abilities Paladin spells (4,3,2) cast +8, save DC 16 Prepared Spells (8), Oath of Redemption used Compelled Duel, Heroism, Prot. from Evil, Thunderous Smite, Sanctuary, Sleep used Lesser Restoration, Locate Object, Calm emotions, Hold Person used Blinding Smite, Crusaders mantle, Counterspell, Hypnotic Pattern used Paladin abilities Divine Senses (5/long rest) 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. Aura of Protection (10') 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 (+4). You must be conscious to grant this bonus. Aura of Courage (10') you and friendly creatures within 10 feet of you can't be frightened while you are conscious. Aura of the Guardian (10) you can shield your allies from harm at the cost of your own health. When a creature within 10 feet of you takes damage, you can use your reaction to magically take that damage, instead of that creature taking it. This feature doesn't transfer any other effects that might accompany the damage, and this damage can't be reduced in any way.   Combat tactics Knightly feats  Knight of the Rose Bolsering Rally (4/long rest) As a bonus action, you can encourage one creature you can see within 30 feet of yourself (you can choose yourself). If the target can see or hear you, the target gains temporary hit points equal to 1d8 + 8.   Knight of the Crown Commanding Rally (4/long rest) As a bonus action, you can command one ally within 30 feet of yourself to attack. If that ally can see or hear you, they can immediately make one weapon attack as a reaction. If the attack hits, the ally can roll a d8 and add the number rolled as a bonus to the attack's damage roll.   Squire of Faith Precise Strike (4/long rest) Once per turn, when you make a weapon attack roll against a creature, you can cause the attack roll to have advantage. If the attack hits, you roll a d8 and add the number rolled as a bonus to the attack's damage roll. melee - extra attack (may use improved divine smite on each attack) Knights Greatsword +7 (2d6+3) When using an attack, dash or dodge action, the Knight may choose an ally within 60' to gain the same action as a reaction. o p t i o n s - divine smite (1) +2d8 radiant dam, (2) +3d8 radiant dam vs undead / fiends +1d8 radiant dam - thunderous smite (bonus) +2d6 thunder dam, audible 300', STR DC 16 or pushback 10' prone. - blinding smite (bonus) +3d8 radiant dam, bright light CON DC 16 or blinded* (concentration)   *A creature blinded by this spell makes another Constitution saving throw at the end of each of its turns. On a successful save, it is no longer blinded. channel divinity (1/rest) Rebuke the Violent : You can use your Channel Divinity to rebuke those who use violence. Immediately after an attacker within 30 feet of you deals damage with an attack against a creature other than you, you can use your reaction to force the attacker to make a Wisdom saving throw. On a failed save, the attacker takes radiant damage equal to the damage it just dealt. On a successful save, it takes half as much damage.   Harness Divine Power : may regain one spell slot (1st or 2nd) per long rest   Emissary of Peace : You can use your Channel Divinity to augment your presence with divine power. As a bonus action, you grant yourself a +5 bonus to Charisma (Persuasion) checks for the next 10 minutes.   the story so far... Chapter One :  The Chapel Zacharial first appeared mortally wounded and covered with grime and soot laying upon a pew at the back of the main hall of the Chapel. Taunus, the large minotaur found him and somehow they developed a common spiritual understanding. They were both holy knights who served the power of good... Taunus healed his wounds with divine grace in the Chapel of St. Raphael and so Zacharial could rise and cleanse himself from the evil he had faced. Awakening from a long rest, the Holy Knight finds his armor and effects cleaned and mended from battle. His greatsword gleamed with holy radiance and Zacharial knew that it was time to reveal more about his quest to retrieve the holy relic of St. Raphael to these heroes that God had sent... after all they had a mutual interest in retrieving the Holy Sword of St. Raphael and finding the Prophet Samuel... who just happened to be within the walls of Baator, the city of the Fallen...   Chapter two :  After a restful sleep Zacharial decided to reveal to the heroes about his quest to retrieve the archangels sword and revealed in the mezzanine lounge within the Chapel..."The Prince of Lies has the Archangels sword." ... The holy knight witnesses a miracle, the archangel saint Raphael appears and offers redemption to some new arrivals from another world. Zacharial offers to help them find the Prophet Samuel taking them to the gates of Baator after he completes his quest. Before leaving the chapel, Zacharial enters the holy pool and is redeemed by Saint Raphael. legend lore The Prince of Lies A demon prince whose power extends from Baator throughout the realms wherever his followers are found. He is said to have the Prophet Samuel within his clutches in Baator, and is responsible for the destroyed chapel after defeating the Archangel St. Raphael and taken possession of his holy sword...leaving a desolate burnt landscape of undead tree's and large blue Slaadi demons in the wake.    
  12. 1. Player Characters CHARNAME: 2. Non-Player Character NPC:
  13. Jubrayl Vhiski leads the Sczarni in Sandpoint. Part businessman and part criminal if Sheriff Hemlock's suspicions are correct, Jubrayl covertly owns the Fatman's Feedbag and has designs on Sandpoint's brothel business. Jubrayl coordinates of a gang of nearly two dozen thieves, pirates, and brigands according to the sheriff's strong suspicions. His brother Sandru Vhiski, a former adventurer, is a caravan master whose route includes Sandpoint. He is seeking a romantic entanglement with Reda Raedela.
  14. When the Sandpoint chapel burnt to the ground in 4702 AR, killing the town's priest, Ezakien Tobyn, his position in the town was filled by his top acolyte, Abstalar Zantus. Though Father Zantus is himself a cleric of Desna, his role as high-priest requires him to be open to other faiths, and he is more than willing and open to assist followers of other gods with spiritual matters.
  15. Ven Vinder owns Sandpoint's general store. His daughter Katrine was murdered at the Sandpoint Lumber Mill. He lives with his wife Solsta and daughter Shayliss.
  16. Ibor Thorn is the sole operator of the Sandpoint Lumber Mill since the murder of his partner Banny Harker in 4707 AR. Thorn was the person to find the bodies of Harker and Katrine Vinder, Harker's girlfriend, in the mill.
  17. Belor Hemlock is the sheriff of the Varisian town of Sandpoint. He replaced the previous sheriff, Casp Avertin, who was killed by serial killer Chopper in 4702 AR. Originally a member of the Shriikirri-Quah tribe of the Shoanti, Belor abandoned his heritage when he took on the role of sheriff, changing his last name from its native Viskalai to the Chelish translation of Hemlock, much to the dismay of his brother Garridan Viskalai. Hemlock is romantically involved with Kaye Tesarani, the proprietor of Sandpoint's local brothel. Although this is not public knowledge, it is not as secret an affair as either would like, and has further strained the sheriff's relationships with the more conservative and traditional families in town
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