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Ishka Metalfoe - Paladin 11 (Pride)


Zaathun

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- Mostly Complete -

ISHKA METALFOE, Bane of Amn, The Green General
 

Basic Information

(Image source since linking that is cool.)

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Gender: Female
Race: Half-Orc
Alignment: Lawful Evil*Big Team Player. Also, come on, chosen by Asmodeus himself.
Class: Paladin 11 (Conquest)
Background: Soldier*Hoping to get History instead of the double Intimidation.

Passive Perception: 
Passive Insight

HP: 
Hit Dice: 
AC: 
Initiative:
Size: Medium
Speed: 

 

 

 

Appearance

Ishka stands taller than most half-orcs, with broad shoulders and the gait of a trained soldier.

Her skin, a dark green hue, belies her orcish heritage less by its colour, but the smattering of scars and layering of warpaint.

Her red eyes glower with unnatural conviction amidst the stern features of her face. Her hair, an ashen black, with streaks of red, sits collected in many braids as the sole testament of impracticality - a warleader must be heard and seen to be followed. Her sharp ears are covered in many trophies, a multitude of mis-matched precious rings claimed by her raids, reshaped and recrafted to fit her ears. A necklace of intimidating fangs hangs on her chest.

Clad in red-dyed armour of clearly Giant make, the billowing cloak made of thick wing leather and a battle-axe of clearly orcish origins. A battlescarred hobgoblin shield, emblazoned with a red worg's head at her side batting away arrows and spells, Ishka is certainly a terrifying foe to meet on the battlefield.

In downtime, she's usually clad in finely engraved leather doublets or vests, colourful trousers, filigreed belts and engraved boots - the just spoils of war may not be worn in the most fashionable combination, but the ability to seize that wealth is what matters.

Personality
Personality traits I respect strength, especially my own. I do not tolerate placidity.
Ideals If there isn't a place for me, I will make it.
Bonds I work tirelessly to carve a path for those who prove they deserve it.
Flaws I see things from a different perspective to most heroes.

 

Other personality traits:

Ishka is a career warrior, and a leader at that. She's headstrong, does not practice deceit, and carries her heart on her shoulder. She's fully convinced of the worth of 'monsters', and while she has a dislike for the 'civilised nations', the armies of Sothillis were uniting many under one banner - including human brigands, and even the occasional human-and-dwarf hating elf-child. A noted vice is the passion for lanceboard, one that she has an almost unnatural skill at, even if the non-goblins call their pieces all weird.

While she made a deal with Asmodeus - one she doesn't, and probably will never regret the result of, she is knowledgeable and often quotes from the other gods, as religion brings people together to a cause. There are tenets of all of them that bring us together - Gruumsh wishes for orcs to live on the surface. Bargriyet suggests cooperation between goblins. Surtur's craftsmanship is not second to Moradin or Gond.

And there's a calling from the Red Worg on the battered shield. Whatever or whoever it might be.

Nightmares:

The dwarf carries the crates effortlessly as a trickle of sweat and the pain of exertion aches through my body. I've done this before, why can't I do it now.

The gnome's words unravel all I've said. The crowds turn to me, disgust and mockery on their faces. Rotten fruit flies.

The human moves the worgrider. Right into my trap, I reach for the shaman. The piece doesn't move. "Don't you know the rules, greenskin? Can't move a bishop like that." The onlookers chuckle dismissively.

Bio

Pride's succour is irresistible, big or small, rich or poor. Pride lights a blazing path to greatness.

Some are destined for greatness, to exceed the circumstance of their birth to achieve feats. Good and evil - that's for the planes to figure out, mortals do what mortals can.

Born in poverty in Amn, to generational half-orc simple labourers, Ishka joined the Red Worg Brigade - a small hobgoblin led raiding band in the Small Teeth Mountains. Tempering the orcish fury with unwavering hobgoblin discipline, she quickly rose to second-in-command due to her courage in combat. The hobgoblin leader, Yavqua the Red, was a tactician and surprisingly fair to their targets and captives, letting defeated foes leave, caravans hit with a heavy toll but let go, and children and old people never harmed.

Perhaps a simple bandit life would've sufficed, were it not for someone with grand plans for 'monsterkind'. The ogre mages, Sothillis and Cyrvisnea, were raising a grand army to not simply raid and plunder, but to conquer and rule. After a dream so lucid that it sent smell of sulphur through the camp for a week, she seized control of the warband from the coward Yavqua, she swore fealty to the ogres with vision - and they gleefully accepted. The rest, as those in Muranndin and Amn would say, is history - good or bad, depending on the speaker.

Some speak of her as an unquestioned leader - bringing Sothillis' words and resolving internal infighting between goblin, orc and ogre. Some, as a diplomat with a bedeviled tongue - her speech pinning the greed of humans and orcs convincing the elves of Tethyr to remain neutral in the conflict. But all speak of her as a warmaster, the leader of legions. Felling the bronze dragon Umszasza, seizing her hoard made double by the Athkatlans' deep pockets, she dispersed the wealth to all forces under her command, adorning each officer, orc, hobgoblin and ogre alike, with a bronze scale each.

The march to Murann was not uneventful. A surprise attack by adventurers led by Chundurr Orcbane, the cleric of Moradin, felled few of her Red Worg veterans. As punishment and as a warning, she had the dwarf thrown into the fire giants' forges as they began building their siege weapons.

As the Amnian city fell, and the decision to inter the locals to exactly the same conditions as the Amnians did the orcs a century ago was made, Ishka demanded first pick of property in Murann, and the ogres seemingly accepted. Bringing her family over to their new estate, and busying with keeping the peace, or the version thereof, the world was finally as it should be. Despite the look of confusion and discomfort on her parents' faces - they were strong, they'd learn how Murannheim works quickly enough. Any problem that would arise, would be dealt with swiftly, and decisively - be it with orc fury, ogre tenacity or goblinoid cunning.

There would be a new way, and it would be forged together. A missive from Many-Arrows, the new orcish chiefdom in the north, set her preparing for a diplomatic mission, one to exchange ideas and intelligence. One mission that would never come.

Hell comes to collect, and its reaps with a knife in the back.

Abilities & Skills

 Proficiency Bonus: +4

STR
20
(+5)
DEX
9
(-1)
CON
16
(+3)
INT
10
(+0)
WIS
10
(+0)
CHA
18
(+4)
+9 Saves
+3 Saves
+7 Saves
+4 Saves
+8 Saves
+12 Saves
+9 Athletics



 
-1 Acrobatics
-1 Sleight of Hand
-1 Stealth

 
  +0 Arcana
+4 History
+0 Investigation
+0 Nature
+4 Religion
+0 Animal Handling
+4 Insight
+0 Medicine
+0 Perception
+0 Survival
+4 Deception
+12 Intimidation
+4 Performance
+8 Persuasion
 
   
Proficiencies Languages Class Features Race & Background

All armour, shields
Simple weapons, martial weapons

Lanceboard

Land Vehicles
 

Common
Orc
Goblin (Politely Asking GM to have)

Divine SensesThe 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 (the vampire Count Strahd von Zarovich, for instance). 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.

You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses.
Lay On HandsYour blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your paladin level x 5.

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.
Fighting Style: DuelingWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
Spellcasting
Divine SmiteStarting at 2nd level, when you hit a creature with a melee weapon attack, you can expend one 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, to a maximum of 6d8.
Divine HealthBy 3rd level, the divine magic flowing through you makes you immune to disease.
Oath of Conquest:
Channel DivinityConquering Presence. You can use your Channel Divinity to exude a terrifying presence. As an action, you force each creature of your choice that you can see within 30 feet of you to make a Wisdom saving throw. On a failed save, a creature becomes frightened of you for 1 minute. The frightened creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success.

Guided Strike. You can use your Channel Divinity to strike with supernatural accuracy. When you make an attack roll, you can use your Channel Divinity to gain a +10 bonus to the roll. You make this choice after you see the roll, but before the DM says whether the attack hits or misses.
Aura of ConquestStarting at 7th level, you constantly emanate a menacing aura while you're not incapacitated. The aura extends 10 feet from you in every direction, but not through total cover.

If a creature is frightened of you, its speed is reduced to 0 while in the aura, and that creature takes psychic damage equal to half your paladin level if it starts its turn there.
Darkvision
Menacing
Relentless Endurance
Savage Attacks
 
Military Rank

 

Feats

4th level featNo Idea Yet
Inspiring LeaderYou can spend 10 minutes inspiring your companions, shoring up their resolve to fight. When you do so, choose up to six friendly creatures (which can include yourself) within 30 feet of you who can see or hear you and who can understand you. Each creature can gain temporary hit points equal to your level + your Charisma modifier. A creature can't gain temporary hit points from this feat again until it has finished a short or long rest.

Skill ExpertIncrease one ability score of your choice by 1, to a maximum of 20. (Charisma)

You gain proficiency in one skill of your choice. (History)

Choose one skill in which you have proficiency. You gain expertise with that skill, which means your proficiency bonus is doubled for any ability check you make with it. The skill you choose must be one that isn't already benefiting from a feature, such as Expertise, that doubles your proficiency bonus. (Intimidate)

Inventory

 

Weapons & Armor

Weapons

MetalfoeCrafted from the fangs of Umszasza by legendary Orog weaponsmith Urgar the Three-Handed, the axe calls the lightning of the coastal storm to Ishka's axe.

(+2 Dragon's Wrath Weapon, Very Rare)

Javelins (5)

Armor

Full Plate

Red Worg's BulwarkThe shield of the hobgoblin Yavqua the Red. Wielded by him to protect the specialists of the warband, it was claimed by Ishka from his body after she defeated him for leadership of the band.

Arrow Catching Shield

Purchasing with Gold, not sure how much it costs, but it's a rare item.

     

Other Equipment

Backstory
An insignia of rank, a trophy taken from a fallen enemy (a 
dagger, broken blade, or piece of a banner), a lanceboard, a set of common clothes, and a pouch containing 10gp

Other

Winged Boots

     

Money

 

Copper: 0 | Silver: 0 | Gold: 7500 | Obsidian: 0 | Platinum: 0

     
Cantrips & Spells

 

Cantrips 1st Level (4) 2nd Level (3) 3rd Level (3) 4th Level 5th Level Oath of Conquest
  Bless Find Steed Aura of Vitality     3 Bestow Curse
  Compelled Duel Aid Crusader's Mantle     3 Fear
  Shield of Faith   Revivify     2 Spiritual Weapon
  Wrathful Smite   Bestow Curse     2 Hold Person
      Fear     1 Command
           
  1 Armor of Agathys
             
             
             

 

 

 

Edited by Zaathun (see edit history)
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@Zaathun So thunder damage for the axe? I'll set the shield at 4500 gp.

Which group raised Ishka? Why pick her and why would they think that it was a good idea? You said she doesn't regret the contract, does she want out of it or is she perhaps looking to renegotiate? Is it primarily the goblinoid type monsters that she sees the worth of and wants a voice for or does she include others? Devils?

Will Ishka seek to lead the group? How will she react if her leadership is rejected?

 

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- I think bronze dragons do lightning, but thunder would be fine too! (Ah, I just saw I put thunder in the writeup, so I'll edit that to lightning)

- Sounds good on the shield! Likewise, not sure about the boots as they're uncommon, but they're very good and very popular. I might see if I find an Uncommon shield that I like and ask for Wings of Flying's price instead - they might not be as good, but the still beating wings of a dead dragon are imo, much cooler! I've re-read the Shield of Arrow Catching again, and it does cost a reaction - I might do some mechanical tinkering if I end up getting picked. Trying not to get bogged down in the shopping part of the game for now!

- I think you suggested the Halruaans - iirc Halruaa is close to the Lands of Intrigue, and they might've heard of her acts - them being a collection of wizards might have led them to think that they'd need a military leader figure, especially one that has been in the service (and taking the orders of) of a powerful mage, and one that's known to have clear goals. That said, the Hellriders are mentioned to be sorely short on personnel, especially the officer rank ones - and I do have an extra feat I'm sitting on and I'm very tempted to go for Mounted Combatant, so they might have seen someone that they understand the workings of. I have read the suggestion for travel, however, so I'm also fine hitting the skip for that.

- I'm not 100% sure on the terms of the contract, but 'a place for orcs, goblins and ogres to live and thrive' sounds like a goal, and as far as she's aware, it was achieved. As she's already in the Hells, she probably sees the contract as fulfilled - which Asmodeus might disagree with, thus a renegotiation or cessation is what she'd want - knowing that to change a contract requires the negotiation sides to be as biased to your side as possible.

- It's primarily the 'monster races', namely orcs, goblinoids and ogres and giants, that said given tieflings, with the world disliking them as they do, might fall in the same spot. Duergar might also be there, but primarily because they're little mopey bastards and need some kicking to realise their potential. Outsiders, be they demon, devil or angel, come to Faerun from their literal homes - they have their lot in life and are already organised, one way or another.

- Leaderwise, she's a general, not an empress. She'd probably attempt to 'lead' in combat, but a wise warlord pays council to her shamans and spymasters. In her experience, a leader that needs to call themselves that isn't a leader, so if another emerges, it only makes sense to follow the stronger or the smarter one, until one proves themselves. She will still be voicing her thoughts and suggestions, and potentially argue regarding paths taken (obviously everything discussed OOC beforehand).

Edited by Zaathun (see edit history)
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