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Azak Azur, Bugbear Paladin 11


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Azak Azur
Paladin
Oath of Vengence
 
h81VCoP.png
Gender: Male
Race: Bugbear
Alignment: True Neutral
Class: Paladin 11
Background: Giant Foundling

Passive Perception: 10
Passive Investigation: 10
Passive Insight: 10

Hit Points: 100
Hit Dice: 11d10
AC: 21
Initiative: +0
Size: Medium
Speed: 30 feet

ABILITIES & SKILLS
Proficiency Bonus:
+4

STR DEX CON INT WIS CHA
19/25 10 16 12 6 14
Bonus +7 | Save +7 Bonus +0 | Save +0 Bonus +3 | Save +3 Bonus +1 | Save +1 Bonus -2 | Save +2 Bonus +2 | Save +4
Athletics +11 Acrobatics +0
Sleight of Hand +0
Stealth +4
  Arcana +1
History +1
Investigation +1
Nature +1
Religion +1
Animal Handling +2
Insight +2
Medicine +2
Perception +2
Survival +6
Deception -1
Intimidation -1
Performance -1
Persuasion -1

Bold denotes proficiency (saves & skills) / (E) denotes expertise.

PROFICIENCIES & ABILITIES

PROFICIENCIES TRAITS CLASS ABILITIES RACIAL TRAITS FEATS
• All Armour & Shields
• Simple Weapons
• Martial Weapons
• Common

• Elvish
• Giant
• Goblin
Background (Giant Foundling)Skills: Intimidation, Survival
Language: Giant and Elvish
Feature: Strike of the Giants

Strike of the Giants (Cloud Strike)Cloud Strike.

The target takes an extra 1d4 thunder damage. If the target is a creature, it must succeed on a Wisdom saving throw, or you become invisible to it until the start of your next turn or until immediately after you make an attack roll or cast a spell.
Divine Sense (3/LR)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.

Lay on Hands (55)Your 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 × 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

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.

-- Improved Divine SmiteBy 11th level, you are so suffused with righteous might that all your melee weapon strikes carry divine power with them. Whenever you hit a creature with a melee weapon, the creature takes an extra 1d8 radiant damage.
Fighting Style (Defense)+1 AC
Spellcasting1|4
2|3
3|3

Divine HealthImmune to Disease
Sacred Oath (Vengence)Paladin Level Spells
3rd bane, hunter's mark
5th hold person, misty step
9th haste, protection from energy
13th banishment, dimension door
17th hold monster, scrying

Channel Divinity PHB p87

When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Abjure Enemy.

As an action, you present your holy symbol and speak a prayer of denunciation, using your Channel Divinity. Choose one creature within 60 feet of you that you can see. That creature must make a Wisdom saving throw, unless it is immune to being frightened. Fiends and undead have disadvantage on this saving throw.

On a failed save, the creature is frightened for 1 minute or until it takes any damage. While frightened, the creature's speed is 0, and it can't benefit from any bonus to its speed.

On a successful save, the creature's speed is halved for 1 minute or until the creature takes any damage.
Vow of Enmity.

As a bonus action, you can utter a vow of enmity against a creature you can see within 10 feet of you, using your Channel Divinity. You gain advantage on attack rolls against the creature for 1 minute or until it drops to 0 hit points or falls unconscious.

-- Relentless AvengerBy 7th level, your supernatural focus helps you close off a foe's retreat. When you hit a creature with an opportunity attack, you can move up to half your speed immediately after the attack and as part of the same reaction. This movement doesn't provoke opportunity attacks.
Aura of ProtectionStarting at 6th level, 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.

At 18th level, the range of this aura increases to 30 feet.

Aura of CourageStarting at 10th level, you and friendly creatures within 10 feet of you can't be frightened while you are conscious.

At 18th level, the range of this aura increases to 30 feet.
DarkvisionDarkvison out to 60ft
Long-LimbedMelee attacks have +5ft range
Powerful BuildCount as one size category larger when push, drag or lift
SneakyProficient in the Stealth Skill
Surprise Attack (1/combat)If surprising a creature and hit it with an attack on your first turn in combat, the attack deals an extra 2d6 damage.
Great Weapon MasterOn your turn, when you score a critical hit with a melee weapon or reduce a creature to 0 hit points with one, you can make one melee weapon attack as a bonus action.

Before you make a melee attack with a heavy weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack's damage.

Guile of the Cloud Giant (4/LR)+1 Charisma
Cloudy Escape. When a creature you can see hits you with an attack roll, you can use your reaction to give yourself resistance to that attack's damage. You then teleport to an unoccupied space that you can see within 30 feet of yourself. You can use this reaction a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.


 
 

8437-200.pngATTACKS

WEAPON TO HIT DAMAGE PROPERTIES / (RANGE)
Greatsword +2 +13 2d6+9 Slashing Heavy
Long bow +4 1d8 Piercing 150/600ft

 

Item_necklace_9.pngSPELLBOOK (Spell Save DC: 148 + Prof Bonus + Cha Mod | Spell Attack Mod: +6Prof Bonus + Cha Mod | Spells: 7Cha Mod + Half Paladin Level)

LEVEL ONE LEVEL TWO LEVEL THREE LEVEL FOUR LEVEL FIVE
• Bane*
• Hunter's Mark• Find Greater Steed
• Bless
• Thunderous Smite
• Wrathful Smite
• Searing Smite
• Hold Person*
• Misty Step*
• Find Steed
• Blinding Smite
• Haste*
• Protection from energy*
• Elemental Weapon
   
(*) denotes subclass spells

money-dollar-circle-512.pngWEALTH


Copper: 0 | Silver: 0 | Gold: 10 | Electrum: 0 | Platinum: 0

(10 Coins * .02 lbs. = 0.2 lbs. Total Weight)

 

Encumbrance, heaviness, load, mass, sinker, stowage, weight icon - Download  on IconfinderENCUMBRANCE


Weight: 76 lbs. / 375 lbs. max.
Carry: 375 Max
Push, Drag, Lift: 750 Max
 

688885-200.pngEQUIPMENT READIED


Equipped Items: (71 lbs.)
Equipped items can be retrieved with a manipulate item interaction.

ARMOR (65 lbs.) WEAPONS (6 lbs.) READIED ITEMS ( lbs.)
Mithral Platemail +1 - 65 lbs.
- AC 19.
Greatsword +2 - 4 lbs.
- 2d6 Slashing. +2 Attack and Damage

Longbow - 2 lbs.
- 1d8 Piercing. 150ft/600ft
 
Quiver with Arrows (60)

 

education_icons_IF-06-512.pngEQUIPMENT STORED


Stored Items: (5 lbs.)
Stored items can be retrieved with an action.

IN BACKPACK (5 lbs.) STRAPPED TO BACKPACK (0 lbs.) IN STORAGE (-- lbs.)
[Backpack - 5 lbs.]
• Waterskin
• Rations
 
 

Item_necklace_9.pngMAGIC ITEMS


Magic Items: (0 lbs.)

NON-ATTUNED (0.0 lbs) ATTUNED 2/3 (0 lbs.)
Greatsword +2+2 attack and damage
Mithral Platemail +1+1 AC
Boots of ElvenkindMakes no sound and Advantage on Stealth
Belt of Fire Giant StrengthStrength is 25
Cloak of Protection+1 AC and Saves
 
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Gen STR DEX CON INT WIS CHA
#1 18 10 16 12 6 14
Levels
  1. Divine Sense, Lay on Hands
  2. Divine Smite, Fighting Style (Defense), Spellcasting
  3. Divine Health, Sacred Oath
  4. ASI (Great Weapon Master)
  5. Extra Attack
  6. Aura of Protection
  7. Sacred Oath Feature
  8. ASI (Guile of the Cloud Giant (+1 Str, Cloudy Escape))
  9. -
  10. Aura of Courage
  11. Improved Divine Smite.
Spells
Cantrips -
Level 1 4
Level 2 3
Level 3 2

 

 

Skills
Athletics, Intimidation
Background
Giant Foundling
  • Intimidation, Survival
  • Backpack, travler's clothes, 10gp
  • Strike of the Giants feat (Cloud Strike)
Equipment
  • Two martial Weapons (Greatsword, Longbow)
  • Very Rare (Belt of Fire Giant Strength)
  • Uncommon (Cloak of Protection)
Purchasing
+2 Greatsword (2,550)
+1 Mithral Platemail (4,500)
Boots of Elvenkind (500)

Appearance
Azak Azur is an enormous creature. Large even for bugbears he stands a little over seven feet tall and weighs easily four hundred pounds. Unlike most other bugbears, it seems Azak has something approaching grooming standards. Despite the long hair and beard he manages to keep it well cared for, his clothes are well made and tailored and his armour is exceptional.

He carries with him a greatsword that is as large as he is and held easily, though his abnormally long arms mean that it can often scrap the floor. He takes obvious pride in his clothes and armaments as well as his other gear. He carries no insignia or symbol of city or order.

Personality
Azak searches constantly for purpose and the purpose he often finds is justice and the defense - and often revenge for - those that have been wronged. Breaking the mold of other Bugbears he has a critical, cunning mind and a sense of brutal strategy. He does his absolute best to not fall to the worst of his instincts despite how much he wants to, and because of this often takes on affectations of more high-class society. He is a surprisingly charismatic figure for who and what he is.

He does well in situations where his confidence and force of personality aid him and less so in situation where subtly is required.
 

Adventure Hook:
Harm
Azak was no stranger violence. For years he had enacted Justice through Violence for people who had been wronged. They would come to him, pled their case, and he would seek out vengeance for those that deserved it. Seeking to bring Vengeance to a band of slavers, what he found chills his heart to the point that he could see no justice beyond the complete destruction of all those involved, no matter how distantly.

The bloody path he cut through those associated with the slaver band was such that he forever damned his soul, though at the time he had no idea - and to this day still believes that it was justified.

His now his dreams are twisted, blood soaked nightmares that he can do nothing but endure.
 

Character History:
• Azak Azur was raised not by other bugbears or even other goblinoids, and was instead raised in a village of cloud giants. These noble giants are likely the soul reason for his more moderated, and less grim personality. They raised him to be a warrior - and being raised by giants can be a tough thing - and he was quick to leave to prove his worth. Returning every time he had completed some exceptional feat. It was not long ago that he received his Gauntlets of Strength as a reward for his latest adventurers. The Giants of the clan would often reward the younger generation if their exploits warranted it.

• He based his oath on that of justice, vengeance and balance. He vowed that he would always bring vengeance where it was necessary but ensure that is balanced against the crimes committed. He would always seek to bring justice to those that needed it, and vengeance for those to which it was owed.

• He spent many years in the wilderness exclusively hunting down bandits and highwaymen, gaining an exceptional skill with survival and wilderness living.

• Repeatedly he considered joining any number of knightly orders - whether they would have him or not wasn't a thought - and repeatedly rejected the idea, both because he could not bring himself to abide by the strict laws and oaths that they usually required, but most other humanoids did not trust him or his kind.

You're eleventh level so you'll have had quite the storied life up until now. Given the number of applications I'm likely to get, I can't read all about it, fascinating though I'm sure it is. Give me the highlights, focusing on your most significant deeds, perhaps how you acquired one of your magic items or a particularly significant foe/achievement. Tell me about how you came to Asmodeus' attention, how and why he courted you as well as how you resisted his temptations (or didn't). Tell me about your relationship with the lost soul you chose (or how you lost your own).

Name
Stats
17,14,12,6,10,16
repeat(drop(4d6,lowest),6) 2,5,6,6,1,4,4,6,1,2,4,6,1,1,2,3,1,2,3,5,1,4,6,6
Stats Reroll (just in case)
15,6,11,12,12,12
repeat(drop(4d6,lowest),6) 3,4,5,6,1,1,2,3,2,3,3,5,2,2,5,5,2,2,4,6,2,3,4,5
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