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Kraxus, Male Tiefling (Zariel), Paladin of Vengence, Level 11


Draidden

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Tiefling.jpg.bceb086d2ca24bf20da9b69367163da9.jpgKraxus


Race: Tiefling (Zariel)

HP: 83
Class: Paladin of Vengeance AC: 21

Level: 11

Prof. Bonus: +4
Background:  Urban Bounty Hunter

Experience Points:

Initiative: +0
Alignment: NG Speed: 30

  Score Mod Save
Strength 20 +5 +10
Athletics +9      
       
Dexterity 10 +0 +5
Acrobatics +0      
Sleight of Hand +0      
Stealth +0      
       
Constitution 12 +1 +6
       
Intelligence 13 +1 +6
Arcana +1      
History +1      
Investigation +1      
Nature +1      
Religion +1      
       
Wisdom ❄️ 13 +1 +10
Animal Handling +1      
Insight +5      
Medicine +1      
Perception +1      
Survival +1      
       
Charisma ❄️ 18 +4 +13
Deception +4      
Intimidation +8      
Performance +4      
Persuasion +8      
Other Proficiencies
Flute Thieves Tools
   
   
   

 

Languages
Common Infernal
   
   
   

 

Weapon Attack bonus Damage Range Type
+2 Morningstar +11/+11 1d8+7+1d8rad   Piercing
+1 Light Repeating Crossbow +5/+5 1d8+1 40/160 Piercing
Dagger of Warning +9 1d4+5 20/60 Piercing
+1 Warhammer +10 1d8+6   Bludgeoning
         
         

 

EQUIPMENT
Item Weight Location Item Weight Location
Traveler's Clothes     +1 Adamantine Plate Armor    
Pouch     +2 Shield    
Backpack     +2 Morningstar (2515 gp)    
Bedroll     Potion of Extra Healing x3 (600 gp)    
Messkit     +1 Light Repeating Crossbow (575 gp)    
Tinderbox     Dagger of Warning (402 gp)    
10 Torches     Brooch of Shielding (375 gp)    
10 Days Rations     Boots of Striding and Springing (300 gp)    
Waterskin     Stone of Good Luck (500 gp)    
50' of Hemp Rope     Helm of Comprehending Languages (300 gp)    
60 bolts (3 gp)     House of Cards (300 gp)    
      Keoghtum's Ointment (400 gp)    
      +1 Warhammer (515 gp)    
      Bag of Holding (500 gp)    
      Alchemy Jug - Orange (200 gp)    
           

 

Spells

Casting Ability Cha
Save DC 16
Attack Bonus +8
Cantrips

None

1st Level Spells - Slots: 4

Cure Wounds

Thunderous Smite

Heroism

Protection from Evil and Good

2nd Level Spells - Slots: 3

Prayer of Healing

Lesser Restoration

Branding Smite

3rd Level Spells - Slots: 3

Blinding Smite

Aura of Vitality

4th Level Spells - Slots: ?

??

5th Level Spells - Slots: ?

??

6th Level Spells - Slots: ?

??

7th Level Spells - Slots: ?

??

8th Level Spells - Slots: ?

??

9th Level Spells - Slots: ?

??

 

 

Money
GP: 15 SP: 0 CP: 0 PP: 0

 

Tiefling Abilities

DarkvisionThanks to your infernal heritage, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Hellish ResistanceYou have resistance to fire damage.

Legacy of AvernusYou know the thaumaturgy cantrip. When you reach 3rd level, you can cast the searing smite spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the branding smite spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.

 

Paladin Abilities

Divine SenseThe 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 × 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.

Fighting StyleTunnel Fighter
As a bonus action, you can enter a defensive stance that lasts until the start of your next turn. While in your defensive stance, you can make opportunity attacks without using your reaction, and you can use your reaction to make a melee attack against a creature that moves more than 5 feet while within your reach.

SpellcastingPreparing and Casting Spells
The Paladin table shows how many spell slots you have to cast your paladin spells. To cast one of your paladin spells of 1st level or higher, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

You prepare the list of paladin spells that are available for you to cast, choosing from the paladin spell list. When you do so, choose a number of paladin spells equal to your Charisma modifier + half your paladin level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.

For example, if you are a 5th-level paladin, you have four 1st-level and two 2nd-level spell slots. With a Charisma of 14, your list of prepared spells can include four spells of 1st or 2nd-level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.

You can change your list of prepared spells when you finish a long rest. Preparing a new list of paladin spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability
Charisma is your spellcasting ability for your paladin spells, since their power derives from the strength of your convictions. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a paladin spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Charisma modifier
Spell attack modifier = your proficiency bonus + your Charisma modifier
Spellcasting Focus
You can use a holy symbol as a spellcasting focus for your paladin spells.

Divine HealthBy 3rd level, the divine magic flowing through you makes you immune to disease.

Sacred OathOath Spells
Each oath has a list of associated spells. You gain access to these spells at the levels specified in the oath description. Once you gain access to an oath spell, you always have it prepared. Oath spells don't count against the number of spells you can prepare each day.

If you gain an oath spell that doesn't appear on the paladin spell list, the spell is nonetheless a paladin spell for you.

Channel Divinity
Your oath allows you to channel divine energy to fuel magical effects. Each Channel Divinity option provided by your oath explains how to use it.

When you use your Channel Divinity, you choose which option to use. You must then finish a short or long rest to use your Channel Divinity again.

Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your paladin spell save DC.

Channel Divinity: Harness Divine Power
3rd-level paladin feature (enhances Channel Divinity)

You can expend a use of your Channel Divinity to fuel your spells. As a bonus action, you touch your holy symbol, utter a prayer, and regain one expended 1st-level spell slot.

Channel Divinity: Harness Divine Power
3rd-level paladin optional feature

You can expend a use of your Channel Divinity to fuel your spells. As a bonus action, you touch your holy symbol, utter a prayer, and regain one expended spell slot, the level of which can be no higher than half your proficiency bonus (rounded up). The number of times you can use this feature is based on the level you've reached in this class: 3rd level, once; 7th level, twice; and 15th level, thrice. You regain all expended uses when you finish a long rest.

Oath of Vengeance
The Oath of Vengeance is a solemn commitment to punish those who have committed a grievous sin. When evil forces slaughter helpless villagers, when an entire people turns against the will of the gods, when a thieves' guild grows too violent and powerful, when a dragon rampages through the countryside—at times like these, paladins arise and swear an Oath of Vengeance to set right that which has gone wrong. To these paladins—sometimes called avengers or dark knights—their own purity is not as important as delivering justice.

Tenets of Vengeance
The tenets of the Oath of Vengeance vary by paladin, but all the tenets revolve around punishing wrongdoers by any means necessary. Paladins who uphold these tenets are willing to sacrifice even their own righteousness to mete out justice upon those who do evil, so the paladins are often neutral or lawful neutral in alignment. The core principles of the tenets are brutally simple.

Fight the Greater Evil: Faced with a choice of fighting my sworn foes or combating a lesser evil, I choose the greater evil.
No Mercy for the Wicked: Ordinary foes might win my mercy, but my sworn enemies do not.
By Any Means Necessary: My qualms can't get in the way of exterminating my foes.
Restitution: If my foes wreak ruin on the world, it is because I failed to stop them. I must help those harmed by their misdeeds.

Oath Spells
You gain oath spells at the paladin levels listed.

Oath of Vengeance Spells
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
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.

Extra AttackBeginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

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.

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 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.

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.

 

Urban Bounty Hunter Abilities

Feature: Ear to the GroundYou are in frequent contact with people in the segment of society that your chosen quarries move through. These people might be associated with the criminal underworld, the rough-and-tumble folk of the streets, or members of high society. This connection comes in the form of a contact in any city you visit, a person who provides information about the people and places of the local area.

 

Feats

Shield MasterYou use shields not just for protection but also for offense. You gain the following benefits while you are wielding a shield:
If you take the Attack action on your turn, you can use a bonus action to try to shove a creature within 5 feet of you with your shield.
If you aren't incapacitated, you can add your shield's AC bonus to any Dexterity saving throw you make against a spell or other harmful effect that targets only you.
If you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you can use your reaction to take no damage if you succeed on the saving throw, interposing your shield between yourself and the source of the effect.

 

 

Appearance

Kraxus is not a big man. Most would call him average. Standing at 5'9” tall and weighing in at 170 his physique is not impressive. It is his demonic features that tend to intimidate most people. His blood red skin and the two large horns on his head that seem to form from his brows and move outward and upwards. His fingernails end in what appear to be sharp talons. And of course there is the long demonic tail he has. When not in his black plate mail with red highlights he wears a set of clothes that qualify as fine clothes which are dark brown and black in color and then he has a large trench coat he wears over it. When in full plate he carries a shield and has his morningstar hanging from his belt and his pack and light repeating crossbow hanging on his back.

Personality

Kraxus is generally seen as a man with very little humor who seems to take everything seriously. Currently this is true, but it was not always that way. Despite his gruff outward appearance, Kraxus is a man who values all life and has spent his entire life punishing those who have taken the life from innocent people. When seeking vengeance he is not someone you want to get in the way of. He will go to whatever ends are needed to bring vengeance to his target. In group combat he splits his time between attacking the enemy and trying to protect his allies. He is willing to put his life on the line for his allies and expect the same from them.

Personality Trait: I would rather make a new friend than a new enemy.

I don't pay attention to the risks in a situation. Never tell me the odds.

Ideal: Redemption. There's a spark of good in everyone.

Bond: Someone I loved died because of a mistake I made. That will never happen again.

Flaw: I have a 'tell' that reveals when I'm lying. My Tail does a quick double flick of the tip.

Backstory

Kraxus has no memory or idea of who his mother and father were. He grew up in between living on the streets and in an orphanage. Although life was hard and he did have to resort to stealing food to survive or breaking into buildings to find a safe place to live, he always tried to never harm anyone.

 

At the age of 10 he was spotted defending a smaller child from some older bullies her were beating him for fun. Kraxus attacked them relentlessly and although he was smaller his ferocity scared the older kids and they fled, but not before they had delivered a decent beating to Kraxus too. After the fight a human man approached Kraxus stating how impressed he was with him and using magic to heal Kraxus and the girl. The man turned out to be a cleric of Tyr and after some discussion with Kraxus, during which he bought both Kraxus and the girl some food, Kraxus agreed to go live at the temple and over the next 10 years he trained and became a Paladin of Vengeance in the service of Tyr.

So far Kraxus's top achievement was when he helped a group of traveling dwarven merchants who were attacked by giants. After a major deadly battle they drove off the giants, but not before the giants had managed to make off with a large chest the dwarves were transporting. Kraxus worked with three of the dwarves and hunted down the giants, while the rest of the caravan continued on their destination, a dwarven citadel. After helping track down and slay the giants, Kraxus was invited to come to the citadel where he learned he had actually been fighting along side their king. As a reward he was given a special suit of adamantine plate armor and matching shield and a magical morningstar.

Ten years ago Kraxus met a very special female, Kathrine, a human. Unlike every other female he had encountered, she was not bothered by his looks. They became good friends, eventually falling in love and getting married. They had two children, a girl and a boy. When the girl was 9 and the boy 6, they both got very sick while he was off tracking down some bandits that had been raiding local traveler's, killing several. In fear for her children's life, Kathrine heard of a traveling healer in the area. She found him and asked if he could help her children. During their discussion she stated she would give anything to save her children. He told her it would only cost her sole and then gave a little laugh, so she thought he was joking and so jokingly said, “Deal”. It was not until a month ago that it was determined that she had made a deal with Asmodeous after she had died of a rare illness. Kraxus discovered that Asmodeous caused the disease and had taken his wives soul to hell. He vowed to do whatever he had to to get her soul back and give her a proper rest.

 

Edited by Draidden (see edit history)
Name
Stats
15,13,12,12,9,17
repeat(keep(4d6,highest,3),6) 6,5,4,2,6,5,2,1,5,4,3,2,6,4,2,1,4,4,1,1,6,6,5,2
hit point rolls
4,5,10,7,7,5,8,9,4,3
repeat(reroll(1d10,2,below,1),10) 4,5,10,2,7,7,5,8,9,2,4,3
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Potential items.

 

Dagger of Warning (atune) +402

Brooch of Shielding (atune) 375

Boots of Striding and Springing (Attune) (300)

Stone of Good Luck (500)

Helm of Comprehending Languages 300

House of Cards 300

Keoghtom's Ointment 400

Edited by Draidden (see edit history)
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