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Faith, Levistus Tiefling Paladin


Hammerfist

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  Faith, Tiefling Paladin
 
https://i.pinimg.com/564x/ee/a5/b0/eea5b0d1b2e3790e9768d8f7e5c7fa33.jpg
 
 
 

 

Gender: Female
Race: Levistus Tiefling
Alignment: Neutral Good
 
Class: Paladin
Background: Sailor

Passive Perception/Investigation: 12/9
Passive Insight: 10

 

HP: 12/12
Hit Dice: 1d10+2
AC: 18
Initiative: +0
Size: Medium
Speed: 30 feet
 


skill-1-512.png Abilities & Skills
Proficiency Bonus: +2
STR
16
(+3)
DEX
10
(+0)
CON
14
(+3)
INT
8
(-1)
WIS
10
(+2)
CHA
16
(+3)
+3 Saves
+0 Saves
+2 Saves
-1 Saves
+2 Saves
+5 Saves
+5 Athletics



 
+0 Acrobatics
+0 Sleight of Hand
+0 Stealth

 
  -1 Arcana
-1 History
-1 Investigation
-1 Nature
-1 Religion
+ 0 Animal Handling
+ 0 Insight
+ 0 Medicine
+2 Perception
+ 0 Survival

+3 Deception

+5 Intimidation

+3 Performance

+5 Persuasion

 
Proficiencies Languages Class Feats Race & Feats

All Armor and Weapons

Navigator's Tools

Vehicles (Water)

Ship's PassageShip's Passage

When you need to, you can secure free passage on a sailing ship for yourself and your adventuring companions. You might sail on the ship you served on, or another ship you have good relations with (perhaps one captained by a former crewmate). Because you're calling in a favor, you can't be certain of a schedule or route that will meet your every need. Your DM will determine how long it takes to get where you need to go. In return for your free passage, you and your companions are expected to assist the crew during the voyage.

Common

Infernal

Divine SensesDivine Sense

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 (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 HandsLay on Hands

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 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.

 

Levistus TieflingSwapped +1 CON for +1 STR

Speed. Your base walking speed is 30 feet.

Darkvision. Thanks 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 Resistance. You have resistance to fire damage.

Languages. You can speak, read, and write Common and Infernal.

Frozen Stygia is ruled by Levistus, an archdevil known for offering bargains to those who face an inescapable doom.

Ability Score Increase. Your Constitution score increases by 1.

Legacy of Stygia. You know the Ray of Frost cantrip. When you reach 3rd level, you can cast the Armor of Agathys 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 Darkness 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.

 

skill-1-512.png Spells (1 Known)

Cantrips
 
 
 
 
 
Ray of FrostSource: Player's Handbook

Evocation cantrip

Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Instantaneous

A frigid beam of blue-white light streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 1d8 cold damage, and its speed is reduced by 10 feet until the start of your next turn.

At Higher Levels. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Spell Lists. Artificer, Sorcerer, Wizard
 
 
 
 
 


 

         

 

8437-200.png Attacks

Weapon To Hit Damage Type/(Range)

Longsword

Javelins (5)

Ray of Frost

 

+5

+5

+5

 

1d8+3

1d6+3

1d8 damage; slowed 10 feet
 

Slashing (melee)

Piercing (30/120)

Cold (60 feet)

 

 
money-dollar-circle-512.png Money
 

Copper:  Silver:  Gold: 10 Platinum: 0 (?? Coins * .02 lbs. = ?? lbs. Total Weight)
 
Encumbrance, heaviness, load, mass, sinker, stowage, weight icon - Download  on Iconfinder Encumbrance
 

Weight:
Status: Unencumbered
Penalty: None
 
688885-200.png Equipment Readied
 

Equipped Items: (13.5 lbs.)
 
Armor (3 lbs.) Weapons (8 lbs.) Readied Items (2.5 lbs.)

Common Clothes (3 lbs.)

Club

50 Feet of silk rope

Anchor shaped lucky charm

Chain Mail Armor

Shield















 

Longsword

5 Javelins











 

Pouch: (1 lb.)
- Money (see above)
-
Pouch: (1 lb.)


 

 
education_icons_IF-06-512.png Equipment Stored
 

Stored Items: (37.5 lbs.)
 
In Backpack (26 lbs.) * Includes 5 lbs. for backpack Strapped To Backpack (10.5 lbs.)

5 x Rations (10 lbs.)

Disguise kit (3 lbs)

Bedroll (7 lbs.)

Lute (1 lb.)

Mess kit (1 lb.)

Rope, Silk (50 feet) (5 lbs.)
1 x Sack (empty)( .5 lbs.)
Waterskin (5 lbs.)
 
Item_necklace_9.png Magic Items
 

Magic Items: (0.0 lbs.)
 
Non-Attuned (0.0 lbs.) Attuned 0/3 (0.0 lbs.)
 

 


5386-200.png Character Overview

 
 
Faith was aptly named by her parents, for it did not take her long to find it and to swear fealty to those of Good and Bravery, although the Tiefling seems to care more about the subject and less about the particular god than one might think.  However, her parents were adoptive, not biological, as Faith never truly knew her birth mother and father.  Given that she ended up on the doorstep of a temple, it would imply that they were not evil, but highly irresponsible.  Or perhaps desperate, poor, and alone.  Or...
 
Night after night, the Tiefling tortured herself with wondering just who, or what, she was.  The strange brand that covered her left eye only left her wondering all the more.  Who did this to her?  Why?  What did it mean?  Not knowing if it was a symbol of shame or an emblem of pride, Faith mostly spent her childhood years with very long hair, doing her left best to cover it as much as possible.  Despite its obvious presence, it seemed to turn her left eye blue instead of golden, even though Faith could see well from both eyes.  Of course, during childhood, her peers were quick to make fun of both.
 
It seemed that perhaps her deity had compassion on Faith, for she grew into a gorgeous and shapely woman as her teens turned into her twenties.  Her lovely figure could not be entirely hidden under the heavy armor of a paladin, her hair grew silvery white, and her eyes took on an almost exotic appearance, which only added to her charm and allure.  Her former mockers now envied her, and plenty a young fellow sought her company at dinner.  Faith occasionally accepted dates, but she began to see that most were only after one thing and she soon gave up even trying.  Instead, she focused on her training, her god, and most importantly, her search for any trace of her real parents and their whereabouts.
 
This search took Faith to the high seas, where she joined a merchant crew, mostly to defend them from pirates, but truly to travel the world, from port to port, chasing information, hints, or any morsel of information that she could possibly find.  Along the way, the Tiefling crossed blades with many a buccaneer, and she learned to hone her fighting skills from her time at sea, enough to teach Faith less conventional methods of warfare.  While still an initiate, Faith still had not chosen an Oath and a path.  For the time being, she remains uncommitted, happier still to test the waters and find out the proper career path.  Still, Faith knew that as time went on, she would find her place in this world...if she could survive.
 
Having heard of a recent rumor regarding a Tiefling couple, Faith followed it to a local inn within the Borderlands, hoping to learn more...
 
 
 


Description/Personality:

There is simply no way around it; Faith is exotically beautiful.  Able to hide behind an hourglass, as her fellow knight recruit Stephan once said, Faith's clear skin, silvery hair, unmatched eyes, and mysterious markings make her stand out and attract attention.  Faith herself still tends to cover her brand as much as possible underneath her longer hair, and her dress is more often modest than showy, leaving much to more imaginations than she cared to admit, but despite this, she tends to avoid suitors and remain focused on her tasks at hand.  Faith wears chainmail and a shield when she adventures, favoring protection for herself and her fellows, although her gait is that of a seasoned sailor with adept sea legs.

 

Faith is a wonderful example of 'firm but polite'.  She is a good negotiator, and she seems to be a good woman in general, with a desire to help those in need, to battle evil, and to right wrongs, but she also seems to try very hard to both fit in and be seen well, the price of growing up with horns and a tail.  Faith is well aware than her looks grant her favors that other Tieflings lack, and she seems to care quite a bit about the welfare of her race in general.  Faith, while strongly inclined toward good, is not a fool, and will not purposely handicap herself, but whenever possible, she prefers a moral solution.  She seems quite fond of music and possesses a pretty voice along with an encyclopedic knowledge of sea shanties.  Well, sea shanties that weren't terribly crass, anyway.

 

 

spacer.pngBackground
PHB: Sailor
 


Personality Traits:
I feel that I must rise above what people say of me and become a great hero, making the world a better place alone the way.

Ideal:
You must find something worth dying for to truly know how to live.

Bond:
I still have ties with my former shipmates.  I miss them and will protect them if I know they are in trouble.

Flaw:
I am very sensitive about what society thinks about Tieflings and I must prove we are otherwise.

 

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Faith - Tiefling Paladin 1spacer.png


AC: 18 | HP: 12/12 | Initiative: +0 | Passive Perception: 12 | Divine Sense: 4/4 | Lay on Hands: 5/5


Post goes here.

"Speech"

thoughts in color and italics

 

 



Mechanics

Main Hand: Longsword
Off Hand: Shield


Action: Longsword
Bonus Action:

Reaction:
Move: movement goes here.
Manipulate: one free object interaction goes here.

 

Character Sheet

Faith - Tiefling Paladin 1


STATS

Str 16 (+3) Dex 10 (+2) Con 14 (+2) Int 8 (+4) Wis 10 (+2) Cha 16 (+5)
Speed 30 ft.HP 12 HD 1d10 AC 18 (Chainmail, Shield)

Passive Perception 12 Initiative +0
Vision: 60' darkvision
DM Inspiration Yes
Languages Common, Infernal
Background Sailor Feature  Ship's Passage

When you need to, you can secure free passage on a sailing ship for yourself and your adventuring companions. You might sail on the ship you served on, or another ship you have good relations with (perhaps one captained by a former crewmate). Because you're calling in a favor, you can't be certain of a schedule or route that will meet your every need. Your DM will determine how long it takes to get where you need to go. In return for your free passage, you and your companions are expected to assist the crew during the voyage.


WEAPONS

Longsword +5 attack, 1d8+3 slashing damage

Javelin (range 30/120) +6 attack, 1d6+3 piercing

Ray of Frost (Range 60) +5 attack, 1d8 cold damage


PROFICIENCIES

Proficiency +2 Saving Throws Wisdom +2, Charisma +5
Weapons All weapons
Armor Light, medium, shields


FEATS 

 


RACIAL FEATURES

  • Size. Tieflings are about the same size and build as humans. Your size is Medium.
  • Speed. Your base walking speed is 30 feet.
  • Darkvision. Thanks 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 Resistance. You have resistance to fire damage.
  • Languages. You can speak, read, and write Common and Infernal.
  • Source: Mordenkainen's Tome of Foes

    Frozen Stygia is ruled by Levistus, an archdevil known for offering bargains to those who face an inescapable doom.

    • Ability Score Increase. Your Constitution score increases by 1.
    • Legacy of Stygia. You know the Ray of Frost cantrip. When you reach 3rd level, you can cast the Armor of Agathys 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 Darkness 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.

CLASS FEATURES

Divine Sense

Lay on Hands

Fighting Style:  none yet

 

 

Equipment

General Inventory 

Chainmail  45#
Longsword  6#

Travelers clothes 4#
Backpack 5#
Bedroll 7#
Mess Kit 1#
Rations x10 20#
Waterskin 5#
Crowbar 5#
Pitons 2#
50' silk rope 5#

 

Scrolls


Coin Purse  
Platinum: 0
Gold: 10
Electrum: 0
Silver: 0
Copper: 0

 

Encumbrance

Max Load: 240 lbs. (15 x 16 STR)

Current Weight: 106 (unencumbered)

Spells

Spell Attack: +5
Spell DC: 13

 

Cantrips

Ray of FrostEvocation cantrip

Casting Time:1 action
Range:60 feet
Components:V, S
Duration:Instantaneous

A frigid beam of blue-white light streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 1d8 cold damage, and its speed is reduced by 10 feet until the start of your next turn.

The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).


 

Edited by Hammerfist (see edit history)
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