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Garon Ammakyl

Human Noble Swords Paladin

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Name: Garon Ammakyl

Character Concept: Young, idealistic noble, who lost his parents and older brother in the War of Silver Marches five years ago, is discouraged by the hedonistic behavior of his rakish peers and naively sets out to answer the call to do what he can against the giants.

Race, Background, Subclass Class: Human Waterdhavian Noble Paladin Bard College of Swords. Build:

  1. Paladin 1
  2. Paladin 2
  3. Bard 1
  4. Bard 2
  5. Bard 3 College of Swords
  6. Bard 4+

Description: Under a high-crowned, wide-brimmed, black woolen felt hat, you find a tall, young man with chestnut brown hair. His pale eyes sparkle with curiosity, absent of any physical scars of pain and struggle, and a moderately tanned, clear complexion indicates excellent hygiene and health throughout his short life. When alone a wan smile on his resting face appears a little sad, as if he wish he were somewhere else, looking to the horizon and doorways for people who are not there.

A supple, road-stained leather cloak covers broad shoulders and a well-fed muscular physique with shapes of a belted longsword, rucksack, and shouldered shield. Shiny chain mail peeks out from the sleeves of a fashionably new woolen tunic. An amulet hangs from his neck; if you get close enough, it depicts a blooming rose over a field of wheat. A wink of gold can be spotted on his left middle finger.

From across the room, you summarize the young man is a noble with a genuinely easy smile; fine, clean clothes; and gentlemanly mannerisms. He politely replies to innkeepers and shopkeepers as if their respect is assumed and earned. He might be an easy mark, but his size, arms, and armor give smart predators pause.

Your Character’s Plothook: Garon is returning from visiting Daggerford where he delivered messages from his family to the tenants and managers of their farms and business interests in the area. He plans to stop in Nightstone to share a meal with Lady Velrosa Nandar who invited him when they traveled together going south from Waterdeep a week ago.

His uncle sent him on this journey after a big blowout to give him time to think. Garon wanted to join the Lord's Alliance like his parents and older brother, but his uncle and aunt told him to not get involved. There was too much politics that he would not understand.

Past is Prologue: Garon was born in the village of Amphail into the Waterdhavian noble house of Ammakyl, which controls more than half of the village's economy by producing crops and flowers for export to Waterdeep. He grew up surrounded by country luxury, a loving family, and strong moralsLiberality. Be generous and tolerant.

Good faith. Be honest and keep promises.

Courtesy. Treat others with respect despite how they treat you. Give honor to those above your station. Earn the respect of those below your station.

Lawfulness. Laws exist to bring prosperity to those under them. Unjust laws must be overturned or changed in a reasonable fashion.

Bravery. Gain glory through battle. Defend any charge unto death.

Pride in one's actions. Lead by example. Let your deeds speak your intentions.

Humility in one's deeds. Do not boast or accept rewards undue to you.

Unselfishness. Share resources, especially with those who have the most need.

Good-temperedness. Render service cheerfully and without disdain.

Wisdom. Cause the most good through the least harm.

Piety. Be faithful to the precepts of your god.

Kindness. Protect the weak. Grant mercy to those who seek redemption.

Honor. Hold true to the code. Death before dishonor.
of altruism and work ethic. His parents taught him to care for the land and the farmers and craftsmen who served the land.

Five years ago, his parents and older brother heeded the call of the Lord's Alliance to support the army gathering at Silverymoon to oppose the orcs of Many-Arrows. He wanted to go too, but at thirteen, he was too young. He was told they died well fighting frost giants and white dragons but couldn't be saved or raised, which he didn't understand, because they were supposedly a wealthy family. Memories of his parents and older brother became idealized at this point. Not only does Garon only remember the good times, but his parents kept from him, due to his young age, the darker actions that they had to take to protect themselves.

He became a ward of his aunt and uncle who spent all their time in Waterdeep. Garon grieved and continued his studies planning to become hero like his parents and older brother. He resisted the summons to Waterdeep, until he was hauled bodily to the city. After his uncle got the submission that he demanded, he allowed Garon to return to Amphail to continue to be raised by his tutors and servants.

For the past five years, he mostly stayed out of the way of the Waterdhavian noble rakes who inflicted conflict on Amphail, instead he picked up the broken pieces and soothed wounds of the locals. Garon's peers behaved as if they were better than everyone, just because they had wealth. It was everything that he remembered that his parents taught him to oppose. He only got beaten a few times until his last growth spurt made him bigger than even the older kids. Now, they leave him alone.

When he turned eighteen, Garon tried to join the Lord's Alliance, but his aunt and uncle stopped it and convinced him to cool off and deliver some messages to Daggerford for the House. He wants to be a hero but doesn't know where to start.

Deity: Chauntea. Without Motherearth, there would be no agriculture, and even barbarians cannot subsist on hunting alone. Without agriculture, there is no civilization.

Chauntea is the divine patron of House Ammakyl. Garon believes in Her, because his parents did. In truth, he has never challenged his faith. Knowing that his parents and older brother have returned to Her Golden Fields comforts him.

Is Might Right? No, although Might ensures Right prevails. Without heroic might pushing back against the chaos, evil, and savagery, civilization cannot live in peace or with justice.

Music? 

 

cowboy3.png

Edited by Kamishiro_Rin (see edit history)
Name
Set 1
14,14,10,10,12,10
repeat(drop(4d6,lowest,1),6) 2,5,6,3,5,4,5,4,4,2,1,4,4,2,4,2,3,4,5,2,3,2,5,1
Set 2
12,13,13,10,15,15
repeat(drop(4d6,lowest,1),6) 4,1,6,2,4,5,4,3,5,5,3,2,3,3,3,4,5,1,6,4,4,2,5,6
Set 3
7,13,11,14,12,14
repeat(drop(4d6,lowest),6) 1,4,2,1,6,3,3,4,3,2,4,4,6,5,3,3,1,6,5,1,5,6,3,1
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Posted (edited)

hatless.png.95856aba870e890b93e2d5d4d5bcbe29.pngGaron Ammakyl

Human Noble Paladin

AC 18 | HP 12/12 (1/1d10 +2) | Sense 4/4 | LoH 5/5
Str 16 | Dex 12 | ConSave +2 14 | Int 10 | Wis 12 | Cha 16

Spellcasting +5 DC 13 | Cantrips | Shield 1/1


IC: “My words,” | ‘My thoughts,'  | My actions

IC: “My words,” | ‘My thoughts,'  | My actions


OOC

I don’t always put OOC content in my posts, but when I do, I put it in here.

 

To Whom It May Concern . . .

Put Player mention tags, and any particular notes in here.

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Edited by JubalBreakbottle (see edit history)
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On 3/23/2024 at 3:36 AM, JubalBreakbottle said:

Garon Ammakyl

Human Noble Swords Paladin

cowboy3.png.92a76b26ef99bd57d4c840b5bf14dcd6.png

Name: Garon Ammakyl

Character Concept: Young, idealistic noble, who lost his parents and older brother in the War of Silver Marches five years ago, is discouraged by the hedonistic behavior of his rakish peers and naively sets out to answer the call to do what he can against the giants.

Race, Background, Subclass Class: Human Waterdhavian Noble Paladin Bard College of Swords. Build:

  1. Paladin 1
  2. Paladin 2
  3. Bard 1
  4. Bard 2
  5. Bard 3 College of Swords
  6. Bard 4+

Interesting. Good use of FR history and geography, also later, with his birthplace.

On 3/23/2024 at 3:36 AM, JubalBreakbottle said:

Description: Under a high-crowned, wide-brimmed, black woolen felt hat, you find a tall, young man with chestnut brown hair. His pale eyes sparkle with curiosity, absent of any physical scars of pain and struggle, and a moderately tanned, clear complexion indicates excellent hygiene and health throughout his short life. When alone a wan smile on his resting face appears a little sad, as if he wish he were somewhere else, looking to the horizon and doorways for people who are not there.

A supple, road-stained leather cloak covers broad shoulders and a well-fed muscular physique with shapes of a belted longsword, rucksack, and shouldered shield. Shiny chain mail peeks out from the sleeves of a fashionably new woolen tunic. An amulet hangs from his neck; if you get close enough, it depicts a blooming rose over a field of wheat. A wink of gold can be spotted on his left middle finger.

Very ncie. Also an excellent pick for a deity! After Eilistraee, Chantea is my second favorite!

On 3/23/2024 at 3:36 AM, JubalBreakbottle said:

From across the room, you summarize the young man is a noble with a genuinely easy smile; fine, clean clothes; and gentlemanly mannerisms. He politely replies to innkeepers and shopkeepers as if their respect is assumed and earned. He might be an easy mark, but his size, arms, and armor give smart predators pause.

Refreshing!

On 3/23/2024 at 3:36 AM, JubalBreakbottle said:

Your Character’s Plothook: Garon is returning from visiting Daggerford where he delivered messages from his family to the tenants and managers of their farms and business interests in the area. He plans to stop in Nightstone to share a meal with Lady Velrosa Nandar who invited him when they traveled together going south from Waterdeep a week ago.

His uncle sent him on this journey after a big blowout to give him time to think. Garon wanted to join the Lord's Alliance like his parents and older brother, but his uncle and aunt told him to not get involved. There was too much politics that he would not understand.

Again, nice, making the plothook your own!

On 3/23/2024 at 3:36 AM, JubalBreakbottle said:

Past is Prologue: Garon was born in the village of Amphail into the Waterdhavian noble house of Ammakyl, which controls more than half of the village's economy by producing crops and flowers for export to Waterdeep. He grew up surrounded by country luxury, a loving family, and strong morals of altruism and work ethic. His parents taught him to care for the land and the farmers and craftsmen who served the land.

I love the strong morals section!

On 3/23/2024 at 3:36 AM, JubalBreakbottle said:

For the past five years, he mostly stayed out of the way of the Waterdhavian noble rakes who inflicted conflict on Amphail, instead he picked up the broken pieces and soothed wounds of the locals. Garon's peers behaved as if they were better than everyone, just because they had wealth. It was everything that he remembered that his parents taught him to oppose. He only got beaten a few times until his last growth spurt made him bigger than even the older kids. Now, they leave him alone.

When he turned eighteen, Garon tried to join the Lord's Alliance, but his aunt and uncle stopped it and convinced him to cool off and deliver some messages to Daggerford for the House. He wants to be a hero but doesn't know where to start.

Well, he's about find out, hopefully the heroic way!

On 3/23/2024 at 3:36 AM, JubalBreakbottle said:

Is Might Right? No, although Might ensures Right prevails. Without heroic might pushing back against the chaos, evil, and savagery, civilization cannot live in peace or with justice.

Yes!

On 3/23/2024 at 3:36 AM, JubalBreakbottle said:

And this'll be his theme song after he triumphs against the Germans Giants: https://youtu.be/0bgnaWoYPvI?si=Gp8rsrpj6U0vwept

Reviewed! I'll open up the Pre-Game IC-Thread for you, now.

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  • 3 weeks later...

Lineage: Human (Variant)

  • Ability Scores: Cha & Con +1
  • Size: Medium
  • Speed: 30 ft.
  • Languages.  You can speak, read, and write Common and one extra language of your choice. (Elvish)
  • Skills. You gain proficiency in one skill of your choice. (Animal Handling)
  • Feat.  You gain one feat of your choice (Heavy Armor Master). 
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Background: Waterdhavian Noble

  • Skill Proficiencies: History, Persuasion
  • Languages: Any one of your choice (Dwarvish)
  • Tool Proficiencies: One type of gaming set or musical instrument (lute)
  • Equipment: A set of fine clothes, a signet ring, a scroll of pedigree, a skin of fine wine, and a purse containing 20 gp
  • Feature: Kept in Style. While you are in Waterdeep or elsewhere in the North, your house sees to your everyday needs. Your name and signet are sufficient to cover most of your expenses; the inns, taverns, and festhalls you frequent are glad to record your debt and send an accounting to your family's estate in Waterdeep to settle what you owe.  This advantage enables you to live a comfortable lifestyle without having to pay 2 gp a day for it, or reduces the cost of a wealthy or aristocratic lifestyle by that amount. You may not maintain a less affluent lifestyle and use the difference as income—the benefit is a line of credit, not an actual monetary reward.
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Posted (edited)

Class: Paladin Proficiencies

  • Armor: light armor, medium armor, heavy armor, shields
  • Weapons: simple weapons, martial weapons
  • Tools: none
  • Saving Throws: Wisdom, Charisma
  • Skills: Choose 2 from (Athletics), (Insight), Intimidation, Medicine, Persuasion, and Religion.
  • Starting Equipment. You start with the following items, plus anything provided by your background.
    •     (a) a martial weapon and a shield
    •     (b) any simple melee weapon: light crossbow
    •     (b) an explorer's pack
    •     Chain mail and a holy symbol

Divine 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 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 × 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.

Edited by JubalBreakbottle (see edit history)
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Posted (edited)

Feats

Human: Heavy Armor Master
You can use your armor to deflect strikes that would kill others. You gain the following benefits:

  • Increase your Strength score by 1, to a maximum of 20.
  • While you are wearing heavy armor, bludgeoning, piercing, and slashing damage that you take from nonmagical attacks is reduced by 3.

Bonus: Magic Initiate
Choose a class: bard, cleric, druid, (sorcerer), warlock, or wizard. Your spellcasting ability for these spells depends on the class you chose: Charisma for bard, sorcerer, or warlock; Wisdom for cleric or druid; or Intelligence for wizard. You learn two cantrips of your choice from that class's spell list.

  1. Booming Blade
  2. Fire Bolt

In addition, choose one 1st-level spell to learn from that same list. (Shield) Using this feat, you can cast the spell once at its lowest level, and you must finish a long rest before you can cast it in this way again.

Edited by JubalBreakbottle (see edit history)
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Posted (edited)

Inventory

Worn (79.5 lbs.)

  • Fine clothes - 6 lbs.
  • Signet ring
  • Purse - 1 lb.
  • Holy Symbol (Chauntea), Amulet - 1 lb.
  • Chain mail - 55 lbs.
  • Shield - 6 lbs.
  • Longsword - 3 lbs.
  • Light Crossbow - 5 lbs.
  • Case & bolts (20) - 2.5 lbs.

 

Stored (65 lbs.)

  • Explorer's pack - 59 lbs.
    • Scroll case - 1 lb.
      • Scroll of pedigree
    • Skin of fine wine - 5 lbs.

Coins (0.4 lbs.)

  • Gold pieces = 20

Weight

  • Carried = 79.5 +65 +0.4 = 144.9 lbs.
  • Encumbered = Str x15 lbs. = 240 lbs, so Unencumbered
Edited by JubalBreakbottle (see edit history)
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