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Valir Doomvein - Mountain Dwarf Paladin


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Valir Doomvein

Fifth son of the fifth son

 

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"Ye really haven't lived until ye died. Speaking from experience o'course!"

 

Paladin 1

Medium humanoid male (Mountain Dwarf), Lawful neutral


Armor Class 16

Hit Points 12 ( 1d10 + 2 )
Speed 25' ft.


Senses darkvision (60 ft.)

Languages common, dwarvish

Proficiency Bonus +2

 

ABILITIES & SKILLS 

Proficiency Bonus: +2

Strength 16 (+3)
Save +3
Athletics +5


Dexterity 10 (+0) 
Save +0 
Acrobatics +0 | Sleight of Hand +0 | Stealth +0


Constitution 15 (+2)
Save +2
No skills associated.


Intelligence 10 (+0)
Save +0
Arcana +0 | History +2 | Investigation +0 | Nature +0 | Religion +0


Wisdom 12 (+1)
Save +3 
Animal Handling +1 | Insight +1 | Medicine +1 | Perception +1 | Survival +3


Charisma 14 (+2) 
Save +4
Deception +0 | Intimidation +4 | Performance +2 | Persuasion +2

* Includes +1 from Luckstone / ** Includes +1 from Luckstone and Jack of all Trades / (E) denotes expertise. / Bold denotes proficiency.

 
PROFICIENCIES & ABILITIES

 PROFICIENCIES

  • Tools Mason's, Smith's
  • Instruments 
  • Weapons Simple, Martial 
  • Armors All, Shields

PALADIN CLASS 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 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.
 


 

RACIAL TRAITS
DarkvisionAccustomed to life underground, 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. | Dwarven ResilienceYou have advantage on saving throws against poison, and you have resistance against poison damage. | Dwarven Combat TrainingYou have proficiency with the battleaxe, handaxe, light hammer, and warhammer. | Tool Proficiency You gain proficiency with the artisan's tools of your choice: smith's tools, brewer's supplies, or mason's tools. | Stone CunningWhenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus. | Dwarven Armor TrainingYou have proficiency with light and medium armor.


FEATS

 

WEAPONS

WEAPONS

  • Maul +5 to hit for (12d6+3) bludgeoning | Heavy, two-handed
  • Javelin +5 to hit for (1d6+3) piercing damage. | Thrown (30/120)
  • Heavy Crossbow +2 to hit for (1d10) piercing damage. | Ammunition, heavy, loading, two-handed (100/400)

 

SPELLS

SPELL SLOTS -

  • Paladin - Spell Save DC: - | Spell Attack Mod: - | Spells Known: -

FIRST LEVEL (Paladin)

-


 

* Denotes a Midgard spell. / (C) Denotes concentration. / (R) Denotes reaction spell. / (B) Denotes bonus action spell.

 

EQUIPMENT & ENCUMBERANCE

TOTAL ENCUMBERANCE (159.5 lbs.)

  • Weight: 159.5 lbs. / 240 lbs. max. (15 x STR Score)
  • Status: Unencumbered
  • Penalty: None

MONEY POUCH (0.5 lbs.)

Copper: 0 | Silver: 0 | Gold: 25 | Obsidian: 0 | Platinum: 0

(25 Coins x .02 lbs. = 0.5 lbs. Total Weight)


EQUIPEMENT READIED (94 lbs.)

Equipped items can be retrieved with a manipulate item interaction.

  • Armor (55 lbs.) Chain Mail - 55 lbs.
  • Weapons (38 lbs.) Maul - 10 lbs. | Javelin - 10 lb. | Heavy Crossbow - 18 lbs.  
  • Readied Items (1 lbs.) Amulet - 1 lbs.

EQUIPMENT STORED (65 lbs.)

Stored items can be retrieved with an action.

  • In Backpack (33 lbs.) Backpack - 5 lbs. | Mess Kit - 1 lbs. | Tinderbox - 1 lbs. | (5) Rations (1 day) - 20 lbs. | Clothes, Fine - 6 lbs.
  • Strapped to Backpack (32 lbs.) Waterskin - 5 lbs. | Hempen Rope - 10 lbs. | Bedroll & Blanket - 7 lbs. | Torch - 10 lbs.

EQUIPMENT NOT CARRIED (--)

  • At Home --

* Denotes magic item (see below)

 

MAGIC ITEMS

NON-ATTUNED

 


ATTUNED (0/3)

 

 

APPEARANCE

Age 78 | Height 5' | Weight 175 lbs. | Hair Burgundy| Eyes Emerald Green | Complexion Fair


Valir stood before his forge, pulling a hot glowing mass of heavy metal from the flames. The light from the forge shed the only light in the room upon his fair, scar ridden skin. The white hot metal cooled slowly as he worked it with a hammer into his desired shape. The deep red color of the cooling metal matched his own burgundy locks of hair that swayed out behind him as he hammered the steel. A resonating "Tang!" rang out following a sort of rhythm as he worked. He left his mind blank, the act of smithing was a sort of meditation for him, the heat of the forge, the sound of striking metal.

 

"Qwueshhh." The sound of water as it is instantly vaporized from liquid into steam hisses throughout the workshop as Valir Doomvein finishes quenching the head to his Maul. His eyes, the same hue as emeralds, travel along its form searching for any cracks or fractures. Happy with his work he sets the Hammer head aside and wipes the sweat from his forehead and brow. He fiddles with his mustache, twirling it at its ends as he walks to a trough of water. With both hands he scoops a bounty of water and splashes it into his face, wincing a bit at the cold.

 

The sound of voices approaching broke him from his trance, grabbing a nearby towel he wiped the wetness from his face and hair. He had almost forgotten that there would be meetings today he wondered if he had missed it and he was being looked for. Quickly he removed his apron walking past a mannequin that was adorned with a chainmail vest, and adorned his usual white shirt and black pants. The Garess family crest was emblazoned on the left shoulder of his jacket which he pulled on as he exited his workshop with a grumble. From his inner coat pocket he procured his signet ring and slipped it on before making his way to the meeting room.

 

BACKGROUND

Garess Noble
Source Campaign


  • Personality Traits: Despite my noble Status, I do not place myself above other folk. We all have the same blood.
  • Ideals: It is my duty to respect the authority of those above me, just as those below me must respect mine.
  • Bonds: I will face any challenge to win the approval of my family.
  • Flaws: I hide a truly scandalous secret that could ruin my family forever.

Background Feature: Specialty Crafting: You can craft metal goods twice as fast as normal (10 gp per day) including armor.


BACKSTORY

Valir Doomvein is one of the few living remnants of the Golka Dwarves that once thrived in the Golushkin Mountains. After the Vanishing He was adopted by Evan Garess, the cousin of Lord Howlan. Thus He had been living up to their expectations ever since.

 

Valir had always had a talent for the forge, metal was the most common but Valir had found that the secrets of stone were his favorite. During his childhood he would walk the deep depths of the Golushkin mountains and listen to the walls of granite whisper to him. Words always just out of earshot for him to hear. After the Vanishing the walls were silent, as if saddened by his peoples disappearance. Valir was saddened as well, often wondering why Torag had not taken him as he did the others. When he heard that he was to be adopted into a noble family he was apprehensive to say the least. The Garess family, while allies, were not his family. 

 

As Valir grew he bore witness to the politicking between the many members of the Garess Family Line and those of the other nobles houses of Brevoy. He despised the court meetings, the over the top formalities, and the fancy clothes that he was forced to wear. The only upside was that the Garess family had gifted him with his own forge under the condition that he try to learn their customs and mannerisms. Well that he could do, but truly he would never be a true noble. To uphold appearances he would make the best of efforts for his new adopted family. So between toiling away in his workshop, forging all manners of items and trying his best to fit in, Valir found his own way. He attended the court meetings, fancy dinners, and even private lessons to improve his common. On his own time he trained his body and his smiting hands.

 

Time passed and Valir proved himself a valuable asset. The best example is when he was asked to survey a cave-in that had trapped some miners. Valir successfully led a rescue crew and retrieved all of the miners with no casualties. He also was tasked with teach dwarven smiting to some of the local blacksmiths because they did not know how to work some the rarer metals that came from the mountain mines. Court had become a game of chess that he could more easily read though he still disliked sitting around for hours as others argued moot points. That was until talk of the Stolen Lands had begun to spread. More land meant more power and power was all they could talk about. But these lands would not be tamed with its belly up and Lord Howlan made his decision clear that he wanted someone from his house to spearhead the expedition.

 

It was no easy matter discussing who would hold the Garess name into the Stolen Lands and after much debate between the heads of the house a decision had been made. When Valir received the news he was surprised to say the least. However he had grown to care and ultimately love the family that had saved him from a fate on the streets and accepted the decision without hesitation. Firstly he would need to find others, ally himself with them. He would conquer the Stolen Lands for his house, for his people, he would tame the beast and shred any doubt upon his name.

 

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