Hammerfist Posted January 18, 2023 Clone Share Posted January 18, 2023 Jack, Half Orc Paladin Gender: Male Race: Half Orc Alignment: Neutral Good Class: Paladin Background: Guild Artisan Passive Perception/Investigation: Passive Insight: HP: 12/12 Hit Dice: 1d10+2 AC: 16 Initiative: +0 Size: Medium Speed: 30 feet 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 +2 Insight + 0 Medicine +0 Perception + 0 Survival +3 Deception +5 Intimidation +3 Performance +5 Persuasion Proficiencies Languages Class Feats Race & Feats All Armor and Weapons Carpenter's Tools Guild MembershipAs an established and respected member of a guild, you can rely on certain benefits that membership provides. Your fellow guild members will provide you with lodging and food if necessary, and pay for your funeral if needed. In some cities and towns, a guildhall offers a central place to meet other members of your profession, which can be a good place to meet potential patrons, allies, or hirelings. Guilds often wield tremendous political power. If you are accused of a crime, your guild will support you if a good case can be made for your innocence or the crime is justifiable. You can also gain access to powerful political figures through the guild, if you are a member in good standing. Such connections might require the donation of money or magic items to the guild's coffers. You must pay dues of 5 gp per month to the guild. If you miss payments, you must make up back dues to remain in the guild's good graces. Common Elven Orc 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. Half Orc Size. Half-orcs are somewhat larger and bulkier than humans, and they range from 5 to well over 6 feet tall. Your size is Medium. Speed. Your base walking speed is 30 feet. Darkvision. Thanks to your orc blood, 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. Menacing. You gain proficiency in the Intimidation skill. Relentless Endurance. When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can't use this feature again until you finish a long rest. Savage Attacks. When you score a critical hit with a melee weapon attack, you can roll one of the weapon's damage dice one additional time and add it to the extra damage of the critical hit. Languages. You can speak, read, and write Common and Orc. Orc is a harsh, grating language with hard consonants. It has no script of its own but is written in the Dwarvish script. Spells (1 Known) Level One Attacks Weapon To Hit Damage Type/(Range) Greataxe Javelins (5) +5 +5 1d12+3 1d6+3 Slashing (melee) Piercing (30/120) Money Copper: Silver: Gold: 15 Platinum: 0 (?? Coins * .02 lbs. = ?? lbs. Total Weight) Encumbrance Weight: Status: Unencumbered Penalty: None 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 Letter of Introduction from Lumberjack/Carpenter's Guild Chain Mail Armor Greataxe 5 Javelins Pouch: (1 lb.) - Money (see above) - Pouch: (1 lb.) 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.) Bedroll (7 lbs.) Mess kit (1 lb.) Rope, Silk (50 feet) (5 lbs.) 1 x Sack (empty)( .5 lbs.) Waterskin (5 lbs.) Magic Items Magic Items: (0.0 lbs.) Non-Attuned (0.0 lbs.) Attuned 0/3 (0.0 lbs.) Character Overview Jack is a man of the forest, a lumberjack with a complex Orc name, so 'Jack' was the nickname that stuck. He worked with the Larson family, a kind hearted Human/Elf couple with a bevvy of half elf children, all of whom used Jack as their personal playground whenever he walked in the door for mealtime. A large man, nearly seven feet in height, with muscles like iron bands, the giant was gentle as a lamb, and loved playing all sorts of games with the children around. He often joked that he had an unfair disadvantage in hide and seek as he could only hide behind trees. The Larsons were homesteaders, but they gave Jack a good place to sleep, an in exchange, he felled trees for them, transported them into town, and often made a variety of wood products for them to sell at market. In his spare time, Jack often made toys for the children, ranging from swords and shields to dollhouses and riding horses. His time as a young man was happy, and it was all that he could remember. Mr. Larson told Jack that he had come from a wild tribe of half orcs, and that perhaps his mind suppressed the old memories. Jack didn't know if this was right or not, but he didn't care as he was happy here. One day, out with the children, Jack was accosted by a band of brigands. The men came asking for money, which Jack was happy to supply, but when one of them slapped young Henry and another drew a knife on dearest Ashley, a feeling came over Jack that he hadn't known before. Suddenly, his axe was drawn, his eyes narrowed, and a few seconds later, he was covered in the blood of his would be attackers as what was left of them decorated the ground below. The children looked horrified, but once Jack swept them up into his arms and kissed their foreheads, their fears subsided. The half orc quickly rushed them home to safety, and it was only that evening that he came to terms with...what happened. He asked Mr. Larson how it was possible to go from a peaceful man who wouldn't hurt a fly, to...whoever it was that hacked the bandits into pieces. Love? It's true that Jack loved the children, but the idea of violence was something frightening to him. Mr. Larson told Jack that he was a hero and that he needn't worry anymore about the idea, but Jack's sleep that night was troubled, full of nightmares that would not leave him be for weeks afterwards. Finally, Larson took Jack aside and told him that there were some things he was going to have to learn for himself. He gave Jack a letter and a map to the city of Ptolus, telling him that whatever he needed to know was going to find him there. And thus, with some old armor from Larson's war days and a mighty axe, Jack entered the city of the Spires, hoping to learn the truth. Description/Personality: Jack is a very large man, seven feet in height, with massive shoulders, tree trunk legs, and a body of muscle. His appearance alone is enough to intimidate most people, but the innocent expression on his face is that of a kindly uncle. Children seem drawn to the large fellow and he often plays games with those who approach. His face is ruggedly handsome and attractive, and his long hair is well maintained. Jack enjoys the simple pleasures in life, and feels best when he is working or caring for someone else. His innate kindness seems to assuage many fears around him. At the same time, Jack is a terrible force against anyone who would harm someone he loves. The massive axe on his back has felled many a tree, and it seems quite capable of hewing any foe foolish enough to stand in its way. An old holy symbol for a god he does not know hangs around the half orc's neck. Background PHB: Guild Artisan Personality Traits: I love to be needed and to help others. The Gods made me strong so that I can protect the weak Ideal: Violence is best avoided, but when it comes, it must be done swiftly and harshly Bond: Jack is great friends with the Larson family. Flaw: Jack is often confused about the mysteries in his life, and sometimes he remains terribly afraid of...himself. How did he just 'know' how to kill those brigands? Why can't he seem to remember his childhood? Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Hammerfist Posted January 18, 2023 Author Clone Share Posted January 18, 2023 Jack - Half Orc Paladin 1 AC: 16 | HP: 12/12 | Initiative: +0 | Passive Perception: 10 | Divine Sense: 4/4 | Lay on Hands: 5/5 Post goes here. "Speech" thoughts in color and italics Mechanics Main Hand: Greataxe Off Hand: Action: Greataxe Bonus Action: Reaction: Move: movement goes here. Manipulate: one free object interaction goes here. Character Sheet Faith - Half Orc 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 16 (Chainmail) Passive Perception 10 Initiative +0 Vision: 60' darkvision DM Inspiration Yes Languages Common, Elf, Orc Background Guild Artisan Feature Guild Membership WEAPONS Greataxe +5 attack, 1d12+3 slashing damage Javelin (range 30/120) +6 attack, 1d6+3 piercing PROFICIENCIES Proficiency +2 Saving Throws Wisdom +2, Charisma +5 Weapons All weapons Armor Light, medium, shields FEATS RACIAL FEATURES Size. Half-orcs are somewhat larger and bulkier than humans, and they range from 5 to well over 6 feet tall. Your size is Medium. Speed. Your base walking speed is 30 feet. Darkvision. Thanks to your orc blood, 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. Menacing. You gain proficiency in the Intimidation skill. Relentless Endurance. When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can't use this feature again until you finish a long rest. Savage Attacks. When you score a critical hit with a melee weapon attack, you can roll one of the weapon's damage dice one additional time and add it to the extra damage of the critical hit. Languages. You can speak, read, and write Common and Orc. Orc is a harsh, grating language with hard consonants. It has no script of its own but is written in the Dwarvish script. CLASS FEATURES Divine Sense Lay on Hands Fighting Style: none yet Equipment General Inventory Chainmail 45# Greataxe 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: 15 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 Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Recommended Posts