Jump to content

Jack, Half Orc Paladin


Hammerfist

Recommended Posts

  

  Jack, Half Orc Paladin
 
64046b9bf5b9cd7f3ed829e010182a3a.jpg
 
 
 

 

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
 


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
+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.

 

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

Level One
 
 
 
 
 
 
 
 
 
 
 


 

         

 

8437-200.png Attacks

Weapon To Hit Damage Type/(Range)

Greataxe

Javelins (5)

 

 

+5

+5

 

 

1d12+3

1d6+3


 

Slashing (melee)

Piercing (30/120)

 

 

 
money-dollar-circle-512.png Money
 

Copper:  Silver:  Gold: 15 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

Letter of Introduction from Lumberjack/Carpenter's Guild

Chain Mail Armor

















 

Greataxe

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.)

Bedroll (7 lbs.)

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

 
 
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.

 

 

 

 

spacer.pngBackground
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?

 

Link to comment
Share on other sites

  

spacer.pngJack - 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

 


 

Link to comment
Share on other sites

×
×
  • Create New...