AFreebornManoftheUSA Posted January 31 Author Clone Share Posted January 31 "Silver? Silver, you say?" one of the fishermen says. He looks at the older man who responded and says, "You don't speak for all of us." He turns to his companions who all agree that real coins, a rare thing for a peasant to acquire, were worth it. They row their boat over and easily fit the party on the large skiff. They make it to the other side and continue their travels upriver to the king's home. It is darkness when they see the lights of Castle Bronwend in the distance. The party could continue for another hour or rest here for the night. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
mzipser Posted January 31 Clone Share Posted January 31 Dragos Draper - Cleric of Heilja Dragos, looking at the lights says, "Well, Belithar, what say you? Keep going or rest?" Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
artsmythe Posted January 31 Clone Share Posted January 31 Prof. Alberich von Nibelungen, Rock Gnome Wizard Statblock [b][url=http://www.myth-weavers.com/sheet.html#id=2582688]Prof. Alberich von Nibelungen[/url][/b] [i]Rock Gnome Wizard 4 LG[/i] [b]AC[/b] 12 [b]HP[/b] 26 [b]Speed[/b] 25ft [b]Str[/b] 10 (0) [b]Dex[/b] 14 (2) [b]Con[/b] 14 (2) [b]Wis[/b] 12 (1) [b]Int[/b] 16 (3) [b]Cha[/b] 10 (0) [b]Attacks[/b] [b]Quarterstaff[/b] 1d20 +2 1d6 [b]Dagger[/b] 1d20 +4 1d4 +2 [b][/b] [b][/b] [b][/b] Wizard Features Hit Points, PHB, pg. 113 Proficiencies, PHB, pg. 113 Arcana History Spellcasting, PHB, pg. 114 You can cast prepared wizard spells using INT as your spellcasting modifier (Spell DC 16, Spell Attack +8) and wizard spells in your spellbook as rituals if they have the ritual tag. You can use an arcane focus as a spellcasting focus. Arcane Recovery, PHB, pg. 115 Once per day when you finish a short rest, you can choose expended spell slots to recover - up to a combined level of 3, and none of the slots can be 6th level or higher. Arcane Recovery: (No Action) / Long Rest Arcane Tradition, PHB, pg. 115 School of Illusion Illusion Savant, PHB, pg. 117 The gold and time you must spend to copy an illusion spell into your spellbook is halved. Improved Minor Illusion, PHB, pg. 115 2nd level When you choose this school at 2nd level, you learn the minor illusion cantrip. If you already know this cantrip, you learn a different wizard cantrip of your choice. The cantrip doesn’t count against your number of cantrips known. When you cast minor illusion, you can create both a sound and an image with a single casting of the spell. FEAT, PHB, pg. Magic Initiate (Wizard) You learn two cantrips of your choice from the wizard's spell list -- Minor Illusion and Mold Earth. In addition, choose one 1st-level spell from the wizard's spell list -- Color Spray. You learn that spell and can cast it at its lowest level. Once you cast it, you must finish a long rest before you can cast it again using this feat. Intelligence is your spellcasting ability for these spells. RACIAL TRAITS Darkvision, BR, pg. 37 You can see in darkness (shades of gray) up to 60 ft. Gnome Cunning, BR, pg. 37 You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic. Artificer’s Lore, BR, pg. 37 Add twice your proficiency bonus to History checks related to magic items, alchemical objects, or technological devices. Tinker, BR, pg. 37 You are proficient with tinker's tools and can use them to construct tiny clockwork devices. When the mustachioed Cleric of Heilja mentions silver, the Professor carefully turns his back and checks his purse. Secretly counting his coins, he only finds 5 gp -- no silver. He slowly looks up to the others, his eyes big and sad behind his pince-nez spectacles, a quivering tear starting to form under one eye, afraid to tell them he has no coinage of the proper denomination. Then Dragos volunteers to pay the required fee, and the tiny wizard brightens. Again he thanks Aurin the Wise for guiding him to such resourceful allies. Like the others he awaits the paladin's decision as to what the party should do at this juncture. He himself could continue a little while longer as the dark didn't bother him as much as it did humans, he expects. Still, maybe he could get some more information as to the next stage of their strange journey from his new-found friends. That way he could prepare the proper spell to prove his worth. HP: 26/26 AC: 12 (15) Spells: Lev1 -- 2/4; Lev2 -- 2/3 OOC N/A Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
mzipser Posted February 9 Clone Share Posted February 9 We will be heading to Boskone in a couple of hours and won't be back until Sun. night. Not sure if we will be able to post while we're there. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
rogueblade0729 Posted February 9 Clone Share Posted February 9 Sir Belithar Galviston As the others turned to him for direction, the young knight gazed thoughtfully in the direction of the castle. "Mm… my heart longs to seek the safety of those castle walls. Our quest was to retrieve the sacrosancti, after all, and the sooner we arrive, the less likely we are to be ambushed in the middle of the night. "And yet, we know of the conspiracy against the king. If some of my fellow knights have also fallen, perhaps we are simply walking into a den of cutthroats and traitors. This decision is not one to be made lightly." He fell silent again, weighing the choices. Then, with a cautious huff, a resolute look crossed his eyes as he declared, "We march on. Keep details of the quest and the artifact as subtle as you can. The King must learn of our success before all others." With that, he spurred his steed onward and continued the journey towards Castle Bronwend. Mechanics & OOC Statblock Sir Belithar Galviston Human (variant) Paladin (Oath of the Crown) 4 LG/LN AC 19 HP 32/46 Speed 30ft Str 16 (3) Dex 10 (0) Con 16 (3) Wis 10 (0) Int 8 (-1) Cha 16 (3) Attacks +1 Cold Iron Longsword +6 1d8+4 Javelin +5 1d6+3 Features Knightly RegardYou receive shelter and succor from members of your knightly order and those who are sympathetic to its aims. If your order is a religious one, you can gain aid from temples and other religious communities of your deity. Knights of civic orders can get help from the community–whether a lone settlement or a great nation that they serve, and knights of philosophical orders can find help from those they have aided in pursuit of their ideals, and those who share those ideals. This help comes in the form of shelter and meals, and healing when appropriate, as well as occasionally risky assistance, such as a band of local citizens rallying to aid a sorely pressed knight in a fight, or those who support the order helping to smuggle a knight out of town when he or she is being hunted unjustly. Bonus Feat (Heavy Armor Master) Bonus Skill Proficiency (Athletics) Divine SenseThe presence of strong evil registers on your senses like a noxious odor, and a 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 Zarovitch, 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. (4/4) 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. (20/20) Fighting Style (Defense)At 2nd level, you adopt a style of fighting as your speciality. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again. DEFENSE While you are wearing armor, you gain a +1 bonus to AC. Divine SmiteStarting at 2nd level, when you hit a creature with a melee weapon attack, you can expend one paladin spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend. Sacred Oath: Oath of the CrownThe Oath of the Crown is sworn to the ideals of civilization, be it the spirit of a nation, fealty to a sovereign of service to a deity of law and rulership. The paladins who swear this oath dedicate themselves to serving society and, in particular, the just laws that hold society together. These paladins are the watchful guardians on the walls, standing against the chaotic tides of barbarism that threatened to tear down all that civilization has built, and are commonly known as guardians, exemplars, or sentinels. Often, paladins who swear this oath are members of an order of knighthood in service to a nation or a sovereign, and undergo their oath as part of their admission to the order’s ranks. TENETS OF THE CROWN The tenets of the Oath of the Crown are often set by the sovereign to which their oath is sworn, but generally emphasize the following tenets. LAW. The law is paramount. It is the mortar that holds the stones of civilization together, and it must be respected. LOYALTY. Your word is your bond. Without loyalty, oaths and laws are meaningless. COURAGE. You must be willing to do what needs to be done for the sake of order, even in the face of overwhelming odds. If you don’t act, then who will? RESPONSIBILITY. You must deal with the consequences of your actions, and you are responsible for fulfilling your duties and obligations. Channel DivinityWhen you take this oath at 3rd level, you gain the following Channel Divinity options. CHAMPION CHALLENGE. You issue a challenge that compels other creatures to do battle with you. Each creature of your choice that you can see within 30 feet of you must make a Wisdom saving throw. On a failed save, a creature can’t willingly move more than 30 feet away from you. This effect ends on the creature if you are incapacitated or die or if the creature is moved more than 30 feet away from you. TURN THE TIDE. As a bonus action, you can bolster injured creatures with your Channel Divinity. Each creature of your choice that can hear you within 30 feet of you regains hit points equal to 1d6 + your Charisma modifier (minimum of 1) if it has no more than half of its hit points. (1/1 per rest) Feats Heavy Armor MasterYou 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 non magical weapons is reduced by 3. OOC: - Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
AFreebornManoftheUSA Posted February 13 Author Clone Share Posted February 13 (edited) One of two stone castles in the entire kingdom (the other being Spottswood the castle the party recently evacuated), Castle Bronwend is well-defended. Located on the edge of the River Bron where a jut of rock provides a form of natural defense, access to land is accessible from only one side. It is full dark when the party arrives at the gate to the castle. The drawbridge is down but so is the portcullis. A man-at-arms with a torch stands on the wall above the gate. Looking down at the approaching group, he almost challenges them but recognizes Sir Belithar. "It's the Sword Templar, back from his adventures. Let him in." The portcullis is raised so they can pass. The same man-at-arms meets them as they walk in. "Welcome, m'lord," he bows to the paladin and then nods to Belithar's companion, "and your friends. I'm afraid you'll have to sleep in the stables this evening. His highness will be free to meet you in the morning." Edited February 13 by AFreebornManoftheUSA (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
mzipser Posted February 13 Clone Share Posted February 13 Dragos will keep quiet and let Belithar handle things and people in the castle. At least for now. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
rogueblade0729 Posted February 14 Clone Share Posted February 14 Sir Belithar Galviston "You have my thanks," Sir Belithar replied, "The lodgings will suffice. Though, do us a favor, if you will? Keep news of our arrival quiet until the morning. I would rather not stir curiosity until we've had a chance to meet with the King." Turning to his allies, he then said, "Come, let us set up camp in the stables. Though we are now within the castle walls, I do not think we are out of the woods yet. We should maintain our guard. I will take first watch, so you all may rest from the journey. Mechanics & OOC Statblock Sir Belithar Galviston Human (variant) Paladin (Oath of the Crown) 4 LG/LN AC 19 HP 32/46 Speed 30ft Str 16 (3) Dex 10 (0) Con 16 (3) Wis 10 (0) Int 8 (-1) Cha 16 (3) Attacks +1 Cold Iron Longsword +6 1d8+4 Javelin +5 1d6+3 Features Knightly RegardYou receive shelter and succor from members of your knightly order and those who are sympathetic to its aims. If your order is a religious one, you can gain aid from temples and other religious communities of your deity. Knights of civic orders can get help from the community–whether a lone settlement or a great nation that they serve, and knights of philosophical orders can find help from those they have aided in pursuit of their ideals, and those who share those ideals. This help comes in the form of shelter and meals, and healing when appropriate, as well as occasionally risky assistance, such as a band of local citizens rallying to aid a sorely pressed knight in a fight, or those who support the order helping to smuggle a knight out of town when he or she is being hunted unjustly. Bonus Feat (Heavy Armor Master) Bonus Skill Proficiency (Athletics) Divine SenseThe presence of strong evil registers on your senses like a noxious odor, and a 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 Zarovitch, 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. (4/4) 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. (20/20) Fighting Style (Defense)At 2nd level, you adopt a style of fighting as your speciality. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again. DEFENSE While you are wearing armor, you gain a +1 bonus to AC. Divine SmiteStarting at 2nd level, when you hit a creature with a melee weapon attack, you can expend one paladin spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend. Sacred Oath: Oath of the CrownThe Oath of the Crown is sworn to the ideals of civilization, be it the spirit of a nation, fealty to a sovereign of service to a deity of law and rulership. The paladins who swear this oath dedicate themselves to serving society and, in particular, the just laws that hold society together. These paladins are the watchful guardians on the walls, standing against the chaotic tides of barbarism that threatened to tear down all that civilization has built, and are commonly known as guardians, exemplars, or sentinels. Often, paladins who swear this oath are members of an order of knighthood in service to a nation or a sovereign, and undergo their oath as part of their admission to the order’s ranks. TENETS OF THE CROWN The tenets of the Oath of the Crown are often set by the sovereign to which their oath is sworn, but generally emphasize the following tenets. LAW. The law is paramount. It is the mortar that holds the stones of civilization together, and it must be respected. LOYALTY. Your word is your bond. Without loyalty, oaths and laws are meaningless. COURAGE. You must be willing to do what needs to be done for the sake of order, even in the face of overwhelming odds. If you don’t act, then who will? RESPONSIBILITY. You must deal with the consequences of your actions, and you are responsible for fulfilling your duties and obligations. Channel DivinityWhen you take this oath at 3rd level, you gain the following Channel Divinity options. CHAMPION CHALLENGE. You issue a challenge that compels other creatures to do battle with you. Each creature of your choice that you can see within 30 feet of you must make a Wisdom saving throw. On a failed save, a creature can’t willingly move more than 30 feet away from you. This effect ends on the creature if you are incapacitated or die or if the creature is moved more than 30 feet away from you. TURN THE TIDE. As a bonus action, you can bolster injured creatures with your Channel Divinity. Each creature of your choice that can hear you within 30 feet of you regains hit points equal to 1d6 + your Charisma modifier (minimum of 1) if it has no more than half of its hit points. (1/1 per rest) Feats Heavy Armor MasterYou 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 non magical weapons is reduced by 3. OOC: - Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
artsmythe Posted February 20 Clone Share Posted February 20 Prof. Alberich von Nibelungen, Rock Gnome Wizard Statblock [b][url=http://www.myth-weavers.com/sheet.html#id=2582688]Prof. Alberich von Nibelungen[/url][/b] [i]Rock Gnome Wizard 4 LG[/i] [b]AC[/b] 12 [b]HP[/b] 26 [b]Speed[/b] 25ft [b]Str[/b] 10 (0) [b]Dex[/b] 14 (2) [b]Con[/b] 14 (2) [b]Wis[/b] 12 (1) [b]Int[/b] 16 (3) [b]Cha[/b] 10 (0) [b]Attacks[/b] [b]Quarterstaff[/b] 1d20 +2 1d6 [b]Dagger[/b] 1d20 +4 1d4 +2 [b][/b] [b][/b] [b][/b] Wizard Features Hit Points, PHB, pg. 113 Proficiencies, PHB, pg. 113 Arcana History Spellcasting, PHB, pg. 114 You can cast prepared wizard spells using INT as your spellcasting modifier (Spell DC 16, Spell Attack +8) and wizard spells in your spellbook as rituals if they have the ritual tag. You can use an arcane focus as a spellcasting focus. Arcane Recovery, PHB, pg. 115 Once per day when you finish a short rest, you can choose expended spell slots to recover - up to a combined level of 3, and none of the slots can be 6th level or higher. Arcane Recovery: (No Action) / Long Rest Arcane Tradition, PHB, pg. 115 School of Illusion Illusion Savant, PHB, pg. 117 The gold and time you must spend to copy an illusion spell into your spellbook is halved. Improved Minor Illusion, PHB, pg. 115 2nd level When you choose this school at 2nd level, you learn the minor illusion cantrip. If you already know this cantrip, you learn a different wizard cantrip of your choice. The cantrip doesn’t count against your number of cantrips known. When you cast minor illusion, you can create both a sound and an image with a single casting of the spell. FEAT, PHB, pg. Magic Initiate (Wizard) You learn two cantrips of your choice from the wizard's spell list -- Minor Illusion and Mold Earth. In addition, choose one 1st-level spell from the wizard's spell list -- Color Spray. You learn that spell and can cast it at its lowest level. Once you cast it, you must finish a long rest before you can cast it again using this feat. Intelligence is your spellcasting ability for these spells. RACIAL TRAITS Darkvision, BR, pg. 37 You can see in darkness (shades of gray) up to 60 ft. Gnome Cunning, BR, pg. 37 You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic. Artificer’s Lore, BR, pg. 37 Add twice your proficiency bonus to History checks related to magic items, alchemical objects, or technological devices. Tinker, BR, pg. 37 You are proficient with tinker's tools and can use them to construct tiny clockwork devices. While riding behind the tall paladin on his mighty steed, the rock gnome could only gape and stare at all of the grand scenery that is Castle Bronwend. To be honest, the Professor had never seen the like in his wanderings. Obviously his friends are all highly connected in this society. Following Dragos' lead, Alberich kept his tongue quiet. As soon as he could get the opportunity, though, he would record all of his experiences in this strange place. HP: 26/26 AC: 12 (15) Spells: Lev1 -- 2/4; Lev2 -- 2/3 OOC N/A Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
AFreebornManoftheUSA Posted February 21 Author Clone Share Posted February 21 The stables smell, the straw is itchy, and the animals they're sharing the space with are not quiet. Still, exhaustion wins and everyone sleeps quite well. Abainath 22, 941 When they awaken the next morning, they find a stableboy, likely no older than 12 or 13, staring down at them in wonder. "Lords sleepin' in my stables? It's the End of Days already, issit?" Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
mzipser Posted February 21 Clone Share Posted February 21 Dragos Draper - Cleric of Heilja Dragos laughs and says, "Well, young man, we are not all lords. Maybe one of us. Lovely morning isn't it! Thanks for the gentle wake up." He stands and tosses a silver piece to the stableboy, "We got in very late last night." Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
rogueblade0729 Posted February 22 Clone Share Posted February 22 (edited) Sir Belithar Galviston The Templer gave the boy a friendly smile and nod. It did not seem all that long ago when he was in the stablehand's shoes, though he was but a babe when his humble beginnings were taken from him. "May Artema's blessings be upon you, boy," Sir Belithar replied, rising calmly from his spot in the straw. Donning his armor and gear once more, as well as double-checking that the sacrosancti was still in his possession, he waited for the others to be ready before heading towards the King's halls, leaving behind his trusty steed. Mechanics & OOC Statblock Sir Belithar Galviston Human (variant) Paladin (Oath of the Crown) 4 LG/LN AC 19 HP 32/46 Speed 30ft Str 16 (3) Dex 10 (0) Con 16 (3) Wis 10 (0) Int 8 (-1) Cha 16 (3) Attacks +1 Cold Iron Longsword +6 1d8+4 Javelin +5 1d6+3 Features Knightly RegardYou receive shelter and succor from members of your knightly order and those who are sympathetic to its aims. If your order is a religious one, you can gain aid from temples and other religious communities of your deity. Knights of civic orders can get help from the community–whether a lone settlement or a great nation that they serve, and knights of philosophical orders can find help from those they have aided in pursuit of their ideals, and those who share those ideals. This help comes in the form of shelter and meals, and healing when appropriate, as well as occasionally risky assistance, such as a band of local citizens rallying to aid a sorely pressed knight in a fight, or those who support the order helping to smuggle a knight out of town when he or she is being hunted unjustly. Bonus Feat (Heavy Armor Master) Bonus Skill Proficiency (Athletics) Divine SenseThe presence of strong evil registers on your senses like a noxious odor, and a 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 Zarovitch, 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. (4/4) 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. (20/20) Fighting Style (Defense)At 2nd level, you adopt a style of fighting as your speciality. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again. DEFENSE While you are wearing armor, you gain a +1 bonus to AC. Divine SmiteStarting at 2nd level, when you hit a creature with a melee weapon attack, you can expend one paladin spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend. Sacred Oath: Oath of the CrownThe Oath of the Crown is sworn to the ideals of civilization, be it the spirit of a nation, fealty to a sovereign of service to a deity of law and rulership. The paladins who swear this oath dedicate themselves to serving society and, in particular, the just laws that hold society together. These paladins are the watchful guardians on the walls, standing against the chaotic tides of barbarism that threatened to tear down all that civilization has built, and are commonly known as guardians, exemplars, or sentinels. Often, paladins who swear this oath are members of an order of knighthood in service to a nation or a sovereign, and undergo their oath as part of their admission to the order’s ranks. TENETS OF THE CROWN The tenets of the Oath of the Crown are often set by the sovereign to which their oath is sworn, but generally emphasize the following tenets. LAW. The law is paramount. It is the mortar that holds the stones of civilization together, and it must be respected. LOYALTY. Your word is your bond. Without loyalty, oaths and laws are meaningless. COURAGE. You must be willing to do what needs to be done for the sake of order, even in the face of overwhelming odds. If you don’t act, then who will? RESPONSIBILITY. You must deal with the consequences of your actions, and you are responsible for fulfilling your duties and obligations. Channel DivinityWhen you take this oath at 3rd level, you gain the following Channel Divinity options. CHAMPION CHALLENGE. You issue a challenge that compels other creatures to do battle with you. Each creature of your choice that you can see within 30 feet of you must make a Wisdom saving throw. On a failed save, a creature can’t willingly move more than 30 feet away from you. This effect ends on the creature if you are incapacitated or die or if the creature is moved more than 30 feet away from you. TURN THE TIDE. As a bonus action, you can bolster injured creatures with your Channel Divinity. Each creature of your choice that can hear you within 30 feet of you regains hit points equal to 1d6 + your Charisma modifier (minimum of 1) if it has no more than half of its hit points. (1/1 per rest) Feats Heavy Armor MasterYou 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 non magical weapons is reduced by 3. OOC: - Edited February 22 by rogueblade0729 (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
AFreebornManoftheUSA Posted February 22 Author Clone Share Posted February 22 The boy's eyes bug out at the silver and replies back, in a voice too loud and cracking with early puberty, "S'pon you too, m'lords!!" and runs around the corner, perhaps to spend the money immediately. Some soldiers, different from the ones at the gate last night, are patrolling. They glance at the party but don't confront them. The courtyard is beginning to bustle with early morning activity but the keep itself looks dark and quiet. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
rogueblade0729 Posted February 24 Clone Share Posted February 24 Sir Belithar Galviston "Stay close, now. And remain alert," Sir Belithar counseled his companions quietly, before turning to depart for the castle. Time to meet with the king and return the sacrosancti. Mechanics & OOC Statblock Sir Belithar Galviston Human (variant) Paladin (Oath of the Crown) 4 LG/LN AC 19 HP 32/46 Speed 30ft Str 16 (3) Dex 10 (0) Con 16 (3) Wis 10 (0) Int 8 (-1) Cha 16 (3) Attacks +1 Cold Iron Longsword +6 1d8+4 Javelin +5 1d6+3 Features Knightly RegardYou receive shelter and succor from members of your knightly order and those who are sympathetic to its aims. If your order is a religious one, you can gain aid from temples and other religious communities of your deity. Knights of civic orders can get help from the community–whether a lone settlement or a great nation that they serve, and knights of philosophical orders can find help from those they have aided in pursuit of their ideals, and those who share those ideals. This help comes in the form of shelter and meals, and healing when appropriate, as well as occasionally risky assistance, such as a band of local citizens rallying to aid a sorely pressed knight in a fight, or those who support the order helping to smuggle a knight out of town when he or she is being hunted unjustly. Bonus Feat (Heavy Armor Master) Bonus Skill Proficiency (Athletics) Divine SenseThe presence of strong evil registers on your senses like a noxious odor, and a 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 Zarovitch, 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. (4/4) 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. (20/20) Fighting Style (Defense)At 2nd level, you adopt a style of fighting as your speciality. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again. DEFENSE While you are wearing armor, you gain a +1 bonus to AC. Divine SmiteStarting at 2nd level, when you hit a creature with a melee weapon attack, you can expend one paladin spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend. Sacred Oath: Oath of the CrownThe Oath of the Crown is sworn to the ideals of civilization, be it the spirit of a nation, fealty to a sovereign of service to a deity of law and rulership. The paladins who swear this oath dedicate themselves to serving society and, in particular, the just laws that hold society together. These paladins are the watchful guardians on the walls, standing against the chaotic tides of barbarism that threatened to tear down all that civilization has built, and are commonly known as guardians, exemplars, or sentinels. Often, paladins who swear this oath are members of an order of knighthood in service to a nation or a sovereign, and undergo their oath as part of their admission to the order’s ranks. TENETS OF THE CROWN The tenets of the Oath of the Crown are often set by the sovereign to which their oath is sworn, but generally emphasize the following tenets. LAW. The law is paramount. It is the mortar that holds the stones of civilization together, and it must be respected. LOYALTY. Your word is your bond. Without loyalty, oaths and laws are meaningless. COURAGE. You must be willing to do what needs to be done for the sake of order, even in the face of overwhelming odds. If you don’t act, then who will? RESPONSIBILITY. You must deal with the consequences of your actions, and you are responsible for fulfilling your duties and obligations. Channel DivinityWhen you take this oath at 3rd level, you gain the following Channel Divinity options. CHAMPION CHALLENGE. You issue a challenge that compels other creatures to do battle with you. Each creature of your choice that you can see within 30 feet of you must make a Wisdom saving throw. On a failed save, a creature can’t willingly move more than 30 feet away from you. This effect ends on the creature if you are incapacitated or die or if the creature is moved more than 30 feet away from you. TURN THE TIDE. As a bonus action, you can bolster injured creatures with your Channel Divinity. Each creature of your choice that can hear you within 30 feet of you regains hit points equal to 1d6 + your Charisma modifier (minimum of 1) if it has no more than half of its hit points. (1/1 per rest) Feats Heavy Armor MasterYou 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 non magical weapons is reduced by 3. OOC: Sir Belithar heads for the King's halls! Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
mzipser Posted March 1 Clone Share Posted March 1 Dragos Draper - Cleric of Heilja Dragos says, "Do you really think we are in danger here?" He shrugs, "I guess you know best." Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
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