rogueblade0729 Posted March 1 Clone Share Posted March 1 Sir Belithar Galviston "With the betrayals in the knight orders we have seen thus far, and the growing discontentment for the king? Aye, I believe some caution is wise." 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...
AFreebornManoftheUSA Posted March 1 Author Clone Share Posted March 1 Everything about the castle seems normal until they reach the throne room itself. The room is fairly empty save for King Thorm, a few guards and Nil. The poor, mute goblin woman is cowering next to the throne while the king is staring down at her as if at a jester. When the footsteps break what was an otherwise silent room, King Thorm looks up and smiles widely. "The heroes return!!! You exposed Effalreich and brought me this fun toy!!" He points to Nil and says, "Do want to know something? You can't kill her!!" He lets out a loud laugh, "She just comes right back to life!! Hahaha!" He doubles over at this joke. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
mzipser Posted March 2 Clone Share Posted March 2 Dragos Draper - Cleric of Heilja Dragos glances over at Belithar and raises his eyebrows. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
artsmythe Posted March 3 Clone Share Posted March 3 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. Having stayed quiet throughout their journey to the throne room, Alberich is stunned by the king's arrogant display of barbarism and the plight of the she-goblin. He immediately rushes to her side to comfort her. 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...
rogueblade0729 Posted March 4 Clone Share Posted March 4 Sir Belithar Galviston A grim look crossed Sir Belithar's expression as he beheld the king. Bowing in the traditional matter to give King Thorm due respect, he righted himself after a beat and said, "Your Highness, we have retrieved the sacrosancti. But I must also report to you grave news of the lands beyond these walls." He then proceeded to give a detailed summary of their latest adventure, ensuring that proper stress is added on things that may threaten the lawful order of Bronwend. When he concluded his report, he stood at the ready for further direction. 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 March 5 Author Clone Share Posted March 5 The king snorts, "Spotswood was an older man, sure, but he was still a knight once. To think he would have his lands taken so easily." The foolish young king seems to find this funny rather than alarming. He turns and sighs than says, "I suppose you should call the heerens together and tell them how you plan to solve all of this." Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
rogueblade0729 Posted March 12 Clone Share Posted March 12 Sir Belithar Galviston Though he kept a stoic expression, internally Sir Belithar was fighting down the urge to speak out against the king's tone and response. As the lawful authority of the land, he is oathbound to respect him and honor his wishes, even if he personally disagrees. Thus, he simply bowed again without so much as a twitch on his face and replied, "As you wish, Your Highness." Giving a nod to the others in his party, he sought for one of the king's trusted advisors to gather the heerens somewhere within the castle. Likewise, he will seek to send word to the priest who first warned them of the vampire, back during the goblin raid on Carlsby, or anyone from the church of Artema. It will do little good for the paladin to carry around the sacrosancti out into the wild once again. 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...
mzipser Posted March 12 Clone Share Posted March 12 Dragos Draper - Cleric of Heilja After they leave the room and there doesn't seem to be anyone else around, Dragos will say quietly to Belithar, "Umm .. does he seem a bit ... off to you? Any idea what is going on with him?" Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
artsmythe Posted March 12 Clone Share Posted March 12 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. Seeing his friends preparing to leave the throne room after their audience is summarily concluded by this king, the little wizard turns and whispers to the bedraggled she-goblin, "You must haf faith, Mein Kind. Believe and survive." He then quietly hands her a day's ration and a sip of water. Silently standing up, he joins the others. Alberich gives a sour look at the despot before he leaves, the last of the party of adventurers. HP: 26/26 AC: 12 (15) Spells: Lev1 -- 2/4; Lev2 -- 2/3 OOC N/A Name xDiceName xDiceResult xDiceString xDiceRolls SLEIGHT OF HAND (Handing food and a sip of water to she-goblin) 6 1d20+2 4 Link to comment Share on other sites More sharing options...
rogueblade0729 Posted March 13 Clone Share Posted March 13 Sir Belithar Galviston The Templer pursed his lips when Dragos asked him that question. Ensuring no one else was around to overhear them, he replied quietly, "I am not learned enough in the mind to say for sure. If it is not merely his age muddling his wits, then there could be some fell sorcery placed upon him. Regardless, I am oathbound to respect the rule of law in his kingdom, and so I shall, but... perhaps you and the Professor can keep a closer eye on him." 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 March 13 Author Clone Share Posted March 13 Thorm doesn't explicitly watch Alberich's interaction with Nil so it's possible he misses the gnome's clumsy attempt to provide her succor. Name xDiceName xDiceResult xDiceString xDiceRolls roll 2 1d20 2 Link to comment Share on other sites More sharing options...
AFreebornManoftheUSA Posted March 13 Author Clone Share Posted March 13 If King Thorm notices, he does not react. For her part, the goblin accepts the gift but says no word of thanks. A guard approaches. Belithar and Dragos recognize him though only as a face in the throne room. "M'lords, will you be wanting to speak to the traitor now?" Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
mzipser Posted March 13 Clone Share Posted March 13 "Sure", Dragos says, "I'll see what I can see." Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
rogueblade0729 Posted March 16 Clone Share Posted March 16 Sir Belithar Galviston "Aye. Let us have words with him." 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 March 18 Clone Share Posted March 18 (edited) 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. Racing through the corridors to keep up with the deliberate strides of his much taller friends, the little wizard asks the noble Belithar, "Vere are ve going now, meine Freunde? Vhat are ve doin? And vhy vas that goblin treated so badly back there? Vhat has she done to deserve such a fate?" HP: 26/26 AC: 12 (15) Spells: Lev1 -- 2/4; Lev2 -- 2/3 OOC N/A Edited March 18 by artsmythe (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
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