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Finlogan Oakhallow, Halfling Paladin


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  Finlogan Oakhallow

Knight of the Order of Moonlight

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"Enjoying life and having courage is your choice."

 

PALADIN 3 (OATH OF THE ANCIENTS)

Medium Humanoid Male (Ghostwise Halfling), Neutral Good


Armor Class 18 (16 Chain mail +2 Shield)

Hit Points 28 ( 3d10 + 6 )
Speed 25 ft.


Senses Passive Perception 10

Languages Common, Halfling, Elvish

Proficiency Bonus +2

 

ABILITIES & SKILLS 

Proficiency Bonus: +2

Strength 17 (+3)
Save +3
Athletics +5


Dexterity 10 (+3) 
Save +0
Acrobatics +0 | Sleight of Hand +0 | Stealth +0


Constitution 14 (+2)
Save +2 
Concentration +2


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


Wisdom 10 (+0)
Save +2 
Animal Handling +0 | Insight +2 | Medicine +0 | Perception +0 | Survival +2


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

 
PROFICIENCIES & ABILITIES

 PROFICIENCIES

  • Tools none 
  • Instruments Flute 
  • Weapons Simple weapons, Martial weapons 
  • Armors Light armor, Medium armor, Heavy armor, Shields

PALADIN CLASS ABILITIES
Divine Sense 3/3The 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 Hands 15/15 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 × 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. | Divine SmiteStarting at 2nd level, when you hit a creature with a melee weapon attack, you can expend one 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, to a maximum of 6d8. | Fighting Style DuelingWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon. | Divine HealthBy 3rd level, the divine magic flowing through you makes you immune to disease. | Channel Divinity 1/1: Nature's WrathYou can use your Channel Divinity to invoke primeval forces to ensnare a foe. As an action, you can cause spectral vines to spring up and reach for a creature within 10 feet of you that you can see. The creature must succeed on a Strength or Dexterity saving throw (its choice) or be restrained. While restrained by the vines, the creature repeats the saving throw at the end of each of its turns. On a success, it frees itself and the vines vanish. & Turn the FaithlessYou can use your Channel Divinity to utter ancient words that are painful for fey and fiends to hear. As an action, you present your holy symbol, and each fey or fiend within 30 feet of you that can hear you must make a Wisdom saving throw. On a failed save, the creature is turned for 1 minute or until it takes damage. A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action. If the creature's true form is concealed by an illusion, shapeshifting, or other effect, that form is revealed while it is turned.


RACIAL TRAITS
LuckyWhen you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll. | BraveYou have advantage on saving throws against being frightened. | Halfling NimblenessYou can move through the space of any creature that is of a size larger than yours. | Silent SpeechYou can speak telepathically to any creature within 30 feet of you. The creature understands you only if the two of you share a language. You can speak telepathically in this way to one creature at a time. 


FEATS
 

 

WEAPONS

WEAPONS

  • Moon-touched Longsword +5 to hit for (1d8+5) Slashing, Magic damage | Versatile (1d10)
  • Shortbow +2 to hit for (1d6) Piercing damage | Ammunition (range 80/320), two-handed
  • Javelin +5 to hit for (1d6+3) Piercing damage | Thrown (30/120)

 

SPELLS

SPELL SLOTS 3/3 (1st)

  • Paladin - Spell Save DC: 12 | Spell Attack Mod: +4 | Spells Prepared: Charisma Mod + Level/2 = 3 + Oath

FIRST LEVEL (Paladin)

Ensnaring Strike (OVCB)1st-level conjuration
Casting Time: 1 bonus action
Range: Self
Components: V
Duration: Concentration, up to 1 minute

The next time you hit a creature with a weapon attack before this spell ends, a writhing mass of thorny vines appears at the point of impact, and the target must succeed on a Strength saving throw or be restrained by the magical vines until the spell ends. A Large or larger creature has advantage on this saving throw. If the target succeeds on the save, the vines shrivel away.

While restrained by this spell, the target takes 1d6 piercing damage at the start of each of its turns. A creature restrained by the vines or one that can touch the creature can use its action to make a Strength check against your spell save DC. On a success, the target is freed.
 |  Speak with Animals (OVS)1st-level divination (ritual)
Casting Time: 1 action
Range: Self
Components: V, S
Duration: 10 minutes

You gain the ability to comprehend and verbally communicate with beasts for the duration. The knowledge and awareness of many beasts is limited by their intelligence, but at minimum, beasts can give you information about nearby locations and monsters, including whatever they can perceive or have perceived within the past day. You might be able to persuade a beast to perform a small favor for you, at the DM's discretion.
 | Bless (VSMC)1st-level enchantment
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a sprinkling of holy water)
Duration: Concentration, up to 1 minute

You bless up to three creatures of your choice within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw.
Cure Wounds (VS)1st-level evocation
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Instantaneous

A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
| Protection from Evil and Good (VSMC)1st-level abjuration
Casting Time: 1 action
Range: Touch
Components: V, S, M (holy water or powdered silver and iron, which the spell consumes)
Duration: Concentration, up to 10 minutes

Until the spell ends, one willing creature you touch is protected against certain types of creatures: aberrations, celestials, elementals, fey, fiends, and undead.

The protection grants several benefits. Creatures of those types have disadvantage on attack rolls against the target. The target also can't be charmed, frightened, or possessed by them. If the target is already charmed, frightened, or possessed by such a creature, the target has advantage on any new saving throw against the relevant effect.

Notes: (O) Oath spells (V) Verbal / (S) Somatic / (M) Material / (C) Concentration / (R) Reaction / (B) Bonus action spell

EQUIPMENT & ENCUMBERANCE

TOTAL ENCUMBERANCE (146.26 lb.)

  • Weight: 144.26 lb. / 255 lb. max. (15 x Str Score)
  • Status: Unencumbered
  • Penalty: None

MONEY POUCH (0.26 lbs.)

Copper: 0 | Silver: 6 | Gold: 7 | Obsidian: 0 | Platinum: 0

(13 Coins x .02 lbs. = 0.26 lb. Total Weight)


EQUIPEMENT READIED (85 lb.)

Equipped items can be retrieved with a manipulate item interaction.

  • Armor (65 lb.) Chain mail - 55 lb. | Shield - 6 lb. | Traveler's Clothes - 4 lb.
  • Weapons (14 lb.) Moon-touched Longsword* - 2 lb. | (5) Javelins - 10 lb. | Shortbow - 2 lbs.  
  • Readied Items (6 lb.) Quiver (20) - 2 lb. | Holy symbol, amulet - 1 lb. | Money pouch - 1 lb. | Healing potions (2) - 2 lb.

EQUIPMENT STORED (61 lb.)

Stored items can be retrieved with an action.

  • In Backpack (39 lb.) Backpack - 5 lb. | Mess Kit - 1 lb. | Tinderbox - 1 lb. | Torches (10) - 10 lb. | Rations (10 days) - 20 lb. | Scroll Case - 1 lb. | Flute - 1 lbs.
  • Strapped to Backpack (22 lb.) Waterskin - 5 lbs. | Hemp Rope (50 ft) - 10 lbs. | Bedroll - 7 lbs.

EQUIPMENT NOT CARRIED (--)

  • At Home 

* Denotes magic item (see below)

 

MAGIC ITEMS

NON-ATTUNED

  • Moon-touched LongswordMagical, but offers no bonuses and shed bright moonlight in a 15' radius and dim light another 15' beyond that

ATTUNED (0/3)

 

 

APPEARANCE

Age 23 | Height 3' 5" | Weight 43 lb. | Hair Chestnut Brown | Eyes Pale Green | Complexion Fair


This Halfling towers over his brethren by almost a head taller, so his beardless, tattooed face can easily be spotted among a gathering of little people with a natural, toothy smile and twinkling pale green eyes.  His facial tattoos look exotic hinting at many other tattoos across his muscular body.  His shoulder-length, chestnut brown hair is disheveled indicating a distinct lack of caring about his appearance, yet it surprisingly looks good.  

Between layers of silks and leathers in natural colors from brown to dark green, he wears a pectoral amulet, with the symbol of crossed swords in front of a full moon beneath a moon bowReligion check would identify the holy symbols of Arvoreen transposed in front of Sehanine Moonbow., over chain mail which hangs to his knees leaving his calves and bare, hairy feet exposed.  A veteran leather belt secures a sheathed longsword, so the blade which is longer than he is tall stays out of his legs.  The mail appears well-maintained but not polished for show.  When traveling, he bristles with weapons shouldering a shield, shortbow, quiver, and five javelins, all within easy reach from under his leather cloak and over a pack strapped with a bedroll, coil of hemp rope, and waterskin.

 

BACKGROUND

OUTLANDER
Source PHB


  • Personality Traits: I watch over my friends as if they were a litter of newborn pups.
  • Ideals: Greater Good. It is each person's responsibility to make the most happiness for the whole tribe.
  • Bonds: My family, clan, or tribe is the most important thing in my life, even when they are far from me.
  • Flaws: I am slow to trust members of other races, tribes, and societies.

Background Feature: Wanderer.  You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.


BACKSTORY

Twenty three years ago, Finlogan was born in the Chondalwood Forest within the Ghostwise clan of Oakhollow.  Frequently migrating around the forest following the best food and water, he grew up hunting fauna, gathering useful flora in the plaguechanged vegetation, evading threats among the floating junglemotes and cavernous ravines, and tracking big folk for sport.  Specifically, they tracked elves traveling to and from the hidden city of Racien-Xan, genasi explorers from Akanul, and human interlopers.

 

His life changed eight years ago when he awoke in the mythical city of Rucien-Xan, the capital for the hidden elven realm of Nikerymath.  The elves told him that he had been scratching for weeks at the magical veils which had been personally created by Sehanine Moonbow.  The elven guards had a standing policy to either kill or invite into the city those creatures who could not shake the protective illusions.  After a few weeks of acclimation and aptitude assessment, Finlogan was assigned to the guards for training and commission.  Although he had lost connection with his family and clan, he met many other halflings who had also been invited, so he accepted the change as an amazing opportunity to live among the magical tree city of the elves.

 

Within a few years, he was commissioned into the elite guard of the Order of Moonlight after he demonstrated the divine ability to Lay on Hands.  While the divine patron of his order is Sehanine Moonbow, Finlogan was allowed to keep his personal faith of Arvoreen, the Wary Sword and Halfling god of aggressive watchfulness. He served with distinction for many years repelling threats like shambling mounds, tendriculi, and wood giants and living the following tenets of his order: Kindle the Moonlight through acts of mercy, kindness, and forgiveness, kindle the moonlight of hope in the world, beating back despair; Shelter the Moonlight where there is good, beauty, love, and laughter in the world, standing against the wickedness that would swallow it and where life flourishes, and standing against the forces that would render it barren; Preserve His Own Moonlight by delighting in song and laughter, in beauty and art; and Be the Moonlight by being a glorious beacon for all who live in despair and letting the moonlight of your joy and courage shine forth in all your deeds.

 

Last year when Finlogan demonstrated the ability to channel the divinity of Sehanine Moonbow, he was knighted with a blade of moonlight and rewarded with an opportunity to become an exterior agent of the realm and attend Vance's Academy of Adventure.  While Nikerymath isolated itself from the rest of Faerun, the leaders knew that they needed loyal agents on the outside to gather information and perform errands.  After pledging his oath to the Moonlight and saying his goodbyes, he was teleported to a secret circle in Silverymoon and given a letter of introduction and transportation arrangements to the school.  While he remembers the tree city and its boundaries, he has no idea how to escape its veil having fought all its threats from within the perimeter.  

 

Finlogan developed friends among his fellow students, because he was quick to laugh at himself and jokes, outgoing, ready to do almost anything, and entertained himself and others with his flute.  Since his Silent Speech is only to one individual at a time, his conversations could quickly become personal and intimate.  Some people are uncomfortable with that level of intimacy, but others eventually accepted it and became fast friends.  

 

Edited by JubalBreakbottle (see edit history)
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