|
Post by Heide Many-Sheaf on Jun 9, 2020 19:43:09 GMT
Name: Heide Many-Sheaf
Class and Level: Paladin 3 (Oath of Vengeance) Race: Half-Orc Background: Knight of the Order Alignment: Lawful Good Size: Medium Experience: 900/900 Proficiency Bonus: +2
Appearance: Heide Many-Sheaf is a hayseed in a suit of armor. She stands at 6'0" tall, and her green half-orc skin is tinged with brown in the way that only years of farm work can. She carries herself with agrarian strength and vivacity.
Everything else about her declares her knighthood: her clinking armor, her well-honed longsword, and her scale-emblazoned shield. She is a proud knight of Tyr, the Lord of Justice.
Despite her rural background, Heide is no bumpkin. She has a basic education and wealth of oral tradition at her disposal. She is the picture of rustic hospitality, always eager to meet new people, but she has no patience for bullies and blackguards.
|
|
|
Post by Heide Many-Sheaf on Jun 10, 2020 1:27:59 GMT
Stat and Modifiers
STR: 16 Mod: +3
DEX: 10 Mod: +0
CON: 16 Mod: +3
INT: 15 Mod: +2
WIS: 14 Mod: +2
CHA: 16 Mod: +3
|
|
|
Post by Heide Many-Sheaf on Jun 10, 2020 1:39:08 GMT
Saving Throws
Stat Proficient? Modifier
Strength No +3 Dexterity No +0 Constitution No +3 Intelligence No +2 Wisdom Yes +4 Charisma Yes +5
Skills
Skill Proficient? Modifier
Acrobatics No +0 Animal Handling No +2 Arcana No +2 Athletics Yes +5 Deception No +3 History No +2 Insight Yes +4 Intimidation Yes +5 Investigation No +2 Medicine No +2 Nature No +2 Perception No +2 Performance No +3 Persuasion Yes +5 Religion Yes +4 Sleight of Hand No +0 Stealth No +0 Survival No +2
Passive Perception: 12
|
|
|
Post by Heide Many-Sheaf on Jun 10, 2020 1:42:52 GMT
Armor Class: 19 Initiative: +0
Speed: 30 Maximum Hit Points: 31 Current Hit Points: 31 Temporary Hit Points: 0 Hit Dice: 3d10 Current Hit dice: 3d10
Exhaustion
0 1 2 3 4 5 6 - O O O O O O
Death Saves
Success O O O Failure O O O
|
|
|
Post by Heide Many-Sheaf on Jun 10, 2020 1:50:28 GMT
Languages and Proficiencies
Languages: Common Orc Halfling
Proficiencies:
Tool Proficiencies: Pan flute Weapon Proficiencies: Simple weapons, martial weapons Armor Proficiencies: All armor, shields
|
|
|
Post by Heide Many-Sheaf on Jun 10, 2020 1:56:27 GMT
Attacks and Spellcasting Weapons Name Attack Bonus Damage/Type Properties +1 Longsword +6 1d8+4 Piercing Versatile (1d10) Warhammer +5 1d8+3 Bludgeoning Versatile (1d10) Javelin +5 1d6+3 Piercing Thrown (range 30/120)Spellcasting
Spellcasting Ability Spell Save DC Spell Attack Bonus Charisma 13 +5 Slot Level | Slots Remaining | Slots Total | 1st | 3 | 3 |
Prepared Spells (4)1st-Level Spells:*Bane BlessCompelled duelCure wounds*Hunter's mark Wrathful smite*denotes an Oath Spell
|
|
|
Post by Heide Many-Sheaf on Jun 10, 2020 2:03:33 GMT
Equipment: Equipped (80 lb):
Traveler's clothes | 4 lb | 2 gp | Chain mail | 55 lb | 75 gp | Shield | 6 lb | 10 gp | Holy emblem | 0 lb | 5 gp | Longsword | 3 lb | 15 gp
| Javelin (x5) | 10 lb | 2 gp 5 sp | Warhammer | 2 lb | 15 gp |
Backpack (63.5 lb):
Potion of Healing | 0.5 lb | 50 gp | Backpack | 5 lb | 2 gp | Bedroll | 7 lb | 1 gp | Manacles | 6 lb | 2 gp | Mess kit | 1 lb | - gp 2 sp | Pan flute | 2 lb | 12 gp | Ration (x9) | 18 lb | 4 gp 5 sp | Rope, hempen (40 ft) | 8 lb | 1 gp | Tinderbox | 1 lb | - gp 5 sp | Torch (x9) | 9 lb | - gp - sp 9 cp | Waterskin | 5 lb | - gp 2 sp | Whetstone | 1 lb | - gp - sp 1 cp | Whistle (trinket) | 0 lb | - gp
|
Total Weight: 143.5 lb Encumbered: >240 lb Over Encumbered: >320 lb Carrying Capacity: 240 lb Push, Drag, or Lift: 480 lb Currency:
Copper | 0 cp | Silver | 66 sp | Gold | 63 gp | Platinum | 0 pp |
|
|
|
Post by Heide Many-Sheaf on Jun 10, 2020 2:28:04 GMT
Personality Traits - I have no patience for bullies and no mercy for the unrepentant. - I accept that others are on different paths than mine, as long as they do no harm.
Ideal - Community. A strong tribe protects itself by protecting others.
Bond - My homeland was good to me. I must do good by it.
Flaw - I have never known when to quit, and I don't intend to learn.
|
|
|
Post by Heide Many-Sheaf on Jun 10, 2020 5:32:19 GMT
Paladin Features:
Divine Sense (3/4): The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell. You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses.
Divine Smite: Starting 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 (Defense): At 2nd level, you adopt a style of fighting as your specialty. 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. While you are wearing armor, you gain a +1 bonus to AC.
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 Health: By 3rd level, the divine magic flowing through you makes you immune to disease.
Channel Divinity (1/1): Your oath allows you to channel divine energy to fuel magical effects. Each Channel Divinity option provided by your oath explains how to use it. When you use your Channel Divinity, you choose which option to use. You must then finish a short or long rest to use your Channel Divinity again. Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your paladin spell save DC. When you take this oath at 3rd level, you gain the following two Channel Divinity options. Abjure Enemy. As an action, you present your holy symbol and speak a prayer of denunciation, using your Channel Divinity. Choose one creature within 60 feet of you that you can see. That creature must make a Wisdom saving throw, unless it is immune to being frightened. Fiends and undead have disadvantage on this saving throw. On a failed save, the creature is frightened for 1 minute or until it takes any damage. While frightened, the creature’s speed is 0, and it can’t benefit from any bonus to its speed. On a successful save, the creature’s speed is halved for 1 minute or until the creature takes any damage. Vow of Enmity. As a bonus action, you can utter a vow of enmity against a creature you can see within 10 feet of you, using your Channel Divinity. You gain advantage on attack rolls against the creature for 1 minute or until it drops to 0 hit points or falls unconscious.
Harness Divine Power (1/1): You can expend a use of your Channel Divinity to fuel your spells. As a bonus action, you touch your holy symbol, utter a prayer, and regain one expended spell slot, the level of which can be no higher than half your proficiency bonus (rounded up). The number of times you can use this feature is based on the level you’ve reached in this class: 3rd level, once; 7th level, twice; and 15th level, thrice. You regain all expended uses when you finish a long rest.
Half-Orc Features:
Darkvision: Thanks to your orc blood, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
Relentless Endurance (1/1): When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can’t use this feature again until you finish a long rest.
Savage Attacks: When you score a critical hit with a melee weapon attack, you can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit.
Knight of the Order Features:
Knightly Regard: You 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.
|
|
|
Post by Heide Many-Sheaf on Jun 10, 2020 5:33:04 GMT
Backstory:
Heide Many-Sheaf was born in the Dessarin Valley to mother Olg Many-Sheaf (an orc) and father Selik Molnar (a human). The Many-Sheaf Tribe (formerly the Blood Soil Tribe) have long coexisted with the human farming tribes of the Valley. Stories abound as to how this was accomplished, but no definitive version of the tale has been established (some suspect as an intentional challenge to tell taller and taller tales).
Athough Olg and Selik had no more children, Heide found an idyllic childhood with the other children of the Valley. She grew strong toiling the fields, learned tribal knowledge beside community bonfires, and developed a deep love for valley that provided her with friends, food, and comfort.
Enemy of bullies
When Heide was 16, her settlement was attacked by bandits, who had convinced the local hill giants to cause chaos while they raided homes and fields. By the time the giants and thieves were driven away, the village had been robbed of valuable heirlooms, fields had been ruined, and lives had been lost. Heide's parents were lucky to survive the ambush, but several of her friends were not. She swore then to find a way to defend her home.
She found her answers in the Knights of Samular, a devout order of the justice god Tyr. With bittersweet resolve, she entered the knights' base of operations, Summit Hall, where she would live and train for the next three years. Although she found armor somewhat uncomfortable, she took to the sword and Tyr's tenets handily. Through this training, she also developed connections within the Order of the Gauntlet, who inspired her to extend her purview to the lands beyond her valley.
For two (largely peaceful) years since then, she has patrolled the Dessarin Valley on her riding horse, keeping her ear to the ground for trouble that has yet to come.
Until now.
Vicious raiders mounted on hippogriffs have laid waste to several small hamlets and merchant caravans, and Heide has sworn to stop them. She must defeat the Feathergale Knights, bullies and brigands who claim noble bearings. She thinks that obtaining a flying mount would even the odds a little.
|
|
|
Post by Heide Many-Sheaf on Jun 10, 2020 5:33:38 GMT
Ferrod (Riding Horse)Large beast, unaligned
STR | DEX | CON | INT | WIS | CHA | 16 (+3) | 10 (+0) | 12 (+1) | 2 (-4) | 11 (+0) | 7 (-2) |
Armor Class 10 Hit Points 13 (2d10 + 2) Speed 60 ft. Senses passive Perception 10 Languages -- Challenge 1/4 (50 XP) Actions Hooves. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) bludgeoning damage.
|
|