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Stats

Level 11
(Paladin 3, Warlock 8)
InitSpeedProf
+030ft+4
Health Armor ClassP.Perception
911510
STRDEXCON
15+1(+3)12(+1)14+2(+3)
INTWISCHA
11(+0)10(+0)17+2(+4)
Saving Throws
STRDEXCON
+0+0+0
INTWISCHA
+0+0+0
Acrobatics
(Dex)
+1 Medicine
(Wis)
+0 +(Tools)
Animal Handling
(Wis)
+0 Nature
(Int)
+0
Arcana
(Int)
+4 Perception
(Wis)
+0
Athletics
(Str)
+7 Performance
(Cha)
+4
Deception
(Cha)
+4 Persuasion
(Cha)
+8
History
(Int)
+4 Religion
(Int)
+0
Insight
(Wis)
+0 Sleight of Hand
(Dex)
+1
Intimidation
(Cha)
+8 Stealth
(Dex)
+1 DisAdv
Investigation
(Int)
+0 Survival
(Wis)
+0

Racial: Constructed Resilience
You were created to have remarkable fortitude, represented by the following benefits

  • You have advantage on saving throws against being poisoned, and you have resistance to poison damage.
  • You don’t need to eat, drink, or breathe.
  • You are immune to disease.
  • You don't need to sleep, and magic can't put you to sleep.

Racial: Sentry's Rest
When you take a long rest, you must spend at least six hours in an inactive, motionless state, rather than sleeping. In this state, you appear inert, but it doesn’t render you unconscious, and you can see and hear as normal.

Racial: Integrated Protection
Your body has built-in defensive layers, which can be enchanced with armor.

  • You gain a +1 bonus to Armor Class.
  • You can don only armor with which you have proficiency. To don armor, you must incorporate it into your body over the course of 1 hour, during which you must remain in contact with the armor. To doff armor, you must spend 1 hour removing it. You can rest while donning or doffing armor in this way.
  • While you live, your armor can't be removed from your body against your will.

Racial: Specialised Design
You gain one skill proficiency and one tool proficiency of your choice.
Arcana, Medical Tools

Fighting Style: Defense
While you are wearing armor, you gain a +1 bonus to AC.

Paladin LV3: Divine Health
you gain immunity to disease.

Paladin LV5: Extra Attack
you can attack twice, instead of once, whenever you take the Attack action on your turn.

Paladin LV6: Aura of Protection
whenever you or a friendly creature within 10 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma modifier (with a minimum bonus of +1). You must be conscious to grant this bonus.

Paladin LV7: Relentless Avenger
your supernatural focus helps you close off a foe’s retreat. When you hit a creature with an opportunity attack, you can move up to half your speed immediately after the attack and as part of the same reaction. This movement doesn’t provoke opportunity attacks.

Divine Sense
1 Action
60 feet
Uses: 6 (1+Charisma)
Long Rest Recover
Learn location and specifics of celestial, fiend, or undead that is not behind total cover.
Detect any place or object that has been consecrated or desecrated.

Lay on Hands
1 Action
Long Rest Recover
Pool Total 15 (Paladin Level x5)
Touch Range
you can restore hit points equal to your pool. you can touch a creature and draw power from the pool to restore a number of hit points to that creature.
you can expend 5 hit points to cure one disease or neutralize one poison.
You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one.
no effect on undead and constructs.

Divine Smite
1 Spell slot (1st level=2D8 + 1D8 Per level)
Max 5D8
Extra 1D8 to Undead/Fiend
Applied on Hit

Channel Divinity
Short or long rest to Recover

  • -Abjure Enemy-
    • 1 Action
    • 1 Target
    • 60 Feet
    • Wisdom Save (DC17)
    • Immune to fear check
    • DIS ADV for Fiends & Undead
    • 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-
    • 1 Bonus Action
    • 1 Target
    • 10 Feet
    • 1 Minute Duration
    • you can utter a vow of enmity against a creature you can see. You gain advantage on attack rolls against the creature.

Hex Warrior
Once Per long rest, touch one Pact weapon that you are proficient with. When you attack with that weapon, you can use your Charisma modifier for attack/damage.

Pact of the Blade
1 Action
create a pact weapon in your empty hand. You are proficient with it while you wield it. This weapon counts as magical damage. It disappears if it is more than 5 feet away from you for 1 minute or you die. Only one pact weapon allowed, You can dismiss the weapon (no action required).
Weapon is a spell casting focus.

Hexblade's Curse
1 Bonus Action
1 Target
30 Feet
1 Minute
Short or Long rest Recover
When used you gain the following benifits aginst the cursed target:

  • Bonus to damage rolls against the target. Bonus equals proficiency bonus.
  • Attacks you make against the target are critical on a roll of 19+.
  • If the target dies, regain 13 hit points (warlock level + your Charisma)

Warlock LV6: Accursed Spectre
No Action
1 Use, Long rest Recovery
when you slay a humanoid, you can cause its spirit to rise from its corpse as a specter.
(the statistics for which are in the Monster Manual)

  • it gains temporary HP equal to half your warlock level.
  • Roll initiative for the specter which has its own turns.
  • It obeys your verbal commands, and it gains a special bonus to its attack rolls equal to your Charisma modifier +4 (minimum of +0).
  • The specter remains in your service until the end of your next long rest, at which point it vanishes to the afterlife.

Warlock LV10: Armor of Hexes
if the target cursed by your Hexblade's Curse hits you with an attack roll, you can use your reaction to roll a d6. On a 4 or higher, the attack instead misses you, regardless of its roll.

Warlock Lv11: Mystic Arcanum
choose one 6th-level spell from the warlock spell list as an arcanum. You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again. At higher levels, you gain more warlock spells of your choice that can be cast in this way: one 7th-level spell at 13th level, You regain all uses of your Mystic Arcanum when you finish a long rest.

Feat: Polearm Master
1 Bonus action on attack, 1 D4 Blugoning
While you are wielding a polearm (Spear,Glaive etc) other creatures provoke an opportunity attack from you when they enter your reach.

Ability Score Improvment
Charisma +2

Feat: Heavy Armor Master
Prerequisite: Proficiency with heavy armor
You 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.

Feat: Tandem Tactician

Invocation: Improved Pact Weapon
Prerequisite: Pact of the Blade feature
You can use any weapon you summon with your Pact of the Blade feature as a spellcasting focus for your warlock spells. In addition, the weapon gains a +1 bonus to its attack and damage rolls, unless it is a magic weapon that already has a bonus to those rolls. Finally, the weapon you conjure can be a shortbow, longbow, light crossbow, or heavy crossbow.

  • Superior Pact Weapon
    • At Level 9. Increase the bonus of this invocation to +2.
  • Ultimate Pact Weapon
    • At Level 15. increase the bonus of this invocation to +3.

Invocation: Entity’s sight
You can see normally in darkness, both magical and non-magical, to a distance of 120 feet.

Invocation: Thirsting Blade
Swap when available
Prerequisite: 5th level, Pact of the Blade feature
You can attack with your pact weapon twice, instead of once, whenever you take the Attack action on your turn
SWAP FOR
Invocation: Otherworldly Leap
You can cast The Jump Spell at will, without expending a spell slot or materials.

Invocation: Eldritch Smite
Prerequisite: 5th level, Pact of the Blade feature
Once per turn when you hit a creature with your pact weapon, you can expend a warlock spell slot to deal an extra 1d8 force damage to the target, plus another 1d8 per level of the spell slot, and you can knock the target prone if it is Huge or smaller.

Invocation: Misty Visions
You can cast Silent Image at will, without expending a spell slot or material components

Lifedrinker
Prerequisite: 12th level, Pact of the Blade feature
When you hit a creature with your pact weapon, the creature takes extra necrotic damage equal to your Charisma modifier (minimum 1).

Master of Myriad Forms
Prerequisite: 15th level
You can cast Alter Self at will, without expending a spell slot.

This Is desierd as a Plot device and can be activated when the DM wishes

Mark of the Pit Fiend
Size: Medium
Location: Arm
Intricacy: Average
Power: Medium
This tattoo resembles hellish imagery mixed with infernal runes which wraps up and around the arm of the wearer. The wearer may activate this tattoo as a bonus action, causing the runes of this tattoo to glow slightly and their arm to change shape. The wearer's arm grows disproportionately larger and becomes scaly and red, their hand tipped with razor sharp, black claws. Any article of clothing not meant to accommodate the change in limb size is destroyed in the process. If the arm is covered in armor not meant to accommodate the change in limb size, the limb change does not take place. A melee attack with this arm does 1d6 slashing damage and 1d4 fire damage. If the tattoo is created with fire elemental ink the dice increases to 1d6 fire.

Skill Proficiency: Medicen, History
Tool Proficiency: One type of gaming set
Proficiebcy: As a soldier you had to command and commune with many different races, Choose 2 languages and 1 exotic language you know.
Orchish, Elvish, Draconic

Background Skill: Ex-Soldier
Keep your friends close and your enemies closer
The knowledge gained during your service lets you gain insight into local guards and jailors. You know which will accept bribes, or look the other way for you. You can also get into areas where normal civilians cannot normally go within reason.

Location Platinum Gold Silver Copper
Bag-o-Holding 0 10,000 0 0
Coin Pouch 0 2184 7 0

Transaction History: Bag-O-Holding
Initial money supply: +6700 Gold
Magic item purchase: -900 Gold
Soldier Hire: -425 Gold
Fight ring winnings: +478 Gold
Bank Withdrawal: +5432 Gold
Dalla’s Earnings: +900 Gold
Personal pouch: -2185 Gold

Personal Pouch

-3 Silver for Inn in Naporia

Item Stats
Head
Amulet
Cloak Military Grade White Cloak of protection
Armour
Clothes Military Body Suite, White with Purple details
Arms/Hands Bracers of Defence
Ring/s
Belt
Boots
Misc Lantern Of Illusions
Weapon Pact Magic Weapon: Dragon's Nail 1D10 Magic Slashing.
10ft Reach.
2 Handed Glaive
Heavy
+7 Damage
+11 Hit

- 2 full lantern oil jars
- 4 loose small pouches
- 50ft of rope
- 10 pieces of parchment
- Writing Quills

-Alchemist's Tools (1)
-Zyllis's Notebook
-piece of the Necro Golem
-Naporia Letter (Taken)

Mique's Out of Line
We…I attempted and interception of what seemed to be a messenger party headed to Naporia, but as I was in the middle of gaining information and forming some even ground between the soldier the rest of my companions all jumped them. it was a mess to say the least and unprofessional at worst. I have little hope for our rebellion if we can't even take hostages without turning them into fish or traumatizing them.
During this event I did see a side of Maiqu that throws his loyalty and thoughts into question. What is he here for?
I intend to ask him a few things during our trip to Naporia.
I wonder if he has ever killed someone?

Journey back to Grewhawk
It seems that Oddo Rand's note book was destroyed by the foolishness of Hope. but I have no time.
My own selfish desire is to track down the duke and his men to bring them all a swift judgment. however my efforts are needed elsewhere.

I now ride by the wind heading back to greyhawk keep however there are a few stops in my way.

Three spies have been ordered back to Old tree, I have been tasked to intercept them.
There is a shipment of gold headed to our enimes. I am to intercept it and take the contents without harming any of the escorts.
I must also turn in the bounty for the necrotic beast we slayed.

Visions
I…it happened again….bodies as far as I could see under a starless sky. I could here myself, mocking my choices. and on the horizon. I saw it. that thing. it was twitching uncontrollably.
blood covered the marsh floor as I fell to my knees. all I wanted to do was close my eyes. but I couldn't, it wouldn't let me. The moons and sky turned red as I felt it. towering over me. the same great crushing presence. I felt it burrowing into my mind but I dare not look. the reflection in the blood was more then enough to drown my soul.
I was there what felt like days, maybe even a week. on my knees, unable to close my eyes. I just started at the reflection of the great stretched maw reflected in the blood.
Then as if from a dream I felt the warmth of the sunrise. I blinked and the nightmare vanished instantly.
My steed still by myside seeming confused. after collecting myself I mounted and headed back to return to my group.

Hopes New book
Its seems at least the gods are watching over one of us.
Hope has recreated the dukes journal and what's inside is quite concerning indeed.

It seems Narkul has Returned. 2000 years ago I was part of the team that banished him. I wonder if he remembers me?

There were notes about some sort of thing that would solve the problems of the outlawed races. I don't like this one bit. By the way its worded it sounds like something being made or Developed. I miss having my team to rely on. But its only me and these less then proficient comerads.

Dallas
The old fool still seems to be as spry as ever even after going into retirement. Something seems off though, I am not sure what.

Hope
The cleric is oddly suspicious of me, it will be her downfall looking for problems where there are none. She is naive and has yet to experience a proper war.
Even after having a personal talk with Hope she refuses to trust me it seems even after she said she would. if this continues I will have to prove myself with blade rather then words.

Riza
Her primitive nature and loud mouth are quite iratating, so why can't I keep my eyes off her? Could this be….Desire?
Despite her somewhat strange habbits she has proven reliable at not doing anything out of line. which is more to say then a few other members.

Merric
He seems far to passive for the situation he is in however he dose seem to have a grasp on it and himself at least. I trust him above the rest for sure.
Merric has proven himself once again, although turrningone of our hostages into a fish given his circumstances it was the correct thing to do. He also seems to trust me far more then our other members even helping me acquire the bag og gold that Maiqu refused to return and that trust should be returned.

Miaqu
At first the tabaxi seemed well informed, although not suited for war I could see his reasoning, however after the incident on the road to Naporia my trust for him wavers heavily. I do not belive he is here for the good of the nation anymore, perhaps a more selfish desire? more malice filled, this was strengthened by his refusal to return the bag of gold I had acquired going as far as to threaten violence before giving it up. after last night and this I do not trust him, he must have an alter motive.

He seems to think of our situation as a stage to perform on. I find it highly uncooth to say the least. However misguided his good intentions are they are still good intentions it seems.

I left my glaive at the grave sights of my friends. I wasn’t able to protect them with it, Hopefully it can at least watch over thier rest.

Kilvar: Buried in the cemetery at Ferrabreeze.
Kilvar was reduced to charcoal at the hands of my sister. He threw himself to protect all of us, what remained of him we buried and lay his shield over the grave. If it wasn't for his sacrifice we all would have lost our lives that day.

Rozie: Buried in the cemetery at Ferrabreeze. I still remember despertly trying to bring her back, but it was no good and I understand why. After learning what we had done none of us would be willing to return. I carried her body all the way back to the others. I don't even remember the journey.

Bryn: Buried in the Cemetery at Ferrabreeze. Luck had to run out eventually for the twins and when it did it cost Bryn his life. A tragedy to be sure but it could have been avoided if I trained them better perhaps. The death has severely affected his sister. She is not the same, nothing but sadness and revenge swirls in her eyes now.

Grit: Buried in the Cemetery at Ferrabreeze. Grit's remains were to dangerous to bring out of Exiles. Teaming with the Virus I had to purged the flesh and bring back the bones only. I don't know how deep the livion virus crawls but hopefully not to the bone.

Seril: Unknown, last time I saw her was during the invasion of Nabilhime. I have been back a few times to try and find her body but no luck. It might have been completely destroyed.
There is an empty grave with her name next to the other members in the cemetery at Ferrabreeze.

Parker: Good ridinace. The stain on our names is to be chained to a broken cross and rot at the hands of the great old ones in the depths of the darkest deepest great oceans for all eternity.

Sarren:

Lucky: Unknown, last thing I herd was she went to live and work near the royal city of Reton. I haven't seen or spoken to her in many years.

Alister: Last I herd of Alister he was in prison. Not for anything drastic it sounds. More expolsive accidents. I am not sure exactly where he is but it sounds like he is in Oxtrad somewhere.

Jin: Jin told me she was heading to the south of Breton to do her best and help people. That was some years ago.

Red: Red Stayed behind at blinding spear's base. It seems like he wanntef to research and compile evidence. I have only spoken to him once after we dispanded

Eryn: I don't know where she is and I highly doubt she will want to see any of us ever again, especially me.

Before I die, I wish to make a difference in this land. Not a tragedy but a miracle. I wish to rule this land and write the wrongs that have been done.

The Beholder trio that invaded my home thousands of years ago, I will not rest until they are dead under my blade.

I wish to atone for my crimes during after the war, as leader of Blinding Spear I accept full responsibility for the horrors we sewed even if it means put to death or worse.

The entire noble bloodline of the nobles in Reton deserve the same trial and will stand beside me at judges door.

I want to find my creators, the great giants of Nabilhime and find out what I was made for.

I wish to leave a legacy, one of law and one of blood. A Nobel cause of Heros to watch over the land of Reton when I am gone and a child. After all this I don’t know if I will be fit to be a father but I want to give it a try.

I thought I could handle it, it has been so long I thought that the memories may be buried deep by the other wrongs I had done. How wrong I was.
as soon as I saw the prison cells something deep inside me started to curdle.
I tried my best to ignore it, constantly asking questions with the warden, trying desperately to keep my mind off what was rising. I naturally asked the warden’s name to make him seem more human to me, but all he said “you may call me quartermaster”
my mind snapped to a sight from the hellish pit of dispair, the same thing my old wardens said, and almost as naturally as people breath I repeated what I said in the depth of Stowjaw “I guess I am called prisoner?”

My mind started its desent as I looked around seeing the red stained metal of Stowjaw. Chained to the cross the red hot lashes melting my body as they slashed. I kept asking the warden questions trying to show myself that I was no longer there. I was in a normal prison cell for a simple crime and would be out in a day or two. I even asked multiple times to play my favourite game to keep my mind off the horrors flooding my mind.
Eventually the warden stopped responding all together, the silence was deafening as I swear I herd those familiar mind shattering screams from that great maw in the distance. I picked up a bucket nearby and started dragging it across the bars to make some sort of noise, to drown out my own screaming memories.

How I wished I could sleep, drift off and let those memories fad into black, even for a moment, maybe it would spare my suffering. But alone, I sat in that cell. The nights are long indeed.

Sunrise came and I almost cried out in praise to the gods, However I highly doubt any God would listen to my praise. I found myself shaking quite badly as I looked around, all I saw was Stowjaw, the red stained bards, the stench of death and misery. Me sitting in the same cell I was in for 631 days. I saw the warden get up from his chair, but he looked as the wardens do in Stowjaw, faceless creatures of flesh and iron. All I could mutter was “am I free to go?”
I don’t actually remember the response, everything from there is a blur, I don’t know if it was real or replays of my memories, I broke down the bars and cleaved the warden in two. The next thing I knew was real was Maique graving me by the arm as his voice faded into existence. Standing over the body, the first mortal I had killed since I put Grit down all those years ago, covered in blood I did as Maique requested.

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