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nthing interest. I was trying to get a local group to play this, but everyone only plays Pathfinder. I'll probably roll a cleric.
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# ¿ May 19, 2014 06:50 |
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# ¿ Apr 29, 2024 03:43 |
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EDITED: Added backstory and swapped out Bounty Hunter for Soldier EDIT2: LEVEL UP! Barnabus Gorograd started life as the 10th son of the well-to-do Gorograds of Citadel Adbar. Seeing his prospects of inheriting anything worthwhile to be nil, he set out to explore the world around him. He made it to Waterdeep and joined up with a band of sellswords led by a priest of Tempus named Darrondar Gweth. He went on a couple of campaigns, making some money here and there, and began to admire Gweth as the father figure he never really had. The human's devotion to Tempus was inspiring to Barnabus, and he soon swore to serve the deity, more than just in passing. He left the mercenaries in search of a temple to seal the deal; however, while gone, Gweth fell upon a streak of bad luck, losing much of his men in poorly-planned skirmish. While Barnabus was exulting in the victories of the future, his idol was languishing in the small town of Daggerford, whiling away his days reminiscing about the good ole days. Now fully a member of the Order of Tempus, Barnabus is traveling through the Sword Coast, chasing rumors of Gweth's whereabouts. pre:Sergeant Barnabus Gorograd 4th-level Medium Mountain Dwarf Paladin Armor Class 19 (16 chain mail, +3 shield) Hit Dice: 4d10 Hit Points: 40 Proficiency Bonus: +2 Speed: 25 ft. Alignment Lawful Good Languages: Common, Dwarvish ABILITY SCORES Strength 18 (+4) Dexterity 8 (-1) Constitution 16 (+3)* Intelligence 10 (+0) Wisdom 12 (+1) Charisma 14 (+2)* (* denotes proficient in Saving Throws) ATTACKS Melee Attack: Warhammer (+6 to hit; 1d8+4 bludgeoning OR 1d10+4 if two-handed) Melee Attack: Magic Mace (+6 to hit; 1d6+4 bludgeoning OR 1d8+4 if two-handed) PROFICIENCIES Armor: All armor, shields Weapons: Simple Weapons, Martial Weapons Tools: Gaming Set, mounts (land), vehicles (land), smith's tools Saving Throws: Constitution, Charisma Skills: Athletics, Intimidate, Persuasion, Survival CLASS FEATURES Divine Sense: As an action, you open your awareness to the divine. Until the end of your next turn, you know the location of any celestial, fiend, or undead creature within 60 feet of you, regardless of any intervening obstacles. Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated. You can use this feature a number of times equal to 1 + your Charisma modifier (3). When you finish a long rest, you regain all expended uses. Lay on Hands (20 hp): 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 times 5. As an action, you can touch a creature and draw power from the pool to restore any 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, remove one level of exhaustion, 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 an undead creature or a construct. Divine Smite: Starting at 2nd level, when you hit a creature with a weapon attack, you can expend one paladin spell slot to smite, dealing extra damage. The extra damage is 2d8 for a 1st-level spell, plus 1d8 for each spell level higher than 1st. If the creature is undead or a fiend, the damage increases by 1d8. The extra damage is radiant if you deity is good and necrotic is your deity is evil. If your deity is neither good nor evil, choose one of these types when you gain this feature. (Tempus is chaotic neutral, so I'm going to go with the radiant damage.) Spellcasting: Spell Preparation: 1st--4/day. Spell Slots per Day: 3. Spell Saving Throw: 12. Charisma is your magic ability for your paladin spells. You can use a holy symbol as the material component for a paladin spell, as described in chapter 10. Fighting Style: Protection: When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield. Divine Health: The divine magic flowing through you makes you immune to disease. Sacred Oath: Oath of Vengeance: Oath Spells (Always have these prepared): cause fear, hunter's mark Channel Divinity (Once per short/long rest): 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 taht 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 save. On a failed save, the creature is 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: When you or a creature within 10 feet of you is hit by a creature taht you can see, you can use your reaction to utter a vow of enmity against the attacker, using your Channel Divinity. You gain advantage on attack rolls against the attacker for 1 minute or until it drops to 0 hit points or falls unconscious. RACIAL TRAITS Darkvision: Accustomed to life underground, you can see in darkness within 60 feet of you as if it were dim light. You can't discern color in this darkness, only shades of gray. Dwarven Resilience: You have advantage on saving throws against poison, and you have resistance against poison damage. Stonecunning: Whenever you make an Intelligence (History) check related to the origin of stonework, you can add twice your proficiency bonus, instead of any proficiency bonus you normally apply. Dwarven Armor Training: You have profiency with light and medium armor. BACKGROUND Soldier Trait - Military Rank (Sergeant) You have a military rank from your career as a soldier. Soldiers loyal to your former military organization still recognize your authority and influence, and they will defer to you if they are of a lower rank. You can invoke your rank to exert influence over other soldiers and requisition simple equipment, horses, and vehicles for temporary use. You can also usually gain access to friendly military encampments and fortresses where you rank is recognized. EQUIPMENT (Carrying Capacity: 120/270 lbs.) Chain Mail Heavy Shield Warhammer Adventurer's Kit Lucky Charm (broken symbol of Moradin) Souvenir of war (Medal/Holy Symbol of Tempus) Rank Insignia Traveler's Clothes, Bone dice 69 gp 1 potion of healing 1 week's worth of rations Doctor Epitaph fucked around with this message at 03:05 on Jul 25, 2014 |
# ¿ May 20, 2014 00:01 |
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By the way, if Sion's Medicine check doesn't work, I can use Lay on Hands to neutralize the poison. Other than that, Barnabus will respectfully defer to Sir Isteval's and Grundle's assessment of the situation at hand.
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# ¿ May 23, 2014 03:54 |
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To clarify, I think Lacerda said Grundle was going to angle the burning hands so that I'm just outside it's reach? So instead of it's origin point being midway down the right side of his square, instead being the top-right corner, angled downward. Just making sure, since it changes what I'm going to do. If I'm correct, I'm going to stay and attack Hag #3 to soften it up for the spell (I don't think the 18 max damage from the spell can kill it). If not, I'm thinking of charging toward #2, but that would provoke 2 opportunity attacks from the hags I'm in melee with.
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# ¿ May 29, 2014 01:05 |
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Right, I just wanted to make sure that Ryuujin knew that too. From the last post, it seemed like he might have missed that part or didn't think about angling the cone. In my old 4e game, we had a bit of a debacle about blasts being able to originate from sides or points of the user's square, so I wanted to clear that water. Anyway, going to kill some hags now.
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# ¿ May 29, 2014 02:30 |
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I'm just trying to give the Hags a chance to hit me.
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# ¿ May 29, 2014 02:43 |
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Just a heads up--I'll be out of town from tomorrow through Monday, so I'll be phoneposting and probably not that frequently. If we run into some combat, my actions are pretty clearcut anyway: attack the nearest enemy, and defend weakened allies and spend my 5 points of lay on hands if need be.
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# ¿ Jun 5, 2014 00:43 |
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You probably have to print the filled-out version using CutePDF or something, since I think they intend for you to fill it out and print it out on the spot. I too never really looked into all the fancy things you can do with pdf's nowadays.
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# ¿ Jul 7, 2014 04:59 |
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Not that it's really relevant now (especially since we're about to TPK), but I completely forgot to take the Fighting Style class feature when we leveled up. I thought I was pretty meticulous when I leveled up, but I guess not. I took the Protection choice, which lets me use my reaction to impose disadvantage on attacks made toward me or a target within 5 feet of me. Just letting you guys know in case it comes up later.
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# ¿ Jul 10, 2014 00:55 |
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In reply to p.d0t's last post in the group, I figured we'd be heading south down the stairs, but I also didn't notice the door north of the "mummy room." I'd say let's explore that first. I do want to make sure we aren't being followed by that ooze though. Also, can we keep in-character events in the thread? I'm finding that I'm coming home to hours of chat messages regarding bats or rats or whatever and not really knowing what's going on, especially when it's half-mentioned in the game thread? I don't want to, like, rain on anyone's fun or be a downer or anything, but it can make for a disjointed read sometimes. We do have this OOC thread to use for more tangible planning as well. Anyway, I'm enjoying the game still and as you might have noticed, this has been up for two months as of today, so I feel confident we've got a good-enough group to actually finish this instead of languish into TGR obscurity.
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# ¿ Jul 14, 2014 06:29 |
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Aw, that sucks. Good to game with you while it lasted, though. Maybe we should open recruit back up for a bit? I wouldn't mind getting another notDefender or notController in the group. The last encounter made me think we've been playing by the seat of our pants so far, and with a dragon combat surely incoming...
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# ¿ Jul 15, 2014 03:52 |
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Posted in the chat, but just wanted to let you guys know that while I'm ok with taking the mace, I also did just get a magic shield, so I don't want to monopolize all the new stuff we get. I'll gladly trade the shield is any of you guys can use it, as my AC is already pretty high as it is.
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# ¿ Jul 18, 2014 01:10 |
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Lothire posted:
This a fact? Time to read through the paladin section in full...
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# ¿ Jul 24, 2014 19:28 |
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# ¿ Apr 29, 2024 03:43 |
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I see Ghepard as less of a fighter and more of a sneaky rogue. I'd say either go for 2/2 for the Action Surge and Cunning Action. In my IRL game, I've found that being able to get that bonus Disengage to pop in and out of combat is especially helpful, if things get crowded and you're not in heavy armor. Action Surge is also a Good Thing to Have.
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# ¿ Jul 28, 2014 03:15 |