Arkis "Elric"
D&D: Ghosts of Saltmarsh | |
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GM | |
Mark | |
Milestone | |
Level 9 | |
Characters | |
Ajasz, lizardfolk scout Arkis "Elric", kobold paladin of Tiamat Chimalli, tortle barbarian Elora, elven bladesinger Ayida Ginen, half-elf undying warlock Sond, halfling barbarian Yeoman Scribus, kenku bard | |
Party Gear | |
The Sea Ghost • The Harridan Saltmarsh Gear | |
Saltmarsh Region | |
The Town of Saltmarsh Saltmarsh Region | |
NPCs | |
Saltmarsh NPCs • Guests | |
Resources | |
House Rules |
Description
General
- Class: Paladin
- Race: Kobold
Characteristics
Defining Event:
The Black Dragon of the swamp gave me a blessing, revealing to my kobold kin that I had a greater destiny.
Personality Trait:
I judge people by their actions, not their words
Ideal:
Fairness; No one should get preferential treatment before the law
Bond:
My tools are symbols of my past life, and I carry them so that I will never forget my roots.
Flaw:
I'm convinced of the significance of my destiny, and blind to my shortcomings and the risk of failure.
Character Statistics
Attributes
Strength | 10 (+0) | Dexterity | 16 (+3) | Constitution | 10 (+0) | ||
Intelligence | 12 (+1) | Wisdom | 10 (0) | Charisma | 16 (+3) |
Armor Class
18
HP
22
Proficiency
Proficiency bonus: +2
- Initiative modifier: + 3 = +3 [dexterity]
- Attack (handheld / thrown): +2 = +0 [strength] + 2 [proficiency]
- Attack (missile / finesse): +5 = +3 [dexterity] + 2 [proficiency]
- Spell Save DC: 12 = 8 + 2 [proficiency] + 3 [CHA bonus]
- Spell Attack: +4 = +2 [proficiency] + 3 [CHA bonus]
Weapons and Armor
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Tools
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Languages
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Proficient Skills
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Proficient Saves
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Current Saves
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Abilities
- Speed: 30 feet
- Darkvision: 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 in shades of gray
- Grovel, Cower, and Beg: As an action on your turn, you can cower pathetically to distract nearby foes. Until the end of your next turn, your allies gain advantage on attack rolls against enemies within 10 feet of you that can see you. Once you use this trait, you can't use it again until you finish a short or long rest.
- Pack Tactics: You have advantage on an attack roll against a creature if at least one of your allies is within 5 feet of the creature and the ally isn't incapacitated.
- Sunlight Sensitivity: You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight
- Divine Sense: As an action, you can open your awareness to detect presences of strong evil, or powerful good. Until the end of next turn, you know the location of any celestial, fiend, or undead within 60 ft of you not behind total cover. You know the type of any being whose presence you sense, but not its identity. 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. May be perforrmed 1+ CHA , recovering uses after a long rest. [3 uses]
- Lay on Hands: As an action, you can touch a creature and draw from a pool of Paladin level x5 to restore HP up to the amount remaining in the pool. Alternatively you can expend 5 HP to cure the target of one disease, or neutralize one poison affecting it. This ability has on effect on undead. [20 pool]
- Fighting Style (Dueling): When wielding a weapons in one hand, and no other weapon, increase damage by 2
- Divine Smite: Expend a spell slot to deal extra radiant damage with an attack, with a number of d8 equal to the spell slot + 1
- Divine Health: Immune to disease
- Spellcasting: I may have 1/2 paladin level + Cha bonus spels prepared (minimum 1) as well as the spells listed under my oath section. Spell attack modifier is Prof + Cha bonus, and DC is 8 + Prof + Cha bonus.
- Current Spell Slots: Level One:3
Special Rules
Rustic Hospitality: You come from the ranks of the common folk, and fit in among them with ease. You can find a place to hide, rest, or recuperate among other commoners, unless I have shown myself to be a danger to them. They will shield you from the law or anyone else searching for you, though they will not risk their lives for you.
Feats / Increases
- N/A
Oath of Conquest
- Channel divinity: Can use one of the options listed below once per short/long rest
- Oath Spells: The spells listed below are always prepared
Channel Divinity
- Conquering Presence: As an action, creatures I choose within sight and 30 feet make a Wisdom saving throw. If they fail they become frightened of me for 1 minute. They may repeat this saving throw at the end of each of their turns, ending the effect if successful.
- Guided Strike: When I make an attack I can use this channel divinity to +10 to the attack roll. I can do this after making the roll, but before the GM tells me whether or not I hit.
Oath Spells
- Armor of Agathys
- Command
Equipment
Weapons & Armor
- Whip
- Dagger
- Chain Mail
- Shield
Gear
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Magical Items
- Set of glasses that lets me see twice as far for 1d4 turns after the command word is said
- Bag of Tricks (Grey): as an action can pull an animal out of the bag (3/day) which leave at dawn. Roll d8 for the animal, 1- Weasel; 2- Giant Rat; 3- Badger; 4- Boar; 5- Panther; 6- Giant Badger; 7- Dire Wolf; 8- Giants Elk
Trinket
A bit of folded cloth that, when unfolded, turns into a stylish cap.
Mount
None
Wealth
438 GP (Comfortable Lifestyle)
Down Time
- 7 Days - Selling curse Luck stone
- 14 Days - practicing Sea Vehicle (prof) [14/200]