Arkis "Elric"

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D&D: Ghosts of Saltmarsh
Saltmarsh-infobox.png
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 GhostThe Harridan
Saltmarsh Gear
Saltmarsh Region
The Town of Saltmarsh
Saltmarsh Region
NPCs
Saltmarsh NPCsGuests
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 12 (+1)
Intelligence 12 (+1)   Wisdom 10 (0)   Charisma 16 (+3)

Armor Class

19

HP

67

Proficiency

Proficiency bonus: +4

  • Initiative modifier: + 3 = +3 [dexterity]
  • Attack (handheld / thrown): +4 = +0 [strength] + 4 [proficiency]
  • Attack (missile / finesse): +7 = +3 [dexterity] + 4 [proficiency]
  • Spell Save DC: 15 = 8 + 4 [proficiency] + 3 [CHA bonus]
  • Spell Attack: +7 = +4 [proficiency] + 3 [CHA bonus]

Weapons and Armor

  • Simple Weapons
  • Martial Weapons
  • ALL Armor
  • Shields

Tools

  • Vehicle (Land)
  • Tinker's Tools

Languages

  • Common
  • Draconic

Proficient Skills

  • Medicine
  • Religion
  • Animal Handling
  • Survival

Proficient Saves

  • Wisdom
  • Charisma

Current Saves

  • Strength save: 3 = 0 [str] + 3 [aura]
  • Dexterity save: 6 = 3 [dex] + 3 [aura]
  • Constitution save: 4 = 1 [con] + 3 [aura]
  • Intelligence save: 4 = 1 [int] + 3 [aura]
  • Wisdom save: 7 = 0 [wis] + 4 [prof] + 3 [aura]
  • Charisma save: 10 = 3 [cha] + 4 [prof] + 3 [aura]

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. [4 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. [40 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
  • Aura of Protection: Whenever me or friendly creature within 10 feet add my CHA [+3] to their saving throws.
  • 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:4
    • Level Two:3
    • Level Three:2

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

  • +1 Wis +1 Cha
  • Medium Armor Master: I no longer get disadvantage on Stealth checks, and get Max +3 dex bonus with my Armor class

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.

Aura of Conquest

10 ft Aura. Any creature frightened of me in the Aura of Conquest has its speed reduced to 0, and takes 1/2 my paladin level in Psychic damage at the start of its turn.

Oath Spells

  • Armor of Agathys
  • Command
  • Hold Person
  • Spiritual Weapon

Equipment

Weapons & Armor

  • Whip +1
  • Dagger
  • Adamantine Scale Mail
  • Shield

Gear

  • Holy Symbol of Tiamat
  • Tinker's tools
  • Tinderbox
  • Blocks of Incense (2)
  • Rations (2)
  • Backpack
  • Candles (10)
  • Censor
  • Water Skin
  • Iron Pot
  • Blanket
  • Alms Box
  • Vestments
  • Shovel
  • Sir Elric's liverly

Magical Items

  • Whip +1, made from a rendered Manticore tail, with the stinger still prominently attached
  • 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
  • Helm of Underwater Action: Allows me to breathe underwater, extends dark vision by 60ft, swim speed 30, requires Attunement (2/3)
  • Pearl of Power: After combat may regain a spell slot of up to 3rd level, Attunement (2/3)
  • Adamantine Scale Mail: Immune to Crit, AC 14+dex (max 2)
  • The Unemptying Stein: A beer-stein that when filled with a mundane liquid will produce up to 20 gallons per day in an attempt to remain full, command phrase is "Fill 'er up"
  • Spurs of Quick Mounting: You may get on or off a mount at the cost of 5ft of movement.

Trinket

  • A bit of folded cloth that, when unfolded, turns into a stylish cap.
  • A bowl filled with dim continual flame that changes color on command

Mount

Pliny The Giant Salamander

Large Fiend

AC:13 HP:20

Land Speed: 45, Climb Speed: 15, Swim Speed:20

STR:12(+1); DEX: 17(+3); CON: 14(+2); INT: 6 (-2); WIS: 4(-3); CHA: 4(-3)

passive Perception:7

Language: Draconic

Amphibious: can breath air and water

Bite: Melee +3 to hit, 2d4+2 piercing damage

Any spell I cast that targets only me also affects my mount

I can communicate telepathically with my steed if it is within 1 mile

Wealth

1002 GP

Down Time

  • 7 Days - Selling curse Luck stone
  • 20 Days - practicing Sea Vehicle (prof) [20/200]
  • 4 Days - Work