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=Elpinor= [[File:ForElpinor1.jpeg|500px|right]] '''Kin:''' Tiefling<br> '''Class and level:''' Paladin 1<br> '''Age:''' 27<br> '''One Unique Thing:'''The only member of the Emperor's Praetorians to defect to the High Druid<br> ==Ability Scores== '''STR''' 17 (+3)<br> '''DEX''' 13 (+1)<br> '''CON''' 16 (+3)<br> '''INT''' 12 (+1)<br> '''WIS''' 10 (+0)<br> '''CHA''' 17 (+3)<br> ==Backgrounds== '''Ex Imperial Praetorian''' +4<br> '''Warden of the Wild Wood''' +3<br> '''Amateur Historian''' +1<br> ==Stats== '''HP''' 33<br> '''AC''' 20<br> '''PD''' 14<br> '''MD''' 13<br> '''Recovery (8):''' 1d10+3<br> '''Initiative:''' +2<br> ==Basic Attacks== '''Melee (Halberd):'''+4 vs AC. Damage:1d10+3 (Avg.7) Miss: Damage equal to your level.<br> '''Ranged (Javelin):'''+2 vs AC. Damage: 1d6+1. Miss: -<br> ==Icons== '''High Druid''' (Positive 1)<br> '''Emperor''' (Conflicted 1)<br> '''Crusader''' (Negative 1)<br> ==Kin and Class features== '''Curse of Chaos:''' Once per battle as a free action, when a nearby enemy rolls a natural 1–5 on an attack or a save, turn their roll into a natural 1 and improvise a further curse that shows how their attempt backfires horribly<br> '''Blessing of Heaven:''' Any paladin can choose to use Charisma in place of Dexterity when calculating their Armor Class<br> '''Fearless:''' You are immune to fear abilities and to any non-damage effects of attacks named or described as “fear” attacks<br> '''Lay on Hands:'''<br> Close-quarters spell, 1/arc, Quick action.<br> Effect: You can heal yourself, or an ally next to you, with a touch. You spend a recovery while the recipient heals as if they had spent the recovery. When you heal an ally, add your Charisma mod × 2 to the healing provided by lay on hands (5th: Charisma × 4; 8th: Charisma × 8)<br> '''Smite:''' You can use this feature once per battle, plus an additional number of times per arc equal to your Charisma modifier. As a free action, before you make a paladin melee attack, you can declare that you’re using a Smite attack. Add your Smite damage bonus (shown below) if you hit. If the attack misses, you do not expend the use of Smite.<br> 1st + 6 damage (1d10)<br> 2nd + 9 damage (2d8)<br> 3rd + 11 damage (2d10)<br> 4th + 13 damage (2d12)<br> 5th + 17 damage (3d10)<br> 6th + 20 damage (3d12)<br> 7th + 26 damage (4d12)<br> 8th + 33 damage (5d12)<br> 9th + 39 damage (6d12)<br> 10th + 52 damage (8d12)<br> 11th + 65 damage (10d12)<br> ==Paladin Talents== ===Bastion=== Once per battle (but see below), as a free action, when a nearby ally is hit by an attack, you can choose to lose hit points equal to half that damage and have your ally take only half the damage instead. The damage you lose can come from temporary hit points, but it isn’t affected by damage resistance or other tricks to avoid the damage. You have an additional number of uses of Bastion equal to your Con modifier each arc.<br> ===Divine Domain, Protection=== Once per arc, you can target two allies you are next to when you cast lay on hands. You need only spend one recovery to heal both allies.<br> '''Invocation of Protection:''' This battle, critical hits against you and your nearby allies deal normal damage instead of critical damage.<br> ===Paladin’s Challenge=== Any time you hit an enemy with a melee attack, you can choose to Challenge that enemy as a free action. Until the end of the battle, provided that both you and the enemy you’ve Challenged are conscious and capable of making an attack, you both take a –4 attack penalty against all other creatures and a –4 penalty to disengage checks from each other.<br> You can only have one enemy Challenged at a time. Both you and the creature you have Challenged can briefly “turn off” the attack penalty for the rest of that turn by making an attack roll against the rival.<br> For example, a monster with more than one attack or attack roll can also attack your allies without penalty on its turn, provided it attacks you first. (Note that this would not help the monster with an opportunity attack against one of your allies later in the round.)<br> Your Paladin’s Challenge can end in a few different ways. First, your Paladin’s Challenge ends if either you or the creature you are Challenging falls unconscious or drops to 0 hp. Second, you can end your current Challenge and start another when you hit a different enemy with an attack (assuming you hit with the –4 penalty). Third, you can choose to end the Challenge if an enemy flees far-away from you. An enemy can only be the subject of one Paladin’s Challenge at a time; a new Challenge overrides the previous one. In the unlikely case where two paladins are fighting each other, any use of Paladin’s Challenge locks them into a Challenge that only ends when one of them drops.<br> ==Feats== '''Reach Tricks:''' Once per battle, tell the GM how you are using your weapon’s reach to perform an unexpected stunt. To use the stunt, you must roll a 6+ on a d20. (Examples would include getting an opportunity attack against an enemy who disengaged and then moved, striking a nearby enemy you are not engaged with, etc.)<br> ==Equipment== Halberd<br> Javelins x3 <br> Handaxe <br> Heavy armor<br> Green and brown Tabard, depicting an oak, a bear head, a raven and a bending river divided by a cross-like pattern<br> Periander Maximus' ''Brief History of the Dragon Empire'' <br> ''Beyond the sight of Periander Maximus: The Dragon Empire seen outside its Court'' by Castor of Thrushglade <br> 1 adventure-tier healing potion<br> Set of clothes <br> Typical adventurer gear paraphernalia, as per Adventurers Guild guide<br>
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