Post by Jarovbees on Apr 2, 2019 15:21:11 GMT
Character Information
Character Sheet
Character Sheet
Character Name: Solstice
Character Level: 6
Race: Firbolg
Gender: Female
Alignment: Chaotic Good
Deity: Mielikki, Corellon
Size: Medium
Hair: Red
Eyes: Blue
Weight: 270
Height: 7'6"
Age: 30
Appearance:
Character Level: 6
Race: Firbolg
Gender: Female
Alignment: Chaotic Good
Deity: Mielikki, Corellon
Size: Medium
Hair: Red
Eyes: Blue
Weight: 270
Height: 7'6"
Age: 30
Appearance:
History: Solstice doesn’t remember if she had another name -Firbolgs mostly don’t, unless they’re borrowing elven names to use- but scant memories of early childhood recall a maternal voice calling her ‘my solstice child’, likely for the timing of her birth. After that, she remembers clouds of toxic gas and unmoving bodies, the aftermath of a dragon attack. Whether there were other survivors, she can’t say since the young girl wandered away alone and quickly stumbled through a portal to the Feywild.
Soon found by a kindly fae woman serving in Queen Titania's Summer Court, she had a fairly happy childhood and even though she was the sole firbolg around, was never meant to feel out of place or unwanted. Still, there was that occasional urge to see the world of her birth even as she was largely content. Never wanting to feel helpless again, Solstice (despite the worries of her foster mother) trained for combat, wavering between dedicating herself to the court or striking out on her own.
The decision was made for her one day, when her foster mother approached in a rush, explaining little more other than that it was better if she traveled elsewhere for now. Solstice suspects it was fae political turmoil of some kind, but can’t really be sure. She only knows that her foster mother was tense and adamant and no amount of words would convince her to let Solstice stay. Gifting her with a golden compass keepsake, her foster mother sent her forth to the land of her birth.
Emerging to a forest that had seen regrowth from that time of horror, Solstice renewed her training in hopes of finding the dragon that had decimated her people years before. Of it, she found no sign, but there were threats enough within the forest itself to keep her busy; dark fey, bandits, and so on. One day she finally tracked down the dragon’s lair, only to learn the one she’d sought was dead, killed by adventurers years ago. Disappointed at the anti-climatic outcome, Solstice felt that was a sign to leave the forest and continue doing good deeds elsewhere. She acted on that impulse, but not before dedicating herself to serving the Light throughout the land.
Personality: Solstice is largely an optimist (almost to the point of overconfidence, at times), believing in her own strength and faith to help overcome obstacles thrown her way. She’s a bit naive and ignorant thanks to being raised away from Faerun and knows it, and sometimes her pride prevents her from asking for help when it’s needed. She has a good heart, if not much impulse control, and an interest in putting her oath-granted powers to good use.
Personality Traits
I have a strong sense of fair play and always try to find the most equitable solution to arguments.
I’m confident in my own abilities and do what I can to instill confidence in others.
Ideals
Adventure. I’m far from home, and everything is strange and wonderful! (Chaotic)
Bonds
So long as I have this token from my homeland, I can face any adversity in this strange land. (trinket: golden compass)
Flaws
I’m convinced of the significance of my destiny, and blind to my shortcomings and the risk of failure.
Character Stats:
Total Experience: 14,060
HP: 58 | AC: 22
Speed: 30 feet
Initiative: -1/(Advantage, due to Longsword of Warning)
Ability Scores:
Strength: 19 (+4)
Dexterity: 8 (-1)
Constitution: 16 (+3)
Intelligence: 10 (+0)
Wisdom: 12 (+1)
Charisma: 14 (+2)
Skills:
-1 Acrobatics
+1 Animal Handling
+0 Arcana
+7 Athletics
+2 Deception
+0 History
+4 Insight
+2 Intimidation
+0 Investigation
+1 Medicine
+0 Nature
+4 Perception
+2 Performance
+5 Persuasion
+0 Religion
-1 Sleight of Hand
-1 Stealth
+1 Survival
Languages:
Common, Elvish, Giant, Sylvan
Proficiencies:
Tools Pan Flute
Armor Heavy Armor, Light Armor, Medium Armor, Shields
Weapons Martial Weapons, Simple Weapons
Background:
Background: Far Traveler
All Eyes on You: Your accent, mannerisms, figures of speech, and perhaps even your appearance all mark you as foreign. Curious glances are directed your way wherever you go, which can be a nuisance, but you also gain the friendly interest of scholars and others intrigued by far-off lands, to say nothing of everyday folk who are eager to hear stories of your homeland. You can parley this attention into access to people and places you might not otherwise have, for you and your traveling companions. Noble lords, scholars, and merchant princes, to name a few, might be interested in hearing about your distant homeland and people.
Abilities:
Race Abilities:
Firbolg Magic You can cast detect magic and disguise self (can seem up to 3 ft. shorter) once per short rest. WIS is your spellcasting ability.
Hidden Step As a bonus action, you can magically turn invisible until the start of your next turn or until you attack, make a damage roll, or force someone to make a saving throw. Once you use this trait, you can’t use it again until you finish a short or long rest.
Powerful Build You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
Speech of Beast and Leaf You have the ability to communicate in a limited manner with beasts and plants. They can understand the meaning of your words, though you have no special ability to understand them in return. You have advantage on all Charisma checks you make to influence them.
Class: Paladin
Class Abilities:
Divine Sense As an action, you can detect good and evil. Until the end of your next turn, you can sense anything affected by the hallow spell or know the location of any celestial, fiend, undead within 60 ft. that is not behind total cover. You can use this feature 3 times per long rest.
Lay on Hands You have a pool of healing power that can restore 25 HP per long rest. As an action, you can touch a creature to restore any number of HP remaining in the pool, or 5 HP to either cure a disease or neutralize a poison affecting the creature.
Fighting Style You adopt a style of fighting as your specialty.
Defense
While you are wearing armor, you gain a +1 bonus to AC.
Spellcasting You can cast prepared paladin spells using CHA as your spellcasting modifier (Spell DC 12, Spell Attack +4). You can use a holy symbol as a spellcasting focus.
Divine Smite When you hit with a melee weapon attack, you can expend one spell slot to deal 2d8 extra radiant damage to the target plus 1d8 for each spell level higher than 1st (max 5d8) and plus 1d8 against undead or fiends (max 6d8 total).
Divine Health You are immune to disease.
Channel Divinity You gain two Channel Divinity options:
Nature's Wrath - As an action, you can cause spectral vines to spring up and reach for a creature within 10 ft. of you that you can see. The creature must succeed on a STR or DEX saving throw (its choice, DC 13) or be restrained. It can repeat the saving throw at the end of each of its turns, freeing itself (the vines disappear) on success.
Turn the Faithless - As an action, you present your holy symbol, and each fey or fiend within 30 ft. of you that can hear you must make a WIS saving throw (DC 13). On failure, the creature is turned for 1 minute or until it takes damage.
Extra Attack
You can attack twice, instead of once, whenever you take the Attack action on your turn.
Channel Divinity: Nature's Wrath: 1 Action
Channel Divinity: Turn the Faithless: 1 Action
Aura of Protection
Starting at 6th level, 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.
Feats: none
Equipment:
Weapons: Longsword of Warning, Javelin (4)
Gear: trinket (a golden compass heirloom from the Feywild), poorly wrought maps from your homeland that depict where you are in Faerun, backpack, bedroll, birdpipes, traveler’s clothes, holy symbol, healer’s kit,bullseye lantern, mess kit, oil (2 flasks), rations (10), hempen rope (50’), shield, adamantine plate mail, tinderbox, waterskin, grappling hook, map case, crowbar, mastiff, Charm of Restoration, Driftglobe, Periapt of Wound Closure, Shield +1, Gauntlets of Ogre Power
Current Cash: 1,025 gp 23 sp
Soon found by a kindly fae woman serving in Queen Titania's Summer Court, she had a fairly happy childhood and even though she was the sole firbolg around, was never meant to feel out of place or unwanted. Still, there was that occasional urge to see the world of her birth even as she was largely content. Never wanting to feel helpless again, Solstice (despite the worries of her foster mother) trained for combat, wavering between dedicating herself to the court or striking out on her own.
The decision was made for her one day, when her foster mother approached in a rush, explaining little more other than that it was better if she traveled elsewhere for now. Solstice suspects it was fae political turmoil of some kind, but can’t really be sure. She only knows that her foster mother was tense and adamant and no amount of words would convince her to let Solstice stay. Gifting her with a golden compass keepsake, her foster mother sent her forth to the land of her birth.
Emerging to a forest that had seen regrowth from that time of horror, Solstice renewed her training in hopes of finding the dragon that had decimated her people years before. Of it, she found no sign, but there were threats enough within the forest itself to keep her busy; dark fey, bandits, and so on. One day she finally tracked down the dragon’s lair, only to learn the one she’d sought was dead, killed by adventurers years ago. Disappointed at the anti-climatic outcome, Solstice felt that was a sign to leave the forest and continue doing good deeds elsewhere. She acted on that impulse, but not before dedicating herself to serving the Light throughout the land.
Personality: Solstice is largely an optimist (almost to the point of overconfidence, at times), believing in her own strength and faith to help overcome obstacles thrown her way. She’s a bit naive and ignorant thanks to being raised away from Faerun and knows it, and sometimes her pride prevents her from asking for help when it’s needed. She has a good heart, if not much impulse control, and an interest in putting her oath-granted powers to good use.
Personality Traits
I have a strong sense of fair play and always try to find the most equitable solution to arguments.
I’m confident in my own abilities and do what I can to instill confidence in others.
Ideals
Adventure. I’m far from home, and everything is strange and wonderful! (Chaotic)
Bonds
So long as I have this token from my homeland, I can face any adversity in this strange land. (trinket: golden compass)
Flaws
I’m convinced of the significance of my destiny, and blind to my shortcomings and the risk of failure.
Character Stats:
Total Experience: 14,060
HP: 58 | AC: 22
Speed: 30 feet
Initiative: -1/(Advantage, due to Longsword of Warning)
Ability Scores:
Strength: 19 (+4)
Dexterity: 8 (-1)
Constitution: 16 (+3)
Intelligence: 10 (+0)
Wisdom: 12 (+1)
Charisma: 14 (+2)
Skills:
-1 Acrobatics
+1 Animal Handling
+0 Arcana
+7 Athletics
+2 Deception
+0 History
+4 Insight
+2 Intimidation
+0 Investigation
+1 Medicine
+0 Nature
+4 Perception
+2 Performance
+5 Persuasion
+0 Religion
-1 Sleight of Hand
-1 Stealth
+1 Survival
Languages:
Common, Elvish, Giant, Sylvan
Proficiencies:
Tools Pan Flute
Armor Heavy Armor, Light Armor, Medium Armor, Shields
Weapons Martial Weapons, Simple Weapons
Background:
Background: Far Traveler
All Eyes on You: Your accent, mannerisms, figures of speech, and perhaps even your appearance all mark you as foreign. Curious glances are directed your way wherever you go, which can be a nuisance, but you also gain the friendly interest of scholars and others intrigued by far-off lands, to say nothing of everyday folk who are eager to hear stories of your homeland. You can parley this attention into access to people and places you might not otherwise have, for you and your traveling companions. Noble lords, scholars, and merchant princes, to name a few, might be interested in hearing about your distant homeland and people.
Abilities:
Race Abilities:
Firbolg Magic You can cast detect magic and disguise self (can seem up to 3 ft. shorter) once per short rest. WIS is your spellcasting ability.
Hidden Step As a bonus action, you can magically turn invisible until the start of your next turn or until you attack, make a damage roll, or force someone to make a saving throw. Once you use this trait, you can’t use it again until you finish a short or long rest.
Powerful Build You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
Speech of Beast and Leaf You have the ability to communicate in a limited manner with beasts and plants. They can understand the meaning of your words, though you have no special ability to understand them in return. You have advantage on all Charisma checks you make to influence them.
Class: Paladin
Class Abilities:
Divine Sense As an action, you can detect good and evil. Until the end of your next turn, you can sense anything affected by the hallow spell or know the location of any celestial, fiend, undead within 60 ft. that is not behind total cover. You can use this feature 3 times per long rest.
Lay on Hands You have a pool of healing power that can restore 25 HP per long rest. As an action, you can touch a creature to restore any number of HP remaining in the pool, or 5 HP to either cure a disease or neutralize a poison affecting the creature.
Fighting Style You adopt a style of fighting as your specialty.
Defense
While you are wearing armor, you gain a +1 bonus to AC.
Spellcasting You can cast prepared paladin spells using CHA as your spellcasting modifier (Spell DC 12, Spell Attack +4). You can use a holy symbol as a spellcasting focus.
Divine Smite When you hit with a melee weapon attack, you can expend one spell slot to deal 2d8 extra radiant damage to the target plus 1d8 for each spell level higher than 1st (max 5d8) and plus 1d8 against undead or fiends (max 6d8 total).
Divine Health You are immune to disease.
Channel Divinity You gain two Channel Divinity options:
Nature's Wrath - As an action, you can cause spectral vines to spring up and reach for a creature within 10 ft. of you that you can see. The creature must succeed on a STR or DEX saving throw (its choice, DC 13) or be restrained. It can repeat the saving throw at the end of each of its turns, freeing itself (the vines disappear) on success.
Turn the Faithless - As an action, you present your holy symbol, and each fey or fiend within 30 ft. of you that can hear you must make a WIS saving throw (DC 13). On failure, the creature is turned for 1 minute or until it takes damage.
Extra Attack
You can attack twice, instead of once, whenever you take the Attack action on your turn.
Channel Divinity: Nature's Wrath: 1 Action
Channel Divinity: Turn the Faithless: 1 Action
Aura of Protection
Starting at 6th level, 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.
Feats: none
Equipment:
Weapons: Longsword of Warning, Javelin (4)
Gear: trinket (a golden compass heirloom from the Feywild), poorly wrought maps from your homeland that depict where you are in Faerun, backpack, bedroll, birdpipes, traveler’s clothes, holy symbol, healer’s kit,bullseye lantern, mess kit, oil (2 flasks), rations (10), hempen rope (50’), shield, adamantine plate mail, tinderbox, waterskin, grappling hook, map case, crowbar, mastiff, Charm of Restoration, Driftglobe, Periapt of Wound Closure, Shield +1, Gauntlets of Ogre Power
Current Cash: 1,025 gp 23 sp