Post by Jarovbees on Apr 28, 2019 6:16:30 GMT
Biography
Character Name: Warden
Character Level: 4
Race: Tiefling (Zariel bloodline) (spells: Thaumaturgy)
Gender: Female
Alignment: Chaotic Good
Deity: Selune
Size: M
Hair: Black
Eyes: Red
Height: 5’9”
Weight: 158 lbs.
Age: 20
Appearance:
Art by Blackash. Since that’s largely a greyscale picture, it should be noted that her skin is actually a light red.
History: Warden was first known as Ruby, a tiefling foundling raised in an underfunded and overcrowded orphanage in the Dock Ward. The main woman in charge was not physically abusive (usually), but frequently drunk and neglectful, shutting them their rooms whenever she wanted quiet...which was often. Ruby learned how to escape and steal food as an act of rebellion, and to protect the children more vulnerable than herself. She emerged as something of a leader after a while, keeping the other kids from turning on each other and letting the ‘caretaker’ crush their spirits. Her actions were noticed at some point and she was threatened to behave, but disregarded threats toward her own person. Only threats towards the other children could get her apparent compliance and even then, it was only a matter of time before the growing girl’s fighting spirit would exceed the caretaker’s casual cruelty.
The end to the standoff didn’t turn out quite as expected. Following a rash of deaths in the area -bodies of beggars and other lower-class folk found torn apart as though by some savage beast- Ruby had taken to stalking the streets when the caretaker was passed out drunk. She hoped to find out something, anything, before her fellow orphans and urchins became targets. Having learned not to rely on local authority figures, she slipped out again and again, beginning to realize that the deaths seemed to happen every full moon. It wasn’t long after that, when her quest worked out a little too well and she found herself face-to-face with a werewolf in an alleyway. Where it not for the arrival of a cleric/paladin duo working in the name of Selune, she would have been paid for her efforts with a swift and brutal death. The paladin said as much to her after the werewolf lay dead, though still underneath that chiding, it was evident that they were impressed by gusto. An offer was extended, to bring her to the House of the Moon and train her in the ways of the paladin...which she first refused on the grounds that the orphanage needed her. Learning about that state of affairs, the cleric got her to accept with the promise of using their political influence to secure a change of headmistresses.
It was around this time that she took the name Warden, her protective zeal having become central to her life. The years of training weren’t easy, and she chafed against even the relatively lax standards of the temple. She wasn’t meant to remain there and she knew it, opting instead to settle back in her old neighborhood. It wasn’t long before an agent of the Red Sashes, a vigilante group, sought her out. Without hesitation, she joined and has been working for them ever since. Her work takes her all over the city, but she’s chosen to focus on the poorest area that isn't even an official area of the city; the Field Ward.
Personality: Warden is stubborn, quick-tempered and disrespectful of authority. She’s also kind-hearted, protective and quick to lend her aid without a second thought to her own safety. As long as the poorer areas of Waterdeep are a little safer because of her efforts, that’s all she really cares about.
Personality Traits
I refuse to become a victim, and I will not allow others to be victimized.
I don’t run from evil. Evil runs from me.
Ideals
Justice. Place in society shouldn’t determine one’s access to what is right. (Good)
Bonds
My town or city is my home, and I’ll fight to defend it.
Flaws
I have trouble keeping my true feelings hidden. My sharp tongue lands me in trouble.
Stats
Ability Scores
Using point buy or the standard array give us the following stats:
Strength: 16 (+3)
Dexterity: 10 (+0)
Constitution: 14 (+2)
Intelligence: 8 (-1)
Wisdom: 10 (+0)
Charisma: 16 (+3)
Class Paladin
Fighting Style: Defense (You gain +1 to AC when wearing armor.)
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 4 times per long rest.
Lay on Hands You have a pool of healing power that can restore 10 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.
Spellcasting
You can cast prepared paladin spells using CHA as your spellcasting modifier (Spell DC 13, Spell Attack +5). 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 By 3rd level, the divine magic flowing through you makes you immune to disease.
Sacred Oath Oath of Vengeance
Channel Divinity 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 that 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 saving throw.
On a failed save, the creature is frightened for 1 minute or until it takes any damage. While 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. As a bonus action, you can utter a vow of enmity against a creature you can see within 10 feet of you, using your Channel Divinity. You gain advantage on attack rolls against the creature for 1 minute or until it drops to 0 hit points or falls unconscious.
Oath of Vengeance Spells
(3rd level) Bane, Hunter’s Mark
Skills Athletics +5, Intimidation +5, Insight +2, Perception +2
Proficiencies & Languages
Heavy Armor, Light Armor, Medium Armor, Shields
Martial Weapons, Simple Weapons
Common, Celestial, Infernal, Undercommon
Background Faction Agent
Safe Haven (feature): As a faction agent, you have access to a secret network of supporters and operatives who can provide assistance on your adventures. You know a set of secret signs and passwords you can use to identify such operatives, who can provide you with access to a hidden safe house, free room and board, or assistance in finding information. These agents never risk their lives for you or risk revealing their true identities.
Feats Polearm Master
When you take the Attack action and attack with only a glaive, halberd, quarterstaff, or spear, you can use a bonus action to make a melee attack with the opposite end of the weapon. This attack uses the same ability modifier as the primary attack. The weapon’s damage die for this attack is a d4, and it deals bludgeoning damage.
While you are wielding a glaive, halberd, pike, quarterstaff, or spear, other creatures provoke an opportunity attack from you when they enter your reach.
Gear Backpack, Badge of your faction, a code-book, battleaxe, bedroll, splint mail,bedroll, holy symbol, javelin (5), mess kit, rations (10), hempen rope, glaive tinderbox, waterskin, trinket (a tiny gnome-crafted music box that plays a song you dimly remember from your childhood), traveler’s clothes, manacles, soap, whetstone, 11 gp 2 sp 2 cp (sold: torches (10), common clothes/bought: traveler’s clothes, manacles, soap, whetstone)
Character Name: Warden
Character Level: 4
Race: Tiefling (Zariel bloodline) (spells: Thaumaturgy)
Gender: Female
Alignment: Chaotic Good
Deity: Selune
Size: M
Hair: Black
Eyes: Red
Height: 5’9”
Weight: 158 lbs.
Age: 20
Appearance:
Art by Blackash. Since that’s largely a greyscale picture, it should be noted that her skin is actually a light red.
History: Warden was first known as Ruby, a tiefling foundling raised in an underfunded and overcrowded orphanage in the Dock Ward. The main woman in charge was not physically abusive (usually), but frequently drunk and neglectful, shutting them their rooms whenever she wanted quiet...which was often. Ruby learned how to escape and steal food as an act of rebellion, and to protect the children more vulnerable than herself. She emerged as something of a leader after a while, keeping the other kids from turning on each other and letting the ‘caretaker’ crush their spirits. Her actions were noticed at some point and she was threatened to behave, but disregarded threats toward her own person. Only threats towards the other children could get her apparent compliance and even then, it was only a matter of time before the growing girl’s fighting spirit would exceed the caretaker’s casual cruelty.
The end to the standoff didn’t turn out quite as expected. Following a rash of deaths in the area -bodies of beggars and other lower-class folk found torn apart as though by some savage beast- Ruby had taken to stalking the streets when the caretaker was passed out drunk. She hoped to find out something, anything, before her fellow orphans and urchins became targets. Having learned not to rely on local authority figures, she slipped out again and again, beginning to realize that the deaths seemed to happen every full moon. It wasn’t long after that, when her quest worked out a little too well and she found herself face-to-face with a werewolf in an alleyway. Where it not for the arrival of a cleric/paladin duo working in the name of Selune, she would have been paid for her efforts with a swift and brutal death. The paladin said as much to her after the werewolf lay dead, though still underneath that chiding, it was evident that they were impressed by gusto. An offer was extended, to bring her to the House of the Moon and train her in the ways of the paladin...which she first refused on the grounds that the orphanage needed her. Learning about that state of affairs, the cleric got her to accept with the promise of using their political influence to secure a change of headmistresses.
It was around this time that she took the name Warden, her protective zeal having become central to her life. The years of training weren’t easy, and she chafed against even the relatively lax standards of the temple. She wasn’t meant to remain there and she knew it, opting instead to settle back in her old neighborhood. It wasn’t long before an agent of the Red Sashes, a vigilante group, sought her out. Without hesitation, she joined and has been working for them ever since. Her work takes her all over the city, but she’s chosen to focus on the poorest area that isn't even an official area of the city; the Field Ward.
Personality: Warden is stubborn, quick-tempered and disrespectful of authority. She’s also kind-hearted, protective and quick to lend her aid without a second thought to her own safety. As long as the poorer areas of Waterdeep are a little safer because of her efforts, that’s all she really cares about.
Personality Traits
I refuse to become a victim, and I will not allow others to be victimized.
I don’t run from evil. Evil runs from me.
Ideals
Justice. Place in society shouldn’t determine one’s access to what is right. (Good)
Bonds
My town or city is my home, and I’ll fight to defend it.
Flaws
I have trouble keeping my true feelings hidden. My sharp tongue lands me in trouble.
Stats
Ability Scores
Using point buy or the standard array give us the following stats:
Strength: 16 (+3)
Dexterity: 10 (+0)
Constitution: 14 (+2)
Intelligence: 8 (-1)
Wisdom: 10 (+0)
Charisma: 16 (+3)
Class Paladin
Fighting Style: Defense (You gain +1 to AC when wearing armor.)
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 4 times per long rest.
Lay on Hands You have a pool of healing power that can restore 10 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.
Spellcasting
You can cast prepared paladin spells using CHA as your spellcasting modifier (Spell DC 13, Spell Attack +5). 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 By 3rd level, the divine magic flowing through you makes you immune to disease.
Sacred Oath Oath of Vengeance
Channel Divinity 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 that 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 saving throw.
On a failed save, the creature is frightened for 1 minute or until it takes any damage. While 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. As a bonus action, you can utter a vow of enmity against a creature you can see within 10 feet of you, using your Channel Divinity. You gain advantage on attack rolls against the creature for 1 minute or until it drops to 0 hit points or falls unconscious.
Oath of Vengeance Spells
(3rd level) Bane, Hunter’s Mark
Skills Athletics +5, Intimidation +5, Insight +2, Perception +2
Proficiencies & Languages
Heavy Armor, Light Armor, Medium Armor, Shields
Martial Weapons, Simple Weapons
Common, Celestial, Infernal, Undercommon
Background Faction Agent
Safe Haven (feature): As a faction agent, you have access to a secret network of supporters and operatives who can provide assistance on your adventures. You know a set of secret signs and passwords you can use to identify such operatives, who can provide you with access to a hidden safe house, free room and board, or assistance in finding information. These agents never risk their lives for you or risk revealing their true identities.
Feats Polearm Master
When you take the Attack action and attack with only a glaive, halberd, quarterstaff, or spear, you can use a bonus action to make a melee attack with the opposite end of the weapon. This attack uses the same ability modifier as the primary attack. The weapon’s damage die for this attack is a d4, and it deals bludgeoning damage.
While you are wielding a glaive, halberd, pike, quarterstaff, or spear, other creatures provoke an opportunity attack from you when they enter your reach.
Gear Backpack, Badge of your faction, a code-book, battleaxe, bedroll, splint mail,bedroll, holy symbol, javelin (5), mess kit, rations (10), hempen rope, glaive tinderbox, waterskin, trinket (a tiny gnome-crafted music box that plays a song you dimly remember from your childhood), traveler’s clothes, manacles, soap, whetstone, 11 gp 2 sp 2 cp (sold: torches (10), common clothes/bought: traveler’s clothes, manacles, soap, whetstone)