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[Example Profile] Leopold Valkara, the Human Paladin

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DKrueger
Captain

Enduring Tamer

12,600 Points
  • The Perfect Setup 150
  • Person of Interest 200
  • Peoplewatcher 100
PostPosted: Tue Jul 26, 2016 11:39 am


General Statistics

Player Name: Dkrueger
Character Name: Leopold Valkara
Character Level: 3
Proficiency Bonus: +2
Class Level(s) Paladin (3)
Experience Total: 900
Hit Dice: 3d10 + 9
Maximum Hit Points: 37
Armor Class: 16
Initiative: +1
Speed: 30 feet
Passive Perception: 10

Melee Attack Bonus: +6
Ranged Attack Bonus: +3
Spell Attack Bonus: +5

Physical Description
Race: Human (with Variant Rules)
Gender: Male
Age: 25
Height: 6'2"
Weight: 184lbs

Strength: 18 (+4)
Dexterity: 12 (+1)
Constitution: 16 (+3)
Intelligence: 10
Wisdom: 10
Charisma: 16 (+3)

Appearance: For this section, either write a physical description, find a picture you'd like to use and incorporate it somewhere into your profile, or both. In the event you use a picture and wish to write down some 'edits' do so here.

Skill Proficiency:
Tools: None
Armor: All weight classes of armor, plus shields.
Weaponry: All Simple and Martial class weapons
Proficiency list:

    Athletics (Str)
    Insight (Wis)
    Intimidation (Cha)
    Persuasion (Cha)
    Knowledge of Religion (Int)

Saving Throw Proficiency:

    Wisdom (Wis)
    Charisma (Cha)


Personal Information:
Alignment: Lawful/Neutral
Deity: Paladine, god of rulers and guardians
Background: Knight
Personality Traits: I am not invincible. I cannot protect others should I fail to protect myself, though others come first. I used to follow my king without question, now no longer.
Ideals: Liberation. The ultimate protection is to keep others free from tyrants and oppression, I strive to grant this freedom to everyone.
Bonds: Anyone in need, and anyone who is willing to take up arms with me for my cause, these people are my brothers and sisters.
Flaws: Only the truly good show themselves before Paladins, as such anyone with the courage to ask is deserving of my help.
Languages: Common, Elvish, Celestial

Campaign Specific Information:.
Preferred Weapon: Greatsword
Arrival: Undisclosed
Burden: Undisclosed
Compulsion: Undisclosed
Heirloom: Undisclosed
Calling: Undisclosed
PostPosted: Tue Jul 26, 2016 11:44 am


Spellcasting Basics:
Spellcasting Class: Paladin
Spellcasting Stat: Charisma
Spell Save DC 13

Spell Slots:
    1st level, 3


Prepared Spells:
A Paladin may prepare any spell from the Paladin spell list, and may prepare a number of spells equal to their Paladin level plus their Charisma Modifier (6 total)

Known Spells:
Paladin Spell list

    Cantrips:
    Not applicable

    1st Level Spells:

    2nd Level Spells:

    3rd Level Spells:

    4th Level Spells:

    5th Level Spells:

    6th Level Spells:

    7th Level Spells:

    8th Level Spells:

    9th Level Spells:

DKrueger
Captain

Enduring Tamer

12,600 Points
  • The Perfect Setup 150
  • Person of Interest 200
  • Peoplewatcher 100

DKrueger
Captain

Enduring Tamer

12,600 Points
  • The Perfect Setup 150
  • Person of Interest 200
  • Peoplewatcher 100
PostPosted: Tue Jul 26, 2016 11:46 am


Inventory:


Currency:
    Copper:
    Silver:
    Gold: 25
    Platinum:


Potions:


    Weaponry:
      b*****d Sword, 1d10 slashing, heavy, versatile (1d12)*
      *Versatility for this weapon only works for characters capable of wielding heavy weapons in one hand


    Armor and Apparel:
      A Beige cloth tunic embroidered with jagged white patterns around the neck and sleeves, complete with grey trousers. [Equipped]
      A worn, thin white scarf.
      A black leather doublet.
      Half-Plate Armor, 15 + Dex (Up to 2)


    Tools:
      None


    Spellcasting Components:
      None


    Miscellaneous:
      A silver chained necklace with an amethyst carved in the shape of a rose. [Equipped]
    PostPosted: Tue Jul 26, 2016 11:49 am


    Feats and Features:


    Divine Sense: Paladin,Level 1
    The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action you may open your awareness to detect such forces. Until the end of your turn you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type, of any being whose presence you sense but not its identity. Within the same radius you can also detect the presence of any place or object that has been consecrated or desecrated such as with the Hallow spell.
    This ability can be used a number of times per day equal to 1 + your charisma modifier (for a total of 4 times). When you finish a long rest you regain all expended uses.

    Lay on Hands Paladin, Level 1
    Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool you can restore a total number of hit points equal to your paladin level times 5 (for a total of 15)
    As an action you can touch a creature and draw power from the pool to restore a number of hit point to that creature, up to the maximum amount remaining in your pool.
    Alternatively you may expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one.
    This feature has no affect on undead and constructs.

    Great Weapon Master: Variant Human, Level 1 Feat
    You've learned to put the weight of a weapon to your advantage, letting it's momentum empower your strikes. You gain the following benefits:
      Cleave- On your turn, when you score a critical hit with a melee weapon or reduce a creature to 0 hit points with a melee weapon, you can make one melee weapon attack as a bonus action.
      Power Attack- Before you make a melee attack with a heavy weapon which you are proficient with, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack's damage.


    Retainers: Background Feature
    You have the service of three retainers loyal to your family. These retainers can be attendants or messengers,and one might be a majordomo. Your retainers are commoners who can perform mundane tasks, but they do not fight for you, will not follow you into obviously dangerous areas, and will leave if they are frequently endangered or abused.

    Fighting Style, Great Weapon Fighting: Paladin, Level 2
    When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll. The weapon must have the two-handed or versatile property for you to gain this benefit.

    Spellcasting: Paladin, Level 2
    You have learned to draw on divine magic through meditation and prayer to cast spells as a cleric does.
    You prepare the list of paladin spells that are available for you to cast, choosing from the paladin spell list. When you do so, choose a number of paladin spells equal to your Charisma modifier + half your paladin level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.

    Divine Smite: Paladin, Level 2
    When you hit a creature with a melee weapon attack, you can expend one paladin spell slot to deal radiant damage to the target, in addition to the weapon’s damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend.

    Divine Health: Paladin, Level 3
    The divine magic flowing through you makes you immune to disease.

    Sacred Oath: Oath of the Crown Paladin, Level 3
    You swear the oath that binds you as a paladin forever. Up to this time you have been in a preparatory stage, committed to the path but not yet sworn to it. Now you choose your Oath. Each oath has a list of associated spells. Once you gain access to an oath spell, you always have it prepared. Oath spells don’t count against the number of spells you can prepare each day.
      Channel Divinity, Champion's Challenge
      Creatures of your choice within 30 ft. must make a Wisdom saving throw or cannot move more than 30 ft. away from you. They may roll to resist this affect any time they attempt to move more than 30 ft. away from you, or at the start of each of their turns.


    Channel Divinity: Paladin, Level 3
    Your oath allows you to channel divine energy to fuel magical effects. Each Channel Divinity option provided by your oath explains how to use it. When you use your Channel Divinity, you choose which option to use.
    You must then finish a short or long rest to use your Channel Divinity again. Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your paladin spell save DC.

    DKrueger
    Captain

    Enduring Tamer

    12,600 Points
    • The Perfect Setup 150
    • Person of Interest 200
    • Peoplewatcher 100
    Reply
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