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IG's "Those Left Behind" Chapter 3, Character Records
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<blockquote data-quote="Scott DeWar" data-source="post: 4710401" data-attributes="member: 49929"><p>[sblock=Sheet]</p><p></p><p>Male Human Barbarian 1/Paladin of Freedom 6</p><p>Alignment: CG. . .Deity: Kord</p><p>Height: 5'6”. . .Weight: 130lbs. . .Hair: Black. . .Eyes: Brown</p><p>Skin: Tanned and scarred. . .Age: 21</p><p></p><p>XP: 7th level</p><p></p><p>Str: 18 (+4) [10 points, +2 Item] </p><p>Dex: 10 (+0) [2 points] </p><p>Con: 14 (+2) [6 points]</p><p>Int: 10 (+0) [0 points] </p><p>Wis: 10 (+0) [2 points] </p><p>Cha: 18 (+4) [8 points, +1 Level Boost, +2 Item] </p><p></p><p>Racial Abilities: 1 bonus feat at first level, +4 skill points at first level, +1 skill point/level past first</p><p></p><p><strong><u>Class Abilities:</u></strong></p><p>Fast Movement, </p><p><em>Rage 3/day (with feat)</em> +4 to str, con; +2 to will save (morale bonus); -2 to ac; duration: 7 rounds</p><p>Aura of Good, </p><p><strong>Detect Evil (Sp):</strong> At will, a paladin can use detect evil, as the spell. Range: 60 ft.Area: Cone-shaped emanation Duration: Concentration, at will (D) phb pg 218</p><p>Smite Evil 2/day, </p><p>Divine Grace, </p><p>Lay on Hands (21 points/day), </p><p>Aura of Resolve, </p><p>Divine Health, </p><p>Turn Undead 7/day, </p><p>Special Mount.</p><p>remove disease 1/ week</p><p></p><p><strong><u>Daily uses:</u></strong></p><p><u>Rage:</u> <s>0</s> 0 0</p><p><u>Smite Evil:</u> 0 0</p><p><u>Lay on Hands:</u> </p><p>00000 00000 00000 00000 0</p><p><u>Turn undead</u> 0 0 0 0 0 0 0 </p><p><u>remove disease</u> 0</p><p></p><p>Hit Dice: 1d12 + 6d10 + 14</p><p>HP: 59, +14 hp when raging</p><p>AC: 18 (+0 dex, +8 armor), 16 when Raging</p><p>Init: +0 (+0 Dex)</p><p>Speed: 30 ft (40 for Barbarian, Heavy Armor)</p><p></p><p></p><p>Saves:</p><p> Fortitude +13 [+7 base, +2 Con, +4 Divine Grace]</p><p> Reflex +6 [+2 base, +0 Dex, +4 Divine Grace]</p><p> Will +6 [+2 base, +0 Wis, +4 Divine Grace], +7 when Raging</p><p></p><p>BAB,Grapple: +7/+2, +11</p><p>Melee Atk: Greatsword +13 (2d6+7, 19-20/x2)</p><p>Melee Atk while raged: Greatsword +15 (2d6+10, 19-20/x2)</p><p>Melee Full Atk: Greatsword +13/+8 (2d6+7, 19-20/x2)</p><p>Melee Full Atk while raged: +15/+10 (2d6+10, 19-20/x2)</p><p></p><p>Raging adds +2 to hit, +3 damage to all attacks.</p><p></p><p></p><p>Skills (16 from Barbarian, 12 from Paladin):</p><p> Bluff +9 (5 ranks from Paladin, +4 Cha)</p><p> Handle Animal +8 (4 ranks from Barbarian, +4 Cha)</p><p> Heal +8 (4 cc ranks from Barbarian, 6 from Paladin, +0 Wis)</p><p> Intimidate +8 (4 ranks from Barbarian, +4 Cha)</p><p> Ride +4 (4 ranks from Barbarian, +0 Dex)</p><p> Sense Motive +2 (2 ranks from Paladin, +0 wis)</p><p></p><p>Feats:</p><p> 1st: Weapon Focus: Greatsword</p><p> Human Bonus: Extra Rage</p><p> 3rd: Power Attack</p><p> 6th: Sacred Healing</p><p></p><p>Languages: Common</p><p></p><p>Equipment:</p><p>+1 Greatsword (2,350gp)</p><p>+1 Half Plate (1,750gp)</p><p>Cloak of Charisma +2 (4,000gp)</p><p>Gauntlets of Ogre Strength +2 (4,000gp)</p><p>Bedroll (1sp)</p><p>Map Case (1gp)</p><p>Flint and Steel (1gp)</p><p>Trail Rations, 5 days (25sp)</p><p>Tent (10gp)</p><p>Military Saddle (20gp)</p><p>Chain Shirt Barding (400gp)</p><p></p><p>Money: 240gp, 4sp</p><p></p><p>I can stat out the mount if you want, but since you said we're going into the sewers I'm guessing it won't matter too much <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p><p>[/sblock]</p><p></p><p>[sblock=spells]because Caerwyn's wisdom is 10 and paladin spells are wisdom based, his spell ability is 0. he needs an 11 wisdom to cast lv 1 spells[/sblock]</p><p></p><p>[sblock=Appearance/Background]</p><p>Caerwyn Thingol doesn't look like a paladin of Kord. Standing around 5'6" tall and without a spare pound on him, the only thing that fits his occupation is the giant claymore he carries on his back at all time. Caerwyn is a driven man, born into near-slavery as a peasant he came up out of serfhood with a fierce dislike of aristocracy and a proud self-reliance...and a sizeable bounty on his head for banditry and inciting revolution.</p><p></p><p>Now this itinerant warrior and healer travels the land doing what he can to help those in need, and most specifically those oppressed or enslaved. He rarely gets along with more traditional holy warriors, who take exception to his concepts of quick and dirty justice, but he's become a bit of a folk hero in several small villages. Quick to laugh and quicker to fight, Caerwyn is a close friend and a dangerous enemy.[/sblock]</p><p></p><p>[sblock=changes by me]</p><p>25 gp donatin to temple of pelor for clean up of 'once was friadoc' post 358</p><p>needs a missle weapon! chaos creatures are very bad to deal with upclose!</p><p></p><p>level 7 upgrade: paladin gets leveled</p><p>+6 hp, +3 skill points (class +2, human +1), +1 bab</p><p>[/sblock]</p><p></p><p>[sblock=paladin class description]</p><p>Paladin of Freedom Class Features</p><p>The paladin of freedom has all the standard paladin class features, except as noted below.</p><p><strong><u>Class Skills:</u></strong> Replace Diplomacy with Bluff on the class</p><p>skill list.</p><p><strong><u>Aura of Resolve (Su):</u></strong> Beginning at 3rd level, a paladin of freedom is immune to compulsion effects. Each ally within 10 feet of him gains a +4 morale bonus on saving throws against compulsion effects. This ability otherwise functions identically to the paladin’s aura of courage class feature.</p><p><strong><u>Spellcasting:</u></strong> Remove the following spells from the paladin’s spell list: death ward, discern lies, dispel chaos, magic circle against chaos, protection from chaos.</p><p><u>Add the following spells to the paladin’s spell list</u>: <strong>1st—</strong></p><p>protection from law; <strong>3rd—</strong>magic circle against law, remove curse;</p><p><strong>4th—</strong>dispel law, freedom of movement.</p><p><strong><u>Code of Conduct:</u></strong> A paladin of freedom must be of chaotic good alignment and loses all class abilities if he ever willingly commits an evil act. Additionally, a paladin of freedom’s code requires that he respect individual liberty, help those in need (provided they do not use the help for lawful or evil ends), and punish those who threaten or curtail personal liberty.</p><p><strong><u>Associates:</u></strong> While he may adventure with characters of any good or neutral alignment, a paladin of freedom will never knowingly associate with evil characters (except on some sort of undercover mission), nor will he continue an association with someone who consistently offends his moral code. A paladin of freedom may accept only henchmen, followers, or cohorts who are chaotic good.</p><p>UA p 53 [/sblock]</p></blockquote><p></p>
[QUOTE="Scott DeWar, post: 4710401, member: 49929"] [sblock=Sheet] Male Human Barbarian 1/Paladin of Freedom 6 Alignment: CG. . .Deity: Kord Height: 5'6”. . .Weight: 130lbs. . .Hair: Black. . .Eyes: Brown Skin: Tanned and scarred. . .Age: 21 XP: 7th level Str: 18 (+4) [10 points, +2 Item] Dex: 10 (+0) [2 points] Con: 14 (+2) [6 points] Int: 10 (+0) [0 points] Wis: 10 (+0) [2 points] Cha: 18 (+4) [8 points, +1 Level Boost, +2 Item] Racial Abilities: 1 bonus feat at first level, +4 skill points at first level, +1 skill point/level past first [b][u]Class Abilities:[/u][/b] Fast Movement, [i]Rage 3/day (with feat)[/i] +4 to str, con; +2 to will save (morale bonus); -2 to ac; duration: 7 rounds Aura of Good, [b]Detect Evil (Sp):[/b] At will, a paladin can use detect evil, as the spell. Range: 60 ft.Area: Cone-shaped emanation Duration: Concentration, at will (D) phb pg 218 Smite Evil 2/day, Divine Grace, Lay on Hands (21 points/day), Aura of Resolve, Divine Health, Turn Undead 7/day, Special Mount. remove disease 1/ week [b][u]Daily uses:[/u][/b][u][/u] [u]Rage:[/u] [s]0[/s] 0 0 [u]Smite Evil:[/u] 0 0 [u]Lay on Hands:[/u] 00000 00000 00000 00000 0 [u]Turn undead[/u] 0 0 0 0 0 0 0 [u]remove disease[/u] 0 Hit Dice: 1d12 + 6d10 + 14 HP: 59, +14 hp when raging AC: 18 (+0 dex, +8 armor), 16 when Raging Init: +0 (+0 Dex) Speed: 30 ft (40 for Barbarian, Heavy Armor) Saves: Fortitude +13 [+7 base, +2 Con, +4 Divine Grace] Reflex +6 [+2 base, +0 Dex, +4 Divine Grace] Will +6 [+2 base, +0 Wis, +4 Divine Grace], +7 when Raging BAB,Grapple: +7/+2, +11 Melee Atk: Greatsword +13 (2d6+7, 19-20/x2) Melee Atk while raged: Greatsword +15 (2d6+10, 19-20/x2) Melee Full Atk: Greatsword +13/+8 (2d6+7, 19-20/x2) Melee Full Atk while raged: +15/+10 (2d6+10, 19-20/x2) Raging adds +2 to hit, +3 damage to all attacks. Skills (16 from Barbarian, 12 from Paladin): Bluff +9 (5 ranks from Paladin, +4 Cha) Handle Animal +8 (4 ranks from Barbarian, +4 Cha) Heal +8 (4 cc ranks from Barbarian, 6 from Paladin, +0 Wis) Intimidate +8 (4 ranks from Barbarian, +4 Cha) Ride +4 (4 ranks from Barbarian, +0 Dex) Sense Motive +2 (2 ranks from Paladin, +0 wis) Feats: 1st: Weapon Focus: Greatsword Human Bonus: Extra Rage 3rd: Power Attack 6th: Sacred Healing Languages: Common Equipment: +1 Greatsword (2,350gp) +1 Half Plate (1,750gp) Cloak of Charisma +2 (4,000gp) Gauntlets of Ogre Strength +2 (4,000gp) Bedroll (1sp) Map Case (1gp) Flint and Steel (1gp) Trail Rations, 5 days (25sp) Tent (10gp) Military Saddle (20gp) Chain Shirt Barding (400gp) Money: 240gp, 4sp I can stat out the mount if you want, but since you said we're going into the sewers I'm guessing it won't matter too much :) [/sblock] [sblock=spells]because Caerwyn's wisdom is 10 and paladin spells are wisdom based, his spell ability is 0. he needs an 11 wisdom to cast lv 1 spells[/sblock] [sblock=Appearance/Background] Caerwyn Thingol doesn't look like a paladin of Kord. Standing around 5'6" tall and without a spare pound on him, the only thing that fits his occupation is the giant claymore he carries on his back at all time. Caerwyn is a driven man, born into near-slavery as a peasant he came up out of serfhood with a fierce dislike of aristocracy and a proud self-reliance...and a sizeable bounty on his head for banditry and inciting revolution. Now this itinerant warrior and healer travels the land doing what he can to help those in need, and most specifically those oppressed or enslaved. He rarely gets along with more traditional holy warriors, who take exception to his concepts of quick and dirty justice, but he's become a bit of a folk hero in several small villages. Quick to laugh and quicker to fight, Caerwyn is a close friend and a dangerous enemy.[/sblock] [sblock=changes by me] 25 gp donatin to temple of pelor for clean up of 'once was friadoc' post 358 needs a missle weapon! chaos creatures are very bad to deal with upclose! level 7 upgrade: paladin gets leveled +6 hp, +3 skill points (class +2, human +1), +1 bab [/sblock] [sblock=paladin class description] Paladin of Freedom Class Features The paladin of freedom has all the standard paladin class features, except as noted below. [b][u]Class Skills:[/u][/b][u][/u] Replace Diplomacy with Bluff on the class skill list. [b][u]Aura of Resolve (Su):[/u][/b][u][/u] Beginning at 3rd level, a paladin of freedom is immune to compulsion effects. Each ally within 10 feet of him gains a +4 morale bonus on saving throws against compulsion effects. This ability otherwise functions identically to the paladin’s aura of courage class feature. [b][u]Spellcasting:[/u][/b][u][/u] Remove the following spells from the paladin’s spell list: death ward, discern lies, dispel chaos, magic circle against chaos, protection from chaos. [u]Add the following spells to the paladin’s spell list[/u]: [b]1st—[/b] protection from law; [b]3rd—[/b]magic circle against law, remove curse; [b]4th—[/b]dispel law, freedom of movement. [b][u]Code of Conduct:[/u][/b][u][/u] A paladin of freedom must be of chaotic good alignment and loses all class abilities if he ever willingly commits an evil act. Additionally, a paladin of freedom’s code requires that he respect individual liberty, help those in need (provided they do not use the help for lawful or evil ends), and punish those who threaten or curtail personal liberty. [b][u]Associates:[/u][/b][u][/u] While he may adventure with characters of any good or neutral alignment, a paladin of freedom will never knowingly associate with evil characters (except on some sort of undercover mission), nor will he continue an association with someone who consistently offends his moral code. A paladin of freedom may accept only henchmen, followers, or cohorts who are chaotic good. UA p 53 [/sblock] [/QUOTE]
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