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[RG] Creamsteak's Princes of Elemental Evil
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<blockquote data-quote="CanadienneBacon" data-source="post: 6679043" data-attributes="member: 11146"><p><strong>Lieutenant Ser Marcus Dent, Half Elf Paladin 6, NE</strong></p><p></p><p><img src="http://i62.tinypic.com/2vv5obq.jpg" alt="" class="fr-fic fr-dii fr-draggable " style="" /></p><p></p><p></p><p>[sblock=Paladin 6]</p><p><strong>STR</strong> 18</p><p><strong>DEX </strong>14</p><p><strong>CON </strong>18</p><p><strong>INT </strong>13</p><p><strong>WIS </strong>16</p><p><strong>CHA </strong>18</p><p></p><p><strong>hp:</strong> 64/64</p><p><strong>Hit Dice:</strong> 6d10 (6/6 HD available) </p><p><strong>Initiative:</strong> +2</p><p><strong>AC:</strong> 21 (earthplate armor (+1 to AC), shield)</p><p><strong>Proficiency Bonus:</strong> +3</p><p><strong>Saving Throws:</strong> Wisdom, Charisma</p><p><strong>Alignment:</strong> NE</p><p><strong>Skill Proficiencies:</strong> Athletics, Deception, Insight, Intimidation, Perception, Persuasion </p><p><strong>Darkvision:</strong> 60' as dim light</p><p><strong>Age:</strong> 90</p><p><strong>Sex:</strong> Male</p><p><strong>Size:</strong> Medium (5' 11", 185 lbs)</p><p><strong>Speed:</strong> 30</p><p><strong>Languages:</strong> Common, Elvish, Orc</p><p></p><p><strong><u>Background</u> (Custom: Hedge Knight):</strong></p><p><strong>Skill Proficiencies:</strong> Athletics, Intimidation</p><p><strong>Bad Reputation</strong></p><p><strong>Personality:</strong> My sense of humor is crude. I cuss.</p><p><strong>Ideal:</strong> I do what I must and obey just authority.</p><p><strong>Bond:</strong> I'm loyal to my crew, to everything and everyone else a distant second. That includes my abandoned Knight Captain.</p><p><strong>Flaw:</strong> By any means necessary. The end justifies the means.</p><p></p><p><strong><u>Abilities</u>:</strong></p><p><strong>Extra Attack:</strong> Dent can attack twice, instead of once, whenever he takes the Attack action on his turn.</p><p><strong>Fey Ancestry:</strong> Advantage on saving throws to avoid being charmed, and immune to magical sleep</p><p><strong>Feats:</strong> </p><p style="margin-left: 20px"><strong>Shield Master:</strong> 1) If you take the attack action on your turn, you can use a bonus action to try to shove a creature within 5' of you with your shield; 2) If you aren't incapacitated, you can add your shield's AC bonus (+2) to any Dexterity saving throw you make against a spell or other harmful effect that targets only you; and 3) If you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you can use your reaction to take no damage if you succeed on the saving throw, interposing your shield between yourself and the source of the effect.</p> <p style="margin-left: 20px"><strong>Sentinel:</strong> 1) When you hit a creature with an opportunity attack, the creature's speed becomes 0 for the rest of the turn; 2) Creatures within 5' of Dent provoke opportunity attacks from Dent even if they take the Disengage action before leaving your reach; 3) When a creature within 5' of Dent makes an attack against a target other than Dent (and that target doesn't have this feat), Dent can use his reaction to make a melee weapon attack against the attacking creature.</p><p><strong>Divine Health:</strong> Immune to disease</p><p><strong>Divine Sense (5x):</strong> 1 action. Until the end of your next turn, know presence of any desecrated or consecrated place or object; or any celestial, fiend, or undead w/i 60' of you that is not behind total cover. Regain all expended uses with long rest.</p><p><strong>Lay on Hands:</strong> 1 action. Can heal 30 hp, can cure disease and poison (costs 5 hp per). Replenishes all uses with long rest.</p><p><strong>Fighting Style (Protection):</strong> 1 reaction. When a creature you can see attacks a target other than you that is within 5' of you, you can use your reaction to impose disadvantage on the attack roll. You must be wearing a shield.</p><p><strong>Divine Smite: </strong> (3/4 available) Expend one paladin spell slot to deal +2d8 additional radiant damage on a melee weapon attack that hits. Can wait until seeing the die result to declare use. Increase by 1d8 for each spell level higher than 1st to a max of 5d8. The dmg increases by 1d8 if the target is undead or a fiend. Replenishes use after long rest.</p><p><strong>Sacred Oath: </strong> Oath of Vengeance. Use Channel Divinity to invoke either Abjure Enemy or Vow of Enmity. Replenishes after short rest. <strong>Abjure Enemy:</strong> 1 action. You speak a prayer of denunciation using Channel Divinity; choose one creature w/I 60' 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. <strong>Vow of Enmity:</strong> 1 bonus action. You can utter a vow of enmity against a creature you can see within 10' 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.</p><p><strong>Aura of Protection:</strong> +4 to saving throws to self and all allies within 10' of Dent.</p><p></p><p></p><p><strong><u>Spellcasting</u>:</strong> Spell Save DC 15 and Spell Attack Modifier +7, replenish after long rest</p><p><strong>Spells prepared:</strong> Can prepare 6 spells every long rest</p><p><strong>1st level spells</strong> (4/4 spell slots available): compelled duel, cure wounds, searing smite, wrathful smite </p><p><strong>2nd level spells</strong> (2/2) spell slots available): branding smite, magic weapon</p><p><strong>Oath spells:</strong> </p><p style="margin-left: 20px"><strong>1st level oath spells:</strong> bane, hunter's mark</p> <p style="margin-left: 20px"><strong>2nd level oath spells:</strong> hold person, misty step</p><p><strong>Earthplate Armor:</strong> Cast <em>stoneskin</em> once as a 4th-level spell. Replenishes after long rest. As long as the <em>stoneskin</em> effect is active, you also benefit from tremorsense with a range of 5 ft.</p><p></p><p>[sblock][sblock=Bane]1st level enchantment. Casting Time: 1 action. Range: 30'. Components: V, S, M (a drop of blood). Duration: Concentration, up to 1 minute. Up to 3 creatures of your choice that you can see within range must make Charisma saving throws. Whenever a target that fails this saving throw makes an attack roll or a saving throw before the spell ends, the target must roll a d4 and subtract the number rolled from the attack roll or saving throw. When cast at 2nd level or higher, you can target one additional creature for each slot level above 1st.[/sblock][sblock=Compelled Duel]1st level enchantment. Casting Time: 1 bonus action. Range: 30'. Components: V. Duration: Concentration, up to 1 minute. You attempt to compel a creature into a duel. One creature that you can see within range must make a Wisdom saving throw. On a failed save, the creature is drawn to you, compelled by your divine demand. For the duration, it has disadvantage on attack rolls against creatures other than you, and must make a Wisdom saving throw each time it attempts to move to a space that is more than 30' away from you; if it succeeds on this saving throw, this spell doesn't restrict the target's movement for that turn. The spell ends if you attack any OTHER creature, if you cast a spell that targets a hostile creature other than the target, if a creature friendly to you damages the target or casts a harmful spell on it, or if you end your turn more than 30' away from the target.[/sblock][sblock=Cure Wounds]1st level evocation. Casting Time: 1 action. Range: Touch. Components: V, S. Duration: Instantaneous. A creature you touch regains a number of hit points equal to 1d8+your spellcasting ability modifier (CHA +4). This spell has no effect on undead or constructs. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot above 1st.[/sblock][sblock=Divine Favor]1st level evocation. Casting Time: 1 bonus action. Range: 30'. Components: V. Duration: Instantaneous. Your prayer empowers you with divine radiance. Until the spell ends, your weapon attacks deal an extra 1d4 radiant dmg on a hit.[/sblock][sblock=Heroism]1st level enchantment. Casting Time: 1 action. Range: Touch. Components: V, S. Duration: Concentration, up to 1 minute. A willing creature you touch is imbued with bravery. Until the spell ends, the creature is immune to being frightened and gains temporary hit points equal to your spellcasting ability modifier at the start of each of its turns. When the spell ends, the target loses any remaining temporary hit points from this spell.[/sblock][sblock=Searing Smite]1st level evocation. Casting Time: 1 bonus action. Range: Self. Components: V. Duration: Concentration, up to 1 minute. The next time you hit a creature with a melee weapon attack during the spell's duration, your weapon flares with white-hot intensity, and the attack deals an extra 1d6 fire dmg to the target and causes the target to ignite in flames. At the start of each of its turns until the spell ends, the target must make a Constitution saving throw. On a failed save, it takes 1d6 fire damage. On a successful save, the spell ends. If the target or a creature within 5' of it used an action to put out the flames, or if some other effect douses the flames, the spell ends. Increases by 1d6 initial dmg if using a spell slot higher than 1st.[/sblock][sblock=Shield of Faith]1st level evocation. Casting Time: 1 bonus action. Range: 60'. Components: V, S, M. Duration: Concentration, up to 10 minutes. A shimmering field appears and surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration.[/sblock][sblock=Thunderous Smite]1st level evocation. Casting Time: 1 bonus action. Range: Self. Components: V. Duration: Concentration, up to 1 minute. The first time you hit with a melee weapon attack during this spell's duration, your weapon rings with thunder that is audible within 300' of you, and the attack deals an extra 2d6 thunder damage to the target. Additionally, if the target is a creature, it must succeed on a Strength saving throw or be pushed 10' away from you and knocked prone.[/sblock][sblock=Wrathful Smite]1st level evocation. Casting Time: 1 bonus action. Range: Self. Components: V. Duration: Concentration, up to 1 minute. The next time you hit with a melee weapon attack during this spell's duration, your attack deals an extra 1d6 psychic damage. Additionally, if the target is a creature, it must make a Wisdom saving throw or be frightened of you until the spell ends. As an action, the creature can make a Wisdom check against your spell save DC to steel its resolve and end this spell.[/sblock][/sblock]</p><p></p><p></p><p><strong><u>Weapons</u>:</strong></p><p><em><strong>Dent gets an extra attack each round as part of his Attack action!</strong></em></p><p>+1 Longsword +8, 1d8+5 S versatile (1d10)</p><p>Flail +7, 1d8+4 B</p><p>Dagger, melee +7, 1d4+4 P (20/60) finesse, light, thrown</p><p>Dagger, thrown +5, 1d4+2</p><p>Longbow +5, 1d8+2 P (150/600) heavy, two-handed</p><p></p><p><strong><u>Equipment</u>:</strong></p><p>Shield inlaid with gilt Mirabar emblem (divine focus) 10 gp</p><p>+1 Longsword (gift from Kubeba 9.25.2016) 15 gp</p><p>Flail 10 gp</p><p>Dagger 2 gp</p><p>Longbow 50 gp</p><p>Ammunition (20) 1 gp</p><p>Quiver 1 gp</p><p>Scale mail 50 gp</p><p>Backpack 2 gp</p><p>Traveler's clothes 2 gp</p><p>Waterskin 2 sp</p><p>Whetstone 1 cp</p><p>Oil 1 sp</p><p>[sblock=Earthplate armor]Armor (plate), very rare (requires attunement). At first glance, this suit of full plate armor looks filthy and ill kept. On closer examination, however, you can see that it is expertly crafted, and that what appears to be dirt is actually the color of the metal itself. While wearing this armor, you gain a +1 bonus to AC. In addition, you gain the ability to cast the <em>stoneskin</em> spell once as a 4th-level spell, and you regain the ability to cast it this way when you finish a long rest. As long as the <em>stoneskin</em> effect is active, you also benefit from tremorsense with a range of 5 ft.</p><p></p><p>Read more: <a href="http://www.enworld.org/forum/showthread.php?466522-IC-Creamsteak-s-Princes-of-Elemental-Evil/page50#ixzz3o1TbMIuy" target="_blank">http://www.enworld.org/forum/showthread.php?466522-IC-Creamsteak-s-Princes-of-Elemental-Evil/page50#ixzz3o1TbMIuy</a>[/sblock]</p><p></p><p><strong><u>Skills</u>:</strong></p><p>Acrobatics +2</p><p>Animal Handling +3</p><p>Arcana +1</p><p><strong>Athletics +7</strong></p><p><strong>Deception +7</strong></p><p>History +1</p><p><strong>Insight +6</strong></p><p><strong>Intimidation +7</strong></p><p>Investigation +1</p><p>Medicine +3</p><p>Nature +1</p><p><strong>Perception +6</strong></p><p>Performance +4</p><p><strong>Persuasion +7</strong></p><p>Religion +1</p><p>Sleight of Hand +3</p><p>Stealth +2 (disadvantage in scale mail)</p><p>Survival +3</p><p></p><p><strong><u>Gold</u>:</strong></p><p>325 gp</p><p>8 sp</p><p>3 cp</p><p></p><p><strong><u>Expenditures</u>:</strong></p><p>10 gp given to Aridha to bankroll the departure of 3 prisoners</p><p>75 gp contributed toward Carradoc learning <em>Leomund's tiny hut</em> and <em>haste</em>[/sblock]</p><p></p><p>[sblock=Paladin 5]</p><p><strong>STR</strong> 18</p><p><strong>DEX </strong>14</p><p><strong>CON </strong>18</p><p><strong>INT </strong>13</p><p><strong>WIS </strong>16</p><p><strong>CHA </strong>18</p><p></p><p><strong>hp:</strong> 54/54</p><p><strong>Hit Dice:</strong> 5d10 (5/5 HD available) </p><p><strong>Initiative:</strong> +2</p><p><strong>AC:</strong> 21 (earthplate armor (+1 to AC), shield)</p><p><strong>Proficiency Bonus:</strong> +3</p><p><strong>Saving Throws:</strong> Wisdom, Charisma</p><p><strong>Alignment:</strong> NE</p><p><strong>Skill Proficiencies:</strong> Athletics, Deception, Insight, Intimidation, Perception, Persuasion </p><p><strong>Darkvision:</strong> 60' as dim light</p><p><strong>Age:</strong> 90</p><p><strong>Sex:</strong> Male</p><p><strong>Size:</strong> Medium (5' 11", 185 lbs)</p><p><strong>Speed:</strong> 30</p><p><strong>Languages:</strong> Common, Elvish, Orc</p><p></p><p><strong><u>Background</u> (Custom: Hedge Knight):</strong></p><p><strong>Skill Proficiencies:</strong> Athletics, Intimidation</p><p><strong>Bad Reputation</strong></p><p><strong>Personality:</strong> My sense of humor is crude. I cuss.</p><p><strong>Ideal:</strong> I do what I must and obey just authority.</p><p><strong>Bond:</strong> I'm loyal to my Captain, to everything and everyone else second.</p><p><strong>Flaw:</strong> By any means necessary. The end justifies the means.</p><p></p><p><strong><u>Abilities</u>:</strong></p><p><strong>Extra Attack:</strong> Dent can attack twice, instead of once, whenever he takes the Attack action on his turn.</p><p><strong>Fey Ancestry:</strong> Advantage on saving throws to avoid being charmed, and immune to magical sleep</p><p><strong>Feats:</strong> </p><p style="margin-left: 20px"><strong>Shield Master:</strong> 1) If you take the attack action on your turn, you can use a bonus action to try to shove a creature within 5' of you with your shield; 2) If you aren't incapacitated, you can add your shield's AC bonus (+2) to any Dexterity saving throw you make against a spell or other harmful effect that targets only you; and 3) If you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you can use your reaction to take no damage if you succeed on the saving throw, interposing your shield between yourself and the source of the effect.</p> <p style="margin-left: 20px"><strong>Sentinel:</strong> 1) When you hit a creature with an opportunity attack, the creature's speed becomes 0 for the rest of the turn; 2) Creatures within 5' of Dent provoke opportunity attacks from Dent even if they take the Disengage action before leaving your reach; 3) When a creature within 5' of Dent makes an attack against a target other than Dent (and that target doesn't have this feat), Dent can use his reaction to make a melee weapon attack against the attacking creature.</p><p><strong>Divine Health:</strong> Immune to disease</p><p><strong>Divine Sense (5x):</strong> 1 action. Until the end of your next turn, know presence of any desecrated or consecrated place or object; or any celestial, fiend, or undead w/i 60' of you that is not behind total cover. Regain all expended uses with long rest.</p><p><strong>Lay on Hands:</strong> 1 action. Can heal 25 hp, can cure disease and poison (costs 5 hp per). Replenishes all uses with long rest.</p><p><strong>Fighting Style (Protection):</strong> 1 reaction. When a creature you can see attacks a target other than you that is within 5' of you, you can use your reaction to impose disadvantage on the attack roll. You must be wearing a shield.</p><p><strong>Divine Smite: </strong> (3/4 available) Expend one paladin spell slot to deal +2d8 additional radiant damage on a melee weapon attack that hits. Can wait until seeing the die result to declare use. Increase by 1d8 for each spell level higher than 1st to a max of 5d8. The dmg increases by 1d8 if the target is undead or a fiend. Replenishes use after long rest.</p><p><strong>Sacred Oath: </strong> Oath of Vengeance. Use Channel Divinity to invoke either Abjure Enemy or Vow of Enmity. Replenishes after short rest. <strong>Abjure Enemy:</strong> 1 action. You speak a prayer of denunciation using Channel Divinity; choose one creature w/I 60' 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. <strong>Vow of Enmity:</strong> 1 bonus action. You can utter a vow of enmity against a creature you can see within 10' 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.</p><p></p><p></p><p><strong><u>Spellcasting</u>:</strong> Spell Save DC 15 and Spell Attack Modifier +7, replenish after long rest</p><p><strong>Spells prepared:</strong> Can prepare 6 spells every long rest</p><p><strong>1st level spells</strong> (4/4 spell slots available): compelled duel, cure wounds, searing smite, wrathful smite </p><p><strong>2nd level spells</strong> (2/2) spell slots available): branding smite, magic weapon</p><p><strong>Oath spells:</strong> </p><p style="margin-left: 20px"><strong>1st level oath spells:</strong> bane, hunter's mark</p> <p style="margin-left: 20px"><strong>2nd level oath spells:</strong> hold person, misty step</p><p><strong>Earthplate Armor:</strong> Cast <em>stoneskin</em> once as a 4th-level spell. Replenishes after long rest. As long as the <em>stoneskin</em> effect is active, you also benefit from tremorsense with a range of 5 ft.</p><p></p><p>[sblock][sblock=Bane]1st level enchantment. Casting Time: 1 action. Range: 30'. Components: V, S, M (a drop of blood). Duration: Concentration, up to 1 minute. Up to 3 creatures of your choice that you can see within range must make Charisma saving throws. Whenever a target that fails this saving throw makes an attack roll or a saving throw before the spell ends, the target must roll a d4 and subtract the number rolled from the attack roll or saving throw. When cast at 2nd level or higher, you can target one additional creature for each slot level above 1st.[/sblock][sblock=Compelled Duel]1st level enchantment. Casting Time: 1 bonus action. Range: 30'. Components: V. Duration: Concentration, up to 1 minute. You attempt to compel a creature into a duel. One creature that you can see within range must make a Wisdom saving throw. On a failed save, the creature is drawn to you, compelled by your divine demand. For the duration, it has disadvantage on attack rolls against creatures other than you, and must make a Wisdom saving throw each time it attempts to move to a space that is more than 30' away from you; if it succeeds on this saving throw, this spell doesn't restrict the target's movement for that turn. The spell ends if you attack any OTHER creature, if you cast a spell that targets a hostile creature other than the target, if a creature friendly to you damages the target or casts a harmful spell on it, or if you end your turn more than 30' away from the target.[/sblock][sblock=Cure Wounds]1st level evocation. Casting Time: 1 action. Range: Touch. Components: V, S. Duration: Instantaneous. A creature you touch regains a number of hit points equal to 1d8+your spellcasting ability modifier (CHA +4). This spell has no effect on undead or constructs. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot above 1st.[/sblock][sblock=Divine Favor]1st level evocation. Casting Time: 1 bonus action. Range: 30'. Components: V. Duration: Instantaneous. Your prayer empowers you with divine radiance. Until the spell ends, your weapon attacks deal an extra 1d4 radiant dmg on a hit.[/sblock][sblock=Heroism]1st level enchantment. Casting Time: 1 action. Range: Touch. Components: V, S. Duration: Concentration, up to 1 minute. A willing creature you touch is imbued with bravery. Until the spell ends, the creature is immune to being frightened and gains temporary hit points equal to your spellcasting ability modifier at the start of each of its turns. When the spell ends, the target loses any remaining temporary hit points from this spell.[/sblock][sblock=Searing Smite]1st level evocation. Casting Time: 1 bonus action. Range: Self. Components: V. Duration: Concentration, up to 1 minute. The next time you hit a creature with a melee weapon attack during the spell's duration, your weapon flares with white-hot intensity, and the attack deals an extra 1d6 fire dmg to the target and causes the target to ignite in flames. At the start of each of its turns until the spell ends, the target must make a Constitution saving throw. On a failed save, it takes 1d6 fire damage. On a successful save, the spell ends. If the target or a creature within 5' of it used an action to put out the flames, or if some other effect douses the flames, the spell ends. Increases by 1d6 initial dmg if using a spell slot higher than 1st.[/sblock][sblock=Shield of Faith]1st level evocation. Casting Time: 1 bonus action. Range: 60'. Components: V, S, M. Duration: Concentration, up to 10 minutes. A shimmering field appears and surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration.[/sblock][sblock=Thunderous Smite]1st level evocation. Casting Time: 1 bonus action. Range: Self. Components: V. Duration: Concentration, up to 1 minute. The first time you hit with a melee weapon attack during this spell's duration, your weapon rings with thunder that is audible within 300' of you, and the attack deals an extra 2d6 thunder damage to the target. Additionally, if the target is a creature, it must succeed on a Strength saving throw or be pushed 10' away from you and knocked prone.[/sblock][sblock=Wrathful Smite]1st level evocation. Casting Time: 1 bonus action. Range: Self. Components: V. Duration: Concentration, up to 1 minute. The next time you hit with a melee weapon attack during this spell's duration, your attack deals an extra 1d6 psychic damage. Additionally, if the target is a creature, it must make a Wisdom saving throw or be frightened of you until the spell ends. As an action, the creature can make a Wisdom check against your spell save DC to steel its resolve and end this spell.[/sblock][/sblock]</p><p></p><p></p><p><strong><u>Weapons</u>:</strong></p><p><em><strong>Dent gets an extra attack each round as part of his Attack action!</strong></em></p><p>Longsword +7, 1d8+4 S versatile (1d10)</p><p>Flail +7, 1d8+4 B</p><p>Dagger, melee +7, 1d4+4 P (20/60) finesse, light, thrown</p><p>Dagger, thrown +5, 1d4+2</p><p>Longbow +5, 1d8+2 P (150/600) heavy, two-handed</p><p></p><p><strong><u>Equipment</u>:</strong></p><p>Shield inlaid with gilt Mirabar emblem (divine focus) 10 gp</p><p>Longsword 15 gp</p><p>Flail 10 gp</p><p>Dagger 2 gp</p><p>Longbow 50 gp</p><p>Ammunition (20) 1 gp</p><p>Quiver 1 gp</p><p>Scale mail 50 gp</p><p>Backpack 2 gp</p><p>Traveler's clothes 2 gp</p><p>Waterskin 2 sp</p><p>Whetstone 1 cp</p><p>Oil 1 sp</p><p>[sblock=Earthplate armor]Armor (plate), very rare (requires attunement). At first glance, this suit of full plate armor looks filthy and ill kept. On closer examination, however, you can see that it is expertly crafted, and that what appears to be dirt is actually the color of the metal itself. While wearing this armor, you gain a +1 bonus to AC. In addition, you gain the ability to cast the <em>stoneskin</em> spell once as a 4th-level spell, and you regain the ability to cast it this way when you finish a long rest. As long as the <em>stoneskin</em> effect is active, you also benefit from tremorsense with a range of 5 ft.</p><p></p><p>Read more: <a href="http://www.enworld.org/forum/showthread.php?466522-IC-Creamsteak-s-Princes-of-Elemental-Evil/page50#ixzz3o1TbMIuy" target="_blank">http://www.enworld.org/forum/showthread.php?466522-IC-Creamsteak-s-Princes-of-Elemental-Evil/page50#ixzz3o1TbMIuy</a>[/sblock]95 gp</p><p></p><p><strong><u>Skills</u>:</strong></p><p>Acrobatics +2</p><p>Animal Handling +3</p><p>Arcana +1</p><p><strong>Athletics +7</strong></p><p><strong>Deception +7</strong></p><p>History +1</p><p><strong>Insight +6</strong></p><p><strong>Intimidation +7</strong></p><p>Investigation +1</p><p>Medicine +3</p><p>Nature +1</p><p><strong>Perception +6</strong></p><p>Performance +4</p><p><strong>Persuasion +7</strong></p><p>Religion +1</p><p>Sleight of Hand +3</p><p>Stealth +2 (disadvantage in scale mail)</p><p>Survival +3</p><p></p><p><strong><u>Gold</u>:</strong></p><p>325 gp</p><p>8 sp</p><p>3 cp</p><p></p><p><strong><u>Expenditures</u>:</strong></p><p>10 gp given to Aridha to bankroll the departure of 3 prisoners</p><p>75 gp contributed toward Carradoc learning <em>Leomund's tiny hut</em> and <em>haste</em>[/sblock]</p><p></p><p>[sblock=Paladin 4]</p><p><strong>STR</strong> 18</p><p><strong>DEX </strong>14</p><p><strong>CON </strong>18</p><p><strong>INT </strong>13</p><p><strong>WIS </strong>16</p><p><strong>CHA </strong>18</p><p></p><p><strong>hp:</strong> 33/44</p><p><strong>Hit Dice:</strong> 4d10 (0/4 HD available) </p><p><strong>Initiative:</strong> +2</p><p><strong>AC:</strong> 21 (earthplate armor (+1 to AC), shield)</p><p><strong>Proficiency Bonus:</strong> +2</p><p><strong>Saving Throws:</strong> Wisdom, Charisma</p><p><strong>Alignment:</strong> NE</p><p><strong>Skill Proficiencies:</strong> Athletics, Deception, Insight, Intimidation, Perception, Persuasion </p><p><strong>Darkvision:</strong> 60' as dim light</p><p><strong>Age:</strong> 90</p><p><strong>Sex:</strong> Male</p><p><strong>Size:</strong> Medium (5' 11", 185 lbs)</p><p><strong>Speed:</strong> 30</p><p><strong>Languages:</strong> Common, Elvish, Orc</p><p></p><p><strong><u>Background</u> (Custom: Hedge Knight):</strong></p><p><strong>Skill Proficiencies:</strong> Athletics, Intimidation</p><p><strong>Bad Reputation</strong></p><p><strong>Personality:</strong> My sense of humor is crude. I cuss.</p><p><strong>Ideal:</strong> I do what I must and obey just authority.</p><p><strong>Bond:</strong> I'm loyal to my Captain, to everything and everyone else second.</p><p><strong>Flaw:</strong> By any means necessary. The end justifies the means.</p><p></p><p><strong><u>Abilities</u>:</strong></p><p><strong>Fey Ancestry:</strong> Advantage on saving throws to avoid being charmed, and immune to magical sleep</p><p><strong>Feat:</strong> Shield Master: 1) If you take the attack action on your turn, you can use a bonus action to try to shove a creature within 5' of you with your shield; 2) If you aren't incapacitated, you can add your shield's AC bonus (+2) to any Dexterity saving throw you make against a spell or other harmful effect that targets only you; and 3) If you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you can use your reaction to take no damage if you succeed on the saving throw, interposing your shield between yourself and the source of the effect.</p><p><strong>Divine Health:</strong> Immune to disease</p><p><strong>Divine Sense (5x):</strong> 1 action. Until the end of your next turn, know presence of any desecrated or consecrated place or object; or any celestial, fiend, or undead w/i 60' of you that is not behind total cover. Regain all expended uses with long rest.</p><p><strong>Lay on Hands:</strong> 1 action. Can heal 0 <s>20</s> hp, can cure disease and poison (costs 5 hp per). Replenishes all uses with long rest.</p><p><strong>Fighting Style (Protection):</strong> 1 reaction. When a creature you can see attacks a target other than you that is within 5' of you, you can use your reaction to impose disadvantage on the attack roll. You must be wearing a shield.</p><p><strong>Divine Smite: </strong> (0/3 available) Expend one paladin spell slot to deal +2d8 additional radiant damage on a melee weapon attack that hits. Can wait until seeing the die result to declare use. Increase by 1d8 for each spell level higher than 1st to a max of 5d8. The dmg increases by 1d8 if the target is undead or a fiend. Replenishes use after long rest.</p><p><strong>Sacred Oath: </strong> Oath of Vengeance. Use Channel Divinity to invoke either Abjure Enemy or Vow of Enmity. Replenishes after short rest. <strong>Abjure Enemy:</strong> 1 action. You speak a prayer of denunciation using Channel Divinity; choose one creature w/I 60' 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. <s><strong>Vow of Enmity:</strong></s> 1 bonus action. You can utter a vow of enmity against a creature you can see within 10' 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.</p><p></p><p></p><p><strong><u>Spellcasting</u>:</strong> Spell Save DC 14 and Spell Attack Modifier +6, replenish after long rest</p><p><strong>1st level spells</strong> (0/3 spell slots available / 6 spells prepared): compelled duel, <s>cure wounds</s>, searing smite, shield of faith, thunderous smite, wrathful smite. </p><p><strong>Oath spells:</strong> bane, hunter's mark</p><p><strong>Earthplate Armor:</strong> Cast <em>stoneskin</em> once as a 4th-level spell. Replenishes after long rest. As long as the <em>stoneskin</em> effect is active, you also benefit from tremorsense with a range of 5 ft.</p><p></p><p>[sblock][sblock=Bane]1st level enchantment. Casting Time: 1 action. Range: 30'. Components: V, S, M (a drop of blood). Duration: Concentration, up to 1 minute. Up to 3 creatures of your choice that you can see within range must make Charisma saving throws. Whenever a target that fails this saving throw makes an attack roll or a saving throw before the spell ends, the target must roll a d4 and subtract the number rolled from the attack roll or saving throw. When cast at 2nd level or higher, you can target one additional creature for each slot level above 1st.[/sblock][sblock=Compelled Duel]1st level enchantment. Casting Time: 1 bonus action. Range: 30'. Components: V. Duration: Concentration, up to 1 minute. You attempt to compel a creature into a duel. One creature that you can see within range must make a Wisdom saving throw. On a failed save, the creature is drawn to you, compelled by your divine demand. For the duration, it has disadvantage on attack rolls against creatures other than you, and must make a Wisdom saving throw each time it attempts to move to a space that is more than 30' away from you; if it succeeds on this saving throw, this spell doesn't restrict the target's movement for that turn. The spell ends if you attack any OTHER creature, if you cast a spell that targets a hostile creature other than the target, if a creature friendly to you damages the target or casts a harmful spell on it, or if you end your turn more than 30' away from the target.[/sblock][sblock=Cure Wounds]1st level evocation. Casting Time: 1 action. Range: Touch. Components: V, S. Duration: Instantaneous. A creature you touch regains a number of hit points equal to 1d8+your spellcasting ability modifier (CHA +4). This spell has no effect on undead or constructs. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot above 1st.[/sblock][sblock=Divine Favor]1st level evocation. Casting Time: 1 bonus action. Range: 30'. Components: V. Duration: Instantaneous. Your prayer empowers you with divine radiance. Until the spell ends, your weapon attacks deal an extra 1d4 radiant dmg on a hit.[/sblock][sblock=Heroism]1st level enchantment. Casting Time: 1 action. Range: Touch. Components: V, S. Duration: Concentration, up to 1 minute. A willing creature you touch is imbued with bravery. Until the spell ends, the creature is immune to being frightened and gains temporary hit points equal to your spellcasting ability modifier at the start of each of its turns. When the spell ends, the target loses any remaining temporary hit points from this spell.[/sblock][sblock=Searing Smite]1st level evocation. Casting Time: 1 bonus action. Range: Self. Components: V. Duration: Concentration, up to 1 minute. The next time you hit a creature with a melee weapon attack during the spell's duration, your weapon flares with white-hot intensity, and the attack deals an extra 1d6 fire dmg to the target and causes the target to ignite in flames. At the start of each of its turns until the spell ends, the target must make a Constitution saving throw. On a failed save, it takes 1d6 fire damage. On a successful save, the spell ends. If the target or a creature within 5' of it used an action to put out the flames, or if some other effect douses the flames, the spell ends. Increases by 1d6 initial dmg if using a spell slot higher than 1st.[/sblock][sblock=Shield of Faith]1st level evocation. Casting Time: 1 bonus action. Range: 60'. Components: V, S, M. Duration: Concentration, up to 10 minutes. A shimmering field appears and surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration.[/sblock][sblock=Thunderous Smite]1st level evocation. Casting Time: 1 bonus action. Range: Self. Components: V. Duration: Concentration, up to 1 minute. The first time you hit with a melee weapon attack during this spell's duration, your weapon rings with thunder that is audible within 300' of you, and the attack deals an extra 2d6 thunder damage to the target. Additionally, if the target is a creature, it must succeed on a Strength saving throw or be pushed 10' away from you and knocked prone.[/sblock][sblock=Wrathful Smite]1st level evocation. Casting Time: 1 bonus action. Range: Self. Components: V. Duration: Concentration, up to 1 minute. The next time you hit with a melee weapon attack during this spell's duration, your attack deals an extra 1d6 psychic damage. Additionally, if the target is a creature, it must make a Wisdom saving throw or be frightened of you until the spell ends. As an action, the creature can make a Wisdom check against your spell save DC to steel its resolve and end this spell.[/sblock][/sblock]</p><p></p><p></p><p><strong><u>Weapons</u>:</strong></p><p>Longsword +6, 1d8+4 S versatile (1d10)</p><p>Flail +6, 1d8+4 B</p><p>Dagger, melee +6, 1d4+4 P (20/60) finesse, light, thrown</p><p>Dagger, thrown +4, 1d4+2</p><p>Longbow +4, 1d8+3 P (150/600) heavy, two-handed</p><p></p><p><strong><u>Equipment</u>:</strong></p><p>Shield inlaid with gilt Mirabar emblem (divine focus) 10 gp</p><p>Longsword 15 gp</p><p>Flail 10 gp</p><p>Dagger 2 gp</p><p>Longbow 50 gp</p><p>Ammunition (20) 1 gp</p><p>Quiver 1 gp</p><p>Scale mail 50 gp</p><p>Backpack 2 gp</p><p>Traveler's clothes 2 gp</p><p>Waterskin 2 sp</p><p>Whetstone 1 cp</p><p>Oil 1 sp</p><p>[sblock=Earthplate armor]Armor (plate), very rare (requires attunement). At first glance, this suit of full plate armor looks filthy and ill kept. On closer examination, however, you can see that it is expertly crafted, and that what appears to be dirt is actually the color of the metal itself. While wearing this armor, you gain a +1 bonus to AC. In addition, you gain the ability to cast the <em>stoneskin</em> spell once as a 4th-level spell, and you regain the ability to cast it this way when you finish a long rest. As long as the <em>stoneskin</em> effect is active, you also benefit from tremorsense with a range of 5 ft.</p><p></p><p>Read more: <a href="http://www.enworld.org/forum/showthread.php?466522-IC-Creamsteak-s-Princes-of-Elemental-Evil/page50#ixzz3o1TbMIuy" target="_blank">http://www.enworld.org/forum/showthread.php?466522-IC-Creamsteak-s-Princes-of-Elemental-Evil/page50#ixzz3o1TbMIuy</a>[/sblock]95 gp</p><p></p><p><strong><u>Skills</u>:</strong></p><p>Acrobatics +2</p><p>Animal Handling +3</p><p>Arcana +1</p><p><strong>Athletics +6</strong></p><p><strong>Deception +6</strong></p><p>History +1</p><p><strong>Insight +5</strong></p><p><strong>Intimidation +6</strong></p><p>Investigation +1</p><p>Medicine +3</p><p>Nature +1</p><p><strong>Perception +5</strong></p><p>Performance +4</p><p><strong>Persuasion +6</strong></p><p>Religion +1</p><p>Sleight of Hand +3</p><p>Stealth +2 (disadvantage in scale mail)</p><p>Survival +3[/sblock]</p><p></p><p>[sblock=Paladin 3]</p><p><strong>STR</strong> 18</p><p><strong>DEX </strong>14</p><p><strong>CON </strong>18</p><p><strong>INT </strong>13</p><p><strong>WIS </strong>16</p><p><strong>CHA </strong>18</p><p></p><p><strong>hp:</strong> 34/34</p><p><strong>Initiative:</strong> +2</p><p><strong>AC:</strong> 18 (scale mail, shield)</p><p><strong>Proficiency Bonus:</strong> +2</p><p><strong>Saving Throws:</strong> Wisdom, Charisma</p><p><strong>Alignment:</strong> NE; I promise to work well as a team.</p><p><strong>Skill Proficiencies:</strong> Athletics, Deception, Insight, Intimidation, Perception, Persuasion </p><p><strong>Darkvision:</strong> 60' as dim light</p><p><strong>Age:</strong> 90</p><p><strong>Sex:</strong> Male</p><p><strong>Size:</strong> Medium (5' 11", 185 lbs)</p><p><strong>Speed:</strong> 30</p><p><strong>Languages:</strong> Common, Elvish, Orc</p><p></p><p><strong><u>Background</u> (Custom: Hedge Knight):</strong></p><p><strong>Skill Proficiencies:</strong> Athletics, Intimidation</p><p><strong>Bad Reputation</strong></p><p><strong>Personality:</strong> My sense of humor is crude. I cuss.</p><p><strong>Ideal:</strong> I do what I must and obey just authority.</p><p><strong>Bond:</strong> I'm loyal to my Captain, to everything and everyone else second.</p><p><strong>Flaw:</strong> By any means necessary. The end justifies the means.</p><p></p><p><strong><u>Abilities</u>:</strong></p><p><strong>Fey Ancestry:</strong> Advantage on saving throws to avoid being charmed, and immune to magical sleep</p><p><strong>Divine Health:</strong> Immune to disease</p><p><strong>Divine Sense (5x):</strong> Until the end of your next turn, know presence of any desecrated or consecrated place or object, celestial, fiend, or undead w/i 60' of you that is not behind total cover. Regain all expended uses with long rest.</p><p><strong>Lay on Hands:</strong> Can heal 15 hp, can cure disease and poison (costs 5 hp per). Replenishes all uses with long rest.</p><p><strong>Fighting Style (Protection):</strong> When a creature you can see attacks a target other than you that is within 5' of you, you can use your reaction to impose disadvantage on the attack roll. You must be wearing a shield.</p><p><strong>Divine Smite: </strong> Expend one paladin spell slot to deal +2d8 additional radiant damage on a melee weapon attack. Increase by 1d8 for each spell level higher than 1st to a max of 5d8. The dmg increases by 1d8 if the target is undead or a fiend.</p><p><strong>Sacred Oath: </strong> Oath of Vengeance. <strong>Abjure Enemy:</strong> As an action, you speak a prayer of denunciation using Channel Divinity; choose one creature w/I 60' 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. <strong>Vow of Enmity:</strong> As a bonus action, you can utter a vow of enmity against a creature you can see within 10' 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.</p><p></p><p></p><p><strong><u>Spellcasting</u>:</strong> Spell Save DC 14 and Spell Attack Modifier +6</p><p><strong>1st level spells</strong> (5 spells prepared): Bless, cure wounds, divine favor, heroism, searing smite</p><p><strong>Oath spells:</strong> bane, hunter's mark</p><p>[sblock][sblock=Bane]1st level enchantment. Casting Time: 1 action. Range: 30'. Components: V, S, M (a drop of blood). Duration: Concentration, up to 1 minute. Up to 3 creatures of your choice that you can see within range must make Charisma saving throws. Whenever a target that fails this saving throw makes an attack roll or a saving throw before the spell ends, the target must roll a d4 and subtract the number rolled from the attack roll or saving throw. When cast at 2nd level or higher, you can target one additional creature for each slot level above 1st.[/sblock][sblock=Divine Favor]1st level evocation. Casting Time: 1 bonus action. Range: 30'. Components: V. Duration: Instantaneous. Your prayer empowers you with divine radiance. Until the spell ends, your weapon attacks deal an extra 1d4 radiant dmg on a hit.[/sblock][sblock=Heroism]1st level enchantment. Casting Time: 1 action. Range: Touch. Components: V, S. Duration: Concentration, up to 1 minute. A willing creature you touch is imbued with bravery. Until the spell ends, the creature is immune to being frightened and gains temporary hit points equal to your spellcasting ability modifier at the start of each of its turns. When the spell ends, the target loses any remaining temporary hit points from this spell.[/sblock][sblock=Searing Smite]1st level evocation. Casting Time: 1 bonus action. Range: Self. Components: V. Duration: Concentration, up to 1 minute. The next time you hit a creature with a melee weapon attack during the spell's duration, your weapon flares with white-hot intensity, and the attack deals an extra 1d6 fire dmg to the target and causes the target to ignite in flames. At the start of each of its turns until the spell ends, the target must make a Constitution saving throw. On a failed save, it takes 1d6 fire damage. On a successful save, the spell ends. If the target or a creature within 5' of it used an action to put out the flames, or if some other effect douses the flames, the spell ends. Increases by 1d6 initial dmg if using a spell slot higher than 1st.[/sblock][/sblock]</p><p></p><p></p><p><strong><u>Weapons</u>:</strong></p><p>Longsword +6, 1d8+4 S versatile (1d10)</p><p>Flail +6, 1d8+4 B</p><p>Dagger, melee +6, 1d4+4 P (20/60) finesse, light, thrown</p><p>Dagger, thrown +4, 1d4+2</p><p>Longbow +4, 1d8+3 P (150/600) heavy, two-handed</p><p></p><p><strong><u>Equipment</u>:</strong></p><p>Shield 10 gp</p><p>Longsword 15 gp</p><p>Flail 10 gp</p><p>Dagger 2 gp</p><p>Longbow 50 gp</p><p>Ammunition (20) 1 gp</p><p>Quiver 1 gp</p><p>Scale mail 50 gp</p><p>Backpack 2 gp</p><p>Traveler's clothes 2 gp</p><p>Waterskin 2 sp</p><p>Whetstone 1 cp</p><p>Oil 1 sp</p><p></p><p><strong><u>Skills</u>:</strong></p><p>Acrobatics +2</p><p>Animal Handling +3</p><p>Arcana +1</p><p><strong>Athletics +6</strong></p><p><strong>Deception +6</strong></p><p>History +1</p><p><strong>Insight +5</strong></p><p><strong>Intimidation +6</strong></p><p>Investigation +1</p><p>Medicine +3</p><p>Nature +1</p><p><strong>Perception +5</strong></p><p>Performance +4</p><p><strong>Persuasion +6</strong></p><p>Religion +1</p><p>Sleight of Hand +3</p><p>Stealth +2 (disadvantage in scale mail)</p><p>Survival +3[/sblock]</p><p></p><p>[sblock=Estate Planning]Feat Progression: <strong>Shield Master</strong> >> <strong>Sentinel</strong> >> Heavy Armor Master or Mounted Combatant or Mage Slayer (?). Dent will remain a straight-up paladin; no multiclassing. At 12th level, he may take +2 to Constitution instead of Heavy Armor Master.[/sblock]</p><p></p><p>[sblock=Background]Marcus Dent mistrusted his traveling companions, but he wisely kept his trap shut. The transmuter wasn't so bad--he could hold his own in a fight, Dent had observed--but the wood elves irritated him. He didn't fit in with them any better than he did with the human or the other half-elves, and he felt the constancy of their eyes and their judgment. Watching him. Waiting for a misstep. He tolerated Damien, a man so thoroughly and obviously evil as to incur Dent's scorn when the others seemed to willingly overlook Damien's qualities. Damien he trusted a hair more than the others, if only for the reason that Dent felt one could rely on evil to do evil. </p><p></p><p>Truth be told, he couldn't wait to be shot of the lot of them. They were useful to him for the moment, however, and had to be tolerated until he could be returned to the Knight Captain's side. Dent didn't much like the Knight Captain, either, but long years of service in the same unit bred at least a modicum of familiarity. He'd stick to the order given him by the Commander, which was to find the Knight Captain and return with him to the unit. By any means necessary, that was Dent's motto. He'd find the Cap'n, right enough. Alive, if possible. Dead if need be. And then the pissants back at the unit would see the truth of his worth. He'd make them see. </p><p></p><p>Dent smiled. His plans were laid.[/sblock]</p></blockquote><p></p>
[QUOTE="CanadienneBacon, post: 6679043, member: 11146"] [b]Lieutenant Ser Marcus Dent, Half Elf Paladin 6, NE[/b] [IMG]http://i62.tinypic.com/2vv5obq.jpg[/IMG] [sblock=Paladin 6] [B]STR[/B] 18 [B]DEX [/B]14 [B]CON [/B]18 [B]INT [/B]13 [B]WIS [/B]16 [B]CHA [/B]18 [B]hp:[/B] 64/64 [B]Hit Dice:[/B] 6d10 (6/6 HD available) [B]Initiative:[/B] +2 [B]AC:[/B] 21 (earthplate armor (+1 to AC), shield) [B]Proficiency Bonus:[/B] +3 [B]Saving Throws:[/B] Wisdom, Charisma [B]Alignment:[/B] NE [B]Skill Proficiencies:[/B] Athletics, Deception, Insight, Intimidation, Perception, Persuasion [B]Darkvision:[/B] 60' as dim light [B]Age:[/B] 90 [B]Sex:[/B] Male [B]Size:[/B] Medium (5' 11", 185 lbs) [B]Speed:[/B] 30 [B]Languages:[/B] Common, Elvish, Orc [B][U]Background[/U] (Custom: Hedge Knight):[/B] [B]Skill Proficiencies:[/B] Athletics, Intimidation [B]Bad Reputation[/B] [B]Personality:[/B] My sense of humor is crude. I cuss. [B]Ideal:[/B] I do what I must and obey just authority. [B]Bond:[/B] I'm loyal to my crew, to everything and everyone else a distant second. That includes my abandoned Knight Captain. [B]Flaw:[/B] By any means necessary. The end justifies the means. [B][U]Abilities[/U]:[/B] [B]Extra Attack:[/B] Dent can attack twice, instead of once, whenever he takes the Attack action on his turn. [B]Fey Ancestry:[/B] Advantage on saving throws to avoid being charmed, and immune to magical sleep [B]Feats:[/B] [indent][B]Shield Master:[/B] 1) If you take the attack action on your turn, you can use a bonus action to try to shove a creature within 5' of you with your shield; 2) If you aren't incapacitated, you can add your shield's AC bonus (+2) to any Dexterity saving throw you make against a spell or other harmful effect that targets only you; and 3) If you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you can use your reaction to take no damage if you succeed on the saving throw, interposing your shield between yourself and the source of the effect.[/indent] [indent][b]Sentinel:[/b] 1) When you hit a creature with an opportunity attack, the creature's speed becomes 0 for the rest of the turn; 2) Creatures within 5' of Dent provoke opportunity attacks from Dent even if they take the Disengage action before leaving your reach; 3) When a creature within 5' of Dent makes an attack against a target other than Dent (and that target doesn't have this feat), Dent can use his reaction to make a melee weapon attack against the attacking creature.[/indent] [B]Divine Health:[/B] Immune to disease [B]Divine Sense (5x):[/B] 1 action. Until the end of your next turn, know presence of any desecrated or consecrated place or object; or any celestial, fiend, or undead w/i 60' of you that is not behind total cover. Regain all expended uses with long rest. [B]Lay on Hands:[/B] 1 action. Can heal 30 hp, can cure disease and poison (costs 5 hp per). Replenishes all uses with long rest. [B]Fighting Style (Protection):[/B] 1 reaction. When a creature you can see attacks a target other than you that is within 5' of you, you can use your reaction to impose disadvantage on the attack roll. You must be wearing a shield. [B]Divine Smite: [/B] (3/4 available) Expend one paladin spell slot to deal +2d8 additional radiant damage on a melee weapon attack that hits. Can wait until seeing the die result to declare use. Increase by 1d8 for each spell level higher than 1st to a max of 5d8. The dmg increases by 1d8 if the target is undead or a fiend. Replenishes use after long rest. [B]Sacred Oath: [/B] Oath of Vengeance. Use Channel Divinity to invoke either Abjure Enemy or Vow of Enmity. Replenishes after short rest. [B]Abjure Enemy:[/B] 1 action. You speak a prayer of denunciation using Channel Divinity; choose one creature w/I 60' 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. [B]Vow of Enmity:[/B] 1 bonus action. You can utter a vow of enmity against a creature you can see within 10' 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. [B]Aura of Protection:[/B] +4 to saving throws to self and all allies within 10' of Dent. [B][U]Spellcasting[/U]:[/B] Spell Save DC 15 and Spell Attack Modifier +7, replenish after long rest [B]Spells prepared:[/B] Can prepare 6 spells every long rest [B]1st level spells[/B] (4/4 spell slots available): compelled duel, cure wounds, searing smite, wrathful smite [B]2nd level spells[/B] (2/2) spell slots available): branding smite, magic weapon [B]Oath spells:[/B] [indent][b]1st level oath spells:[/b] bane, hunter's mark[/indent] [indent][b]2nd level oath spells:[/b] hold person, misty step[/indent] [B]Earthplate Armor:[/B] Cast [I]stoneskin[/I] once as a 4th-level spell. Replenishes after long rest. As long as the [I]stoneskin[/I] effect is active, you also benefit from tremorsense with a range of 5 ft. [sblock][sblock=Bane]1st level enchantment. Casting Time: 1 action. Range: 30'. Components: V, S, M (a drop of blood). Duration: Concentration, up to 1 minute. Up to 3 creatures of your choice that you can see within range must make Charisma saving throws. Whenever a target that fails this saving throw makes an attack roll or a saving throw before the spell ends, the target must roll a d4 and subtract the number rolled from the attack roll or saving throw. When cast at 2nd level or higher, you can target one additional creature for each slot level above 1st.[/sblock][sblock=Compelled Duel]1st level enchantment. Casting Time: 1 bonus action. Range: 30'. Components: V. Duration: Concentration, up to 1 minute. You attempt to compel a creature into a duel. One creature that you can see within range must make a Wisdom saving throw. On a failed save, the creature is drawn to you, compelled by your divine demand. For the duration, it has disadvantage on attack rolls against creatures other than you, and must make a Wisdom saving throw each time it attempts to move to a space that is more than 30' away from you; if it succeeds on this saving throw, this spell doesn't restrict the target's movement for that turn. The spell ends if you attack any OTHER creature, if you cast a spell that targets a hostile creature other than the target, if a creature friendly to you damages the target or casts a harmful spell on it, or if you end your turn more than 30' away from the target.[/sblock][sblock=Cure Wounds]1st level evocation. Casting Time: 1 action. Range: Touch. Components: V, S. Duration: Instantaneous. A creature you touch regains a number of hit points equal to 1d8+your spellcasting ability modifier (CHA +4). This spell has no effect on undead or constructs. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot above 1st.[/sblock][sblock=Divine Favor]1st level evocation. Casting Time: 1 bonus action. Range: 30'. Components: V. Duration: Instantaneous. Your prayer empowers you with divine radiance. Until the spell ends, your weapon attacks deal an extra 1d4 radiant dmg on a hit.[/sblock][sblock=Heroism]1st level enchantment. Casting Time: 1 action. Range: Touch. Components: V, S. Duration: Concentration, up to 1 minute. A willing creature you touch is imbued with bravery. Until the spell ends, the creature is immune to being frightened and gains temporary hit points equal to your spellcasting ability modifier at the start of each of its turns. When the spell ends, the target loses any remaining temporary hit points from this spell.[/sblock][sblock=Searing Smite]1st level evocation. Casting Time: 1 bonus action. Range: Self. Components: V. Duration: Concentration, up to 1 minute. The next time you hit a creature with a melee weapon attack during the spell's duration, your weapon flares with white-hot intensity, and the attack deals an extra 1d6 fire dmg to the target and causes the target to ignite in flames. At the start of each of its turns until the spell ends, the target must make a Constitution saving throw. On a failed save, it takes 1d6 fire damage. On a successful save, the spell ends. If the target or a creature within 5' of it used an action to put out the flames, or if some other effect douses the flames, the spell ends. Increases by 1d6 initial dmg if using a spell slot higher than 1st.[/sblock][sblock=Shield of Faith]1st level evocation. Casting Time: 1 bonus action. Range: 60'. Components: V, S, M. Duration: Concentration, up to 10 minutes. A shimmering field appears and surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration.[/sblock][sblock=Thunderous Smite]1st level evocation. Casting Time: 1 bonus action. Range: Self. Components: V. Duration: Concentration, up to 1 minute. The first time you hit with a melee weapon attack during this spell's duration, your weapon rings with thunder that is audible within 300' of you, and the attack deals an extra 2d6 thunder damage to the target. Additionally, if the target is a creature, it must succeed on a Strength saving throw or be pushed 10' away from you and knocked prone.[/sblock][sblock=Wrathful Smite]1st level evocation. Casting Time: 1 bonus action. Range: Self. Components: V. Duration: Concentration, up to 1 minute. The next time you hit with a melee weapon attack during this spell's duration, your attack deals an extra 1d6 psychic damage. Additionally, if the target is a creature, it must make a Wisdom saving throw or be frightened of you until the spell ends. As an action, the creature can make a Wisdom check against your spell save DC to steel its resolve and end this spell.[/sblock][/sblock] [B][U]Weapons[/U]:[/B] [I][b]Dent gets an extra attack each round as part of his Attack action![/b][/I][b][/b] +1 Longsword +8, 1d8+5 S versatile (1d10) Flail +7, 1d8+4 B Dagger, melee +7, 1d4+4 P (20/60) finesse, light, thrown Dagger, thrown +5, 1d4+2 Longbow +5, 1d8+2 P (150/600) heavy, two-handed [B][U]Equipment[/U]:[/B] Shield inlaid with gilt Mirabar emblem (divine focus) 10 gp +1 Longsword (gift from Kubeba 9.25.2016) 15 gp Flail 10 gp Dagger 2 gp Longbow 50 gp Ammunition (20) 1 gp Quiver 1 gp Scale mail 50 gp Backpack 2 gp Traveler's clothes 2 gp Waterskin 2 sp Whetstone 1 cp Oil 1 sp [sblock=Earthplate armor]Armor (plate), very rare (requires attunement). At first glance, this suit of full plate armor looks filthy and ill kept. On closer examination, however, you can see that it is expertly crafted, and that what appears to be dirt is actually the color of the metal itself. While wearing this armor, you gain a +1 bonus to AC. In addition, you gain the ability to cast the [I]stoneskin[/I] spell once as a 4th-level spell, and you regain the ability to cast it this way when you finish a long rest. As long as the [I]stoneskin[/I] effect is active, you also benefit from tremorsense with a range of 5 ft. Read more: [url]http://www.enworld.org/forum/showthread.php?466522-IC-Creamsteak-s-Princes-of-Elemental-Evil/page50#ixzz3o1TbMIuy[/url][/sblock] [B][U]Skills[/U]:[/B] Acrobatics +2 Animal Handling +3 Arcana +1 [B]Athletics +7[/B] [B]Deception +7[/B] History +1 [B]Insight +6[/B] [B]Intimidation +7[/B] Investigation +1 Medicine +3 Nature +1 [B]Perception +6[/B] Performance +4 [B]Persuasion +7[/B] Religion +1 Sleight of Hand +3 Stealth +2 (disadvantage in scale mail) Survival +3 [B][U]Gold[/U]:[/B] 325 gp 8 sp 3 cp [B][U]Expenditures[/U]:[/B] 10 gp given to Aridha to bankroll the departure of 3 prisoners 75 gp contributed toward Carradoc learning [I]Leomund's tiny hut[/I] and [I]haste[/I][/sblock] [sblock=Paladin 5] [B]STR[/B] 18 [B]DEX [/B]14 [B]CON [/B]18 [B]INT [/B]13 [B]WIS [/B]16 [B]CHA [/B]18 [B]hp:[/B] 54/54 [B]Hit Dice:[/B] 5d10 (5/5 HD available) [B]Initiative:[/B] +2 [B]AC:[/B] 21 (earthplate armor (+1 to AC), shield) [B]Proficiency Bonus:[/B] +3 [B]Saving Throws:[/B] Wisdom, Charisma [B]Alignment:[/B] NE [B]Skill Proficiencies:[/B] Athletics, Deception, Insight, Intimidation, Perception, Persuasion [B]Darkvision:[/B] 60' as dim light [B]Age:[/B] 90 [B]Sex:[/B] Male [B]Size:[/B] Medium (5' 11", 185 lbs) [B]Speed:[/B] 30 [B]Languages:[/B] Common, Elvish, Orc [B][U]Background[/U] (Custom: Hedge Knight):[/B] [B]Skill Proficiencies:[/B] Athletics, Intimidation [B]Bad Reputation[/B] [B]Personality:[/B] My sense of humor is crude. I cuss. [B]Ideal:[/B] I do what I must and obey just authority. [B]Bond:[/B] I'm loyal to my Captain, to everything and everyone else second. [B]Flaw:[/B] By any means necessary. The end justifies the means. [B][U]Abilities[/U]:[/B] [B]Extra Attack:[/B] Dent can attack twice, instead of once, whenever he takes the Attack action on his turn. [B]Fey Ancestry:[/B] Advantage on saving throws to avoid being charmed, and immune to magical sleep [B]Feats:[/B] [indent][B]Shield Master:[/B] 1) If you take the attack action on your turn, you can use a bonus action to try to shove a creature within 5' of you with your shield; 2) If you aren't incapacitated, you can add your shield's AC bonus (+2) to any Dexterity saving throw you make against a spell or other harmful effect that targets only you; and 3) If you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you can use your reaction to take no damage if you succeed on the saving throw, interposing your shield between yourself and the source of the effect.[/indent] [indent][b]Sentinel:[/b] 1) When you hit a creature with an opportunity attack, the creature's speed becomes 0 for the rest of the turn; 2) Creatures within 5' of Dent provoke opportunity attacks from Dent even if they take the Disengage action before leaving your reach; 3) When a creature within 5' of Dent makes an attack against a target other than Dent (and that target doesn't have this feat), Dent can use his reaction to make a melee weapon attack against the attacking creature.[/indent] [B]Divine Health:[/B] Immune to disease [B]Divine Sense (5x):[/B] 1 action. Until the end of your next turn, know presence of any desecrated or consecrated place or object; or any celestial, fiend, or undead w/i 60' of you that is not behind total cover. Regain all expended uses with long rest. [B]Lay on Hands:[/B] 1 action. Can heal 25 hp, can cure disease and poison (costs 5 hp per). Replenishes all uses with long rest. [B]Fighting Style (Protection):[/B] 1 reaction. When a creature you can see attacks a target other than you that is within 5' of you, you can use your reaction to impose disadvantage on the attack roll. You must be wearing a shield. [B]Divine Smite: [/B] (3/4 available) Expend one paladin spell slot to deal +2d8 additional radiant damage on a melee weapon attack that hits. Can wait until seeing the die result to declare use. Increase by 1d8 for each spell level higher than 1st to a max of 5d8. The dmg increases by 1d8 if the target is undead or a fiend. Replenishes use after long rest. [B]Sacred Oath: [/B] Oath of Vengeance. Use Channel Divinity to invoke either Abjure Enemy or Vow of Enmity. Replenishes after short rest. [B]Abjure Enemy:[/B] 1 action. You speak a prayer of denunciation using Channel Divinity; choose one creature w/I 60' 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. [B]Vow of Enmity:[/B] 1 bonus action. You can utter a vow of enmity against a creature you can see within 10' 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. [B][U]Spellcasting[/U]:[/B] Spell Save DC 15 and Spell Attack Modifier +7, replenish after long rest [B]Spells prepared:[/B] Can prepare 6 spells every long rest [B]1st level spells[/B] (4/4 spell slots available): compelled duel, cure wounds, searing smite, wrathful smite [B]2nd level spells[/B] (2/2) spell slots available): branding smite, magic weapon [B]Oath spells:[/B] [indent][b]1st level oath spells:[/b] bane, hunter's mark[/indent] [indent][b]2nd level oath spells:[/b] hold person, misty step[/indent] [B]Earthplate Armor:[/B] Cast [I]stoneskin[/I] once as a 4th-level spell. Replenishes after long rest. As long as the [I]stoneskin[/I] effect is active, you also benefit from tremorsense with a range of 5 ft. [sblock][sblock=Bane]1st level enchantment. Casting Time: 1 action. Range: 30'. Components: V, S, M (a drop of blood). Duration: Concentration, up to 1 minute. Up to 3 creatures of your choice that you can see within range must make Charisma saving throws. Whenever a target that fails this saving throw makes an attack roll or a saving throw before the spell ends, the target must roll a d4 and subtract the number rolled from the attack roll or saving throw. When cast at 2nd level or higher, you can target one additional creature for each slot level above 1st.[/sblock][sblock=Compelled Duel]1st level enchantment. Casting Time: 1 bonus action. Range: 30'. Components: V. Duration: Concentration, up to 1 minute. You attempt to compel a creature into a duel. One creature that you can see within range must make a Wisdom saving throw. On a failed save, the creature is drawn to you, compelled by your divine demand. For the duration, it has disadvantage on attack rolls against creatures other than you, and must make a Wisdom saving throw each time it attempts to move to a space that is more than 30' away from you; if it succeeds on this saving throw, this spell doesn't restrict the target's movement for that turn. The spell ends if you attack any OTHER creature, if you cast a spell that targets a hostile creature other than the target, if a creature friendly to you damages the target or casts a harmful spell on it, or if you end your turn more than 30' away from the target.[/sblock][sblock=Cure Wounds]1st level evocation. Casting Time: 1 action. Range: Touch. Components: V, S. Duration: Instantaneous. A creature you touch regains a number of hit points equal to 1d8+your spellcasting ability modifier (CHA +4). This spell has no effect on undead or constructs. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot above 1st.[/sblock][sblock=Divine Favor]1st level evocation. Casting Time: 1 bonus action. Range: 30'. Components: V. Duration: Instantaneous. Your prayer empowers you with divine radiance. Until the spell ends, your weapon attacks deal an extra 1d4 radiant dmg on a hit.[/sblock][sblock=Heroism]1st level enchantment. Casting Time: 1 action. Range: Touch. Components: V, S. Duration: Concentration, up to 1 minute. A willing creature you touch is imbued with bravery. Until the spell ends, the creature is immune to being frightened and gains temporary hit points equal to your spellcasting ability modifier at the start of each of its turns. When the spell ends, the target loses any remaining temporary hit points from this spell.[/sblock][sblock=Searing Smite]1st level evocation. Casting Time: 1 bonus action. Range: Self. Components: V. Duration: Concentration, up to 1 minute. The next time you hit a creature with a melee weapon attack during the spell's duration, your weapon flares with white-hot intensity, and the attack deals an extra 1d6 fire dmg to the target and causes the target to ignite in flames. At the start of each of its turns until the spell ends, the target must make a Constitution saving throw. On a failed save, it takes 1d6 fire damage. On a successful save, the spell ends. If the target or a creature within 5' of it used an action to put out the flames, or if some other effect douses the flames, the spell ends. Increases by 1d6 initial dmg if using a spell slot higher than 1st.[/sblock][sblock=Shield of Faith]1st level evocation. Casting Time: 1 bonus action. Range: 60'. Components: V, S, M. Duration: Concentration, up to 10 minutes. A shimmering field appears and surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration.[/sblock][sblock=Thunderous Smite]1st level evocation. Casting Time: 1 bonus action. Range: Self. Components: V. Duration: Concentration, up to 1 minute. The first time you hit with a melee weapon attack during this spell's duration, your weapon rings with thunder that is audible within 300' of you, and the attack deals an extra 2d6 thunder damage to the target. Additionally, if the target is a creature, it must succeed on a Strength saving throw or be pushed 10' away from you and knocked prone.[/sblock][sblock=Wrathful Smite]1st level evocation. Casting Time: 1 bonus action. Range: Self. Components: V. Duration: Concentration, up to 1 minute. The next time you hit with a melee weapon attack during this spell's duration, your attack deals an extra 1d6 psychic damage. Additionally, if the target is a creature, it must make a Wisdom saving throw or be frightened of you until the spell ends. As an action, the creature can make a Wisdom check against your spell save DC to steel its resolve and end this spell.[/sblock][/sblock] [B][U]Weapons[/U]:[/B] [I][b]Dent gets an extra attack each round as part of his Attack action![/b][/I][b][/b] Longsword +7, 1d8+4 S versatile (1d10) Flail +7, 1d8+4 B Dagger, melee +7, 1d4+4 P (20/60) finesse, light, thrown Dagger, thrown +5, 1d4+2 Longbow +5, 1d8+2 P (150/600) heavy, two-handed [B][U]Equipment[/U]:[/B] Shield inlaid with gilt Mirabar emblem (divine focus) 10 gp Longsword 15 gp Flail 10 gp Dagger 2 gp Longbow 50 gp Ammunition (20) 1 gp Quiver 1 gp Scale mail 50 gp Backpack 2 gp Traveler's clothes 2 gp Waterskin 2 sp Whetstone 1 cp Oil 1 sp [sblock=Earthplate armor]Armor (plate), very rare (requires attunement). At first glance, this suit of full plate armor looks filthy and ill kept. On closer examination, however, you can see that it is expertly crafted, and that what appears to be dirt is actually the color of the metal itself. While wearing this armor, you gain a +1 bonus to AC. In addition, you gain the ability to cast the [I]stoneskin[/I] spell once as a 4th-level spell, and you regain the ability to cast it this way when you finish a long rest. As long as the [I]stoneskin[/I] effect is active, you also benefit from tremorsense with a range of 5 ft. Read more: [url]http://www.enworld.org/forum/showthread.php?466522-IC-Creamsteak-s-Princes-of-Elemental-Evil/page50#ixzz3o1TbMIuy[/url][/sblock]95 gp [B][U]Skills[/U]:[/B] Acrobatics +2 Animal Handling +3 Arcana +1 [B]Athletics +7[/B] [B]Deception +7[/B] History +1 [B]Insight +6[/B] [B]Intimidation +7[/B] Investigation +1 Medicine +3 Nature +1 [B]Perception +6[/B] Performance +4 [B]Persuasion +7[/B] Religion +1 Sleight of Hand +3 Stealth +2 (disadvantage in scale mail) Survival +3 [B][U]Gold[/U]:[/B] 325 gp 8 sp 3 cp [B][U]Expenditures[/U]:[/B] 10 gp given to Aridha to bankroll the departure of 3 prisoners 75 gp contributed toward Carradoc learning [I]Leomund's tiny hut[/I] and [I]haste[/I][/sblock] [sblock=Paladin 4] [B]STR[/B] 18 [B]DEX [/B]14 [B]CON [/B]18 [B]INT [/B]13 [B]WIS [/B]16 [B]CHA [/B]18 [B]hp:[/B] 33/44 [B]Hit Dice:[/B] 4d10 (0/4 HD available) [B]Initiative:[/B] +2 [B]AC:[/B] 21 (earthplate armor (+1 to AC), shield) [B]Proficiency Bonus:[/B] +2 [B]Saving Throws:[/B] Wisdom, Charisma [B]Alignment:[/B] NE [B]Skill Proficiencies:[/B] Athletics, Deception, Insight, Intimidation, Perception, Persuasion [B]Darkvision:[/B] 60' as dim light [B]Age:[/B] 90 [B]Sex:[/B] Male [B]Size:[/B] Medium (5' 11", 185 lbs) [B]Speed:[/B] 30 [B]Languages:[/B] Common, Elvish, Orc [B][U]Background[/U] (Custom: Hedge Knight):[/B] [B]Skill Proficiencies:[/B] Athletics, Intimidation [B]Bad Reputation[/B] [B]Personality:[/B] My sense of humor is crude. I cuss. [B]Ideal:[/B] I do what I must and obey just authority. [B]Bond:[/B] I'm loyal to my Captain, to everything and everyone else second. [B]Flaw:[/B] By any means necessary. The end justifies the means. [B][U]Abilities[/U]:[/B] [B]Fey Ancestry:[/B] Advantage on saving throws to avoid being charmed, and immune to magical sleep [B]Feat:[/B] Shield Master: 1) If you take the attack action on your turn, you can use a bonus action to try to shove a creature within 5' of you with your shield; 2) If you aren't incapacitated, you can add your shield's AC bonus (+2) to any Dexterity saving throw you make against a spell or other harmful effect that targets only you; and 3) If you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you can use your reaction to take no damage if you succeed on the saving throw, interposing your shield between yourself and the source of the effect. [B]Divine Health:[/B] Immune to disease [B]Divine Sense (5x):[/B] 1 action. Until the end of your next turn, know presence of any desecrated or consecrated place or object; or any celestial, fiend, or undead w/i 60' of you that is not behind total cover. Regain all expended uses with long rest. [B]Lay on Hands:[/B] 1 action. Can heal 0 [s]20[/s] hp, can cure disease and poison (costs 5 hp per). Replenishes all uses with long rest. [B]Fighting Style (Protection):[/B] 1 reaction. When a creature you can see attacks a target other than you that is within 5' of you, you can use your reaction to impose disadvantage on the attack roll. You must be wearing a shield. [B]Divine Smite: [/B] (0/3 available) Expend one paladin spell slot to deal +2d8 additional radiant damage on a melee weapon attack that hits. Can wait until seeing the die result to declare use. Increase by 1d8 for each spell level higher than 1st to a max of 5d8. The dmg increases by 1d8 if the target is undead or a fiend. Replenishes use after long rest. [B]Sacred Oath: [/B] Oath of Vengeance. Use Channel Divinity to invoke either Abjure Enemy or Vow of Enmity. Replenishes after short rest. [B]Abjure Enemy:[/B] 1 action. You speak a prayer of denunciation using Channel Divinity; choose one creature w/I 60' 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. [s][B]Vow of Enmity:[/B][/s] 1 bonus action. You can utter a vow of enmity against a creature you can see within 10' 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. [B][U]Spellcasting[/U]:[/B] Spell Save DC 14 and Spell Attack Modifier +6, replenish after long rest [B]1st level spells[/B] (0/3 spell slots available / 6 spells prepared): compelled duel, [s]cure wounds[/s], searing smite, shield of faith, thunderous smite, wrathful smite. [B]Oath spells:[/B] bane, hunter's mark [B]Earthplate Armor:[/B] Cast [I]stoneskin[/I] once as a 4th-level spell. Replenishes after long rest. As long as the [I]stoneskin[/I] effect is active, you also benefit from tremorsense with a range of 5 ft. [sblock][sblock=Bane]1st level enchantment. Casting Time: 1 action. Range: 30'. Components: V, S, M (a drop of blood). Duration: Concentration, up to 1 minute. Up to 3 creatures of your choice that you can see within range must make Charisma saving throws. Whenever a target that fails this saving throw makes an attack roll or a saving throw before the spell ends, the target must roll a d4 and subtract the number rolled from the attack roll or saving throw. When cast at 2nd level or higher, you can target one additional creature for each slot level above 1st.[/sblock][sblock=Compelled Duel]1st level enchantment. Casting Time: 1 bonus action. Range: 30'. Components: V. Duration: Concentration, up to 1 minute. You attempt to compel a creature into a duel. One creature that you can see within range must make a Wisdom saving throw. On a failed save, the creature is drawn to you, compelled by your divine demand. For the duration, it has disadvantage on attack rolls against creatures other than you, and must make a Wisdom saving throw each time it attempts to move to a space that is more than 30' away from you; if it succeeds on this saving throw, this spell doesn't restrict the target's movement for that turn. The spell ends if you attack any OTHER creature, if you cast a spell that targets a hostile creature other than the target, if a creature friendly to you damages the target or casts a harmful spell on it, or if you end your turn more than 30' away from the target.[/sblock][sblock=Cure Wounds]1st level evocation. Casting Time: 1 action. Range: Touch. Components: V, S. Duration: Instantaneous. A creature you touch regains a number of hit points equal to 1d8+your spellcasting ability modifier (CHA +4). This spell has no effect on undead or constructs. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot above 1st.[/sblock][sblock=Divine Favor]1st level evocation. Casting Time: 1 bonus action. Range: 30'. Components: V. Duration: Instantaneous. Your prayer empowers you with divine radiance. Until the spell ends, your weapon attacks deal an extra 1d4 radiant dmg on a hit.[/sblock][sblock=Heroism]1st level enchantment. Casting Time: 1 action. Range: Touch. Components: V, S. Duration: Concentration, up to 1 minute. A willing creature you touch is imbued with bravery. Until the spell ends, the creature is immune to being frightened and gains temporary hit points equal to your spellcasting ability modifier at the start of each of its turns. When the spell ends, the target loses any remaining temporary hit points from this spell.[/sblock][sblock=Searing Smite]1st level evocation. Casting Time: 1 bonus action. Range: Self. Components: V. Duration: Concentration, up to 1 minute. The next time you hit a creature with a melee weapon attack during the spell's duration, your weapon flares with white-hot intensity, and the attack deals an extra 1d6 fire dmg to the target and causes the target to ignite in flames. At the start of each of its turns until the spell ends, the target must make a Constitution saving throw. On a failed save, it takes 1d6 fire damage. On a successful save, the spell ends. If the target or a creature within 5' of it used an action to put out the flames, or if some other effect douses the flames, the spell ends. Increases by 1d6 initial dmg if using a spell slot higher than 1st.[/sblock][sblock=Shield of Faith]1st level evocation. Casting Time: 1 bonus action. Range: 60'. Components: V, S, M. Duration: Concentration, up to 10 minutes. A shimmering field appears and surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration.[/sblock][sblock=Thunderous Smite]1st level evocation. Casting Time: 1 bonus action. Range: Self. Components: V. Duration: Concentration, up to 1 minute. The first time you hit with a melee weapon attack during this spell's duration, your weapon rings with thunder that is audible within 300' of you, and the attack deals an extra 2d6 thunder damage to the target. Additionally, if the target is a creature, it must succeed on a Strength saving throw or be pushed 10' away from you and knocked prone.[/sblock][sblock=Wrathful Smite]1st level evocation. Casting Time: 1 bonus action. Range: Self. Components: V. Duration: Concentration, up to 1 minute. The next time you hit with a melee weapon attack during this spell's duration, your attack deals an extra 1d6 psychic damage. Additionally, if the target is a creature, it must make a Wisdom saving throw or be frightened of you until the spell ends. As an action, the creature can make a Wisdom check against your spell save DC to steel its resolve and end this spell.[/sblock][/sblock] [B][U]Weapons[/U]:[/B] Longsword +6, 1d8+4 S versatile (1d10) Flail +6, 1d8+4 B Dagger, melee +6, 1d4+4 P (20/60) finesse, light, thrown Dagger, thrown +4, 1d4+2 Longbow +4, 1d8+3 P (150/600) heavy, two-handed [B][U]Equipment[/U]:[/B] Shield inlaid with gilt Mirabar emblem (divine focus) 10 gp Longsword 15 gp Flail 10 gp Dagger 2 gp Longbow 50 gp Ammunition (20) 1 gp Quiver 1 gp Scale mail 50 gp Backpack 2 gp Traveler's clothes 2 gp Waterskin 2 sp Whetstone 1 cp Oil 1 sp [sblock=Earthplate armor]Armor (plate), very rare (requires attunement). At first glance, this suit of full plate armor looks filthy and ill kept. On closer examination, however, you can see that it is expertly crafted, and that what appears to be dirt is actually the color of the metal itself. While wearing this armor, you gain a +1 bonus to AC. In addition, you gain the ability to cast the [I]stoneskin[/I] spell once as a 4th-level spell, and you regain the ability to cast it this way when you finish a long rest. As long as the [I]stoneskin[/I] effect is active, you also benefit from tremorsense with a range of 5 ft. Read more: [url]http://www.enworld.org/forum/showthread.php?466522-IC-Creamsteak-s-Princes-of-Elemental-Evil/page50#ixzz3o1TbMIuy[/url][/sblock]95 gp [B][U]Skills[/U]:[/B] Acrobatics +2 Animal Handling +3 Arcana +1 [B]Athletics +6[/B] [B]Deception +6[/B] History +1 [B]Insight +5[/B] [B]Intimidation +6[/B] Investigation +1 Medicine +3 Nature +1 [B]Perception +5[/B] Performance +4 [B]Persuasion +6[/B] Religion +1 Sleight of Hand +3 Stealth +2 (disadvantage in scale mail) Survival +3[/sblock] [sblock=Paladin 3] [B]STR[/B] 18 [B]DEX [/B]14 [B]CON [/B]18 [B]INT [/B]13 [B]WIS [/B]16 [B]CHA [/B]18 [B]hp:[/B] 34/34 [B]Initiative:[/B] +2 [B]AC:[/B] 18 (scale mail, shield) [B]Proficiency Bonus:[/B] +2 [B]Saving Throws:[/B] Wisdom, Charisma [B]Alignment:[/B] NE; I promise to work well as a team. [B]Skill Proficiencies:[/B] Athletics, Deception, Insight, Intimidation, Perception, Persuasion [B]Darkvision:[/B] 60' as dim light [B]Age:[/B] 90 [B]Sex:[/B] Male [B]Size:[/B] Medium (5' 11", 185 lbs) [B]Speed:[/B] 30 [B]Languages:[/B] Common, Elvish, Orc [B][U]Background[/U] (Custom: Hedge Knight):[/B] [B]Skill Proficiencies:[/B] Athletics, Intimidation [B]Bad Reputation[/B] [B]Personality:[/B] My sense of humor is crude. I cuss. [B]Ideal:[/B] I do what I must and obey just authority. [B]Bond:[/B] I'm loyal to my Captain, to everything and everyone else second. [B]Flaw:[/B] By any means necessary. The end justifies the means. [B][U]Abilities[/U]:[/B] [B]Fey Ancestry:[/B] Advantage on saving throws to avoid being charmed, and immune to magical sleep [B]Divine Health:[/B] Immune to disease [B]Divine Sense (5x):[/B] Until the end of your next turn, know presence of any desecrated or consecrated place or object, celestial, fiend, or undead w/i 60' of you that is not behind total cover. Regain all expended uses with long rest. [B]Lay on Hands:[/B] Can heal 15 hp, can cure disease and poison (costs 5 hp per). Replenishes all uses with long rest. [B]Fighting Style (Protection):[/B] When a creature you can see attacks a target other than you that is within 5' of you, you can use your reaction to impose disadvantage on the attack roll. You must be wearing a shield. [B]Divine Smite: [/B] Expend one paladin spell slot to deal +2d8 additional radiant damage on a melee weapon attack. Increase by 1d8 for each spell level higher than 1st to a max of 5d8. The dmg increases by 1d8 if the target is undead or a fiend. [B]Sacred Oath: [/B] Oath of Vengeance. [B]Abjure Enemy:[/B] As an action, you speak a prayer of denunciation using Channel Divinity; choose one creature w/I 60' 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. [B]Vow of Enmity:[/B] As a bonus action, you can utter a vow of enmity against a creature you can see within 10' 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. [B][U]Spellcasting[/U]:[/B] Spell Save DC 14 and Spell Attack Modifier +6 [B]1st level spells[/B] (5 spells prepared): Bless, cure wounds, divine favor, heroism, searing smite [B]Oath spells:[/B] bane, hunter's mark [sblock][sblock=Bane]1st level enchantment. Casting Time: 1 action. Range: 30'. Components: V, S, M (a drop of blood). Duration: Concentration, up to 1 minute. Up to 3 creatures of your choice that you can see within range must make Charisma saving throws. Whenever a target that fails this saving throw makes an attack roll or a saving throw before the spell ends, the target must roll a d4 and subtract the number rolled from the attack roll or saving throw. When cast at 2nd level or higher, you can target one additional creature for each slot level above 1st.[/sblock][sblock=Divine Favor]1st level evocation. Casting Time: 1 bonus action. Range: 30'. Components: V. Duration: Instantaneous. Your prayer empowers you with divine radiance. Until the spell ends, your weapon attacks deal an extra 1d4 radiant dmg on a hit.[/sblock][sblock=Heroism]1st level enchantment. Casting Time: 1 action. Range: Touch. Components: V, S. Duration: Concentration, up to 1 minute. A willing creature you touch is imbued with bravery. Until the spell ends, the creature is immune to being frightened and gains temporary hit points equal to your spellcasting ability modifier at the start of each of its turns. When the spell ends, the target loses any remaining temporary hit points from this spell.[/sblock][sblock=Searing Smite]1st level evocation. Casting Time: 1 bonus action. Range: Self. Components: V. Duration: Concentration, up to 1 minute. The next time you hit a creature with a melee weapon attack during the spell's duration, your weapon flares with white-hot intensity, and the attack deals an extra 1d6 fire dmg to the target and causes the target to ignite in flames. At the start of each of its turns until the spell ends, the target must make a Constitution saving throw. On a failed save, it takes 1d6 fire damage. On a successful save, the spell ends. If the target or a creature within 5' of it used an action to put out the flames, or if some other effect douses the flames, the spell ends. Increases by 1d6 initial dmg if using a spell slot higher than 1st.[/sblock][/sblock] [B][U]Weapons[/U]:[/B] Longsword +6, 1d8+4 S versatile (1d10) Flail +6, 1d8+4 B Dagger, melee +6, 1d4+4 P (20/60) finesse, light, thrown Dagger, thrown +4, 1d4+2 Longbow +4, 1d8+3 P (150/600) heavy, two-handed [B][U]Equipment[/U]:[/B] Shield 10 gp Longsword 15 gp Flail 10 gp Dagger 2 gp Longbow 50 gp Ammunition (20) 1 gp Quiver 1 gp Scale mail 50 gp Backpack 2 gp Traveler's clothes 2 gp Waterskin 2 sp Whetstone 1 cp Oil 1 sp [B][U]Skills[/U]:[/B] Acrobatics +2 Animal Handling +3 Arcana +1 [B]Athletics +6[/B] [B]Deception +6[/B] History +1 [B]Insight +5[/B] [B]Intimidation +6[/B] Investigation +1 Medicine +3 Nature +1 [B]Perception +5[/B] Performance +4 [B]Persuasion +6[/B] Religion +1 Sleight of Hand +3 Stealth +2 (disadvantage in scale mail) Survival +3[/sblock] [sblock=Estate Planning]Feat Progression: [B]Shield Master[/B] >> [B]Sentinel[/B] >> Heavy Armor Master or Mounted Combatant or Mage Slayer (?). Dent will remain a straight-up paladin; no multiclassing. At 12th level, he may take +2 to Constitution instead of Heavy Armor Master.[/sblock] [sblock=Background]Marcus Dent mistrusted his traveling companions, but he wisely kept his trap shut. The transmuter wasn't so bad--he could hold his own in a fight, Dent had observed--but the wood elves irritated him. He didn't fit in with them any better than he did with the human or the other half-elves, and he felt the constancy of their eyes and their judgment. Watching him. Waiting for a misstep. He tolerated Damien, a man so thoroughly and obviously evil as to incur Dent's scorn when the others seemed to willingly overlook Damien's qualities. Damien he trusted a hair more than the others, if only for the reason that Dent felt one could rely on evil to do evil. Truth be told, he couldn't wait to be shot of the lot of them. They were useful to him for the moment, however, and had to be tolerated until he could be returned to the Knight Captain's side. Dent didn't much like the Knight Captain, either, but long years of service in the same unit bred at least a modicum of familiarity. He'd stick to the order given him by the Commander, which was to find the Knight Captain and return with him to the unit. By any means necessary, that was Dent's motto. He'd find the Cap'n, right enough. Alive, if possible. Dead if need be. And then the pissants back at the unit would see the truth of his worth. He'd make them see. Dent smiled. His plans were laid.[/sblock] [/QUOTE]
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[RG] Creamsteak's Princes of Elemental Evil
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