Salazar Blacktalon
Paladin 2
Half Elf
Folk Hero
[sblock=Image]
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[sblock=Appearance]
Salazar is tall for a half-elf at just over six feet and has a muscular build weighing in at just over 200 lbs. He has a sharp featured yet youthful face, with a burn scar staring at the base of his neck and running down to his foot. It has caused him to loss some of his mobility but none of his strength.
Salazar wears a smile almost everywhere he goes along with his chain mail and black traveling cloak.
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[sblock=Combat]
AC 18 (chain mail, shield)
Initative 0
Speed 30
HP 22
Flail +5 to hit, range 5ft, 1d8+3 bludgeoning
Javelin +5 to hit, range 30/120ft, 1d6+3 piercing [/sblock]
[sblock=Ability Scores]
Strength 16 (+3)
Dexterity 10 (0)
Constitution 16 (+3)
Intelligence 14 (+2)
Wisdom 12 (+1)
Charisma 14 (+2) [/sblock]
[sblock=Saving Throws]
Strength +3
Dexterity +0
Constitution +3
Intelligence +2
Wisdom +3
Charisma +4 [/sblock]
[sblock=Skills]
Acrobatics +0
Animal Handling +3
Arcana +2
Athletics +5
Deception +2
History +2
Insight +3
Intimidation +2
Investigation +4
Medicine +1
Nature +1
Perception +1
Performance +2
Persuasion +4
Religion +2
Sleight of Hand +2
Stealth +2
Survival+3 [/sblock]
[sblock=Proficiencies]
Armor: All armor, shields
Weapons: Simple weapons, martial weapons
Tools, Smith tools, Land vehicles
Languages Common, Elvish, Dwarvish [/sblock]
[sblock=Features]
Divine Sense – As an action, you can open your awareness to detect strong evil or powerful good. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 ft of you that is not behind total cover. You know the type of any being whose presence you sense but not its identity. Within the same radius, you also detect the presence of any place or object that has been consecrated or desectrated, as with the hallow spell.
You can use the feature a number of times equal to 1+ your Charisma modifier. When you finish a long rest, you regain all expended uses.
Lay on Hands – your blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total of hit points equal to your Paladin level x5.
As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool.
Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize on poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single lay on hands, expending hit points separetly for each one.
Darkvision-You can see in dim light within 60ft of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
Fey Ancestry-You have advantage on saving throws against being charmed, and magic can’t put you to sleep.
Rustic Hospitality-since you come from the ranks of the common folk, you fit in among them with ease. You can find a place to hide, rest, or recuperate among other commoners, unless you have shown yourself to be a danger to them. They will shield you from the law or anyone else searching for you, though they will not risk their lives for you.
Dueling Fighting Style - When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
Divine Smite - Starting at 2nd level, when you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or fiend.
Spell Casting - Three spells known, (1/2 Paladin level plus charisma modifier) DC = 12 to hit =4, 2 1st level slots
Bless, Heroism, Shield of Faith
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[sblock=Characteristics]
Defining event – I stood alone against a terrible monster.
Personality Trait – When I set my mind to something, I follow through no matter what gets in my way.
Ideal-Destiny. Nothing and no one can steer me away from my higher calling.
Bond – I worked the land, I love the land, and I will protect the land
Flaw –I’m convinced of the significance of my destiny, and blind to my shortcomings and the risk of failure. [/sblock]
[sblock=Equipment
Flail, Shield with Holy symbol on the front, 5 javelins, chain mail, explorers pack (backpack, bedroll, mess kit, a tinderbox, 10 torches, 10 days of rations, a waterskin and 50 ft of hempen rope, smiths tools, a shovel an iron pot, a set of common clothes and a belt pouch, 10 GP, 0 SP,0 CP [/sblock]
[Sblock=Background]
Salazar was born and raised a poor only child in the town of Thundertree. His father was a wood elf who decided to settle in Thundertree where he met Salazar’s mother. Sadly Salazar’s father was killed in a bar fight before he was able to marry Jackalyn but after she had become pregnant. Salazar endured a childhood of bullying disrespect but over time he overcame the judgment of the town by his affability and skill.
At a young age Salazar began to train as an apprentice black smith and happily served his master until Mount Hotenow erupted and cast the surviving inhabitants of Thundertree as refugees. Salazar risked his life dragging the body of his master from the flames and ashes suffering burns along the left side of his body.
Salazar has dreamt of returning to Thundertree and driving off the Dragon and Zombies that have taken residence there. Salazar knows he is destined to bring glory back to Thundertree and he will do it by will alone if need be.
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