Meadowlark, human paladin (shepherd)
[sblock=Paladin 4]
Meadowlark
LG Human Paladin of Devotion
Level 4
Abilities:
STR 16 (+3)
DEX 10 (+0)
CON 12 (+1)
INT 8 (-1; save +1)
WIS 11 (+0; save +2)
CHA 16 (+3)
Size M
Speed 30
AC 18
Init +0
Hit Points 32
Proficiency bonus: +2
Proficiencies: all armor, shield, simple and martial weapons
Saves: CHA, WIS
Skills: Athletics, Persuasion, Animal Handling, Survival, Perception
Tools: Herbalist’s kit, Pipes
Languages: Common, Goblinoid
Attacks:
Longsword, 1d20+5 to hit, 1d8+5
Ray of Frost (60'), 1d20+5 to hit, 1d8 cold damage and target slowed 10'
Background (trait): Shepherd (wanderer)*
Race abilities:
* Variant Human: extra skill, feat, +1 str/cha (incl. above)
Class abilities:
* divine sense (locate celestial, fiend, undead; 4x/long)
* Lay on hands (20 pts/long)
* Fighting style: Duelling (+2 damage when attacking with single 1-H weapon, incl. above)
* Spellcasting: DC 13
- 5 spells prepared: bless, compelled duel, heroism, purify food and drink, wrathful smite (+ protection from evil and good, sanctuary)
- slots: 3/-/-/-/-
* Divine smite: expend spell slot for +2d8 radiant damage
* Divine Health (immune to disease)
* Channel Divinity (1/long):
- sacred weapon: with an action, attacks become +3 (CHA) for 1 minute, with bright light
- turn the unholy: show holy symbol, undead and fiends w/in 30' make wis save or are turned
Feats
* Magical Initiate (Sorcerer)
- Cantrips: Ray of Frost, Mending
- Level 1 (1/long): Jump
* Shield master
- with attack action, use bonus action to shove a creature w/in 5'
- add shield's bonus to any DEX save targeting only me
- if DEX save for half, use shield to make save for no damage.
Skills
+0 (dex) Acrobatics
+2 (wis) Animal Handling
-1 (int) Arcana
+5 (str) Athletics
+3 (cha) Deception
-1 (int) History
+0 (wis) Insight
+3 (cha) Intimidation
-1 (int) Investigation
+0 (wis) Medicine
-1 (int) Nature
+2 (wis) Perception
+3 (cha) Performance
+5 (cha) Persuasion
-1 (int) Religion
+0 (dex) Sleight of Hand
+0 (dex) Stealth --
disadvantage in armour
+2 (wis) Survival
Characteristics:
Personality: I am cheery and confident about the blessings of a good life.
Ideal: I have doubts about the future for which I am destined.
Bond: I place deep trust in strangers I barely know.
Flaw: I have a tendency to wander off on my own.
Equipment:
Weight: ~100 lbs (240 carrying capacity)
* Longsword
* shield (6)
* dagger
* chainmail (60)
* Holy symbol
* explorer’s pack
* pipes
* shovel
* iron pot
* common clothes
* herbalism kit
* belt pouch with 5gp
*
Trinket: a small idol depicting a nightmarish creature that gives me bad dreams
Notes:
*Shepherd (custom background):
-skills and equipment as folk hero (w/ instrument replacing artisan kit)
-tools: musical instrument, herbalism kit
-feature: wanderer, as per Outlander[/sblock]
[sblock=Background]
A shepherd in the fields in the back-country outside of Mosstone, Meadow's early life was simple: many responsibilities caring for flocks, but a low pressure life that she could handle well: playing the pipes, tending her animals, flirting with the swineherd. When the Reclamation Wars came, her family, like that of so many others, found safety in the church; nothing like war to bring converts to St Cuthbert [or some other LG divinity]. Meadowlark was not as caught up as the others; but she did recognize that her idyllic life in the fields was now seemingly gone. Then, with the end of the war, came the Prophecy. She was told it was for the best, and she was able to keep her spirit through the recruitment process, but it was because of the Prophecy that she was sent away.
Many are called, and it seems that many are also chosen, since it's sometimes hard to interpret prophecies, and this one was vague enough that it might refer to her, or to any of the dozen that were recruited in her cohort. Three died, and seven washed out, but two of them were chosen, which is of course only to say two of them made it through the trials. But they both found the ability to heal. They were the ones destined to become paladins. But with that calling, Meadowlark and Thorgeir were taken from their previous lives completely. Drills, summonses, assignments, and prayers. St Cuthbert needed workers, and they were the chosen ones for this year. Others would tend the flocks in the back-country outside of Mosstone.
And, possibly, either of them might prove to be the fulfillments of the Prophecy. That would only happen if the situation was right. And so they were sent on separate assignments, in hopes that the Prophecy could someday be fulfilled through them. Meadowlark was made a Shadow Star; she didn't know where Thorgeir was sent. These two were added to the many others dotting the villages of Tethyr: children born when the Wagon first touches the horizon; those who were found surrounded by wool [or arguably leather; the scholars disagree on this point -- Thorgeir's mother made fancy coats]; those who would be taken from the banks of a river; and all the many other criteria that the Prophecy seemed so intent to describe, but were (so Meadow thought) ultimately unclear. Except of course for the final clause, which was clear enough: the prophecy would only be fulfilled when the chosen was would be killed defending the Saint.
NOTE: this character was originally created for
a game that was abandoned by the DM; I've levelled her up and tweaked a few things, but basically she's carried over.
If accepted, there might be some tweaking of cantrips from for flavour.
[/sblock]