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Storm King's Thunder Rogue Gallery
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<blockquote data-quote="FitzTheRuke" data-source="post: 7094047" data-attributes="member: 59816"><p><span style="font-size: 18px"><strong>Aremus Kalouhn</strong></span></p><p>Lawful Good Half-Elf Paladin (Heroism) Level 9</p><p></p><p><strong>AC</strong> 18 (Chain Shirt & Shield)</p><p><strong>HP</strong> 76/76</p><p><strong>Hit Dice</strong> 9/9 (1d10+2)</p><p><strong>Spell Slots</strong> 4/4, 3/3, 2/2</p><p><strong>Lay on Hands:</strong> 45/45</p><p></p><p><strong>Attack (w/ Extra Attack)</strong></p><p><strong>Melee Weapon:</strong> Rapier +8; 1d8+6p</p><p><strong>Range Weapon:</strong> Short Bow +8; 1d6+4p (Range 120/300)</p><p><strong>Spell Attack:</strong> +7; dc15 Spell Saves</p><p></p><p><strong>Str</strong> 10(+0) <strong>Dex</strong> 18 (+4) <strong>Con</strong> 14(+2) <strong>Int</strong> 8(-1) <strong>Wis</strong> 12(+1) <strong>Cha</strong> 16(+3)</p><p></p><p>[Spoiler="Skills & Saves"]</p><p><strong>Skills</strong></p><p><strong>Insight</strong> +5</p><p><strong>Nature</strong> +3</p><p><strong>Medicine</strong> +5</p><p><strong>Perception</strong> +5 (Passive 15) Darkvision</p><p></p><p><strong>Saving Throws</strong></p><p>Strength Saves +3</p><p>Dexterity Saves +7</p><p>Constitution Saves +5</p><p>Intelligence Saves +2</p><p>Wisdom Saves +8</p><p>Charisma Saves +10</p><p></p><p><strong>Languages</strong></p><p>Common, Elvish, Orcish, & Giant</p><p>[/spoiler]</p><p>[Spoiler="Class Abilities"]</p><p>Paladin 1 Divine Sense (Action, 60', 4x per long rest), Lay on Hands: 5 HP per level (See above)</p><p>Paladin 2 Spellcasting (Two level 1 slots, Prepare: 5 (Cha mod + half level), Fighting Style (Duelist),</p><p>Paladin 2 Divine Smite (on a melee hit, spend a 1st level slot, do an extra 2d8 radiant damage, +1d8 per slot level above 1st)</p><p>Paladin 3 Spellcasting (another Level 1 slot), Divine Health (Immune to disease)</p><p>Paladin 3 Sacred Oath (Heroism); Oath Spells (Always have prepared Expeditious Retreat & Guiding Bolt)</p><p>Paladin 3 Channel Divinity (1 per short rest)</p><p>-<strong>Peerless Athlete</strong> Bonus Action - You gain advantage on Athletics and Acrobatics checks for 10 minutes.</p><p>=<strong>Legendary Strike</strong> Bonus Action - For 1 minute, your weapon attacks score a critical hit on a roll of 19 or 20 on the d20.</p><p>Paladin 4 Feat: <strong>Inspiring Leader</strong> - <em>10 minutes</em> - Up to six friendly creatures (which can include yourself) with 30 feet of you who can see or hear you (and understand you) gain 8 Temp HP (level + Cha mod). A creature can’t gain these THP again until a short or long rest.</p><p>Paladin 5 Oath Spells (Always have prepared Misty Step, Moonbeam)</p><p>Paladin 5 Spellcasting (another Level 1 slot & 2 Level 2 Slots)</p><p>Paladin 5 Extra Attack (When you use the attack action, attack twice)</p><p>Paladin 6 Aura of Protection (When you or a friendly creature within 10' rolls a saving throw, they get a +3 bonus (your Cha Mod, min 1). You must be conscious to grant this bonus.</p><p>Paladin 7 Mighty Deed - Once per turn, when you score a Crit or reduce a creature to 0 HP, you can choose 3 (Cha mod) creatures that you can see within 30 feet to gain either 1d6+3 (Cha mod) THP (allies) or the creature must make a Wisdom save or be frightened of you until the start of your next turn (enemies).</p><p>Paladin 7 Spellcasting (another Level 2 slot).</p><p>Paladin 8 Ability Score Increase: Dexterity to 18.</p><p>Paladin 9 Spellcasting (2x Level 3 slots). Oath Spells (Always have prepared Haste & Protection from Energy)</p><p>[/spoiler]</p><p>[spoiler="Spells"]</p><p><strong>Slots</strong>: 1st Level: 4; 2nd Level: 3; 3rd Level 2</p><p>Attack: +7, dc15 Saving Throws</p><p></p><p><strong>Prepared Spells</strong> x7 (3 Cha + half level) & 2 Oath spells per Spell Level)</p><p><strong>Level One</strong></p><p><strong>Bless</strong> Concentration - Up to 3 creatures you choose within 30 feet can add a d4 to all attack rolls and STs for 1 minute. Higher Levels - An additional target for each slot above 1st. (VSM)</p><p><strong>Compelled Duel</strong> Concentration, Bonus Action - A creature you can see within 30 feet must make a Wis Save. On a fail, for 1 minute, the creature has disadvantage on attack rolls against creatures other than you, and must pass another Wis Save to move to a space more than 30 feet away from you. The spell ends if you attack any other creature, or 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 feet away from the target. (V)</p><p><strong>Cure Wounds</strong> - A living creature you touch regains hit points equal to 1d8 plus your spellcasting ability modifier. Higher Levels - An additional 1d8 healing for each slot above 1st. (VS)</p><p><strong>Divine Favor</strong> Concentration, Bonus Action - Your weapon attacks deal an extra 1d4 radiant damage on a hit for 1 minute. (VS)</p><p><strong>Expeditious Retreat</strong> Concentration, Bonus Action - When you cast this spell, and then as a bonus action on each of your turns for 10 minutes, you can take the Dash action. (VS)</p><p><strong>Guiding Bolt</strong> - Make a ranged spell attack on a target within 120 feet. On a hit, the target takes 4d6 radiant damage, and the next attack roll made against this target before the end of your next turn has advantage. <em>Higher Levels</em> - an extra 1d6 damage for each slot above 1st. (VS)</p><p><strong>Heroism</strong> Concentration - A willing creature you touch is immune to being frightened and gains 3 Temp HP (your SCAM) at the start of each of its turns for 1 minute. When the spell ends, any remaining Temp HP vanish. Higher Levels - an additional target for each slot above 1st. (VS)</p><p><strong>Level Two</strong></p><p><strong>Enhance Ability</strong> Concentration - A creature you touch gains one of the following effects for 1 hour: <strong>Bear's Endurance</strong> Advantage on Constitution checks & 2d6 THP until the spell ends. <strong>Bull's Strength</strong> Advantage on Strength checks & carrying capacity doubles. <strong>Cat's Grace</strong> Advantage on Dexterity checks & no damage from falling 20 feet or less if not incapacitated. <strong>Eagle's Splendor</strong> Advantage on Charisma checks. <strong>Fox's Cunning</strong> Advantage on Intelligence checks. <strong>Owl's Wisdom</strong> Advantage on Wisdom checks. <em>Higher Levels</em> An additional target for each slot above 2nd. (VSM)</p><p><strong>Enthrall</strong> - A creature you can see within 60 feet that can hear you must make make a Wisdom save (a creature that can't be charmed succeeds automatically, and if you or your companions are fighting it, it has advantage) or have disadvantage on Perception checks made to perceive any creature other than you until the spell ends or until the target can no longer hear you. The spell ends if you are incapacitated or can no longer speak. (VS)</p><p><strong>Magic Weapon</strong> Concentration, Bonus Action - A nonmagic weapon you touch becomes a magic weapon with a +1 bonus to attack and damage rolls for 1 hour. Higher Levels - (Level 4 Slot) +2 Weapon, (Level 6 Slot) +3 Weapon. (VS)</p><p><strong>Misty Step</strong> Bonus Action - You teleport up to 30 feet to an unoccupied space that you can see. (V)</p><p><strong>Moonbeam</strong> Concentration - Dim light shines in a 5-foot-radius, 40-foot-high cylinder centered on a point within 120 feet for 1 minute. When a creature enters the area for the first time or starts its turn there, it takes 2d10 radiant damage (Constitution ST for half). A shapechanger makes its ST with disadvantage and if it fails, instantly reverts to its original form and can't assume a different form in the spell's light. On each of your turns you can use an action to move the beam 60 feet. Higher Levels - An extra 1d10 damage for each slot above 2nd. (VSM)</p><p><strong>Level Three</strong></p><p><strong>Haste</strong> Concentration - For 1 minute, a willing creature that you can see within 30 feet gains a +2 bonus to AC, its speed is doubled, it has advantage on Dexterity saves, and it gains an additional action on each of its turns, which can be used only to make a single Attack, Dash, Disengage, Hide, or Use an Object. When the spell ends, the target can't move or take actions until after its next turn. (VSM)</p><p><strong>Protection from Energy</strong> Concntration - For 1 hour, a willing creature you touch has resistance to one damage type of your choice: acid, cold, fire, lightning, or thunder. (VS)</p><p><strong>Revivify</strong> - You touch a creature that has died within the last minute. That creature returns to life with 1 hit point. This spell can't return to life a creature that has died of old age, nor can it restore any missing body parts. (VSM 300gp)</p><p>[/spoiler]</p><p>[spoiler="Equipment"]</p><p>Chain Shirt & Shield</p><p>Rapier & Daggers (x3)</p><p>Short Bow & Quiver</p><p>Explorer's Pack - Backpack, Bedroll, Mess Kit, Torches, Tinderbox, Rations, Waterskin, Rope</p><p>Emerald Enclave Symbol</p><p>Common Clothes</p><p>Purse 25.4 gp</p><p>[/spoiler]</p><p>[spoiler="Background"]</p><p><strong>Faction Agent</strong> for the Emerald Enclave</p><p></p><p><strong>Personality</strong>: I can find common ground between the fiercest of enemies, empathizing with them and working toward peace.</p><p><strong>Ideal</strong>: Charity - I try to help those in need, no matter the personal cost.</p><p><strong>Bond</strong>: My family has served the Abbot of Goldenfields for generations. Though my human father has passed away, my elven mother works there still as a healer.</p><p><strong>Flaw</strong>: My faith in the Emerald Enclave sometimes leads me to blindly trust those who profess to follow that Faction.</p><p>[/spoiler]</p></blockquote><p></p>
[QUOTE="FitzTheRuke, post: 7094047, member: 59816"] [SIZE=5][B]Aremus Kalouhn[/B][/SIZE] Lawful Good Half-Elf Paladin (Heroism) Level 9 [B]AC[/B] 18 (Chain Shirt & Shield) [B]HP[/B] 76/76 [B]Hit Dice[/B] 9/9 (1d10+2) [B]Spell Slots[/B] 4/4, 3/3, 2/2 [B]Lay on Hands:[/B] 45/45 [B]Attack (w/ Extra Attack) Melee Weapon:[/B] Rapier +8; 1d8+6p [B]Range Weapon:[/B] Short Bow +8; 1d6+4p (Range 120/300) [B]Spell Attack:[/B] +7; dc15 Spell Saves [B]Str[/B] 10(+0) [B]Dex[/B] 18 (+4) [B]Con[/B] 14(+2) [B]Int[/B] 8(-1) [B]Wis[/B] 12(+1) [B]Cha[/B] 16(+3) [Spoiler="Skills & Saves"] [B]Skills Insight[/B] +5 [B]Nature[/B] +3 [B]Medicine[/B] +5 [B]Perception[/B] +5 (Passive 15) Darkvision [B]Saving Throws[/B] Strength Saves +3 Dexterity Saves +7 Constitution Saves +5 Intelligence Saves +2 Wisdom Saves +8 Charisma Saves +10 [B]Languages[/B] Common, Elvish, Orcish, & Giant [/spoiler] [Spoiler="Class Abilities"] Paladin 1 Divine Sense (Action, 60', 4x per long rest), Lay on Hands: 5 HP per level (See above) Paladin 2 Spellcasting (Two level 1 slots, Prepare: 5 (Cha mod + half level), Fighting Style (Duelist), Paladin 2 Divine Smite (on a melee hit, spend a 1st level slot, do an extra 2d8 radiant damage, +1d8 per slot level above 1st) Paladin 3 Spellcasting (another Level 1 slot), Divine Health (Immune to disease) Paladin 3 Sacred Oath (Heroism); Oath Spells (Always have prepared Expeditious Retreat & Guiding Bolt) Paladin 3 Channel Divinity (1 per short rest) -[B]Peerless Athlete[/B] Bonus Action - You gain advantage on Athletics and Acrobatics checks for 10 minutes. =[B]Legendary Strike[/B] Bonus Action - For 1 minute, your weapon attacks score a critical hit on a roll of 19 or 20 on the d20. Paladin 4 Feat: [B]Inspiring Leader[/B] - [I]10 minutes[/I] - Up to six friendly creatures (which can include yourself) with 30 feet of you who can see or hear you (and understand you) gain 8 Temp HP (level + Cha mod). A creature can’t gain these THP again until a short or long rest. Paladin 5 Oath Spells (Always have prepared Misty Step, Moonbeam) Paladin 5 Spellcasting (another Level 1 slot & 2 Level 2 Slots) Paladin 5 Extra Attack (When you use the attack action, attack twice) Paladin 6 Aura of Protection (When you or a friendly creature within 10' rolls a saving throw, they get a +3 bonus (your Cha Mod, min 1). You must be conscious to grant this bonus. Paladin 7 Mighty Deed - Once per turn, when you score a Crit or reduce a creature to 0 HP, you can choose 3 (Cha mod) creatures that you can see within 30 feet to gain either 1d6+3 (Cha mod) THP (allies) or the creature must make a Wisdom save or be frightened of you until the start of your next turn (enemies). Paladin 7 Spellcasting (another Level 2 slot). Paladin 8 Ability Score Increase: Dexterity to 18. Paladin 9 Spellcasting (2x Level 3 slots). Oath Spells (Always have prepared Haste & Protection from Energy) [/spoiler] [spoiler="Spells"] [B]Slots[/B]: 1st Level: 4; 2nd Level: 3; 3rd Level 2 Attack: +7, dc15 Saving Throws [B]Prepared Spells[/B] x7 (3 Cha + half level) & 2 Oath spells per Spell Level) [B]Level One Bless[/B] Concentration - Up to 3 creatures you choose within 30 feet can add a d4 to all attack rolls and STs for 1 minute. Higher Levels - An additional target for each slot above 1st. (VSM) [B]Compelled Duel[/B] Concentration, Bonus Action - A creature you can see within 30 feet must make a Wis Save. On a fail, for 1 minute, the creature has disadvantage on attack rolls against creatures other than you, and must pass another Wis Save to move to a space more than 30 feet away from you. The spell ends if you attack any other creature, or 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 feet away from the target. (V) [B]Cure Wounds[/B] - A living creature you touch regains hit points equal to 1d8 plus your spellcasting ability modifier. Higher Levels - An additional 1d8 healing for each slot above 1st. (VS) [B]Divine Favor[/B] Concentration, Bonus Action - Your weapon attacks deal an extra 1d4 radiant damage on a hit for 1 minute. (VS) [B]Expeditious Retreat[/B] Concentration, Bonus Action - When you cast this spell, and then as a bonus action on each of your turns for 10 minutes, you can take the Dash action. (VS) [B]Guiding Bolt[/B] - Make a ranged spell attack on a target within 120 feet. On a hit, the target takes 4d6 radiant damage, and the next attack roll made against this target before the end of your next turn has advantage. [I]Higher Levels[/I] - an extra 1d6 damage for each slot above 1st. (VS) [B]Heroism[/B] Concentration - A willing creature you touch is immune to being frightened and gains 3 Temp HP (your SCAM) at the start of each of its turns for 1 minute. When the spell ends, any remaining Temp HP vanish. Higher Levels - an additional target for each slot above 1st. (VS) [B]Level Two Enhance Ability[/B] Concentration - A creature you touch gains one of the following effects for 1 hour: [B]Bear's Endurance[/B] Advantage on Constitution checks & 2d6 THP until the spell ends. [B]Bull's Strength[/B] Advantage on Strength checks & carrying capacity doubles. [B]Cat's Grace[/B] Advantage on Dexterity checks & no damage from falling 20 feet or less if not incapacitated. [B]Eagle's Splendor[/B] Advantage on Charisma checks. [B]Fox's Cunning[/B] Advantage on Intelligence checks. [B]Owl's Wisdom[/B] Advantage on Wisdom checks. [I]Higher Levels[/I] An additional target for each slot above 2nd. (VSM) [B]Enthrall[/B] - A creature you can see within 60 feet that can hear you must make make a Wisdom save (a creature that can't be charmed succeeds automatically, and if you or your companions are fighting it, it has advantage) or have disadvantage on Perception checks made to perceive any creature other than you until the spell ends or until the target can no longer hear you. The spell ends if you are incapacitated or can no longer speak. (VS) [B]Magic Weapon[/B] Concentration, Bonus Action - A nonmagic weapon you touch becomes a magic weapon with a +1 bonus to attack and damage rolls for 1 hour. Higher Levels - (Level 4 Slot) +2 Weapon, (Level 6 Slot) +3 Weapon. (VS) [B]Misty Step[/B] Bonus Action - You teleport up to 30 feet to an unoccupied space that you can see. (V) [B]Moonbeam[/B] Concentration - Dim light shines in a 5-foot-radius, 40-foot-high cylinder centered on a point within 120 feet for 1 minute. When a creature enters the area for the first time or starts its turn there, it takes 2d10 radiant damage (Constitution ST for half). A shapechanger makes its ST with disadvantage and if it fails, instantly reverts to its original form and can't assume a different form in the spell's light. On each of your turns you can use an action to move the beam 60 feet. Higher Levels - An extra 1d10 damage for each slot above 2nd. (VSM) [B]Level Three Haste[/B] Concentration - For 1 minute, a willing creature that you can see within 30 feet gains a +2 bonus to AC, its speed is doubled, it has advantage on Dexterity saves, and it gains an additional action on each of its turns, which can be used only to make a single Attack, Dash, Disengage, Hide, or Use an Object. When the spell ends, the target can't move or take actions until after its next turn. (VSM) [B]Protection from Energy[/B] Concntration - For 1 hour, a willing creature you touch has resistance to one damage type of your choice: acid, cold, fire, lightning, or thunder. (VS) [B]Revivify[/B] - You touch a creature that has died within the last minute. That creature returns to life with 1 hit point. This spell can't return to life a creature that has died of old age, nor can it restore any missing body parts. (VSM 300gp) [/spoiler] [spoiler="Equipment"] Chain Shirt & Shield Rapier & Daggers (x3) Short Bow & Quiver Explorer's Pack - Backpack, Bedroll, Mess Kit, Torches, Tinderbox, Rations, Waterskin, Rope Emerald Enclave Symbol Common Clothes Purse 25.4 gp [/spoiler] [spoiler="Background"] [B]Faction Agent[/B] for the Emerald Enclave [B]Personality[/B]: I can find common ground between the fiercest of enemies, empathizing with them and working toward peace. [B]Ideal[/B]: Charity - I try to help those in need, no matter the personal cost. [B]Bond[/B]: My family has served the Abbot of Goldenfields for generations. Though my human father has passed away, my elven mother works there still as a healer. [B]Flaw[/B]: My faith in the Emerald Enclave sometimes leads me to blindly trust those who profess to follow that Faction. [/spoiler] [/QUOTE]
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