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T1: The Village of Hommlet - Rogues Gallery
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<blockquote data-quote="Kobold Stew" data-source="post: 6509014" data-attributes="member: 23484"><p><strong>Meadowlark</strong>, human paladin (shepherd)</p><p></p><p>[ATTACH]66534[/ATTACH]</p><p></p><p>[sblock=Paladin 1]<strong>Meadowlark</strong> </p><p>LG Human Paladin </p><p>Level 1</p><p></p><p><strong>Abilities</strong>:</p><p>STR 16 (+3)</p><p>DEX 10 (+0) </p><p>CON 12 (+1)</p><p>INT 8 (-1; save +1) </p><p>WIS 11 (+0; save +2)</p><p>CHA 16 (+3) </p><p></p><p>Size M</p><p>Speed 30</p><p>AC 18</p><p>Init +0</p><p>Hit Points 11</p><p></p><p><strong>Proficiency bonus</strong>: +2</p><p><strong>Proficiencies</strong>: all armor, shield, simple and martial weapons</p><p><strong>Saves</strong>: INT, WIS</p><p><strong>Skills</strong>: Athletics, Persuasion, Animal Handling, Survival, Insight</p><p><strong>Tools</strong>: Herbalist’s kit, Pipes</p><p><strong>Languages</strong>: Common, Goblinoid</p><p></p><p><strong>Attacks</strong>:</p><p>Longsword, 1d20+5 to hit, 1d8+3 </p><p>Chill Touch (120'), 1d20+5 to hit, 1d8 and target can't regain hit points until start of my next turn</p><p></p><p><strong>Background</strong> (trait): Shepherd (wanderer)* </p><p></p><p><strong>Race abilities</strong>: </p><p>* Variant Human: extra skill, feat, +1 str/cha (incl. above)</p><p></p><p><strong>Class abilities</strong>:</p><p>* divine sense (locate celestial, fiend, undead; 4x/long)</p><p>* Lay on hands (5 pts/long)</p><p></p><p><strong>Feats</strong></p><p>* Magical Initiate (Sorcerer)</p><p>- Cantrips: Mage Hand, Chill Touch</p><p>- Level 1 (1/long): Jump</p><p></p><p><strong>Skills</strong></p><p>+0 (dex) Acrobatics</p><p><strong>+2 (wis) Animal Handling</strong></p><p>-1 (int) Arcana</p><p><strong>+5 (str) Athletics </strong></p><p>+3 (cha) Deception</p><p>-1 (int) History</p><p><strong>+2 (wis) Insight</strong></p><p>+3 (cha) Intimidation</p><p>-1 (int) Investigation</p><p>+0 (wis) Medicine</p><p>-1 (int) Nature</p><p>+0 (wis) Perception</p><p>+3 (cha) Performance</p><p><strong>+5 (cha) Persuasion</strong></p><p>-1 (int) Religion</p><p>+0 (dex) Sleight of Hand</p><p>+0 (dex) Stealth -- <em>disadvantage in armour</em></p><p><strong>+2 (wis) Survival</strong></p><p></p><p><strong>Characteristics</strong>:</p><p>Personality: I am cheery and confident about the blessings of a good life.</p><p>Ideal: I have doubts about the future for which I am destined.</p><p>Bond: I place deep trust in strangers I barely know.</p><p>Flaw: I have a tendency to wander off on my own.</p><p></p><p><strong>Equipment</strong>: </p><p></p><p><strong>Weight</strong>: ~100 lbs (240 carrying capacity)</p><p></p><p>* Longsword</p><p>* shield (6)</p><p>* dagger</p><p>* chainmail (60) </p><p>* Holy symbol</p><p>* explorer’s pack</p><p>* pipes</p><p>* shovel</p><p>* iron pot</p><p>* common clothes</p><p>* herbalism kit</p><p>* belt pouch with 5gp</p><p>* <a href="http://invisiblecastle.com/roller/view/4756271/" target="_blank">Trinket</a>: a small idol depicting a nightmarish creature that gives me nightmares </p><p></p><p></p><p><strong>Notes</strong>:</p><p>*Shepherd (custom background): </p><p>-skills and equipment as folk hero (w/ instrument replacing artisan kit)</p><p>-tools: musical instrument, herbalism kit</p><p>-feature: wanderer, as per Outlander[/sblock]</p><p></p><p>[sblock=Background] </p><p>* a shepherd in the fields outside of Hommlet, 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</p><p>* with the war her family, like that of so many others, found safety in the church; nothing like war to bring converts to St Cuthbert. Meadowlark was not as caught up as the others; her life in the fields seemingly gone.</p><p>* then came the prophecy. She was told it was for the best, and she was able to keep her spirit through the recruitment, but when the prophecy came, she was sent away. Many are called, and it seems many are chosen as well, 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. </p><p>* three died, and seven washed out, but two of them were chosen, which is to say two made it through the trials, and two of them found the ability to heal. They were destined to become paladins. But with that calling, Meadowlark and Thorgeir were taken from their previous lives. Drills, summonses, assignments, and prayers. St Cuthbert needed agents, and they were the chosen ones this year. And, possibly, they might be the fulfillments of the prophecy. </p><p>* but that would only happen if the situation was right. And so they were sent back to their respective homes, in hopes that the prophecy could someday be fulfilled through them. These two were added to the many others dotting the countryside: 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]; 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 though) ultimately unclear. except of course for the final clause, which was clear enough: those who would be killed defending the Saint. </p><p>[/sblock]</p></blockquote><p></p>
[QUOTE="Kobold Stew, post: 6509014, member: 23484"] [B]Meadowlark[/B], human paladin (shepherd) [ATTACH=CONFIG]66534._xfImport[/ATTACH] [sblock=Paladin 1][B]Meadowlark[/B] LG Human Paladin Level 1 [B]Abilities[/b]: 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 11 [B]Proficiency bonus[/B]: +2 [B]Proficiencies[/B]: all armor, shield, simple and martial weapons [B]Saves[/B]: INT, WIS [B]Skills[/B]: Athletics, Persuasion, Animal Handling, Survival, Insight [B]Tools[/B]: Herbalist’s kit, Pipes [B]Languages[/B]: Common, Goblinoid [B]Attacks[/B]: Longsword, 1d20+5 to hit, 1d8+3 Chill Touch (120'), 1d20+5 to hit, 1d8 and target can't regain hit points until start of my next turn [B]Background[/B] (trait): Shepherd (wanderer)* [B]Race abilities[/B]: * Variant Human: extra skill, feat, +1 str/cha (incl. above) [B]Class abilities[/B]: * divine sense (locate celestial, fiend, undead; 4x/long) * Lay on hands (5 pts/long) [B]Feats[/B] * Magical Initiate (Sorcerer) - Cantrips: Mage Hand, Chill Touch - Level 1 (1/long): Jump [B]Skills[/B] +0 (dex) Acrobatics [b]+2 (wis) Animal Handling[/b] -1 (int) Arcana [B]+5 (str) Athletics [/B] +3 (cha) Deception -1 (int) History [b]+2 (wis) Insight[/b] +3 (cha) Intimidation -1 (int) Investigation +0 (wis) Medicine -1 (int) Nature +0 (wis) Perception +3 (cha) Performance [B]+5 (cha) Persuasion[/B] -1 (int) Religion +0 (dex) Sleight of Hand +0 (dex) Stealth -- [i]disadvantage in armour[/i] [B]+2 (wis) Survival[/B] [B]Characteristics[/B]: 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. [B]Equipment[/B]: [B]Weight[/B]: ~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 * [URL="http://invisiblecastle.com/roller/view/4756271/"]Trinket[/URL]: a small idol depicting a nightmarish creature that gives me nightmares [b]Notes[/b]: *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 outside of Hommlet, 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 * with the war her family, like that of so many others, found safety in the church; nothing like war to bring converts to St Cuthbert. Meadowlark was not as caught up as the others; her life in the fields seemingly gone. * then came the prophecy. She was told it was for the best, and she was able to keep her spirit through the recruitment, but when the prophecy came, she was sent away. Many are called, and it seems many are chosen as well, 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 to say two made it through the trials, and two of them found the ability to heal. They were destined to become paladins. But with that calling, Meadowlark and Thorgeir were taken from their previous lives. Drills, summonses, assignments, and prayers. St Cuthbert needed agents, and they were the chosen ones this year. And, possibly, they might be the fulfillments of the prophecy. * but that would only happen if the situation was right. And so they were sent back to their respective homes, in hopes that the prophecy could someday be fulfilled through them. These two were added to the many others dotting the countryside: 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]; 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 though) ultimately unclear. except of course for the final clause, which was clear enough: those who would be killed defending the Saint. [/sblock] [/QUOTE]
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