Arkis "Elric": Difference between revisions

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[[Category: D&D: Ghosts of Saltmarsh]]
[[Category: D&D: Ghosts of Saltmarsh]]
[[Category: Player Characters]]
[[Category: Player Characters]]
[[Category: Ben’s Characters]]
[[Category: Ben's Characters]]

Revision as of 06:42, 17 May 2020

D&D: Ghosts of Saltmarsh
Saltmarsh-infobox.png
GM
Mark
Milestone
Level 8
Characters
Ajasz, lizardfolk scout
Arkis "Elric", kobold paladin of Tiamat
Chimalli, tortle barbarian
Elora, elven bladesinger
Ayida Ginen, half-elf undying warlock
Sond, halfling barbarian
Party Gear
The Sea Ghost
Saltmarsh Gear
Saltmarsh Region
The Town of Saltmarsh
Saltmarsh Region
NPCs
Saltmarsh NPCs
Resources
House Rules

Description

General

  • Class: Paladin
  • Race: Kobold

Characteristics

Defining Event:

The Black Dragon of the swamp gave me a blessing, revealing to my kobold kin that I had a greater destiny.

Personality Trait:

I judge people by their actions, not their words

Ideal:

Fairness; No one should get preferential treatment before the law

Bond:

My tools are symbols of my past life, and I carry them so that I will never forget my roots.

Flaw:

I'm convinced of the significance of my destiny, and blind to my shortcomings and the risk of failure.

Character Statistics

Attributes

Strength 10 (+0)   Dexterity 16 (+3)   Constitution 10 (+0)
Intelligence 12 (+1)   Wisdom 9 (-1)   Charisma 15 (+2)

Armor Class

18

HP

10

Proficiency

Proficiency bonus: +2

  • Initiative modifier: + 3 = +3 [dexterity]
  • Attack (handheld / thrown): +2 = +0 [strength] + 2 [proficiency]
  • Attack (missile / finesse): +5 = +3 [dexterity] + 2 [proficiency]
  • Spell Save DC: 12 = 8 + 2 [proficiency] + 2 [CHA bonus]
  • Spell Attack: +4 = +2 [proficiency] + 2 [CHA bonus]

Weapons and Armor

  • Simple Weapons
  • Martial Weapons
  • ALL Armor
  • Shields

Tools

  • Vehicle (Land)
  • Tinker's Tools

Languages

  • Common
  • Draconic

Proficient Skills

  • Medicine
  • Religion
  • Animal Handling
  • Survival

Proficient Saves

  • Wisdom
  • Charisma

Current Saves

  • Strength save: 0 = 0 [str]
  • Dexterity save: 3 = 3 [dex]
  • Constitution save: 0 = 0 [con]
  • Intelligence save: 1 = 1 [int]
  • Wisdom save: 1 = -1 [wis] + 2 [pro]
  • Charisma save: 4 = 2 [cha] + 2 [pro]

Abilities

  • Speed: 30 feet
  • Darkvision: You can see in dim light within 60 feet 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 in shades of gray
  • Grovel, Cower, and Beg: As an action on your turn, you can cower pathetically to distract nearby foes. Until the end of your next turn, your allies gain advantage on attack rolls against enemies within 10 feet of you that can see you. Once you use this trait, you can't use it again until you finish a short or long rest.
  • Pack Tactics: You have advantage on an attack roll against a creature if at least one of your allies is within 5 feet of the creature and the ally isn't incapacitated.
  • Sunlight Sensitivity: You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight
  • Divine Sense: As an action, you can open your awareness to detect presences of strong evil, or powerful good. Until the end of next turn, you know the location of any celestial, fiend, or undead within 60 ft of you 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 desecrated, as with the hallow spell. May be perforrmed 1+ CHA , recovering uses after a long rest. [3 uses]
  • Lay on Hands: As an action, you can touch a creature and draw from a pool of Paladin level x5 to restore HP up to the amount remaining in the pool. Alternatively you can expend 5 HP to cure the target of one disease, or neutralize one poison affecting it. This ability has on effect on undead. [5 pool]

Special Rules

Rustic Hospitality: You come from the ranks of the common folk, and fit in among them with ease. You can find a place to hide, rest, or recuperate among other commoners, unless I have shown myself 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.

Feats / Increases

  • N/A

Equipment

Weapons & Armor

  • Whip
  • Dagger
  • Chain Mail
  • Shield

Gear

  • Holy Symbol of Tiamat
  • Tinker's tools
  • Tinderbox
  • Blocks of Incense (2)
  • Rations (2)
  • Backpack
  • Candles (10)
  • Censor
  • Water Skin
  • Iron Pot
  • Blanket
  • Alms Box
  • Vestments
  • Shovel
  • Sir Elric's liverly

Magical Items

  • Set of glasses that lets me see twice as far for 1d4 turns after the command word is said

Trinket

A bit of folded cloth that, when unfolded, turns into a stylish cap.

Horse

None