Rurik Ironfist - Dwarf - Paladin

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kanila
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Rurik Ironfist - Dwarf - Paladin

#1

Post by kanila » Thu Oct 25, 2018 5:54 pm

Character Info
Name:
Rurik Ironfist
Class & Level:
Paladin Lvl 3
Background:
Noble (Position of Privilege)
Race: Dwarf
(Mountain)
Alignment: Lawful Goodexperience Points: 900
Most Used Stats AC: 18
Initiative: 2
Proficiency Bonus: +2
Speed: 25 ft
Current Hit Points: 24
Hit Points Max: 24

Hit Dice Available: 1d10+2
Hit Dice Total: 1d10


Death Saves:
Life/Death
Passive Perception: 11
Inspiration:
Personality The common folk love me for my kindness and generosity.
Spoiler:
Appearance:
Image
HT: 4'8"
WT 190lbs
Age: 76
Ideals: Respect. Respect is due to me because of my position, but all people regardless of station deserve to be treated with dignity.

Bonds: The common folk must see me as a hero of the people.

Flaws: I hide a truly scandalous secret that could ruin my family forever.

Backstory: Hailing from a Noble house, Rurik needed to ensure his family name maintained it's good standing. Following the Paladin calling he ventured forth on a pilgrimage to Holy sites. At least that is what he told his family. The truth was he was running from a past that could ruin his family name. Only time would tell if he could fix the things from his past.
Attacks
WeaponAttack BonusDamage/Type
Battleaxe 5 1d8 slashing, Versatile (1d10)
Javelin 5 1d6 piercing, Thrown (range 30/120)

Characteristics Charisma:15 (+2)
Wisdom:12 (+1)
Intelligence:8 (-1)
Strength:(14+2) 16 (+3)
Dexterity:10 (0)
Constitution:(13+2) 15 (+2)
Saves * means proficient
+4* Charisma
+3* Wisdom
-1 Intelligence
+3 Strength
+0 Dexterity
+2 Constitution

Spell Slots
Spoiler:
Spell Save DC: 12
Spell Attack Bonus: +4
Level SlotsSlots Used
Cantrip N/AN/A
1 32
2 00
3 00
4 00
5 00
6 00
7 00
8 00
9 00
Spells Known
Spoiler:
Cantrip:
1st:
  • Cure Wounds (Prepared) - Casting Time: 1 action; Range: Touch; Components: V, S; Duration: Instantaneous. A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier (+2). This spell has no effect on undead or constructs.
  • Protection from good and evil (Oath Spell) - Casting Time: 1 action; Range: Touch; Components: V, S, M (holy water, powder silver and iron, consumed on use); Duration: up to 10 minutes. One willing creature you touch is protected against aberrations, celestials, elementals, fey, fiends, and undead. Creatures of those types have disadvantage on attack rolls against the target. The target also can't be charmed, frightened, or possessed by them. If the target already has such an effect by one of them, the target has advantage on any new saving throw against it.
  • Sanctuary (Oath Spell) - Casting Time: 1 bonus action; Range: 30 feet; Components: V, S, M (small silver mirror). Until the spell ends, any creature who targets a creature you choose with an attack or a harmful spell must first make a Wisdom saving throw. On a failed save, the creature must choose a new target or lose the attack or spell. This spell doesn't protect the warded creature from area effects.

    If the warded creature makes an attack or casts a spell that affects an enemy creature, this spell ends.
  • Thunderous Smite (Prepared) - Casting Time: 1 bonus action; Range: Self; Components: V; Duration: up to 1 minute. The first time you hit with a melee weapon attack, your weapon makes a thunderous boom that spans 300 feet from you. The attack deals an extra 2d6 thunder damage. Additionally, if the target is a creature, it must succeed on a Strength save or be pushed 10 feet away from you and knocked prone.
2nd:
3rd:
4th:
5th:
6th:
7th:
8th:
9th:
Skills * means proficient
  1. +0 Acrobatics (Dex)
  2. +1 Animal handling (Wis)
  3. -1 Arcana (Int)
  4. +3 Athletics (Str)
  5. +2 Deception (Cha)
  6. +1* History (Int)
  7. +1 insight (Wis)
  8. +2 intimidation (Cha)
  9. -1 Investigation (Int)
  10. +3* Medicine (Wis)
  11. -1 Nature (Int)
  12. +1 Perception (Wis)
  13. +2 Performance (Cha)
  14. +4* Persuasion (Cha)
  15. +1* Religion (Int)
  16. +0 Sleight of Hand (Dex)
  17. +0 Stealth (Dex)
  18. +1 Survival (Wis)
Proficiencies and Languages
  • Common
  • Dwarvish
  • Elvish
  • Brewer's Supplies
  • Playing Cards
Racial Abilities
  • Darkvision
  • Dwarven Resilience: advantage on saving throws against poison, resistance against poison
  • Dwarven Combat Training: proficiency with battleaxe, handaxe, light hammer, and warhammer
  • Dwarven Armor Training: proficiency with light and medium armor
  • All Armor and shields
  • Simple Weapons and martial weapons
  • Stonecunning
Special Abilities
  • Lay on Hands: You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your paladin level x 5. 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 one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one.

    This feature has no effect on undead and constructs.
  • Fighting Style: Protection - When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
  • Divine Smite - 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 a1st-level spell 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 a fiend.
  • Divine Health - immune to disease
  • Oath Spells - each path has a list of associated spells. You gain access to these spells at the level specified in the oath description. Once gained you gain access to an oath spell, you always have it prepared. Oath spells don't count against the number of spells you can prepare each day.
  • Sacred Oath: Oath of Devotion - Tenets of Devotion; Honesty, Courage, Compassion, Honor, Duty
Channel Divinity
  • Sacred Weapon - as an action, you can imbue one weapon that you are holding with positive energy, using your Channel Divinity. For 1 minute, you add your Charisma modifier to attack rolls made with that weapon. The weapon also emits a bright light in a 20-foot radius and dim light 20 feet beyond that. If the weapon is not already magical, it becomes magical for the duration.
  • Turn the Unholy - as an action, you present your holy symbol and speak a prayer censoring fiends and undead, using your Channel Divinity. Each fiend or undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails is sagging throw, it is turned for 1 minute or until it takes damage. Magic Items
    Feats
    Equipment Armor
    • armor name: Chainmail, Armor Bonus 16, Max Dex, other info
    • shield +2
    Weapons:
    • Battleaxe, 5, 1d8 slashing, Versatile (1d10)
    • Javelin, 5, 1d6 piercing, Thrown (range 30/120)
    inventory
    Wealth
    • 0 Platinum
    • 25 Gold
    • 0 Electum
    • 0 Silver
    • 0 Copper
    • Equipment
      • Holy Symbol
      • Signet Ring
      • Scroll of Pedigree
      • Explorer's Pack: Backpack, bedroll, mess kit, tinderbox, 10 torches, 10 days of rations, waterskin, 50 ft of hempen rope
    • Art Work
    • Gems
    Gear
    • backpack
    • bedroll
    • waterskin
    • trail rations 10 days

    Characteristic and Hit Point Rolls
    Spoiler:
    Lvl 2 HP standard 6
    Lvl 3 HP standard 6
Last edited by kanila on Sat Oct 27, 2018 12:40 am, edited 32 times in total.
Achex Rococa, Torax Ubac, Rade Trah, CT-9564 "Doc", Varc Jesk - Jedi, Meddaar Vampor - Monk

kanila
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Re: Rurik Ironfist - Dwarf - Paladin

#2

Post by kanila » Thu Oct 25, 2018 5:58 pm

Total: 9
Character: Rurik Ironfist
Campaign: Dark Patron of the Temple of Light
Description: Coin
5D4= 9
indivdiual rolls: 1, 3, 2, 1, 2
images:ImageImageImageImageImage


9 x 10 = 90 gp
Achex Rococa, Torax Ubac, Rade Trah, CT-9564 "Doc", Varc Jesk - Jedi, Meddaar Vampor - Monk

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swrider
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Re: Rurik Ironfist - Dwarf - Paladin

#3

Post by swrider » Thu Oct 25, 2018 6:05 pm

lol you are not dead yet. Do you want to have a second character in this game? I am open to that.

kanila
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Re: Rurik Ironfist - Dwarf - Paladin

#4

Post by kanila » Thu Oct 25, 2018 6:10 pm

swrider wrote:
Thu Oct 25, 2018 6:05 pm
lol you are not dead yet. Do you want to have a second character in this game? I am open to that.
I know haha. Creating characters is just fun to me. He's a backup, but if we want to phase out the healer NPCs I could finish him for use.
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swrider
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Re: Rurik Ironfist - Dwarf - Paladin

#5

Post by swrider » Thu Oct 25, 2018 6:28 pm

Shor-tay is a character in the story and will come and go as the story dictates. Bersk will be fassed out at the end of this mission. So that is up to you.

kanila
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Re: Rurik Ironfist - Dwarf - Paladin

#6

Post by kanila » Thu Oct 25, 2018 6:31 pm

I'll work up the background. Everything else in order though?
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swrider
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Re: Rurik Ironfist - Dwarf - Paladin

#7

Post by swrider » Thu Oct 25, 2018 11:24 pm

You need to add your proficiency bonus to the saving throws you are proficient with. You marked them but don't appear to have modified them

kanila
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Re: Rurik Ironfist - Dwarf - Paladin

#8

Post by kanila » Thu Oct 25, 2018 11:30 pm

Fixed it. Still thinking up a background.
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swrider
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Re: Rurik Ironfist - Dwarf - Paladin

#9

Post by swrider » Thu Oct 25, 2018 11:57 pm

what type of swarf are you. also you either start with a standard kit or roll for gold and purchase everything. you dont get the kit and the gold.

kanila
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Re: Rurik Ironfist - Dwarf - Paladin

#10

Post by kanila » Fri Oct 26, 2018 12:43 am

swrider wrote:
Thu Oct 25, 2018 11:57 pm
what type of swarf are you. also you either start with a standard kit or roll for gold and purchase everything. you dont get the kit and the gold.
I believe I made the same mistake the first time around. Fixed both issues.
Achex Rococa, Torax Ubac, Rade Trah, CT-9564 "Doc", Varc Jesk - Jedi, Meddaar Vampor - Monk

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Re: Rurik Ironfist - Dwarf - Paladin

#11

Post by kanila » Fri Oct 26, 2018 4:06 pm

Should be ready for your approval.
Achex Rococa, Torax Ubac, Rade Trah, CT-9564 "Doc", Varc Jesk - Jedi, Meddaar Vampor - Monk

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Re: Rurik Ironfist - Dwarf - Paladin

#12

Post by swrider » Fri Oct 26, 2018 5:35 pm

I still need to know what type of dwarf you are.

You put a +2 in two different characteristics. That is unusual, I need to look up your race and subtype to see if it is correct.

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swrider
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Re: Rurik Ironfist - Dwarf - Paladin

#13

Post by swrider » Fri Oct 26, 2018 5:37 pm

Also, it does not appear that the backstory you added actually went through. I can not find it in your character sheet.

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Re: Rurik Ironfist - Dwarf - Paladin

#14

Post by swrider » Fri Oct 26, 2018 5:42 pm

I see, you are a hill dwarf correct. I also found your backstory.

This character is approved as level 1. You need to level him to level 3 though.

We will be leveling the other characters to 3 once you get back to town.

kanila
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Re: Rurik Ironfist - Dwarf - Paladin

#15

Post by kanila » Fri Oct 26, 2018 6:19 pm

swrider wrote:
Fri Oct 26, 2018 5:42 pm
I see, you are a hill dwarf correct. I also found your backstory.

This character is approved as level 1. You need to level him to level 3 though.

We will be leveling the other characters to 3 once you get back to town.
Should be Mountain Dwarf. It's in the race box. I'll update it to level 3 and add the appropriate info. I'll let you know when it's complete.
Achex Rococa, Torax Ubac, Rade Trah, CT-9564 "Doc", Varc Jesk - Jedi, Meddaar Vampor - Monk

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Re: Rurik Ironfist - Dwarf - Paladin

#16

Post by kanila » Fri Oct 26, 2018 7:10 pm

Updated what you asked for.

I'm confused on the spells though. The two I already added are based on my Devotion, but I dont know what spells I have access to. Paladin's have 1st through 5th levels for spells. I'm guessing I only have access to level 1 right now. Is that correct? Just not sure how I should list that all on the sheet.
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Re: Rurik Ironfist - Dwarf - Paladin

#17

Post by swrider » Fri Oct 26, 2018 11:06 pm

This wiki link goes into excellent detail on paladins including spells.

You need to increase your Hit Points and Hit Dice also.


https://dnd5e.fandom.com/wiki/Paladin

kanila
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Re: Rurik Ironfist - Dwarf - Paladin

#18

Post by kanila » Fri Oct 26, 2018 11:17 pm

I'll adjust them. That's why it's better to have someone else look at the sheet!
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Re: Rurik Ironfist - Dwarf - Paladin

#19

Post by swrider » Fri Oct 26, 2018 11:48 pm

As for spells.
YOu know every spell on the paladin list.
You can prepare charisma modifer + 1/2 level (rounded down) spells at each long rest. So for your character you can have 3 prepared.

I do not recall if paladins get cantrips, but if they do then cantrips do not need to be prepared and do not use spell slots.

You have 3 level 1 spell slots. Each time you cast one of your level 1 spells you use a spell slot. If you have a spell slot you can cast any spell you have prepared of that level or lower with that slot. When you are out of slots you have no more spells until you rest. Long rest I believe. You also have lay on hands which is a nice ability.

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Re: Rurik Ironfist - Dwarf - Paladin

#20

Post by kanila » Fri Oct 26, 2018 11:52 pm

So I can currently have 5 spells prepared. With my Devotion it gives me two that are always prepared and I marked them as such. I still can use only three slots but the variety is definitely handy to have.

And yes it's after a long rest.
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Re: Rurik Ironfist - Dwarf - Paladin

#21

Post by swrider » Fri Oct 26, 2018 11:56 pm

yup

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Re: Rurik Ironfist - Dwarf - Paladin

#22

Post by kanila » Sat Oct 27, 2018 12:03 am

I think that's everything. Except to fill in the Sanctuary spell information.
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Re: Rurik Ironfist - Dwarf - Paladin

#23

Post by kanila » Sun Oct 28, 2018 12:30 am

Good to move him now?
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Re: Rurik Ironfist - Dwarf - Paladin

#24

Post by swrider » Sun Oct 28, 2018 12:50 am

Yes go ahead.

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