Rurik Ironfist - Dwarf - Paladin

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kanila
Jedi Initiate
Posts: 4260
Joined: Fri Sep 22, 2017 4:34 pm

Rurik Ironfist - Dwarf - Paladin

#1

Post by kanila » Sun Oct 28, 2018 1:10 am

Character Info
Name:
Rurik Ironfist
Class & Level:
Paladin Lvl 4
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: 27
Hit Points Max: 27

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


Death Saves:
Life/Death
Passive Perception: 11
Inspiration: Heironeous, God of chivalry and valor; LG; Symbol: Lightning Bolt
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+1) 16 (+3)
Wisdom:12 (+1)
Intelligence:8 (-1)
Strength:(14+2) 16 (+3)
Dexterity:10 (0)
Constitution:(13+2+1) 16 (+3)
Saves * means proficient
+5* Charisma
+3* Wisdom
-1 Intelligence
+3 Strength
+0 Dexterity
+3 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. +3 Deception (Cha)
  6. +1* History (Int)
  7. +1 insight (Wis)
  8. +3 intimidation (Cha)
  9. -1 Investigation (Int)
  10. +3* Medicine (Wis)
  11. -1 Nature (Int)
  12. +1 Perception (Wis)
  13. +3 Performance (Cha)
  14. +5* 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
    • Gauntlets of Ogre Power
      Wondrous Item, Uncommon (requires attunement)
      Your Strength score is 19 while you wear these gauntlets. They have no effect on you if your Strength is already 19 or higher.
    Feats
    Equipment Armor
    • armor name: Chainmail, Armor Bonus 16, Max Dex, other info
    • shield +2 (Lightning Bolt Holy symbol)
    Weapons:
    • Battleaxe, 5, 1d8 slashing, Versatile (1d10)
    • Javelin, 5, 1d6 piercing, Thrown (range 30/120)
    inventory
    Wealth
    • 0 Platinum
    • 209 Gold
    • 0 Electum
    • 5 Silver
    • 50 Copper
    • Equipment
      • Set of fine clothing
      • Holy Symbol: Lightning Bolt emblazoned on shield
      • Signet Ring
      • Scroll of Pedigree
      • Chest 25lbs (on wagon)
      • Lock 1lb (on chest)
      • Explorer's Pack: Backpack, bedroll, mess kit, tinderbox, 10 torches, 9 days of rations, waterskin, 50 ft of hempen rope
    • Art Work
    • Gems
    Gear
    • backpack
    • bedroll
    • waterskin
    • trail rations 9 days

    Characteristic and Hit Point Rolls
    Spoiler:
    Lvl 2 HP standard 6
    Lvl 3 HP standard 6
Last edited by kanila on Sat Mar 16, 2019 10:54 pm, edited 8 times in total.
Achex Rococa, Torax Ubac, Rade Trah, CT-9564 "Doc", Varc Jesk - Jedi, Meddaar Vampor - Monk

kanila
Jedi Initiate
Posts: 4260
Joined: Fri Sep 22, 2017 4:34 pm

Re: Rurik Ironfist - Dwarf - Paladin

#2

Post by kanila » Sun Oct 28, 2018 1:15 am

Current HP: 24 of 24
Spell Slots: lvl 1 - 3 of 3 (recover after long rest)
lvl 2 - 0 of 0
lvl 3 - 0 of 0
lvl 4 - 0 of 0
lvl 5 - 0 of 0
Channel Divinity: 1 of 1 (recover after long rest)
Lay on Hands: 15 of 15 (recover after long rest)
Achex Rococa, Torax Ubac, Rade Trah, CT-9564 "Doc", Varc Jesk - Jedi, Meddaar Vampor - Monk

kanila
Jedi Initiate
Posts: 4260
Joined: Fri Sep 22, 2017 4:34 pm

Re: Rurik Ironfist - Dwarf - Paladin

#3

Post by kanila » Thu Nov 01, 2018 10:55 pm

Purchases:

Chest - 5gp
Lock - 10gp
Achex Rococa, Torax Ubac, Rade Trah, CT-9564 "Doc", Varc Jesk - Jedi, Meddaar Vampor - Monk

kanila
Jedi Initiate
Posts: 4260
Joined: Fri Sep 22, 2017 4:34 pm

Re: Rurik Ironfist - Dwarf - Paladin

#4

Post by kanila » Sun Nov 11, 2018 10:32 pm

Used supplies:

Rations x1
Achex Rococa, Torax Ubac, Rade Trah, CT-9564 "Doc", Varc Jesk - Jedi, Meddaar Vampor - Monk

kanila
Jedi Initiate
Posts: 4260
Joined: Fri Sep 22, 2017 4:34 pm

Re: Rurik Ironfist - Dwarf - Paladin

#5

Post by kanila » Sun Dec 16, 2018 12:32 am

Image "Enter dialogue here. Note that shorter dialogues will result in strange cell sizes, but the text will still be readable."
Last edited by kanila on Fri Jan 25, 2019 5:33 pm, edited 3 times in total.
Achex Rococa, Torax Ubac, Rade Trah, CT-9564 "Doc", Varc Jesk - Jedi, Meddaar Vampor - Monk

User avatar
swrider
ISB Deputy Director
Posts: 7524
Joined: Thu Aug 10, 2017 2:36 am
Location: Phoenix, AZ

Re: Rurik Ironfist - Dwarf - Paladin

#6

Post by swrider » Sun Dec 16, 2018 12:38 am

I fixed the image for you. You don't use image tags if you use resized tags.

kanila
Jedi Initiate
Posts: 4260
Joined: Fri Sep 22, 2017 4:34 pm

Re: Rurik Ironfist - Dwarf - Paladin

#7

Post by kanila » Tue Feb 12, 2019 7:24 pm

Add - 200gp
Achex Rococa, Torax Ubac, Rade Trah, CT-9564 "Doc", Varc Jesk - Jedi, Meddaar Vampor - Monk

kanila
Jedi Initiate
Posts: 4260
Joined: Fri Sep 22, 2017 4:34 pm

Re: Rurik Ironfist - Dwarf - Paladin

#8

Post by kanila » Sat Mar 16, 2019 10:50 pm

Level 4

Total: 3
Character: Rurik
Campaign:
Description: Health gained lvl 4
1D10= 3
indivdiual rolls: 3
images:Image

Ability Scores -
Cha +1
Con +1
Achex Rococa, Torax Ubac, Rade Trah, CT-9564 "Doc", Varc Jesk - Jedi, Meddaar Vampor - Monk

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