Cedric Ironfist

Cedric Ironfist

His name is Cedric and he belongs to the family of Merchants Ironfist that preside in the Watch Wall, he currently works for the Inquisition as the Liaison. He is mainly about doing good for others in the world, he is a man that takes his duty seriously and is very focused on improving not only his capabilities as an ambassador but also as a warrior.

Mental characteristics

Personal history

Cedric is a man that living in the wall has seen what it is to live near the Badlands, he has heard stories and seen the faces of man that have come from there as if they've seen horrors.   He grew up with his family in the Wall where his parents worked mostly as merchants. He ended up learning about the ways of merchants, how to persuade people into buying better items and as well how to value certain items by keen observation. As he ended growing up he'd help people in the Wall with simple patrols, walking around and having a few fights but nothing out of the ordinary.   As he grew up he decided he wanted to leave the Wall and become an adventurer, try to help the world become a better place, as he heard many other places in the world that faced similar problems to the Wall. He wanted to explore the world but also help others, being from Orde one of the factions he knew that would fit his ideals the most would be the Inquisition, a faction that only acts when they must act.   Knowing the history of the Inquisition as he learned of it recently he wishes to improve their reputation and change their image.

Sexuality

Heterosexual

Education

He's proficient with several tools.

Employment

Liason of the Inquisition.

Personality Characteristics

Motivation

He want's to help the world become a better place.

Virtues & Personality perks

His assessment of situations are great as he is very analytical but at the same time sometimes his inaction as being careful could also spell things for worse, other moments he trusts his instincts too much and proceeds to charge recklessly into his problems.

Social

Religious Views

Paladin of Glory.

Mannerisms

Well mannered man who treats people the same way he wishes to be treated. He doesn't harbor any ill intent on anyone unless they wish to harm him or those who he care for.

A man that was raised in a family of merchants, he decided to embark on a journey towards a life filled with more thrills and adventure. Cedric is a Paladin that like's helping others, he has seen his fair share of fights.

View Character Profile
Alignment
Neutral Good
Honorary & Occupational Titles
Liaison of the Inquisition, Violet Veil
Age
27
Birthplace
Wall Born
Children
Current Residence
Inquisition
Gender
Male
Eyes
Green
Hair
Blonde
Skin Tone/Pigmentation
Tanned
Height
5'11
Weight
180
Known Languages
Common, Imperial Elvish

Cedric Ironfist

Variant Human Race
Orde Origin
Paladin / Oath of Vengeance 9 Class & Level
Neutral Good Alignment
Glory Deity
The Inquisition Faction
Liaison Rank/Position
5 Loyalty
None Company

Strength 22
+6
Dexterity 10
+0
constitution 14
+2
intelligence 11
+0
wisdom 12
+1
charisma 20
+5
Total Hit Dice 1d10
Hit Die
1d+2
+3 proficiency bonus
+6 Strength
+2 Dexterity
+6 Constitution
+0 Intelligence
+5 Wisdom
+9 Charisma
saving throws
+0 Acrobatics
+1 Animal Handling
+0 Arcana
+10 Athletics
+5 Deception
+0 History
+5 Insight
+5 Intimidation
+4 Investigation
+5 Martial
+1 Medicine
+0 Nature
+5 Perception
+5 Performance
+9 Persuasion
+4 Religion
+0 Sleight of Hands
+0 Stealth
+1 Survival
skills

 
42
MV
2
Prestige
2
Attunement Slots
18
Armor Class
81
Hit Points
+0
Initiative
30
Speed
Butcher's Axe 1d20+8 2d8+5
Shortsword 1d20+8 1d6+5
Javelin 1d20+8 1d6+5
Attacks
Armor: light armor, medium armor, heavy armor, shields
Weapons: simple weapons, martial weaponsm, Butcher's Axe, Steton Greatbow
Tools: Disguise Kit, Poisoner's Kit, Mason's Tools, Alchemy Tool's
Skills: Athletics, Perception, Persuasion, Insight, Religion, Martial, Investigation
Languages: Common, Elven
Proficiences
Spell List:
Lvl 1 Spells
Lvl 1 Spells
Bless (PREPARED)
Command (PREPARED)
Cure Wounds
Detect Evil and Good
Detect Magic (PREPARED)
Detect Poison and Disease
Divine Favor
Heroism
Protection from Evil and Good (PREPARED)
Purify Food and Drink
Shield of Faith (PREPARED)
Bane (PREPARED)
Hunter's Mark (PREPARED)
Ceremony

 


Lvl 2 Spells
Lvl 2 Spells
Aid
Branding Smite
Find Steed
Lesser Restoration (PREPARED)
Locate Object
Magic Weapon
Protection from Poison
Zone of Truth
Misty Step (PREPARED)
Hold Person (PREPARED)

 


Lvl 3 Spells
Lvl 3 Spells
Haste (PREPARED)
Protection from Energy (PREPARED)
Aura of Vitality
Dispel Magic (PREPARED)
Revivify
Daylight
Remove Curse
Blinding Smite
Create Food and Water

 

Spellcasting
Casual Items
Casual Items
• a Set of Fine Clothes
• Disguise Kit
• Poisoner's Kit
• Pole of Collapsing
• Inquisitorial Badge
• Silvered Butcher's Axe
• Platemail
• Explorer's Backpack
• 5 Javelins
• Holy Symbol
• Healer's Kit
• Disguise Kit
• Poisoner's Kit
• Alchemy Tools
• 3 Wolf Pelts
• Silvered Shortsword
• Frankenstein Costume
• 5 Potions of Growth
• 2 Bandoliers
• 1 Hourglass
• Silvered Butcher's Axe
• Masterwork Shield
• Silvered Krazaxian War axe
• Splint for Warhorse
• 5 Potions of Superior Healing
• 1 Greatsword
• Steton Greatbow
• 60 Steton Arrows
• Climbing Gear
• Bubble Crown
• Sharon's shawl of shadows blueprint
• 4 Potions of Invulnerability



 


1346 gold pieces.
38 Crafting Tokens

Magic Items
Magic Items
-----------------------------------
+1 Butcher's Axe - Minor Very Rare (3,000gp, 30 days) - Attunement - (CURRENTLY ATTUNED)

Blasts the body and mind of evil into obliteration.

Your Strength score is increased by 2, up to a maximum equal to your ability score cap.

You deal an additional 1d6 psychic damage on hit with this weapon.


--------------------------------
Cedric's Early Wedding Present (Attuned)
Wondrous (Shawl) - Very Rare (4,000gp, 20 days) - Attunement

A fine red silk scarf/halfcape tailored suited to an average physically fit human's build.

Glittering gold, trinkets and baubles. Your Charisma score increases by 3, up to a maximum equal to your ability score cap.

Ever light on my feet. Dexterity saving throws you make are increased by 2.

Who can blame me for a bit of corruption? As a bonus action, you can activate this cloak to see normally in darkness, both magical and nonmagical, to a distance of 30 feet for 10 minutes. You can use this ability once, regaining the use after finishing a long rest.


Equipment
The Inquisition
Faction
The Mad Man
Stat Array
Inquisitorial Badge - This silver piece of metal, which is often time imbued with the additional symbol of the individual's deity, represents not only their mark of membership, but serves as a slightly enchanted magical object, allowing the individual to gain advantage on a single insight roll once per long rest. This is only able to be used to specifically detect deception.

Fury of the Light

Once per mission or act of a campaign, a member of the Inquisition may call upon the light to empower their next attack. This must be decided to be used at the start of the turn in which you wish to use it. It empowers the next attack, that if it hits, is considered a critical hit. If the attack misses, the effect is wasted. if this is used against a target without the evil alignment the effect is wasted. This may only be used on an effect with an attack roll.

Wall Born
The great wall of Orde, holds back the denizens of the badlands and the watchers on the wall, keep a close eye upon the horizon. So large is the wall, that it could be considered a city in its own right, harboring thousands of soldiers and their families, it is easily the largest military application in Verum. Those that are born here learn of the dark things within the badlands and are taught vigilance, to ensure they are always ready.

The vigilance of the wall guard is legendary.
You have advantage on attack rolls for opportunity attacks.

You gain proficiency in the Perception skill, and with Mason's Tools.

Divine Sense
The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). 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.

You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses.

Lay on Hands
Your blessed touch can heal wounds. 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 × 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.


Great Weapon Master
You’ve learned to put the weight of a weapon to your advantage, letting its momentum empower your strikes. You gain the following benefits:

On your turn, when you score a critical hit with a melee weapon or reduce a creature to 0 hit points with one, you can make one melee weapon attack as a bonus action.
Before you make a melee attack with a heavy weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack’s damage.


Orde
Orde is a place of pristine building and manicured lawns; the closest thing to a metropolis in Verum. Ordeans command respect an awe as they walk among one another. Their presence and splendor only matched by their dedication to the good deities. Ordaens are gifted the following abilities as well as a choice of sub-type.

Ordeans are all born with the ability to debate and convey their points in the most efficient manner possible. You gain a +1 to Charisma

Ordeans are exposed to many different doctrines. You gain Skill Prof – Religion

Members gain an additional +3 to damage against Humanoids. This effect lasts for the duration of any mission that starts or has a session within 3 update stream time progressions.

Loyalty 2 (Inquisition)
Service to the White Pantheon (Paladin, Cleric, Gregorian): Gain a 2nd Lip Service and Church Boon from a deity that is in the White Pantheon.

The Seven

Church Boon
+1 Any Attribute

Lip Service
Proficiency in any skill

Oath of Vengeance

Fight Style:
Great Weapon Fighting
When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll. The weapon must have the two-handed or versatile property for you to gain this benefit.

Resilient Choose one ability score. You gain the following benefits:
• Increase the chosen ability score by 1, to a maximum of 20.
• You gain proficiency in saving throws using the chosen ability.
CHOSE CON

Ambassador: Gain +5 Max HP

Violet Veil: Tendril slapped me and I lost -5 max hp.

Exotic Training: Butcher's Axe

Aura of Courage

Starting at 6th level, whenever you or a friendly creature within 10 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma modifier (with a minimum bonus of +1). You must be conscious to grant this bonus.

Relentless Avenger

By 7th level, your supernatural focus helps you close off a foe's retreat. When you hit a creature with an opportunity attack, you can move up to half your speed immediately after the attack and as part of the same reaction. This movement doesn't provoke opportunity attacks.

Class/Racial Features & Traits