Aldric Maz

Aldric Maz

Physical Description

Body Features

He is lightly tanned.

Special abilities

He Smites. A lot.

Apparel & Accessories

He often wears the Watch Wall Seeker Tabard and Circlet.

Mental characteristics

Personal history

Aldric was born to Celestine Maz a single mother in Radiance (Orde). Aldric had a normal childhood in every way other than his missing father and the strange abilities and language he somehow learned. Whenever he asked his mother about him she just told him that he loved them both very much, but he could't stay with them because it would put them at risk. His mother was also a believer in The Seven and told him if he ever was in a difficult situation to let The Seven guide his hand.   When he was 13 years old his mother suddenly fell sick and passed shortly after. Afterwards he was taken in by his mothers brother (uncle) Elroy Maz and he helped him a lot to overcome his grief about his mother's death. Since his uncle was a guard in the city he also taught him how to fight and how to deal with difficult people. He also tried to teach him how to talk and impress women, but somehow even though his uncle was a charming man he had many problems finding the right one for him.   Aldric remembers many times when such relationships had a loud and explosive end. They were also quite hilarious. Neither his mother or uncle ever mentioned what happend to his grandparents besides them being alive somewhere. When Aldric was old enough he joined the church of The Seven and became a Paladin in Training there. After his training was over he heard about the Inquisitions exploits and their new guild status and made the decision to try to join them or the Seekers from the Watch Wall to make Orde and Kalkatesh a better and safer place to live.

Education

Received offical Paladin training in Orde.

Accomplishments & Achievements

Survived the attack on the Wall by an army of Skeletons that was lead by a Skeleton General. They also had Skeleton Catapults that threw Skeleton Horrors at them. And he also managed to get away when the Inverted Flesh showed up.   He and his companions were able to close the Seal of Water with minimum casualties on the merfolk side.   He helped in creating a sentient construct of The Seven while on a mission inside Vault of the Forgotten Architect.   He survived two missions into the Shadowfell.   And he helped clearing out the Royal Barracks in the Cathedral of Sin.

Failures & Embarrassments

He didn't share the truth with the Rebellion, because he hesitated and was worried about the consequence if he did. They might be dead or worse now, but he will remember them and his failure.

Morality & Philosophy

Don't lie or cheat. Let your word be your promise. Never fear to act, though caution is wise. Aid others, protect the weak, and punish those who threaten them. Show mercy to your foes, but temper it with wisdom. Treat others with fairness, and let your honorable deeds be an example to them. Do as much good as possible, while causing the least amount of harm. Be responsible for your actions and their consequences, protect those entrusted to your care, and obey those who have just authority over you.

Taboos

Don't betray those that you swore to protect and trust you.

Personality Characteristics

Motivation

To give his best and to be a positive influence on Kalkatesh.

Likes & Dislikes

He likes animals, gardens, his friends/companions and the view from the Watch Wall. And he dislikes failing his friends/family.

Virtues & Personality perks

Compassionate, helpful, honest, kind, loyal

Vices & Personality flaws

May put too much trust in those who wield power in Orde.

Personality Quirks

Is prone to smile.

Social

Contacts & Relations

Seeker of the Watch Wall

Family Ties

Mother: Celestine Maz (deceased)
Uncle: Elroy Maz

Religious Views

Follower of The Seven and believer in Hope.

Hobbies & Pets

Celest (Giant Riding Lizard)
Rodney (Find Steed)
Hobby: Gardening

Born: 18.12.1173 - 23 when he started at the Wall

View Character Profile
Species
Ethnicity
Year of Birth
1173 32 Years old
Birthplace
Radiance, Orde
Children
Current Residence
The Watch Wall
Gender
Male
Eyes
Brilliant Topaz
Hair
Dark Brown, middle long
Height
5'11
Weight
185 lbs
Quotes & Catchphrases
Can I make a check to see how fucked we are?
- Aldric/Posino in the Shadowfell
Known Languages
Common (Grass), Celestial (Archon), Elven (Imperium)

Halloween Jack’s Carnival Event Dooming! – “Have you ever wondered how you’re going to die?”

(182 on a d1000) Witch Ýdalir:   https://db4sgowjqfwig.cloudfront.net/campaigns/175806/assets/883567/elf.jpg?1532624673   "Beware the little ones. The bees, the rats, the fleas…"

Aldric Maz

Aasimar (Plane-Touched) Race
Orde (Paladin in Training) Origin
Paladin Lvl. 7 (Oath of Devotion)/Sorcerer Lvl. 5 (Divine Soul) - Level 12 Class & Level
Lawful Good Alignment
The Seven Deity
Watch Wall Faction
Sergeant/Member Rank/Position
9 Loyalty
Vita Vigilia Company

Strength 22
+6
Dexterity 11
+0
constitution 17
+3
intelligence 10
+0
wisdom 11
+0
charisma 22
+6
Total Hit Dice 7 & 5
Hit Die
1d10 d6+3
+4 proficiency bonus
+12 Strength
+6 Dexterity
+9 Constitution
+6 Intelligence
+10 Wisdom
+16 Charisma
saving throws
+0 Acrobatics
+0 Animal Handling
+0 Arcana
+10 Athletics
+4 Deception
+0 History
+0 Insight
+4 Intimidation
+0 Investigation
+4 Martial
+0 Medicine
+0 Nature
+4 Perception
+4 Performance
+8 Persuasion
+4 Religion
+0 Sleight of Hands
+0 Stealth
+0 Survival
skills

 
66
MV
3
Prestige
3
Attunement Slots
23
Armor Class
108
Hit Points
+0
Initiative
30
Speed
WeaponAttackDamageSpecial
Floe-Blade 1d20+8 1d8+1d4+3 Attunement, Versatile ( 1d10+1d4+3 )
Attacks

Proficiencies

Armor


All, shields and exotic prof. in Daborakian Kite Shield (Academy)

Weapons


Martial weapons , simple weapons

Saving Throws


Wisdom, Charisma

Skills


Athletics, Martial, Perception, Persuasion, Religion

Tools


Mason's tools (Watch Wall), Potter's tools (Watch Wall), Calligraphers tools (Expertise, Academy), Brewer's Tools (Bard's College), Smith's tools (Bard's College), Flute (Bard's College), Horn (Bard's College)

Languages


Celestial (Archon), Common (Grass), Elven (Imperium)

Proficiences
Spell DC: 18 | Spell Attack Mod: +10

Level
Per Day
1st
4
2nd
3
3rd
3
4th
2
5th
0
6th
0
7th
0
8th
0
9th
0



Spell List/Prepared Spells: Paladin

Cantrips

Light (Race), Ray of Frost (when attuned to Floe-Blade)

1st Level Spells

Bless, Ceremony, Command, Compelled Duel (B), Cure Wounds, Detect Evil and Good, Detect Magic, Detect Poison and Disease, Divine Favor (B), Heroism, Protection from Evil and Good (OS), Purify Food and Drink, Sanctuary (OS, B), Searing Smite (B), Shield of Faith (B), Thunderous Smite (B), Wrathful Smite (B)

2nd Level Spells

Aid, Branding Smite (B), Find Steed, Lesser Restoration (OS), Locate Object, Magic Weapon (B), Protection from Poison, Zone of Truth (OS)

B: Bonus Action, OS: Oath Spell (always prepared), Prepared Spells (9)

Spell List: Sorcerer

Cantrips

Booming Blade, Chill Touch, Fire Bolt, Guidance, Toll the Dead

1st Level Spells

Absorb Elements (R) , Feather Fall (R) , Shield (R)

2nd Level Spells

Spiritual Weapon (B)

3rd Level Spells

Haste, Spirit Guardians

Divine Spell

Healing Word (B)

R: Reaction


Spellcasting

Watch Wall Bank


Armor/Weapons
Shield (6lbs)
Chain Mail (55lbs)
Anointed Heavy Crossbow (18lbs)
Whip (3lbs)
2x Aid Scroll
4x Healing Word Scroll
2x Shield of Faith Scroll
2x Sanctuary Scroll
2x Thunderous Smite Scroll 2x
7x Dart (1=0,25lbs, 1,75lbs)
Longsword (3lbs)
Case with 20x bolts (1=0.075lbs, 1,5lbs)
9x Javelins (1=2lbs, 18lbs)


Crafting Materials
2x Red Dragon Scales


Currency
Platinum: 0
Gold: 111
Silver: 0
Copper: 0

Weight: 50 coins = 1 lbs


Equipment
Bandolier
10x Torches (1=1lbs, 10lbs)
Waterskin (5lbs)
Whetstone (1lbs)


Magic Items
Rebelious Blade (Greatsword, 6lbs)
Faith's Light (Magic Shield, 6lbs)
Rebelious Blade (Greatsword)
Plate of Redemption (65lbs)


Mundane Items
Gauntlet of the Wall:
This gauntlet has been entangled with vines, flowers, and leaves. On the palm of the hand is the symbol of the watch wall, on the back, the Seven. (From Tar'uum)

Signet Ring With Spider Gem (10gp) (Halloween Jack)
Spooky Mask (Skeleton) (5gp) (Halloween Jack)
Spooky Mask (Badlands Wendigo) (5gp) (Halloween Jack)
Set of Ironwork Dice from Nox Mead (Jatiri)

Inside Aldric's Room/Bank:
1x Cute Warg plush toy (won from Daye Whimsee)

1x Genuine Warewolf plushie – 50 GP

1x Halloween Jack Plushie (With touch activated cackle) – 10 GP (OP)

1x Officially licensed Reginald Von Halen plushie (deluxe edition made with the actual tears of Seraphim weeping over his charity) – 500 GP

Shield from Issac (Hanged up on a wall inside his room at the Watch Wall.)
(This shield bears the crest of the Watch Wall. The upper right quadrant bears the the enameled image of an aasimar wearing an ivory circlet. 6lbs)

Bookshelf:
“Razzle Dazzle Martial Training Academy” book on common battlefield tactics and strategies.
(And advertisement promoting “Our graduates have a 60% chance of a 100% crucible success rate) – 10 GP

“Which Booty? Witch Booty.” Doltenian Workout Manual for a Body your Partner Will Make Pacts Over. – 15 GP

Blades that Shine and Glisten: The Ordean Pin-Up Manuscript – 10 GP


Poisons/Potions
Basic Poison (2lbs)
Potion of Animal Friendship (2lbs)


Tools


Crafting Tokens
104


On Person (155,08 out of 240lbs)


Armor/Weapons/Magic Items (114lbs)
Floe-Blade (3lbs)
Belt of the Friar (6lbs)
The Solemn Serenity Series: Amatorum Memoria (Lover’s Memory) (Attuned, 65lbs)
Bloodline’s End (Gauntlets, Attuned)
Valor's Edge (3lbs, Attuned)
Not under my Watch (Ring, 0,5lbs)
Fadesteel War Horn (2lbs)
Take Me Home (Backpack, 5lbs)
Gold Rung
Aegis of Faith (Masterwork Daborakian Kite Shield) (8lbs)
2x Masterwork Bandolier (2lbs+4lbs Scrolls, +8lbs Potions=14lbs)
Traveler's Clothes (4lbs)
Tabard (The Watch Wall)
Ivory Circlet (The Watch Wall)
Powdered Silver worth 100gp
Holy Symbol (Amulet, The Seven, 1lbs)
Component Pouch (2lbs)

A Wand of Sadness (Makes a sad trumped sound) (5gp) (Halloween Jack)

A Wand of Happiness (Makes clapping sounds) (5gp) (Halloween Jack)

Automatic Quill (Common)
Wand of Cleaning (Common)
Wand of Chilling (Common)
Wand of Heating (Common)

Wand of Delting it (Minor Uncommon)
This item creates an unpleasant odor on command. Once per day, you may target a creature and cause a loud, trumpeting, gaseous sound to erupt from them. If they fail a DC 11 Dexterity saving throw, they lose their movement during their next turn. (They can still dash in order to move)

The Sleep Anywhere Pillow (0,5 lbs)
(This pillow has the face of an orc painted poorly on one side of it. A string is attached to it that allows you to have the pillow slung around your neck. If your Constitution score is 15 or higher, the pillow provides as much comfort as a bedroll for resting.)


Crafting Blueprints
Mercy for Others


Currency (20,08 lbs)
Platinum: 0
Gold: 1004
Silver: 0
Copper: 0
1x Astral Token (From the Astral Legion)

Weight: 50 coins = 1 lbs


Scrolls+Scroll Cases (11‬lbs)
2x Map/Scroll Case (1=1lbs, 1 Case=5 Scrolls, 2lbs)

1x Absorb Elements (R)
1x Bless
1x Branding Smite
1x Feather Fall (R)
1x Shield of Faith (Only useable by me, with no failure possibility)
1x Sanctuary (OS)
1x Shield (R)
1x Thunderous Smite
1x Wrathful Smite

Weight: 1x Scroll = 1lbs


Scrolls: Masterwork Bandolier 1 (Active, 1lbs+4lbs)
1x Shield, 1x Absorb Elements, 1x Shield, 1x Absorb Elements

 


Scrolls: Bandolier 2 (1lbs)


 


Potions: Masterwork Bandolier 1 (Active, 1lbs+8lbs)
1x Potion of Invulnerability, 1x Potion of Supreme Healing, 1x Potion of Supreme Healing, 1x Potion of Speed

 


Potions: Bandolier 2 (1lbs)


 


Rodney (168lbs of 480lbs)
Saddlebags - 8lbs
Exotic Saddle (60gp, 40lbs)
Large Mount Barding (Splint, 120lbs)


Celest/Cart
Cart (15gp, 200lbs)
Mason's Tools (8lbs)
Greatsword (6lbs)
Halberd (6lbs)




Take Me Home (Backpack of Holding)


Normal Compartment (4,5lbs)
2x Soap

Finely crafted pewter Dragonchess set (0,5lbs)
(Commemorative Watch Wall vs Inquisition training skirmish edition. Won from Daye Whimsee)

10x Paper, 10x Parchment

Cute little Bird plush (from TheOne Withins easter egg)
Halloween Jack Plushie (With touch activated cackle)

1x Potion of Greater Healing (4d4+4, 1=2lbs, 2lbs)
1x Potion of Superior Healing (8d4+8, 1=2lbs, 2lbs)

Signet ring with the Watch Wall symbol (From Chloe)
3x Chalk
Scarab Plushie (Conundrum Event)
Kobold tooth from Zixx (???)
Ink Pen, Ink (1 ounce bottle)


Extradimensional Compartment (390,26lbs / 750lbs)
Radiant Blade (Silvered, 3lbs)
Gold Rung (Mace, +1 Smiths tools, 4lbs)
(7lbs)

Platinum: 1,458
Gold: 105
(31,26lbs)

Reagents:
--------------
None

Calligrapher's Supplies (5lbs)
Pumpkin Carpenter's tools (6lbs)
Pumpkin Leatherworker's tools (5lbs)
Pumpkin Painter's supplies (5lbs)
Alchemist's Supplies (8lbs)
Healer's kit (10 Uses, 3lbs)
Potter's Tools (3lbs)
Smith's tools (8lbs)
Masterwork Mason's Tools (8lbs)
Horn (2lbs)
Flute (1lbs)
(54lbs)

Net (Special, thrown, range 5/15, 3lbs)
8x Dart (1=0,25lbs, 2lbs)
Mess kit (1lbs)
Daborakian Kite Shield) (8lbs)
10-Foot Pole (7lbs)
Bedroll (7lbs)
Silk Rope (5lbs)
2x 50ft. of Hempen Rope (20lbs)
2x Grappling Hook (1=4lbs, 8lbs)
8x Piton (1=0,25, 2lbs)
1x Climbers kit (12lbs)
2x Shovel (10lbs)
1x Crowbar (5lbs)
Tinderbox (1lbs)
10 days of Rations (1=2lbs, 20lbs)
Waterskin (5lbs)
2x Bandolier (2lbs)
(118lbs)


6x Absorb Elements (R)
8x Bless
2x Branding Smite
6x Cure Wounds
2x Command (Scroll, 2lbs)
1x Detect Poison and Disease (Scroll, 1lbs)
2x Detect Magic (Scroll, 2lbs)
1x Feather Fall (R)
2x Find Steed
1x Find Traps (Scroll, 1lbs)
1x Gentle Repose (Scroll, 1lbs)
2x Haste
3x Heroism
6x Healing Word
3x Lesser Restoration
1x Locate Object (Scroll, 1lbs)
2x Magic Missiles (Scroll, 2lbs)
1x Pass without Trace (Scroll, 1lbs)
4x Protection from Evil and Good (OS)
2x Protection from Poison
1x Purify Food and Drink (Scroll, 1lbs)
6x Sanctuary (OS)
6x Shield (R)
2x Spiritual Guardians (DC 15)
1x Spiritual Weapon (+5 attack)
1x Spike Growth (Scroll, 1lbs)
3x Thunderous Smite
3x Wrathful Smite
(79lbs)


15x Map/Scroll Case (1=1lbs, 1 Case=5 Scrolls, 14lbs)
(15lbs)


7x Oil (Flask, 1=1lbs, 3lbs)
3x Antitoxin (3lbs)
4x Vial (empty)
3x Holy Water (Flask, 1=1lbs, 3lbs)
2x Acid (Vial, 1=1lbs, 2lbs)
(14lbs)


2x Potion of Greater Healing (4d4+4, 1=2lbs, 4lbs)
Ludroth Jerky (Greater Healing Potion)
3x Potion of Superior Healing (8d4+8, 1=2lbs, 6lbs)
5x Potion of Supreme Healing (10d4+20, 14lbs)
6x Potion of Invulnerability (12lbs)
2x Oil of Sharpness (+2) (4lbs)
2x Potion of Speed (4lbs)
2x Potion of Heroism (4lbs)
6x Oil of Slipperiness (1=2lbs, 12lbs)
1x Water Breathing Potion (1=2lbs, 2lbs)
1x Potion of Gaseous Form (2lbs)
1x Potion of Climbing (2lbs)
1x Potion of Clairvoyance (2lbs)
1x Potion of Invisibility (2lbs)
6x Potion of Growth (12lbs)
Bottled Breath (2lbs)
(72lbs)

(-14lbs or so depending on what is in my Masterwork Bandoliers)



Magic Item Descriptions


Faith's Light

"Faith's Light"


Shield – Rare (1800gp)

This shield has been made for an Aasimar paladin of the Seven, Aldric Maz, with the help of Mauvre Faulkner, Chaptermaster of the Watch Wall, and a Paladin of Cassius. He cast misty step on this item daily along with protection from evil and good, to try help his brother-in-arms out. Sea Hag Hair is woven into the shield handle for an easier grip as well as allowing the shield to transfer and focus magic.

This shield acts as a spellcasting focus and is comfortable and versatile enough for you to perform somatic components required of spells while equipped. An enemy that teleports itself to within 5 feet of you does not gain the benefit of advantage on its next attack against you before the beginning of your next turn. If the enemy is evil, it gains disadvantage on the attack instead. You can benefit from this effect twice before needing a long rest.


Not under my Watch

"Not under my Watch"


Major Uncommon (950gp, 5lbs, 10 days)

This silver ring has been blessed by a Paladin of the Seven, enchanted with Bless, Cure Wounds, and Feather Fall, and inscribed with the words “Let the Seven Guide your hands”.

It seems…. Hopeful, that it can be of help. Odd, for an item with no sapience to call its own.

Embrace of the Seven: You can cast Feather Fall as a reaction to falling. You regain 1d4 hit points for each creature you target with the spell that follows the Seven. You regain the use of this ability each dawn.


Radiant Blade

"Radiant Blade"


Silvered Longsword – Minor Rare (1200gp, 3 lbs)

This longsword's pommel holds the seven pointed star of the Seven and glistens from the holy power unleashed upon it. The edge of this longsword's blade is burning with good and holy energy, as if engulfed in white flames. The flame itself is tangible but not scorching to the touch. Attacks with this weapon deal an extra 1 radiant damage on hit.

By the Light!:
As an action, the wielder can make Radiant Blade shed bright light in a 15-foot radius and dim light for an additional 15 feet for 1 minute.

This can be done twice per day and recharges at dawn.

[Base Material, Enhancement, Enchantment x3 (spell x1), Adornment]


Floe-Blade

"Floe-Blade"


+1 Longsword – Major Rare – Attunement

“A blade made of water and ice, yet no less effective for it.”

This weapon deals an additional 1d4 points of cold damage, and grants advantage on melee attack rolls against creatures that are fire-aligned. (This is determined by the DM)

While attuned to this weapon, you gain usage of the Ray of Frost cantrip. You use your highest mental ability score to determine your ranged spell attack modifier.

This sword does not suffer penalties when being used underwater, and grants a 10 foot swim speed while it is being held.

When you make a successful critical hit with this weapon, the target must succeed on a DC 14 strength saving throw. If they fail, they are pushed back 1d6 squares in a straight line and fall prone. If they hit a solid surface, they suffer 2 points of bludgeoning damage for each square of movement that was prevented. (Other creatures are considered a solid surface to prevent living dominoes). Forced movement by way of this ability is immediately ended if it would cause the creature to fall from a height greater than 30 feet.

The wielder of this weapon cannot make an opportunity attack as a reaction to forced movement caused by this ability.

-Description
The blade looks like a regular sword except it's an actual flowing stream of water that just sort of disappears into the ether, its constantly in motion and there are ice chunks floating in the water stream. The blade splashes when it hits things but otherwise it's shape is generally immutable, almost like the rapids are caged. It feels wet if someone touches it but otherwise people can't disturb the waters except for a minor effect of flowing around ones fingertip, like a small rock just barely sticking out of a gentle stream. If someone touches the blade it feels like a sword, but it has a window like effect with water and ice floes moving around inside.


Belt of the Friar

"Belt of the Friar"


Wondrous – Major Rare – Attunement – Worthy 2 – 3,000gp – Belt

You gain advantage on Charisma (Persuasion) ability checks.

Once per round, whenever you would magically heal a creature within 30 feet of you, you heal for 1d10 hit points.

It can be upgraded by becoming a Druid or Ranger or joining the Last Grove. (Ask Pie or Arcadum if that happens.)

+5 Movement if a Ranger attunes to it.


Rebelious Blade

"Rebelious Blade"


+1 Greatsword – Minor Very Rare – 3,000gp – Restricted Attunement (Chaotic Aligment)

A blade with the inscription in common. "Even in the dark, the light of freedom burns bright!"

This weapon deals 2d6 extra damage to lawful creatures, it does an additional 1d6 damage to paladins.


Fadesteel War Horn

"Fadesteel War Horn"


This horn takes up a hand to be used and may also serve as a bardic instrument. You may blow this horn at the begining of combat or if you percieve a hidden enemy.

If it is blown, the percieved hidden enemy is exposed to all allies within 120ft and that creature has disadvantage on initiative checks. <br>

If you blow this horn and combat begins, you and all of your allies, gain a +5 to damage on their first weapon or spell damage roll. This does not stack with other war horns.


The Solemn Serenity Series: Amatorum Memoria (Lover’s Memory)

"The Solemn Serenity Series: Amatorum Memoria (Lover’s Memory)"


+2 Plate - Legendary - 16,650gp (7,150 gp upgrade, 55 days) - Crippling Attunement: Paladin

This plate mail has a thin, white, crystalline coating, beneath which the warm red embrace of the original armor beneath can be seen. Engraved with the emblem of the Watch Wall, but in place of the Watch Wall’s symbol is instead two hands clasped together in an unbreakable bond, bound together loosely with broken chains. And between them, as though a vigilant watcher to forever carry their memory, is the symbol of a seven-pointed star shining down upon them. A rose shaped pin fastens a rose red cape to the back of the armor, flowing with gentle winds.

An inscription is visible under the hands written in Celestial.

"Forever together, from this life to the next, traveling through the Great Dream until they meet each other again."
~Mauvre Faulkner & Roy Wheelhouse~

This armor assumes control over your left leg when attuned, turning it into a crystalline limb crisscrossed with arcane veins of magic. When unattuned, your left leg crumbles into shards of crystal, and it takes a week in-game to regenerate the lost leg. When attuned, this item can not be disarmed, interrupted, dispelled, or destroyed in any way.

Your Constitution score increases by 1 and your Charisma score increases by 3, to maximums equal to your ability score caps.

*Aura of Divine Empathy: At the start of your first turn in combat, your paladin auras become empowered for one minute. Additionally, you can expend your paladin spell slots to further enhance your paladin auras with the power of Solidarity during that minute. Your Solidarity is equal to the cumulative level of the spell slots expended divided by three (round down) with a maximum of 3. You gain the following benefits when your auras are empowered in this way.

-You know all conditions affecting a creature within your paladin auras. If the condition has a saving throw that the creature can repeat, you can use a bonus action to allow them to reroll the saving throw immediately. Additionally, you can give a bonus to a reroll equal to your Solidarity. You provide this bonus a number of times equal to your Solidarity.

-All other conscious friendly creatures within your paladin auras regain 1 hit point at the end of their turn if they end their turn within your paladin auras. Once, as an action, you can extend the radius of your paladin auras by a number of feet equal to 5 times your Solidarity until the end of your next turn. The first time a friendly creature enters or starts its turn within your paladin auras while extended in this way, they regain 1d8 hit points for every other conscious friendly creature in your paladin auras.

-Creatures within your paladin auras are immune to the poisoned condition. As an action, you can use 5 hit points from your Lay on Hands pool to grant all creatures within your paladin auras resistance to poison damage until the end of their next turns. You can do this a number of times equal to your Solidarity.

*Defender of the Weak: When an ally you can see within 30 feet is damaged by a hostile creature you can see, you can use your reaction to grant the ally temporary hit points equal to your 2d8 + your Charisma modifier. If the ally is within 5 feet of you, the amount of temporary hit points given is maximized. These temporary hit points last for 1 minute and you can grant hit points this way a number of times equal to your Charisma modifier.

*Protector’s Love: You can cast Mass Cure Wounds as a 5th-level spell from this armor twice per long rest. This spell uses your Charisma for its spellcasting ability modifier.

This item is Uncraftable.

Due to a special attunement used, you can spend 130 gp per day on this item.

[Special Method, Base Material, Adornment, Enhancement, Enchantment, Spell Invocation x2, Special Crafter]


Gold Rung

"Gold Rung"


Mace - Minor Rare (1350gp) - Soulbound

While wielding this mace, you gain the following abilities and features:

-Cash Money: You can spend 500gp as a reaction to gain advantage on a d20 roll just made. This ability can be used twice per short rest or long rest.

-This is considered a +1 Smith's Tool.

[Base Material, Enchantment, Adornment]


Taladoni Powercell

"Taladoni Powercell"


Wondrous (Stone) - Rare (1700 GP) - Attunement

A pulsing crystalline stone used by the Taladoni to empower themselves in combat.

-Healing Factor: As a bonus action, you can heal yourself for 10 hit points. This ability has 2 uses that refresh on a long rest.

-Monstrous Growth: As an action, you gain the "enlarge" effect of the enlarge/reduce spell for 1 minute (no concentration required). This ability has 2 uses that refresh on a long rest.

[Base Material, Enchantment, Spell Invocation x1]


Aegis of Faith

"Aegis of Faith"


Masterwork Daborakian Kite Shield made from "normal materials"

This shield is engraved with the holy symbol of the Seven and inside the seven-pointed star are two hands clasped together in an unbreakable bond, bound together loosely with broken chains. And above them, as though a vigilant watcher to forever carry their memory, is a small seven-pointed star shining down upon them

[Base Material]


Plate of Redemption

"Plate of Redemption"


Plate Amor- Major Rare (2800gp) - Attunement: Lawful Good

This armor pulses with divine energy, making the wearer feel the might and protection of redemption.

Your Wisdom score increases by 1, to a maximum equal to your ability score cap.

Protection through Redemption. When a hostile creature you can see forces an allied creature within 30 feet to make a saving throw, you can use your reaction to let them make the roll with advantage. You may use this ability once per long rest.

A Saving Grace. When you restore hit points to an allied creature, you can maximize the dice rolled to heal them. You may use this once per long rest.

[Base Material, Enchantment, Enhancement]


Take Me Home

"Take Me Home"


Wondrous (Backpack) – Major Very Rare (5,005 gp, 70 days)

It’s rumored that the legendary bard, Jonric Von Denver, used to wear this very backpack on his many fabled travels and that those that wear it now can hear the echoes of the dulcet tones he produced long ago.

-All My Memories...
Inside this storied backpack is the space to hold many memories. This backpack has an extradimensional compartment that can hold up to 750 additional pounds, not exceeding 96 cubic feet. Retrieving an item from the compartment requires an action.

-...Gather ‘round Her
You can spend 10 minutes to transform this backpack into a Two-Person Tent. While transformed, the tent produces calm yet inspirational music in a 20-foot-radius which grants the effects of the Leomund’s Tiny Hut spell. After 8 hours, the music stops and the effects end. Transforming the tent into its previous backpack form takes 10 minutes.

Any friendly creatures that take a long rest within the radius of the music feel as though they are in a place they belong and gain Jonric’s Inspiration. Whenever a creature with Jonric’s Inspiration would make an ability check or saving throw, they can roll an additional d20. The d20 can be rolled after the ability check or saving throw is made, but before the outcome is determined and must use the second d20 roll. Jonric’s Inspiration ends upon finishing a long rest.

Once you use this ability, you can’t use it again until you finish a long rest.

-Country Roads!
While wearing this backpack, you can use a bonus action to sing the command words, “Country Roads!...” to refill a bandolier you are wearing with scrolls or potions that are held within the extradimensional compartment of the backpack. You can use this ability twice, regaining both uses on a long rest.

Due to the materials used, the cost is reduced by 35% and you can spend up to a maximum of 71.5 gp per day.

[Slots used: Base Material, Adornment, Enhancement, Enchantment, Spell Invocation x 1, Special Crafter]


Bloodline’s End

"Bloodline’s End"


Wondrous Item (Gauntlets) – Very Rare (4900 GP) – Worthy 2

A pair of taloned gauntlets filled with the hatred that embodied the Rage of the Eldar crafted from the metal sands upon which it was defeated. Those who wear the gauntlets have an intense urge to eviscerate their enemies, especially the human ones, and end any chance their bloodline will continue.

You may only attune to this item if you are not Human.

Your Strength score is increased by 3, up to a maximum equal to your score cap.

-Might of the Eldar: Your melee weapon and spell attacks deal an additional 1d6 Force Damage.

-Tyrant’s Might: You have advantage on Athletics Checks.

-Rip and Tear: Three times per day, when you would critically hit an enemy with a melee attack, you may attempt to disembowel your enemy as a reaction. The target creature must then make a DC 15 STR saving throw or take 2d6 Bleed Damage and cannot be healed until the start of your next turn, per the Chill Touch cantrip. A successful save halves the bleed damage received.

-Bloodline’s End: Three times per day, when you would reduce an enemy to 0 HP with a melee attack, you may attempt to render them sterile as a free action. The creature must then make a DC 15 Constitution saving throw. If the creature fails this saving throw, they are rendered sterile until the effect is removed with a Remove Curse effect. If you successfully render a creature sterile from this effect, you gain advantage on all attacks until the end of your next turn.


Bolt Thrower

"Bolt Thrower"


Tier 3 Prestige 3 Mission Reward
+1 Hand Crossbow - Major Rare - Attunement

A prototype watch wall crossbow that has since become infected with fey magics

Your Dexterity is increased by 2, up to the maximum equal to your ability score cap.

No Look At Me. As a reaction to an ally within 30 feet becoming charmed. You can make a ranged attack at the target. On a hit, they are no longer charmed. You can use this ability once, regaining its use after finishing a long rest.

Lights Out. As a reaction to hitting a ranged attack with this weapon, you can force the target to make a DC 14 Charisma saving throw or become incapacitated until the end of their next turn. You can use this ability twice, regaining all uses after finishing a long rest.

Anti-Fey Bolts. As a bonus action, you can empower all attacks with this weapon for one minute. This weapon deals an additional 1d6 radiant damage on a hit. If the target is a fey creature the damage is increased to 1d8. You can use this ability once, regaining its use after finishing a short or long rest.

This item is Glorybound


Valor's Edge

"Valor's Edge"


+1 Longsword - Very Rare (4,000gp, 40 Days) - Attunement

This elegant longsword is well balanced and built for use as an accompaniment for dances, or as a weapon of war. The intricate weaving of the metal work is accompanied by the delicate braid that hangs from the pommel. With the touch of a masters loom, it sways softly on even a small breeze, threatening to fall apart if even the smallest misstep is made.

-Your Strength score increases by 3, up to a maximum equal to your ability score cap.

-Your attacks with this weapon score a critical hit on a roll of a 19-20.

-Valor's Embrace
You can use your action to teleport up to 30 feet towards a hostile creature. As a part of this teleportation you can attack once using this weapon with advantage, on a hit you can have the target make a DC 15 Wisdom saving throw or be stunned until the end of your next turn. You can use this twice per long rest.


Important Events


Events
ASI/Feats: +2 Charisma (Lvl. 4)

Multiclass: At Level 7 into Divine Soul Sorcerer (Level up from Into the Shadowfell MV, 19.02.2019)
05.01.2020 (+2 MV from the Fountain of Youth Event)

Gods: The Seven

Magic Items:
Faith's Light (03.07.2018), Not under my Watch (02.09.2018), Radiant Blade (14.10.2018), The Sleep Anywhere Pillow (26.09.2018), Floe-Blade (21.11.2018, Seal of Water), Murderous Plate (10.12.2018, Vault of The Seven Expedition), Belt of the Friar (bought from the Emporium on the 06.03.2019), Murderous Plate (was traded to Adhuil/Chrono, 10.03.2019), Cleaner’s Arms (+1 Longbow, reward from Cathedral of Sin (Royal Barracks) traded to Freya), Rebelious Blade (Shadowfell Rebellion), Fadesteel War Horn (Cathedral of Sin - Watch Wall upgrade), Gold Rung (Haunting of Dunmore), Taladoni Powercell (Threads of the Past), Plate of Redemption (The Third Inquisition), Take Me Home (Crafting), Bloodline’s End (Rage of the Eldar), Bolt Thrower (Haunted Rampart), Valor's Edge (Crafting)

Minor Magic Items:
Wand of Happiness, Wand of Sadness -Khao's Back Alley Deals (01.02.2019): Automatic Quill (Common), Wand of Cleaning (Common), Wand of Chilling (Common), Wand of Heating (Common), Halloween Jack Plushie (With touch activated cackle), Wand of Delting it (Weel of Whimsy)

Mount/Pet
Celest (Trained Female Giant Riding Lizard) as reward for my 3rd Mission

Prestige:
+1 from winning the Festival of The Seven – Competition Day (31.07.2018)
+1 from the Seal of Water Prestige Mission (19.11.2018)
+1 from The Third Inquisition Prestige Mission (03.08.2020)

Equipment
Watch Wall
Faction
Mad Man (15/11/15/10/11/14)
Stat Array

Character Features

Race Abilities

Race: Aasimar (Scourge)

Ability Score Increase

Charisma +2 and Constitution +1

Celestial Resistance

You have resistance to Necrotic and Radiant damage.

Darkvision

Dim light 60 ft. = bright light
Darkness = dim light (only gray)

Healing Hands

As an action, you can touch a creature and cause it to regain a number of hit points equal to your level. Once you use this trait, you can't use it again until you finish a long rest.

Light Bearer

You know the Light cantrip. Charisma is your spellcasting ability for it.

Radiant Consumption (3rd level)

You can use your action to unleash the divine energy within yourself, causing a searing light to radiate from you, pour out of your eyes and mouth, and threaten to char you.

The transformation last for 1 minute or until you end it as a bonus action.

You shed bright light in a 10ft. radius and dim light fro an additional 10ft.

At the end of each of your turns, you and each creature within 10ft. of you take radiant dmg equal to half your level rounded up (+1 to evil creatures from Paladin in Training).

Once on each of my turns, I can deal extra radiant dmg to one target when I deal dmg (equal to your level) to it with an attack or a spell.

Once you use this trait, you can't use it again until you finish a long rest.

Origins, Proficiencies and Traits

Origin: Orde

Ability Score Increase: +1 Charisma

Skill Proficiency: Religion

Sub Origin: Paladin in Training

Skill Prof.: Martial

Whenever you deal damage to an evil creature, you deal 1 additional radiant damage.

Church Boon/Lip Service: The Seven

Your Strenght score increases by 1 and you have proficiency in the Perception Skill.

Paladin Proficiencies

Armor: All, shields

Weapons: Simple and Martial weapons

Saving Throws: Wisdom, Charisma

Skills: Athletics, Persuasion

Blood Type: A-

Faction: The Watch Wall

Your Dexterity Attribute Cap Increases by 2.
(This boosts the maximum of an ability score but not the score itself.)

Tool Proficiencies:
Mason's tools and Potter's tools.

Faction: The Bards College

Your Charisma Attribute Cap Increases by 2.
(This boosts the maximum of an ability score but not the score itself.)

Tool Proficiencies:
Brewer's Tools, Smith's tools, Flute and Horn

Loyalty: 9
A salary increase from downtime day jobs of 25 gold, +5 increase to HP.

Prestige (3)

+1 from winning the 2nd to 3rd Lvl. Competition in the Festival of The Seven (Competition Day, 31.07.2018)

+1 from completing the Seal of Water Prestige Mission (19.11.2018)

+1 from completing the The Third Inquisition Prestige Mission (03.08.2020)

Azolons Chosen Reward (Library of Kacael)

Language: Elven (Imperium)

Agenda (NOT BEING USED)

+3 dmg to Undead for 3 Update Streams (From 10DEC2019)

Score Cap Increases

+2 to the Charisma Score Cap (Bards College)
+2 to the Constitution Score Cap (Academy)
+2 to the Strength Score Cap (Academy)

Class Abilities (Paladin)

Class: Paladin

Fighting Style (Defense)

While you are wearing armor, you gain a +1 bonus to AC.

Divine Sense (7)

As an action detect (Celestial, fiend, undead, the presence of any place or object that has been consecrated or desecrated like with the hallow spell) within 60ft. of me that is not behind total cover. Until the end of my next turn.

(Char-Modi=Uses=1+CharModi=7)
Regain after long rest.

Lay on Hands (35 Points)

As an Action you touch and heal someone. You have an HP Pool of 5x your Paladin Level. Use 5 Points to remove 1 (Disease or Poison) it can also cure multiple diseases or poisons with a single use. You regain these points after a long rest.

Preparing Spells (9)

I can prepare spells equal to my Charisma modifier + half my Paladin Level rounded down.

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 a 1st-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

By 3rd level, the divine magic flowing through you makes you immune to disease.

Sacred Oath: Devotion

Oath Spells (Devotion)

3rd Protection from Evil and Good, Sanctuary
5th Lesser Restoration, Zone of Truth
9th Beacon of Hope, Dispel Magic
13th Freedom of Movement, Guardian of Faith
17th Commune, Flame Strike

Channel Divinity: Sacred Weapon

As an action, for 1 minute, you add your Charisma modifier to attack rolls made with a weapon of your choice (with a minimum bonus of +1).The weapon also emits 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. You can end this effect on your turn as part of any other action. If you are no longer holding or carrying this weapon, or if you fall unconscious, this effect ends. Regain after short or long rest.

Channel Divinity: Turn the Unholy

As an action, you can make any fiend or undead, provided that it's within 30 feet and that can see or hear you, make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes damage. A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action. Regain after short or long rest.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Aura of Protection

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. At 18th level, the range of this aura increases to 30 feet.

Aura of Devotion

Starting at 7th level, you and friendly creatures within 10 feet of you can't be charmed while you are conscious.

At 18th level, the range of this aura increases to 30 feet.

Class Abilities (Sorcerer)

Class: Sorcerer

Spellcasting

Cantrips - 5
Spells Known - 6
Spell Slots - Multiclass

Sorcerer Spells

Absorb Elements, Booming Blade, Chill Touch, Fire Bolt, Feather Fall, Haste, Shield

Cleric Spells

Guidance, Healing Word, Spirit Guardians, Spiritual Weapon, Toll the Dead

Sorcerous Origin: Divine Soul

Divine Magic

Divine Magic Spell (Good): Healing Word (changed at 8th level)
You can change this spell with another Cleric spell when you level up.

Favored by the Gods

Starting at 1st level, if you fail a saving throw or miss with an attack roll, you can roll 2d4 and add it to the total, possibly changing the outcome. Once you use this feature, you can't use it again until you finish a short or long rest.

Font of Magic

At 2nd level, you gain sorcery points, which allow you to create a variety of magical effects.

Sorcery Points (5)

You have 2 sorcery points, and you gain one additional point every time you level up, to a maximum of 20 at level 20. You can never have more sorcery points than shown on the table for your level. You regain all spent sorcery points when you finish a long rest.

Flexible Casting

You can use your sorcery points to gain additional Spell Slots, or sacrifice Spell Slots to gain additional sorcery points. You learn other ways to use your sorcery points as you reach higher levels.

Creating Spell Slots

You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. The created spell slots vanish at the end of a long rest. The Creating Spell Slots table shows the cost of creating a spell slot of a given level. You can create spell slots no higher in level than 5th.

Slot Level Cost: 1st=2, 2nd=3, 3rd=5, 4th=6, 5th=7

Converting a Spell Slot to Sorcery Points

As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot's level.

Metamagic

At 3rd level, you gain the ability to twist your spells to suit your needs. You gain two of the following Metamagic options of your choice. You gain another one at 10th and 17th level.

You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.

-Quickened Spell
When you cast a spell that has a casting time of 1 action, you can spend 2 sorcery points to change the casting time to 1 bonus action for this casting.

-Twinned Spell
When you cast a spell that doesn't have a range of self and is incapable of targeting more than one creature at the spell's current level, you can spend a number of sorcery points equal to the spell's level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip).

To be eligible, a spell must be incapable of targeting more than one creature at the spell's current level. For example, magic missile and scorching ray aren't eligible, but ray of frost and chromatic orb are.

Feats

Level 4 Paladin - ASI

+2 Charisma

Level 4 Sorcerer - ASI

War Caster
(Prerequisite: The ability to cast at least one spell)
You have practiced casting spells in the midst of combat, learning techniques that grant you the following benefits:

• You have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage.

• You can perform the somatic components of spells even when you have weapons or a shield in one or both hands.

• When a hostile creature’s movement provokes an opportunity attack from you, you can use your reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature.

Starlight Tower Reward: Legacy of Light

Healing Assault

As an action, you can make an attack against all adjacent enemies. A random ally is healed for half of the damage you deal for each separate attack. Only attacks within this action are counted. You can use this ability once, regaining its use after finishing a long rest.


Class/Racial Features & Traits

Comments

Please Login in order to comment!