Difference between revisions of "Lyrha"
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==Spells== | ==Spells== |
Revision as of 00:19, 26 July 2018
Lyrha
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Race: Half-Elf, Class: Paladin (Undeclared) Background: Folk Hero, Alignment: Lawful Good Patron Deity: Lathander Factions: FACTIONS |
Ability Scores
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Strength 16 (+3), Dexterity 8 (-1), Constitution 14 (+2); Intelligence 10 (+0), Wisdom 12 (+1), Charisma 16 (+3) |
Proficiencies
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Bonus: +2 Saving Throws: Wisdom & Charisma Skills: Animal Handling, Survival, Persuasion, Religion, Athletics, Perception Tools: Land(Vehicles), Carpenter Languages: Common, Elvish, OTHER LANG Armor: All armor, shields Weapons: Simple Weapons, Martial Weapons |
Traits
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TRAITS |
Feats
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FEATS |
Combat
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Attacks: • Morningstar: +5, 1d8+5 Piercing • Javelin: +5, 1d6+3, Light, Thrown (Range 30/120) Armor Class: AC 18, Initiative: -1, Speed: 30 ft Hit Points: 20, Hit Dice: 2d10 |
Social
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Personality Traits: PERSONALITY Ideals: Respect - People deserve to be Treated with Dignity and Respect Bonds: I protect those who cannot Protect Themselves Flaws: I always want to see the good in people, which can make me blind to their evil. |
words -Attribution
Traits
Half-Elf Traits
- Darkvision: 60'
- Fey Ancestry: advantage on saves against being charmed; immune to magic that creates sleep.
- Skill Versatility: Gain proficiency in two skills of choice (X,X).
Paladin Traits
- Divine Sense: Know location of any celestial, fiend, fey, or undead, and presence of any place or object that has been consecrated or desecrated w/i 60'; may use (Cha bonus +1 per day)
- Lay on Hands: Gain a pool of [Paladin Level x5] points. Heal by touch, spending 1pt/hit point. Spend 5 pts to cure disease or neutralize poison. Does not affect undead or constructs.
- Fighting Style: Dueling: +1 AC when in armor
- Divine Smite: When striking a creature, may expend a spell slot to inflict 2d8 radiant damage + 1d8 radiant damage for each spell level above 1st. Add +1d8 if target is undead or fiendish.
Specialty Traits
x
Background Traits
Rustic Hospitality: Since you come from the ranks of the common folk, you fit in among them with ease. You can find a place to hide, rest, or recuperate among other commoners, unless you have shown yourself 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
x 18 hit points 7/25/18
5 hit points left of healing
Spells
Prepared Spells
Spells Prepared (half Lvl + Cha): 4/4 • Spells marked with an asterix (*) are Oath Spells.
- First Level: Cure Wounds, Bless, Shield of Faith, Compelled Duel
Spellcasting
- Spells per Day: 1st: 2
- Spell Power: Saving Throw DC: 13 • Spell Attack Mod: +5
- Magic Ability: Charisma
Resources
- Coins: 10 cp • 9 sp • x ep • 4 gp • x pp • Other coins: x
- Gems: x
Magic Items
- x
Equipment
Carried Equipment
- In Hand: Morningstar, Shield(Holy Symbol Emblem)
- Worn: Chainmail, Javelin x4, Holy Symbol(amulet)
- Belt: Dagger
- Backpack: Explorers Pack(backpack, a bedroll, a mess kit, a tinderbox, 10 torches, 10 days of rations, water skin, 50 feet of Rope(Hemp)), Carpenters Tools, Clothes(Travelers),
- Horse: Riding Horse, Riding Saddle, Bit and Briddle, Saddlebags
Stored Equipment
- x
Lifestyle
- xxx: (x gp/day). x
Origin
- x
Important Individuals
- x