Lyrha

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Lyrha
Lyrha.jpg
Race: Half-Elf, Class: Paladin (Undeclared)
Background: Folk Hero, Alignment: Lawful Good
Patron Deity: Lathander
Factions: FACTIONS
Ability Scores
Strength 16 (+3), Dexterity 8 (-1), Constitution 14 (+2);
Intelligence 10 (+0), Wisdom 12 (+1), Charisma 16 (+3)
Proficiencies
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
TRAITS
Feats
FEATS
Combat
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
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 4 hit points 8/8/18

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