Difference between revisions of "Dame Martinique"
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==Treasure== | ==Treasure== | ||
− | * '''Coinage:''' 96 copper, 1284 silver, 9 electrum, | + | * '''Coinage:''' 96 copper, 1284 silver, 9 electrum, 637 gold, 35 platinum |
** ''Stored in Malnova:'' 1080 cp, 500 sp, 80 ep, 400 gp | ** ''Stored in Malnova:'' 1080 cp, 500 sp, 80 ep, 400 gp | ||
* '''Gems:''' 3 ornamental gem (10g ea) | * '''Gems:''' 3 ornamental gem (10g ea) |
Revision as of 13:45, 25 July 2015
Dame Martinique
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Race: Human, Class: Paladin 4th • Cleric 5th Background: Acolyte, Alignment: Lawful Good Patron Deity: Lathander Factions: {{{Factions}}} |
Ability Scores
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Strength 17 (+3)/19 (+4), Dexterity 9 (-1), Constitution 16 (+3); Intelligence 10 (+0), Wisdom 15 (+2), Charisma 19 (+4) |
Proficiencies
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Bonus: +4 Saving Throws: Wisdom & Charisma Skills: Athletics (Str), Insight (Wis), Persuasion (Cha), Religion (Int) Tools: None Languages: Threxantran (Local Common), Astridir (Fey Common), Celestial Armor: All armor, shields Weapons: Simple weapons, martial weapons |
Traits
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Acolyte: Shelter of the Faithful Paladin: Divine Sense (5/day), Lay on Hands (20 pts/day), Fighting Style (Defense), Divine Smite, Divine Health, Oath of the Ancients (Oath Spells, Nature's Wrath, Turn the Faithless) Cleric: Light Domain, Warding Flare (1/day), Ritual Casting, Channel Divinity (1/rest) |
Feats
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Heavy Armor Master, Mounted Combat |
Combat
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Attacks: • Solaris: +8/+9 attack; 1d8+4/+5 slashing, Versatile (1d10) • Heavy Crossbow: +3 attack; 1d10 piercing, Ammunition (Range 100/400), Heavy, Loading, Two-Handed • Lance: +7/+8 attack; 1d12+4/+5 piercing, Reach, Special Armor Class: 19 (21 w/shield), Initiative: -1, Speed: 25 Hit Points: 85, Hit Dice: 4d10 • 5d8 |
Social
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Personality Traits: Sweet natured, but fiercely protective Ideals: A rural morality is superior to urban sophistication, everyone should be well-fed, loved, safe and warm Bonds: Law, pastoral settings, her family Flaws: Stunning naivete, obnoxiously faithful |
"A hero is no braver than an ordinary man, but he is brave five minutes longer." - Ralph Waldo Emerson
Age: 22
Origin
- Born at the edge of the Daltes, in an agricultural community.
- When she was 12, as the Ascension War came to a close, she found the site of a skirmish. She was drawn to it by the sounds of something shrieking in pain. She discovered that it was a beautiful courser, terribly injured in battle, and its rider - the famed paladin Sir Eratain of the Dawn - dead.
- Martinique cared for the horse, bringing it back to health despite her fellow villagers insisting that it ought to be killed. Fortunately, she was altogether too stubborn to give up on the animal, who turned out to be a Valexi, with a long history of serving as a mount for Lathandran paladins. Indeed, he himself is one of the faithful.
- For some odd reason, the horse stayed with her, eventually guiding her into a vocation with the church of Lathander.
- When she took her oaths to the church, Gloaming stayed with her, much to the interest of the church's elders. In time, she became a knight-chaplain of the church of Lathander.
- Martinique Knighthood Chapterhouses
Traits
Spellcasting
- Maximum # of Prepared Spells: 6 paladin, 6 cleric
- Spells per Day: 1st: 4 • 2nd: 3 • 3rd: 3 • 4th: 1
- Magic Ability: Charisma (Paladin), Wisdom (Cleric)
Prepared Spells
Spells marked with one asterix (*) are Domain Spells; those marked with two asterixes (**) are Oath Spells; those marked with a cross (+) are rituals.
- Cleric Spells (7): Saving Throw DC: 14 • Spell Attack Mod: +6
- Cantrips: guidance, light*, purify food & drink, spare the dying
- First Level: burning hands*, faerie fire*, sanctuary
- Second Level: flaming sphere*, lesser restoration, scorching ray*, silence, spiritual weapon, zone of truth
- Third Level: daylight*, fireball*, dispel magic, spirit guardians
- Paladin Spells (6): Saving Throw DC: 17 • Spell Attack Mod: +7
- First Level: bless, compelled duel, cure wounds, detect magic+, ensnaring strike**, protection from evil and good, shield of faith, speak with animals**+
Acolyte Traits
- Shelter of the Faithful: Called upon to offer ceremonies and services at a temple or shrine, may call upon faith for aid, can receive free healing, care and religious services.
Paladin Traits
- Divine Sense: Know location of any celestial, fiend 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: Defense: +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.
- Divine Health: Immune to disease.
- Oath Spells: ensnaring strike, speak with animals
Cleric Traits
- Light Domain Spells: Cantrips (light); 1st (burning hands, faerie fire)
- Warding Flare: As a reaction, may impose disadvantage on an attacker with a flash of light. Creatures that cannot be blinded are immune. Can be used (Wis mod) times per day.
- Ritual Casting: Can cast prepared clerical spells ritually if they have the ritual tag.
- Channel Divinity: May use a Channel Divinity effect 1/rest.
Channel Divinity
May use a Channel Divinity Effect 1/rest
- Nature's Wrath: An an action, cause spectral vines to spring up and reach for a creature within 10' that you can see. Creature must make a Strength or Dexterity save or be restrained. While restrained, may repeat save each turn; breaks free on a success.
- Radiance of the Dawn: As an action, present holy symbol. Dispels any magical darkness within 30'. Each hostile creature within 30' must make a Constitution save or take 2d10 + (cleric level) radiant damage (save for half). A creature with total cover is protected.
- Turn the Faithless: Utter ancient words that are painful for fey and fiends to hear. Each fey and fiend within 30' must make a Wisdom save. If it fails, it is turned for 1 minute or until it takes damage. Must spend its turns trying to escape, can't willingly move to a space within 30'. Will use Dash actions to escape, or Dodge actions if it can't go any further. Additionally, if the creature's true form is concealed by illusion, shapeshifting or other effects, its true form is revealed while it is turned.
- Turn Undead: As an action, present holy symbol. Each undead within 30' must make a Wisdom save. If it fails, it is turned for 1 minute or until it takes damage. Must spend its turns trying to escape, can't willingly move to a space within 30'. Will use Dash actions to escape, or Dodge actions if it can't go any further. Undead of CR 1/2 or lower are destroyed instead.
Feats
- Heavy Armor Master (4th): Increase Strength by +1 • When wearing heavy armor, reduce bludgeoning, piercing and slashing damage from non-magical weapons by 3.
- Mounted Combatant (8th): While mounted: Advantage on melee attacks vs unmounted creatures smaller than mount • Force an attack targeted at mount to target me • Mount forced to make Dexterity save to take half damage on a failed save, none on a successful save
Tenets of the Ancient Oath
- Kindle the Light: Through your acts of mercy, kindness and forgiveness, kindle the light of hope in the world, beating back despair.
- Shelter the Light: Where there is good, beauty, love and laughter in the world, stand against the wickedness that would swallow it. Where life flourishes, stand against the forces that would render it barren.
- Preserve Your Own Light: Delight in song and laughter, in beauty and art. If you allow the light to die within your own heart, how can you preserve it in the world?
- Be the Light: Be a glorious beacon for all who live in despair. Let the light of your joy and courage shine forth in all your deeds.
Treasure
- Coinage: 96 copper, 1284 silver, 9 electrum, 637 gold, 35 platinum
- Stored in Malnova: 1080 cp, 500 sp, 80 ep, 400 gp
- Gems: 3 ornamental gem (10g ea)
- Magic Items: potion of healing, gauntlets of ogre power (Str 19; attuned), potion of dispel magic, alchemical copper splint mail +1 (attuned), ring of animal influence (silver, with small green gem carved as frog)
Solaris, the Golden Sword
- Longsword +1. Requires attunement
- beacon p143 but light is true sunlight (keep in mind that everything in Manix is considered to suffer from sunlight sensitivity against true sunlight - the wielder is unaffected, but unfortunately her friends are)
- Additional 1d8 radiant damage to undead, fiends and creatures of darkness
- Increases spell DC & spell attack rolls by +1
- Bearer cannot knowingly tell a lie.
- Cannot end the life of one who is innocent of bloodshed (they can still hack them down, but the blow that would normally kill will only incapacitate them (hp = zero).
- Solaris was terribly weakened by the Folly, but like Vanguard...he remembers - and being wielded by one who is worthy and returned to the world, he is likely to grow stronger again.
- Intelligent. Voiced by John Cleese.
- Solaris has some goals of his own for his bearer:
- She is to find the lost true descendant of Daltes, of Efalia's bloodline and make them monarch
- She is to depose the false Steward
- She is also to establish (or reestablish) a knightly order that is led by morality, not kings.
- She is to restore the true sun to the sky and banish Shar's "blessing" from the world.
Equipment
- Carried: Adventurer's kit, bedroll, travelers' clothes (x3), holy symbol of Lathander (given by elder in faith, blue/yellow stone), Quarrels (40) in case
- Stored: x
Lifestyle
Modest (1 gp/day).
Gloaming (Mount)
Large beast, lawful good
- Armor Class: 11
- Hit Points: 25 (3d10 + 3)
- Speed: 60 ft
Str 18 (+4) Dex 12 (+1) Con 13 (+1) Int 8 (-1) Wis 12 (+1) Cha 7 (-2)
- Senses: Passive Perception 11
- Languages: -
- Challenge: 1/2 (100 xp)
- Paladin's Mount: Gloaming can use the thaumaturgy cantrip.
- Trampling Charge: If Gloaming moves at least 20 feet straight toward a creature right before hitting it with a hooves attack, the target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the horse can take a bonus action to make another attack with its hooves against the target.
Actions
- Hooves: Melee Weapon Attack: +4 to hit, reach 5ft, one target.
- Hit: 2d6+4 bludgeoning damage