Abnninja's D&D 5e Greek Campaign Character Creation RPGs PBP Pathfinder / D&D The solid says...
Male Mountain Dwarf Soldier Paladin 3
Strength 17 (+3)
Dexterity 14 (+2)
Constitution 16 (+3)
Intelligence 10 (+0)
Wisdom 10 (+0)
Charisma 10 (+0)
Height: 4' 7"
Weight: 210 lb
Hair: Red Wavy; Average Beard
Maximum Hit Points: 33
Speed: 25 feet
Armor Class: 18 = 10 + 6 [chain mail] + 2 [steel shield]
Proficiency bonus: +2
Initiative modifier: + 2 = + 2 [dexterity]
Attack (Handheld / thrown): + 5 = + 3 [strength] + 2 [proficiency]
Attack (Missile / finesse): + 4 = + 2 [dexterity] + 2 [proficiency]
Strength save: + 3 = + 3 [strength]
Dexterity save: + 2 = + 2 [dexterity]
Constitution save: + 3 = + 3 [constitution]
Intelligence save: + 0
Wisdom save: + 2 = + 2 [proficiency]
Charisma save: + 2 = + 2 [proficiency]
Insight (Passive): 10 (15 with advantage)
Investigation (Passive): 10 (15 with advantage)
Perception (Passive): 10 (15 with advantage)
Carry: 255 lb maximum
For groups using the optional encumberance rules:
If carrying more than 85 lb, encumbered -- -10 on speed
If carrying more than 170 lb, heavily encumbered -- -20 on speed, disadvantage on ability checks, attack rolls, and saves involving strength, constitution, and/or dexterity
Dwarf armor does not count for calculating encumberance.
Languages: Common Dwarvish
Unarmed strike [+5 to hit; 1+3 bludgeoning]
5 Javelins [+4 to hit; 1d6+2 piercing, 4 lb, thrown (Range 30/120)]
Battleaxe [+5 to hit; 1d8+3 slashing, 5 lb, versatile (1d10 slashing)]
Chain mail [heavy; + 6 AC; max Dexterity + 0; stealth disadvantage; 55 lb.]
Steel Shield [+2 AC; 6 lb.]
KeyAbility Skill Modifier AbilityModifier
Acrobatics Dexterity 2 = +2
Animal Handling Wisdom 0 = +0
Arcana Int 0 = +0
Athletics Strength 5 = +3+ 2
Deception Charisma 0 = +0
History Int 0 = +0
Insight Wisdom 0 = +0
Intimidation Charisma 0 = +0
Investigation Int 0 = +0
Medicine Wisdom 2 = +0 + 2
Nature Int 0 = +0
Perception Wisdom 0 = +0
Performance Charisma 0 = +0
Persuasion Charisma 2 = +0 + 2
Religion Int 2 = +0 + 2
Sleight of Hand Dexterity 2 = +2
Stealth Dexterity 2 = +2
Survival Wisdom 0 = +0
First-level castings: 3/day
This character's level and charisma allow him to prepare 1 Paladin spells daily.
These are in addition to this character's oath spells.
Mark this character's First Level Paladin spells here:
Detect Evil and Good
Detect Poison and Disease
Ensnaring Strike [oath spell]
Protection from Evil and Good
Purify Food and Drink
Shield of Faith
Speak with Animals [oath spell]
Paladin Channel Divinity: 1x:
Regain after any short or long rest
This character is proficient with at least 1 artisan tool set(S). Check any artisan tools with which this character is proficient:
Dwarves receive +2 constitution (Already included).
Can move 25 feet even if in heavy armor
Darkvision (See 60 feet black-and-white in pitch-dark)
Dwarven resilience: Advantage on saving throws against poison, and resistance against poison damage
Tool proficiency: This dwarf chose proficiency as a mason.
Stonecunning (Always proficient with double the proficiency bonus on history checks related to stonework; cannot become lost underground)
Mountain Dwarf (Subrace)
Mountain Dwarves receive +2 strength (Already included).
Armor Mastery: Proficiency with light and medium armor.
Other military folks will defer to your rank.
You know how to ride a horse.
Proficient in riding a mount.
This paladin selected the dueling fighting style at level 2; +2 on damage from a one-handed weapon if using no other weapon. You will need to remember to add this damage to what is listed above.
The DC to resist your spells is 8 + proficiency bonus + your charisma modifier.
Divine sense -- use an action to detect holy / unholy things within 60 feet and not behind a complete barrier
Lay on hands -- pool of hit points equal to 5 x paladin level, to restore HP, cure disease or neutralize poison
Level 2: Divine smite. Expend a spell slot to do extra radiant / necrotic damage after hitting.
Level 2: Fighting style
Level 3: Immune to disease
Level 3: Oath spells and channel divinity
Ancients Paladin (Oath, mostly good paladins)
Level 3: Channel divinity -- natures wrath (Spectral vines restrain, save Strength/Dexterity till free), turn the faithless (Fey, fiends).
Class HP Level one max hit points. Level 2 and three took average +1 thus D10 is a 6.
Level 1: Paladin 10
Level 2: Paladin 6
Level 3: Paladin 6
Hit Dice For Healing
Regain half with each long rest. Use as needed during long or short rests.
Death Saving Throws:
Weapons / Armor / Shield (From above)
Blanket, winter x 1
Flint and steel
Gaming set (Cards) (Proficient)
Gaming set (Dice) (Proficient)
Iron spikes (10) x 10
Oil flasks x 5
Rations (1 day) x 10
Rope (50', hempen) x 1
Torches x 10
Waterskins x 1
Holy symbol (Silver)
Total not including arm.
Edited: KNtoran on 29th Aug, 2017 - 11:20pm