RolePlay onLine RPoL Logo

Welcome to Mittens' Dungeon

08:59, 27th April 2024 (GMT+0)

B13-M



Name: B13-M
Nicknames: Earthdrum
Tribe: Ghorgon (Chieftain: ???)

Class: Paladin Oath of Vengeance (Level 4)
Alignment: Lawful Good
Age: 3 Height: 7'0" Weight: 350 lbs
Casing color: Black with red and gold highlights Eyes: Red within black
Deity: Tyr
 Symbol: Balanced scales resting on a warhammer
 Domain: Justice

Familiar:
???

Initiative: -1   Speed: 30'   Vision: Darkvision 60
Passive Perception: 11, Passive Investigation: 9

AC: (16+2(Proficiency) Heavy Plating) + 2(Shield) = 20
Save Proficiencies: Wisdom (2+1): 3, Charisma (2+2): 4

HP: 31 (hit dice: 4d10), DR 3
(10(LVL1)+3(CON*LVL)+6+6+6)

STR: 18 (15+1(feat)+2(ABI))
CON: 16 (15+1(race))
DEX: 8
INT: 8
WIS: 12
CHA: 14

Proficiency Bonus: +2
Spell DC: 8+2(proficiency)+2(Cha) = 12
Spell Attack: 2(proficiency)+2(Cha) = 4

Spells: (1+Cha mod slots)
L1) Command, Divine Favor (Concentration: +1d4 rad dmg to weapons), Shield of Faith (Bonus: +2 AC to creature of choice in 60'), Bane/Hunter's Mark, Cure Wounds (1d8+)

Melee Attack: 2(Prof)+4(Str) = 6
 Warhammer: 1d8+5 bludgeoning

Ranged Attack: 2(Prof)+4(Str) = 6
 Javelin (80/320): 1d6+3 piercing


Lay on Hands
Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your paladin level × 5.
As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool.
Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one.
This feature has no effect on undead and constructs.

Divine Sense
The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestia⁠l, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampi⁠re Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell.
You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses.

Divine Smite
Starting at 2nd level, 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, to a maximum of 6d8.

Dueling (L2)
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.

Abjure Enemy. As an action, you present your holy symbol and speak a prayer of denunciation, using your Channel Divinity. Choose one creature within 60 feet of you that you can see. That creature must make a Wisdom saving throw, unless it is immune to being frightened. Fiends and undead have disadvantage on this saving throw.

On a failed save, the creature is frightened for I minute or until It takes any damage. While frightened, the creature's speed is 0, and It can't benefit from any bonus to its speed.

On a successful save, the creature's speed is halved for 1 minute or until the creature takes any damage. Vow of Enmity. As a bonus action, you can utter a vow of enmity against a creature you can see within 10 feet of you, using your Channel Divinity. You gain advantage on attack rolls against the creature for 1 minute or until it drops to O hit points or falls unconscious.



Skills: (B=Background,C=Class,F=Feat,R=Race)
  Acrobatics (Dex): -1
  Animal Handling (Wis): 1
  Arcana (Int): -1
C Athletics (Str): 2(prof)+4(Str)=6
  Deception (Cha): 2
  History (Int): -1
C Insight (Wis): 2(prof)+1(Wis)=3
B Intimidation (Cha): 2(prof)+2(Cha)=4
  Investigation (Int): -1
  Medicine (Wis): 1
  Nature (Int): -1
  Perception (Wis): 1
  Performance (Cha): 2
  Persuasion (Cha): 2
  Religion (Int): -1
  Sleight of Hand (Dex): -1
  Stealth (Dex): -1
B Survival (Wis): 2(prof)+1(Wis)=3

Proficiencies:
Armor: Light armor, medium armor, heavy armor, shields
Weapons: Simple weapons, martial weapons
Tools: None


Feats:
01) Heavy Armor Master
    Increase your Strength or Dexterity by 1, to a maximum of 20.
    DR 3 v bludgeoning, piercing, and slashing
04) Sentinel (PHB p169)
You have mastered techniques to take advantage of every drop in any enemy's guard, gaining the following benefits:
    When you hit a creature with an opportunity attack, the creature's speed becomes 0 for the rest of the turn.
    Creatures provoke opportunity attacks from you even if they take the Disengage action before leaving your reach.
    When a creature within 5 feet of you makes an attack against a target other than you (and that target doesn't have this feat), you can use your reaction to make a melee weapon attack against the attacking creature.

04) Ability Increase: +2 to STR

16) Ability Increase: +2 to ??

Future Feats:
08)
12)
20)




Languages: Common, Minotaur
(wants to learn: )
Learning: ??

Background: Folk Hero

Feature:  Wanderer
You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.


Traits:
-I watch over my friends as if they were a litter of newborn pups.
Ideals:
-Honor. If I dishonor myself, I dishonor my whole clan. (Lawful)
Bonds:
-I will bring terrible wrath down on the evildoers who destroyed my homeland.
Flaws:
-Violence is my answer to almost any challenge.


//EQUIPMENT
•shield (??gp) ? lbs.
•Warhammer (?gp each) 2 lbs each
•an explorer’s pack (10gp) 59 lbs.
 backpack (2gp) 5 lbs.
 bedroll (1gp) 7 lbs.
 mess kit (2 sp) 1 lbs.
 tinderbox (5 sp) 1 lbs.
 10 torches (1 sp) 10 lbs.
 10 days of rations (5gp) 20 lbs.
 Waterskin (2 sp) 5 lbs. x 2
 50 feet of hempen rope (1gp) 10 lbs. x2

Drum (8gp) 6 lbs


TOTAL GP: 164.31/200
TOTAL LB: 147/180



-------------------------
Carrying Capacity:
Normal: 225 lbs
Push/Drag/Lift: 450 lbs

MAGIC ITEMS: ( * = attuned )

Hand:
Hand:
Neck:

Cloak:
Body:
Belt:
Hip:
Back:
 Contents: Bedroll, Mess Kit, Tinderbox, Rope, Changes of clothes (Traveler's, Common, Fine), Lyre, Dragonchess Set, Three-Dragon Ante Set, Weaver's Tools, Perfume, Mother's Book, Sticks of Incense (5), Candles (5), Cask of Dwarven Brandy (1)
Ring:
Feet:

-------------------------------------------
RACE: Warforged
Ability Score Increase. Con +1
Age.
Alignment. Most warforged take comfort in order and discipline, tending toward law and neutrality, but some have absorbed the morality—or lack thereof—of the beings they served with.
Size. Your size is Medium. Most warforged stand between 5 and 6½ feet tall. Build is affected by your subrace. (Chose Revenant)
Speed. Your base walking speed is 30 feet.
Warforged Resilience. You were created to have remarkable fortitude, represented by the following benefits:

    You have advantage on saving throws against being poisoned, and you have resistance to poison damage.
    You are immune to disease.
    You don't need to eat, drink, or breathe.
    You don't need to sleep and don't suffer the effects of exhaustion due to lack of rest, and magic can't put you to sleep.
Sentry's Rest. When you take a long rest, you must spend at least six hours of it in an inactive, motionless state, rather than sleeping. In this state, you appear inert, but it doesn't render you unconscious, and you can see and hear as normal.
Integrated Protection. Your body has built-in protective layers, which determine your Armor Class. You gain no benefit from wearing armor, but if you are using a shield, you apply its bonus as normal.

You can alter your body to enter different defensive modes; each time you finish a long rest, choose one mode to adopt from the Integrated Protection table, provided you meet the mode's prerequisite.


MODE: Darkwood core (unarmored)
PREREQUISITE: None
AC: 11 + your Dexterity modifier (add proficiency bonus if proficient with light armor)

MODE: Composite plating (armor)
PREREQUISITE: Medium armor proficiency
AC: 13 + your Dexterity modifier (maximum of 2) + your proficiency bonus

MODE: Heavy plating (armor)
PREREQUISITE: Heavy armor proficiency
AC: 16 + your proficiency bonus; disadvantage on Dexterity (Stealth) checks
Languages. You can speak, read, and write Common.
-------------------------------------------


Spells


-------------------------------------------

 ___________
/ BACKSTORY \


When he was created, B13-M was designed to fight alongside minotaurs on their patrols of the outskirts. There were other warforged being made at that time with similar mindsets behind their designs; a warforged "captain" who looked like the specific beastman race they were aiding. Due to how different their designs were, however, such warforged were not mass-produced. Invading foreigners were usually held off with no issue. However, a large group of goblinoid refuges who had heard about the human refuges going to Uthmere were going through the Minotaur pass. B13 was there at the time.

It seemed obvious the refuges, like any other refuges would be let through to help them find a place to call home. But the human commander there ordered that the goblinoids not be allowed through. A minotaur by the name of Rasken Fearlesseye objected, claiming the laws of Uthmere allowing for refugees. The commander said that applied only for the humans that already came and to the beastmen who were already in the land. But Rasken recalled other human refugees having been let in regularly at the Orc pass. The commander did not budge, but neither did Rasken.

Things turned worse when the goblinoids latched onto these law claims and demanded to be let through. The commander had enough and ordered his warforged platoon to attack the defenseless goblinoids! The minotaurs, appalled, fought on behalf of the goblinoids! B13, being designed to empathize with the minotaurs, was torn. He was commanded to turn on Rasken, but his programming was to never turn on minotaurs or humans. He took a stand with Rasken and used himself as a body shield! It was to no avail as the commander's unit was able to subdue the minotaurs. But worse, he then had every man, woman and child of the goblinoid party executed and hurled into a fire pit. Infuriated with being disobeyed, the commander also decided to make an example of Rasken as well as B13, having the two thrown together into the same fire pit. Rasken roared an oath of vengeance, calling down the power of the minotaur god upon the commander! The commander only laughed at the superstition.

B13 awoke in a dark place where he heard a voice saying, "Rasken has been rewarded for his valor. He will be enjoying the afterlife. But vengeance was demanded. You must return and set things right. Destroy Commander Vance Murik and all his ilk that live in Uthmere. Once you have completed your mission, you too will be allowed to enter paradise with Rasken."

B13 awoke in a remote location just outside of a human village. Once he got his bearings, he learned he was at the border of human and orc territory and that it was the next day. And then he discovered something new... freedom to disobey.



-------------------------------------------
Band name ideas:
Chainbreakers
Avengers of the Sundered Chain
Freedom or Fire
Lazlo's Reprobates (or Misfits)
Misfits
Illegals


Songs:
Son of the Rain
The Night
Prison of Broken Souls
Post Mortem Explosion