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17:14, 26th April 2024 (GMT+0)

Orlin the Awakener.

Posted by UnwrittenFor group 0
Unwritten
GM, 214 posts
Mon 21 Mar 2022
at 03:52
  • msg #1

Orlin the Awakener

=OneMoreGamer;15913085:
[FLOATLEFT][FIELDSET=Basic Info][COLOR="Blue"]Name:[/COLOR] Orlin the Awakener
[COLOR="Blue"]Age:[/COLOR] 44
[COLOR="Blue"]Gender:[/COLOR] Male
[COLOR="Blue"]Race:[/COLOR] Mountain Dwarf
[COLOR="Blue"]Class:[/COLOR] Paladin (Vergadain)
[COLOR="Blue"]Oath:[/COLOR] Oath of Awakening
[COLOR="Blue"]Level:[/COLOR] 3
[COLOR="Blue"]Alignment:[/COLOR] CN
[COLOR="Blue"]Background:[/COLOR] Guild Artisan [/FIELDSET][/FLOATLEFT]

[FIELDSET=Faction Idea] One ring guild to bind them blow their minds. [COLOR="OrangeRed"]The Guild of Knowledge![/COLOR]
[/FIELDSET]
[FIELDSET=Other Factions] Orlin is willing to work in or with any faction that he perceives as promoting the greater good.
[/FIELDSET]


[FLOATRIGHT][FIELDSET=Appearance][img2=300] https://i.postimg.cc/JzWPcpTr/...IELDSET][/FLOATRIGHT]

[FIELDSET=Tenets of Awakening] The tenets of the Oath of Awakening are deeply personal to each paladin, but they tend to follow certain related themes.

Discovery. Knowledge is power. The unknown danger goes unstopped.

Prudence. Disaster or madness awaits those who don’t look before they leap. Know when to rush in and when escape is necessary for you to fight another day.

Courage. Don’t let prudence stand in the way of pushing back the darkness. When the time comes, act without reservation.

Wonder. Find the beauty and marvels of the world. Savor and preserve them, for they nourish those haunted by the darkness. [/FIELDSET]


[FIELDSET=Backstory] The dreams had come to him ever since he had been a dwarfling. And like a wise dwarf, Orlin followed his dreams. That is why he became a guild artisan blacksmith instead of a mason. That is why he became a paladin in service to Vergadain. And from other dreams of the past, Orlin knew that he would one day become a bard as well.

But lately there had been a new dream. A dream more powerful than all the others. The Awakening Dream. And from this dream, Orlin would change the world. He would put into motion a Guild of Knowledge and from that guild would grow an utopia like none ever seen before.

[/FIELDSET]


[SPOILER=Stat Block][url=https://www.myth-weavers.com/s...d=2612700]Orlin[/url]
Paladin 3

AC 17 HP 28/28 Speed 25ft

Str 16 (+3) Dex 14 (+2) Con 15 (+2) Wis 13 (0) Int 12 (+1) Cha 15 (+2)

Attacks
Warhammer +4 1d8+3
Light Crossbow +4 1d6


Saving Throws: Wisdom, Charisma

Skills: Insight, Intimidation, Persuasion, Religion

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. 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.

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.

Protection

When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

Channel Divinity

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

Dreamed Destiny. When you fail on a saving throw or miss with an attack roll, you can invoke your dream identity using your Channel Divinity as a bonus action on your turn; if it is not your turn, you may use this feature as your reaction. When you do, you roll a d6 and add the number rolled to your saving throw or attack roll, which might make you succeed or hit rather than fail or miss. At 10th level, the die becomes a d8. At 15th level, the die becomes a d10. At 18th level, the die becomes a d12.

Psychic Resonance. Your two selves operating in unison create a powerful psychic resonance. As an action, you unleash this resonance to overwhelm a foe’s mind using your Channel Divinity. The target must be a creature within 10 feet that you can see. The creature takes 2d6 psychic damage and must succeed on a Wisdom saving throw or it is blinded. At the end of each of its turns, it can repeat the saving throw, ending the condition on a success.

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.

Divine Health
By 3rd level, the divine magic flowing through you makes you immune to disease.


Dwarf Features
Ability Score Increase. Your Constitution score increases by 2.
Age. Dwarves mature at the same rate as humans, but they're considered young until they reach the age of 50. On average, they live about 350 years.
Size. Dwarves stand between 4 and 5 feet tall and average about 150 pounds. Your size is Medium.
Speed. Your base walking speed is 25 feet. Your speed is not reduced by wearing heavy armor.
Darkvision. Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Dwarven Resilience. You have advantage on saving throws against poison, and you have resistance against poison damage.
Dwarven Combat Training. You have proficiency with the battleaxe, handaxe, light hammer, and warhammer.
Tool Proficiency - smith's tools
Stonecunning. Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.
Languages. You can speak, read, and write Common and Dwarvish. Dwarvish is full of hard consonants and guttural sounds, and those characteristics spill over into whatever other language a dwarf might speak.

Mountain Dwarf
Source: Player's Handbook

Ability Score Increase. Your Strength score increases by 2.
Dwarven Armor Training. You have proficiency with light and medium armor.

[/Spoiler]

This message was last updated by the GM at 06:38, Tue 18 Apr 2023.
Unwritten
GM, 301 posts
Mon 17 Apr 2023
at 16:45
  • msg #2

Orlin the Awakener

Discovery, Prudence, Courage. Wonder.

“You probably don’t get many adherents of Vergedain in here. At least, not to your knowledge. So for one of his paladins to take up a stool along with your offer of a free ale for some interesting conversation is a rarity indeed.” Orlin watched Duradan smile and pull a flagon for him before continuing.

“Discovery. Prudence. Courage. These are the tenets of our order.” Orlin waited no longer before wetting his beard with the brew. “You can see why your fine establishment would draw the patronage of one such as I. Knowledge is traded within these very halls. And I tend to hoard up such trade much like a greedy merchant. Oh don’t get me wrong, I am not here to take advantage of anyone. Simply trade information, purchase it, and chance upon it freely when I may. Also, I often enjoy the camaraderie of those who gather here and the excitement that flows through their blood as they dream of glory.”

Having spoken what he felt was a fair amount for the drink, Orlin downed the remainder at once. “Now,” his grin broadened as he returned the flagon to the proprietor and placed a stack of gold coins on the bar, “How about something a little stronger?”
This message was last edited by the GM at 06:39, Tue 18 Apr 2023.
Profile
NPC, 21 posts
Tue 18 Apr 2023
at 06:39
  • msg #3

Orlin the Awakener

Mountain dwarf +2 str +2 cha. Paladin up to 5 and at 4 get str and cha to 18, dip bard at character level 6, pala again at 7, then go back to bard, college of eloquence
This message was last edited by the player at 06:46, Tue 18 Apr 2023.
Unwritten
GM, 305 posts
Wed 3 May 2023
at 02:20
  • msg #4

Orlin the Awakener

Dishonesty is not always perpetrated for selfish means. Orlin simply felt that it was best not to advertise his true motives behind chatting Durnan up for the proffered free mug of ale. The dwarf was well aware that if he wanted to explore the Undermountain that there was a vetting process and not only would Durnan be the one making the call on who passed through the portal and who did not, but the Yawning Portal would be the precise location of the selection.

Orlin was here to scout out the competition. That was the first motive. The second motive was that while he looked over the competition, he was in the ideal position to learn the qualities of his fellow aspirants to determine if any of them would be good adventuring companions for him as well.

That included not only their physical skills and mystical prowess, but their ability to tolerate and possibly even befriend a psychic resonance wielding dwarven paladin of an obscure god who planned to take a swerve into the eloquence school of bards to increase his already prodigious skill at lying so he can uncover the hidden mysteries behind his dreams and not simply determine him as just as mad as Halaster himself.

For Orlin, the cream of the crop were obvious. Sarathai the Treesinger (Eclectic healer whose charms would compliment Orlin’s own charismatic skills). Resta the Rogue (Skilled fingers and a penchant for gathering information). Elwin Fireblood the Wizard (A mind swift as an arrow). Gaius Libo the Bard (Perceptive performer protecting against poverty, noble enough in itself).

Now Orlin just had to spend enough time to convince Durnan to let him in, and the others to follow his lead. Orlin settled in for the task. It was one well within his capabilities. And if not, he could always lie about it.
This message was last edited by the GM at 03:26, Wed 03 May 2023.
Unwritten
GM, 306 posts
Wed 10 May 2023
at 01:56
  • msg #5

Orlin the Awakener

[FIELDSET=A Champion in Undermountain]


[IMG]https://i.postimg.cc/JzWPcpTr/...15-B2-F1472.jpg[/IMG]

Name: Orlin the Awakener
Race: Mountain Dwarf
Class: Paladin (Vergadain)/Bard
Oath: Oath of Awakening
Background: Guild Artisan
Personality Traits: I am a skilled and playful liar. I don’t like to let on, but I am suspicious of everyone.
Ideal: Knowledge, used cautiously.
Bond: These dreams are my destiny.
Flaw: I can be a little short-sighted.

Backstory:  The dreams had come to him ever since he had been a dwarfling. And like a wise dwarf, Orlin followed his dreams. That is why he became a guild artisan blacksmith instead of a mason. That is why he became a paladin in service to Vergadain. And from other dreams of the past, Orlin knew that he would one day become a bard as well.

But lately there had been a new dream. A dream more powerful than all the others. The Awakening Dream. And from this dream, Orlin would change the world. He would put into motion a Guild of Knowledge and from that guild would grow a utopia like none ever seen before.

And where was knowledge most hidden in Waterdeep than in the Undermountain itself? If Orlin could discover enough secrets there, he could be well on his way to not only discovering what his dreams meant, but to fulfilling them.

[SPOILERBUTTON="RP sample"]

RP Sample:

“You probably don’t get many adherents of Vergedain in here. At least, not to your knowledge. So for one of his paladins to take up a stool along with your offer of a free ale for some interesting conversation is a rarity indeed.” Orlin watched Durnan smile and pull a flagon for him before continuing. Don’t lie. Don’t lie. It is not in your best interest in this case. Besides, he has heard enough bar tales to sniff out whatever manure you try spreading.

“Discovery. Prudence. Courage. Wonder. These are the tenets of our order.” Orlin waited no longer before wetting his beard with the brew. While he drank, he looked around to see what he could discover about the others in the room. Keeping both eyes and ears open for whatever information he could take in, Orlin continued to blabber on and drink free ale.

“You can see why your fine establishment would draw the patronage of one such as I. Knowledge is traded within these very halls. And I tend to hoard up such trade much like a greedy merchant. Oh don’t get me wrong, I am not here to take advantage of anyone. Simply trade information, purchase it, and chance upon it freely when I may. Also, I often enjoy the camaraderie of those who gather here and the excitement that flows through their blood as they dream of glory.” This was more honest than Orlin intended on being, but there was no point in lying in and of itself. Just a tool to be used and sometimes the truth was an even better tool.

Having spoken what he felt was a fair amount for the drink, Orlin downed the remainder at once. “Now,” his grin broadened as he returned the flagon to the proprietor and placed a stack of gold coins on the bar, “How about something a little stronger?” Orlin had seen a number of prospects enter already and he needed more time to investigate. Especially if any of the faces matched those from his dreams.[/SPOILERBUTTON]
[/FIELDSET]

[SECRET="Insight Into Orlin"]The idea is to have a paladin/bard (school of eloquence) multi class. This gives Orlin the chance to act as Face, Tank, Support, and Spellslinger as needed. Not that he intends to hog the show, but it is good to be able to help out wherever his team needs to the max. The fun part of the character is that he is an accomplished liar. (Thanks to later build mechanics.) Orlin will grow more and more tempted to create more and more outlandish lies to get the team what and where it needs. When he succeeds, the team gets a good laugh out of it. When he fails, well, what fun is life without a little trouble anyway? :)[/SECRET]

[SECRET="The Pulse"] Dishonesty is not always perpetrated for selfish means. Orlin simply felt that it was best not to advertise his true motives behind chatting Durnan up for the proffered free mug of ale. The dwarf was well aware that if he wanted to explore the Undermountain that there was a vetting process and not only would Durnan be the one making the call on who passed through the portal and who did not, but the Yawning Portal would be the precise location of the selection.

Orlin was here to scout out the competition. That was the first motive. The second motive was that while he looked over the competition, he was in the ideal position to learn the qualities of his fellow aspirants to determine if any of them would be good adventuring companions for him as well.

That included not only their physical skills and mystical prowess, but their ability to tolerate and possibly even befriend a psychic resonance wielding dwarven paladin of an obscure god who planned to take a swerve into the eloquence school of bards to increase his already prodigious skill at lying so he can uncover the hidden mysteries behind his dreams and not simply determine him as just as mad as Halaster himself.

For Orlin, the cream of the crop were obvious. Sarathai the Treesinger (Eclectic healer whose charms would compliment Orlin’s own charismatic skills). Resta the Rogue (Skilled fingers and a penchant for gathering information). Elwin Fireblood the Wizard (A mind swift as an arrow). Gaius Libo the Bard (Perceptive performer protecting against poverty, noble enough in itself).

Now Orlin just had to spend enough time to convince Durnan to let him in, and the others to follow his lead. Orlin settled in for the task. It was one well within his capabilities. And if not, he could always lie about it.

[/SECRET]
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