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18:42, 27th April 2024 (GMT+0)

Zerry

Name: Zerry
Nickname: Zer, Zig Zag Zerry, Madam Clops-a-lot (A nickname Jack gave her in another campaign)
Class: Paladin (Level 12)
Alignment: Neutral Good
Age: 18 Height: 8'0" Weight: 1,080 lbs
Hair color: Blonde Eyes: Blue
Deity: Lliira, Chaotic Good goddess of joy
 Symbol: Triangle of three six-pointed stars
 Domain: Life
Faction: Lord's Alliance


Initiative: +0   Speed: 70'   Vision: Normal
Passive Perception: 12, Passive Investigation: 10

AC: 20 (+2 Elven Mithril Plate) + 1 (Cloak of Protection) = 21
 NOTE: +1 AC vs Ranged Attacks while Joy is in Harpoon form.
Aura of Devotion: Zerry and friendly creatures within 10 feet of her can’t be charmed while she is conscious. (At 18th level, the range of this aura increases to 30 feet)
Aura of Courage Zerry and friendly creatures within 10 feet of her can’t be frightened while she are conscious.

Save Proficiencies: (Prof + Ability Mod + Cha Mod + 1 Cloak + 1 Ring)
 NOTE: +1 v spells and magic effects while Joy is in Greatsword form.
 NOTE: Advantage on checks and saves to resist being grappled or restrained while Joy is in Polearm form.
    Strength (0+4+2+1): 7
Constitution (0+2+2+1): 5
   Dexterity (0+0+2+1): 3
Intelligence (0+0+2+1): 3
      Wisdom (4+1+2+1): 8
    Charisma (4+2+2+1): 9

HP: 112 (hit dice: 9d10)
(10(LVL1)+36(CON*LVL)+66(6*lvl-1))
IMMUNE: Disease, Poison (Dmg and Condition)
STR: 20 (14+2(race)+4(lvl 4/8))
CON: 16 (14+2(lvl 12))
DEX: 10
INT: 10 (09+1(Keen Mind Feat))
WIS: 12 (11+1(race))
CHA: 14

Proficiency Bonus: +4
Spell DC: 8+4(proficiency)+2(Cha)+1(Holy Symbol) = 15
Spell Attack: 4(proficiency)+2(Cha)+1(Holy Symbol) = 7

Divine Smite (PHB p82)
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.

Melee Attack: 4(Prof)+5(Str)+1(Joy) = 10/10
 Hooves: 2d6+5 Bludgeoning (doesn't get the magic weapon bonus)
 Divine Judgement (Halberd of Giant Slaying)
   (+1 Halberd that does +2d6 damage to giant type creatures)
   (On a hit, DC 15 strength check or fall prone)
 Joy of Lliira:
  Greatsword Form: 2d6+6 Slashing or Blugeoning (+2d6 Radiant vs Undead or Fiends)
  Polearm Form: REACH 1d10+6 Slashing or Piercing
   (Centaur: +2d6 Piercing dmg on a charge 1/turn, Con. Mod. (2) times/day)
   (hit target can’t take reactions until the start of its next turn)
   (Legendary creature loses 1 Legendary Action in the round they are hit)
   (The above penalty does not stack with multiple blows)
   (Will save DC 14 (Weilder's Spell DC) or Disadvantage on attacks
   against anyone but Zerry)
   (Bonus action to attack for 1d4 bludgeoning dmg(FEAT))
   (Movement through polearm's reach causes AoO)
  Club: 1d4+5 Bludgeoning
Thrown Ranged Attack: 4(Prof)+5(Str)+1(Joy) = 10/10
 Joy of Lliira:
  Harpoon (Melee or 100/400): 1d8+6 Piercing (Versatile 1d10) (Returns to my hand)
   (hit target gets contested Strength check (I get weapon bonus) or be pulled 10 feet)

Spells: [6 (2(Cha)+4(Lvl/2)) Prepared spells]
Lv 0 (0 known): Word of Radiance (PBAoE, CON save or 2d6 rad dmg), Thaumaturgy
Lv 1 (4 slots): Command, Compelled Duel, Cure Wounds, Divine Favor
 Oath Spells: Protection from Evil and Good, Sanctuary
Lv 2 (3 slot): Branding Smite (Bonus action: +2d6 rad dmg and invis becomes visible and sheds light for 1 min), Locate Object
 Oath Spells: Lesser Restoration, Zone of Truth
Lv 3 (2 slots): Aura of Vitality
 Oath Spells: Beacon of Hope, Dispel Magic


Lv 4 (0 slots): N/A
 Oath Spells: Freedom of Movement, Guardian of Faith
Lv 5 (0 slots): N/A
 Oath Spells: Commune, Flame Strike

Tasha's extras:
1: New fighting styles (See below. A Caster style one unlocked).
2: lv 3. Harness Divine Power. As a bonus action, cash in your channel divinity to refill a single spell slot. You can use this 1/2/3 times a day at lv 3/7/15.
Spell slot value is half your Prof bonus, Rounded up.
3: Martial Versatility. At Paladin stat gain levels, you can swap your Paladin list fighting style.
Blessed Warrior: Gain 2 Cantrips from the cleric list. They count as paladin spells and run off CHA, and you can swap one of them at Paladin stat gain levels.


Tenets of Devotion:
Though the exact words and strictures of the Oath of Devotion vary, paladins of this oath share these tenets.
Honesty. Don’t lie or cheat. Let your word be your promise.
Courage. Never fear to act, though caution is wise.
Compassion. Aid others, protect the weak, and punish those who threaten them. Show mercy to your foes, but temper it with wisdom.
Honor. Treat others with fairness, and let your honorable deeds be an example to them. Do as much good as possible while causing the least amount of harm.
Duty. Be responsible for your actions and their consequences, protect those entrusted to your care, and obey those who have just authority over you.


Divine Sense (1+2(Cha)/day)
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.


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 x 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.


Fighting Styles
Blessed Warrior: Gain 2 Cantrips from the cleric list. They count as paladin spells and run off CHA, and you can swap one of them at Paladin stat gain levels.
Great Weapon Fighting: When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll. The weapon must have the two-handed or versatile property for you to gain this benefit.


Channel Divinity (1/short or long rest)

Sacred Weapon
As an action, you can imbue one weapon that you are holding with positive energy, using your Channel Divinity. For 1 minute, you add your Charisma modifier to attack rolls made with that weapon (with a minimum bonus of +1). The weapon also emits bright light in a 20-foot radius and dim light 20 feet beyond that. If the weapon is not already magical, it becomes magical for the duration.

You can end this effect on your turn as part of any other action. If you are no longer holding or carrying this weapon, or if you fall unconscious, this effect ends.

Turn the Unholy
As an action, you present your holy symbol and speak a prayer censuring fiends and undead, using your Channel Divinity. Each fiend or undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes damage.

A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.

Aura of Devotion
Starting at 7th level, you and friendly creatures within 10 feet of you can’t be charmed while you are conscious. At 18th level, the range of this aura increases to 30 feet

Aura of Courage
Starting at 10th level, you and friendly creatures within 10 feet of you can’t be frightened while you are conscious.
At 18th level, the range of this aura increases to 30 feet.


Skill Proficiencies: (B=Background,C=Class,R=Race)
  Acrobatics (Dex): 0
  Animal Handling (Wis): 1
  Arcana (Int): 0
B Athletics (Str): 4(prof)+4(Str)=8
  Deception (Cha): 2
* History (Int): 4(prof)+0(Int)=4
  Insight (Wis): 1
B Intimidation (Cha): 4(prof)+2(Cha)=6
  Investigation (Int): 0
R Medicine (Wis): 4(prof)+1(Wis)=5
  Nature (Int): 0
  Perception (Wis): 1
  Performance (Cha): 2
C Persuasion (Cha): 4(prof)+2(Cha)=6
C Religion (Int): 4(prof)+0(Int)=4
  Sleight of Hand (Dex): 0
  Stealth (Dex): 0
  Survival (Wis): 1

*Free bonus skill training from GM (As part of an in character training reward)

Proficiencies:

Feats:
04) Ability Increase: +2 to Strength
04) Fighting Initiate: Gain a Fighting Style
06) Sentinel (Bonus GM gift feat) (Hit with AoO reduces target's speed to 0. Even disengage provokes AoO. Reaction to attack an adjacent enemy that attacks someone besides me.) [As part of training via a quest reward in Zerry's background to bring Zerry to parity with rest of party.]
08) Polearm Master (Bonus action to attack for 1d4 bludgeoning dmg w/polearm. Movement through polearm's reach causes AoO)
08) Ability Increase: +2 to Strength
12) Keen Mind: +1 Int, Always know north, Always know number of hours left before sunrise/sunset, accurately recall anything you have seen or heard within the past month.



Future Feats:

??) Tough (+2 hp/level)

12)

16) Ability Increase: +2 to Strength

20)

??) Skilled
You gain proficiency in any combination of three skills
or tools of your choice.


Languages: Common, Centaur, Dwarven, Gnomish

Background: Noble (Modified)
Due to her heroics, Zerry earned the notice of a king and was knighted for her bravery and service to the kingdom.

Feature: Knighted (Modified "Position of Privilege")
Thanks to your noble birth status, people are inclined to think the best of you. You are welcome in high society, and people assume you have the right to be wherever you are. The common folk make every effort to accommodate you and avoid your displeasure, and other people of high birth treat you as a member of the same social sphere. You can secure an audience with a local noble if you need to. (Zerry had been knighted by a human king due to her heroic deeds. She does not yet have a squire, but might acquire one in the future.)

Traits: Nothing can shake my optimistic attitude. // If someone is in trouble, I’m always ready to lend help.
Ideals: Charity. I always try to help those in need, no matter
what the personal cost. (Good) // Sincerity. There’s no good in pretending to be something I’m not. (Neutral)
Bonds: I protect those who cannot protect themselves.
Flaws: I trust everyone; even the word of a villain.


-------------------------
Carrying Capacity: (2x for Quadruped and 2x for Large size)
Normal: 1,080 lbs
Push/Drag/Lift: 2,160 lbs

MAGIC ITEMS: ( * = attuned )

Hand: Joy of Lliira (See below)*
Head:
Neck: Periapt of Proof Against Poison
Symbol: +1 Holy symbol of Lliira
Cloak: Cloak of the Manta Ray
  Cloak of Protection / Wings of Flying *
  Dragon Horn Pauldron*
Body: +2 Elven Mithril Plate Armor
   (Added enchantment: Boots of Elvenkind)
Chest Pocket: Pocket Watch
Belt: Quickdraw Belt, Greater
 Pouch 1 (Right Hip):
  1 Waterskin
  Clockwork Dog
  Decanter of Endless Water
 Pouch 2 (Center-Right Hip):
  (Sending Stone)
  Folding Wagon
  Reliquary Holy Symbol (Tapestry)
 Pouch 3 (Center-Left Hip): (Used to store weapons & scrolls)
  ???
 Pouch 4 (Left Hip): (Food / Consumables)
  Trail Rations (medium creature servings) (10) [As a Large creature eats 2 sets of medium sized rations a day.]
Hip:
Back: Bag of Holding
 Contents: Bedroll, Abacus, Mess Kit, Tinderbox, Rope, Changes of clothes (Traveler's, Common, Fine), Lyre, Three Dragon Ante Set, Three-Dragon Ante Set, Perfume, Torches (10)
Ring: (Ring of Protection* currently not attuned)
Feet: Horseshoes of Speed and Spider Climbing

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Joy of Lliira (+1 is Rare, +2 is Very Rare, +3 is Legendary) Must be a paladin to attune to this weapon.

This item appears to be a rod with four gems set in it. pressing one of the four buttons is a bonus action. Regardless of the form it takes, the Joy of Lliira has the symbol of Lliira engraved into it and will function as a holy symbol for a Paladin of Lliira. Auras from this weapon have a range of 10 feet unless the attuned owner is at least a level 17 paladin in which case the aura increases to a range of 30 feet.

1: Greatsword form has a blunt back edge so it will do 2d6 slashing or bludgeoning damage and grants an aura giving a +1/2/3 bonus on saving throws against spells and magical effects and has the perk of doing an extra 2d6/2d8/2d10 radiant damage against Undead and Fiends. (+1/+2/+3)

2: Polearm form is a reach two-handed weapon with a spear-like piercing spike on the end with an axe-blade on one side that lets it function like a Halberd or Glaive or be thrust with like a pike (1d10 slashing or piercing damage) form grants an aura giving advantage on checks and saves to resist being grappled or restrained and has the perk that a target hit by the polearm can’t take reactions until the start of its next turn. Creatures with Legendary actions also immediately loose 1/2/3 of their typically 3 legendary actions on a round they are struck by the weapon in this form and if it would end up with a negative amount of Legendary Action point then it loses that many from the amount it would gain on its next turn. (+1/+2/+3) This denial of Legendary Action points does not stack if a creature is struck multiple times in one round. Finally, a target hit by the polearm must make a Wisdom saving throw against your spell save DC with the modifier of this weapon added to it. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn.

3: Harpoon form with a lanyard attached via a magical thread that will extend up to the Harpoon’s maximum throwing distance. The harpoon deals 1d8 piercing damage on a hit. It versatile (d10) and has a throwing range of 100/400. This form grants an aura giving a +1/2/3 bonus to AC against ranged attacks for you and your allies within the aura and has the perk of returning to your hand after being thrown through the thread retracting and once per round a creature struck by the Harpoon must make a contested strength check with the owner of this weapon which gets the weapon’s magic modifier as a bonus. If the target fails this check then the target is pulled up to 10/20/30 feet towards the owner of this weapon as it returns to the owner. (+1/+2/+3) The owner cannot be disarmed of the weapon in this form.

4: The weapon turns into its compact rod form which can be wielded as a club even if the owner is not attuned to this weapon.
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Folding Wagon: (Wondrous Item, Uncommon) This object appears as an opaque smokey white crystalline box with a silk interior that measures 8 inches long, 4 inches wide, and 4 inches deep and is indestructible. It weighs 3 pounds and it can be opened to store items inside. This item also has three command words, each requiring you to use an action to speak it.

One command word causes the box to unfold into a crystalline chariot with the equipment to be pulled by a single large creature. The chariot can hold up to two medium creatures comfortably. The chariot provides cover to passengers riding in it from the front and sides.

The second command word causes the box to unfold into a crystalline wagon with four wheels that is 10 feet wide, 20 feet long, and its walls extend 6 feet high with a rounded cylindrical silk canopy extending up to three feet in the middle of the wagon as its roof and a crystalline door in the back with a flap of silk from the roof that can be moved aside. The wagon comes with equipment to be pulled by one or two large creatures and can hold cargo and/or up to eight medium creatures comfortably. Passengers inside the wagon have full concealment from outside the wagon but do not have line of sight outside the wagon unless the rear door is open or the silk flap is pulled aside.

When the box becomes a chariot or wagon, its weight becomes that of an object its size as if made of wood. Anything stored in the box remains in the chariot or wagon.

The third command causes the folding wagon to fold back into a box, provided that no creatures are in it. Any objects in the wagon, or chariot, that can’t fit inside the box remains outside the box as it folds. Any objects in the wagon, or chariot, that can fit inside the box do so.
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CENTAUR
Ability Score Increase. Your Strength score increases by 2, and your Wisdom score increases by 1.
Age. Centaurs reach maturity at 15 years of age. Their lifespans vary because of the harsh conditions and martial nature of their culture, but the upper limits are similar to those of humans.
Alignment. Centaur alignments are mainly chaotic and neutral.
Size. Centaurs stand between 8 and 9 feet tall and weigh in excess of 2,000 pounds. Your size is Large. Side note: I looked up horse weight and centaurs would have to be the size of a Clydesdale to weigh in the 2k range. Which they are not.
Speed. Centaurs have a base speed of 40 feet.
Type. You are of the monstrosity type.
Natural Attacks. You have proficiency with your hooves. You make one attack with your hooves, which deal 2d6 bludgeoning damage.
Centaur Weapon Training. You have proficiency with the pike and the longbow.
Pike Polearm Charge. If you move at least 30 feet straight toward a target and then hit it with a pike polearm attack on the same turn, the target takes an extra 3 (1d6) piercing damage. The number of extra damage dice you gain increases by one at 6th level (2d6) and again at 11th level (3d6). You can apply this extra damage only once per turn. You can use this ability a number of times per day equal to your Constitution modifier (minimum 1), and you regain all expended uses when you finish a long rest. Seth modified this to allow for polearms in general.
Humanoid Torso. Although you are Large, you wield weapons and wear armor sized for a Medium creature, thanks to the proportions of your humanoid torso. Your armor is a medium sized humanoid for the torso, head, and arms and a large horse's barding for the lower torso and legs. Your armor costs and weighs twice that for armor sized for a medium humanoid. Seth argued "what about the rest of the centaur?" and I agree.
Quadruped. You have disadvantage on Stealth checks because of your size and indelicate hooves. The mundane details of the structures of humanoids can present considerable obstacles for you, such as ladders and manholes.
Self-sufcient. You have proficiency with the Medicine skill.
Languages. You can speak, read, and write Centaur and
one other language of your choice.
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C o m p e l l e d D u e l
1st-level enchantment
Casting Time: 1 bonus action
Range: 30 feet
Components: V
Duration: Concentration, up to 1 minute

You attempt to compel a creature into a duel. One creature that you can see within range must make a Wisdom saving throw. On a failed save, the creature is drawn to you, compelled by your divine demand. For the duration, it has disadvantage on attack rolls against creatures other than you, and must make a Wisdom saving throw each time it attempts to move to a space that is more than 30 feet away from you; if it succeeds on this saving throw, this spell doesn’t restrict the target’s movement for that turn.

The spell ends if you attack any other creature, if you cast a spell that targets a hostile creature other than the target, if a creature friendly to you damages the target or casts a harmful spell on it, or if you end your turn more than 30 feet away from the target.


D i v i n e Fa v o r
1st-level evocation
Casting Time: 1 bonus action
Range: Self
Components: V, S
Duration: Concentration, up to 1 minute

Your prayer empowers you with divine radiance. Until the spell ends, your weapon attacks deal an extra 1d4 radiant damage on a hit.


P r o t e c t i o n f r o m E v i l a n d G o o d
1st-level abjuration
Casting Time: 1 action
Range: Touch
Components: V, S, M (holy water or powdered silver and iron, which the spell consumes)
Duration: Concentration up to 10 minutes

Until the spell ends, one willing creature you touch is protected against certain types of creatures: aberrations, celestials, elementals, fey, fiends, and undead.

The protection grants several benefits. Creatures of those types have disadvantage on attack rolls against the target. The target also can’t be charmed, frightened, or possessed by them. If the target is already charmed, frightened, or possessed by such a creature, the target has advantage on any new saving throw against the relevant effect.


L e s s e r R e s t o r a t i o n
2nd-level abjuration
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Instantaneous

You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned.


Z o n e o f T r u t h
2nd-level enchantment
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: 10 minutes
You create a magical zone that guards against deception in a 15-foot-radius sphere centered on a point of your choice within range. Until the spell ends, a creature that enters the spell’s area for the first time on a turn or starts its turn there must make a Charisma saving throw. On a failed save, a creature can’t speak a deliberate lie while in the radius. You know whether each creature succeeds or fails on its saving throw. An affected creature is aware of the spell and can thus avoid answering questions to which it would normally respond with a lie. Such a creature can be evasive in its answers as long as it remains within the boundaries of the truth.