Dame Martinique
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Race: Human, Class: Paladin 2nd • Cleric 2nd of Lathander (?? xp) Background: Acolyte, Alignment: Lawful Good Patron Deity: Lathander Factions: {{{Factions}}} |
Ability Scores
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Strength 16 (+3), Dexterity 9 (-1), Constitution 16 (+3); Intelligence 10 (+0), Wisdom 13 (+1), Charisma 19 (+4) |
Proficiencies
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Bonus: +2 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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Shelter of the Faithful • Divine Sense (5/day), Lay on Hands (10 pts/day), Fighting Style (Defense), Divine Smite • Light Domain, Warding Flare (1/day), Ritual Casting, Channel Divinity (1/rest) |
Feats
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{{{Feats}}} |
Combat
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Attacks: {{{Attacks}}} Armor Class: 19, Initiative: -1, Speed: 25 Hit Points: 34, Hit Dice: 2d10 • 2d8 |
Social
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Personality Traits: {{{Personality}}} Ideals: A rural morality is superior to urban sophistication, everyone should be well-fed, loved, safe and warm Bonds: Law, Pastoral Ideals, her family Flaws: Stunning naivete |
"A hero is no braver than an ordinary man, but he is brave five minutes longer." - Ralph Waldo Emerson
Contents
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.
Traits
Spellcasting
- Maximum # of Prepared Spells: 5 paladin, 3 cleric
- Spells per Day: 1st: 4/2 remaining; 2nd: 2/2 remaining
- Magic Ability: Charisma (Paladin), Wisdom (Cleric)
- Saving Throw DC Total: Paladin: 15 • Cleric: 11
- Spell Attack Modifier: Paladin: +5 • Cleric: +3
Prepared Spells
- Paladin: 1st - divine favor, shield of faith
- Domain: Cantrips - light; 1st - burning hands, faerie fire
- Cleric: Cantrips - guidance, spare the dying, sacred flame; 1st - bless, cure wounds, detect magic*
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.
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.
- 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.
- 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.
Combat
Armor
- Armor Class: 19 (Chain Mail: 16 + Shield: 2 + Defense Fighting Style +1)
- Armor Worn: Chain Mail, AC: 16, Weight: 55lb, -5 Speed, Stealth Disadvantage
Attacks
- Lance: Bonus: +5; Damage & Effects: 1d12+3 piercing; Mounted, Reach; Weight: 8 lb
- Longsword: Bonus: +5; Damage & Effects: 1d8+3 slashing; Versatile (1d10); Weight: 4 lb
- Dagger (3): Bonus: +5; Damage & Effects: 1d4+3 piercing; Finesse, Light, Thrown (Range 20/60); Weight: 1 lb ea
- Heavy Crossbow: Bonus: +1; Damage & Effects: 1d10 piercing; Ammunition (Range 100/400), Heavy, Loading, Two-Handed; Weight: 19 lb
Treasure
- Coinage: 196 copper, 42 silver, 14 electrum, 125 gold, 1 platinum
- Stored: 100gp
- Gems: 1 ornamental gem (10g ea), 1 semiprecious gem (50g)
- Magic Items: x
Equipment
- Carried: Adventurer's kit, bedroll, travelers' clothes (x3), holy symbol of Lathander (given by elder in faith, blue/yellow stone), potion of healing (x2), potion of climbing, Arrows (40) in quiver
- Stored: x
Lifestyle
Modest (25 gp/month).
Experience Points
1220 (2250 for next level)
Earned: #xp
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