DivineDragoonKain

Not Reinhardt

Oct 13th, 2016
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  1. Strength 15
  2. Agility 9
  3. Intellect 11
  4. Will 13
  5.  
  6. Perception 11 (Intellect)
  7. Defense 20 (Full Plate 18+2)
  8. Health 62 (Strength+47)
  9. Healing Rate: 15
  10. Size 1
  11. Speed 10
  12. Power 2
  13. Damage 0
  14. Insanity 0
  15. Corruption 0
  16.  
  17. Languages: Common, Dwarvish
  18. Professions:
  19.  
  20. Level 1 Warrior:
  21. Strength +1
  22. Will +1
  23. Health +5
  24.  
  25. Catch Your Breath You can use an action or a triggered action on your turn to heal damage equal to your healing rate. Once you use this talent, you cannot use it again until after you complete a rest.
  26.  
  27. Weapon Training When attacking with a weapon, you make the attack roll with 1 boon.
  28.  
  29. Level 2 Warrior:
  30.  
  31. Health +5
  32.  
  33. Combat Prowess: Your attacks with weapons deal 1d6 extra damage
  34. Forceful Strike: When the total of your attack roll is 20 or higher and exceeds the target number by at least 5, the attack deals 1d6 extra damage.
  35.  
  36. Level 3 Paladin:
  37.  
  38. Health +4
  39. Power +1
  40.  
  41. Strength +1
  42. Will +1
  43.  
  44. Magic: You discover one tradition associated with your religion, as shown on the Religious Traditions table in Chapter 3, or you learn one spell.
  45.  
  46. Divine Smite: When you get a success on an attack with a weapon, you can expend a casting of a spell. The attack deals 1d6 extra damage per rank of the spell whose casting you expended (minimum 1d6 extra damage). If the target is a demon, devil, faerie, spirit or undead, increase the extra damage by 1d6.
  47.  
  48. Faith Healing: You can use an action to touch one living creature you can reach and expend a casting of a spell to do one of the following:
  49. • The target heals damage equal to half its healing rate.
  50. • You remove a diseased affliction from the target.
  51. • You remove a poisoned affliction from the target.
  52.  
  53. Level 4 Human:
  54. Health +5
  55. Extra Spell
  56.  
  57. Level 5 Warrior:
  58.  
  59. Defense +1
  60. Health +5
  61.  
  62. Combat Expertise: When you use an action to attack with a weapon, you either deal 1d6 extra damage with that attack or make another attack against a different target at any point before the end of your turn.
  63.  
  64. Level 6 Paladin:
  65.  
  66. Health +4
  67.  
  68. Magic: You learn one spell.
  69. Divine Vigor: You cannot become diseased or poisoned. You never take damage from disease or poison.
  70.  
  71. Sense Enemies: You can use an action or a triggered action on your turn to find your foes. For 1 minute, no creature within medium range can hide from you and your attack rolls against creatures within medium range ignore the effects of obscurement. You can use
  72. this talent a number of times equal to your Power. You replenish your uses when you complete a rest.
  73.  
  74. Level 7 Dreadnaught:
  75.  
  76. Strength +1
  77. Will +1
  78. Intellect +1
  79. Health +5
  80.  
  81. Iron Clad: You have a +1 bonus to Defense while you wear heavy armor.
  82.  
  83. Immovable: While you are conscious and standing on a solid surface, you cannot be moved against your will.
  84.  
  85. Level 8 Master Warrior:
  86.  
  87. Health +5
  88.  
  89. Grit: You can use Catch Your Breath twice between each rest.
  90.  
  91. Combat Mastery: When you use an action to attack with a weapon, you either deal 1d6 extra damage with that attack or make another attack against a different target at any point before the end of your turn. This talent is cumulative with Combat Expertise. You must choose a different target for each attack you make.
  92.  
  93. Level 9 Master Paladin:
  94.  
  95. Health +4
  96. Power +1
  97.  
  98. Magic: You learn one spell.
  99.  
  100. Holy Radiance: You can use an action or a triggered action on your turn to cause light to shine from a point within your space out to a number of yards equal to twice your Power. The light moves with you and lasts for 1 minute. Until the effect ends, you and members of your group in the area of light cannot be frightened and make challenge rolls with 1 boon to resist attacks. As well, demons, devils, faerie, spirits, and undead in the area of light are impaired while in the area of light. You can use this talent a number of times equal to your Power. You replenish your uses when you complete a rest.
  101.  
  102. Level 10 Dreadnaught:
  103.  
  104. Health +5
  105.  
  106. Weapon Resistance: While you wear heavy armor, you take half damage from weapons.
  107.  
  108.  
  109. Equipment:
  110.  
  111. Greatmaul: 3d6
  112. Full Plate: 18 Defense.
  113.  
  114. Spells: Celerity (0), Mighty Attack(1), Resounding Attack(1), Mountain Fall (2)
  115.  
  116. Castings for each spell:
  117. Level 0: 3
  118. Level 1: 2
  119. Level 2: 1
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