Not a member of Pastebin yet?
Sign Up,
it unlocks many cool features!
- VERISIMILITUDE (VI)
- Concept: Verisimilitude.
- Image:
- http://1.bp.blogspot.com/-vpaJTBEhAoU/VqVBnGjDJHI/AAAAAAAAMt0/j8xPcHwKFfQ/s1600/14b3fc46f4d45137af270feecb44b894.jpg
- http://img2.goodfon.su/original/600x1024/e/f4/art-tachikawa-mushimaro-bimo-6116.jpg
- http://img2.blog.zdn.vn/72522048.jpg
- http://pds25.egloos.com/pds/201507/25/38/e0029838_55b328faa96fd.png
- Battlemap Icon:
- http://s20.postimg.org/ckbpjccg9/vi3.jpg
- Tiefling Paladin of Lathander (Oath of Vengeance) / Draconic Sorcerer (White Dragon Bloodline)
- origin: Neverwinter
- === Background Story ===
- Vi never really remember who were her family, but Vi remembers well who was her mentor and savior; she was a priestess of Lathander and an agent of Harper. The Priestess not only took Vi from the streets of Neverwinter, but also raised Vi into an able duelist and faithful of Lathander. Vi shared the Priestess' despise against undead and fiend, and helped the harper in investigating and routing those villains from the North; however, Vi's dark lineage and appearing bloodline of White Dragon made her difficult in embracing the path of mercy and devotion, thus Vi decided to take the mantle of 'necessary evil'. Vi never mind in using underhanded methods such as seduction and unfair combat, as long as the greater evil is defeated. Eventually, The Harpers accepts Vi as one of its agent too, and Vi separates path from her mentor, acting as independent, becoming one of the eyes and ears and sometimes blade of the local Harpers she currently residing.
- == Languages ==
- Tiefling: Common, Infernal
- Sorcerer: Draconic
- Harpers : Abyssal, Primordial [Ignan Dialect]
- Starting Score: Point Buy 27: {8, 9, 12, 12, 15, 15}, upgrade Dex and Cha on Paladin4
- Feral Tiefling (+2 Dex, +1 Int, Wings instead of Infernal Legacy)
- Small Horns, Catlike Red Eyes, Casts no Shadow, Tiny Fangs
- Str 08 (-1)
- Dex 18 (+4)
- Con 12 (+1)
- Int 10 (+0)
- Wis 12 (+1) [+4]
- Cha 16 (+3) [+3]
- HP: 38 (10+6+6+6+[4+1]+5)
- AC: 17 (Draconic Sorcerer 13 + Dexterity 4)
- Darkvision 60ft.
- Speed 30ft. Fly 30ft.
- Fire Resistance.
- Background [Faction Agent: Harper]: Insight, Investigation, Languages: Abyssal, Primordial [Ignan Dialect]
- Paladin Proficiencies: Persuasion, Religion
- Personality: Optimistic, as tomorrow sun will rise again.
- Ideal: Faith, just do my best and Lathander will do the rest.
- Bond: Harper Priestess of Lathander.
- Flaw: Trusting too much to any Harper.
- Temperament: Concealed Flame, Backdraft.
- Paladin Features: Divine Sense, Lay on Hands, Fighting Style, Divine Smite, Spellcasting, Divine Health, Oath of Enmity, Abjure Enemy
- Sorcerer Features: Spellcasting, Bloodline (White Dragon)
- Paladin Spells [3]: Hunter's Mark, Cure Wounds, Purify Food and Drink, Command, Protection Evil Good
- Sorcerer Cantrips : Green-flame Blade, Booming Blade, Fire Bolt, Prestidigitation
- Sorcerer Spells[2]: Expeditious Retreat, Shield
- Equipments (1,000 gp)
- - Potion of Healing x4 [200], 2 lb.
- - Antitoxin x2 [50], -
- - Holy Water x2 [50], 2 lb.
- - Silver Rapier [125], 2 lb.
- - Silver Whip [102], 3 lb.
- - Dagger [2], 1 lb.
- - Priest's Pack [19] (?)
- - Case, Map or Scroll [1], 1 lb.
- - Parchment x10 [1], -
- - Holy Symbol, Amulet [5], 1 lb.
- - Component Pouch [25], 2 lb.
- - Clothes, Fine [15], 6 lb.
- - Mirror, Steel [5], 1/2 lb.
- - Rope, Silk (50ft) [10], 5 lb.
- - Remaining: 390gp
- === SPELLS THAT WILL BE USED ===
- << Green-flame Blade >>
- Evocation cantrip
- Casting Time: 1 action
- Range: 5 feet
- Components: V, M (a weapon)
- Duration: Instantaneous
- As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell's range, otherwise the spell fails. On a hit, the target suffers the attack's normal effects, and green fire leaps from the target to a different creature of your choice that you can see within 5 feet of it. The second creature takes fire damage equal to your spellcasting ability modifier.
- This spell's damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d8 fire damage to the target, and the fire damage to the second creature increases to 1d8 +your spellcasting ability modifier. Both damage rolls increase by 1d8 at 11th level and 17th level.
- << Booming Blade >>
- BOOMING BLADE
- Evocation cantrip
- Casting Time: 1 action
- Range: 5 feet
- Components: V, M (a weapon)
- Duration: 1 round
- As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell's range, otherwise the spell fails. On a hit, the target suffers the attack's normal effects, and it becomes sheathed in booming energy until the start of your next turn. If the target willingly moves before then, it immediately takes 1d8 thunder damage, and the spell ends.
- This spell's damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d8 thunder damage to the target, and the damage the target takes for moving increases to 2d8. Both damage rolls increase by 1d8 at 11th level and 17th level.
- << Fire Bolt >>
- Evocation cantrip
- Casting Time: 1 action
- Range: 120 feet
- Components: V, S
- Duration: Instantaneous
- You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn't being worn or carried.
- This spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
- << Shield >>
- 1st-level abjuration
- Casting Time: 1 reaction, which you take when you are hit by an attack or targeted by the magic missile spell
- Range: Self
- Components: V, S
- Duration: 1 round
- An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile.
- << Hunter's Mark >>
- Hunter's Mark
- 1st-level divination
- Casting Time: 1 bonus action
- Range: 90 feet
- Components: V
- Duration: Concentration, up to 1 hour
- You choose a creature you can see within range and mystically mark it as your quarry. Until the spell ends, you deal an extra 1d6 damage to the target whenever you hit it with a weapon attack, and you have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find it. If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to mark a new creature.
- At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours.
- << Expeditious Retreat >>
- 1st-level transmutation
- Casting Time: 1 bonus action
- Range: Self
- Components: V, S
- Duration: Concentration, up to 10 minutes
- This spell allows you to move at an incredible pace. When you cast this spell, and then as a bonus action on each of your turns until the spell ends, you can take the Dash action.
- ==== SPENDINGS ====
- Klem: 1 Potion of Healing
- April/13th: Change Mending -> Booming Blade.
Advertisement
Add Comment
Please, Sign In to add comment