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- Strength - 13
- Dexterity - 15
- Constitution - 9
- Intelligence - 13
- Wisdom - 12
- Charisma - 16
- Human Paladin
- HP: 8
- Weapon:
- Cleaver (1d6 slashing damage, minor wound is always Sliced.)
- Consecrated Spear (1d6 piercing damage, can be thrown, minor wound can always be Punctured Guts if you want it to be)
- Armor: Chain shirt + legs, heavy shield (6 Armor)
- Items (9/13): Lockpick set, hand mirror, 3 travel rations, 3 torches, bedroll, canteen, holy symbol, holy book, 3 gp
- Random: Supernatural pet
- Skills: Street magic, surviving improbably, law
- Paladin
- - Consecrated Weapon: Domain: Trickery. While you’re wielding a consecrated weapon, for each command you have followed on a turn when you make an attack, you can add one of the following effects to your attack:
- 1. Smite: Step up damage die
- 2. Divine Guidance: Negate disadvantage
- 3. Holy Warrior: Treat attack as having an applicable Fighting Style from the Fighter list
- 4. Aura of Fear: If you hit, enemy must WIS save vs. fleeing for turns equal to your Paladin level
- 5. Savior: If you hit, target focuses on attacking you next turn.
- 6. Sinseer: If you hit, instantly fully Detect Heresy on the target.
- - Detect Heresy: By meditating in a location for 10 minutes, you can feel the presence of heretical deeds that contravene the commandments of your domain. Every additional 10 minutes you spend gives you another piece of information:
- - Specific commands violated
- - Precise location of heresy in location
- - Detect heresies up to 24 hours ago
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