Neolandis Kalepopolis

Trevor the Yellow's page

2,548 posts. Alias of Dreaming Warforged.


Race

Saves: S +4, D +1, C +2, I +0, W +2, Ch +6 Adv charm, disease; Imm Sleep| Init +1 | PPerc 9; PIns 10; Pinv 11; DrkVis | Spd 30' |

Classes/Levels

HD 5/5 | Status: Ok | Spells 1:4/4; 2:2/2 | LoH 25/25 | DivSen 5/5 | Insp: Nope

Gender

HP 41/41 | AC 17+2(shield)| Acr +4 Ath +7 Dec +3 Int +6 Perc -1 Pers +6

About Trevor the Yellow

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Trevor "The Yellow"
Male, Elfmarked (Half-Elf), Soldier (adapted crime enforcer), Paladin 5 (Oath of Devotion)
Ward: Owyn of Nargenstal (10 year old boy orphaned by Reavers)

Combat Stats
Passive Perception: 9; Passive Investigation: 10; Passive Insight: 11; Darkvision.
Init: +1
AC: 17+2 (Chain Mail 16, Shield +2, Dex (chain mail), Defense Fighting Style +1) AC 12 without chain mail)
HP: 41 (5 HD, rolled after 1st)
Saves: Str +4; Dex +1; Con +2; Int +0; Wis* +2; Ch* +6. Adv charm,Imm Sleep, Imm diseases.
Speed: 30 ft

Offense
Greataxe* "Conundrum" +7, 1d12+4 slashing, martial, heavy, two-handed, extra attack
Battleaxe (+1) +8, 1d8+5 versatile (1d10), extra attack
Javelin* "Power Points" +6, 1d6+4 piercing, simple, thrown, range (30/120), extra attack

Skills
Acrobatics* +4, Animal Handling -1, Arcana +0, Athletics* +7, Deception +3, History +0, Insight* +2, Intimidation* +6, Investigation +0, Medicine -1, Nature +0, Perception -1, Performance +3, Persuasion* +6, Religion* +3, Sleight of Hand +1, Stealth +1, Survival -1.

Bonus Actions

Abilities
Proficiency Bonus*: +3
Str: 18, Dex: 12, Con: 14, Int: 10, Wis: 8, Cha: 16 (Standard; Half-Elf: +2 Cha, +1 Con, +1 Str, +2 Str at lvl 4).

Proficiencies
Tool Proficiencies: Dice, Vehicles (land)
Weapon Proficiencies: All
Armor Proficiencies: All
Language Proficiencies: Common, Elvish, Ghoul
Skill Proficiencies: Acrobatics, Athletics, Insight, Intimidation, Persuasion, Religion

Status
+3 Status in Nargenstal and the surrounding area within 3 days travel. +1 Status in Courlandia and it's neighboring lands. Except -1 Status in the Blood Kingdom.

Talents and Special Powers
Divine Sense: (5 / Long rest) As an action, you can detect good and evil. Until the end of your next turn, you can sense anything affected by the hallow spell or know the location of any celestial, fiend, undead within 60 ft. that is not behind total cover.

Lay on Hands: (25 / Long rest) You have a pool of healing power that can restore 5 HP per long rest. As an action, you can touch a creature to restore any number of HP remaining in the pool, or 5 HP to either cure a disease or neutralize a poison affecting the creature.

Military Rank (needs to be adapted to enforcer): You have a military rank from your career as a soldier. Soldiers loyal to your former military organization still recognize your authority and influence, and they defer to you if they are of a lower rank. You can invoke your rank to exert influence over other soldiers and requisition simple equipment or horses for temporary use. You can also usually gain access to friendly military encampments and fortresses where your rank is recognized.

Fighting Style: Defense (+1 AC)

Spellcasting:
Spell slots: 4 (1st); 2 (2nd)
Spells prepared: 5 (Chr mod + half level, rounded down, change list every long rest)
List of prepared spells:
-Cure Wounds (touch, 1d8+Chr),
-Command (60 ft, Wis),
-Heroism (conc, touch, 1 min, imm fear, +3 temp hp per round),
-Shield of Faith (bonus, conc, 10 min, 60 ft, +2 AC)
-Divine Favor (bonus, conc, 1 min, +1d4 dam)
List of oath spells prepared:
-Protection from Evil and Good (Touch, 10 min, aberrations, celestials, elementals, fey, fiends, and undead, conc),
-Sanctuary (30 feet, Wis, conc).
-Lesser Restoration
-Zone of Truth
Spell save DC = 14 (8 + prof. bonus + Chr mod)
Spell attack modifier = +6 (prof. bonus + Chr mod)

Divine Smite: 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.

Divine Health: you are immune to disease.

Sacred Oath: Oath of Devotion
Oath Spells: Each oath has a list of associated spells. Vou gain access to these spells at the leveIs specified in the oath description. Once you gain access to an oath spell, you always have it prepared. Oath spells don't count against the number of spells you can prepare each day.
If you gain an oath spell that doesn't appear on the paladin spelllist, the spell is nonetheless a paladin spell for you.
3rd. protection from evil and good, sanctuary
5th. lesser restoration, zone of truth
9th. beacon of hope, dispel magic
13th. freedom of movement, guardian of faith
17th. commune, flame strike

Channel Divinity: (1/ short or Long Rest) Your oath allows you to channel divine energy to fuel magical effects. Each ChanneI Divinity option provided by your oath explains how to use it.
When you use your ChanneI Divinity, you choose which option to use. Vou must then finish a short ar long rest to use your Channel Divinity again.
Some Channel Divinity effects require saving throws. When you use such an effect from this c1ass, the DC equals your paladin spell save DC.

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.

Equipment Amulet, backpack, bedroll, chain mail, clothes (common), dagger, greataxe, javelin (5), mess kit, rations (1 day), dice. Hydra Tooth (for Owyn).

Wealth
31 GP, 9 SP, 2 CP.

Description
Age: 17
Height: 6'2"
Weight: 210 lbs
Trevor is a bulky teenager with a calm demeanour in the face of extremes. Otherwise, he likes to laugh, be goofy, fool around, and get away with harmless pranks.

Trevor has grown fast and is still growing. As a result, his kit is too big in some places and too small in other. He complains all the time about it and spends most of his time adjusting his helmet, which tends to slip in front of his eyes at the worst moment.

Background
Alignment: Lawful Good
Trait: I can stare down a hell hound without flinching.
Ideal: Our lot is to lay down our lives in defense of others.
Bond: I’ll never forget the crushing defeat Krakova suffered or the enemies who dealt it.
Flaw: The monstrous enemy we faced in battle still leaves me quivering with fear.

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.

PROFILE
Primary Motivator: Redemption
Secondary Motivator: Hedonism
Emotional Disposition: Joyful
Moodiness: Even-tempered
Outlook: Optimistic
Integrity: Conscientious
Impulsiveness: Spontaneous
Boldness: Intrepid
Agreeableness: Agreeable
Interactivity: Engaging
Conformity: Heterodox
Sense of Humour: Crude
Favorite Topics of Conversation: Krakova, Steel types, Religion, The Imperatrix.
Quirks, Habits, and Oddities: Using and misusing fancy words he doesn't completely understand, bad cleanliness habits (still learning to master new body odours), putting his feet up (where everyone can smell them), complain about his kit, going from full activity to full rest in a matter of seconds.
Hobbies and Enjoyments: New fancy words, physical exertion, lounging off, quoting scripture.
Favourite Quotes: "It's a conundrum... No?" "Point made?" "Sorry about the smell!" "And he sayeth onto them and their tongues melteth awayeth."

QUICK BACKGROUND AND MOTIVATIONS
-Grand-grand-grand child of the Imperatrix, member of a very small branch house; seven child of a seven child (read: little to no future).
-Made a few bad choices early in life and ended up an enforcer for a small time crime lord.
-Not good at enforcing, hence the nickname Yellow, after he fled a scene, as well as when he emptied his stomach during an interrogation.
-Looked the other way too often to count, but the last time ended up costing many people's lives and participated in the fall of Krakova.
-He tried to fight for Krakova, but it was already too late.
-Torn by guilt, he sought redemption in religion and in helping the survivors. He worships Khors, but loosely, as his cause and the Imperatrix have more impact in his daily life and decisions than the abstract god, though that may change over time.
-He joined a caravan to protect refugees with the hope of one day work towards reconquering Krakova.
-His dream is to lead the army that will claim Krakova back for the Imperatrix.

The Hag's Curse:

"Here my words Trollkin, halfling, gnome, and humans two,
On this moonless night do I curse you.

By knotted bramble, swamp muds smell
And darkest pits most foul and fell.
By fungal rot and mushroom spore
Tree of death and blood drenched shore.

Three challenges I serve to you
Heroes bold, brave and true
Body, Spirit, and Mind I’ll test
At a time I choose, wake or rest.

My fun you did foul and spoil,
My fine stew did not boil.
My work you have undone
My recompense you cannot shun.

Hear me,O Trollkin with your fancy bat,
Sisters cursed with your red, red hat.
Mark my words O knight of Khors
As should you blessed of Thor.
Most of all my former stew,
On this moonless night do I curse you.

The game begins with this first test of three
My revenge I gift to thee.
Free the golden honey queen
From beneath the hanging tree.

If it happens afore the next full moon,
Success brings a heartfelt boon.
Failure ends this nefarious plot,
Because it lands you in my pot.

The key to her growing doom
Is safe below in dark and gloom
Through Yggdrasil’s feet you must pass
Travel deep through the earth’s morass
Upon a guardian most would fear
Hangs the salvation you hold most dear.

Fail and all you love and cherish mine shall be.
To give me pleasure, while your souls cry and wail.

Hear me,O Trollkin of the Green,
Gnome of Neimheim with your secret fiend.
Listen true thief of jewels so proud and quick,
I think you’ll taste good with cinnamon stick.
Knight and cleric from the land of death,
I aim to steal your last breath.

The challenge is named, hours are few.
On this moonless night do....I....curse....you!"