Elf

Kargoroth's page

124 posts. Alias of Jereru.


Race

Stats:
AC 18 | Init +2 | Speed 30ft | Str+0 Dex+2 Con+2 Int-1 Wis+3 Cha+6 | Perc +3, Insight +1

Classes/Levels

HP 43/43 | Spells 1st 2/4 | Divine Sense 5/5 | LoH 20/20 | Divine Channel 0/1 | Hex Curse 1/1 | Inspired: No

Gender

CG Paladin 4/Warlock 1 | Status: Bardic Inspiration, Boldness

About Kargoroth

Intro, Defense and Offense:

Kargoroth
CG Male Half-Elf Paladin (Vengeance) 3 / Warlock (Hexblade) 1

STATS
Str 10 (+0)
Dex 14 (+2) (13 Base +1 Race)
Con 15 (+2) (14 Base +1 Race)
Int 8 (-1)
Wis 12 (+3)
Cha 18 (+4) (15 Base +2 Race +1 Feat)

HP 43 (10+6+6+5+6+CONx5)

Proficiency +2

Initiative: +2

Speed 30 ft.

Languages
Common
Espruar (Elvish)
Chondathan
Cormanthan
Dethek

OFFENSE
+1 Longsword: +7 1d8+7(S)
To Hit: +2 Prof +4 Cha +1 Item
Damage: +4 Cha +2 Duelist +1 Item
Dagger: +5 1d4+5(B)
Longbow: +4 1d8+2(P) 150/600ft
Eldritch Blast: +4 1d10(Force) 120ft
To Hit: +2 Prof +4 Cha

DEFENSE
AC: 18 (14 Scale Mail +2 Dex +2 Shield)
Str Saves:+0 Dex Saves:+2 Con Saves:+2
Int Saves:-1 Wis Saves:+3 Cha Saves:+6


Race, Class, Feats and Background:

RACE: Half-Elf
ASI +2 Cha, +1 Dex, +1 Con.
Darkvision You can see in dim light within 60 feet of youas if it were bright light, and in darkness as if it were dim light. You can’t discern colors in darkness, only shades of gray.
Fey Ancestry You gain advantage on saving throws against being charmed, and magic can’t put you to sleep.
Skill Versatility You gain proficiency in two skills of your choice.
Languages Common, Elvish, one extra.

CLASS: Paladin (Oath of Vengeance)
Divine Sense As an action, you can open your awareness to detect such forces. Until the end o f your next turn, you know the location o f any celestial, fiend, or undead within 60 feet of you that is not behind total Cover. Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell.
1+Cha/long rest.
Lay on Hands You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your paladin level x 5.
As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool.
Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one.
This feature has no effect on undead and constructs.
Fighting Style: Dueling When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
Spellcasting Prepared spells (1/2 level + Cha).
Oath Spells: Bane, Hunter’s Mark.
Divine Smite When you hit a creature with a melee weapon attack, you can expend one paladin 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.
Divine Health You are immune to disease.
ASI Turned into feat (Elven accuracy)
Sacred Oath: Oath of Vengeance Tenets:
Fight the Greater Evil: Faced with a choice of fighting my sworn foes or combating a lesser evil. I choose the greater evil.
No Mercy for the Wicked: Ordinary foes might win my mercy, but my sworn enemies do not.
By Any Means Necessary: My qualms can’t get in the way of exterminating my foes.
Restitution: If my foes wreak ruin on the world, it is because I failed to stop them. I must help those harmed by their misdeeds.
Channel Divinity Your oath allows you to channel divine energy to fuel magical effects. Each Channel Divinity option provided by your oath explains how to use it.
When you use your Channel Divinity, you choose which option to use. You must then finish a short or long rest to use your Channel Divinity again.
-Abjure Enemy As an action, choose one creature within 60 feet of you that you can see. That creature must make a Wisdom saving throw, unless it is immune to being frightened. Fiends and undead have disadvantage on this saving throw.
On a failed save, the creature is frightened for 1 minute or until it takes any damage. While frightened, the creature’s speed is 0, and it can’t benefit from any bonus to its speed.
On a successful save, the creature’s speed is halved for 1 minute or until the creature takes any damage.
-Vow of Enmity As a bonus action, you can utter a vow of enmity against a creature you can see within 10 feet of you, using your Channel Divinity. You gain advantage on attack rolls against the creature for 1 minute or until it drops to 0 hit points or falls unconscious.

CLASS: Warlock (Hexblade)
Otherworldly Patron: Hexblade
Pact Magic Spontaneous casting (Cha).
Pact Spells: Shield, Wrathful Smite.
Hexblade’s Curse As a bonus action, choose one creature you can see within 30 feet of you. The target is cursed for 1 minute. The curse ends early if the target dies, you die, or you are incapacitated. Until the curse ends, you gain the following benefits:
- You gain a bonus to damage rolls against the cursed target. The bonus equals your proficiency bonus.
- Any attack roll you make against the cursed target is a critical hit on a roll of 19 or 20 on the d20.
- If the cursed target dies, you regain hit points equal to warlock level + Cha mod (minimum 1).
1/short rest.
Hex Warrior Whenever you finish a long rest, you can touch one weapon that you are proficient with and that lacks the two -handed property. When you attack with that weapon, you can use your Cha modifier, instead of Str or Dex, for the attack and damage rolls.

FEATS
Elven Accuracy When attacking with advantage using Dex, Int, Wis or Cha, reroll one of the dice. Add +1 to Dex, Int, Wis or Cha (max 20).

BACKGROUND: Inheritor
Personality Trait I judge people by their actions, not their words.
Ideal Evil must not be allowed to oppress the people.
Bond I protect those who cannot protect themselves.
Flaw I’m convinced of the significance of my destiny, and blind to my shortcomings and the risk of failure.
Feature: Inheritance Kar’s holy symbol is a medallion that his mother gave him as a present when he took the Oath as paladin. The medallion was crafted by an Elf jeweller at his mother’s request, and shows the Morning Lord symbol on one side and Moonbow’s representation on the other. Kar has it in high regard, since it’s a unique and fine piece coming from such a beloved person to him.
Skills Survival, Religion.
Tools Flute.
Languages Cormanthan, Dethek.
Equipment Holy symbol, traveller’s clothes, flute, 15 gp.


Skills & Tools:

SKILL PROFICIENCIES
Acrobatics: +2 (0 Prof +2 Dex)
Animal Handling: +3 (0 Prof +3 Cha)
Arcana: -1 (0 Prof -1 Int)
Athletics: +2 (2 Prof +0 Str) (Paladin)
Deception: +3 (0 Prof +3 Cha)
History: -1 (0 Prof -1 Int)
Insight: +1 (0 Prof +1 Wis)
Intimidation: +5 (2 Prof +3 Cha) (Half-Elf)
Investigation: -1 (0 Prof -1 Int)
Medicine: +3 (2 Prof +1 Wis) (Paladin)
Nature: -1 (0 Prof -1 Int)
Perception: +3 (2 Prof +1 Wis) (Half-Elf)
Performance: +3 (0 Prof +3 Cha)
Persuasion: +3 (0 Prof +3 Cha)
Religion: +3 (2 Prof +1 Wis) (Inheritor)
Sleight of Hand: +2 (0 Prof +2 Dex)
Stealth: +2 (0 Prof +2 Dex) Disadv
Survival: +3 (2 Prof +1 Wis) (Inheritor)

TOOL PROFICIENCIES
Flute



Gear:

+1 Longsword
Dagger
Longbow
Scale Mail
Holy Symbol (Inheritance)
Traveller’s Clothes
Flute
Explorer’s Pack
-Backpack
-Bedroll
-Mess Kit
-Tinderbox
-Torches (10)
-Rations (10)
-Waterskin
-Rope (50ft.)
Blanket
Goggles
Scroll of Dispel Evil and Good

4 gp 5 sp


Backstory:

Kargoroth was a very archetypical Half-Elf - torn between two cultures and two races, he was never fully able to mix well his father’s Cormyrean Human martial attitude with his nomadic Moon Elf mother’s calm and wisdom. That both of his parents were adventurers didn’t really help, since the time they dedicated their son was often interrupted by dangerous foes to be defeated and perilous situations to be amended.

All of this forged Kar’s character, and when he turned of age he quickly shown a predilection for a life of adventure and emotion. He somehow found the perfect point amidst a soldier and a priest of Sehanine Moonbow by swearing the Oath of Vengeance to Lathander’s church. Later, he would deal a pact with a council of powerful entities from the Plane of Shadows, led by Ambergris, and thus complete his mixed nature fully by combining the powers of the Morninglord with those of the Shadowfell in a powerful and dangerous blend that he’s used many times to bring havoc to Evil forces.

Recently, Kar and some other adventurers were hired by a rich merchant to escort him during a treasure hunt. The possibility of clearing out some underground caves of evil dwellers appeased him, and he accepted. When the treasure - some magic scrolls and books - was found, though, his patron showed his real intention - not really paying them, but utilizing one of the scrolls to summon some monsters to deal with the surprised adventurers.

Kar managed to defeat the summoned monsters, though his companions were dead beyond any help and the evil guy had fled. He tried to chase after him, but all he managed was to get lost into the deep caverns and, unaware to him, entering the Underdark. He now wanders alone, carefully trying to find a way out.

Kar takes his Oath with all seriousness, though he often goes beyond the “kill Evil now” and tries to think before acting, knowing a stupid dead Paladin serves no good. As with everything during his life, he knows blending here and there can result in a perfect mix which usually goes way beyond just pure and simple action. Of course, he’s not a real intellectual or tactical genius, so even if he tries, most of his adventures end up with his sword splitting his enemies in two. Thankfully, his usually tolerant and open personality procures that he always has friends to rely on when needed.