Yaniel

Lady Alessandra Hightower's page

110 posts. Alias of Crisischild.


Full Name

Lady Alessandra Allanah Hightower

Race

Human

Classes/Levels

Paladin/4 Init: +0 | HP: 15/36 l AC:19 | DR 3 vs Nonmagical Weapons | Saves: STR=4; DEX=0; CON=2; INT=0; WIS=2*; CHA=5* | PP=10

Gender

Skills:
Athletics: +6 | Intimidation: +5 | Persuasion: +5 | History: +2 | Religion: +2 | Deception: +3 | Performance: +3 | All others+0

Size

Medium

Age

23

Alignment

LG

Languages

Common, Elvish

Strength 18
Dexterity 10
Constitution 14
Intelligence 10
Wisdom 10
Charisma 16

About Lady Alessandra Hightower

Lady Alessandra Hightower
LG Human Paladin (Oath of Devotion)/4
HP: 36 (4d10+4×2)
AC: 19 (splint armor and shield)
Init: 0
Speed: 30 ft.
Passive Perception: 10
Proficiency Bonus: +2

Stats:
Str: 18 (+4)
Dex: 10 (+0)
Con: 14 (+2)
Int: 10 (+0)
Wis: 10 (+0)
Cha: 16 (+3)

Attacks:
Longsword: +6 1d8+4 slashing
Longsword(2h) +6 1d10+4 slashing
Javelin +6 1d6+4 piercing 30/120

Resources:
Hit Dice: 3d10/4d10
Lay Hands 05/20
Detect Evil 4/4
Sacred Weapon/Turn Unholy 1/1

Spells
CL4; Spell Attack +5; DC 13
Slots:5
1st Level Spells: 1/3
Protection From Evil and Good
Sanctuary
Bless
Cure Wounds
Command
Heroism
Searing Smite

Saves:
Str: +4
Dex: +0
Con: +2
Int: +0
Wis: +2
Cha: +5

Proficiencies:
Armor: All armor, shields
Weapons: Simple weapons, martial weapons
Tools: Calligraphers Tools
Languages: Common, Elvish, Orc

Proficient Skills:
Athletics (Str): +6
Intimidation (Cha): +5
Persuasion (Cha): +5
History (Int): +2
Religion (Int): +2

Non-Proficient Skills:
Acrobatics (Dex) +0
Animal Handling (Wis): +0
Arcana (Int): +0
Deception (Cha): +3
Insight (Wis): +0
Investigation (Int): +0
Medicine (Wis): +0
Nature (Int): +0
Perception (Wis): +0
Performance (Cha): +3
Sleight of Hand (Dex): +0
Stealth (Dex): +0
Survival (Wis): +0

Class Features:
Divine Sense - The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity.
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. You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses.

Lay On Hands - Your blessed touch can heal wounds. 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.

Divine Smite-Starting at 2nd level, 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.

Fighting Style - Protection: When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

Divine Health- Gain immunity to disease

Paladin Archetype: Devotion

Channel Divinity
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.
Feats:

Heavy Armor Master:
- Increase your Strength score by 1, to a maximum of 20.
- While you are wearing heavy armor, bludgeoning, piercing, and slashing damage that you take from non magical weapons is reduced by 3.

Shield Master:
• If you take the Attack action on your turn, you can use a bonus action to try to shove a creature within 5 feet of you with your shield.
• If you aren’t incapacitated, you can add your shield’s AC bonus to any Dexterity saving throw you make against a spell or other harmful effect that targets only you.
• If you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you can use your reaction to take no damage if you succeed on the saving throw, interposing your shield between yourself and the source of the effect.

Equipment:
Silver Longsword [1d8s/1d10s; 3lbs, 100gp]
Javelin(5)[1d6p;30/120]
Chain Mail [13+Dex(2); 20lbs]
Shield(Holy Symbol) [+2ac; 6lbs]
Holy Symbol[1lbs]
Set of Fine Clothes[6lbs]
Signet Ring
Scroll of Pedigree
Purse(7.27gp)
Backpack[5lbs]
Bedroll[7lbs]
Mess Kit[1lbs]
Tinderbox[1lbs]
10 torches[10lbs]
10 days of rations[20lbs]
Waterskin
Calligraphers set
50 feet of hempen rope[10lbs]

Splint Armor[17ac; 16lbs; 200gp; Stealth Disadvantage]
Ink[10gp]
Ink Pen[2cp]
Book(journal)[5lbs;25gp]
Parchment(10)[1gp]
Sealing Wax[5sp]
Hooded Lantern[2lbs;5gp]
Oil(2)[2lbs;2sp]
Scroll Case[1lbs;1gp]
Warhammer [2wgt;15GP]
War Pick[2wgt; 5GP]
Whestone [1lbs; 1CP]

Background (Noble):
Feature: Gain Audience with a noble.
Personality Traits:
-I take great pains to always look my best and follow the latest fashions.

-Despite my noble birth, I do not place myself above other folk. We all have the same blood.
Ideals:
- Noble Obligation: It is my duty to protect and care for the people beneath me.
Bond:
- The common folk must see me as a hero of the people.
Flaw:
-I’ll let an innocent die to pursue evil.

Short Background:

Lady Alessandra Allanah Hightower was born in Korkas, the eldest daughter of Alexander and Alexandra Hightower and heir apparent to the Hightower house, one of the major merchant families in the city. She quickly dashed her families hopes for that perfect heir with her almost singular interest in swordplay and knights. Despite her best efforts, and the fact she could never be a knight, they could not convince her to take a more serious interest in the family business or the noble courts. Her parents ultimately gave in after the birth of her brother, Alesander, and let her train as a “knight” with the elderly Sir Mathas, captain of the Hightower soldiers.
Sir Mathas even convinced her that spending time in the courts and petting the dogs was a knightly activity. Alex was a smart, charismatic girl, but her bluntness tended to put the other nobles off. She rejected every marriage proposal she was offered, alienating herself from the other great houses.
When she came of age she wanted to join the military but her station made that impossible. Frustrated and longing for real combat, she started taking up jobs dealing with bandits and monsters.
If pressed, her parents would insist Alex is out spreading the families good will amongst the common populace, and that is functionally true enough.
The families crest is a white lighthouse on a blue field. Alex insists on using her own personal sigil, a modification of her families. She maintains the lighthouse, but it's caught in an inferno instead of a peaceful blue field. Many have said this symbolism invites doom on their house.

Description:

Alex is tall for a girl, with a slim, athletic build. She is a handsome young woman with high cheek bones and a sharp jaw. Her eyes are medium brown and tanned olive skin. She stands tall and holds her head high, giving herself a constant look of defiance. She could almost be a boy if not for the feminine cut of her clothing. Her coat, tunic, and pants are all made of bright blue silk and trimmed with silver. Her doeskin gloves and knee-high boots follow this coloration. Her personal crest, a burning lighthouse, is stitched in silver on the left breast of her coat, the backs of both gloves, the soles of her boots, and can be found somewhere on almost every single item she owns. Her scale armor and shield are always polished to a mirror shine and immaculately maintained. Her Longsword is masterfully crafted, with twin snake-like dragons running down the length of the blade on either side. A blue and silver kerchief is wrapped around the hilt of the sword to match her outfits colors today. Her sandy brown hair is the only thing that might be said to be imperfect. Short and unkempt, with no uniform length it looks like she simply chops it off herself with a knife.

Smoke:

A pillar of black smoke rose from the forest a couple miles east of the road. Too black to be natural fire. The Old Grey Mare whickered at the smell, her ears twitching this way and that, searching for threats. Alex reaches forward and pats the horse on the neck. ”Shh, be still. Wolves and snakes cannot build fires.” she whispers soothingly to the horse and turns her down an eastward cart path branching off the main road toward the fire. She clicks her tongue twice and the horse starts to trot. No need to risk a broken leg on an unfamiliar road. Whatever was burning was going to finish burning in its own time.
Twenty minutes later they enter into a large clearing. Alex reigns in The Old Grey Mare and surveys the scene. A sheep ranch. A barn, a rather nice two-story house, pastures, a well. The sheep were huddled in a corner as far from the fire as they could get. What was left of the barn still burned. A group of four stood together near the house while a man walked away from the barn, towards the path where Alex stood. The man faltered at the sight of the young woman. It would take a special kind of fool to not recognize her for who she is. Her red silk coat, this one trimmed and decorated with gold, was impeccably tailored and clean despite her travels. She dismounts as the man regains his composure and approaches her. ”You are going the wrong way.”
”That is true. You might say there is a fifty percent chance that I am not who I say I am. A fifty percent chance that I am.” The mans eyes flick to the red-wrapped hilt of her sword. ”So tell me.” The paladin leans towards him and pushes an errant lock of hair out of her face. ”What is the most you have ever lost to the toss of a coin?”

Useful Dice:

[Dice=Longsword(1H)] 1d20 + 6[/dice]
[Dice=Advantage If Target Is Prone] 1d20 + 6[/dice]
[Dice=Slashing Damage]1d8 + 4[/dice]

[Dice=Longsword(2h)]1d20 + 6[/dice]
[Dice=Slashing Damage]1d10 + 4[/dice]

[Dice=Warhammer]1d20 + 6[/dice]
[Dice=Blunt Damage]1d8 +4[/dice]

[Dice=War Pick(1h)][/dice]
[Dice=Piercing Damage]1d8 + 4[/dice]

[Dice=War Pick(2h)]1d20 + 6[/dice]
[Dice=Piercing Damage]1d10 + 4[/dice]

[Dice=Shove To Prone]1d20 + 6[/dice]

[Dice=Shove Back 5']1d20 + 6[/dice]

[Dice=Athletics]1d20 + 6[/dice]

[Dice=Pursuasion]1d20 + 5[/dice]

[Dice=Intimidate]1d20 + 5[/dice]

[Dice=Deception]1d20+ 3[/dice]

[Dice=Perform]1d20 + 3[/dice]

[Dice=History]1d20 + 2[/dice]

[Dice=Religion]1d20 + 2[/dice]

[Dice=Str Save]1d20 + 4[/dice]

[Dice=Dex Save]1d20 + 0[/dice]

[Dice=Con Save]1d20 + 2[/dice]

[Dice=Int Save]1d20 + 0[/dice]

[Dice=Wis Save]1d20 + 2[/dice]

[Dice=Cha Save]1d20 + 5[/dice]