Tiefling

Met-Anoi'a's page

52 posts. Alias of DM Aumakua.


Full Name

Met-Anoi'a

Race

Male LG Tiefling Paladin 3

Classes/Levels

AC: 16 | HP: 28/28| Perception: 11 | Init: +2 | Saves: S +2, D +2, C 0, I 0, W +3, Ch +4 | Spell Slots: (L1) 1 | Condition: Stabilized | HD Used: 2 | Lay Hands: 0/15

Strength 14
Dexterity 14
Constitution 10
Intelligence 10
Wisdom 12
Charisma 14

About Met-Anoi'a

Met-Anoi’a
Male tiefling paladin 3
Medium humanoid (tiefling)
Lawful Good
Init +2; Senses Perception +1
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DEFENSE
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AC 16 ( +16 Chain mail)
HP 28
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OFFENSE
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Speed Walk 30 ft.
Melee great sword [dice=CLEAVE! Great sword attack]1d20+4[/dice]
[dice=damage]2d6+2[/dice]
Melee whip [dice=CRACK! Whip attack]1d20+4[/dice]
[dice=damage]1d4+2[/dice]
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STATISTICS
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Str 14, Dex 14, Con 10, Int 10, Wis 12, Cha 14

Prof Bonus: +2

Saving Throws: +2 Str/+2 Dex/+0 Con/+0 Int/+3 Wis/+4 Cha

Primary Ability: Wisdom, Charisma

Feats: None

Skills: Athletics +4, Insight +3, Medicine +7, Religion +5

Languages: Common, Celestial, Infernal

Proficiencies: All armor, shields, simple weapons, martial weapons.

Tool Proficiencies: Herbalism
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EQUIPMENT
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Combat Gear: Chain mail, great sword, whip
Other Gear: Holy symbol of Torm, a scroll case stuffed full of visions and prayers, a winter blanket, a set of common clothes, an herbalism kit, explorer’s pack and 5 gp
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SPECIAL ABILITIES
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Spellcasting: Spell Save DC 12; Spell Attack modifier +4
Daily Spells: Bane; Bless; Cure Wounds; Hunter's Mark; Shield of Faith
Spell Slots Lvl 1: 3 |

Oath of Vengeance:
Tenets of Vengeance
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:
ABJURE ENEMY As an action, you present your holy symbol and speak a prayer of denunciation, using your Channel Divinity. 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 O, 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 ean 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 O hit points or falls unconscious.

Fighting Style: Great Weapon Fighting When you roll a 1 or 2 on a damage die for an Attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll. The weapon must have the Two-Handed or Versatile property for you to gain this benefit.

Divine Health: Immune to disease

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.

Divine Sense: 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 of any being sensed but not 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. Vou 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 Hands: Restore a total number of hit points equal to paladin leveI 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. Vou can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one.
You don't need advantage on the Attack roll if another enemy of the target is within 5 feet of it, that enemy isn't Incapacitated, and you don't have disadvantage on the Attack roll.

Darkvision: You can see in dim Iight within 60 feet of you as if it were bright 1ight. and in darkness as if it were dim light. You can't discern color in darkness. only shades of gray.

Hellish Resistance: Resistance to fire damage.
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BACKGROUND
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Hermit
Life of Seclusion: I was searching for spiritual enlightenment.
Feature: Discovery
The quiet seclusion of your extended hermitage gave you access to a unique and powerful discovery. Every five nights, you have a strange sequence of apocalyptic dreams. The world is destroyed by cold, choking fumes, lightning storms, waves of acid, and horrible fire. Each time, the dream ends with ten evil eyes glaring at you from the darkness. You feel a strange compulsion to travel to Greenest. Perhaps the answer to the riddle of your dreams awaits you there.
Personality Trait: I connect everything that happens to me to a grand, cosmic plan.
Ideal: Emotions must not cloud our sense of what is right and true, or our logical thinking.
Bond: My isolation gave me great insight into a great evil that only I can destroy.
Flaw: I'd risk too much to uncover a lost bit of knowledge.

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APPEARANCE
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Met-Anoi’a stands just at 6 feet in height. A handsome being even for the large rams horns that grow from his brow curling about the sides of his head. Falling in between his horns , his indigo blue hairs falls just past the nape of his neck. His eyes while as black as moonless lake show an uncanny compassion for those he takes into his confidence. His skin is puce in colour and flawless with the purple brown tone growing darker at his face and his long tail that sticks out of the chain linked suit of armor that he wears with complete dignity.
Upon the chest of this suit of armour you see the symbol of a right-hand gauntlet held upright with palm forward. At his side coiled about his belt is a whip with a handle fashioned out of metal to looks like the symbol on this being’s chest. On his back, a grand blade sits sheathed only waiting to be called upon.
When he calls to you his voice is almost alluring and it fills you with a sense of importance. His voice is not monotone but there is an ease to it that is neither too quiet nor too loud. Feared and distrusted his kind might be he shows no sign to hide his nature rather inviting you to question whatever your stereotypes might be.
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HIS PAST
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Spoiler:
Never knowing his father, Met-Anoi’a was born under the auspice of Flamerule just before Midsummer. His mother ignorant of the infernal nature Met-Anoi’a’s father almost died during his birth. Saved by a minor miracle and the hands of a priest of Ilmater, he found love from his mother even when others turned them away.

With nowhere left to go that would not scorn them he was taken in by the order of the priest that had saved his mother during his birth. This order saw Met-Anoi’a’s birth as a sign and began to teach the tiefling both in blade and in religion. Here amongst these priests and warriors he slowly began to see himself as the arbiter of his own destiny.

It was at the age of thirteen when the visions began. Crippling at first he would be found in catatonic states for weeks at a time. Each time he awoke from the vision a flurry of chaos would ensue. He would thrash about wildly, drawing on anything be it on walls or the floor each time whispering words that made no sense. It seemed he was going mad but the leaders of order thought differently divining that Met-Anoi’a was neither crazed nor possessed by anything of evil nature. They recorded what they could and attended Met-Anoi’a whenever this happened.

At the age of sixteen year is when Met-Anoi’a performed his first miracle. It happened during one morning when he awoke from one of his visions. Thrashing about on this day he stabbed one of the attendants watching over him. As the attendant bled out, he awoke to find the woman dying shouting for help he pressed his hands upon the wound having been taught the mundane way of medicine. Praying to Torm he begged his patron that aid would come soon so she would not die. It was then that Met-Anoi’a turned white and his hands began to radiate a low blue light closing the wound and breathing life back into the woman. Instantly seeing this as the sign they had been waiting for the order sent Met-Anoi’a away to be properly trained in the ways of Torm’s faithful army as one of the Loyal Furies.

Since that time his visions had stopped and he thought them over with. That is until three fortnights when he began to receive a strange sequence of apocalyptic dreams. The world is destroyed by cold, choking fumes, lightning storms, waves of acid, and horrible fire. Each time, the dream ends with ten evil eyes glaring at you from the darkness. Feeling a strange compulsion to travel to Greenest he arrived only to see the town ravaged and destroyed…