Gearsman

Palisade's page

820 posts. Alias of Kirsdrake.


Full Name

Palisade

Race

Warforged

Classes/Levels

Cleric 6 | AC 21/23 | HP 51 | HD 5/5 |1st 4/4, 2nd 3/3, 3rd 3/3

Size

6'10", 320lbs

Age

8

Alignment

Lawful Neutral

Deity

Melindri d'Cannith (as an aspect of Onatar in game terms)

Languages

Khorvairan, Dwarven, Giant

About Palisade

5ed Build:

Race Warforged (Juggernaut)
Class Cleric 6 (Forge domain)
Background Soldier
Alignment Lawful Neutral
Gender None

Initiative
Senses Passive perception 15

==DEFENSE==
AC 21/23 (18 Integrated plate, +1 racial, 0 Dex, +2 Shield, +1 blessing, +1 soul of the forge)
HP 51 (8 + 25 + 18 Con)
Armor Proficiency Light armor, medium armor, heavy armor, shields
Saving Throws Wisdom, Charisma
Defensive Abilities Resistance to fire

==OFFENSE==
Speed 30 ft
Weapon Proficiency All simple weapons, greatsword
Tool Proficiency Herbalist's kit, Smith's tools, Vehicles (land)

Melee
+6 Dagger (1d4+3) Piercing, Range (20ft/60ft)
+6 Mace (1d6+3) Bludgeoning
+6 Greatsword (2d6+3) Slashing

Ranged
+3 Crossbow, light (1d8) Piercing, Range (80ft/320ft)

==STATISTICS==
Strength 17 (+1 race, +2 levels), Dexterity 10, Constitution 16 (+2 race), Intelligence 12, Wisdom 14, Charisma 8

Proficiency bonus +3
Inspiration
Hit Dice

==SKILLS==
Athletics +6 (3 proficiency, +3 Str)
Acrobatics +0 (+0 Dex)
Animal Handling +2 (+2 Wis)
Arcana +1 (+1 Int)
Deception -1 (-1 Cha)
History +1 (+1 Int)
Insight +1 (+1 Int)
Intimidation +5 (3 proficiency, +2 Str)
Investigation +1 ( +1 Int)
Medicine +5 (3 proficiency, +2 Wis)
Nature +1 (+1 Int)
Perception +5 (3 proficiency, +2 Wis)
Performance-1 (-1 Cha)
Persuasion -1 (-1 Cha)
Religion +4 (3 proficiency, +1 Int)
Sleight of Hand +0 (+0 Dex)
Survival +2 (+2 Wis)
Stealth +0 (+0 Dex)

Languages Common, Dwarven, Giant

==ABILITIES ==

Cantrips At 1st level, you know three cantrips of your choice from the cleric spell list. You learn additional cleric cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Cleric table.

Channel Divinity At 2nd level, you gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You start with two such effects: Turn Undead and an effect determined by your domain. Some domains grant you additional effects as you advance in levels, as noted in the domain description.

When you use your Channel Divinity, you choose which effect to create. You must then finish a short or long rest to use your Channel Divinity again.

Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your cleric spell save DC.

Beginning at 6th level, you can use your Channel Divinity twice between rests, and beginning at 18th level, you can use it three times between rests. When you finish a short or long rest, you regain your expended uses.

Channel Divinity: Turn Undead As an action, you present your holy symbol and speak a prayer censuring the undead. Each 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 any 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.

Starting at 5th level, when an undead fails its saving throw against your Turn Undead feature, the creature is instantly destroyed if its challenge rating is at or below a certain threshold, as shown in the Destroy Undead table.

Channel Divinity: Artisan’s Blessing Starting at 2nd level, you can use your Channel Divinity to create simple items.

You conduct an hour-long ritual that crafts a nonmagical item that must include some metal: a simple or martial weapon, a suit of armor, ten pieces of ammunition, a set of tools, or another metal object (see chapter 5, “Equipment,” in the Player’s Handbook for examples of these items). The creation is completed at the end of the hour, coalescing in an unoccupied space of your choice on a surface within 5 feet of you.

The thing you create can be something that is worth no more than 100 gp. As part of this ritual, you must lay out metal, which can include coins, with a value equal to the creation. The metal irretrievably coalesces and transforms into the creation at the ritual’s end, magically forming even nonmetal parts of the creation.

The ritual can create a duplicate of a nonmagical item that contains metal, such as a key, if you possess the original during the ritual.

Integrated Protection Your body has builtin defensive layers, which determine your armor class. You gain no benefit from wearing armor,
but if you are using a shield, you apply its bonus as normal.
- Heavy Plating (armor), 16 + your proficiency bonus; disadvantage on Dexterity (Stealth) checks.

Divine Domain Forge

Blessing of the Forge At 1st level, you gain the ability to imbue magic into a weapon or armor. At the end of a long rest, you can touch one nonmagical object that is a suit of armor or a simple or martial weapon. Until the end of your next long rest or until you die, the object becomes a magic item, granting a +1 bonus to AC if it’s armor or a +1 bonus to attack and damage rolls if it’s a weapon.

Once you use this feature, you can’t use it again until you finish a long rest.

Bonus Proficiencies When you choose this domain at 1st level, you gain proficiency with heavy armor and smith’s tools.

Domain Spells
1st Identify, Searing Smite
3rd Heat Metal, Magic Weapon
5th Elemental Weapon, Protection from Energy

Feature Military Rank 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 o f 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.

Preparing and Casting Spells The Cleric table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.

You prepare the list of cleric spells that are available for you to cast, choosing from the cleric spell list. When you do so, choose a number of cleric spells equal to your Wisdom modifier + your cleric level (minimum of one spell). The spells must be of a level for which you have spell slots.

You can change your list of prepared spells when you finish a long rest. Preparing a new list of cleric spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.

Ritual Casting You can cast a cleric spell as a ritual if that spell has the ritual tag and you have the spell prepared.

Sentry’s Rest When you take a long rest, you must spend at least six hours in an inactive, motionless state, rather than sleeping. In this state, you appear inert, but it doesn’t render you unconscious, and you can see and hear as normal.

Soul of the Forge Starting at 6th level, your mastery of the forge grants you special abilities:
- You gain resistance to fire damage.
- While wearing heavy armor, you gain a +1 bonus to AC.

Spellcasting Ability Wisdom is your spellcasting ability for your cleric spells. The power of your spells comes from your devotion to your deity. You use your Wisdom whenever a cleric spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a cleric spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier

Spell attack modifier = your proficiency bonus + your Wisdom modifier

Spellcasting Focus You can use a holy symbol as a spellcasting focus for your cleric spells.

Warforged Resilience You were created to have remarkable fortitude, represented by the following benefits.
- You have advantage on saving throws against being poisoned, and you have resistance to poison damage.
- You are immune to disease.
- You don’t need to eat, drink, or breathe.
- You don’t need to sleep and don’t suffer the effects of exhaustion due to lack of rest, and magic can’t put you to sleep.

== EQUIPMENT ==
Worn

*Dagger (2g)
*Mace (5g)
*Greatsword, moonlight (50g)
* Plate armor (integrated)
*Crossbow, light (25g)
*Crossbow bolts (20) (1g)
*Iron shield (10g)
*Holy symbol (amulet) (5g)
*Holy symbol (shield) (5g)
*Component pouch (25g)
*Smith's tools (20g)
*Herbalist's kit (5g)
*Backpack (2g)
*Tinderbox (0,5g)
*Potion of Healing
*Decanter of Endless Water

*Money 600(g)

Load 42,5lb

Carrying Capacity: Str x15 = 255lb.

==SPELLS==

Spell save DC 13
Spell attack modifier +5

Cantrips known Guidance, Light, Mending, Sacred Flame
Memorized spells 7 Bless, Cure Wounds, Heat Metal, Lesser Restoration, Prayer of Healing, Protection from Energy, Spiritual Weapon
Daily spell slots
1st 4
2nd 3
3rd 3

Appearance:

As befit a heavy assault model, Palisade is both tall and heavyset, its body equipped with mountings to help securing suits of armor to complement its natural body plating. It has only one large red spherical eye mounted at the center of its faceplate, under the arcane markings of its ghulra. It's armor and plating are scarred and gouged from the numerous clashes during and after the Last War it has survived.

Palisade carries a veritable arsenal of weapons - a blunt-tipped greatsword at its back, a cruel spiked warhammer and a simple utilitarian dagger at its waist. For armor, Palisade prefers to wear the heaviest set it can secure. For clothing, it wears only a heavy cloak that it wraps around its broad frame to hide its true nature from distant observers.

Background:

10-minute background:

Step 1: Write at least 5 concept elements that you feel are important to your image of the character. These can be a concept overview, a list of important life events, a physical description, a personality profile...whatever you need to get an image in your mind.

- Palisade is comfortable with the though of being a made thing; ie. not alive, not in possession of a soul. The concept of it no longer being owned by another took it a long while to accept.
- A heavy assault unit by design, Palisade is familiar with the concept of being the first one into the fray and the last one to leave it, using its body to protect its frail human companions and commanders.
- Palisade worships Melindri d'Cannith, the Cannith Magewright who was in charge of finishing its construction as a goddess. After her death, it became interested in the human manner of worship and decided it would be fitting to emulate it.
- Palisade was taught the basics of field-repairing other Warforged, and has also developed a keen interest in the workings of human bodies after it was once commanded to assist a triage unit in the aftermath of a major battle.

Step 2: : List at least 2 goals for the character. At least one of these goals should be one that the character has, while another should be one that you, as a player, want to see developed over the course of the game.

- Fulfilling his last commander's last wish, to protect Bronwyn d'Deneith until further notice.
-

Step 3: : List at least 2 secrets about your character. One is a secret the character knows, one is a secret that involves him but that he is not actually aware of yet.

-

Step 4: : Describe at least 3 people that are tied to the character. Two of them are friendly to the character, one is hostile.

- Melindri d'Cannith, Palisader's creator/goddess. Now dead, but some of her family no doubt survive.
- Squeak, squadmate from the Last War, the one sharing the last task of guarding Bronwyn d'Deneith from harm.
- Bronwyn d'Deneith, a VIP under its protection.
- Alina Lonadar, gnomish Adept of Olladra, the field surgeon who first taught Palisade humanoid medicine to pass her time.

Step 5: Describe at least 3 mannerisms, or quirks that your character has. They don't have to be elaborate, but they should provide some context and flavour.

- Palisade refers to itself as 'it' or 'this one', never as a 'he' or 'she'.
- Palisade longs for the simple days of the Last War, when it was given clear objectives by its superiors. That gave it time to focus on doing what it was told while thinking of whatever matter caught its fancy.
- When it doesn't need to move, a statue might envy Palisade's ease at staying still until something happens that requires its response.
- Palisade always speaks without a hint of emotion in its voice - perhaps it doesn't have any to show. Or perhaps it just hasn't found them yet.
- Animals, mostly small and harmless ones, feel strangely comfortable in its presence. It is ever curious of the birds occasionally trying to build nests behind its pauldrons or squirrels trying to hide nuts under its cuirass.

PF1 build:

Palisade
Warforged Fighter 2 / Warpriest 4
N medium humanoid
Init +0; Senses Perception +2
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Defense
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AC 23 / 26 (+9 armor, +3 natural, +1 trait, +3 shield), touch 10, flat-footed 23 / 26 (+9 armor, +3 natural, +1 trait, +3 shield)
CMD 18
HP 55 (2d10+6 + 4d8+12)
Fort +11 (1 resistance), Ref +2 (1 resistance), Will +7 (1 resistance)
Special Racial bonuses, +2 AC and DR 2/- against undead, +1 to saves vs. fear effects

Offense
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Speed 20 ft.
Melee Greatsword +1 +10 (2d6+5, 19-20/x2)
Warhammer +1 +9 (1d8+4, x3)
Dagger +8 (1d4+3, 19-20/x2)
Ranged Crossbow, heavy +5 (1d10, 19-20/x2, 120' range)
Special Attacks
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Statistics
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Str 16, Dex 11, Con 16 (+2 racial), Int 14 (+2 racial), Wis 14, Cha 8 (-2 racial)
Base Atk +5; CMB +8 (+10 Sunder)

Feats Cleave, Furious Focus, Gate Breaker, Improved Sunder, Power Attack, Saving Shield, Weapon Focus (Greatsword)

Traits Defender of the Society, Fate's Favored

Skills (4+4)+(8+8+4)=28
ACP -7

Craft (Blacksmithing) +8 (+3 class, +2 Int, +3 ranks)
Intimidate +3 (+3 class, -1 Cha, +1 ranks)
Heal +9 (+3 class, +2 Wis, +4 ranks)
Knowledge (Engineering) +10 (+3 class, +2 Int, +5 ranks)
Knowledge (Religion) +6 (+3 class, +2 Int, +1 ranks)
Profession (Soldier) +10 (+3 class, +2 Wis, +5 ranks)
Ride +4 (+3 class, +1 ranks)
Sense Motive +8 (+3 class, +2 Wis, +3 ranks)
Survival +6 (+3 class, +2 Wis, +1 ranks)
Spellcraft +9 (+3 class, +2 Int, +4 ranks)

Languages Khorvairan, Dwarven, Giant

Gear (GP value 2350+2312+2+50+1170+2750+4000+2000+1005+1000+10+5+50=15704)
Greatsword +1
Warhammer +1
Dagger
Crossbow, heavy
20 bolts
Shield, heavy steel +1, Defiant (Undead)
Half-plate armor +1

Cloak of Resistance +1, hooded, heavy, waterproof
Amulet of Natural Armor +1
Essence Node of Blinding (impart ‘blinding’ ability to armor but only in direction they are facing (180 degrees) up to 20’)
Pearl of Power (1st)
Holy symbol, iron (locket w. portrait)
Shovel, folding
Identification papers w. portrait
Warforged repair kit
Stored items

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Special Abilities
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Aura Aura of Good
Blessings (minor) 5/day Arfitice, Good
Bravery Starting at 2nd level, a fighter gains a +1 bonus on Will saves against fear.
Channel Energy DC14 a warpriest can release a wave of energy by channeling the power of his faith through his holy (or unholy) symbol. This energy can be used to deal or heal damage, depending on the type of energy channeled and the creatures targeted. Using this ability is a standard action that expends two uses of his fervor ability and doesn’t provoke an attack of opportunity. The warpriest must present a holy (or unholy) symbol to use this ability. A good warpriest (or one who worships a good deity) channels positive energy and can choose to heal living creatures or to deal damage to undead creatures.

Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the warpriest. Creatures that take damage from channeled energy must succeed at a Will saving throw to halve the damage. A warpriest can choose whether or not to include himself in this effect.
Construct Mind Warforged get a +2 racial bonus to resist mind-affecting and stunning effects and are immune to paralysis and sleep effects.
Construct Resistance Warforged get a +2 racial bonus to resist disease, death effects, energy drain, exhaustion, fatigue, nausea, poison and sicken effects as well as stabilization checks and checks to remove negative levels.
Construction Metabolism No need to eat, breathe or sleep, but do need to rest for 8 hours to regain spells or similar abilities. No heal hit points or attribute damage naturally, but can be repaired with use of the Craft skill or with effects that repair constructs. Repairs made with the Craft skill take 8 hours and a warforged repair kit.Spells from the conjuration (healing) subschool or supernatural abilities that duplicate them are only half as effective, rounded down.
Fervor 4/day A warpriest can draw upon the power of his faith to heal wounds or harm foes. This ability can be used a number of times per day equal to 1/2 his warpriest level + his Wisdom modifier. By expending one use of this ability, a good warpriest can touch a creature to heal it of 1d6 points of damage, plus an additional 1d6 points of damage for every 3 warpriest levels he possesses above 2nd (to a maximum of 7d6 at 20th level). Using this ability is a standard action (unless the warpriest targets himself, in which case it’s a swift action). Alternatively, the warpriest can use this ability to harm an undead creature, dealing the same amount of damage he would otherwise heal with a melee touch attack. Using fervor in this way is a standard action that provokes an attack of opportunity. Undead do not receive a saving throw against this damage. This counts as positive energy.
As a swift action, a warpriest can expend one use of this ability to cast any one warpriest spell he has prepared with a casting time of 1 round or shorter. When cast in this way, the spell can target only the warpriest, even if it could normally affect other or multiple targets. Spells cast in this way ignore somatic components and do not provoke attacks of opportunity. The warpriest does not need to have a free hand to cast a spell in this way.
Natural Plating Warforged have a metal plating that provides them with a +2 natural armor bonus to AC. Warforged can still wear normal armor as can other races, however this plating also counts as metal for the purposes of a druid's armor limitation. Warforged can be targeted by spells, powers and effects that affect objects made from metal, stone and wood.
Orisons
Sacred Weapon weapons wielded by a warpriest are charged with the power of his faith. In addition to the favored weapon of his deity, the warpriest can designate a weapon as a sacred weapon by selecting that weapon with the Weapon Focus feat; if he has multiple Weapon Focus feats, this ability applies to all of them. Whenever the warpriest hits with his sacred weapon, the weapon damage is based on his level and not the weapon type. The damage for Medium warpriests is listed on Table 1–14; see the table below for Small and Large warpriests. The warpriest can decide to use the weapon’s base damage instead of the sacred weapon damage—this must be declared before the attack roll is made. (If the weapon’s base damage exceeds the sacred weapon damage, its damage is unchanged.) This increase in damage does not affect any other aspect of the weapon, and doesn’t apply to alchemical items, bombs, or other weapons that only deal energy damage.

At 4th level, the warpriest gains the ability to enhance one of his sacred weapons with divine power as a swift action. This power grants the weapon a +1 enhancement bonus. For every 4 levels beyond 4th, this bonus increases by 1 (to a maximum of +5 at 20th level). If the warpriest has more than one sacred weapon, he can enhance another on the following round by using another swift action. The warpriest can use this ability a number of rounds per day equal to his warpriest level, but these rounds need not be consecutive.
Slam Warforged have a single slam attack (1d4). This follows the normal rules for natural attacks.
Spontaneous Casting Cure spells.
Type Humanoin (Living Construct)

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Spells
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Orisons DC 13 Create Water, Guidance, Light, Mending
1st 4/day, DC 14 Bless, Divine Favor, Protection from Evil, Shield of Faith
2nd 2/day, DC 15 Defending Bone, Shield Other