![]()
About Palisade 5ed Build:
Race Warforged (Juggernaut)
Initiative
==DEFENSE==
==OFFENSE==
Melee
Ranged
==STATISTICS==
Proficiency bonus +3
==SKILLS==
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
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,
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
Feature Military Rank You have a military rank from your career as a soldier. Soldiers loyal to your former military organization
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:
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.
== EQUIPMENT ==
*Dagger (2g)
*Money 600(g) Load 42,5lb Carrying Capacity: Str x15 = 255lb. ==SPELLS== Spell save DC 13
Cantrips known Guidance, Light, Mending, Sacred Flame
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.
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.
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'.
PF1 build:
Palisade Warforged Fighter 2 / Warpriest 4 N medium humanoid Init +0; Senses Perception +2 -------------------- Defense -------------------- 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
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
Craft (Blacksmithing) +8 (+3 class, +2 Int, +3 ranks)
Languages Khorvairan, Dwarven, Giant Gear (GP value 2350+2312+2+50+1170+2750+4000+2000+1005+1000+10+5+50=15704)
Cloak of Resistance +1, hooded, heavy, waterproof
--------------------
Aura Aura of Good
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.
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.
--------------------
|