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About Rilkus Ironhand[dice=Hammer Hit]1d20+7[/dice]
or [dice=Fists Hit]1d20+7[/dice]
Race, Background:
Warforged * Constructed 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 don’t need to eat, drink, or breathe. - You are immune to disease. - You don't need to sleep, and magic can't put you to sleep. * 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. * Integrated Protection. 16 + your proficiency bonus; disadvantage on Dexterity (Stealth) checks * Iron Fists: When you hit with an unarmed strike, you can deal 1d4 + Str modifier bludgeoning damage, instead of the normal damage for an unarmed strike. * Powerful Build: You count as one size larger when determining your carrying capacity and the weight you can push, drag or lift. - Carrying Capacity: (18x15)x2=540 lbs - Push/Drag/Lift: 540=1080 lbs Customized Far Traveler
Equipment, Skills:
Equipment
Skills
Paladin:
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 (the Vampire Count Strahd von Zarovich, for instance). 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
Fighting Style
Divine Smite
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.
Spells
Background:
Rilkus was once a member of the city watch of Zobeck. Working in the poorest quarters, he built a reputation as a watchman who could not be bribed and who would not look the other way. This served him ill when he and his partner attempted to bring down Clar Bloddicker, a gang leader who operated out of an abandoned steel mill. The dwarven watchman attempted to bring the man down with hammer and shield, but did not account for the gang leader's sorcerous abilities. The dwarf's body was quite literally blown apart and left to die.
But his story did not end there. The dwarf was taken to the temple of Rava, the Gear Goddess of Fate and Industry. The priests put the watchman back together, knowing him as a man who would serve the public trust; protect the innocent; and uphold the law. What followed was a rather unlikely series of events, which led to the eventual death of Bloddicker. Once his murder had been avenged though, the dwarf found himself in a position that he had never contemplated before. His family had moved, believing him to be dead. An easy to understand belief given that his partner had returned to the precinct with only the pieces of the dwarf that she could carry. As far as anyone was concerned, Rilkus was dead and buried. It was a misconception that he could not bring himself to break. As such, he turned to the worship of Rava, deciding that he was, in essence, reborn due to the Goddess. Returning to the temple, it did not take him long to become a paladin, upon which he took up the new name 'Ironhand.' The gearforged now finds himself on the Delightful Rose. He has left his homeland behind, seeking to put as much distance as possible between him and his old life, lest he cause more pain to himself and others. He knows not exactly where he is going, but he does know that his duty is clear in that he does the work of Rava. Progression:
Lvl 3: Divine Health, Devotion (Sacred Weapon, Turn Undead) Lvl 4: +2 Str (18) Lvl 5: +1 Attack Lvl 6: Aura of Protection Lvl 7: Aura of Devotion Lvl 8: +2 Cha (16) Lvl 10: Aura of Courage Lvl 11: Improved Divine Smite Lvl 12: +2 Str (20) Lvl 14: Cleansing Touch Lvl 15: Purity of Spirit Lvl 16: +2 Cha (18) Lvl 18: Aura Improvements Lvl 20: +2 Cha (20), Holy Nimbus Final Stats: Str (20) Dex (8) Con (16) Int (10) Wis (10) Cha (20) |