Figurine of the Ivory Champion

Rilkus Ironhand's page

419 posts. Alias of Grumbaki.


Race

[CAMPAIGN COMPLETE]

Classes/Levels

Paladin (5) Passive Perception: 12; Passive Investigation: 12; Passive Insight: 10

Gender

Wounds (4) HP (50) AC (21) Initiative (-1) LoH (25/25) Lvl 1 (4/4) Lvl 2 (2/2) CD (1/1) Insp (1/1) HD (5/5)

Special Abilities

Saves (4/-1/3/0/3/5)

Languages

Common, Dwarven

Strength 18
Dexterity 8
Constitution 16
Intelligence 10
Wisdom 10
Charisma 14

About Rilkus Ironhand

[dice=Hammer Hit]1d20+7[/dice]
[dice=Silver Damage]1d8+6[/dice]

or

[dice=Fists Hit]1d20+7[/dice]
[dice=Damage]1d4+6[/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
* All Eyes On You
- The foreign mark for you will be got by your mannerisms, accent, figures of speech and also your appearance also the reason.
Where ever you have gone or go the Curious glances are directed your way like it could be a nuisance, but you also have to gain the scholars friendly interest and also the others intrigued by far-off lands and to say nothing of everyday folk of who are eager for hearing the stories which are related to your homeland.
- For you and for your traveling companions one can parley this particular attention into access to people and also the places that you might not otherwise you might have.
- In hearing about your distant homeland and people the noble lords, the scholars and also the merchant princes, to name a few might be interested.
* Language (Dwarven) Proficiency (Smith) Skills: Perception, Investigation

Equipment, Skills:

Equipment
* Silver Warhammer (1d8 blunt damage)
* Shield (+2 AC)
* Golden symbol of Rava (worth 10gp)
* Gems worth 100 gold

Skills
* Athletics +6 (class), Religion +2 (class), Perception +2 (background), Investigation +2 (background), Smith Tools +2 (background)

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
* 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.

Fighting Style
* Dueling (When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.)

Divine Smite
* Starting at 2nd level, 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, to a maximum of 6d8.

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.

Spells
Lvl 1: Cure Wounds, Detect Magic, Command, Sanctuary, Protection Good and Evil
Lvl 2: Magic Weapon, Lessor Restoration, Zone of Truth

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)