| 陸㕹婉 (Lu Fa Wan); The Lotus Blossom | |
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| Topic Started: Aug 4 2017, 02:20 PM (105 Views) | |
| Western Wind | Aug 4 2017, 02:20 PM Post #1 |
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陸㕹婉 | Lu Fa Wan The Lotus Blossom == Images == ![]() == Theme Song == Source: Pinterest; this image is not mine Personal Stuff Battlemap Icon: ![]() Personal Record Gender: Female Age: 20 years old (per 35年) Height: +-170 cm Weight: Can we move to the next question? Hair color: Silky black Eyes: Black Scent: Lotus (faint fragrance) Class: Paladin (12)/ Barbarian (1) Character Creation Roll Results (17, 16, 12, 10, 10, 6} Initial: Str 6, Dex 16, Con 12, Int 10, Wis 10, Cha 17 Tang Proficiency in Insight Yue (Human Variant) +1 Dexterity and +1 to Constitution Base Walking speed : 30 feet Performer Feat (+1 Charisma and Performance proficiency; double in Performance Rank if already proficient) Proficient with Musical Instrument (Guqin) Proficient with Acrobatics SKills: Proficient with Performance Feat: Resilient (Constitution) Languages: Common, Yue, Han Paladin Proficient with Wisdom save, Charisma save, simple weapons, and martial weapons Proficient with Persuasion and Medicine Divine Sense Lay on Hands Character Statistics Ability Scores/Mod/Saves Str 6 (-2) {+2} Dex 20 (+5) {+9} Con 16 (+3) {+12} Int 10 (+0) {+4} Wis 10 (+0) {+8} Cha 18 (+4) {+11} AC: 21 (Base 10 + Dex 5 + Con 3 + Basic Martial Art 1 + Bracers of Defense 2) HP: 122 (12d10+1d12 (10+7+11x6 = 83) + Con (13x3 = 39)) Base Speed: 30 ft. Battle Statistics 庭園 (Tíngyuán)/Silvered Jian (Silvered Rapier), Melee +10, 1d8+7 silver piercing damage 天劍 (Tian Jian)/'The Heavenly Sword' (Rapier +2), Melee +12, 1d8+9 magical piercing damage Ranks Proficiency +3. Total Ranks: 52 (13 x 4) Weapons {10} ●○○○○ Other Simple Weapons ●○○○○ Other Martial Weapons ●●●●● Rapier ●●●●○ Scimitar ●●●●○ Dagger Skills {23} ●●●●○ Acrobatics ●●●●○ Insight ●●●●● Medicine ●●●●○ Persuasion ●●●●● Performance (Doubled on use) ●●●○○ Nature (Not Proficient) Saves {10} ●●●●● Constitution ●●●●○ Wisdom ●●●●○ Charisma Spells {6} ●●●●○ Compelled Duel ●●●●○ Wrathful Smite Tools {3} ●●●●○ Guqin Racial and Class Features RACIAL FEATURES Human (Variant) Size. Medium Speed. 30ft. CLASS FEATURES PALADIN Divine Sense, 5/long rest; Paladin 1 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 w hose presence you sense, but not its 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. 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, 60 hp/long rest; Paladin 1 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, Paladin 2 You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again. 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. Spellcasting, Paladin 2 By 2nd level, you have learned to draw on divine magic through meditation and prayer to cast spells as a cleric does. Preparing and Casting Spells. The Paladin table shows how many spell slots you have to cast your spells. To cast one of your paladin spells of 1st level or higher, 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 paladin spells that are available for you to cast, choosing from the paladin spell list. When you do so, choose a number of paladin spells equal to your Charisma modifier + half your paladin level, rounded down (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 paladin spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list. Spellcasting Ability. Charisma is your spellcasting ability for your paladin spells, since their power derives from the strength of your convictions. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a paladin spell you cast and when making an attack roll with one. Spellcasting Focus. You can use a holy symbol (found in chapter 5) as a spellcasting focus for your paladin spells. Divine Smite, Paladin 2 Starting at 2nd level, when you hit a creature with a melee weapon attack, you can expend one paladin 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 Health, Paladin 3 By 3rd level, the divine magic flowing through you makes you immune to disease. Sacred Oath, Paladin 3 When you reach 3rd level, you swear the oath that binds you as a paladin forever. Up to this time you have been in a preparatory stage, committed to the path but not yet sworn to it. Now you choose the Oath of Devotion, the Oath of the Ancients, or the Oath of Vengeance, all detailed at the end of the class description. Your choice grants you features at 3rd level and again at 7th, 15th, and 20th level. Those features include oath spells and the Channel Divinity feature. 家長 (Jiāzhuang; Oath of the Crown) Since the death of her parents, Lu Fa Wan has sworn to protect her younger siblings, no matter what it takes. Her conviction make her able to stand in harm's way without even the slightest hesitation, even if it would endanger her own life, as long as it would make her younger siblings safe. Nonetheless, her preference is still solving problems without violence, hence she takes more defensive approaches when it comes to protect her siblings. However, it doesn't mean that she won't fight; she will wield her weapon if destroying the threat is the only way to protect her family. Oath Spells, Paladin 3 3rd Level: Command and Compelled Duel 5th Level: Warding Bond and Zone of Truth Channel Divinity, 1/rest, Paladin 3 When you take this oath at 3rd level, you gain the following Channel Divinity options. Champion Challenge.You issue a challenge that compels other creatures to do battle with you. Each creature of your choice that you can see within 30 feet of you must make a Wisdom saving throw. On a failed save, a creature can't willingly move more than 30 feet away from you. This effect ends on the creature if you are incapacitated or die or if the creature is moved more than 30 feet away from you. Turn the Tide. As a bonus action, you can bolster injured creatures with your Channel Divinity. Each creature of your choice that can hear you within 30 feet of you regains hit points equal to 1d6 + your Charisma modifier (minimum of 1) if it has no more than half of its hit points. Ability Score Improvement, Paladin 4 Feat (Athlete) Extra Attack, Paladin 5 Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Aura of Protection, Paladin 6 Starting at 6th level, whenever you or a friendly creature within 10 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma modifier (with a minimum bonus of +1). You must be conscious to grant this bonus. At 18th level, the range of this aura increases to 30 feet. Divine Allegiance, Paladin 7 Starting at 7th level, when a creature within 5 feet of you takes damage, you can use your reaction to magically substitute your own health for that of the target creature, causing that creature not to take the damage. Instead, you take the damage. This damage to you can't be reduced or prevented in any way. Ability Score Improvement, Paladin 8 Constitution +2 Aura of Courage, Paladin 10 Starting at 10th level, you and friendly creatures within 10 feet of you can’t be frightened while you are conscious. At 18th level, the range of this aura increases to 30 feet. Improved Divine Smite, Paladin 11 By 11th level, you are so suffused with righteous might that all your melee w eapon strikes carry divine power with them. Whenever you hit a creature with a melee weapon, the creature takes an extra 1d8 radiant damage. If you also use your Divine Smite with an attack, you add this damage to the extra damage of your Divine Smite. Ability Score Improvement, Paladin 12 Dexterity +2 The practices she performed with the guide of Guo Cek's spirit made Lu Fa Wan mastered the basic of [獨孤九劍 - Dúgū Jiǔ Jiàn (Nine Swords of Dugu)]. Of course, her mastery of this style is still far from perfect and had plenty rooms for improvements. It might be only a matter of time before she eventually fully mastered the style. BARBARIAN Rage, 2/long rest, Barbarian 1 In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action. While raging, you gain the following benefits if you aren’t wearing heavy armor:
If you are able to cast spells, you can’t cast them or concentrate on them while raging. Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven’t attacked a creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action. Once you have raged 2 times, you must finish a long rest before you can rage again. Unarmored Defense, Barbarian 1 While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit. FEATS Resilient (Constitution), Variant Human Choose one ability score. You gain the following benefits:
Performer, Yue You master performance so that you can command any stage. You gain the following benefits:
Athlete, Paladin 4 You have undergone extensive physical training to gain the following benefits:
SPELLS Spell Slot Spellcasting Class: 1st Level - 4/long rest 2nd Level - 3/long rest 3rd Level - 3/long rest DEFAULT SPELL PREPARED LIST Level 1 Divine Favor, Paladin 1st-level evocation Casting Time: 1 bonus action Range: Self Components: V, S Duration: Concentration, up to 1 minute Your prayer empowers you with divine radiance. Until the spell ends, your weapon attacks deal an extra 1d4 radiant damage on a hit. Bless, Paladin 1st-level enchantment Casting Time: 1 action Range: 30 ft Components: V, S, M (a sprinkling of holy water) Duration: Concentration, up to 1 minute You bless up to three creatures of your choice within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. Protection from Evil and Good, Paladin 1st-level abjuration Casting Time: 1 action Range: Touch Components: V, S, M (holy water or powdered silver and iron, which the spell consumes) Duration: Concentration, up to 10 minutes Until the spell ends, one willing creature you touch is protected against certain types of creatures: aberrations, celestials, elementals, fey, fiends, and undead. The protection grants several benefits. Creatures of those types have disadvantage on attack rolls against the target. The target also can’t be charmed, frightened, or possessed by them. If the target is already charmed, frightened, or possessed by such a creature, the target has advantage on any new saving throw against the relevant effect. Purify Food and Drink 1st-level transmutation (ritual) Casting Time: 1 action Action Range: 10 feet Components: V,S Duration: Instantaneous All non-magical food and drink within a 5-foot-radius sphere centered on a point of your choice within range is purified and rendered free of poison and disease. Wrathful Smite, Paladin 1st-level evocation Casting Time: 1 bonus action Range: Self Components: V Duration: Concentration, up to 1 minute The next time you hit with a melee weapon attack during this spell’s duration, your attack deals an extra 1d6 psychic damage. Additionally, if the target is a creature, it must make a Wisdom saving throw or be frightened of you until the spell ends. As an action, the creature can make a Wisdom check against your spell save DC to end this spell. Cure Wounds, Paladin 1st-level evocation Casting Time: 1 action Range: Touch Components: V, S Duration: Instantaneous A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st. Command, Oath of the Crown 1st-level enchantment Casting Time: 1 action Range: 60 feet Components: V Duration: 1 round You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. The spell has no effect if the target is undead, if it doesn’t understand your language, or if your command is directly harmful to it. Some typical commands and their effects follow. You might issue a command other than one described here. If you do so, the DM determines how the target behaves. If the target can’t follow your command, the spell ends. Approach. The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you. Drop. The target drops whatever it is holding and then ends its turn. Flee. The target spends its turn moving away from you by the fastest available means. Grovel. The target falls prone and then ends its turn. Halt. The target doesn’t move and takes no actions. A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them. Compelled Duel, Oath of the Crown 1st-level enchantment Casting Time: 1 bonus action Range: 30 ft Components: V Duration: Concentration, up to 1 minute You attempt to compel a creature into a duel. One creature that you can see within range must make a Wisdom saving throw. On a failed save, the creature is drawn to you, compelled by your divine demand. For the duration, it has disadvantage on attack rolls against creatures other than you, and must make a Wisdom saving throw each time it attempts to move to a space that is more than 30 feet away from you; if it succeeds on this saving throw, this spell doesn't restrict the target's movement for that turn The spell ends if you attack any other creature, if you cast a spell that targets a hostile creature other than the target, if a creature friendly to you damages the target or casts a harmful spell on it, or if you end your turn more than 30 feet away from the target. Level 2 Magic Weapon, Paladin 2nd-level transmutation Casting Time: 1 bonus action Range: touch Components: V, S Duration: Concentration, up to 1 hour You touch a nonmagical weapon. Until the spell ends that weapon becomes a magic weapon with a +1 bonus to attack and damage rolls. At higher levels. When you cast this spell using a spell slot of 4th level or higher, the bonus increases to +2. When you use a spell slot of 6th or higher, the bonus increases to +3. Lesser Restoration, Paladin 2nd-level abjuration Casting Time: 1 action Range: Touch Components: V, S Duration: Instantaneous You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned. Zone of Truth, Oath of Crown 2nd-level enchantment Casting Time: 1 action Range: 60 feet Components: V, S Duration: 10 minutes You create a magical zone that guards against deception in a 15-foot-radius sphere centered on a point of your choice within range. Until the spell ends, a creature that enters the spell's area for the first time on a turn or starts its turn there must make a Charisma saving throw. On a failed save, a creature can't speak a deliberate lie while in the radius. You know whether each creature succeeds or fails on its saving throw. An affected creature is aware of the spell and can thus avoid answering questions to which it would normally respond with a lie. Such a creature can be evasive in its answers as long as it remains within the boundaries of the truth. Level 3 Dispel Magic, Paladin 3rd-level abjuration Casting Time: 1 action Range: 120 feet Components: V, S Duration: Instantaneous Choose one creature, object, or magical effect within range. Any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target, make an ability check using your spellcasting ability. The DC equals 10 + the spell’s level. On a successful check, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you automatically end the effects of a spell on the target if the spell’s level is equal to or less than the level of the spell slot you used. Aura of Vitality, Oath of Crown 3rd-level evocation Casting Time: 1 action Range: Self (30-foot radius) Components: V Duration: Concentration, up to 1 minute Healing energy radiates from you in an aura with a 30-foot radius. Until the spell ends, the aura moves with you, centered on you. You can use a bonus action to cause one creature in the aura (including you) to regain 2d6 hit points. Equipments Brought on body: Fine Clothings 庭園 (Tíngyuán) (Silvered Rapier/Jian) Dagger Pouch Grooming Kit Mirror Spell Components Pouch Travelling Stuffs Warhorse Bit and Bridle Riding saddle Saddlebag Sack Waterskin x2 Rope, hempen (50 ft) Hooded Lantern Tent, 2 person Wealth 3: •1pt: Torch/Oil (5 uses) •1pt: Healer's Kit (10 uses) •1pt: Healer's Kit (10 uses) Edited by Western Wind, Oct 30 2017, 03:47 PM.
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2:13 AM Jul 12