Half-Elf, Paladin of Shyassa, lvl 6
Tokens: 7
Treasure Tokens: 3
HP 52/52 AC 14 base, +2 armor, +1 mariner
LOH: 30/30 points remaining
Inspiration: 5
Str 10
Dex 18
Con 12
Int 12
Wis 12
Cha 18
Prof Bonus on Wisdom, Charisma saves
Prof +3
Divine Sense: 4 x per day, can sense celestials, fiends, and undead within 60 feet, including type, as well as consecrated/desecrated objects.
Fighting Style - Mariner: As long as you are not wearing heavy armor or using a shield, you have a swimming speed and a climbing speed equal to your normal speed, and you gain a +1 bonus to AC.
Lay On Hands: 30 point bank of healing; 5 points to remove one disease or poison.
Paladin Spell DC: 15 / Attack: +7
Divine Smite: Expend one spell slot for 2d8 radiant bonus damage if a 1st lvl spell, plus 1d8 per level higher, plus 1d8 if target is fiend or undead.
Divine Health: You are immune to disease.
Oath of Devotion: One-Eyed Kate obeys these tenets:
Tenets of Devotion
Though the exact words and strictures of the Oath of Devotion vary, paladins of this oath share these tenets.
Honesty: Don't lie or cheat. Let your word be your promise.
Courage: Never fear to act, though caution is wise.
Compassion: Aid others, protect the weak, and punish those who threaten them. Show mercy to your foes, but temper it with wisdom.
Honor: Treat others with fairness, and let your honorable deeds be an example to them. Do as much good as possible, while causing the least amount of harm.
Duty: Be responsible for your actions and their consequences, protect those entrusted to your care, and obey those who have just authority over you.
Oath Spells: Protection from Evil and Good, Sanctuary; Lesser Restoration, Zone of Truth.
Channel Divinity:
When you take this oath at 3rd level, you gain the following two Channel Divinity options. Your oath allows you to channel divine energy to fuel magical effects. Each Channel Divinity option provided by your oath explains how to use it. When you use your Channel Divinity, you choose which option to use. 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 paladin spell save DC.
Sacred Weapon: As an action, for 1 minute, you add your Charisma modifier to attack rolls made with a weapon of your choice (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 can make any fiend or undead, provided that it's within 30 feet and that can see or hear you, 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.
Ability Score Increase: Kate has increased her Charisma by 2.
Extra Attack: Kate gets two standard attacks per round (three if using both scimitars by using her bonus action).
Ability Score Increase: Your Charisma score increases by 2, and two other ability scores of your choice increase by 1. (Dex and Int)
Age: Half-elves mature at the same rate humans do and reach adulthood around the age of 20. They live much longer than humans, however, often exceeding 180 years.
Size: Half-elves are about the same size as humans, ranging from 5 to 6 feet tall. Your size is Medium.
Speed: Your base walking speed is 30 feet.
Darkvision: You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
Fey Ancestry: You have advantage on saving throws against being charmed, and magic can’t put you to sleep.
Skill Versatility: You gain proficiency in two skills of your choice.
Languages: You can speak, read, and write Common, Elvish, and Draconic.
Feature: Shelter of the Faithful
As an acolyte of Shyassa, you command the respect of those who share your faith, and you can perform the religious ceremonies of your deity. You and your adventuring companions can expect to receive free healing and care at a temple, shrine, or other established presence of your faith, though you must provide any material components needed for spells. Those who share your religion will support you (but only you) at a modest lifestyle.
You might also have ties to a specific temple dedicated to your chosen deity or pantheon, and you have a residence there. This could be the temple where you used to serve, if you remain on good terms with it, or a temple where you have found a new home. While near your temple, you can call upon the priests for assistance, provided the assistance you ask for is not hazardous and you remain in good standing with your temple.
5 1st level spells per day, 3 2nd, can prepare six.
Bless
Compelled Duel
Speak with Animals
Wrathful Smite
* Oath: Protection from Evil and Good, Sanctuary
Branding Smite
* Oath: Lesser Restoration, Zone of Truth
Beginning at 5th level, you can Attack twice, instead of once, whenever you take the Attack action on Your Turn.
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.
Persuasion, Medicine, Acrobatics, Religion, Performance, Perception
Studded leather armor padded with cork in strategic areas, two dragon-scale 'cups'
Moon-Touched Scimitar (+1) (+8 to hit, 1d6+5 damage, provides bright moonlight to 15 feet, dim light to 30 feet)
Scimitar (+7 to hit, 1d6+4 damage, no +3 to damage if used in off hand))
Daggers (x4) (+7 to hit, 1d4+4 damage, thrown 20/60 range)
Light Crossbow (+7 to hit, 1d8+4 damage, loading, ammunition (range 80/320), two handed)
Eyepatch (switches eyes at random, to keep darkvision in practice)
Disguise kit (used as a makeup kit; not proficient)
Herbalism kit (used to make massage oils and medicines; proficient)
Tarot set (for entertainment purposes only; not proficient)
Crossbow bolt case with 20 bolts
Crowbar
Red Hooded Lantern
Mess Kit
Manacles
Priest’s Pack. Includes a backpack, a blanket, 10 candles, a tinderbox, an alms box, 2 blocks of incense, a censer, vestments, 2 days of rations, and a waterskin.
Silk scarves, 8
Flask of oil
Cold-weather clothing
Cold-weather snow boots
213 gold pieces
7 silver pieces
5 copper pieces
1150 gold pieces held in safekeeping in Diego's bag of holding
There are rumors about slavers working with pirates near the town of Brannoch. Rumors are they supply workers to the mining town to the north (Llandrain). None of it legal of course, slavery is outlawed on all the islands. These rumors are supplemented by adventuring stories from the southern islands. There isn't confirmation that Galatea Speros went this route, but there isn't proof against it either…
Galatea Speros is an elf with long brown hair in a pair of braids, pale blue eyes, and very pale skin. Kate knows that she was on Vale's ship roughly six to eight months ago, and that she was sold off to slavers, but little beyond that.
Trevor Tarkin suggests that the fey island of Gwynneth might be where Galatea has been sent; it is a place where shorter-lived races are commonly enslaved to serve the longer-lived inhabitants.
The golden dragon who rescued Kate from drowning is named Tairi, which is “coral reef” in Draconic. His mother died at Vannassyr's claws and his father left one day and never returned. He may be a wyrmling but he has a good heart.