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rpg:arcydea:pcs:amy

Amy Edgecross

Race: 26 HD (Ancient) Blue Luck Dragon

Immortal: Champion of the Rose

Class Levels: Level 25 Paladin (Oath of the Crown) / Level 25 Fighter (Battle Master)

HP: 603 (base HD plus classes) + con x 76 (608) = 1211 (damn.)

STR 29 (+9)
DEX 20 (+5)
CON 27 (+8)
INT 20 (+5)
WIS 17 (+3)
CHA 21 (+5)

Proficiencies

Proficiency Bonus: +8

Armor: All armor, shields.

Weapons: All weapons.

Tools: Chess set.

Saving Throws: Wisdom, Charisma, Strength, Constitution

Damage Immunities: Lightning

Senses: Blindsight 60 Ft., Darkvision 120 Ft., passive Perception 27

Skills: Athletics, Acrobatics (Expertise), Insight, Survival, Persuasion, History, Perception, Stealth

Languages: Common, Draconic, Elvish, Dwarvish, Gnomish, Goblin

Abilities

Knightly Regard (Background: Knight of the Order)

You receive shelter and succor from members of your knightly order and those who are sympathetic to its aims. If your order is a religious one, you can gain aid from temples and other religious communities of your deity. Knights of civic orders can get help from the community- whether a lone settlement or a great nation that they serve, and knights of philosophical orders can find help from those they have aided in pursuit of their ideals, and those who share those ideals. This help comes in the form of shelter and meals, and healing when appropriate, as well as occasionally risky assistance, such as a band of local citizens rallying to aid a sorely pressed knight in a fight, or those who support the order helping to smuggle a knight out of town when he or she is being hunted unjustly.

Divine Sense (Paladin)

As an action, 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 of any being whose 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. 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 (Paladin)

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.

Amy has 125 hit points in her power pool.

Fighting Style (Paladin)

  • Great Weapon Fighting: When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll. The weapon must have the two-handed or versatile property for you to gain this benefit.

Spellcasting (Paladin)

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.

Casting the spell doesn't remove it from your list of prepared spells. 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. 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.

Amy can cast 5 1st level, 4 2nd level, 4 3rd level, 4 4th level, and 3 5th level paladin spells per day.

Spell save DC = 8 + your proficiency bonus + your charisma modifier

Spell attack modifier = your proficiency bonus + your charisma modifier

Spellcasting Focus

You can use a holy symbol as a spellcasting focus for your paladin spells. Amy's symbol is a stylized black rose, the symbol of her knightly order.

Prepared Spells

Amy can prepare up to 15 spells per day, not including domain spells.

Concentration Spells

Spirit Guardians: “For the glory of the Rose, Spirit Warriors, arise and defend!” You call forth spirits to protect you. They flit around you to a distance of 15 feet for the duration, and appear vaguely angelic. When you cast this spell, you can designate any number of creatures you can see to be unaffected by it. An affected creature’s speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Wisdom saving throw vs DC 20. On a failed save, the creature takes 3d8 radiant damage; on a successful save, the creature takes half as much damage.

Command: “(As command.)” 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 include “Approach”, “Drop”, “Flee”, “Grovel”, and “Halt.” 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.

Divine Smite (Paladin)

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.

Improved Divine Smite

By 11th level, 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.

Divine Health (Paladin)

By 3rd level, the divine magic flowing through you makes you immune to disease.

Sacred Oath (Paladin)

When you reach 3rd level, you swear the oath that binds you as a paladin forever. Your choice grants you features at 3rd level and again at 5th, 7th, 9th, 13th, 15th, 17th, and 20th level.

Oath Spells

Each oath has a list of associated spells. You gain access to these spells at the levels specified in the oath description. Once you gain access to an oath spell, you always have it prepared. Oath spells don't count against the number of spells you can prepare each day. If you gain an oath spell that doesn't appear on the paladin spell list, the spell is nonetheless a paladin spell for you.

Channel Divinity

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.

Ability Score Increase (Paladin)

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. Amy has used her increases to boost Dex by 8 and Int by 2.

Aura of Protection (Paladin)

Whenever you or a friendly creature within 30 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.

You and friendly creatures within 30 feet of you can't be frightened while you are conscious.

Cleansing Touch (Paladin)

You can use your action to end one spell on yourself or on one willing creature that you touch. You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain expended uses when you finish a long rest.

Improved Lay On Hands

Starting at 21st level, your Lay On Hands ability is now capable of removing curses. At this level, removing curses, curing poison, and curing disease do not consume Lay on Hands' pool of healing power.

Perfected Divine Smite

At level 22, the righteous energies contained within you have expanded and increased the strength of your Smites. Your Improved Divine Smite ability now inflicts 3d8 radiant damage instead of the usual 1d8.

Distant Aura

Starting at level 24, the range of your Auras has extended to 120'.

Epic Racial Ability: Extended Flight

You can now fly even while wearing medium or heavy armor.

Epic Boons (3)

You can choose any three epic boons, feats, or ASIs.

Oath of the Crown (Paladin)

Tenets of the Crown

The tenets of the Oath of the Crown are often set by the sovereign to which their oath is sworn, but generally emphasize the following tenets.

Law: The law is paramount. It is the mortar that holds the stones of civilization together, and it must be respected.

Loyalty: Your word is your bond. Without loyalty, oaths and laws are meaningless.

Courage: You must be willing to do what needs to be done for the sake of order, even in the face of overwhelming odds. If you don't act, then who will?

Responsibility: You must deal with the consequences of your actions, and you are responsible for fulfilling your duties and obligations.

Oath Spells
Level Spells
3rd Command, Compelled Duel
5th Warding Bond, Zone of Truth
9th Aura of Vitality, Spirit Guardians
13th Banishment, Guardian of Faith
17th Circle of Power, Geas
Channel Divinity

You gain the following two Channel Divinity options.

Champion Challenge: You issue a challenge to each creature of your choice that you can see within 30ft of you must make a Wisdom saving throw. On a failed save, it can't willingly move more than 30ft away from you. This effect ends if you are incapacitated or die or if it moved more than 30ft away from you.

Turn the Tide: As a bonus action, each creature of your choice that can hear you within 30ft of you regains hit points equal to 1d6 + your Charisma modifier (min 1) if it has no more than half of its hit points.

Divine Allegiance

When a creature within 5ft of you takes damage, you can use your reaction to take the damage instead of them. This damage cannot be reduced or prevented in any way.

Unyielding Spirit

At 15th level, you have advantage on saving throws to avoid becoming paralyzed or stunned.

Exalted Champion

At 20th level, you can use your action to gain the following benefits for 1 hour:

You have resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.

Your allies have advantage on death saving throws while within 30ft of you.

You have advantage on Wisdom saving throws, as do your allies within 30ft of you. This effect ends early if you are incapacitated or die.

Once you use this feature you can't use it again until you finish a long rest.

Fighter Features

Fighting Style (Fighter)

Tunnel Fighter: You excel at defending narrow passages, doorways, and other tight spaces. As a bonus action, you can enter a defensive stance that lasts until the start of your next turn. While in your defensive stance, you can make opportunity attacks without using your reaction, and you can use your reaction to make a melee attack against a creature that moves more than 5 feet while within your reach.

Second Wind (Fighter)

At first level, on your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level. Once you use this feature, you must finish a short or long rest before you can use it again.

Action Surge (Fighter)

Starting at second level, on your turn, you can take one additional action on top of your regular action and a possible bonus action. You can use it twice (but only once on the same turn), and once you use this feature, you must finish a short or long rest before you can use it again.

Martial Archetype (Fighter)

At third level, you choose an archetype that you strive to emulate in your combat styles and techniques. It grants you a feature a 3rd level, and again at 7th, 10th, 15th, and 18th level.

Ability Score Improvement

When you reach 4th level, and again at 6th, 8th, 12th, 14th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two Ability Scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Amy has chosen the following feats:

Spear Mastery

Though the spear is a simple weapon to learn, it rewards you for the time you have taken to master it. You gain the following benefits.

You gain a +1 bonus to attack rolls you make with a spear.

When you use a spear, its damage die changes from a d6 to a d8, and from a d8 to a d10 when wielded with two hands. (This benefit has no effect if another feature has already improved the weapon's die.)

You can set your spear to receive a charge. As a bonus action, choose a creature you can see that is at least 20 feet away from you. If that creature moves within your spear's reach on its next turn, you can make a melee attack against it with your spear as a reaction. If the attack hits, the target takes an extra 1d8 piercing damage, or an extra 1d10 piercing damage if you wield the spear with two hands. You can't use this ability if the creature used the Disengage action before moving.

As a bonus action on your turn, you can increase your reach with a spear by 5 feet for the rest of your turn.

Polearm Mastery

You can keep your enemies at bay with reach weapons. You gain the following benefits:

When you take the Attack action and attack with only a glaive, halberd, or quarterstaff, you can use a bonus action to make a melee attack with the opposite end of the weapon. This attack uses the same ability modifier as the primary weapon. The weapon's damage die for this attack is a d4, and the attack deals bludgeoning damage.

While you are wielding a glaive, halberd, pike, or quarterstaff, other creatures provoke an opportunity attack from you when they enter the reach you have with that weapon.

Sentinel

You have mastered techniques to take advantage of every drop in any enemy's guard, gaining the following benefits:

When you hit a creature with an opportunity attack, the creature's speed becomes 0 for the rest of the turn. Creatures provoke opportunity attacks from you even if they take the Disengage action before leaving your reach.

When a creature within 5 feet of you makes an attack against a target other than you (and that target doesn't have this feat), you can use your reaction to make a melee weapon attack against the attacking creature

Alert

Always on the lookout for danger, you gain the following benefits:

You can't be surprised while you are conscious.

You gain a +5 bonus to initiative.

Other creatures don't gain advantage on attack rolls against you as a result of being unseen by you.

Athlete

You have undergone extensive physical training to gain the following benefits:

Increase your Strength or Dexterity score by 1, to a maximum of 20.

When you are prone, standing up uses only 5 feet of your movement.

Climbing doesn't cost you extra movement.

You can make a running long jump or a running high jump after moving only 5 feet on foot, rather than 10 feet.

Inspiring Leader

You can spend 10 minutes inspiring your companions, shoring up their resolve to fight. When you do so, choose up to six friendly creatures (which can include yourself) within 30 feet of you who can see or hear you and who can understand you. Each creature can gain temporary hit points equal to your level + your Charisma modifier. A creature can't gain temporary hit points from this feat again until it has finished a short or long rest.

Acrobat

You become more nimble, gaining the following benefits:

Increase your Dexterity score by 1, to a maximum of 20.

You gain proficiency in the Acrobatics skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.

As a bonus action, you can make a DC 15 Acrobatics check. If you succeed, difficult terrain doesn't cost you extra movement until the end of the current turn.

Extra Attack (Fighter)

Amy can attack up to four times whenever she takes the Attack action on her turn.

=== Indomitable (Fighter)

You can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can't use this feature again until you finish a long rest. You can use this feature three times between long rests starting at 17th level.

Battle Master

Combat Superiority

Maneuvers

You have learned nine special maneuvers. You can use only one maneuver per attack.

Superiority Dice

You have six superiority dice, which are d12s, and you expend one whenever you use a maneuver. You regain them all when you finish a short or long rest.

Saving Throws

Some of your maneuvers require your target to make a saving throw to resist the maneuver's effects. The saving throw DC is calculated as follows:

Maneuver save DC: 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)

Student of War

At 3rd level, you gain proficiency with one type of artisan's tool of your choice.

Know Your Enemy

Starting at 7th level, if you spend 1 minute observing or interacting with another creature outside of combat, you can learn certain information about its capabilities compared to your own. The DM tells you if the creature is your equal, superior, or inferior in regard to two of the following characteristics of your choice:

Strength score

Dexterity score

Constitution score

Armor Class

Current hit points

Total class levels (if any)

Fighter class levels (if any)

Relentless

Starting at level 15, whenever you roll for initiative and have zero superiority dice, you get 1 superiority die back.

Maneuvers

The maneuvers are presented in alphabetical order.

  • Commander's Strike: When you take the Attack action on your turn, you can forgo one of your attacks and use a bonus action to direct one of your companions to strike. When you do so, choose a friendly creature who can see or hear you and expend one superiority die. That creature can immediately use its reaction to make one weapon attack, adding the superiority die to the attack's damage roll.
  • Disarming Attack: When you hit a creature with a weapon attack, you can expend one superiority die to attempt to disarm the target, forcing it to drop one item of your choice that it's holding. You add the superiority die to the attack's damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet.
  • Distracting Strike: When you hit a creature with a weapon attack, you can expend one superiority die to distract the creature, giving your allies an opening. You add the superiority die to the attack's damage roll. The next attack roll against the target by an attacker other than you has advantage if the attack is made before the start of your next turn.
  • Evasive Footwork: When you move on your turn, you can expend a superiority die, adding the total to your AC until you stop moving.
  • Feinting Attack: You can expend one superiority die and use a bonus action on your turn to feint, choosing one creature within 5 feet of you as your target. Until the end of the turn, you have advantage on your next attack roll against that creature. If that attack hits, add the superiority die to the attack's damage roll.
  • Goading Attack: When you hit a creature with a weapon attack, you can expend one superiority die to attempt to goad the target into attacking you. You add the superiority die to the attack's damage roll, and the target must make a Wisdom saving throw. On a failed save, the target has a disadvantage on all attack rolls against targets other than you until the end of your next turn.
  • Maneuvering Attack: When you hit a creature with a weapon attack, you can expend one superiority die to maneuver one of your comrades into a more advantageous position. You add the superiority die to the attack's damage roll, and you choose a friendly creature who can see or hear you. That creature can use its reaction to move up to half its speed without provoking opportunity attacks from the target of your attack.
  • Pushing Attack: When you hit a creature with a weapon attack, you can expend one superiority die to attempt to drive the target back. You add the superiority die to the attack's damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you push the target up to 15 feet away from you.
  • Rally: On your turn, you can use a bonus action and expend one superiority die to bolster the resolve of one of your companions. When you do so, choose a friendly creature who can see or hear you. That creature gains temporary hit points equal to the superiority die roll + your Charisma modifier.
  • Riposte: When a creature misses you with a melee attack, you can use your reaction and expend one superiority die to make a melee attack against the creature. If you hit, you add the superiority die to the attack's damage roll.
  • Trip Attack: When you hit a creature with a weapon attack, you can expend one superiority die to attempt to knock the target down. You add the superiority die to the attack's damage roll, and if the target is Large or smaller, it must make a Strength saving throw or be knocked prone.

Epic Boons (3)

Superior Second Wind

Starting at 21st level, your Second Wind ability no longer needs a short or long rest between uses.

Extra Attack

Beginning at level 22, you can attack five times, whenever you take the Attack action on your turn.

Legendary Vigor

At level 24, any abilities previously gained through the Fighter Class or Martial Archetype that have a limited number of uses between rests, all have their number of uses increased by the fighter's Constitution modifier.

Dragon Abilities

Traits

Legendary Resistance (3/Day): If the dragon fails a saving throw, it can choose to succeed instead.

Lucky (3/Day): Whenever you make an attack roll, an ability check, or a saving throw, you can spend one luck point to roll an additional d20. You can choose to spend one of your luck points after you roll the die, but before the outcome is determined. You choose which of the d20s is used for the attack roll, ability check, or saving throw. You can also spend one luck point when an attack roll is made against you. Roll a d20, and then choose whether the attack uses the attacker's roll or yours. If more than one creature spends a luck point to influence the outcome of a roll, the points cancel each other out; no additional dice are rolled. You regain your expended luck points when you finish a long rest.

Draconic Polymorph: An adult or older dragon can change forms to appear as any creature of Large size or smaller; this can be done at will with a cast time of 1 action. When in an alternate form, gear and equipment worn by the alternate form

Draconic Magic: A young or older dragon can innately cast a number of spells equal to its Charisma modifier (+5). Each spell can be cast once per day, requiring no material components, and the spell's level can be no higher than one-third the dragon's challenge rating (rounded down). The dragon's bonus to hit with spell attacks is equal to its proficiency bonus + its Charisma bonus. The dragon's spell save DC equals 8 + its proficiency bonus + its Charisma modifier. Dragons can change what magics they know by studying a spellbook or scroll that contains a spell they wish to learn.

  • Sunburst. 8th level spell, DC 20 Constitution to resist, cast time 1 action, range 150 feet. Brilliant sunlight flashes in a 60-foot radius centered on a point you choose within range. Each creature in that light must make a Constitution saving throw. On a failed save, a creature takes 12d6 radiant damage and is blinded for 1 minute. On a successful save, it takes half as much damage and isn't blinded by this spell. Undead and oozes have disadvantage on this saving throw. A creature blinded by this spell makes another Constitution saving throw at the end of each of its turns. On a successful save, it is no longer blinded. This spell dispels any darkness in its area that was created by a spell.
  • Teleport. 7th level spell, targets you plus up to 8 willing creatures, cast time 1 action, range 10 feet. Details: https://5thsrd.org/spellcasting/spells/teleport/
  • Prismatic Spray. 7th level spell, cast time 1 action, range 60 foot cone from caster, DC 20 Dexterity to resist. Details: https://5thsrd.org/spellcasting/spells/prismatic_spray/
  • Globe of Invulnerability: Cast as 8th level spell, cast time 1 action, range self (10 foot radius), duration Concentration up to 1 minute. Spells of 7th level or lower cast outside the barrier affect neither persons nor areas within the barrier.
  • Chain Lightning: Cast as 8th level spell, cast time 1 action, range 150 feet, DC 20 Dexterity to resist. You create a bolt of lightning that arcs toward a target of your choice that you can see within range. Five bolts then leap from that target to as many as five other targets, each of which must be within 30 feet of the first target. A target can be a creature or an object and can be targeted by only one of the bolts.

A target must make a Dexterity saving throw. The target takes 10d8 lightning damage on a failed save, or half as much damage on a successful one.

Dragonform Statistics

Armor Class becomes 22 (due to natural armor) + 5 (Dexterity).

Dragonform Actions

Multiattack: The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.

Bite: Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 20 (2d10 + 9) piercing damage plus 11 (2d10) lightning damage.

Claw: Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 16 (2d6 + 9) slashing damage.

Tail: Melee Weapon Attack: +16 to hit, reach 20 ft., one target. Hit: 18 (2d8 + 9) bludgeoning damage.

Frightful Presence: Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 20 Wisdom saving throw or become Frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.

Lightning Breath (Recharge 5-6): The dragon exhales lightning in a 120-foot line that is 10 feet wide. Each creature in that line must make a DC 23 Dexterity saving throw, taking 88 (16d10) lightning damage on a failed save, or half as much damage on a successful one.

Legendary Actions

Can take 3 Legendary Actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. Spent legendary actions are regained at the start of each turn.

Detect: The dragon makes a Wisdom (Perception) check.

Tail Attack: The dragon makes a tail Attack.

Wing Attack (Costs 2 Actions): The dragon beats its wings. Each creature within 15 ft. of the dragon must succeed on a DC 24 Dexterity saving throw or take 16 (2d6 + 9) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

Immortal Aspects

Divine Rank 0: Champion of the Rose

Creatures of this rank are sometimes called quasi-deities or hero deities. Creatures that have a mortal and a deity as parents also fall into this category. These entities cannot grant spells, but are immortal and usually have one or more ability scores that are far above the norm for their species. They may have some worshipers. Ordinary mortals do not have a divine rank of 0. They lack a divine rank altogether.

Transmutation

A deity is immune to polymorphing, petrification, or any other attack that alters its form. Any shape-altering powers the deity might have work normally on itself.

Energy Drain, Ability Drain, Ability Damage

A deity is not subject to energy drain, ability drain, or ability damage.

Mind-Affecting Effects

A deity is immune to mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).

Bypassing Damage Reduction

As outsiders with alignment subtypes, the natural attacks of deities, as well as any weapons they wield, are considered aligned the same as the deity for the purposes of bypassing damage reduction.

Damage Reduction: A quasi-deity (Rank 0) has DR 10/epic.

Immortality

All deities (even those of rank 0) are naturally immortal and cannot die from natural causes. Deities do not age, and they do not need to eat, sleep, or breathe. The only way for a deity to permanently die is through special circumstances, usually by being slain in magical or physical combat. Deities of rank 1 or higher are not subject to death from massive damage. They also have regeneration equal to Divine Rank + 1, healing per round in combat and eventually regrowing severed or destroyed limbs and other parts.

Equipment

Rosewarden (fae blade magical longsword - will exist until it kills 100 people) [+1] [1d8/1d10 damage (Versatile)]

Balancebringer (faesteel spear, gift from Aoife, summonable) [+1] [1d6/1d8 damage (Versatile) [1d8/1d10 w/Spear Mastery], Thrown (20/60)]

Thorn of the Rose: Amy's personal weapon, can be summoned by a command word, has a crossbar on the end and a pair of thorn-like blades protruding from beneath the crossbar. A subject pierced by the end cannot move closer than five feet from Amy without first moving back and off the spear. Has a +1 enchantment to attack and damage.[+7 Proficiency +9 Strength +1 Enchantment = +17, 1d8/1d10 +9 damage due to Spear Mastery +1 Enchantment.]

Vorpal Scythe: A gift from Gareth, can be summoned by a command word. This large sickle is a Heavy two-handed weapon in Amy's human form, but can be used as a Light weapon in dragon form. Has a +3 enchantment to attack and damage and ignores resistance to slashing damage. [+7 Proficiency +9 Strength +3 Enchantment = +19, 2d6 +9 damage +3 Enchantment, can be used as a Polearm with Polearm Mastery, a natural 20 decapitates enemy or inflicts +6d8 damage if the enemy cannot be decapitated.]

Light blue cloak

Jousting Armor (masterwork full plate, half normal time to don/doff) [AC 19]

Heavy shield [AC +2]

Longsword

Folding crossbow with four-bolt side quiver

Two suits of chainmail for weight training [AC 16]

Leather field armor [AC 11 + Dex]

rpg/arcydea/pcs/amy.txt · Last modified: 2021/02/12 22:19 by 82.80.249.156

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