Jean Le François
Ashley
Feats
Great training: You have received great training in a skill or tactic in your life. When you take this trait you may gain a proficenty in a item or skill of your choice, and if you are already proficent in it you may improve its proficenty.Resilient Immune system: You are Resistant to non magical poisons and diseases.
Shadowed Veil: +5 on Stealth checks in dim light or darkness.
Templars Blessing: Increase your wound threshold by 2 while wearing heavy armor, gain 6 meters of darkvision, increase all melee attack rolls by 1.
Stalwart Defender: You have a solid defense, as such you have the ability to take a hit. You may increase your damage threshold, by your favorite stat.
Armor Proficiency: You have trained to use different types of armor. You may select a type of armor of your choice and become proficient with that type of armor.
Smite: The power to imbue your attacks with the power of your faith and convictions making them become more devastating. Up to a number of times a day equal to your paladin level you may use this feature. When you make an attack action you may choose to use this feature. Doing so changes the damage type to Force damage and allows you to increase the damage by “1d6+faith+proficiency bonus”, the damage also increased from 1d6 to 1d8 at level 3, 1d10 at level 5, and 1d12 at level 8.
Dual Wielder: You have become accustomed to wielding more than one weapon at a time. Once per turn when you make a melee weapon attack you may perform 1 additional attack with a different weapon as a free action.
Equipment
Weapon:Tower Shield:Strength, Heavy Bludgeoning, D6+2+2+1, Heavy, Protective +3, Melee, 1
Durendal: (Long Sword) Strength, Heavy Slashing, d10+2+2+1+2, Reliable, Versatile, This weapon glows 9 meters while not sheath, Requires attunement: while attuned to a creature, any other creature that attempts to hold this weapon willing will receive a minor wound. To remove attunement you must spend one hour so if the creature attuned to this weapon dies then the weapon is no longer attuned. Upon killing a creature with this weapon and getting the final blow their soul is consumed by the weapon. For each soul consumed of a creature with an intelligence score of -1 or higher you gain a soul token. You may expand soul tokens to do any of the following effects. 5 soul tokens: increase the attack roll by 1d10. 10 soul tokens: if you were to deal a moderate wound or higher, deal 1 additional minor wound. 20 soul tokens: increase 1 attribute of your choice by 1. If you lose the sword you lose all benefits from this weapon.
Armor: breastplate, +4, Strength +2, Resistance to Light Slashing,
Clothing: Worn cloak, rugged traveling clothes
Bag: Large rucksack
Supplies Whetstone, Small pouch with spare coins copper 2, Bedroll, 5 days of rations, Waterskin (2L), Small map of nearby regions, Torch (x2), Basic medical supplies, Small journal with notes and sketches of other places, Exquisite, foreign trinket, Map of unknown lands (incomplete or ancient), 1 baby dear carcass
Hit points:9
Damage threshhold
| Minor/1 | Moderate/2 | Major/4 |
| 20+ | 40+ | 60+ |
Proficiency bonus:+2 Movement speed
| W,S | S,S | F,S |
| 6 | 3 | 0 |
Personal info
| Race | Demon |
| Lineage | Crimson River |
| History | Far Traveler |
| Class | Paladin(Crusader)(2) |
Proficenties
Arcana, Deception, Athletics, Perception, Longsword, Shield, and Breastplate(x3)Languages
Zekari, Vrantii Age- 3006Height- 196cm
Breith discription- Lean, Tall, Blue, black Hair, Red eyes, Short horns, Scare over right eye, extremely attractive
Personality- Sadistic
Quote- Even a man who has nothing can still offer his life

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