I think I've settled on a paladin, and as I flesh out the details I'm leaning towards him having been raised as a "Child of the church", with previous history unknown.
As you are between chapters, it occurs to me that his bond or reason to come to Clearwater could easily be tied up in the next threat the party has to deal with. I'd be happy to serve as part of the initial plot hook if you are so inclined. Let me know if you want to do something of the sort, if not I'll just come up with something suitable.
Hi again yeah I didn't see a response for a few days so I assumed you weren't looking for new people. OK well looks like you have another so if someone drops out keep me in mind please. But yes all wizards should be feared and respected at the same time!
Prospective character, awaiting approval before punching into forum tool. I did make one tweak to the stuff provided by Acolyte, swapping one language prof out for proficiency in Smith's Tools, thinking that learning to make/maintain his gear would be of more import to a crusader in training than another language learned (Besides, knowing lots of languages as a low Int character just feels wrong) Forgot to ask, but I'm assuming I'm starting at L1 with base starting gear and will need to play catch up.
Character history and personality are in flux, but as I'm currently envisioning him a slightly naive protector of the living. Both inspiring to others and kind, but badly lacking in the rationality needed to be a true leader. While he willingly serves the church, he is more interested in spreading the goodwill of the Maker than the authority of church officials (Though he's particularly eager when those interests at least appear to align) Likewise, while he's sworn to oppose the destroyer, and will zealously fight the servants of the same, by comparison to his peers he rarely levels accusations of such without direct proof.
Leo (The Green Knight)
Variant Human
Level One Oath of Ancients Paladin
Background: Acolyte
Att sc mod save
Strength 16 (+3) [+3]
Dexterity 10 (+0) [+0]
Constitution 13 (+1) [+1]
Intelligence 8 (-1) [-1]
Wisdom 12 (+1) [+3]
Charisma 16 (+3) [+5]
AC16, HP12, init+0
Attacks: Glm+5 1d10+3s, Glb+5 1d4+3b, Mau+5 2d6+3b, jav+5 1d6+3p
Skills: Acro+0, Anim+1, Arca-1, Athl*+5, Dece+3, Hist-1, Insi*+3, Inti+3, Inve-1, Medi+1, Natu-1, Perc*+3, Perf+3, Pers*+5, Reli*+1, Slei+0, Stea+0, Surv+1
Equipment: glaive, maul, 5x javelins, chain mail, holy amulet
Other Gear: backpack, bedroll, mess kit, tinderbox, 10 torches, 10 days rations, waterskin, 50' hemp rope prayer book, incense, vestments, common clothing, 15 gp
Save proficiencies: Wisdom, Charisma
Skill proficiencies: Persuasion, Athletics, Insight, Perception, Religion
Languages: Common, Celestial, Orcish
Tool Proficiencies: Smith's Tools
Armor&weapon proficiencies: all
Lay on Hands pool: 5
Feats and abilities
Polearm Master Feat-can make extra 1d4b melee attack as bonus action, enemies provoke attacks of opportunity upon entering reach
Divine Sense- 4/day as action detect celestial, undead and fiend creatures in 60'
Lay on Hands- as action, touch creature and restore HP, drawing on LOH pool. Can expend 5 points to cure disease or poison
Trait: "I can find common ground between the fiercest of enemies, empathizing with them and always working towards peace"
Ideal: "Faith, I trust that the Maker will guide my actions, I have faith that if I work hard, things will go well."
Bond: Pending depending on how Dungeon Master fits into tale
Flaw: "My piety sometimes leads me to blindly trust those who profess faith in the Maker"
Background feature: Shelter of the Faithful- Leo and his companions may expect free healing and care at religious centers dedicated to the Maker. Leo himself can expect free room and board there at a modest lifestyle.
Edited: daishain on 20th Oct, 2016 - 2:56am
You can start at Lv 2; I do not track XP characters level up when appropriate based on the game. The character looks good although if you wouldn't mind breaking down for me which two ability scores you increased by 1 per the variant rule and which skill you gain proficiency from in as well using the variant. I assume the Polearm Master feat came from this variant rule.
Also, if your Constitution modifier is +1 I think you should have 11hp rather than 12 at level one (But I have been wrong on this once before so…). For your HP when you level up roll the hit dice but if you roll below average (In this case below a five) then take the average instead. If you roll above average then keep that roll. In other words you shouldn't gain less than 6hp based on your constitution modifier but you could gain 11hp if you roll the max.
You are otherwise accepted and free to generate your character. Check in at the support thread for discussion on the next adventure.
There is one player that I have not received definite verification from that he plans on continuing; either way you are free to post a character here and keep an eye on the game to see if something opens up down the road.
I boosted Strength and Charisma via the human bonuses. Perception was from VarHuman, religion and insight were from acolyte background, athletics and persuasion chosen from paladin list. PM feat was indeed gained via VarHuman bonus.
And yes, I should have 11 HP, good catch there. I made a last second change to stats (Dropping Con for a little more Wisdom), and forgot to adjust that particular number while messing with the skills Wisdom affects. By the time I noticed, I was no longer able to make edits.