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Allen Dareus .pdf


Original filename: Allen Dareus.pdf
Author: Wizards of the Coast, form fills and calculations edited by DLH

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Allen Dareus
character name

Paladin 1

Haunted One

Liam

class & Level

Background

Player Name

Human

Lawful Neutral

race

Alignment

Experience Points

Inspiration

Strength

+3

+2

Proficiency bonus

18

-1

30

Armor
Class

Initiative

Speed

16

-1




constitution

+3
-1
+3
0
+2
+3

Hit Point Maximum

Strength

I take charity from no one; only those who challenge me truly help me.



0
10


wisdom



0
10



charisma


+1
12

Constitution
Current hit points

Intelligence

-1
0
0
+5
+1
0
0
+3
+2
0
0
+2
+1
+1
+2
-1
-1
0

Ideals

Wisdom

I am responsible for those who put their trust in me.

Charisma

I must vanquish evil to atone for my brother's wrongdoings
and redeem my family.

Temporary hit points

Total

Acrobatics (Dex)
Animal Handling (Wis)

1

Bonds

I take the blame for most failures, and take on continually harder tasks as
penance.

Successes

1

Arcana (Int)

Failures
Hit Dice

Sometimes I become too headstrong and don't give myself enough time to
rest.

Death saves

Flaws

Athletics (Str)
Deception (Cha)

Insight (Wis)
Intimidation (Cha)
Investigation (Int)
Medicine (Wis)
Nature (Int)
Perception (Wis)

Atk Bonus Damage/type

Name

History (Int)

Battleaxe

+5

1d8+3 Slashing (1d10, 2h)

Javelin

+5 (30/120)

1d6+3 Piercing

Holy Water

-1 (20/60)

2d6-1 Radiant (fiend/undead)

Unarmed: +3 to hit, 1+3
bludgeoning.

Performance (Cha)
Persuasion (Cha)
Religion (Int)
Sleight of Hand (Dex)
Stealth (Dex)

Other Actions: Grapple, Shove,
Dash, Disengage, Dodge, Help,
Hide, Ready, Search, Use an
Object

Survival (Wis)
SKILLS

12

Those with power shall be compelled to exercise it, be it for good or
evil. This drives progress and discovery.

saving throws

17

13

13

Dexterity

+3

intelligence

I take interest in the whims of others, as long as
they align with my own goals and beliefs.
Personality Traits

dexterity

8

I train myself to physically withstand anything. This
gives me confidence.

Attacks & Spellcasting
armOr

Passive wisdom (Perception)

[Common][Dwarvish][Abyssal]
[All armor, shields,
simple/martial weapons]

Other proficiencies & languages

CP

0

sP

6

eP

0

gP

39

pP

0

SHIELD: ■

Chainmail

AC

16

[Battleaxe]
[Shield-Emblem]
[6 Javelin][Chainmail]
[Common Clothes]
[Healer's Kit] (10/10)
[Backpack]

[Sentinel]
[Heart of Darkness]
[Divine Sense] (2/2)
[Lay on Hands] (5/5)
[Human (Variant)]
Proficiency in Perception, +1 to
Str, Con, and Sentinel feat.
[Other Equipment]
Bedroll, Waterskin, 13 Torches,
Tinderbox, Hempen rope
(50ft.), 10 Rations, Sack,
Manacles, Holy amulet, Holy
water, Crowbar, Hammer,
Shovel, Steel mirror, 3 Wooden
stakes, Oil, Empty flask, Pouch,
5 Chalk, Soap.
Trinket- "A ring of keys for
forgotten locks."

Equipment
TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.

Features & Traits

CHA

Paladin

SPELLCASTING
ABILITY

SPELLCASTING
CLASS

0

SPELL
LEVEL

CANTRIPS

SLOTS TOTAL

3

ED

PR

3

SPELL SAVE DC

SPELL ATTACK
BONUS

6

SLOTS EXPENDED

1
EPAR

11

7
SPELL NAME

SPELLS KNOWN

4

8

2

5
9

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.

24

Allen Dareus
CHARACTER NAME

AGE

6'1

175

HEIGHT

WEIGHT

Green

White

Silver

EYES

SKIN

HAIR

NAME

Helm, Torm, Ilmater

SYMBOL

CHARACTER APPEARANCE

ALLIES & ORGANIZATIONS

[Sentinel]
-When you hit a creature with an OA, its speed becomes 0
for the rest of the turn.
-Creatures provoke OAs from you even if they Disengage.
-When a creature w/in melee range 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 attacker.
[Heart of Darkness]
Those who look into your eyes can see that you have
faced unimaginable horror and that you are no stranger to
darkness. Though they might fear you, commoners will
extend you every courtesy and do their utmost to help you.
Unless you have shown yourself to be a danger to them,
they will even take up arms to fight alongside you, should
you find yourself facing an enemy alone.
[Divine Sense] (1+CHA uses. LR to recharge)
As an action, until the end of your turn you know the
location of any celestial, fiend, or undead w/in 60 ft of you
that is not behind total cover. You know its type but not
identity. You can also detect the presence of any place/obj
that has been consecrated or desecrated.

[Lay on Hands] (lvlx5 hp pool. LR to
recharge)
As an action, touch a creature to restore
hp from your pool. Expend 5 hp to cure
one disease/poison (5 each for multiple).
Doesn't affect undead/constructs.
[Future Tenets]
-Faced with a choice of fighting my sworn
foes (fiends/demons) or combating a
lesser evil, I choose the greater evil.
-Ordinary foes might win my mercy, but
my sworn enemies do not.
-My qualms can't get in the way of
exterminating my foes.
-If my foes wreak ruin on the world, it is
because I failed to stop them. I must help
those harmed by their misdeeds.

ADDITIONAL FEATURES & TRAITS

CHARACTER BACKSTORY

TREASURE
TM & © 2 014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.

Spell Descriptions
[Grapple] (1 Attack action)
Against a creature one size bigger
at most. Your Athletics vs. their
Athletics or Acrobatics. You can
release whenever (free action). You
can drag/carry it at half speed (or
full if it's two sizes smaller).
[Shove] (1 Attack action)
Against a creature one size bigger
at most. Your Athletics vs. their
Athletics or Acrobatics. You can
either knock prone or push 5 ft
away.
[Knock Out]
When you reduce a creature to 0 hit
points with a melee attack (the
instant the damage is dealt), you
may knock a creature unconscious.
It falls unconscious and is stable.
[Traveling]
Fast(less Perception), Normal,
Slow(optional Stealth).
[Movement]
Climb, swim at half speed. Long
Jump or High Jump.

Backstory
Allen was born into a wealthy family
who would suffer a cursed fate. His
father (Jim) was part of the local
judiciary and his mother (Daisy)
worked as an organizer for the
church in a fairly large city. Allen
had a brother eight years older than
him named Gillean who he always
looked up to. At about the age of
ten though, the began to lose touch
with his brother when he moved
away and became more reclusive.
Rumors began that Gillean had
begun practicing dark magic, but
the Dareus family had such a good
reputation that no one took the
murmurings seriously.

One fateful night when Allen was
twelve years old, some demonic
entity appeared in the city,
wreaking havoc but escaping
before the local enforcers could
respond. Their were multiple
accounts that couldn't seem to
agree on the creature's
appearance, but most witnesses
pointed to Gillean's dwelling as the
origin. He was discovered to have
delved in dark, occult practices and
was sent to be executed in public.
Allen's parents tried to prevent him,
but he attended Gillean's execution
to see what had become of his
brother. Right before a bag was
thrown over his head, Gillean's
gaze fixed on one person in the
crowd. He locked eyes with Allen
and smiled; the memory of it
shakes Allen to this day. Later that
night he suffered a terrible
nightmare filled with deep demonic
whispering, and awoke clutching a
mysterious keyring. His clothes
were torn and his feet were dirtied
black; he'd been sleepwalking. He
kept the keyring secret, but told his
parents about his night terror.

They rushed him to the clergy to
bless him and determine if he was
cursed. Members of the clergy
determined he was healthy, but
sensed a possible connection to
the demon that terrorized the city.
They ordained for him to be trained
to fight unholy and demonic
creatures and to be educated
thoroughly in their religious beliefs;
this was Allen's calling as a paladin.
Meanwhile, furious townsfolk
burned down Gillean's home,
fearing more entities might emerge,
but leaving no trace of his
practices. As Allen finished his
intensive training, his family
struggled to barely keep a good
reputation. Reaching adulthood,
Allen left his city of his own accord
to redeem his family's name. He
sought to slay demons like those
his brother allegedly summoned.
He also searched for explanations
for the nightmares and whispers
that continued to haunt him, which
always grew feintly stronger when
he clutched that mysterious ring of
keys.


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