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Writing idea #1
Writing ideas for rps, or at least personal writing.
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                      Rhogar Daardendrian

                      ▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀►Character
                      Race: Gold Dragonborn
                      Background: Inquisitor Of Second Order
                      Alignment: Neutral Good
                      Armor Class: 16
                      Hit points: (79) Current Hit Points ( 79 ) Temporary Hit Points ( ) Hit Dice (1d10 )

                      Strength►22the modifier:+6
                      Dexterity►17the modifier:+3
                      Constitution►19the modifier:+4
                      Wisdom►16the modifier:+3
                      Intellect►16the modifier:+3
                      Charisma►20the modifier:+5
                      ▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀►Hero Class:
                      Paladin lvl 5

                      ▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀►Age:20

                      ▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀►Height:6 feet 4 inches

                      ▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀►Weight:250 lbs

                      ▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀►Personality:Personality traits: I approach every task with the same high degree of military precision.
                      I am always the first into the fray.
                      Bonds: My fellow legionnaires are my family.
                      Someone saved my life on the battlefield. To this day, I will never leave a friend behind.
                      Ideals: Anything worth doing is worth doing with your whole heart.
                      It isn't right for innocents to suffer because of the arrogance of the powerful.
                      Flaws:I'm slow to trust members of other guilds.
                      I drink to forget the horrors I've seen.

                      ▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀►History:What have you been doing up into this point? Have you moved around any? I would like a minimum of two paragraphs

                      ▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀►Magic: Cantrips:fire bolt, sacred flame
                      lvl 1:Bane, Hunters Mark, Bless, Cure wounds, Thunderous Smite, guiding bolt, Heroism
                      lvl 2: Hold Person, Misty Step, Branding Smite, Aid, Scorching ray
                      lvl 3: Haste, Protection from Energy, Beacon of Hope, Blinding Smite, Thunder Step
                      lvl 4: Banishment, Dimensional Door, Death Ward, Wall of Fire
                      lvl 5: Hold Monster Scrying, Flame Strike

                      ▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀►Gear:A pouch with 17 gold
                      an Explorer's Pack with bedroll, a mess kit, tender box, 10 torches, 10 days of rations, a waterskin and 50 ft of hempen rope.
                      5 Javelins
                      1 set of chainmail
                      A Boros insignia, a feather from an angel's wing, holy symbol, a set of travelers cloths, a set of common clothes, a set of thieve's tools

                      ▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀►Weapons
                      Name: Negotiations Great Sword Attack Bonus:+8 Damage Type: 2d6 slashing
                      Name: Law Halberd Attack Bonus: +8 Damage Type: 1d10 slashing
                      Name: Hand Axe Attack Bonus: +8 Damage Type: 1d6 slashing

                      ▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀►Skills:Acrobatics (+3)
                      Animal Handling (+3)
                      arcana (+3)
                      athletics (+9)
                      deception (+5)
                      history (+3)
                      insight (+6)
                      intimidation (+8 )
                      investigation (+5)
                      medicine (+3)
                      nature (+3)
                      perception (+3)
                      Performance (+5)
                      persuasion (+8 )
                      religion (+6)
                      Sleight of hand (+3)
                      stealth (+3)
                      survival (+3)

                      ▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀►Other Proficiencies and LanguagesLanguages: Common, Draconic, Celestial
                      Proficiencies: DragonChess, Theive's Tools, Investigation, Religion, Athletics Intimidation, insight, Persuasion



                      ▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀►Feats and TraitsLay on Hands
                      Your blessed touch can heal wounds. 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.
                      Divine Health
                      By 3rd Level, the Divine Magic flowing through you makes you immune to disease.

                      Channel Divinity
                      Abjure Enemy: as an action, you present your holy symbol and speak a prayer of denunciation, using your Channel Divinity. Choose one creature within 60ft of you that you can see. That creature must make a wisdom saving throw, unless it is immune to being frightened. Fiends and undead have disadvantage on this saving throw. On a failed save, the creature is frightened for 1 minute or until it takes any damage. While frightened the creature's speed is 0, and it can't benefit from any bonus to its speed. on a successful save, the creature's speed is halved for 1 minute or until the creature takes any damage.

                      Vow of Enmity: As a bonus action, you can utter a cow of enmity against a creature you can see within 10 feet of you, using your channel divinity. You gain advantage on attack rolls against the creature for 1 minute or unless it drops to 0 hp or falls unconscious.
                      Divine Smite
                      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.
                      Divine Sense
                      The presence of strong evil registers on your Senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. 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 (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the Vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the Hallow spell.

                      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.

                      Takes 1/2 fire damage
                      Breath Weapon: Fire 15 ft. cone (Dex. save)

                      When you use your breath weapon, each creature in the area of the exhalation must make a saving throw. The DC for this saving throw equals 8 + your Constitution modifier + your Proficiency Bonus. A creature takes 4d8 damage on a failed save, and half as much damage on a successful one. The damage increases to 5d8 at 6th level, 6d8 at 11th level, and 7d8 at 16th level.
                      Amphibious.
                      Retaliation: Upon a successful hit, increase your next attack has a +1 to hit, if you roll a nat 20, the damage is doubled.
                      Dragon's wrath: Upon killing an enemy, you may attack once more.

                      After you use your breath weapon, you can’t use it again until you complete a short or Long Rest.

                      ▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀►Saving Throws:

                      Wisdom
                      charisma

                      ▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀►Bloodhassasin





 
 
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