|Player:||Sain||Character Name:||Afhala Judin|
|STR||15 (+2)||DEX||8 (-1)||CON||13 (+1)|
|INT||11 (+0)||WIS||12 (+1)*||CHA||16 (+3)*|
~Weapons and Magic~
|Proficiency Bonus:||+2||Passive Perception:||11|
|Spellcasting Ability:||Charisma||Spell Save DC:||13 (8 + Prof bonus + spell casting ability)|| Spell Attack Bonus:|| +5 (+Prof bonus +spell casting ability)|
~Skills, Proficiencies, Items~
|Acrobatics||(+0)||Sleight of Hand||(+0)||Stealth:||(+0)|
|Weapon Proficiencies:||Simple weapons, ||Martial weapons|
|Armor Proficiencies||All armor and shields|
~Currency and Treasure~
|Half of a floorplan for temple, castle or some other structure, ||Shield with the holy flower symbol engraved on it, ||Chain mail, |
|Longsword, ||Mace, ||backpack, |
|blanket, ||10 candles, ||tinderbox, |
|payer book, ||2 blocks of incense and 5 sticks of it, ||cencer, |
|2 vestments, ||2 rations, ||waterskin, |
|Holy symbol of a flower, ||set of common clothes, ||Belt pouch, |
The presence o f 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 o f your
next turn, you know the location o f any celestial, fiend,
or undead within 60 feet o f you that is not behind total
cover. You know the type (celestial, fiend, or undead) o f
any being w hose presence you sense, but not its identity
(the vampire Count Strahd von Zarovich, for instance).
Within the same radius, you also detect the presence
o f 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.
Your blessed touch can heal wounds. You have a pool
o f 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 o f hit points
to that creature, up to the maximum amount remaining
in your pool.
Alternatively, you can expend 5 hit points from your
pool o f healing to cure the target o f one disease or
neutralize one poison affecting it. You can cure multiple
diseases and neutralize multiple poisons with a single
use o f Lay on Hands, expending hit points separately
for each one.
This feature has no effect on undead and constructs.
60' Dark vision, fire resistance, thaumathurgy cantrip
As an acolyte, you command the respect o f those who
share your faith, and you can perform the religious
ceremonies o f your deity. You and your adventuring
companions can expect to receive free healing and
care at a temple, shrine, or other established presence
o f your faith, though you must provide any material
components needed for spells. Those w ho share
your religion will support you (but only you) at a
You might also have ties to a specific temple dedicated
to your chosen deity or pantheon, and you have a
residence there. This could be the temple where you
used to serve, if you remain on good terms with it, or a
temple where you have found a new home. While near
your temple, you can call upon the priests for assistance,
provided the assistance you ask for is not hazardous and
you remain in good standing with your temple.
Afhala comes from an old world where once more things have begun to blur and mix as they did in its very beginning. Due to events which to Afhala are ancient history and bedtime stories the lines between demons and humans, elves and dwarves, Gods and mortal are getting more and more obscure. Despite the populations being in the decline and the wilderness continuously claiming more of the abandoned ruins of civilization a few small cities still thrive. In one of these Afhala was raised and born as the son of a prestigious clergyman and his wife. He was a good, but not an easy one. Afhala demonstrated many times throughout his early and later life a constant need to confront and solve whatever he perceived as wrong regardless of whether or not he might succeed. Most of the time this meant only getting into verbal arguments or debates, but not averse to physical confrontation.
Becoming a palading was the natural choice once Afhala had repeatedly demonstrated himself too keen to act and lacking the focus required of a cleric. Having lived in a community of mostly scholars and clergy Afhala had not even known such a combination of might and faith existed and was ecstatic to pursue it. Sadly his dying little world did not have teachers for everything. SGA was the one he ended up with as some previous graduate had put a good word of it to circulate around this plane. Taking with him an open mind for new friends and ideas, Afhala enrolled with hes fees covered till the end of his graduation.
Faith: Children of Flower
Afhala, like everyone from his home city, worship a single divine flower blooming in the center of their residence. Many legends revolve around its origin from it being the last bit of the essence of some dead old God to a visitor from another world, but in the end most worshipers don't care; they're simply happy to have it around. The flower has over the years performed countless little miracles, often sprouting small saplings near those in need and helped them for no apparent reason. This has caused the citizens to adopt similar happy and friendly lifestyle. In their faith there aren't too many strict dogmas as no deity nor prophet has ever laid any down for them. However, those who enjoy the divine blessing of the flower as either clerics or paladins are always people who tend to naturally try to good to others regardless of who they might be.
OOC note about orientation. I'm going to play Afhal as a pansexual who is not very interested in sex. NC and stuff is still perfectly good, but he likely won't respond to flirt or sexuality from anyone unless they've romanced for a while.