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Korinn Norixius ***Dragonborn Paladin
Old September 6th, 2018, 03:41 AM   #1
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Default Korinn Norixius ***Dragonborn Paladin

Korinn Norixius
Class & Level: Paladin of Bahamut 3
Race: Dragonborn Female (Blue Dragon)
Background: Noble

History:
After seeing the darkness in many, Korinn now has sworn to be the vengeance for the weaker ones in the world. She now travels the world and seeks to right the wrongs she finds that others can not. She is vengeance incarnate.

Personality Traits: (optional)
Ideals: (optional)
Bonds: (optional)
Flaws: (optional)

Armor Class: Chain Mail 16
HP: 24
Hit Dice: 1d10
Initiative: +0
Speed: 30

ABILITY SCORES
STR: 16 (+3)
DEX: 10 (+0)
CON: 14 (+2)
INT: 8 (-1)
WIS: 10 (+0)
CHA: 15 (+3)

Proficiency Bonus: +2

SAVING THROWS (P = Proficient)
STR +3
DEX +0
CON +2
INT -1
WIS P +2
CHA P +5

10 Passive Wisdom (Perception)

ABILITIES:
-G r e a t W e a p o n F i g h t i n g
W hen you roll a 1 or 2 on a damage die for an attack you
make with a melee weapon that you are wielding with
two hands, you can reroll the die and must use the new
roll. The w eapon must have the two-handed or versatile
property for you to gain this benefit.

SKILLS (P = Proficient)
Acrobatics: +0
Animal Handling: +0
Arcana: -1
Athletics: +3
Deception: +3
History: -1
Insight: +0
Intimidation: P
Investigation: -1
Medicine: +0
Nature: -1
Perception: +0
Performance: +3
Persuasion: +3
Religion: P +1
Sleight of Hand: +0
Stealth: +0
Survival: +0

Languages
-Common, Draconic

FEATS
-

Currency:

ITEMS, ATK, DAMAGE/TYPE
- Blue Dragon Ancestry... Breath Weapon Lightning 5 by 30 ft. line (Dex. save 14) 2d6 DMG
-Greatsword 2d6 +3 slashing Heavy, two-handed
-Longbow 1d8 piercing .Ammunition (range 150/600), heavy, two-handed
-Mace 1d6 +3 bludgeoning
-Unarmed Strike 1D4 +3 Bludgeoning

-Priests Pack
-Holy Symbol
-Traveling Kit
-OTHER NOTES-
-Draconic Ancestry. You have draconic ancestry.
C hoose one type of dragon from the D raconic Ancestry
table. Your breath weapon and damage resistance are
determined by the dragon type, as show n in the table.
Breath Weapon. You can use your action to exhale
destructive energy. Your draconic ancestry determines
the size, shape, and damage type of the exhalation.
W hen you use your breath weapon, each creature in
the area of the exhalation must make a saving throw,
the type of which is determined by your draconic
ancestry. The DC for this saving throw equals 8 +
your Constitution m odifier + your proficiency bonus. A
creature takes 2d6 damage on a failed save, and half
as much damage on a successful one. The damage
increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6
at 16th level.
After you use your breath weapon, you can’t use it
again until you com plete a short or long rest.
Damage Resistance. You have resistance to the
damage type associated with your draconic ancestry.

-D i v i n e S e n s e
The presence of strong evil registers on your senses like
a noxious odor, and powerful good rings like heavenly
m usic 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 w hose presence you sense, but not its identity
(the vampire Count Strahd von Zarovich, for instance).
Within the sam e 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 num ber of times equal to
1 + your Charisma modifier. W hen you finish a long rest,
you regain all expended uses.

-L a y o n H a n d s
Your blessed touch can heal wounds. You have a pool
o f healing pow er 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
pow er from the pool to restore a num ber 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 o f Lay on Hands, expending hit points separately
for each one.
This feature has no effect on undead and constructs.

-D i v i n e S m i t e
Starting at 2nd level, when you hit a creature with a
m elee w eapon attack, you can expend one paladin spell
slot to deal radiant damage to the target, in addition to
the w eapon’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

-D i v i n e H e a l t h
By 3rd level, the divine m agic flowing through you
m akes you im mune to disease

-S a c r e d O a t h
W hen you reach 3rd level, you swear the oath that binds
you as a paladin forever. Up to this time you have been
in a preparatory stage, com m itted to the path but not
yet sw orn to it. N ow you ch oose the Oath of Devotion,
the Oath of the Ancients, or the Oath of Vengeance, all
detailed at the end of the class description.
Your choice grants you features at 3rd level and again
at 7th, 15th, and 20th level. T hose features include oath
spells and the Channel Divinity feature.

-O a t h Sp e l l s
Each oath has a list of associated spells. You gain
access to these spells at the levels specified in the oath
description. O nce you gain access to an oath spell, you
always have it prepared. Oath spells don’t count against
the number of spells you can prepare each day.
If you gain an oath spell that doesn’t appear on the
paladin spell list, the spell is nonetheless a paladin
spell for you.
C h a n n e l D i v i n i t y
Your oath allows you to channel divine energy to fuel
m agical effects. Each Channel Divinity option provided
by your oath explains how to use it.
W hen you use your Channel Divinity, you choose
which option to use. You must then finish a short or long
rest to use your Channel Divinity again.
S om e Channel Divinity effects require saving throws.
W hen you use such an effect from this class, the DC
equals your paladin spell save DC.

O a t h o f V e n g e a n c e
The Oath of Vengeance is a solem n com m itm ent to
punish those who have com m itted a grievous sin. W hen
evil forces slaughter helpless villagers, when an entire
people turns against the w ill of the gods, when a thieves’
guild grow s too violent and powerful, when a dragon
rampages through the countryside—at times like these,
paladins arise and swear an Oath of Vengeance to set
right that which has gone wrong. To these paladins—
som etim es called avengers or dark knights—their own
purity is not as important as delivering justice.

---
***Channel Divinity***
Abjure Enemy. As an action, you present your holy
symbol and speak a prayer of denunciation, using your
Channel Divinity. C hoose one creature within 60 feet
of you that you can see. That creature must make a
W isdom 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. W hile 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 o f Enmity. As a bonus action, you can utter a vow
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 until
it drops to 0 hit points or falls unconscious.
~
SPELLS
~
Spell Save DC: 13
Spell Attack Bonus: +5
~
Oath Spells
-Bane
1st-level enchantment
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a drop of blood)
Duration: Concentration, up to 1 minute
Up to three creatures of your choice that you can see
within range must make Charisma saving throws.
W henever a target that fails this saving throw makes
an attack roll or a saving throw before the spell ends,
the target must roll a d4 and subtract the number rolled
from the attack roll or saving throw.
At Higher Levels. W hen you cast this spell using
a spell slot o f 2nd level or higher, you can target one
additional creature for each slot level above 1st.
-Hunter's Mark
1st-level divination
Casting Time: 1 bonus action
Range: 90 feet
Components: V
Duration: Concentration, up to 1 hour
You choose a creature you can see within range and
mystically mark it as your quarry. Until the spell ends,
you deal an extra 1d6 damage to the target whenever
you hit it with a w eapon attack, and you have advantage
on any W isdom (Perception) or W isdom (Survival)
check you m ake to find it. If the target drops to 0 hit
points before this spell ends, you can use a bonus action
on a subsequent turn of yours to mark a new creature.
At Higher Levels. W hen you cast this spell using
a spell slot of 3rd or 4th level, you can maintain your
concentration on the spell for up to 8 hours. W hen you
use a spell slot of 5th level or higher, you can maintain
your concentration on the spell for up to 24 hours
-
-
-
LEVEL 1 (X Spell slots)
-Cure Wounds
1st-level evocation
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Instantaneous
A creature you touch regains a number of hit points
equal to 1d8 + your spellcasting ability modifier. This
spell has no effect on undead or constructs.
At Higher Levels. W hen you cast this spell using a
spell slot of 2nd level or higher, the healing increases by
1d8 for each slot level above 1st.
-Searing Smite
1st-level evocation
Casting Time: 1 bonus action
Range: Self
Components: V
Duration: Concentration, up to 1 minute
The next time you hit a creature with a melee weapon
attack during the spell’s duration, your w eapon flares
with white-hot intensity, and the attack deals an extra
1d6 fire damage to the target and causes the target to
ignite in flames. At the start of each of its turns until
the spell ends, the target must make a Constitution
saving throw. On a failed save, it takes 1d6 fire damage.
On a successful save, the spell ends. If the target or a
creature within 5 feet o f it uses an action to put out the
flames, or if som e other effect douses the flam es (such
as the target being subm erged in water), the spell ends.
At Higher Levels. W hen you cast this spell using a
spell slot of 2nd level or higher, the initial extra damage
dealt by the attack increases by 1d6 for each slot
level above 1st
-Shield of Faith
1st-level abjuration
Casting Time: 1 bonus action
Range: 60 feet
Components: V, S, M (a small parchment with a bit of
holy text written on it)
Duration: Concentration, up to 10 minutes
A shim m ering field appears and surrounds a creature
of your choice within range, granting it a +2 bonus to AC
for the duration.
-
-
LEVEL 2 (X Spell Slots)
-
-
-
-
-
LEVEL 3 (X Spell slots)
-
-
-
-
-
LEVEL 4 (X Spell slots)
-
-
-
-
-
LEVEL 5 (X Spell Slots)
-
-
-
-
-
LEVEL 6 (X Spell slots)
-
-
-
-
-
LEVEL 7 (X Spell slots)
-
-
-
-
-
LEVEL 8 (X Spell slots)
-
-
-
-
-
LEVEL 9 (X Spell slots)
-
-
-
-
-
__________________

Description:

You see standing before you, an 7', 6" tall, Blue scaled female Dragonborn. She is extremely muscular, and wieghs in around 230 Lbs.
__________________
"An spanking a day keeps naughty away.... And spanko's happy, happy, happy!"

Last edited by milf; September 6th, 2018 at 07:59 PM.
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