Kendric Sturm

Mighty Eldritch Knight

Description:
Male Human
NG Medium Humanoid
Class: Fighter (Eldritch Knight) / Paladin
Level: 11/2
Height: 6’6", Weight: 240
Hair: Black, Eyes: Grey, Skin: Tan
Age: 25
Background: Soldier
Passive Perception: 15, Passive Investigation: 14
Ability Score Modifier Saving Throw
STR 17/25 + 7 + 12
DEX 10 + 0 + 0
CON 14 + 2 + 7
INT 10/19 + 4 + 4
WIS 10 + 0 + 0
CHA 14 + 2 + 2
AC: 19
Armor Worn: Adamantine Plate
Initiative: + 0
Speed: 30
Proficiency: + 5
Hit Points: 152
Hit Dice: 13d10
Number of Attacks: 3
Weapon Attack Bonus Damage Range Notes
+ 2 Silver Gith Greatsword + 15 ( + 10) 2d6 + 9 (2d6 + 19) slashing Heavy, Two-Handed
Dagger + 12 1d4 + 7 piercing 20/60 Light, Finesse, Thrown
Heavy Crossbow + 5 1d10 piercing 100/400 Ammunition, Heavy, Loading, Two-Handed
Unarmed + 12 8 bludgeoning
Skill Name Total Ability Proficiency Temp.
Acrobatics + 0 DEX ( 0 ) + 0 + 0
Animal Handling + 0 WIS ( 0 ) + 0 + 0
Arcana + 9 INT ( 4 ) + 5 + 0
Athletics + 12 STR ( 7 ) + 5 + 0
Deception + 2 CHA ( 2 ) + 0 + 0
History + 4 INT ( 4 ) + 0 + 0
Insight + 0 WIS ( 0 ) + 0 + 0
Intimidation + 7 CHA ( 2 ) + 5 + 0
Investigation + 4 INT ( 4 ) + 0 + 0
Medicine + 0 WIS ( 0 ) + 0 + 0
Nature + 4 INT ( 4 ) + 0 + 0
Perception + 5 WIS ( 0 ) + 5 + 0
Performance + 2 CHA ( 2 ) + 0 + 0
Persuasion + 2 CHA ( 2 ) + 0 + 0
Religion + 4 INT ( 4 ) + 0 + 0
Sleight of Hand + 0 DEX ( 0 ) + 0 + 0
Stealth + 0 DEX ( 0 ) + 0 + 0
Survival + 5 WIS ( 0 ) + 5 + 0
FEATS
Blade Mastery, Charger, Great Weapon Master, Tough
Other Proficiencies
Tool Proficiencies: Dice Set
Weapons: Simple Weapons, Martial Weapons
Armor: Light Armor, Medium Armor, Heavy Armor, Shields
Languages: Common, Thassilonian
GEAR
+ 2 Silver Gith Greatsword, Dagger, Heavy Crossbow, Case w/ 40 Bolts, Adamantine Plate, Bag of Holding, Belt of Fire Giant Strength, Goggles of Night, Headband of Intellect, Helm of Comprehending Languages, Mantle of Spell Resistance, 2 Vials Antitoxin, Arcane Focus (Crystal Necklace), Backpack, Bedroll, Blanket, 10 Scroll Cases, Traveler’s Clothes, Cook’s Utensils, Dice Set, Fishing Tackle, Grappling Hook, Healer’s Kit, Bottle of Ink, 3 Ink Pens, Bullseye Lantern, Oil Flask, 20 Sheets of Paper, Iron Pot, 2 Potions of Healing, 10 Days Rations, 100’ Silk Rope, Signet Ring, Soap, Spellbook, Tinderbox, Waterskin, Whetstone
Total Weight Carried: 212.5/375 lbs.
Current Cash: 150 gp, 0 sp, 0 cp
SPECIAL ABILITIES
Action Surge (1 / short rest)
Gain an extra action on your turn.
Adamantine Plate
Any critical hit against you becomes a normal hit.
Blade Mastery
You have mastery with the shortsword, longsword, scimitar, rapier, and greatsword. You gain a + 1 bonus to attack rolls with these weapons. On your turn, you can use your reaction to assume a parrying stance which grants you a + 1 bonus to your AC until your next turn. When you make an opportunity attack with one of these weapons, you have advantage on the attack roll.
Charger
When you use your action to Dash, you can use a bonus action to make one melee weapon attack or to shove a creature. If you move at least 10 feet in a straight line immediately before taking this bonus action, you either gain a + 5 bonus to the attack’s damage roll or push the target up to 10 feet away from you (if you chose to shove and you succeed).
Cunning Action
Use bonus action to Dash, Disengage, or Hide on your turn.
Darkvision (60 feet)
See in darkness as if dim light, see normally in dim light.
Divine Sense (3/long rest)
Action to know the location and type of celestials, fiends, and undead within 60 feet.
Divine Smite
Expend a spell slot to deal extra radiant damage on melee attack.
Eldritch Strike
When you hit a creature with a weapon attack, that creature has disadvantage on the next saving throw it makes against a spell you cast before the end of your next turn.
Extra Attack ( + 2 attacks)
You may make up to 3 attacks per turn when using the Attack action.
Gith Silver Greatsword
On a critical hit against a target in an astral body (such as with the astral projection spell), you can cut the silvery cord that tethers the target to its material body, instead of dealing damage.
Great Weapon Fighting
You may reroll 1s and 2s on damage rolls with two-handed weapons.
Great Weapon Master
On your turn, when you score a critical hit with a melee weapon or reduce a creature to 0 hit points with one, you can make one melee weapon attack as a bonus action. Before you make any melee attack with a heavy weapon, you can choose to take a – 5 penalty to the attack roll. If the attack hits, you add + 10 to the attack’s damage roll.
Indomitable (1/long rest)
You may reroll a failed saving throw.
Lay on Hands (10 damage)
Touch a creature to heal damage, cure disease, or neutralize poison.
Mantle of Spell Resistance
You have advantage on saving throws against spells.
Second Wind (1d10 + 11 hp, 1/short rest)
Bonus action to recover hp.
War Magic
When you use your action to cast a cantrip, you can make one weapon attack as a bonus action.
Weapon Bond
You can have up to two bonded weapons. You can’t be disarmed of that weapon unless you are incapacitated. If it is on the same plane, you can summon the weapon to your hand as a bonus action on your turn.
SPELLS (Fighter)
Spell Attack: + 9
Spell Save DC: 17
Cantrips
Fire Bolt, Green-Flame Blade, Shocking Grasp
1st Level
Detect Magic, Feather Fall, Find Familiar, Identify, Shield
2nd Level
Levitate, Mirror Image, Misty Step
SPELLS (Paladin)
Spell Attack: + 7
Spell Save DC: 15
1st Level
Cure Wounds, Searing Smite, Thunderous Smite
ROLE PLAYING
Personality Traits
Experience – “My military experience has left me full of inspiring and cautionary tales that are relevant to almost every combat situation.”
Humor – “I have a sick sense of humor.”
Ideals
Live and Let Live – “Wars aren’t worth starting and people aren’t worth killing over ideals.”
Bonds
Served with – “I served with people who I would still lay down my life for.”
Flaws
Respect – “I hold no respect for those that have not proven themselves in battle.”
Benefit
Specialty – Officer. During your time as a soldier, you had a specific role to play in your unit.
Military Rank – You have a military rank from your career as a soldier. Soldiers loyal to your former military organization still recognize your authority and influence, and they defer to you if they are of a lower rank. You can invoke your rank to exert influence over other soldiers and requisition simple equipment or horses for temporary use. You can also usually gain access to friendly military encampments and fortresses where your rank is recognized.

POE

Poe_Portrait.jpg

Male Raven Familiar
Unaligned, Tiny Celestial
Ability Score Modifier Saving Throw
STR 2 -4 -4
DEX 14 + 2 + 2
CON 8 -1 -1
INT 2 -4 -4
WIS 12 + 1 + 1
CHA 6 -2 -2
AC: 12
Initiative: + 2
Speed: 10’, fly 50’
Skills: Perception + 3
Senses: passive Perception 13
Mimicry: The raven can mimic simple sounds it has heard, such as a person whispering, a baby crying, or an animal chittering. A creature that hears the sounds can tell they are imitations with a successful DC 10 Wisdom (Insight) check.
Beak: + 4 to hit, reach 5’, 1 piercing damage.
Bio:

Kendric Sturm

Legends of Thassilon kerkuta MichaelPerry