Martim Frosthorn
Name: Martim FrostHorn
Race: Human
Class: Paladin (Oath of Ancients)
Appearance: Martim Frosthorn is a tall, sandy-haired youth who has spent his short life wandering and training to protect his corner of the world. He typically spends most of his time wearing plain armor with a warm cloak overtop to keep off the cold. His cloak is either a dull brown to help him blend in during warmer months, or white when winter comes.
Martim isn’t usually the first to speak, and rarely takes off his horned helmet. He has a habit of staring off into the distance, admiring the landscape around him. This can sometimes make it difficult to tell if you’re really getting through to him, as he doesn’t give a lot of feedback.
However there are certain scenarios where the young man will snap into action, moving swiftly to protect the innocent from the dangers that stalk the land.
If one catches Martim at his most distant, they can hear the young man quietly humming snippets of old songs to himself. These are mostly the same traveling songs his parents used to sing, though some are old dwarven ballads he learned from Dwain.
Character Concept: A calm young paladin with an easy smile, an air of sorrow, and a powerful desire to protect people. Martim will be built as a flexible defender who wants to keep people safe.
Martim's potentially a bit awkward with his distant attitude, but naturally earnest and serious when it comes to it. Not that he's too stoic, but he seems more like he's going through the motions than properly engaging in situations. His job would be a mix of odd jobs, blacksmithing and patrolling the wilderness around the village (not that anyone has asked, and Dwain is wondering if he should have trained Martim more in blacksmithing or something a bit more useful for the village.)
Also, expect his horns to snag on coat racks and doorways.
Backstory: Martim’s parents were a pair of traders who came from a distant land. With the paved road providing easy trade opportunities they rarely stayed at the old family house in proper. Instead, Martim and his parents spent their life on the road, traveling by wagon across the long roads to Cilsie and back on a yearly basis. During these times, his mother and father built a relationship with the dwarves of the nearby valley, trading food and necessary supplies for their fine crafts.
Growing up, Martim deeply admired those brave few who wandered the wild and worked tirelessly to keep monsters and raiders away from the main roads, gaining a childish love of valor and heroic tales.
Unfortunately for Martim, one winter was particularly bad, almost as bad as the current one. In those terrible conditions, the young family were nonetheless desperate to make at least one more trade to the dwarves to secure enough money to bunker down for a long winter. This run was their last, and they fell prey to a yeti ambush in the midst of a blizzard.
Martim was saved only by a group of dwarves who were trying to meet his family halfway to prevent their foolhardy journey. The young boy was the only survivor.
The dwarves cared for Martim over the winter, and he made a few friends among them who enjoyed his youthful curiosity about their craft. When the long winter broke, he was taken to Cilsie, where the gruff old Dwain the dwarf took him in as a favour for his clannish cousins.
In the years that followed Martim spent his youth overcoming his grief while wandering the countryside, his reckless spirit driving him to wander the wilder places of Cilsie more and more.
Eventually Dwain saw little option but to train Martim in combat, and Martim learned the way of the axe from the hands of a veteran fighter. Eventually Dwain deemed Martim a decent enough fighter, even though he was unsure about the youth's age (being little more than a boy in dwarf years) and Martim was free to follow his own.
But there was a problem, out in Cilsie, what is there for a trained fighter to do?!
Why I would like to play this game: Games with you are a blast! I'm absolutley down for another round!
Writing sample: Kurnus in our other game
Martim Martim FrostHorn
HP: 28/28 | AC: 18 | Init: -1 |
Stats STR: 16(+3) DEX: 8(-1) CON: 14(+2) INT: 8(-1) WIS: 10(+0) CHA: 16(+3)
Saves STR: +3 DEX: -1 CON: +2 INT: -1 WIS: +2 CHA: +5
Weapons: Variable, 1d10 Battle Axe +5, 1d8+3
Class Abilities: 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, to a maximum of 6d8. Divine Smite , 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. 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. Divine Sense , 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 × 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. Lay on Hands 15/15 , When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + 2 (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction. Fighting Style, Interception , By 3rd level, the divine magic flowing through you makes you immune to disease. Divine Health , The tenets of the Oath of the Ancients have been preserved for uncounted centuries. This oath emphasizes the principles of good above any concerns of law or chaos. Its four central principles are simple.
Kindle the Light. Through your acts of mercy, kindness, and forgiveness, kindle the light of hope in the world, beating back despair.
Shelter the Light. Where there is good, beauty, love, and laughter in the world, stand against the wickedness that would swallow it. Where life flourishes, stand against the forces that would render it barren.
Preserve Your Own Light. Delight in song and laughter, in beauty and art. If you allow the light to die in your own heart, you can't preserve it in the world.
Be the Light. Be a glorious beacon for all who live in despair. Let the light of your joy and courage shine forth in all your deeds. Tenets of the Ancients , Nature's Wrath. You can use your Channel Divinity to invoke primeval forces to ensnare a foe. As an action, you can cause spectral vines to spring up and reach for a creature within 10 feet of you that you can see. The creature must succeed on a Strength or Dexterity saving throw (its choice) or be restrained. While restrained by the vines, the creature repeats the saving throw at the end of each of its turns. On a success, it frees itself and the vines vanish.
Turn the Faithless. You can use your Channel Divinity to utter ancient words that are painful for fey and fiends to hear. As an action, you present your holy symbol, and each fey or fiend within 30 feet of you that can hear you must make a Wisdom saving throw. On a failed save, the creature is turned for 1 minute or until it takes damage.
A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.
If the creature's true form is concealed by an illusion, shapeshifting, or other effect, that form is revealed while it is turned. Channel Divinity
Background Feature: Since you come from the ranks of the common folk, you fit in among them with ease. You can find a place to hide, rest, or recuperate among other commoners, unless you have shown yourself to be a danger to them. They will shield you from the law or anyone else searching for you, though they will not risk their lives for you. Rustic Hospitality
Feats: You use shields not just for protection but also for offense. You gain the following benefits while you are wielding a shield:
>If you take the Attack action on your turn, you can use a bonus action to try to shove a creature within 5 feet of you with your shield.
>If you aren't incapacitated, you can add your shield's AC bonus to any Dexterity saving throw you make against a spell or other harmful effect that targets only you.
>If you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you can use your reaction to take no damage if you succeed on the saving throw, interposing your shield between yourself and the source of the effect. Shield Master
Main Skills: Athletics +5, Intimidation +5, Performance (sing) +5, Persuasion +5, Animal Handling +2, Insight +2, Medicine +2, Survival +2, Religion +1
Proficiencies: Common, Dwarven, Languages | light, medium, heavy, shields Armour | Simple Weapons, Martial Weapons Weapons
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"You tell me: 'Life is hard to bear.' But if it were otherwise why should you have your pride in the morning and your resignation in the evening? Life is hard to bear: but do not pretend to be so tender!" -Friedrich Nietzsche, Thus Spoke Zarathustra
Last edited by Amarga; Jun 21st, 2024 at 07:14 PM .