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[OOC] Hexen: Beyond Heretic(5e game)


StormLord

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Over the years, the humans have learned that while magic can be a powerful tool, it also has more destructive potential than any other force in their universe. From this harsh realization a disciplined and orderly society has developed, one where every citizen knows his place and where the vast majority of common men are held in thrall to a few ruthless, powerful leaders. Wielding magical powers and arcane artifacts, these men overshadow every other human force on Cronos, suppressing individual thought and action in the name of the greater good.

 

Within this strict order, three organizations maintain the fabric of human society: the Legion, the Arcanum, and the Church. In an uneasy balance often threatened by petty squabbles and escalating power struggles, these three organizations share absolute dominion over all humanity. The Legion represents human military strength, using brute force backed by magical weapons to impose a strict and inflexible order upon the populace. The Arcanum is the center of learning for all magical studies, and as such it determines who will or will not have access to its wealth of arcane secrets. The Church acts as a bridge and buffer between the Legion and Arcanum, using a mixture of magic and military training to maintain the balance of power while secretly furthering its own interests. Together or separately, these three groups control every aspect of human life.

 

Each organization is led by a single man. Zedek, Marshal of the Legion; Traductus, Grand Patriarch of the Church; and Menelkir, Arch-Mage of the Arcanum. These men are the ultimate embodiment of power on Cronos. Cold, calculating, and devoid of concern for anything but the advancement of their own status, these leaders were the first to fall under the sway of Korax, the second of the three Serpent Riders. In return for their allegiance, Zedek, Traductus, and Menelkir were rewarded by Korax with the dark gift of Unlife. Using the powers granted them by Korax as well as the relics already in their possession, all of humanity quickly fell under their spell.

 

Few humans escaped the aegis of the leaders new powers, many are twisted and corrupted into something monstrous and inhuman. These few survivors must destroy the leaders they once followed and anything else that gets in the way as they execute their task: to find Korax's stronghold, defeat his legions of grotesque minions, and finally kill the Serpent Rider himself.

 

~~~~~~~~~~~~~~~~~~~~~~~~~

 

Hello and welcome.

I'm going to be running a D&D 5E game based in the world of Hexen, a 90s first person shooter that was basically the dark fantasy version of the original Doom.

 

The short version of the setting is take a standard dark fantasy setting, hit it with a dystopian society where the few brutally rule over and dominate the many, then put a flesh-horror apocalypse over that and fill it with cultists and demons.

 

This will be a low RP/high combat campaign with lots of traps and deadly puzzles.  The party is a group of survivors from various backgrounds that have banded together and journeyed to The Winnowing Hall where their quest to defeat Korax begins, or at least that's the idea.  If you guys would rather screw around, loot, pillage, and burn until the Serpent Rider nukes the place be my guest.

I'm planning on a 4-6 PC party, if I end up with overwhelming interest(haha, fat chance) I'll think about upping the size, but as it stands I'll pair down the party once everyone has their sheet together.

Also while I'm not barring evil alignments, if you're a dick I'm not obligated to let you continue playing.

 

Discord server(mandatory): https://discord.gg/QCyHYQu

 

More information is available on Discord, if you've got questions feel free to PM me or ask on the server.

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He is not the hero the world wants, but he is the hero the world deserves.

 

 


Character name: Malcador Malhazard
Race/Sub Race: Variant Human
Class: Paladin 4 (Oath of Conquest)
Age: ??
Alignment: Lawful Evil

Background:
-Soldier
-Feature: 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.

-Ideal: Responsibility. I do what I must and obey just authority. (Lawful), Might. In life as in war, the stronger force wins. (Evil)
-Personality Trait: I'm always polite and respectful.
-Bond: I would still lay down my life for the people I served with.
-Flaw: I judge others harshly, and myself even more severely.
 

Stats: 18, 8, 1d10+7*4 after Variant Human and Heavy Armor Master bonus
-Strength: 18 (+4)
-Dexterity: 8 (-1)
-Constitution: 16 (+3)
-Intelligence: 10 (+0)
-Wisdom: 8 (-1)
-Charisma: 18 (+4)


 Derived Stats:
-MHP: 40
-Passive Perception: 11
-Initiative: -1
-Strength Saving Throw: +4
-Dexterity Saving Throw: -1
-Constitution Saving Throw: +3
-Intelligence Saving Throw: +0
-Wisdom Saving Throw: +1
-Charisma Saving Throw: +6
-Armor Class (AC): 17 (Base 17 from Splint Mail)


Proficiencies and Feats:
-Feats:
Heavy Armor Master
Feat: Variant Human/1st Level
Prerequisite: Proficiency with heavy armor
You can use your armor to deflect strikes that would kill others. You gain the following benefits:
Increase your Strength score by 1, to a maximum of 20.
While you are wearing heavy armor, bludgeoning, piercing, and slashing damage that you take from non-magical weapons is reduced by 3

Great Weapon Master
Feat: Paladin/4th Level
You’ve learned to put the weight of a weapon to your advantage, letting its momentum empower your strikes. You gain the following benefits:
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 a melee attack with a heavy weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack’s damage.

-Languages: Common, and Infernal
-Trained Skills: Persuasion +6 (Charisma), Intimidation +6 (Charisma), Athletics +6 (Strength), Insight +1 (Wisdom), Perception +1 (Wisdom)
-Proficient in: Land Vehicles, Dragon Chess

Class Features:
-Divine Sense
Class: Paladin/1st Level
 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.

-Lay on Hands
Class: Paladin/1st Level
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.

-Fighting Style (Great Weapon Fighting)
Class: Paladin/2nd Level
At 2nd level, you adopt a style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.

Great Weapon Fighting
When 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 weapon must have the Two-Handed or Versatile property for you to gain this benefit.
 
-Divine Smite
Class: Paladin/2nd Level
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.

-Spellcasting
Class: Paladin/2nd Level
By 2nd level, you have learned to draw on Divine Magic through meditation and prayer to cast Spells as a Cleric does. See chapter 10 for the general rules of spellcasting and chapter 11 for the paladin spell list.

Preparing and Casting Spells
The Paladin table shows how many Spell Slots you have to cast your Spells. To cast one of your paladin Spells of 1st level or higher, you must expend a slot of the spell's level or higher. You regain all expended Spell Slots when you finish a Long Rest.

You prepare the list of paladin Spells that are available for you to cast, choosing from the paladin spell list. When you do so, choose a number of paladin Spells equal to your Charisma modifier + half your paladin level, rounded down (minimum of one spell). The Spells must be of a level for which you have Spell Slots.
For example, if you are a 5th-level paladin, you have four 1st-level and two 2nd-level Spell Slots. With a Charisma of 14, your list of prepared Spells can include four Spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell Cure Wounds, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared Spells.

You can change your list of prepared Spells when you finish a Long Rest. Preparing a new list of paladin Spells requires time spent in prayer and meditation: at least 1 minute per Spell Level for each spell on your list.

Spellcasting Ability
Charisma is your spellcasting ability for your paladin Spells, since their power derives from the Strength of your convictions. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when Setting the saving throw DC for a paladin spell you cast and when Making an Attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Charisma modifier
Spell Attack modifier = your proficiency bonus + your Charisma modifier

Spellcasting Focus
You can use a holy Symbol as a spellcasting focus for your paladin Spells.

-Divine Health
Class: Paladin/3rd Level
By 3rd level, the Divine Magic flowing through you makes you immune to disease.

-Sacred Oath
Class: Paladin/3rd Level
When 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, committed to the path but not yet sworn to it. Now you choose an oath, such as the Oath of Devotion.

Your choice grants you features at 3rd level and again at 7th, 15th, and 20th level. Those features include oath Spells and the Channel Divinity feature.

-Oath Of Conquest
Class: Paladin/3rd Level
The Oath of Conquest calls to paladins who seek glory in battle and the subjugation of their enemies. It isn’t enough for these paladins to establish order. They must crush the forces of chaos. Sometimes called knight tyrants or iron mongers, those who swear this oath gather into grim orders that serve gods or philosophies of war and well-ordered might. Some of these paladins go so far as to consort with the powers of the Nine Hells, valuing the rule of law over the balm of mercy. The archdevil Bel, warlord of Avernus, counts many of these paladins — called hell knights — as his most ardent supporters. Hell knights cover their armor with trophies taken from fallen enemies, a grim warning to any who dare oppose them and the decrees of their lords. These knights are often most fiercely resisted by other paladins of this oath, who believe that the hell knights have wandered too far into darkness.

Tenets of Conquest
A paladin who takes this oath has the tenets of conquest seared on the upper arm.

Douse the Flame of Hope. It is not enough to merely defeat an enemy in battle. Your victory must be so overwhelming that your enemies’ will to fight is shattered forever. A blade can end a life. Fear can end an empire.
Rule with an Iron Fist. Once you have conquered, tolerate no dissent. Your word is law. Those who obey it shall be favored. Those who defy it shall be punished as an example to all who might follow. 
Strength Above All. You shall rule until a stronger one arises. Then you must grow mightier and meet the challenge, or fall to your own ruin

-Oath Spells
Racial: Paladin/3rd Level
Oath Spells
Each oath has a list of associated Spells. You gain access to these Spells at the levels specified in the oath description. Once 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.

Oath of Conquest Spells
Paladin Level    Spells
3rd  Armor of Agathys, Command
5th  Hold Person, Spiritual Weapon
9th  Bestow Curse, Fear
13th Dominate Beast, Stoneskin
17th Cloudkill, Dominate Person
If you gain an oath spell that doesn’t appear on the paladin spell list, the spell is nonetheless a paladin spell for you.

-Channel Divinity
Class: Paladin/3rd Level
Your oath allows you to channel divine energy to fuel magical effects. Each Channel Divinity option provided by your oath explains how to use it.
When 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.
Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your paladin spell save DC.
When you take this oath at 3rd level, you gain the following two Channel Divinity options.

Conquering Presence: You can use your Channel Divinity to exude a terrifying presence. As an action, you force each creature of your choice that you can see within 30 feet of you to make a Wisdom saving throw. On a failed save, a creature becomes frightened of you for 1 minute. The frightened creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success.

Guided Strike: You can use your Channel Divinity to strike with supernatural accuracy. When you make an attack roll, you can use your Channel Divinity to gain a +10 bonus to the roll. You make this choice after you see the roll, but before the DM says whether the attack hits or misses.

-Ability Score Improvement
Class: Paladin/4th Level
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two Ability Scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

Racial Traits:

Variant Human Racial Bonuses

+1 Free Feat
Two +1 stat bonuses to distribute between two different stats
+1 Skill proficiency
30 Feet base walking speed
Common and one free language of your choice.

Fluff:
-Height: 6 foot 4 inches
-Weight: 180 lbs
Misc:
-Fighting Style: Great Weapon Fighting
-Prepared Spells: (On Roll 20 sheet)
Equipment:

Javelin (4x)
-Damage: 1d6+Strength Piercing damage
-Properties: Range (30/120), Thrown
-Weight: 2 lbs per Javelin
-Amount: 5

Splintmail:
-This armor is made of narrow vertical strips of metal riveted to a backing of leather that is worn over cloth padding. Flexible Chain Mail protects the joints.
-Type: Heavy Armor
-AC: 17
-Weight: 60 lbs

Greatsword +1:
-Damage: Deals 2d6+Strength Mod+1 slashing damage 
-Properties: +1 to both attack and damage rolls, counts as a magical weapon, Heavy, two Handed
-Weight: 6 lbs

None Essential items listed in roll20 sheet.

Also has 5 Sunrods

 Holy Symbol of Hextor (8 black arrows with their crimson tips pointed at the cardinal and intercardinal directions and their fins hidden underneath an impression of an edged gauntleted fist pointing towards the viewer. To a layman it would appear to be an eight pointed star.)
Insignia of rank, a broken longsword, a smith’s tools, a set of common clothes, and a pouch containing 87 Gold coins and 3 silver coins inside of his backpack, one belt pouch containing 9 copper coins.

Character Description:
A tall 6 foot 3 man with an imposing and bulky appearance and tanned skin that is coarse and slightly scarred. The man keeps his dark brown hair short and neat in the sides, but he wears it long at the very top to hide the fact that it has already started to recede more than he is comfortable with despite his age. His real eyes are a frankly kindly shade of hazelnut that undercuts his attempts at appearing menacing and dominating, which is part of the reason why he spent hard earned money on a dread helm to cause his eyes to appear to glow red whenever he wears it, because he secretly feels insecure about his uncomfortably feminine and 'cute' appearance.

 

He is currently wearing a practically gleaming and unsurprisingly well maintained suit of splint armor with two larger than usual black painted pauldrons that depicts eight stark white arrows that have their crimson red tips pointing at the cardinal and intercardinal directions, while their fins are all crossed together underneath a silver edged gauntlet. While a layman might think that the aforementioned symbol was of an eight pointed star, but in truth it is nothing more and nothing less than a particularly fashionable form of the Hextor's holy symbol.
Backstory:

 

 

Obviously this is still a work in progress.

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