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The Tiefling now called Paladin grew up in one of the last remaining cities of the Old Empire, Greykeep. Parents, both human had been desperate for a child and in that desperation, turned to a priest who made a promise of a child but never a child of human parentage.
Greykeep is a perfectly fine place to raise a child, as long as you are human or halfling and have money, it is a different story if you have Infernal blood running through your veins. It was in that party of the city in which Paladin grew up. Where filth and crime packed in as close as the rats and tenants. Where power was abused and bloody alliances were formed.
It was easy for the young tiefling to run through these streets, to covert with petty criminals and thieves, searching for the guidance and acceptance she didn't receive at home, thrilled with the idea of respect from others and the ability to take whatever she wanted. To steel from the rich merchants that refused to visit their end of the city, to wander through the stalls of the black market and greet people by name. Rejected by her own family, Paladin made due with the community of the ghetto she was put.
It was from them she learned to move silently, to count cards, to read body language and faces, and to draw blood with thrown daggers. For years the path of the gambler, the conman, and thief was the one she trod happily with no qualms or regrets. And she would be on this path still if it were not for the night where the God Lhuitantl (lhwee-TAHN-tul) interceded on her behalf. In exchange for her life she would serve him, and though she is resentful of the servitude the power it grants her is wildly appealing.
On the start of this new path, she renamed herself Paladin and left the familiar streets of Greykeep to explore and listen to the divine direction of her patron deity. Currently this has landed her at the coastal town of Rensford where she resides with her traveling companion, Bogbad the Orc. From here she goes adventuring and occasionally performs services for the Margrave who provides protection to surrounding villages.
Currently Paladin is very much enjoying her role as Adventurer and Protector to the town of Rensford and the surrounding villages.
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MBTI ( ENFP PERSONALITY “THE CAMPAIGNER” ) The ENFP personality is a true free spirit. They are often the life of the party, but unlike Explorers, they are less interested in the sheer excitement and pleasure of the moment than they are in enjoying the social and emotional connections they make with others. Charming, independent, energetic and compassionate, the 7% of the population that they comprise can certainly be felt in any crowd.
But man, one hit of that hero feeling and damn it can do a lot to change a person's perspective on things. There was a thrill with the con too, watching a rich man sweat across the table from you as you have him down to his last two copper. A certain delicious little schadenfreude that left her with a smile on her lips. But it's nothing like saving a life against all odds, feeling like you've done something right. To see gratitude on people's faces after an evil is gotten rid of. Hell, just seeing anyone make eye contact with you with a smile is one hell of a kick. At least for Paladin, for that abandoned little tiefling all those years ago.
So she's on the hero kick. Kicking asses, taking names, righting wrongs. This is what drives her, what she is passionate and dedicated to. With this rise in status, gathering of power comes a realization: her actions can make a positive difference in the lives of many. That with her status and powers comes the ability to even the playing field so to speak, lend her power to their voice. Her passion is to defend those who cannot defend themselves. So when she gets summoned and there's work to do, shit gets real.
Generally gregarious and easy going, Paladin does not play around when there is a quest to be done or when people's lives are on the line. Serious, steadfast, and more brave than smart, Paladin tends to take on all and not rest till the job is done. Paladin can become obsessive and singularly focused on one task till it absolutely completed. That being said, her goal is not ultimate murder and death, if there is a way around killing, Paladin will search for it. She met her companion Bogbad when he attempted to raid a fishing village.
But there are times when there isn't even a need to consider a nonviolent path to a solution. Paladin can and will be cruel to the absolute evil and wicked that come across her path, and to those who have betrayed their own, retribution is swift. Selling out the many to the strong a and evil for personal gain is the ultimate sin in her eyes. Perhaps in those moments she lets her demonic ancestry take hold.
Outside of work Paladin is social, a drink at the inn is where you will find her most nights. For special occasions, usually after returning from the field: a night at the House of Health. Paladin has no love life of which to speak of. Given her occupation and the duality of her gender she supposes that a steady partner is in the cards for her. Paladin is what can loosely be called intersexed. For the majority of the time she is female, has female sex organs. For brief periods she is male, and has male sex organs. This isn't something she shares openly but will talk about it.
So instead of attempting to find Mr/Mrs right she pays coin for her encounters when they don't come free. Men, women, they come in all types at the House of Health and that's what she loves.
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HEALING ( Lay on hands ) Outside of Cure Wounds, Paladin has a pool of twenty-five points that she can use for healing. A solid five points spent will cure poison or disease. These points refresh after a long rest, and grows with every character level achieved.
DIVINE ( Divine Smite ) When you hit a creature with a melee weapon attack, you can expend one paladin 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.
INFERNAL ( Hellish Rebuke ) You point your finger, and the creature that damaged you is momentarily surrounded by hellish flames. The creature must make a Dexterity saving throw. It takes 2d10 fire damage on a failed save, or half as much damage on a successful one.
STEEL ( Short Sword/Daggers )
Short sword (sword of warning): 1d6+5
Thrown Dagger: 1d4+4.At fifth level you may make two attacks for every one.
DEFENSIVE ( Hold Person ) Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target.