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Wednesday 25 March 2015

Malenn of Mitra, the Golden Queen of Ahyf, Paladin

Malenn of Mitra ca late 4445 BCCC



A Golden Queen, ca 4448 BCCC - with Hendryk & Briaron
Queen Malenn the Golden Queen of Ahyf, Paladin of Mitra

Background: Born in Tharbria ca 4312; younger sister to Queen Yrsa of Hylmdale; met and loved Deod in CSIO 4333; Shifted (plane shifted) by Red Reaver mage +10 years from ca mid 4335 to ca mid 4445. Wife of Hakeem Greywolf from 16/1/4446 to his disappearance 20/8/47.
Effective age 25 in 4447.

Human, Skando-Tharb.
Class: Paladin (variant) Level: 9
Armor Class 20 (Nerathi full plate & shield) or 18 (+2 DEX +2 shield +4 CHA Unarmoured Grace)
Hit Points 76
HD: 9 x (d10+2) HP: Levelx8 + 4
Speed 30 ft.
Proficiency +4
STR 8 (-1) DEX 14 (+2) CON 14 (+2) INT 12 (+1) WIS 14 (+2) CHA 18 (+4)
Good saves WIS, CHA.
Senses passive Perception 16

Divine Sense: 4/day she can focus - as an Action - & detect supernatural celestial, fiend or undead within 60', but not mortal alignment. Can detect consecrated or desecrated ground.


Brave. Malenn has advantage on saving throws against being frightened.
Unarmoured Grace. Malenn adds her CHA bonus to AC when unarmoured.
Duelist fighting style. +2 damage with single one-handed weapon.


Actions
Multiattack. Malenn can make two melee attacks.
Blessing of Mitra 6/LR: Recharges after Long Rest - requires prayer to the rising sun to recharge. Action, affects up to 3 willing allied creatures within 30'.   In the next 10 rounds whenever the Blessed allies make an attack roll or a saving throw they add +2 to the roll. A creature can benefit from only one Bless die at a time. Requires Concentration - this effect ends if Malenn is incapacitated. 
Malenn in the bedroom
Alternately she can use the same energy to Divine Smite on a hit for +2d8 radiant damage, +3d8 vs undead or fiend.
Lay on Hands: She can touch someone and restore up to 45 hp per LR (or spend 5 hp to cure disease/poison). Recharges after long rest.


Weapons (2 attacks/action)
Amazon Sword (a gift from Queen Laurana) ATT +6 dam 1d8+4 (+2d8/3d8 radiant smite)
Unarmed ATT +3 dam 0 (+2d8 smite!)

Equipment: Queen's gown, silver chain bikini, silvered plate armour, sandals, steel-rimmed round shield, scabbard and weapon belt. Backpack. Treasure: qv

16/1/4446: Malenn is pregnant! :)
17/1/4446: Malenn is married to Hakeem! :)
Baby (Hassan) by Hakeem mid M10 '46
4/8/47 Malenn is pregnant again!!
2nd child by Hakeem born start of M5 '48 - named Meda after Lady Meda of Thusia.

Queen Yrsa of Hlymdale

Malenn's older (by an hour) twin sister Queen Yrsa of Hlymdale was rescued by Moffett Manglemaimer in 4433 BCCC. She met a heroic death battling the Red Reavers & their Black Sun allies some years back (as of 4448). She left a child, a young prince still in hiding, who it is prophesied to one day free the Grimalon plains from Tyranny...

Malenn & Sandor at Ahyf, ca 25/8/4447 BCCC











Spellcasting. Charisma is your spellcasting ability for your paladin spells. You use your Charisma whenever
a spell refers to your spellcasting ability.

To cast a spell, you must expend a slot
of the spell’s level or higher. You regain
all expended spell slots when you finish a long rest.

Spell save DC: 15
Spell attack modifier: +7

Spells Prepared:
1st level (4 slots): bless, compelled duel,
heroism, protection from evil and good,
searing smite, sanctuary

2nd level (3 slots): blinding smite, find
steed, lesser restoration, zone of truth

Divine Sense (5; Recharges after a
Long Rest). As an action, you can open
your awareness to sense strong evil and
powerful good. 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 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.
You can use this feature a
number of times equal to 1 + your
Charisma modifier.

Divine Smite. When you hit a creature
with a melee weapon attack, you can
expend one paladin spell slot to deal an
extra 2d8 radiant damage to the target
(3d8 radiant damage if it is an undead
or a fiend).

Lay on Hands. You have a pool of healing
power, with which you can restore up to
40 hit points. This pool replenishes after
you finish a long rest.
As an action, you can touch a creature
and draw power from the pool to restore
a number of hit points to that creature,

Paladin Features
Aura of Devotion. You and friendly
creatures within 10 feet of you can’t be
charmed while you are conscious.

Aura of Protection. Whenever you or
a friendly creature within 10 feet of you
must make a saving throw, the creature
gains a +4 bonus to the saving throw. You
must be conscious to grant this bonus.
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.

Channel Divinity (Recharges after a
Short or Long Rest). You can use one of
the following options.

Sacred Weapon. As an action, you can
imbue one weapon that you are holding
with positive energy. For 1 minute, you
add a +4 bonus to attack rolls made with
that weapon. The weapon also emits
bright light in a 20-foot radius and dim
light 10 feet beyond that. If the weapon is
not already magical, it becomes magical
for the duration.
You can end this effect on your turn
as part of any other action. If you are no
longer holding or carrying this weapon,
or if you fall unconscious, this effect ends.

Turn the Unholy. As an action, you
present your holy symbol and speak a
prayer censuring fiends and undead.
Each fiend or undead that can see or hear
you within 30 feet of you must make a DC
15 Wisdom saving throw. If the creature
fails its saving throw, it 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.



Yrsa of Hlymdale, twin of Malenn

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