Paul
Paul
Sheet
AC 18 · HP 10 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- ArcanaINT
- AthleticsSTR
- DeceptionSTR
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
8 featuresAction
- Divine SenseLevel 1
As an action, Paul can open his awareness to detect celestial, fiendish, and undead creatures within 60 feet until the end of his next turn. He knows the type of any creature detected, but not its identity. He can use this feature 2 times per long rest.
Always on
- Lay on HandsLevel 1
Paul has a pool of healing power that replenishes when he finishes a long rest. With an action, he can touch a creature and restore hit points from the pool, up to 5 hit points total. He can also spend 5 hit points from the pool to cure one disease or neutralize one poison affecting the target.
- Ability Score IncreaseHuman+1 to all ability scores
- SizeHumanMedium
- SpeedHuman30 feet
- Extra LanguageHumanOne language of your choice
- TraitHumanHumans mature in their late teens and typically live less than a century.
- WandererOutlander
Paul has an excellent memory for maps and geography. He can always recall the general layout of terrain, settlements, and other features around him, and he can find food and fresh water for himself and up to five other people each day, provided the land offers those resources.
Gear
10 itemsWeapons
- LongswordA versatile martial melee weapon used with one hand while the shield is carried.
- 5×JavelinThrown martial weapons suitable for hunting or combat at range.
Armor
- Chain mailProtective linked metal armor that grants an Armor Class of 16.
- ShieldA sturdy shield bearing a simple painted trail-mark, granting a +2 bonus to Armor Class.
Tools
- StaffA wooden staff used for walking, probing uncertain ground, and marking trails.
Gear
- Priest's packA pack containing a backpack, bedroll, mess kit, tinderbox, torches, rations, waterskin, and rope.
- Hunting trapA spring-loaded device used to trap small or medium creatures.
- Trophy from an animalA preserved wolf fang from the first dangerous animal Paul killed alone.
- Traveler's clothesRugged practical clothing suitable for travel through the wilderness.
Purse
- 10×Gold piecesCoins saved from guiding travelers and odd jobs on the frontier.
Appearance
Paul is a broad-shouldered human man with sun-browned skin, weathered hands, and a close-cropped dark beard threaded with a few premature gray hairs. His hazel eyes are alert and patient, constantly measuring distances, trails, and exits. He wears well-maintained chain mail over a faded green tunic, carries a polished longsword and a sturdy shield, and keeps a wolf fang tied around his wrist as a reminder of the wilderness that raised him.
Mannerisms
Paul pauses before answering difficult questions, often glancing toward the nearest window, doorway, or patch of open ground. He speaks in short, practical sentences and uses trail metaphors when explaining moral choices. Before sleeping, he checks the doors, counts the party's waterskins, and places his shield within easy reach.
Personality
Paul is observant, patient, and quietly protective. He prefers listening to boasting and practical action to ceremony. Although he can appear emotionally distant, he is quick to notice hunger, fear, exhaustion, or injury in others and will intervene without making a show of it. He dislikes crowded cities, wasteful luxury, and people who treat the natural world as something to be conquered.
Ideals
Balance. The wilderness does not care who is noble or wicked, and neither should justice. Paul believes every person should face the consequences of their choices, but no one should be destroyed merely because fortune placed them in a weaker position.
Bonds
Paul carries a small carved token from the frontier settlement that sheltered him as a child. He will risk his life to protect displaced people, isolated villages, and anyone abandoned by those who had the power to help.
Flaws
Paul is slow to trust anyone who speaks in absolutes, including priests, nobles, and other paladins. He can mistake hesitation for cowardice and independence for disloyalty, and he sometimes walks away from help because accepting it feels like surrendering control.
Quirks
Background
Paul was born in a small human settlement at the edge of a vast frontier, where the nearest road was little more than a suggestion and the nearest temple stood several days away. His family lived by hunting, trapping, and guiding travelers through dangerous country. From an early age, Paul learned to read weather in the clouds, recognize the warning silence of the forest, and judge a stranger by the way they treated the weak. He spent years ranging beyond the settlement, becoming more comfortable under open skies than beneath a roof. His life changed when a group of refugees arrived after their caravan was attacked by raiders and monsters. The local leaders argued over whether protecting the newcomers would endanger the settlement, while Paul took up his sword and stood between the frightened travelers and the people demanding their expulsion. A traveling knight saw courage in that act, but also recognized that Paul needed discipline and purpose. Under the knight's instruction, Paul trained as a paladin, not because he embraced grand ideals or divine certainty, but because he believed strength should be placed between danger and those who cannot withstand it. Now he travels as a guide, guardian, and reluctant judge, following the road wherever someone needs safe passage.
“His family lived by hunting, trapping, and guiding travelers through dangerous country.”
- Background
- Outlander
Connections
Species
Human
Media
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