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Benly

Gram

Dec 28th, 2019
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  1. I was born to be a hero. Signs and portents pointed to my birth, and chaos-cultists of the Mad God followed them, razing my town and slaughtering all they found. I, too, would have died, had a priest not spirited me away to safety. I know this because the Chainlords have told me so, and while the Chainlords may deceive, they never lie.
  2. I was trained to be a hero. The Chainlords of Hextor took me in, teaching me the way of battle and the word of Law. Chaos teems all around us, and the world craves a champion to save it. Even I have seen it, the few times I have left the monastery's walls.
  3. I am a hero. I will set forth from this iron sanctuary and tame the world.
  4.  
  5. Gram
  6. Fallen Aasimar Paladin 1, Acolyte background
  7.  
  8. Str 16
  9. Dex 10
  10. Con 14
  11. Int 10
  12. Wis 8
  13. Cha 16
  14.  
  15. Proficiencies
  16. Armor: All, shields
  17. Weapons: Simple, martial
  18. Saves: Wisdom, Charisma
  19. Skills: Insight, Religion, Athletics, Intimidation
  20. Languages: Common, Celestial, Infernal, Giant
  21.  
  22.  
  23. Race:
  24. Darkvision 60': I can see in dim light as if it were bright, and darkness as if it were dim.
  25. Celestial Resistance: I resist radiant and necrotic damage.
  26. Healing Hands: As an action, I can touch a creature and heal 1 HP once per long rest.
  27. Light Bearer: I know Light as a bonus cantrip.
  28.  
  29. Class:
  30. Divine sense: Celestials, fiends, and the undead all stand out against the colors of the mortal world - a golden flame, a crimson streak, an ashen haze. Four times per long rest, I can open my eyes to these colors and sense such beings within sixty feet.
  31. Lay On Hands: With a touch, I can heal a total of up to 5 HP per long rest, or expend 5 HP from the pool to cure a disease or neutralize a poison. Hextor blesses the worthy.
  32.  
  33.  
  34. Background:
  35. Acolyte: I was raised from my earliest days by the Chainlords of Hextor as a priest and warrior. I can conduct services, witness oaths, and recite the liturgies as well as fight. Actually, those things are pretty much all I'm experienced in.
  36. Shelter Of The Faithful: At a church of any of the allied gods of Law, I can expect shelter, food, and healing. Many of them dislike the servants of Hextor, but we are allies, and they know our word is inviolate.
  37. Ideal: Tradition. Law and tradition protect the weak and channel the strong.
  38. Bond: More than anything, I wish to protect the innocents threatened by those who seek chaos and mayhem.
  39. Flaw: Some say it may be necessary to bend the rules for the greater good. I do not believe them.
  40.  
  41. Equipment:
  42. Flail: The chain symbolizes the strength of each person holding their place in society. The flanged head crushes armor and bone.
  43. Shield: A metal shield embossed with the fist of Hextor.
  44. Javelin x5: No symbolism here. These are just practical.
  45. Chain mail: Forged by one of the temple brothers. Relatively unadorned.
  46. Explorer's Pack: Backpack, bedroll, mess kit, tinderbox, ten days' rations and a waterskin. I haven't camped out much, but all this should make it easier.
  47. Tent (2G): So that I don't get rained on.
  48. Holy symbol: The fist of Hextor, wrought in iron and worn on a chain.
  49. Prayerbook: "The Ironbound Word", essential prayers and teachings. Bound in leather; the iron is metaphorical.
  50. 5 sticks of incense: A harsh, smoky scent to be offered for Hextor's favor.
  51. Vestments: A simple dark-red linen robe, suitable to be worn in ceremonies. It can be worn over armor, and doing so is also suitable for ceremonies.
  52. Common clothes: Sturdy and thick.
  53. Small knife (.2G): Not a useful weapon, but essential for everyday life.
  54. 12.8 GP: Spending money.
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