Bok_Choi

The Tragedy of Zenith

Nov 23rd, 2019
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  1. Stats: 14, 14, 14, 11, 10, 8
  2. ~ General Info ~
  3. Class: Paladin, Oath of Vengeance
  4. Race: Fallen Aasimar
  5. Name: Zenith Aelius
  6. Sex: M
  7. Alignment: Lawful Neutral
  8. Age: 18
  9. Background:
  10. Saving Throws: Wisdom, Charisma
  11. Skill proficiencies: Persuasion, Intimidation, Athletics, Insight
  12. Tool proficiencies:
  13. Weapons: All armour, shields, Simple and martial weapons,
  14. Languages: Common, Celestial, Elvish, Draconic
  15. Proficiency Bonus: 2
  16.  
  17. ~Background~
  18.  
  19. City Watch
  20. Feature: Watcher’s Eye
  21. Your experience in enforcing the law, and dealing with lawbreakers, gives you a feel for local laws and criminals. You can easily find the local outpost of the watch or a similar organization, and just as easily pick out the dens of criminal activity in a community, although you're more likely to be welcome in the former locations rather than the latter.
  22. Personality Trait: My favor, once lost, is lost forever.
  23. Ideal: Responsibility. I do what I must and obey just authority.
  24. Bond: Those who fight beside me are those worth dying for.
  25. Flaw: By my words and actions, I often bring shame to my family.
  26.  
  27. ~Race Features:~
  28.  
  29.  
  30. Cha +2, Str +1
  31. Speed. Your base walking speed is 30 feet.
  32. Darkvision. Blessed with a radiant soul, your vision can easily cut through darkness. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
  33. Celestial Resistance. You have resistance to necrotic damage and radiant damage.
  34. Healing Hands. As an action, you can touch a creature and cause it to regain a number of hit points equal to your level. Once you use this trait, you can't use it again until you finish a long rest.
  35. Light Bearer. You know the light cantrip. Charisma is your spellcasting ability for it.
  36. Necrotic Shroud. You can use your action to unleash the divine energy within yourself, causing your eyes to turn into pools of darkness and two skeletal, ghostly, flightless wings to sprout from your back. The instant you transform, other creatures within 10 feet of you that can see you must each succeed on a Charisma saving throw (13) or become frightened of you until the end of your next turn. Your transformation lasts for 1 minute or until you end it as a bonus action. During it, once on each of your turns, you can deal extra necrotic damage to one target when you deal damage to it with an attack or a spell. The extra necrotic damage equals your level. Once you use this trait, you can't use it again until you finish a long rest.
  37.  
  38. ~Class Features:~
  39.  
  40.  
  41. Divine Sense: 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 4 times.
  42. Lay on Hands: Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. (15HP pool).
  43. Fighting Style: Dueling
  44.  
  45.  
  46. ~Spellcasting:~
  47.  
  48. 3/3 First Level
  49. 4 Spells known: Divine Favor, Searing Smite, Compelled Duel, Purify Food and Drink, Bane (Oath), Hunter’s Mark (Oath)
  50. Spell Save: 13
  51. Spell Attack: 5
  52.  
  53. 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 ld8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by ld8 if the target is undead or a fiend.
  54. Divine Health: Immunity to disease
  55.  
  56. ~Sacred Oath~
  57.  
  58. Fight the Greater Evil. Faced with a choice of fighting my sworn foes or combating a lesser evil, I choose the greater evil.
  59. No Mercy for the Wicked. Ordinary foes might win my merey, but my sworn enemies do no!
  60. By Any Means Necessary. My qualms can't get in the way of exterminating my foes.
  61.  
  62. Oath Spells: Bane, Hunter’s Mark
  63.  
  64. Channel Divinity:
  65. Abjure Enemy. As an action, you present your holy symbol and speak a prayer of denunciation, using your Channel Divinity. Choose one creature within 60 feet of you that you can see. That creature must make a Wisdom saving throw, unless it is immune to being frightened. Fiends and undead have disadvantage on this saving throw. On a failed save, the creature is frightened for I minute or until It takes any damage. While frightened, the creature's speed is 0, and It can't benefit from any bonus to its speed. On a successful save, the creature's speed is halved for I minute or until the creature takes any damage.
  66. Vow of Enmity. As a bonus action, you ean utter a vow of enmity against a creature you can see within 10 feet of you, using your Channel Divinity. You gain advantage on attack rolls against the creature for 1 minute or until it drops to 0 hit points or falls unconscious.
  67.  
  68.  
  69. ~Stats:~
  70.  
  71. Str: 15 (+2)
  72. Dex: 10 (+0)
  73. Con: 14 (+2)
  74. Int: 8 (-1)
  75. Wis: 11 (+1)
  76. Cha: 16 (+3)
  77.  
  78. HP: 22
  79. AC: 10 (unarmored)
  80. GP: 0
  81.  
  82. Inventory: Nothing
  83.  
  84. ~Backstory~
  85.  
  86. “Zenith. They’re coming. Please”.
  87. “I can’t- I don’t want to”.
  88. “You promised, Zenith, you said you would spare me”.
  89. “I-I need more time. There’s no time. There’s never any tim-”.
  90. “I wish I could make this moment last forever”.
  91.  
  92. Zenith Aelius, a young aasimar in Valia, was eager to do good in the City Guard. Training as a teenager to enforce the Kingdom’s strict laws, he did not question the methods or the means. Until he fell in love, that is.
  93. Meeting another aasimar his age, Zenith fell into a deep and complicated love, becoming entangled in the morally dubious activities he himself had been taught to fight and prosecute. And in his confusion, Zenith slipped up and made a mistake. The authorities on its way, and by extension, death, Zenith promised to kill him, to spare him from his greatest fear: The shame of a public execution. And so he did.
  94. Now, Zenith not only sits in prison for treason, but also the murder of the one he loved.
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