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Zerakas

CHARACTER NAME

STRENGTH

14

0
+2

Paladin - 3

Sailor

Tony

CLASS & LEVEL

BACKGROUND

PLAYER NAME

Aasimar

Chaotic Good

900

RACE

ALIGNMENT

EXPERIENCE POINTS

INSPIRATION

16
ARMOR
CLASS

PROFICIENCY BONUS

-1

20

INITIATIVE

SPEED

I work hard so that I can play hard


when the work is done.
My friends know they can rely on me,
no matter what.
PERSONALITY TRAITS

+2
Hit Point Maximum 23

+2 Strength
DEXTERITY

8
-1

+1 Constitution

CURRENT HIT POINTS

-1 Intelligence

+4 Wisdom

+5 Charisma

CONSTITUTION

TEMPORARY HIT POINTS

12
Total

-1 Acrobatics (Dex)
+2

Animal Handling (Wis)
-1

Arcana (Int)

INTELLIGENCE

8
-1

3
NAME

+4 Insight (Wis)
+3 Intimidation (Cha)
-1 Investigation (Int)
+2 Medicine (Wis)

15
+2

FAILURES

CHARISMA

17
+3

+4

2d6+2 Bludgeon

Longbow

+1

1d8-1 Piercing

Quarterstaff

+4

1d6+2 Bludgeon

+4 Perception (Wis)
+5 Persuasion (Cha)
-1 Religion (Int)
-1 Sleight of Hand (Dex)
-1 Stealth (Dex)

Ship's Passage - When you need to, you can


secure free passage on a sailing ship for
yourself and your adventuring companions.
Darkvision (60 ft)
Celestial Resistance - You have resistance to
necrotic damage and radiant damage.
Divine Sense - Detect celestial, fiend and
undead in 60 feet. 1+cha bonus uses (p. 84)
Lay On Hands - Paladin lvl * 5 health healing
pool. Expend 5 to cure disease or poison. (p.
84)
Great Weapon Fighting - 1 or 2 dmg roll on
2H weapon, reroll and use new roll
Divine Smite - Expend one spell slot for
radiant damage on hit, 2d8 for lvl 1 spell +
1d8 per spell level, max 5d8
Divine Health - Immune to disease

+2 Survival (Wis)
SKILLS

14

FLAWS

ATK BONUS DAMAGE/TYPE

Maul

+3 Performance (Cha)

Once someone questions my courage, I


never back down no matter how
dangerous the situation.

DEATH SAVES

-1 Nature (Int)

BONDS

+4 Athletics (Str)
-1 History (Int)

WISDOM

SUCCESSES

HIT DICE

+3 Deception (Cha)

IDEALS

Ruthless pirates murdered my captain


and crewmates, plundered our ship, and
left me to die. Vengeance will be mine.

SAVING THROWS

+1

The sea is freedom -- the freedom to


go anywhere and do anything.

23

-1 Dexterity

ATTACKS & SPELLCASTING

PASSIVE WISDOM (PERCEPTION)


CP

Celestial
Common

SP

EP

GP

322

-Explorer's Pack
-Chain Mail
-Belaying Pin
-50 ft Silk Rope
-Common Clothes
-Gnome-crafted
Music Box

PP

OTHER PROFICIENCIES & LANGUAGES

EQUIPMENT
TM & 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.

FEATURES & TRAITS

Zerakas
CHARACTER NAME

31

5'8"

143

AGE

HEIGHT

WEIGHT

Silver

Pale White

Platinum Blonde

EYES

SKIN

HAIR

Zerakas is an aasimar of middling height,


slender beneath the heavy armor that he
wears. He wears his hair pulled back in a
loose ponytail, though the sides sweep
down over his forehead and the sides of his
head. His hair is a shimmering blonde,
nearly white. There's a very faint, shallow
scar that traces a jagged line from the top
right of his forehead, across the bridge of his
nose and down his left cheek. His eyes are
a bright silver, and he wears a thick beard of
the same white-blonde as his hair to cover
most of his chin and cheeks. His beard is
well-trimmed, groomed, and tied off in little
braids with golden rings holding them.
Beneath his armor he wears plain clothes, a
stained-white tunic laced up in the front. The
neck is loose enough that the beginnings of
some very different scars can be seen at the
top of his chest. If he were shirtless, half of
his chest is laced with what is very clearly a
brand, a large anchor with angel wings on it.

CHARACTER APPEARANCE

NAME

SYMBOL

ALLIES & ORGANIZATIONS

Channel Divinity (p.88):


Abjure Enemy: Action; creature within 60 feet; wisdom saving throw or feared
for 1 minute (unless immune). Fiends/undead disadvantage, speed 0 while
feared, breaks on damage. On successful save, speed halved.
Vow of Enmity: Bonus action; creature within 10 feet; advantage on attack rolls
against creature for 1 minute or until dead.
TENETS:
Fight the Greater Evil: Faced with a choice of fighting my sworn foes or
combating a lesser evil, I choose the greater evil.
No Mercy for the Wicked: Ordinary foes might win my mercy, but my sworn
enemies do not.
By Any Means Necessary: My qualms can't get in the way of exterminating my
foes.
Restitution: If my foes wreak ruin on the world, it is because I failed to stop
them. I must help those harmed by their misdeeds.
ADDITIONAL FEATURES & TRAITS

CHARACTER BACKSTORY

TREASURE
TM & 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.

SPELLCASTING
ABILITY

SPELLCASTING
CLASS

CANTRIPS

SPELL SAVE DC

Light - Touch, 1 hr; Make one object emit

light - 20 yd full, 20 more dim

SPELL
LEVEL

1
PR

ED

EPAR

SLOTS TOTAL

SLOTS EXPENDED

7
SPELL NAME

SPELLS KNOWN

5
9

TM & 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.

SPELL ATTACK
BONUS

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