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Seyeth, Aasimar Adept


Bulldog

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Posted (edited)

Seyeth1.png.2a7b35f9162c2f88142be7dc9bb2a602.png

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SEYETH

Aasimar Adept 1


Age 26 Height 6 feet 2 inches
Weight 215 pounds

Size Medium

Culture Lone Wanderer Background: Scrapper

 

VITALS
HIT POINTS
10
HIT DICE
1 (1d8+2)
ARMOR CLASS
17
(Agile Defense)
SPEED
30 ft.

 
MANEUVER DC
12
PERCEPTION
10 (passive)
IMMUNITIES
None
INSIGHT
10 (Passive)
RESISTANCES
Radiant
VULNERABLE
None

 

SKILLS & SAVES

image.png.a8ac8d0a532261610f4c998a925c8344.png STRENGTH 10 (0) Athletics* +2

STR Save* +2


image.png.a8ac8d0a532261610f4c998a925c8344.png DEXTERITY 18 (+4) Acrobatics* +6, Sleight of Hand +4, Stealth* +6

Dexterity Save* +6


image.png.a8ac8d0a532261610f4c998a925c8344.png CONSTITUTION 14 (+2)

Constitution Save +2


image.png.a8ac8d0a532261610f4c998a925c8344.png INTELLIGENCE 12 (+1) Arcana +1, Engineering +1, History* +3, Investigation +1, Nature +1, Religion +1

Intelligence Save +1


image.png.a8ac8d0a532261610f4c998a925c8344.png WISDOM 16 (+3) Animal Handling +3, Culture* +5, Insight* +5, Medicine +3, Perception* +5, Survival* +5

Wisdom Save +1


image.png.a8ac8d0a532261610f4c998a925c8344.png CHARISMA 11 (+0) Deception +0, Intimidation +0, Performance +0, Persuasion +0

Charisma Save +0


* Denotes Proficiency
(denotes expertise)

 

PROFICIENCIES & LANGUAGES

Armor None
Weapons Simple weapons, punching daggers, shortswords, throwing daggers
Tools
Thieves’ tools
Senses Darkvision 60 ft.


Languages Common, Celestial, Dwarvish, Elvish

 

CLASS & ARCHTYPE: Ghostly Soul

"Adepts are living weapons and athletes that have trained their bodies and honed their minds to perfection. This process endows them with considerable mental power and an unusual understanding of the self."

 

Agile Defense (Adept Lvl 1). While you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.

Martial Arts (Adept Lvl 1). At 1st level, your trail to perfection gives you mastery of combat styles that use unarmed strikes and adept weapons, which are quarterstaffs, punching daggers, shortswords, and any simple melee weapons that don’t have the two-handed or heavy property. 

You gain the following benefits while you are unarmed or wielding only adept weapons and you aren’t wielding a shield:

- You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and adept weapons.
- You can roll a d4 in place of the normal damage of your unarmed strike or adept weapon. This die changes as you gain adept levels, as shown in the Martial Arts column of the Adept table.
- When you use the Attack action with an unarmed strike or an adept weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven’t already taken a bonus action this turn.

www.levelup5e.com 

 

EQUIPMENT

backpack, a crowbar, a hammer, 10 pitons, 10 torches, a tinderbox, 10 Supply, a waterskin, a Masterwork Quarterstaff, and 50 feet of hempen rope

Maximum Supply: 10
Maximum Bulk: 1

 

BACKGROUND: SCRAPPER

Connection. Marsica Newgot, an older female halfling street urchin whom he would often provide protection to free of charge in exchange for someone to talk to.

Memento. The letter he received from Marsica Newgot thanking him for fighting off a group of toughs trying to extort her.

Draw a Crowd.  When Seyeth is fighting in a public area, he draws a crowd excited by the combat. If he wins the fight, he can earn enough to support himself for the next week: the bigger the settlement, the higher his standard of living, up to a moderate lifestyle in a city.

Additionally, if he's fought in a settlement before, he gains an expertise die on Intimidation or Persuasion checks against locals from that settlement.

 

DESTINY: REVENGE

Seyeth seeks revenge on the marauders who attacked his village and killed the only friend he had ever made. The memory of being too weak to help as he watched others get slaughtered haunts him, he hopes getting his vengeance can take them away.

SOURCE OF INSPIRATION

Served Cold. Seyeth gains inspiration whenever he outwits a foe without the use of Deception or Persuasion checks.

FULLFILLMENT FEATURE

image.png.fcf31a364bc94b86835dcbc82eff559d.pngRetaliatory Reputation. While Seyeth is not incapacitated, he can use a bonus action to direct a threatening stare at any hostile creature within 20 feet of him. The creature must make a Wisdom saving throw with a DC equal to his passive Intimidation score. On a failure, the creature is frightened until the end of its next turn. A creature that succeeds on its saving throw is immune to his Retaliatory Reputation for the next 24 hours.

INSPIRATION FEATURE

image.png.764ea8e968045aafe287a5a866d19e7f.png Cloak and Dagger. As a reaction, Seyeth may spend his inspiration and undo any consequences of a failed check whenever he or an ally he can see fails a Sleight of Hand or Stealth check.

 

WEALTH

COIN POUCH

Copper: 0 | Silver: 0 | Electrum: 0 | Gold: 18 | Platinum: 0


BANKED COIN

Copper: 0 | Silver: 0 | Electrum: 0 | Gold: 0 | Platinum: 0


ITEMS OF VALUE (Gems, Art, Jewelry, etc.)

1.
2.
3.

 

MAGIC ITEMS

ATTUNED ITEMS (Maximum of 3)


1.
2.
3.

NON-ATTUNED ITEMS


1.
2.
3.

CONSUMABLES


1.
2.
3.

 

COMBAT

image.png.62206a923a5c1eea3023189185b4fafd.png Action image.png.fcf31a364bc94b86835dcbc82eff559d.png Bonus Action image.png.764ea8e968045aafe287a5a866d19e7f.png Reaction

ATTACKS

image.png.62206a923a5c1eea3023189185b4fafd.png Masterwork Quarterstaff +6 to hit; reach 5 ft; one target; 6 (1d6+4) bludgeoning damage.

Parrying.  When Seyeth is wielding this weapon and is not using a shield, once before his next turn he can gain an expertise die to his AC against a single melee attack made against him by a creature he can see. He cannot use this property while incapacitated , paralyzed , rattled , restrained , or stunned .

Two-Handed. Seyeth must use two hands to wield this weapon.


image.png.fcf31a364bc94b86835dcbc82eff559d.png Unarmed Strike (offhand) +6 to hit; range 5 ft; one target; 5 (1d4+4) bludgeoning damage.

 

SPELLCASTING

Caster Level 0 | Spell Casting Ability Charisma | Spell Save DC 0 | Spell Attack +0


 


CANTRIPS (Click the spell for more information)

image.png.62206a923a5c1eea3023189185b4fafd.png GuidanceCasting Time: 1 Action
Range: Touch
Target: One willing creature
Components: V, S
Duration: Concentration ( 1 minute )

The target may gain an expertise die to one ability check of its choice, ending the spell. The expertise die can be rolled before or after the ability check is made.
(V, S).

 

Combat Maneuvers

None.

 

FEATS & FEATURES

Celestial Legacy. Seyeth knows the guidance cantrip. In addition, he can use an action to touch a willing creature and restore a number of hit points equal to his level. Once he uses this trait, he must finish a long rest before doing so again.

Divine Protection. Seyeth has resistance to radiant damage.

Immortal Blessing. Seyeth's connection with the source of his bloodline allows him to cheat death. When he would ordinarily be reduced to zero hit points, he is instead reduced to one hit point. He cannot use this feature again until he has finished a long rest.

 

APPEARANCE

Seyeth exhibits a luminous, golden skin that seems to faintly radiate light, especially under direct sunlight. His eyes are a deep, dark purple, almost appearing black in low light, giving him a penetrating and intense gaze. His physique is lean yet muscular, a testament to years of rigorous training and the hardships of the road.

What was once a robe is missing its top half, leaving his bare chest exposed. His burgundy pants are belted at the waist with a rough-spun rope, and his feet are clad in worn leather boots, suited for long journeys. Around Seyeth's neck flows an intricately knitted orange scarf, a symbol of friendship he received from an urchin he used to know. In his callous hands, he carries an exuberant staff, which doubles as both a walking aid and a formidable weapon, it and the scarf are the most well-kept items in his possession.

His face is marked with the subtle lines of time and experience, bearing an expression of gruffness. He is quick with his words and even quicker in his movements.

 

BACKSTORY

Born to a small, secluded village in the Southmorland known for its superstitious and close-knit community, and raised in an orphanage after the loss of his parents. Seyeth's celestial appearance marked him from birth. His golden skin and dark purple eyes, while a sign of his divine heritage, only served to alienate him from his human peers. Viewed with a mix of awe and fear, young Seyeth quickly learned the harsh realities of being different. As bullying became a part of his daily life, he turned to his innate strength and agility, developing skills in street fighting as a means of self-defense.

Seyeth’s prowess in physical combat did not go unnoticed for long. By his early teens, he was drawn into the gritty world of pit fights and underground fighting rings. These brutal arenas served as both a proving ground and a harsh school, where Seyeth honed his skills against a backdrop of cheers and jeers, learning to enhance his mental focus, mastering his emotions, and tapping into the supernatural abilities that his celestial lineage afforded him.

It was in these tumultuous years that Seyeth’s path crossed with Marsica Newgot, a halfling street urchin with a sharp tongue and a shrewd mind. Marsica, often a target for local ruffians and criminals due to her size and old age, found a protector in Seyeth. In return, she offered him companionship and a listener to his deeper thoughts and dreams—a rare gift for the lonely Aasimar. Their friendship deepened over the years, providing Seyeth with a semblance of family. They would often exchange letters

The peaceful interlude of their friendship ended abruptly when their town was raided by marauders. In the chaos, Marsica was slain—her death a devastating blow to Seyeth. The attack left the town in ruins and Seyeth without a home or purpose, save for vengeance and a deep-seated sorrow.

With nothing but memories of Marsica and a desire to escape his past, Seyeth took to the road. His reputation as a formidable fighter preceded him, and he found no shortage of demand for his skills in staged fights across various towns. This nomadic life, while providing him with the means to survive, also served as a meditative journey, allowing Seyeth to explore the depths of his abilities and philosophy as an adept.

Seyeth would still be visited by nightmares though. Haunted by the brutal loss of Marsica, he became fixated on tracking down the leader of the marauders—a man distinguished by a gruesome scar that slashes across his entire face. This scar, a vivid and brutal swath from brow to jaw, serves as a burning image in Seyeth's mind, a symbol of the cruelty and chaos that took Marsica from him. And the only identifier Seyeth remembers from the fateful night.

In each new town, Seyeth's first stop is often the local taverns and fighting pits where mercenaries and rogues gather. Using his reputation as a formidable fighter and a man of few words, he earns the trust of locals and fellow travelers, subtly probing for any news or rumors about the scarred man. His inquiries are careful, and calculated to avoid drawing too much attention to his personal vendetta.

His travels have now brought him to Hengistbury, and the infamous Bleeding Heart Tavern, a popular spot for mercenaries and adventurers. Here, Seyeth seeks not only to make a living but perhaps to find any new clues of the scarred man's whereabouts or identity, as he continues to wrestle with his inner demons and the loneliness that has dogged his steps since Marsica's death.

Edited by Bulldog (see edit history)
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Posted (edited)
 
SEYETH

Aasimar Adept 1token_1(1).png.e2d762e280026ca9b7236782f9f8fdf0.png
image.png.30b924e658ca3da1577a1e996d5a58f6.png


AC: 17 | HP: 10/10 | Maneuver DC: 14 | Passive Perception/Insight: 15/15
Celestial Legacy: 1/1 |  DM Inspiration: 1/1


 

"Speech should always be in quotes and in bold." Thoughts should be in italics

Mechanics

Main Hand: Empty
Off Hand: Empty


Action: Your action goes here.
Bonus Action: Your bonus action goes here.
Move: Your movement goes here.
Manipulate: Your one free object interaction goes here.

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Edited by Bulldog (see edit history)
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Thanks for the application, I have marked Seyeth as completed.

One thing of note is, be careful how you throw around the words divinity and celestial in this particular setting.

While there are no direct gods per say, what most refer to as angels, or demons are all the same race of beings known as the Valya (of course most would not know that). Some say angels and demons live amongst men and your heritage may bring this blessing/fear to life in some NPC's, especially those claiming worship of certain Valya.

Most people believe that "heaven" is across the ocean, and "hell" is deep in the earth and have a very superstitious nature about them when it comes to those things. While true "gifts" like spellcasting clerics and priest are very rare. Most are nothing more than fanatics to a being that doesn't care or are con men and charlatans.

Seyeth would be of Valya blood, at least somewhere in his recent past lineage a Valya mated with a distant relative. That bloodline has manifested in Seyeth for whatever reason.

Good luck on final selection.

 

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Thank you!

That is really good information to know and definitely makes his upraising make sense in more ways than just "He looked different." I will definitely keep that in mind and probably do some bookkeeping here in this thread to change some of those keywords that make more sense for the setting.

I did some reading of the setting but ill definitely have to dive in to the Lands of Elissar thread!

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