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RpgNott's Experiment - Lerisel


RpgNott

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Black Lerisel
“You can’t win if you’re busy shining your boots all the time.”
View Character Sheet

 

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Race: Aasimar (Fallen) | Sex: F
Age: 20 (99) | Height: 5’6” | Weight: 145lb
Alignment: CN | Background: Astral Drifter
Class: Paladin (4) | Subclass: Oathbreaker

Personality
" Powers give me patience! Because if you give me strength I'll choke the life out of these fu**ers!"
 
If you do me an injury, I will crush you, ruin your name, and salt your fields. Have a nice day.
Ideals"Facing the truth exposes the lies"
 
Sincerity. There's no good pretending to be something I'm not.
Bonds"Some debts you can never repay"
 
I owe my life to the Astral power that protected me in the Astral. One day, I may be able to return the favour
Flaws"I am soaked in blood and death"
 
I harbour dark bloodthirsty thoughts that my isolation failed to quell.

 

Proficency Bonus +2 | checked-shield.svg AC: 19 | health-normal.svg Max HP: 36 | walking-boot.svg Speed: 30ft | awareness.svg PP: 11 | sprint.svg Init: +1 |
 

 

strong.svg
STRENGTH
body-balance.svg
DEXTERITY
caduceus.svg
CONSTITUTION
read.svg
INTELLIGENCE
meditation.svg
WISDOM
aura.svg
CHARISMA
18
(+4)
12
(+1)
16
(+3)
11
(+0)
12
(+1)
18
(+4)
+ 4 STR Save +1 DEX Save + 3 CON Save +0 INT Save +3 WIS Save +6 CHA Save
+6 Athletics
 
+1 Acrobatics
+1 Sleight
+1 Stealth
 

 
+0 Arcana
+0 History
+0 Investigation
+0 Nature
+2 Religion
 
+1 A. Handeling
+3 Insight
+1 Medicine
+1 Perception
+1 Survival
 
+3 Deception
+3 Intimidation
+3 Performace
+6 Persuasion



Actions
--------------------

Abilities

Racial features – Fallen Aasimar
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.

Celestial Resistance You have resistance to necrotic damage and radiant damage.

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.

Light Bearer You know the Light cantrip at will. Charisma is your spellcasting ability for it

Necrotic Shroud Starting at 3rd level, 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 (DC 8 + your proficiency bonus + your Charisma modifier) 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.

Class - Oathbreaker Paladin
Divine Sense The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. 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 a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses.

Lay on Hands Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your paladin level × 5.
As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool.
Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one.
This feature has no effect on undead and constructs.

Fighting Style : Dueling When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Divine Spellcasting
Preparing and Casting Spells

The Paladin table shows how many spell slots you have to cast your paladin spells. To cast one of your paladin spells of 1st level or higher, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.

You prepare the list of paladin spells that are available for you to cast, choosing from the paladin spell list. When you do so, choose a number of paladin spells equal to your Charisma modifier + half your paladin level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.

You can change your list of prepared spells when you finish a long rest. Preparing a new list of paladin spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability

Charisma is your spellcasting ability for your paladin spells, since their power derives from the strength of your convictions. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a paladin spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Charisma modifier
Spell attack modifier = your proficiency bonus + your Charisma modifier
Spellcasting Focus : You can use a holy symbol (see the Adventuring Gear section) as a spellcasting focus for your paladin spells.

Divine Smite
Starting at 2nd level, when you hit a creature with a melee weapon attack, you can expend one 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 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend, to a maximum of 6d8.

Divine Health By 3rd level, the divine magic flowing through you makes you immune to disease.


Control Undead As an action, you target one undead creature you can see within 30 feet of you. The target must make a Wisdom saving throw. On a failed save, the target must obey your commands for the next 24 hours, or until you use this Channel Divinity option again. An undead whose challenge rating is equal to or greater than your paladin level is immune to this effect.

Dreadful Aspect As an action, you channel the darkest emotions and focus them into a burst of magical menace. Each creature of your choice within 30 feet of you must make a Wisdom saving throw if it can see you. On a failed save, the target is frightened of you for 1 minute. If a creature frightened by this effect ends its turn more than 30 feet away from you, it can attempt another Wisdom saving throw to end the effect on it.

Weapons

Longword. Melee Weapon Attack: +6 to hit, Versatile, one target.
Hit: 1d6+6 Slashing damage.

Morningstar Melee Weapon Attack: +6 to hit, one target.
Hit: 1d8+6 Piercing damage.

Javelin Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20 ft./60 ft., one target.
Hit: 1d6+6 slashing damage.

Unarmed Strike. Melee Weapon Attack: +6to hit, one creature.
Hit: 5 bludgeoning damage.



Equipment Javelin x5, Morningstar, Longsword, Shield,Chainmail, backpack, bedroll, holy symbol, rations, rope hemp 50ft, tinderbox, torch x 2, mess kit, waterskin, a set of traveler’s clothes + a clean spare, a diary*, an ink pen (+1 spare), a bottle of ink (+1 spare), fishing tackle, healer's kit, parchment x 3, candle x 5, paper x 10, steel mirror, whetstone, Pouch, soap scented, soap unscented

*The diary is prefaced with her story on how she was exiled and filled with pictures and notes of strange creatures (Aberrations) and how to kill them. The diary is PACKED with such info, as if the writer had passed his whole life filling it only to run out of space and come back later to use the unused spaces in the pages. Some of the pictures are crude others less so.


Posting Template

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image.jpeg.a441372aa96852c2d7fadc7bfcdaa9f2.jpeg Black Lerisel Fallen Aasimar Oathbreaker Paladin (4) - >>CHARACTER SHEET<<| FeaturesSaves Str (+4) Dex (+1) Con (+2) Int (+0) Wis (+3) Cha (+5)

Racial features – Fallen Aasimar
Darkvision
Celestial Resistance
Healing Hands
Light Bearer
Necrotic Shroud

Class - Oathbreaker Paladin
Divine Sense
Lay on Hands
Fighting Style : Dueling
Divine Spellcasting
Divine Smite
Divine Health
Channel Divinity-Control Undead
Channel Divinity-Dreadful Aspect
Languages: Common, Celestial, Abyssal, Primordial
|
 
Condition: Normal checked-shield.svgAC: 19| health-normal.svg HP: 36/36 | sprint.svg Initiative: +1 | walking-boot.svg Speed: 30ft | awareness.svg PP: 11
 
These are my actions.
"These are my words."
These are my thoughts.

 

Edited by RpgNott (see edit history)
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Physical Description



Standing at 5’10” and 144 pds she would make a more striking figure if she highlighted her assets. Her black hair is lustrous and shiny, almost to the point of being enameled metal but it is frizzy and cut short (usually not pass shoulder length and cut with a knife instead of scissors). Her eyes are like Moonstones (greyish) and her skin has a silvery tone with a light blue tinge.

She is a bit stocky and quite muscled for her built, a fact that many only notices in combat as she tends to wear armour that covers this.

She tends to ‘dress’ her armour up with tabard and such (a habit from her old Order) but is quite less fussy about it all. Her gear is always kept in good repair but less flashy and pristine than she was used to. The armour is well oiled but there are nicks here and there. The tabard is a bit threadbare and a dull dusty blue.
 

Personality



Oh Boy. How best to describe something so complex as her personality? Oh yeah, I’ve got it!

She’s an a**hole!

Not really something you expect to hear about one usually considered Paragons of Virtues. To be fair she is not really like that, she’s simply doing a lot of stuff that makes her look like it! That and some idiosyncrasies make her appear less approachable.

First, she’s kind of a drag. When people her age are having fun she coldly standing there scowling at the noise. She’s been accused more then a few times of acting like an old grandma. And maybe she his because she does act way too mature for her age. She hates pomp, parades and ceremonies.

Second, she’s got an opinion of everything. And she is not afraid to share it. Mostly it’s all about what you are doing wrong and how much of an idiot you look doing it.

Third, she’s honest and won't sugar-coat anything. As in not say it diplomatically or in a way that won’t hurt your feelings. It’s her truth, in your face

Despite all that, for some reason no matter how direct or crass she is, no one seems to take offense at that face. She makes you feel like your old grandma is cussing you for swiping her candies.
 

Backstory



The Astral Sea. It bears many names thru all the Great Worlds but it’s most accurate is still The Prison of Many Tombs. Here, even time is not free and things that perished long ago have yet to die. It is not a place where one wants to be exiled. My crime? I questioned.

I had a name once. But it was lost when my questions became too hard to ignore. Why were we losing? Why did we bask in splendor when others suffered? Were shiny boots and rules so important when the enemy used these flaws against us? The answer was always the same: we follow the Code. As if it was a Power to worship. Sometimes a set of rules can send even an Innocent to the gallows.

Like it did to me when people started to listen. When I became too ‘problematical’ they sent me on a mission here. And the most insane part of it all? I accepted. Because I followed the Code.

I was tasked with a job. I did not realize it was a suicide mission. My teammates died. I almost did but decided it was wiser to do the same. And so, I took on a new name. In my world the the Black Lerisel has a meaning. It is a flower that is presented to liars and those that deceive. That is what I am now, the reminder that your honeyed words are lies.

What happened and how I survived is something I have sworn will keep to myself. I will only say that it is a mistake to think the Astral Sea is lifeless. There are things surviving there that are best left alone. It took a miracle to make it to this sphere.

Of course I ended up in the middle of a conflict between fleeing refugees and orcs. Those of us that survived the journey made our way here. I learned later that the reason we lost so many people to monsters was because it was a Holy Day for the local population. Which meant of course that kissing yer local God’s ar** was more important than paying attention to the lives of a few people.

You know what felt even better then reaching this place safely? The look Head Priest of the local Order had when I spat in his face and told him where he could shove that Oath and that Code! I make the rules of my life and follow my own Code now.

Edited by RpgNott (see edit history)
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  • 2 weeks later...
image.jpeg.a441372aa96852c2d7fadc7bfcdaa9f2.jpeg Black Lerisel Fallen Aasimar Oathbreaker Paladin (4) - >>CHARACTER SHEET<<| Features|
 
Condition: Normal checked-shield.svgAC: 19| health-normal.svg HP: 36/36 | sprint.svg Initiative: +1 | walking-boot.svg Speed: 30ft | awareness.svg PP: 11
 
These are my actions.
"These are my words."
These are my thoughts.

 

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