Resumen
Lugar de Origen: ???
Edad: 25
Raza: Aasimar
Clase: Paladin
Background: Soldier
Alineamiento: Lawful Good
Características Físicas
Estatura: 6"2
Peso: 180
Piel (Color): White
Ojos (Color): Green
Pelo (Color): Blonde
Ophiriel (Paladin nivel 5)
Ophiriel no tiene backstory.
Personalidad
Rasgos: I'm always polite and respectful. I can stare down a hell hound without flinching.
Ideales: Responsibility. I do what I must and obey just authority (Lawful).
Lazos: I fight for those who cannot fight for themselves.
Fallas: I'd rather eat my armor than admit when I'm wrong.
Aliados y Organizaciones
Ophiriel forma parte de Los Paladines de Dol Arrah.
Ophiriel trabaja bajo el dios Dol Arrah con sus compañeros paladines para destruir el mal y traer el bien.
Aasimar
Aasimar are placed in the world to serve as guardians of law and good. Their patrons expect them to strike at evil, lead by example, and further the cause of justice. Aasimar bear within their souls the light of the heavens. They are descended from humans with a touch of the power of Mount Celestia, the divine realm of many lawful good deities. Aasimar are born to serve as champions of the gods, their births hailed as blessed events. They are a people of otherworldly visages, with luminous features that reveal their celestial heritage. An aasimar, except for one who has turned to evil, has a link to an angelic being. That being – usually a deva – provides guidance to the aasimar, though this connection functions only in dreams. As such, the guidance is not a direct command or a simple spoken word. Instead, the aasimar receives visions, prophecies, and feelings.
Features
Alignment: Lawful Neutral
Speed: 30
Languages: Common, Celestial
Ability Score Improvements: +2 Charisma
Traits
Race Traits
Paladin
A holy warrior bound to a sacred oath.
Hit Points
Hit Die: d10
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per Paladin level after 1st
Abilities
Primary Abilities: Strength, Charisma
Saving Throw Proficiencies: Wisdom, Charisma
Spell Save DC = 8 + your proficiency bonus + your Charisma modifier
Spell Attack Modifier = your proficiency bonus + your Charisma modifier
Proficiencies
Skills: Choose 2 skills from Athletics, Insight, Intimidation, Medicine, Persuasion, Religion
Armor and Weapon Proficiencies: All armor, shields, simple and martial weapons.
Tool Proficiencies: none