Xerx'ses Dawnhorn

Description:

Xerx'ses Dwanhorn

Full Name:
Xerx’ses Dawnhorn
Alignment: Neutral Good Gender: Male Player Name: AZ_RUNE
Race: Minotaur Background: Outlander / Tribal Nomad Height: 8ft. 6in. Weight: 630 lbs.

Class(es): Paladin Level: 1st Archtype: Oath of the Ancients

ATTRIBUTES & SAVING THROWS

PROF. BONUS+ 2 INSPIRATION________ SAVING THROW
ATTRIBUTEBase
Roll
Racial
Mod.
Level
Bonus
Total
Score
Att.
Mod.
ATTRIBUTEAtt.
Mod.
STR18+ 2N/A20+ 5Strength+ 5
DEX8+ 0N/A8- 1Dexterity- 1
CON15+ 1N/A16+ 3Constitution+ 3
INT12+ 0N/A12+ 1Intelligence+ 1
WIS11+ 0N/A11+ 0Wisdom+ 0
CHA15+ 0N/A15+ 2Charisma+ 2
PASSIVE WISDOM
(Perception)
11

BACKGROUND TRAITS

Personality Traits: I judge people by their actions, not their words.
Ideals: Destiny – Nothing and no one can steer me away from my higher calling.
Bonds: My family, clan, or tribe is the most important thing in my life, even when they are far from me.
Flaws: There’s no room for caution in a life lived to the fullest.

WEAPONS & MAGIC

Great Scimitar: [2d6 – Slashing] [6lb.] [Heavy, Two-Handed] [Engraved with multiplle sun symbols.]
Short Sword: [1d6 – Piercing] [2lb.] [Finesse, Light] [ Normal. ]
Dagger: [1d4 – Piercing] [1lb.] [Finesse, Light, Thrown (Range: 20/60)] [ Normal. ]

COMBAT STATS

Armor Class:
16 – Chainmail
Initiative: ________ Speed: ________
Hit Points Max: 13 Hit Points Current: ________ Hit Points Temp: ________

DEATH SAVES

Success: [________] [________] [________]
Failures: [________] [________] [________]

LANGUAGES / PROFICIENCIES / FEATURES

Languages: Common

Proficiency – Armor: All armor, shields
Proficiency – Weapons: Simple weapons, martial weapons
Proficiency – Saving Throw: Wisdom, Charisma
Proficiency – Skill: Insight
Proficiency – Skill: Religion
Proficiency – Skill: Athletics
Proficiency – Skill: Survival
Proficiency – Tool: Instrument: Flute

Hit Dice: 1d10
Class Features: Divine Sense The presence o f 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 o f any celestial, fiend, or undead within 60 feet o f you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being w hose 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.
Class Features: 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 x 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.
Background Origin: Tribal Nomad
Background Features: Wanderer You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.

SKILLS

PROF.TOTAL
BONUS
SKILL
NAME
ATTR.
[_______][- 1]AcrobacticsDex
[_______]0Animal HandlingWis
[_______][+ 1]ArcanaInt
[⊠][+ 7]AthleticsStr
[_______][+ 2]DeceptionCha
[_______][+ 1]HistoryInt
[⊠][+ 2]InsightWis
[_______][+ 2]IntimidationCha
[_______][+ 1]InvestigationInt
[_______]0MedicineWis
[_______][+ 1]NatureInt
[_______]0PerceptionWis
[_______][+ 2]PerformanceCha
[_______][+ 2]PersuasionCha
[⊠][+ 3]ReligionInt
[_______][- 1]Sleight of HandDex
[_______][- 1]StealthDex
[⊠][+ 2]SurvivalWis

MONEY / CURRENCY / GEMS

Copper:
________
Silver:
________
Electrum:
________
Gold:
160
Platinum:
________
Gems Quantity: __________________________________________________
Gem Value Total in GP: __________________________________________________
Other Valuables: __________________________________________________
Other Valuables Total in GP: __________________________________________________

EQUIPMENT

Item: Staff Well worn oak with scrimshaw carvings of his tribe.
Item: Trap Used for trapping large creature up to a bull’s size.
Item: Trophy Hide cloak of various pelts from hunting kills.
Item: Set of Clothing Traveler’s set of clothing.
Item: Belt Pouch Holds 10 gold.
Item: Chainmail Sized for a minotaur or something eight feet or a bit larger.
Item: Holy Symbol An angel holding a sun for Lathander.
Item: Explorer’s Pack Includes a backpack, a bedroll, a mess kit, a tinderbox, 10 torches, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it.
Martial Weapon: Great Scimitar 2d6 slashing / 6 lb. / Heavy, two-handed.
This large scimitar is all that is left from before his parent migrated to the plains from their desert homeland. It is adorned with symbols of the sun engraved upon blade and hilt.
Martial Weapon: Shortsword 1d6 piercing / 2 lb. / Finesse, light
Simple Weapon: Dagger 1d4 piercing / 1 lb. / Finesse, light, thrown (range 20/60)
Item: _________ ___________________________________________________
Item: _________ ___________________________________________________
Item: _________ ___________________________________________________
Bio:

Xerx’ses was born in a rural plains community spotted with some forests. His father came from desert lands when his grandfather retired from being a paladin for a far off sultan. His mother was the tribe’s hide merchant and known to wander far for trades. He’s known mostly druids, rangers, fighters, and barbarians growing up and worshipping the tibral totem of the Spirit of the Bull. The wandering human tribe’s religous cares were watched over by the druids. When he became 10 a new druid took over when the previous one fell ill unexpectedly, and died of his illness. The new druid, Vaelor, took over when the herd seemed to be dying off. Without her husband the old druid’s wife volunteered to be a sacrifice to appease the great Bull spirit. It was a solemn event but when the bull’s began to get better many wondered if the old druid had been careless and caused the illness inadvertently. The new druid said on the anniversary there would be another sacrifice to appease the Great Bull. This went on for five very prosperous years for the tribe!

The volunteer, because it had to match the original sacrifice was treat as a chieftain and given anything they wished for since it was their last year alive. Food, partners, anything they wanted. When Xerx’ses had become 15 and a decent warrior he among twenty options consider available to accept for the volunteer sacrifice. Xerx’ses father had always gone on about doing the greatess good for the community was the highest calling, however, he never approved of the sacrifices. In quiet he said his grandfather would have been shocked. Xerx’ses mother was not due back till next year and even she had her reservations about the symptons of the old druid’s illness. She said she had seen things in her travels that made her question the new druid’s radical motives. Even with all that shared Xerx’ses volunteered with the best of intentions and was welcomed among the upper echelons of the tribe.

During this year he saw a secret rite and realized that the new head druid was actually a follower of Baphomet the Demon Bull! His mother had shared religous scrolls and books when she came back to give him some knowledge of the world. The last three months he was careful about what he excepted as gifts worried that if the old druid had been poisoned or mind controled he might be next. So he followed every piece of advice and appeared compliant to every request made. He even made up a fight with his father to make it appear as though he would have no support. When he was brought forth on the day of the offering he took the knife and proclaimed he would cut out his own heart! Some of the crowd cheered his bravery while his father looked away. Then he slammed the dagger into the druid’s chest and cried out that this druid worshipped the Demon Bull – Baphomet!

The ritual had been ruined and with his dying breath the druid spoke and abyssal curse upon the tribe to remind them of their compliance as the children of Baphomet! Within minutes everyone in the ritual area became minotaurs! Through the old druid turned fiendish warlock Baphomet turned the tables on the tribe! Now over 300 new minotaurs were on the plains. Many among the tribe whom had taken eager participation had reveled in the power of their new forms and become truly evil. The rest that still wished to live with nature and the land were cowered by them.

Xerx’ses prayed and wandered for 5 years to find forgiveness knowing he had participated in the sacrifices along with the rest of the tribe. Lathander, God of Morning, allows him the chance to become a paladin and he goes back to the tribe with his trainer. They manage to break it in two taking 100 people with him. They are in hiding now while he tries to find a home for “monsters” that seek redemption. He also seeks renown through adventuring to show people a “person” can make a mistake and gain redemption!

Xerx'ses Dawnhorn

MY PC'S AZ_RUNE AZ_RUNE