Post by Ossular on May 20, 2019 23:45:55 GMT
Character Name:
Jesse Percival Augustus Carthagnian Henderthane II
Class/Level:
War Cleric of Asmodeus Lv. 1
Race:
(Variant) Human
Gender:
Male
Alignment:
Lawful Neutral
Deity:
Asmodeus
Size:
Medium
Appearance:
Jesse is a fit but untrained individual, resulting in a little bit of a lengthy, average build. Standing just under six feet tall (5'11"; 1.8 m), the cleric keeps his dirt brown hair under a single color worn leather cowboy-style hat with a single black chord around it. The hair itself is shaved on the sides and short on top, and his face is usually covered in some level of scruff. His skin is naturally a darker tan thanks to a Tethyrian heritage. One thing that stands out is his gray-colored eyes, pale and blue. Jesse does carry himself well, usually dressed in thicker clothing and leathers, with a spaghetti-Western styled poncho draped over his shoulders. Everything else about Jesse tends to be on the average side of the spectrum, with his colors leaning toward neutrals and browns and his poncho being the most eye-catching piece of his attire.
Personality:
Most clerics of an evil God usually seek to claim souls, further their churches goals and otherwise terrorize the general populace. Not Jesse. While he is a cleric of Asmodeus, God of Indulgence and Lord of Nessus, Jesse maintains that, sometimes, evil is ultimately necessary, and that just because his god is evil, it doesn't mean that he has to be evil as well. Initially trying to escape his upbringing but eventually accepting the burden of his family lineage, Jesse left his family estate behind in an effort to go adventure around the world and try to put his powers to some kind of good, Heavens-be-thrice-damned.
Jesse prefers to talk instead of fight when the option is available, though not to the point of naivety. He remains confident in the face of insurmountable odds, believing that with a little bit of luck, anything is possible. He'd much rather use his expertise on the profane and unholy to benefit mortals that have unwillingly entered contracts with extra-planar beings of various kinds, and much like everyone, hates demons.
In combat, though, Jesse does fight like a devil- intelligent, tactical hit and run tactics in which Jesse can take out a target and escape from that target's friends long enough to reload and fire are preferred. Jesse is also not against taking out a smaller target first, like an animal companion or a weaker target of the group, escaping, then coming back after the dust has settled from a different direction.
History:
Jesse Percival Augustus Carthagnian Henderthane II was born in 30 Mirtul 1466 to a noble family he quickly grew up to resent and loathe. His family worshiped Asmodeus, and he initially wanted no part of it. He quickly became a courtier in Athkatla to the south of Baldur's Gate, and he met a woman. This woman and Jesse fell in love, even proposing to the woman. But there was an incident, and the woman was killed. Desperately, using all of the resources and favors he had gathered through the courts, he procured enough money to resurrect her. But death had changed her- she claimed that Jesse had initially killed her, and she left the next morning, with Jesse never finding her again.
Heartbroken, distraught and depressed, Jesse finally caved, signing his familial contract, securing his father's place in the Nine Hells, and receiving a hat that had been passed down his father's family for hundreds of years- a worn, leather cowboy hat with a single black chord wrapped around it. Not able to stay in Athkatla anymore, Jesse moved north up the coast, leaving most of his former life behind, but never able to leave behind the thing he wanted to the most. Now, Jesse aides people instead of damning them with his profane gifts.
STRENGTH:
9 (-1)
DEXTERITY:
16 (+3)
CONSTITUTION:
10 (+0)
INTELLIGENCE:
12 (+1)
WISDOM:
15 (+2; +4 saving throw)
CHARISMA:
12 (+1; +3 saving throw)
Race: Variant Human
Background: Courtier
Class: Cleric
Cleric Spells:
Three cantrips.
Two first level spell slots.
Three memorized spells that can be re-chosen on Long Rest.
Preferred Cantrips: Light, Spare the Dying, Thaumaturgy
Preferred Spells: Bless, Divine Favor*, Healing Word, Inflict Wounds, Shield of Faith*
(* denotes domain spells.)
Gear:
Dagger (Traded Warhammer), Light Crossbow (with 20 bolts)
Leather Armor, Shield
Fine Clothes
Explorer's Pack, Holy Symbol (Amulet; Asmodeus)
5 gp
Jesse Percival Augustus Carthagnian Henderthane II
Class/Level:
War Cleric of Asmodeus Lv. 1
Race:
(Variant) Human
Gender:
Male
Alignment:
Lawful Neutral
Deity:
Asmodeus
Size:
Medium
Appearance:
Jesse is a fit but untrained individual, resulting in a little bit of a lengthy, average build. Standing just under six feet tall (5'11"; 1.8 m), the cleric keeps his dirt brown hair under a single color worn leather cowboy-style hat with a single black chord around it. The hair itself is shaved on the sides and short on top, and his face is usually covered in some level of scruff. His skin is naturally a darker tan thanks to a Tethyrian heritage. One thing that stands out is his gray-colored eyes, pale and blue. Jesse does carry himself well, usually dressed in thicker clothing and leathers, with a spaghetti-Western styled poncho draped over his shoulders. Everything else about Jesse tends to be on the average side of the spectrum, with his colors leaning toward neutrals and browns and his poncho being the most eye-catching piece of his attire.
Personality:
Most clerics of an evil God usually seek to claim souls, further their churches goals and otherwise terrorize the general populace. Not Jesse. While he is a cleric of Asmodeus, God of Indulgence and Lord of Nessus, Jesse maintains that, sometimes, evil is ultimately necessary, and that just because his god is evil, it doesn't mean that he has to be evil as well. Initially trying to escape his upbringing but eventually accepting the burden of his family lineage, Jesse left his family estate behind in an effort to go adventure around the world and try to put his powers to some kind of good, Heavens-be-thrice-damned.
Jesse prefers to talk instead of fight when the option is available, though not to the point of naivety. He remains confident in the face of insurmountable odds, believing that with a little bit of luck, anything is possible. He'd much rather use his expertise on the profane and unholy to benefit mortals that have unwillingly entered contracts with extra-planar beings of various kinds, and much like everyone, hates demons.
In combat, though, Jesse does fight like a devil- intelligent, tactical hit and run tactics in which Jesse can take out a target and escape from that target's friends long enough to reload and fire are preferred. Jesse is also not against taking out a smaller target first, like an animal companion or a weaker target of the group, escaping, then coming back after the dust has settled from a different direction.
History:
Jesse Percival Augustus Carthagnian Henderthane II was born in 30 Mirtul 1466 to a noble family he quickly grew up to resent and loathe. His family worshiped Asmodeus, and he initially wanted no part of it. He quickly became a courtier in Athkatla to the south of Baldur's Gate, and he met a woman. This woman and Jesse fell in love, even proposing to the woman. But there was an incident, and the woman was killed. Desperately, using all of the resources and favors he had gathered through the courts, he procured enough money to resurrect her. But death had changed her- she claimed that Jesse had initially killed her, and she left the next morning, with Jesse never finding her again.
Heartbroken, distraught and depressed, Jesse finally caved, signing his familial contract, securing his father's place in the Nine Hells, and receiving a hat that had been passed down his father's family for hundreds of years- a worn, leather cowboy hat with a single black chord wrapped around it. Not able to stay in Athkatla anymore, Jesse moved north up the coast, leaving most of his former life behind, but never able to leave behind the thing he wanted to the most. Now, Jesse aides people instead of damning them with his profane gifts.
STRENGTH:
9 (-1)
DEXTERITY:
16 (+3)
CONSTITUTION:
10 (+0)
INTELLIGENCE:
12 (+1)
WISDOM:
15 (+2; +4 saving throw)
CHARISMA:
12 (+1; +3 saving throw)
Race: Variant Human
- +1 to DEX and WIS scores.
- Acrobatics skill proficiency.
- Sharpshooter feat.
Sharpshooter:
- Attacking at long range doesn't impost disadvantage on Jesse's ranged attack rolls.
- Jesse's ranged attacks ignore half cover and three-quarters cover.
- Before Jesse makes a ranged attack with a proficient ranged weapon, he can choose to take a -5 penalty to the attack roll. If he does so and the attack hits, it deals +10 damage.
Background: Courtier
- Abyssal and Celestial language proficiencies.
- Insight and Persuasion skill proficiencies.
- Court Functionary background trait.
Court Functionary:
Jesse's knowledge of how bureaucracies function lets him gain access to the records and inner workings of any noble court or government he encounters. He knows who the movers and shakers are, whom to go to for favors he may seek, and what the current intrigues of interest in the group are.
Jesse's knowledge of how bureaucracies function lets him gain access to the records and inner workings of any noble court or government he encounters. He knows who the movers and shakers are, whom to go to for favors he may seek, and what the current intrigues of interest in the group are.
Class: Cleric
- War Domain
- Proficiency in Simple and Martial Weapons
- Proficiency in Light, Medium, Heavy Armors and Shields
- History and Religion skill proficiencies.
- Cleric Spellcasting.
- War Priest class ability.
War Priest:
Beginning at 1st level, Asmodeus provides Jesse with bolts of genius while participating in combat. When Jesse uses the Attack action, he can make one additional weapon attack as a bonus action. Jesse can use this feature as number of times equal to his Wisdom modifier (a minimum of once) He regains all expended uses when he finishes a long rest.
Beginning at 1st level, Asmodeus provides Jesse with bolts of genius while participating in combat. When Jesse uses the Attack action, he can make one additional weapon attack as a bonus action. Jesse can use this feature as number of times equal to his Wisdom modifier (a minimum of once) He regains all expended uses when he finishes a long rest.
Cleric Spells:
Three cantrips.
Two first level spell slots.
Three memorized spells that can be re-chosen on Long Rest.
Preferred Cantrips: Light, Spare the Dying, Thaumaturgy
Preferred Spells: Bless, Divine Favor*, Healing Word, Inflict Wounds, Shield of Faith*
(* denotes domain spells.)
Gear:
Dagger (Traded Warhammer), Light Crossbow (with 20 bolts)
Leather Armor, Shield
Fine Clothes
Explorer's Pack, Holy Symbol (Amulet; Asmodeus)
5 gp