Male Human, Paladin (Oath of the Pilgrim Guard) 15
Characteristics Str 20 (+5), Dex 10 (+0), Con 16 (+3), Int 9 (-1), Wis 10 (+0), Cha 16 (+3)
Hit Dice 15d10+45
Hit Points 139
Initiative +0
Armour Class 19 (full plate), 21 (full plate and shield)
Saves Str 19, Dex 14, Con 17, Int 13, Wis 19, Cha 22 (+3 to all for aura of protection)
Halberd +10, 1d10+5 damage
Polearm End +10, 1d4+5 damage
Spear +10, 1d6/1d8+5 damage, 20 ft / 60 ft
Paladin Spells +8
Size Medium
Speed 30 ft
Proficiency +5
Proficiencies Wis and Cha saves, all armour, shields, simple and martial weapons
Skills Religion +4, Insight +5, Survival +5, Intimidation +8, Performance +8, Persuasion +8
Expertise Brawn +15
Specialisations Animal Handling (horses) +5, Brawn (breaking objects) +15 (reliable talent), Persuasion (preaching) +13, Religion (Selentine Understanding) +9
Profession Merchant
Background Guild Merchant (Company of Elea)
Passive Perception 10
Passive Insight 15
Passive Religion 14, 19 (Selentine Understanding)
Languages Angate, High Bacchile, Low Bacchile (Common), Old Emphidian
Scripts Classic, Old Emphidian
Guild Membership As a member of the Company of Elea, Zeno is supported by other Company members. They provide him with lodging and food, make their offices and meeting halls available for him to use in conducting business, and support him if he is accused of a crime and a case can be made for his innocence or the crime is justifiable. Zeno can also gain access to powerful political figures through the Company, if he is a member in good standing and is willing to contribute any necessary funds.
Devout Belief Zeno has a deep and abiding adherence to the True Faith, and has firmly rejected paganism and the arcane. All divine spells cast on Zeno are treated as if the spell was cast one level higher than it was. As an action, Zeno can attempt to hold off arcane creatures through the power of his faith, and if he succeeds on his spell attack roll against their Wisdom saving throw they cannot face him or approach within ten feet of him for 1 round.
Divine Sense As an action, Zeno can open his awareness to the presence of the divine and the arcane. Until the end of his next turn, he knows the location of any arcane creature and any place or object that has been consecrated or desecrated within 60 ft of him that is not behind total cover. Zeno can use his divine sense 4 times, and regains all expended uses after a long rest.
Lay on Hands Zeno's blessed touch can heal wounds. Zeno has a pool of healing power that can restore up to 75 hit points, and can expend 5 hit points from the pool of healing power to cure one disease or neutralise one poison. Zeno replenishes his pool of healing power when he takes a long rest.
Polearm Master When Zeno uses an Attack action and attacks with only a glaive, halberd, quarterstaff or spear, he can use a bonus action to make a melee attack with the opposite end of the weapon for d4 bludgeoning damage. While Zeno is wielding a glaive, halberd, pike, quarterstaff or spear, other creatures provoke an opportunity attack from him when they enter the reach he has with that weapon.
Defensive Fighting Style While wearing armour, Zeno gains a +1 bonus to Armour Class.
Paladin Spellcasting Zeno can draw on divine power to cast spells. Zeno has four 1st level spell slots, three 2nd level spell slots, three 3rd level spell spots, two 4th level spell slots, can prepare 10 spells (typically Aura of Purity, Aura of Vitality, Banishment, Bless, Dispel Magic, Locate Creature, Locate Object, Magic Weapon, Protection from Arcane and Remove Curse) and can use a divine focus.
Improved Divine Smite When Zeno hits a creature with a melee weapon attack, the target takes 1d8 radiant damage. In addition, Zeno can expend a spell slot to deal additional radiant damage to the target. The extra damage is 2d8 for a 1st level spell slot, +1d8 if the target is an arcane creature, +1d8 for each spell slot level higher than 1st.
Divine Health Zeno is immune to disease.
Oath Spells Zeno always has the spells Ensnaring Strike, Ice Storm, Misty Step, Moonbeam, Speak with Animals, Stoneskin, Plant Growth and Protection From Energy prepared.
Channel Divinity As an action, Zeno can channel divine energy to activate either the Sacred Challenge or the Divine Wrath option. Zeno must finish a short or long rest to use channel divinity again.
Extra Attack Zeno can attack twice instead of once when he takes the attack action on his turn.
Aura of Protection Whenever Zeno or a friendly creature within 10 feet of him has to make a saving throw, they receive a +3 bonus to the saving throw if Zeno is conscious.
Aura of Warding Zeno and friendly creatures within 10 feet of him have resistance to damage from spells.
Aura of Courage Zeno and friendly creatures within 10 feet of him cannot be frightened while he is conscious.
Sentinel When Zeno hits a creature with an opportunity attack, the creature's speed becomes 0 for the rest of the turn. Creatures provoke opportunity attacks from Zeno even if they take the Disengage action before leaving his reach, and when a creature within 5 feet of Zeno makes an attack against a target other than him who doesn't have the Sentinel feat, Zeno can use his reaction to make a melee weapon attack against the attacking creature.
Cleansing Touch Zeno can use his action to end one spell on himself or on a willing creature that he touches. Zeno can use his cleansing touch 3 times, and regains all expended uses after a long rest.
Undying Sentinel Zeno can choose to drop to 1 hit point when he is reduced to 0 hit points and not killed outright. Zeno must finish a long rest to use undying sentinel again. In addition, Zeno cannot be aged magically and suffers none of the drawbacks of old age.
Travelling Equipment full plate, tabard of the Order of the Peregrines, shield, 4 spears, halberd, explorer's pack, holy symbol, lyre, ring of warmth, 1.5 flasks of blessed water (material component for Magic Circle), 2 flasks of blessed unguents (material component for Stoneskin), cold weather clothes, bible, document case, citizenship papers (Elea), sealed copy of Martina's will, tent, mess kit, shovel, rations for two weeks, fine outfit, fine outfit (birthday gift from the others), gold signet ring (gift from Martina, worth 2 pounds), 38 pounds, 1 shilling
Other Possessions Margarita the warhorse, Clyo the riding horse
Weekly Expenses 10 shillings 8 pennies (personal costs, two horses, one servant)
Ring of Warmth This silver ring is an arcane magic item. When worn and attuned, you have resistance to cold damage. In addition, you and everything you wear and carry are unharmed by temperatures as low as -50 degrees Fahrenheit.
Disputed Funds Zeno took 40 pounds from the Company of Elea at Malgwyn and used it to pay for passage to Teran for hundreds of refugees.
Hermione's Gift Zeno received 10 pounds from Hermione to use as he saw fit, and gifted it to the Order of Saint Cornelius.