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About Coronus the centaurAge 21 Height 6-ft, 11-in Weight 800 lb.
APPEARANCE: Coronus carries the emblem of the lidless eye with the tail of a comet upon his shield, instead of his tribe or a personal insignia, to hide his lineage in open defiance of the descendants of the dragonlords. His hair and tail are blonde while his horse body has pure white hair. His human body shows deep tans lines where his chain mail exposes his skin to the sun. His weapons's harness carries a sheathed longsword, sheathed shortbow, and a quiver of arrows. At his withers, he wears a pack with a coil of rope strapped to it, and a lion’s pelt is secured to his back and loin.
PERSONALITY: Personality traits Despite my noble birth, I do not place myself above other folk. We all have the same blood.
Ideal: Glory. I must earn glory in battle, for myself and my clan. Bond: I am the last of my tribe, and it is up to me to ensure their names enter legend. Flaw: I am slow to trust members of other races, tribes, and societies. By Chiron's tail!
BACKGROUND:
The arrival of the dragonlords destroyed the Ixion Kingdom that was already a shadow of its former self. Hundreds of years earlier, Ixion himself swept through the Greater Steppes and Heartlands to rally all the centaurs of Thylea under his personal banner through persuasion and coercion. When the dragonlords shattered the kingdom through sword and bribes, the direct descendants of Ixion and their loyalists became their own tribe and kept their lineage secret, in order to survive the dragonlords.
About a hundred years later, a centaur thought he was Ixion reborn declaring his lineage and divulging the secret of the Lapiths, probably instigated by Sydon. Although he was unsuccessful to gather all the centaurs under his personal banner, he made the Lapith tribe one of the most powerful. Between fighting their rivals and descendants of the invaders, the Lapiths were greatly reduced and eventually despised. About three hundred years later and one hundred years ago, the Lapiths were finally destroyed in battle and scattered. The grandmother of Coronus escaped with the foal of his father into the night. They became tribeless. Coronus grew up roaming the Eastern Heartlands and Western Greater Steppes. As early as he can remember, his father told him and his elder sister of his lineage and taught him to recite his ancestors from Ixion to himself. When Coronus was seven, his father and sister were killed by centaur bandits. The bandits captured them and raped his mother and sister. His father sacrificed himself to allow his mother and children to escape. The divine power of Chiron, the son of Sydon, has flowed naturally through Coronus since attaining puberty. He and his mother hunted and gathered together for more than a decade before another tragedy hit. They accidently came upon a new settlement of humans trying to farm the plains. The humans corralled him and his mother mistaking them for raiders. His mother sacrificed herself to enable Coronus to escape. That was a year ago and the end of his adolescence. Coronus is a haunted centaur, grief-stricken and foul tempered. He has reason to hate both centaurs and invaders. He has wandered and guardedly keeps and embodies the secret of his family as the Last of the Lapiths. Haunted One Heroic Tasks:
Race Centaur
Initiative +1 Senses Perception +3 ==DEFENSE==
==OFFENSE==
==STATISTICS==
==PROFICIENCIES ==
==SKILLS==
Languages Common, Sylvan ==ABILITIES ==
Mountable. As a bonus action on your turn, you may allow a single willing ally within 5 feet of you to hitch a brief ride on your back. They are carried on your back until the end of your turn, at which point they must disembark within 5 feet of you. While being carried, your rider is not considered to be mounted and they are not vulnerable to attacks of opportunity. Your rider must be a bipedal creature of your size or smaller. Quadrupedal Stride. Climbing or maneuvering in tight spaces is considered difficult terrain for you. War Priest: 3/day From 1st level, your god delivers bolts of inspiration to you while you are engaged in battle. When you use the Attack action, you can make one weapon attack as a bonus action. You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest. Channel Divinity At 2nd level, you gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You start with two such effects: Turn Undead and an effect determined by your domain. Some domains grant you additional effects as you advance in levels, as noted in the domain description. When you use your Channel Divinity, you choose which effect to create. You must then finish a short or long rest to use your Channel Divinity again. Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your cleric spell save DC.
- Channel Divinity: Turn Undead As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage. A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action. Channel Divinity: Guided Strike Starting at 2nd level, you can use your Channel Divinity to strike with supernatural accuracy. When you make an attack roll, you can use your Channel Divinity to gain a +10 bonus to the roll. You make this choice after you see the roll, but before the DM says whether the attack hits or misses. Feature = 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. ==SPELL CASTING ==
Cantrips: 3 Guidance* (aVSc) , Light (aVM) , Thaumaturgy (aV) Cleric Prepared: Wis +level = 6 Divine Favor (bVS), Shield of Faith* (bVSMc), Bless* (aVSMc), Cure Wounds (aVS), Guiding Bolt (aVS), Healing Word (bV), Spiritual Weapon (bVS), Silence (VSc-Ritual) Ritual Casting: You can cast a cleric spell as a ritual if that spell has the ritual tag and you have the spell prepared. == EQUIPMENT ==
Load: Carrying Capacity: Str x15 = 240 lb. CHANGES IN WEALTH: Creation Expenses
Expenses since creation Income Cash on Hand ADVANCEMENT:
RUMORS:
1. Kaia You've heard she was a dangerous raider even as a child, and that she killed her first man at the age of six. 2. Kaia You've also heard that she might in actuallity be a changling, swapped for a human baby in the crib. 3. Novyn You've also heard of this Novyn... a bastard who doesn't love anyone or anything... including herself. |