Seraphim Ironsoul

Seraphim Ironsoul

An old former hero from Oakhurst 

Backstory:

  In the once tumultuous town of Oakhurst, heroism and adventure were commonplace. Seraphim Ironsoul, a formidable warrior with a heart of gold, had spent his prime defending the town from marauding monsters, dark sorceries, and external threats. As Oakhurst transitioned into an era of peace, the need for Seraphim's skills diminished, leaving him adrift in a world that no longer clamored for a hero's intervention. Seraphim, having defined his identity through acts of valor, found himself struggling in the absence of conflict. The cheers that once greeted him in the town square were replaced by a quiet that echoed his own uncertainty. Oakhurst's newfound tranquility left Seraphim yearning for the chaos that once defined his purpose.   Frustrated by a lack of purpose and relevance, Seraphim sought solace in the familiar embrace of a tavern. He spent his days recounting tales of past glories, reveling in the camaraderie of fellow adventurers who, like him, grappled with an existence where heroism was no longer a daily necessity.   Seraphim's tiefling wife, Isolde, watched with a heavy heart as her husband struggled with the quietude that settled over Oakhurst. She became his pillar of support, encouraging him to find new meaning beyond the battles he once fought. Isolde suggested alternative pursuits, from mentoring the town's aspiring guards to exploring artistic endeavors.   The once-mighty hero, however, found it challenging to adapt. Oakhurst, now a haven of peace, seemed to have moved on from the tumultuous days that defined its history. The town no longer needed a warrior of Seraphim's caliber, and he grappled with the sense of being a relic from a bygone era.   As the story unfolds, Seraphim faces a personal journey of rediscovery, seeking to redefine his identity in a town that has evolved beyond the need for constant heroics. Whether he can find fulfillment in a new role, embrace a different kind of adventure, or learn to appreciate the tranquility he once fought for becomes the crux of his narrative. The tale explores themes of identity, purpose, and adaptation in the face of change.

Relationships

Isolde Shadowheart

Spouse

Towards Seraphim Ironsoul

5

Seraphim Ironsoul

Spouse

Towards Isolde Shadowheart

5

Current Location
Species
Year of Birth
1431 DR 65 Years old
Birthplace
Spouses
Siblings
Children
Sex
Male
Other Affiliations


Cover image: by IRPGuardian

Seraphim Ironsoul

Medium Human, Retired Champion, Neutral Good

Armor Class 17 (Half plate, Shield)
Hit Points 112
Speed: 30 ft

STR

18
( +4 )

DEX

12
( +1 )

CON

14
( +2 )

INT

10
( +0 )

WIS

14
( +2 )

CHA

16
( +3 )

Saving Throws Strength +7, Constitution +5
Skills Athletics +7,
Insight +5,
Persuasion +6
Senses Passive Perception 12
Languages Common, Tiefling, Elvish
Challenge Rating 7
Proficiency Bonus +3

Legendary Resolve (1/Day). When Seraphim fails a saving throw, he can choose to succeed instead
Veteran's Reflexes. Seraphim can make two melee weapon attacks as part of his Attack action.
Relentless Endurance (1/Day). When reduced to 0 hit points but not killed outright, Seraphim drops to 1 hit point instead.
Champion's Will. Seraphim has advantage on saving throws against being frightened.

Actions

Multiattack. Seraphim makes two melee attacks.
Ironsoul’s Blade. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 12 (1d10 + 4) slashing damage or 13 (1d12 + 4) slashing damage if wielded with two hands.
Shield Bash (Recharge 5-6). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 4) bludgeoning damage, and the target must succeed on a DC 14 Strength saving throw or be knocked prone.
Inspiring Rally (1/Day). Seraphim inspires allies within 30 feet who can hear him. Each affected ally gains 10 temporary hit points and advantage on their next attack roll within 1 minute.

Reactions

Parry. Seraphim adds +3 to his AC against one melee attack that would hit him, provided he can see the attacker and is wielding a melee weapon.