Jiro Zima
  1. Characters

Jiro Zima

Prince
NPC

Prince Jiro Zima of Tyrillion and future heir to the throne is someone of lesser political power. His parents arranged a marriage between he and Princess Diana Voxville in the hopes of establishing a political union between the two countries. This would be beneficial to both of the countries in terms for growth and developments. Jiro was all in favor of the marriage himself where as Diana was not. He believes that it is his birth right to unite the two countries under one rule and he to be the ruler of that new land. 


Character Sheet on DnD Beyond

Outfit Board

Personality

Mannerism
A man of proper upbringing, he is very strict with the ways of nobility. Everything needs to be perfect in his eyes. If something is out of place he will go ballistic.

History

Unlike his father, Jiro is someone who is a threat to the world. His cunning actions and persuasions have proven himself worthy of the throne. Most of the latest decisions made by the country have stemmed from his ideas or actions. Jiro knows of the ongoing within Divelinson and has developed his own theories. He wants in on the deals and the action and the easiest way to it is to marry the princess. He wants the throne of Divelinson and to combine the two countries into one domain. 

Although, he himself is excited for the marriage he understands the potential consequences that may arise. 

As the prince of Tyrillion he is ruthless and does not hesitate if his orders are not followed. He is recognized as a killer and fearsome with a blade as well as magic. He has become the head of the Tyrillion Army and rules it with an iron fist. He will do whatever it takes to get what he wants. 

Title
Prince

Type
NPC

Race
Human

Families
Zima

Age
26

Gender
Male

Pronouns
He/Him

Mannerism
A man of proper upbringing, he is very strict with the ways of nobility. Everything needs to be perfect in his eyes. If something is out of place he will go ballistic.

Feats

Inspiring Leader - Feat

You can spend 10 minutes inspiring your companions, shoring up their resolve to fight. When you do so, choose up to six friendly creatures (which can include yourself) within 30 feet of you who can see or hear you and who can understand you. Each creature can gain temporary hit points equal to your level + your Charisma modifier. A creature can't gain temporary hit points from this feat again until it has finished a short or long rest.

Inspiring Leader: (No Action)

Prodigy - Feat

You have a knack for learning new things. You gain the following benefits:

  • You gain one skill proficiency of your choice, one tool proficiency of your choice, and fluency in one language of your choice.
  • Choose one skill in which you have proficiency. You gain expertise with that skill, which means your proficiency bonus is doubled for any ability check you make with it. The skill you choose must be one that isn’t already benefiting from a feature, such as Expertise, that doubles your proficiency bonus.