preferential-lite
shadow

Izan Wintergate

Izan Wintergate

“Can you hear the Voices too!?”

The Commonwealth is offering a reward of up to 1,000 gold coins for information leading directly to the arrest of Izan Wintergate. Wintergate was last known to be in the Free Territories and may have traveled to the Dominion or the Imperium. Izan Wintergate is wanted for his alleged involvement in the murder of several magistrates in the Commonwealth Palace of Law. Guards discovered the bodies of the victims covered with multiple stab and slash wounds. If you have any information concerning this person, please contact the nearest Commonwealth Garrison.

Medium Humanoid (Human), Chaotic Neutral


Armor Class 16 (Chain Mail); Initiative +0 (10)
Hit Points 15 (1d10 + 5)
Speed 30 feet


STR DEX CON INT WIS CHA
17 (+3) 10 (+0) 16 (+3) 10(+0) 11 (+0) 10 (+0)

Saving Throws Strength +5, Constitution +5
Skills Animal Handling +2, Athletics +5, Nature +2, Perception +2, Survival +2; Carpenter’s Tools
Senses Darkvision 60 feet, Passive Perception 12
Languages Common, Elvish, Orc
Challenge 1 (200 XP; Proficiency Bonus +2)


TRAITS

Elven Lineage (High Elf). Izan knows the Prestidigitation cantrip. Whenever he finishes a Long Rest, Izan can replace that cantrip with a different cantrip from the Wizard spell list.

Fey Ancestry. Izan has Advantage on saving throws he makes to avoid or end the Charmed condition.

Trance. Izan doesn’t need to sleep, and magic can’t put him to sleep. Izan can finish a Long Rest in 4 hours if he spends those hours in a trancelike meditation, during which he retains consciousness.


ACTIONS

Greatsword. Melee Attack Roll: +5 to hit, reach 5 feet. Hit: 10 (2d6 + 3) Slashing damage. If Izan’s attack roll misses a creature, he deals 3 Slashing damage to that creature.


BONUS ACTIONS

Second Wind. Izan regains 6 (1d10 + 1) Hit Points. He can use this two times per Long Rest, and can regain one expended use when he finishes a Short Rest.

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Kaizen the Iaidomaster

Kaizen the Iaidomaster

“Celerity. Accuracy. Lethality.”

Kaizen never sought to be an assassin… it just happened his swordsmanship suited assassination. As a practitioner of iaido his technique relies on first strike. Kaizen’s pragmatic methodology to exploit blindspots, inflict inhumane wounds, and withdraw from reach during duels lead to accusation of dishonor. Yet the core deterministic factor could be Kaizen’s distain for the katana and overwhelming perference for the wakizashi. Thus his options for employment fell into the influence of criminal syndicates and unscrupulous nobles.

Medium Humanoid (Human), Neutral


Armor Class 17 (Studded Leather); Initiative +9 (19)
Hit Points 93 (10d8 + 40)
Speed 40 feet


STR DEX CON INT WIS CHA
10 (+0) 20 (+5) 15 (+2) 10 (+0) 13 (+1) 10 (+0)

Saving Throws Dexterity +9, Intelligence +4
Skills Acrobatics +9, Deception +8, Insight +9, Perception +9, Performance +4, Persuasion +4, Stealth +13; Calligrapher’s Supplies, Disguise Kit, Poisoner’s Kit, Thieves’ Tools
Senses Blindsight 10 feet, Passive Perception 19
Languages Common, Common Sign, Draconic, Giant, Thieves’ Cant
Challenge 8 (3,900 XP; Proficiency Bonus +4)


TRAITS

Agile Movement. Opportunity Attacks have Disadvantage against Kaizen.

Dash over Difficult Terrain. When Kaizen takes the Dash action on his turn, Difficult Terrain doesn’t cost him extra movement for the rest of that turn.

Enspelled Wakizashi (Hayabusa). The weapon has 6 charges and regains 3 (1d6) expended charges daily at dawn. While holding the weapon, Kaizen can expend 1 charge to cast the Haste spell.

Evasion. When Kaizen is subjected to an effect that allows him to make a Dexterity saving throw to take only half damage, Kaizen instead takes no damage if he succeeds on the saving throw and only half damage if he fails. Kaizen can’t use this feature if he has the Incapacitated condition.

Fog of War. Kaizen gains Advantage on any Dexterity (Stealth) check he makes as part of the Hide action during combat.

Initiative. Kaizen has Advantage on Initiative rolls.

Initiative Swap. Immediately after Kaizen rolls Initiative, he can swap his Initiative with the Initiative of one willing ally in the same combat. Kaizen can’t make this swap if he or the ally has the Incapacitated condition.

Masterful Mimicry. Kaizen can unerringly mimic another person’s speech, handwriting or both if Kaizen has spent at least 1 hour studying them.

Reliable Talent. Whenever Kaizen makes an ability check that uses one of his skills or tool proficiencies, he can treat a d20 roll of 9 or lower as a 10.

Resourceful. Kaizen gains Heroic Inspiration whenever he finishes a Long Rest.

Sniper. If Kaizen makes an attack roll while hidden and the roll misses, making the attack roll doesn’t reveal his location.


ACTIONS

Sneak Attack. Once per turn Kaizen can deal an extra 27 (5d6) damage to one creature he hits with an attack if Kaizen has Advantage on the roll and the attack uses a Finesse or Ranged weapon. The extra damage’s type is the same as the weapon’s type. Kaizen doesn’t need Advantage on the attack if at least one of his allies is within 5 feet of the target, the ally doesn’t have the Incapacitated condition, and Kaizen doesn’t have Disadvantage on the attack roll.

Surprising Strikes. During the first round of each combat, Kaizen has Advantage on attack rolls against any creature that hasn’t taken a turn. If Kaizen’s Sneak Attack hits any target during that round, the target takes an additional 10 damage of the weapon’s type.

Cunning Strike. When Kaizen deals Sneak Attack damage, he can add one of the following Cunning Strike effects. Each effect has a die cost, which is the number of Sneak Attack dice Kaizen must forgo to add the effect. Kaizen removes the die before rolling, and the effect occurs immediately after the attack’s damage is dealt.

  • Poison (-1d6). To use this effect, Kaizen must have a Poisoner’s Kit on his person. Constitution Saving Throw: DC 17. Failure: The target has the Poisoned condition for 1 minute. At the end of each of its turns, the poisoned target repeats the save, ending the effect on a success.
  • Trip (-1d6). To use this effect, the target must be Large or smaller. Dexterity Saving Throw: DC 17. Failure: The target has the Prone condition.
  • Withdraw (-1d6). Immediately after the attack, Kaizen moves up to half his speed without provoking Opportunity Attacks.

Enspelled Wakizashi (Hayabusa). Melee Attack Roll: +9 to hit, reach 5 feet. Hit: 8 (1d6 + 5) Slashing damage. When Kaizen makes the extra attack of the Light property, he can make it as part of the Attack action instead of as a Bonus Action. Kaizen can make this extra attack only once per turn.

Shuriken. Ranged Attack Roll: +9 to hit, range 20/60 feet. Hit: 7 (1d4 + 5) Piercing damage. If Kaizen hits a creature and deals damage to the creature, Kaizen has Advantage on his next attack roll against that creature before the end of Kaizen’s next turn.


BONUS ACTIONS

Cunning Action. On his turn, Kaizen can take one of the following actions: Dash, Disengage, or Hide.

Roving Aim. Kaizen gives himself Advantage on his next attack roll on the current turn, provided that he hasn’t moved during this turn.

Wakizashi. Melee Attack Roll: +9 to hit, reach 5 feet. Hit: 3 (1d6) Slashing damage. When Kaizen makes the extra attack of the Light property, he can make it as part of the Attack action instead of as a Bonus Action. Kaizen can make this extra attack only once per turn.


REACTIONS

Parry. If another creature hits Kaizen with a melee attack, Kaizen can take a Reaction to add 4 to his Armor Class, potentially causing the attack to miss Kaizen. Kaizen gains this bonus to his Armor Class against melee attacks until the start of his next turn.

Uncanny Dodge. When an attacker that Kaizen can see hits him with an attack roll, Kaizen can take a Reaction to halve the attack’s damage against himself (round down).

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Shinare the Omenblade

Shinare the Omenblade

“You have no idea how insignificant you truly are.”

Shinare was an orphan raised by itinerant mercenaries. Through his young adulthood the regiment ventured through mountain forests where Shinare learnt swordsmanship ubiquitous to the region. He would later come into possession of an ancient blade that imprisoned entities who promised incalculable power in exchange for freedom. Deals were struck, an extinct legacy was bequeathed to a new progenitor, and eldritch horrors were released unto the world. In time Shinare realized the overwhelming magnitude of his mistake. Nonetheless, though he does not worship Those Who Were Imprisoned, Shinare is not above aiding such cultists for monetary compensation.

Medium Humanoid (Human), Neutral


Armor Class 18 (Plate), Initiative +6 (16)
Hit Points 167 (1d10 + 17d8 + 72)
Speed 30 feet, Swim 30 feet


STR DEX CON INT WIS CHA
15 (+2) 10 (+0) 14 (+2) 10 (+0) 11 (+0) 26 (+8)

Saving Throws Strength +8, Constitution +8, Wisdom +6
Skills Arcana +6, Athletics +8, History +6, Perception +6, Persuasion +14; Cartographer’s Tools
Resistances Psychic
Senses Blindsight 10 feet, Truesight 30 feet, Passive Perception 16
Languages Common, Draconic, Giant
Challenge 14 (11,500 XP; Proficiency Bonus +6)


TRAITS

Concentration. Shinare has Advantage on Constitution saving throws to maintain Concentration.

Contact Patron. Once per Long Rest, Shinare can cast the Contact Other Plane spell without expending a spell slot to contact his patron, and Shinare automatically succeeds on the spell’s saving throw.

Create Thrall. When Shinare casts Summon Aberration, he can modify it so that it doesn’t require Concentration. If Shinare does so, the spell’s duration becomes 1 minute for that casting.

Thrall of the Omenblade

Shinare calls forth an aberrant spirit. It manifests in an unoccupied space that Shinare can see within 90 feet. The creature disappears when it drops to 0 Hit Points or after 1 minute. The creature is an ally to Shinare and his allies. In combat, it shares Shinare’s Initiative count, but it takes its turn immediately after Shinare. It obeys Shinare’s verbal commands (no action required by Shinare). If Shinare doesn’t issue any, it takes the Dodge action and uses its movement to avoid danger.

Medium Aberration, Neutral


Armor Class 16
Hit Points 50 plus 24 Temporary Hit Points
Speed 30 feet


STR DEX CON INT WIS CHA
16 (+3) 10 (+0) 15 (+2) 16 (+3) 10 (+0) 6 (-2)

Immunities Psychic
Senses Darkvision 60 feet, Passive Perception 10
Languages Common, Deep Speech, Draconic, Giant
Challenge None (XP 0; Proficiency Bonus +6)


TRAITS

Thrall. The first time each turn the spirit hits a creature under the effect of Shinare’s Hex, the spirit deals an extra 3 (1d6) Psychic damage to the target.

Whispering Aura. At the start of each of the spirit’s turns, the spirit emits psionic energy if it doesn’t have the Incapacitated condition. Wisdom Saving Throw: 22 DC, each creature (other than Shinare) within 5 feet of the spirit. Failure: 7 (2d6) Psychic damage.


ACTIONS

Multiattack. The spirit makes two Psychic Slam attacks.

Psychic Slam. Melee Attack Roll: +14 to hit, reach 5 feet. Hit: 12 (1d8 + 8) Psychic damage.

Eldritch Hex. When Shinare casts Hex and chooses an ability, the target also has Disadvantage on saving throws of the chosen ability for the duration of the spell.

Gift of the Depths. Shinare can breathe underwater. Once per Long Rest, he can also cast Water Breathing without expending a spell slot.

Initiative Swap. Immediately after Shinare rolls Initiative, he can swap his Initiative with the Initiative of one willing ally in the same combat. Shinare can’t make this swap if he or the ally has the Incapacitated condition.

Magical Cunning. Once per Long Rest, Shinare can perform an esoteric rite for 1 minute, regaining up to 2 expended Pact Magic spell slots.

Mystic Arcanum: Shinare is an 18th level spellcaster. His spellcasting ability is Charisma (spell save DC 22, +14 to hit with Spell Attack Rolls). He regains all expended Mystic Arcanum spells when he finishes a Long Rest. Shinare knows the following Warlock spells:
6th level (1): Eyebite
7th level (1): Forcecage
8th level (1): Befuddlement
9th level (1): True Polymorph

Pact Magic. Shinare is an 18th level spellcaster. His spellcasting ability is Charisma (spell save DC 22, +14 to hit with Spell Attack Rolls). He regains all expended spell slots when he finishes a Short or Long Rest. Shinare knows the following Warlock spells:
Cantrips (at will): Blade Ward, Eldritch Blast, Mage Hand, Minor Illusion
5th level (4 slots): Armor of Agathys, Banishment, Clairvoyance, Confusion, Contact Other Plane, Counterspell, Darkness, Detect Thoughts, Dimension Door, Dispel Magic, Dissonant Whispers, Fly, Hex, Hunger of Hadar, Major Image, Mirror Image, Misty Step, Modify Memory, Phantasmal Force, Suggestion, Summon Aberration, Synaptic Static, Tasha’s Hidenous Laughter, Telekinesis, Tongues, Vampiric Touch

Pact of the Chain. Shinare knows the Find Familiar spell and can cast it as a Magic action without expending a spell slot.

Familiar of the Omenblade

“Take care lest my Master learns to dislike you.”

Shinare’s familiar is a sprite named Chiyabi. She is an ally to Shinare and his allies. Chiyabi rolls her own Initiative and acts on her own turn. Chiyabi can’t attack, but she can take other actions as normal.

Tiny Fey, Neutral Good


Armor Class 15; Initiative +4 (14)
Hit Points 10 (4d4)
Speed 10 feet, Fly 40 feet, Swim 40 feet


STR DEX CON INT WIS CHA
3 (-4) 18 (+4) 10 (+0) 14 (+2) 13 (+1) 11 (+0)

Skills Perception +3, Stealth +8
Senses Passive Perception 13
Languages Common, Elvish, Sylvan
Challenge None (XP 0; Proficiency Bonus +2)


TRAITS

Familiar. When Chiyabi drops to 0 Hit Points, she disappears. Chiyabi reappears after Shinare casts the Find Familiar spell again. As a Magic action, Shinare can temporarily dismiss Chiyabi to a pocket dimension. As a Magic action while Chiyabi is temporarily dismissed, Shinare can cause her to reappear in an unoccupied space within 30 feet of Shinare. Whenever Chiyabi drops to 0 Hit Points or disappears into the pocket dimension, Chiyabi leaves behind in her space anything she was wearing or carrying.

Telepathic Connection. While Chiyabi is within 100 feet of Shinare, he can communicate with her telepathically.


ACTIONS

Needle Sword. Melee Attack Roll: +6 to hit, reach 5 feet. Hit: 6 (1d4 + 4) Necrotic, Piercing, or Radiant damage.

Enchanting Bow. Ranged Attack Roll: +6 to hit, range 40/160 feet. Hit: 1 Necrotic, Piercing, or Radiant damage, and the target has the Charmed condition until the start of Chiyabi’s next turn.

Heart Sight. Charisma Saving Throw: DC 22, one creature within 5 feet Chiyabi can see. Celestials, Fiends, and Undead automatically fail the save. Failure: Chiyabi knows the target’s emotions and alignment.

Invisibility. Chiyabi casts Invisibility on herself, requiring no spell components and using Charisma as the spellcasting ability.


REACTIONS

Telepathic Connection. Trigger: Shinare casts a spell with a range of touch within 100 feet of Chiyabi. Response: Chiyabi can deliver the touch when Shinare casts the spell.

Psychic Spells. When Shinare casts a Warlock spell that deals damage, he can change its damage type to Psychic. In addition, when Shinare casts a Warlock spell that is an Enchantment or Illusion, he can do so without Verbal or Somatic components.

Resourceful. Shinare gains Heroic Inspiration whenever he finishes a Long Rest.

Somatic Components. Shinare can perform the Somatic components of spells even when he has weapons or a Shield in one or both hands.

Thought Shield. Shinare’s thoughts can’t be read by telepathy or other means unless he allows it. Whenever a creature deals Psychic damage to Shinare, it takes the same amount of damage that Shinare takes.

Tome of Leadership and Influence (3). Shinare’s Charisma score increases by 2, as does his maximum for that score.


ACTIONS

Devouring Blade. Shinare gains the Extra Attack feature for his pact weapon. With that feature, he can attack thrice with the weapon instead of once when he takes the Attack action on his turn.

Lifedrinker. Once per turn when Shinare hits a creature with his pact weapon, Shinare can deal an extra 3 (1d6) Necrotic, Psychic, or Radiant damage to the creature, and expend one of his Hit Point Dice to roll it and regain 5 (1d8 + 2) Hit Points.

Pact Weapon. Melee Attack Roll: +14 to hit, reach 5 feet. Hit: 21 (2d6 + 14) Necrotic, Psychic, Radiant, or Slashing damage. If Shinare’s attack roll misses a creature, he can deal 5 Necrotic, Psychic, Radiant, or Slashing damage. Shinare can use the pact weapon as a Spellcasting Focus.

Pact of the Chain: Attack. When Shinare takes the Attack action, he can forgo one of his own attacks to allow his familiar to make one attack of its own with its Reaction.

Eldritch Blast. Spell Attack Roll: +14 to hit, range 120 feet. Hit: 13 (1d10 + 8) Force or Psychic damage. The spell creates four beams. Shinare can direct the beams at the same target or at different ones. Make a separate attack roll for each beam.

Vampiric Touch. Spell Attack Roll: +14 to hit, reach 5 feet. Hit: 27 (5d6) Necrotic or Psychic damage. Shinare regains 13 Hit Points. Until the spell ends, Shinare can make the attack again on each of his turns as a Magic action, targeting the same creature or a different one.


BONUS ACTIONS

Awakened Mind. Choose one creature Shinare can see within 30 feet. Shinare and the chosen creature can communicate telepathically with each other while Shinare is within 8 miles. To understand each other, Shinare must mentally share a language. The telepathic connection lasts for 18 minutes and ends early if Shinare uses this ability to form a connection with another creature.

Clairvoyant Combatant. Wisdom Saving Throw: DC 22, when Shinare forms a telepathic bond with a creature using his Awakened Mind. Failure: The creature has Disadvantage on attack rolls against Shinare, and Shinare has Advantage on attack rolls against that creature for the duration of the bond. Once Shinare uses this feature, he can’t use it again until he finishes a Short or Long Rest unless he expends a Pact Magic spell slot (no action required) to restore his use of it.

Hew. Immediately after Shinare scores a Critical Hit with a Melee weapon or reduces a creature to 0 Hit Points with one, he can make one attack with the same weapon.

Pact of the Blade: Conjure. Shinare can conjure a pact weapon in his hand. The pact weapon disappears if Shinare use this Bonus Action again, if the weapon is more than 5 feet away from him for more than 1 minute, or if he dies.

Pact of the Chain: Quick Attack. Shinare can command his familiar to take the Attack action.

Second Wind. Shinare regains 6 (1d10 + 1) Hit Points. He can use this two times per Long Rest, and can regain one expended use when he finishes a Short Rest.

Telepathic Connection. While his familiar is within 100 feet of him, Shinare can see through the familiar’s eyes and hear what it hears until the start of Shinare’s next turn, gaining the benefits of any special senses it has.


REACTIONS

Pact of the Chain: Resistance. Trigger: Shinare’s familiar takes damage. Response: Shinare can grant it Resistance against that damage.

Reactive Spell. Trigger: A creature provokes an Opportunity Attack from Shinare. Response: Shinare can cast a spell at the creature rather than making an Opportunity Attack. The spell must have a casting time of one action and must target only that creature.

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Ladies ‘n’ Tentacles

Ladies ‘n’ Tentacles
The Rashaar in Carnevale have two things in common with Japanese hentai: sexy ladies and lots of tentacles! I am therefore compelled to design Rashaar gangs themed upon such supremacy. My prime choices for the task are Flame That Burns Underwater and Sirena. To accompany these tentacled arcane ladies are two Lesser Rhyll, whose Fear ability benefits from Sirena’s Hypnotic Aura.
Leader The Flame That Burns Underwater 30 dt
Heroes Sirena 18 dt
Henchmen Lesser Rhyll (2) 26 dt
Equipment Flashbang Grenade 1 dt

Action Life Will Command Size
3 22 5 3 50
MOV DEX ATK PRO MND
3 3 4 5 5
Brawling Tentacles Range Evasion Damage Penetration
Stun 0″ +1
Ordinate Trident
Aquatic 2″ +1

Character Abilities:
Bulky, Fast Swimmer (3), Limited Movement, Mage (2), Water Creature

Command Abilities:
Hydra’s Gifts (PULSE Command Ability): Mutating tentacles emerge from flesh nearby. Every other character (friendly and enemy, not including this one) within 2″ loses 2 Life Points and gains +2 DEXTERITY until the end of the round.

Soul Drain (PULSE Command Ability): Make a Basic MIND Roll. The number of Aces is the number of Life Points lost by any one character (friendly or enemy) in base contact. Replenish that many Will Points.

Unique Abilities:
Brawling Tentacles: The Flame’s tentacles thrash around, hitting anyone that gets close! When making a Combat action with this weapon, roll once, and apply the roll to every character (friendly and enemy) in base contact.

Dragging Down: This character may re-roll failed dice rolls when making Drown actions.

Keywords:
Faction (Rashaar), Leader, Monster, Unique, Discipline (Blood Rites, Wild Magic)


Action Life Will Command Size
2 12 5 1 30
MOV DEX ATK PRO MND
3 5 3 1 5
Unarmed Range Evasion Damage Penetration
0″ +1

Character Abilities:
Engage, Fast Swimmer (4), Mage (2), Water Creature

Command Abilities:
Hypnotic Aura (AURA Command Ability): Until the end of the round any enemy characters within 6″ of this character have -2 MIND.

Soul Drain (PULSE Command Ability): Make a Basic MIND Roll. The number of Aces is the number of Life Points lost by any one character (friendly or enemy) in base contact. Replenish that many Will Points.

Unique Abilities:
Dragging Down: This character may re-roll failed dice rolls when making Drown actions.

Keywords:
Faction (Rashaar), Hero, Monster, Discipline (Blood Rites, Runes of Sovereignity)


Action Life Will Command Size
2 11 4 0 30
MOV DEX ATK PRO MND
4 4 3 3 5
Dementing Tentacles Range Evasion Damage Penetration
Aquatic, Stun 0″ -1

Character Abilities:
Fast Swimmer (1), Fear (0), Water Creature

Keywords:
Faction (Rashaar), Henchman, Monster

Fu’un-Ken Master

Sho Hayate

“Uoooooooh!!!”

Sho Hayate is a dedicated warrior who is a bit behind on the times. His loud voice makes him unintentionally rude to others, which unfortunately gets him into a lot of fights. As the lone practitioner of his fighting style, he is determined to show its might to anyone who bears witness. He hopes to one day become a true master, training non-stop and vigorously.

Medium humanoid (human), neutral good


Armor Class 16 (breast plate)
Hit Points 56 (6d12 + 12)
Speed 30 feet


STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 14 (+2) 10 (+0) 12 (+1) 8 (-1)

Saving Throws Strength +7, Constitution +5
Skills Acrobatics +5, Athletics +7, Perception +4, Survival +4; vehicles (land), woodcarver’s tools
Senses passive Perception 14
Languages Common, Draconic, Giant, Primordial
Challenge 4 (1,100 XP)


Crusher. Once per turn, when Hayate hits a creature with an attack that deals bludgeoning damage, Hayate can move it 5 feet to an unoccupied space, provided the target is no more than one size larger than him. When Hayate scores a critical hit that deals bludgeoning damage to a creature, attack rolls against that creature are made with advantage until the start of Hayate’s next turn.

Danger Sense. Hayate has advantage on Dexterity saving throws against effects that he can see, such as traps and spells. To gain this benefit, Hayate can’t be blinded, deafened, or incapacitated.

Echoes of Victory. Hayate has attracted admiration among spectators, fellow athletes, and trainers in the region that hosted his past athletic victories. When visiting any settlement within 100 miles of where Hayate grew up, there is a 50 percent chance he can find someone there who admires him and is willing to provide information and temporary shelter.

Elemental Cleaver. When Hayate enters his rage, he can choose one weapon that he is holding and infuse it with one of the following damage types: acid, cold, fire, thunder, or lightning. While Hayate wields the infused weapon during his rage, the weapon’s damage type changes to the chosen type, it deals an extra 1d6 damage of the chosen type when it hits, and it gains the thrown property, with a normal range of 20 feet and a long range of 60 feet. If Hayate throws the weapon, it reappears in his hand the instant after it hits or misses a target. The infused weapon’s benefits are suppressed while a creature other than Hayate wields it. While raging and holding the infused weapon, Hayate can use a bonus action to change the infused weapon’s current damage type to another one from the damage type options above.

Giant’s Power. Hayate can innately cast druidcraft at will, requiring no material components. Hayate’s spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks).

Reckless Attack. When Hayate makes his first attack on his turn, Hayate can decide to attack recklessly. Doing so gives Hayate advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against him have advantage until his next turn.


ACTIONS

Extra Attack. Hayate can attack twice, instead of once, whenever he takes the Attack action on his turn.

Storm Boomerang. Melee Weapon Attack: +7 to hit, reach 5 feet, one target. Hit: 6 (1d4 + 4) bludgeoning damage. Improvised weapon.

Storm Boomerang. Ranged Weapon Attack: +5 to hit, range 60/120 feet, one target. Hit: 6 (1d4 + 4) bludgeoning damage plus 7 (3d4) thunder damage. The target must succeed on a DC 10 Constitution saving throw or be stunned until the end of its next turn. On a miss, a boomerang returns to the thrower’s hand.

Unarmed Strike. Melee Weapon Attack: +7 to hit, reach 5 feet, one target. Hit: 6 (1d4 + 4) bludgeoning damage.


BONUS ACTIONS

Rage (4/Long). Hayate’s rage lasts for 1 minute. It ends early if he is knocked unconscious or if Hayate’s turn ends and he hasn’t attacked a hostile creature since his last turn or taken damage since then. Hayate can also end his rage on his turn as a bonus action. While raging, Hayate gains the following benefits if he isn’t wearing heavy armor:

  • Advantage on Strength checks and Strength saving throws.
  • When Hayate makes a melee weapon attack using Strength, he gains a +2 bonus to the damage.
  • Resistance to bludgeoning, piercing, and slashing damage.
  • Can’t cast spells or concentrate on them while raging.
  • When Hayate makes a ranged attack with a thrown weapon using Strength, he gains a +2 bonus to the damage.
  • Hayate’s reach increases by 5 feet and he becomes Large, along with anything Hayate is wearing. If there isn’t enough room for Hayate to increase size, his size doesn’t change.

Tavern Brawler. When he hits a creature with an unarmed strike or an improvised weapon on his turn, Hayate can attempt to grapple the target.

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Lost Style Enthusiast

Lost Style Enthusiast

For reasons difficult to put into words, I have a fondness for the Archaeologist archetype. Its a bard whose hippie music abilities were torn out and substituted with chad rogue features, yet retains access to spells for versatility. Archaeologist’s Luck is even more wonderous after Lingering Performance. However from a mechanics prospective, Archaeologist offers nothing beyond 18th level. I suggest starting two levels as an Aldori Defender for dueling sword and armor accessibility to ease the first chapter.

Starting Ability Scores
Strength 10 Intelligence 12
Dexterity 18 Wisdom 10
Constitution 17 Charisma 10
Skills
Knowledge (Arcana) 1, Knowledge (World), Lore (Nature) 1, Lore (Religion) 1, Mobility 3, Perception, Persuasion, Trickery, Use Magic Device
Level Class Bonus Class Features Selected Options
1 Aldori Defender +1 Fighter Proficiency, Weapon Proficiency (Dueling Sword) Feat: Weapon Focus (Dueling Sword), Human Racial Feat: Slashing Grace (Dueling Sword), Bonus Combat Feat: Weapon Finesse
2 Aldori Defender +2 Bravery +1 Bonus Combat Feat: Aldori Dueling Mastery
3 Archaeologist +2 Bard Proficiency, Archaeologist’s Luck +1, Cantrips, Detect Magic Feat: Dodge; cure light wounds, remove fear
4 Archaeologist +3 Clever Explorer, Uncanny Dodge +1 Constitution; Bard Talent: Improved Unarmed Strike; unbreakable heart
5 Archaeologist +4 Danger Sense +1, Inspire Competence Feat: Crane Style; expeditious retreat
6 Archaeologist +5 heroism, mirror image
7 Archaeologist +5 Archaeologist’s Luck +2 Feat: Lingering Performance; cure moderate wounds
8 Archaeologist +6 Confident Explorer, Danger Sense +2, Evasion +1 Dexterity; Bard Talent: Combat Trick (Crane Wing); blur
9 Archaeologist +7 Feat: Combat Reflexes; vanish, displacement, haste
10 Archaeologist +8 communal delay poison
11 Archaeologist +8 Danger Sense +3 Feat: Crane Riposte; cure serious wounds
12 Archaeologist +9 Jack of All Trades +1 Dexterity; Bard Talent: Opportunist; sense vitals, dimension door, echolocation
13 Archaeologist +10 Archaeologist’s Luck +3 Feat: Piranha Strike; feather step, greater invisibility
14 Archaeologist +11 Danger Sense +4 freedom of movement
15 Archaeologist +11 Feat: Improved Critical (Dueling Sword); good hope, greater dispel magic, greater heroism
16 Archaeologist +12 +1 Dexterity; Bard Talent: Blinding Strike; rage, mass cure light wounds
17 Archaeologist +13 Danger Sense +5 Feat: Critical Focus; joyful rapture
18 Archaeologist +14 shield of dawn, brilliant inspiration, mass cure moderate wounds
19 Archaeologist +14 Archaeologist’s Luck +4 Feat: Toughness; remove curse, eyebite
20 Archaeologist +15 Danger Sense +6 +1 Dexterity; Bard Talent: Improved Evasion; summon monster vi
Equipment
bloodhound, singing steel breastplate, headband of alluring charisma +6, cloak of resistance +6, ring of protection +5, amulet of natural armor +5, belt of incredible dexterity +6, gloves of elvenkind, boots of elvenkind

CGR-5A Charger

CGR-5A Charger

Mass: 80 tons
Chassis: Alshain Class 92
Power Plant: Hermes 400 Extralight Fusion Engine
Cruising Speed: 54 kph
Maximum Speed: 86 kph (108 kph with Supercharger)
Jump Jets: Lexington Ltd. Lifters
    Jump Capacity: 90 meters
Armor: New Samarkand Kage Stealth
Armament:
    4 Lord’s Light 4 Light Particle Projector Cannons
Manufacturer: Luthien Armor Works
    Primary Factory: Luthien
Communications System: Tek BattleCom with Guardian ECM Suite
Targeting and Tracking System: Dalban HiRez with Bloodhound Active Probe and C3 Slave Computer

The pursuit to redeem the much maligned Charger is an endeavor that continues to challenge the greatest military manufacturers of the Inner Sphere. An experimental concept from Luthien Armor Works, the CGR-5A retains the scout role of its original incarnation, with significant modifications for new stealth and added maneuverability. The design remains under gunned when compared to contemporary assault ‘Mechs, but its revised weapon payload enjoys six times greater range to a CGR-1A1.

Tech Base: Inner Sphere  [E/X-X-F-E]
Role: Scout
Battle Value: 1,804
Cost: 30,081,120 C-Bills

Equipment                                                                 Mass
Internal Structure:                                                         8
Engine:                              400 XL                               26.5
    Walking MP:                        5
    Running MP:                        8 [10]
    Jumping MP:                        3
Heat Sinks:                         16 [32]                                 6
Gyro:                                                                       4
Cockpit:                                                                    3
Armor Factor (Stealth):               160                                  10

                                   Internal             Armor
                                   Structure            Value
    Head                               3                  9
    Center Torso                      25                 25
    Center Torso (rear)                                   6
    L/R Torso                         17                 20
    L/R Torso (rear)                                      5
    L/R Arm                           13                 15
    L/R Leg                           17                 20

Weapons and Ammo                   Location           Critical            Mass
Light PPC                             RA                  2                 3
Light PPC                             RT                  2                 3
Bloodhound Active Probe               RT                  3                 2
Jump Jet                              RT                  1                 1
Supercharger                          CT                  2                 3
Jump Jet                              CT                  1                 1
Light PPC                             LT                  2                 3
C3 Slave Computer                     LT                  1                 1
Guardian ECM Suite                    LT                  2                1.5
Jump Jet                              LT                  1                 1
Light PPC                             LA                  2                 3
Stealth Armor                  RA/RT/RL/LT/LA/LL     2/2/2/2/2/2            -

RFR-2A Rattenfanger

RFR-2A Rattenfanger

Mass: 80 tons
Chassis: Foundation 128A
Power Plant: Pitban 320 Extralight Fusion Engine
Cruising Speed: 43 kph
Maximum Speed: 64 kph (86 kph with Supercharger)
Jump Jets: Dynamo Improved
    Jump Capacity: 180 meters
Armor: Valiant Lamellor with CASE II
Armament:
    1 Poland Main Model A Gauss Rifle
    1 Defiance 1001 Extended Range Particle Projector Cannon
Manufacturer: Defiance Industries
    Primary Factory: Hesperus II
Communications System: TharHes Crystal Flower RG-2
Targeting and Tracking System: TharHes Star Shark with Bloodhound Active Probe

The Lyran notion of an 80-ton scout ‘Mech is often belittled as an unrealistic pipedream by Inner Sphere militaries. Thus initial reports of the Rattenfanger were ignored as erroneous intelligence. An assault BattleMech with a dedicated long-range sensor suite, 86 kph top speed, and 180 meter leap distance were too fanciful to accept at face value. The truth became irrefutable when opposition scout ‘Mechs were consistently lost to a Lyran reconnaissance design neigh invulnerable to other BattleMechs of the same role. Mounting an Extended Range Particle Projector Cannon and a Gauss Rifle with plentiful ammunition, the Rattenfanger outran whatever it could not outgun. At an eye watering 28 million C-Bills per unit, only the overwhelming industrial might of the Lyran Commonwealth would consider large scale procurement of such a design.

Tech Base: Inner Sphere [E/X-X-F-F]
Role: Scout
Battle Value: 2,332
Cost: 27,849,000 C-Bills

Equipment                                                                 Mass
Internal Structure:                Endo Steel                               4
Engine:                              320 XL                               11.5
    Walking MP:                        4
    Running MP:                        6 [8]
    Jumping MP:                        6
Heat Sinks:                         10 [20]                                 0
Gyro:                                                                       4
Cockpit (Torso-Mounted):                                                    4
Armor Factor:                         240                                  15
                                   Internal             Armor
                                   Structure            Value
    Head                               3                  9
    Center Torso                      23                 32
    Center Torso (rear)                                  15
    L/R Torso                         16                 22
    L/R Torso (rear)                                     12
    L/R Arm                           12                 26
    L/R Leg                           16                 32

Weapons and Ammo                   Location           Critical            Mass
ER PPC                                RA                  3                 7
Supercharger                          RT                  1                1.5
Ammo (Gauss Rifle) 8                  RT                  1                 1
3 Improved Jump Jets                  RT                  6                 6
Bloodhound Active Probe               HD                  3                 2
Ammo (Gauss Rifle) 16                 LT                  2                 2
3 Improved Jump Jets                  LT                  6                 6
Gauss Rifle                           LA                  7                15
CASE II                               LA                  1                 1

GOR-1A Gorilla

GOR-1A Gorilla

Mass: 40 tons
Chassis: GM Marauder
Power Plant: Omni 175 Fusion Engine
Cruising Speed: 54 kph
Maximum Speed: 86 kph
Jump Jets: None
    Jump Capacity: None
Armor: Aldis Heavy Ferro-Fibrous
Armament:
    1 Fusigon Strongtooth Heavy Particle Projector Cannon with Turret
    1 Magna Small Laser
Manufacturer: Unknown
    Primary Factory: Unknown
Communications System: Garret 500A
Targeting and Tracking System: Garret GRNDTRK 9

* CRITICAL_DATA_FAILURE *
Reject Humanity. Return to Monke.
* FILE_INTEGRITY_ERROR *
Reject Humanity. Return to Monke.
* MISSING_DATA_BACKUP *
Reject Humanity. Return to Monke.

Tech Base: Inner Sphere [E/X-X-F-F]
Role: Sniper
Battle Value: 1,042
Cost: 4,174,988 C-Bills

Equipment                                                                 Mass
Internal Structure:                                                        3.5
Engine:                               175                                   7
    Walking MP:                        5
    Running MP:                        8
    Jumping MP:                        0
Heat Sinks:                         10 [20]                                 0
Gyro (Compact):                                                             3
Cockpit (Torso-Mounted):                                                    4
Armor Factor (Heavy Ferro):           119                                   6
                                   Internal             Armor
                                   Structure            Value
    Head                               3                  9
    Center Torso                      11                 14
    Center Torso (rear)                                   8
    L/R Torso                          8                 12
    L/R Torso (rear)                                      4
    L/R Front Leg                      8                 14
    L/R Rear Leg                       8                 14

Weapons and Ammo                   Location           Critical            Mass
Small Laser                           CT                  1                0.5
Turret                                CT                  1                 0
Heavy PPC                             HD                  4                10

Carnage Monk

Carnage Monk

DPS intimidator for challenging mode difficulty (or lower) in Pathfinder Kingmaker. Effective from first level. Capitalizes on experience points obtained via successful Athetlics, Persuasion, and Trickery skill checks. Acquire the Amulet of Mighty Fists +1 from killing Grarrukh at the Old Sycamore, replace with the Amulet of Mighty Fists +3 from killing Enlarged Owlbear Treant in the Other World, then endgame with the Amulet of Mighty Fists +5 located in House at the Edge of Time (Dinning Hall treasure chest, Trickery DC 48).

Starting Ability Scores
Strength 18 Intelligence 10
Dexterity 12 Wisdom 10
Constitution 13 Charisma 16
Skills
Athletics 17, Mobility 3, Perception, Persuasion, Trickery
Level Class Bonus Class Features Selected Options
1 Scaled Fist +1 AC Bonus, Flurry of Blows, Improved Unarmed Strike (1d6), Monk Proficiency, Stunning Fist Feat: Power Attack, Human Racial Feat: Skill Focus (Persuasion), Scaled Fist Bonus: Dragon Style
2 Scaled Fist +2 Evasion Scaled Fist Bonus Feat: Dodge
3 Scaled Fist +3 Draconic Fury (Acid), Draconic Mettle, Fast Movement +10 ft., Ki Pool, Ki Power: Extra Attack, Ki Strike: Magic Feat: Iron Will, Draconic Heritage (Green Dragon)
4 Scaled Fist +4 Improved Unarmed Strike (1d8), Stunning Fist: Fatigue +1 Constitution, Ki Power: Barkskin
5 Scaled Fist +5 Purity of Body Feat: Weapon Focus (Unarmed Strike), Style Strike: Hammerblow
6 Scaled Fist +6 Fast Movement +20 ft., Ki Strike: Cold Iron and Silver Scaled Fist Bonus Feat: Dragon Ferocity, Ki Power: True Strike
7 Scaled Fist +7 Feat: Dazzling Display
8 Scaled Fist +8 Improved Unarmed Strike (1d10), Stunning Fist: Sicken +1 Strength, Ki Power: Restoration
9 Scaled Fist +9 Fast Movement +30 ft., Improved Evasion Feat: Shatter Defenses, Style Strike: Defensive Spin
10 Scaled Fist +10 Ki Strike: Lawful Scaled Fist Bonus Feat: Blind-Fight, Ki Power: Abundant Step
11 Scaled Fist +11 Feat: Dreadful Carnage
12 Scaled Fist +12 Draconic Breath (Acid), Fast Movement +40 ft., Improved Unarmed Strike (2d6) +1 Strength
13 Scaled Fist +13 Feat: Improved Iron Will, Style Strike: Leg Sweep
14 Scaled Fist +14 Scaled Fist Bonus Feat: Intimidating Prowess, Ki Power: Diamond Soul
15 Scaled Fist +15 Fast Movement +50 ft. Feat: Deceitful
16 Scaled Fist +16 Improved Unarmed Strike (2d8), Ki Strike: Adamantine +1 Strength, Ki Power: Cold Ice Strike
17 Scaled Fist +17 Feat: Persuasive, Style Strike: Shattering Punch
18 Scaled Fist +18 Fast Movement +60 ft. Scaled Fist Bonus Feat: Improved Initiative, Ki Power: Shout
19 Scaled Fist +19 Feat: Toughness
20 Scaled Fist +20 Improved Unarmed Strike (2d10), Ki Power: Perfect Self +1 Strength, Ki Power: Wholeness of Body
Equipment
protector’s robe, headband of alluring charisma +6, absolver’s cloak, ring of the natural born commander, bracers of armor +8, amulet of mighty fists +5, belt of giant strength +6, manticore skin boots