preferential-lite
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Charname the Bounden

Charname the Bounden

“You’ve been attacking my afterimage this entire time.”

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Medium Humanoid (High Elf), Neutral Good


Armor Class 19 (Genie’s Splendor and Bracers of Defense), Initiative +2 (12)
Hit Points 103 (9d8 + 3d10 + 36)
Speed 30 feet


STR DEX CON INT WIS CHA
13 15 12 10 8 20
MOD SAV MOD SAV MOD SAV MOD SAV MOD SAV MOD SAV
+1 +1 +2 +2 +1 +1 +0 +0 -1 +3 +5 +9

Skills Athletics +5, Intimidation +9, Perception +3, Performance +9, Persuasion +9, Survival +3; Glassblower’s Tools
Gear Backpack, Bedroll, Boots of Elvenkind, Cloak of Elvenkind, Component Pouch, Fine Clothes of Mending, Holy Symbol, Pouch with 50 Gold Pieces, Rapier, Rations (10 days), Rope, Tinderbox, Waterskin
Senses Darkvision 60 feet, Passive Perception 13, Passive Investigation 10, Passive Insight 9
Languages Common, Elvish, Orc


TRAITS

Boots of Elvenkind. While Charname wears these boots, his steps make no sound, regardless of the surface he is moving across. He also has Advantage on Dexterity (Stealth) checks.

Channel Divinity (2/Long Rest). Charname can channel divine energy directly from the Outer Planes, using it to fuel Channel Divinity effect options.

Cloak of Elvenkind. While Charname wears this cloak, Wisdom (Perception) checks made to perceive him have Disadvantage, and he has Advantage on Dexterity (Stealth) checks.

Elemental Smite. Immediately after Charname casts the Divine Smite spell, he can expend one use of his Channel Divinity and invoke one of the following effects.

  • Dao’s Crush. Earth rises up around the target of Charname’s Divine Smite. The target has the Grappled condition (escape DC 17). While Grappled, the target has the Restrained condition.
  • Djinni’s Escape. Charname teleports to an unoccupied space he can see within 30 feet of himself and take on a semi-incorporeal form, which lasts until the end of his next turn. While in this form, Charname has Resistance to Bludgeoning, Piercing, and Slashing damage, and he has Immunity to the Grappled, Prone, and Restrained conditions.
  • Efreeti’s Fury. The target of Charname’s Divine Smite takes an extra 5 (2d4) Fire damage, and fire jumps from the target to another creature Charname can see within 30 feet of himself. The second creature also takes 5 (2d4) Fire damage.
  • Marid’s Surge. The target of Charname’s Divine Smite and each creature of your choice in a 10-foot Emanation originating from you make a Strength saving throw (DC 17). On a failed save, a creature is pushed 15 feet straight away from Charname and has the Prone condition.

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

Lay On Hands (15 Hit Points/Long Rest). Charname has a pool of healing power with a total of 15 Hit Points.

Steps of the Fey. Whenever Charname casts the Misty Step spell, he can choose one of the following additional effects.

  • Refreshing Step. Immediately after Charname teleports, he or one creature Charname can see within 10 feet of himself gains 5 (1d10) Temporary Hit Points.
  • Taunting Step. Creatures within 5 feet of the space Charname left must succeed on a Wisdom saving throw (DC 17) or have Disadvantage on attack rolls against creatures other than Charname until the start of Charname’s next turn.
  • Disappearing Step. Charname has the Invisible condition until the start of his next turn or until immediately after he makes an attack roll, deal damage, or casts a spell.
  • Dreadful Step. Creatures within 5 feet of the space Charname left or the space he appears in (his choice) must succeed on a Wisdom saving throw (DC 17) or take 11 (2d10) Psychic damage.

ACTIONS

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

Pact Weapon: Rapier. Melee Attack Roll: +9 to hit, reach 5 feet. Hit: 11 (1d8 + 7) Necrotic, Piercing, Psychic, or Radiant damage. If Charname hits a creature with this weapon and deals damage to the creature, Charname has Advantage on his next attack roll against that creature before the end of his next turn.

Eldritch Blast. Spell Attack Roll: +9 to hit, range 120 feet. Hit: 10 (1d10 + 5) Force damage. The spell creates three beams. Charname can direct the beams at the same target or at different ones. Make a separate attack roll for each beam.

Magical Cunning (1/Long Rest). Charname can perform an esoteric rite for 1 minute, regaining up to 1 expended Pact Magic spell slots.

Pact of the Chain. When Charname 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.

Innate Magic. Charname is a 12th level spellcaster. He casts spells using Charisma as the spellcasting ability (spell save DC 17, +9 to hit with spell attacks). Charname can also cast the spells using any spell slots he has.
At Will: Blade Ward, Find Familiar, Prestidigitation, True Strike
1/Long Rest Each: Contact Other Plane, Detect Magic, Divine Smite BA, Hex, Shield R
7/Long Rest: Misty Step BA

Pact Magic. Charname is a 12th level spellcaster. He casts spells using Charisma as the spellcasting ability (spell save DC 17, +9 to hit with spell attacks). He can use his pact weapon as a Spellcasting Focus.
Cantrips (at will): Eldritch Blast, Mage Hand, Minor Illusion
5th level (2/Short Rest): Armor of Agathys BA, Banishment, Blink, Calm Emotions, Dimension Door, Dominate Beast, Dominate Person, Faerie Fire, Fly, Greater Invisibility, Hypnotic Pattern, Invisibility, Major Image, Phantasmal Force, Plant Growth, Seeming, Sleep, Suggestion, Synaptic Static

Spellcasting. Charname is a 12th level spellcaster. He casts spells using Charisma as the spellcasting ability (spell save DC 17, +9 to hit with spell attacks). He can use a Holy Symbol as a Spellcasting Focus.
1st level (2/Long Rest): Chromatic Orb, Command, Compelled Duel BA, Elementalism, Protection from Evil and Good, Shield of Faith, Thunderous Smite BA


BONUS ACTIONS

Divine Sense. For the next 10 minutes or until Charname has the Incapacitated condition, he knows the location of any Celestials, Fiends, and Undead within 60 feet, and he knows its creature type. In the same radius, Charname also detect the presence of any place/object that has been consecrated or desecrated, as with the Hallow spell.

Heal. Charname touches a creature (which could be himself) and restores a number Hit Points to that creature, up to the maximum amount remaining in the Lay On Hands pool.

Investment of the Chain Master. Charname commands his familiar to take the Attack action.

Pact of the Blade. Charname conjures a pact weapon in his hand. The pact weapon disappears if Charname 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.

Purify Poison. Charname expends 5 Hit Points from the Lay On Hands pool to remove the Poisoned condition from the creature; those points don’t also restore HP to the creature.


REACTIONS

Investment of the Chain Master. Trigger: Charname’s familiar takes damage. Response: Charname can grant it Resistance against that damage.

Misty Escape. Trigger: Charname takes damage. Response: Charname can cast the Misty Step spell.


Familiar of the Bounden

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

Charname’s familiar is a sprite named Fami. She is an ally to Charname and his allies. Fami rolls her own Initiative and acts on her own turn. Fami 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 Charname drops to 0 Hit Points, she disappears. Fami reappears after Charname casts the Find Familiar spell again. As a Magic action, Charname can temporarily dismiss Fami to a pocket dimension. As a Magic action while Fami is temporarily dismissed, Charname can cause her to reappear in an unoccupied space within 30 feet of Charname. Whenever Fami drops to 0 Hit Points or disappears into the pocket dimension, Fami leaves behind in her space anything she was wearing or carrying.

Telepathic Connection. While Fami is within 100 feet of Charname, 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 Fami’s next turn.

Heart Sight. Charisma Saving Throw: DC 16, one creature within 5 feet Fami can see. Celestials, Fiends, and Undead automatically fail the save. Failure: Fami knows the target’s emotions and alignment.

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


REACTIONS

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


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Shinare the Omenblade

Shinare the Omenblade

“I could provide guaranteed safe passage through the forgotten lands; of course such perilous wayfinding would not be done out of mere generosity.”

Shinare was an orphan raised by itinerant mercenaries. Throughout his youth the regiment fought across mountainous territories where Shinare learnt swordsmanship ubiquitous to the region. He would later come into possession of an ancient blade that promised incalculable power in exchange for slaughter in its name. The deal was struck, and though in time Shinare realized the magnitude of his mistake, he adheres to his end of the bargain so long as the entity maintains its role in kind.

Medium Humanoid (Human), Neutral


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


STR DEX CON INT WIS CHA
15 10 14 19 13 26
MOD SAV MOD SAV MOD SAV MOD SAV MOD SAV MOD SAV
+2 +8 +0 +0 +2 +8 +4 +4 +1 +7 +8 +8

Skills Athletics +8, Perception +13, Intimidation +14, Stealth +6, Survival +7; Cartographer’s Tools
Gear Adamantine Greatsword, Adamantine Plate Armor, Backpack, Bedroll, Book (personal journal), Cartographer’s Tools, Component Pouch, Headband of Intellect, Hooded Lantern, Ink (1 ounce bottle), Ink Pens (3 quills), 2 Longswords, Map Case with 5 Maps, Oil (3 flasks), Pouch with 500 PP in precious gemstones, Rations (10 days), Rope, Tinderbox, Tome of Leadership and Influence (3 volumes), Traveler’s Clothes of Mending, Waterskin
Senses Blindsight 10 feet, Truesight 30 feet, Passive Perception 23, Passive Investigation 14, Passive Insight 11
Languages Common, Draconic, Giant


TRAITS

Adamantine Plate Armor. While wearing this armor, any Critical Hit against Shinare becomes a normal hit.

Exploit Opening. When Shinare rolls damage for an Opportunity Attack, he can roll the damage dice twice and use either roll against the target.

Family First. If Shinare has Heroic Inspiration when he rolls Initiative, he can expend it to give himself and his allies Advantage on that Initiative roll.

Gift of the Depths. Shinare can breathe underwater.

Hex Restoration. Shinare regains one expended use of Hexblade’s Curse when he finish a Short Rest or uses his Magical Cunning feature.

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.

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 6 (1d8 + 2) Hit Points.

Luck Points (6/Long Rest). Shinare has 6 Luck Points that he can spend on the benefits below.

  • Advantage. When Shinare rolls a d20 for a D20 Test, he can spend 1 Luck Point to give himself Advantage on the roll.
  • Disadvantage. When a creature rolls a d20 for an attack roll against Shinare, Shinare can spend 1 Luck Point to impose Disadvantage on that roll.

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

Unyielding Will. When he succeeds on a saving throw to maintain Concentration, each creature of Shinare’s choice in a 10-foot Emanation originating from Shinare takes 7 (2d6) Necrotic damage. Once Shinare uses this benefit, he can’t do so again until the start of his next turn.

Unyielding Will (1/Long Rest). When Shinare fails a saving throw to maintain Concentration, he can choose to succeed instead, and Shinare gains 22 (1d10 + 17) Temporary Hit Points.

Versatile Merc (1/Long Rest). Choose a skill in which Shinare has proficiency. He has Expertise in that skill until he finishes his next Long Rest.


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.

Pact Weapon: Adamantine Greatsword. 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 with his pact weapon, he can deal 8 Necrotic, Psychic, Radiant, or Slashing damage. Whenever this weapon hits an object, the hit is a Critical Hit.

Eldritch Blast. Spell Attack Roll: +14 to hit, range 120 feet. Hit: 13 (1d10 + 8) Force 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.

Contact Patron (1/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.

Gift of the Depths (1/Long Rest). Shinare can cast the Water Breathing spell without expending a spell slot.

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

Pact Magic. Shinare is an 18th level spellcaster. He casts spells using Charisma as the spellcasting ability (spell save DC 22, +14 to hit with spell attacks). He can use his pact weapon as a Spellcasting Focus.
Cantrips (at will): Blade Ward, Eldritch Blast, Mage Hand, True Strike
5th level (4/Short Rest): Animate Objects, Arcane Vigor BA, Armor of Agathys BA, Banishment, Bestow Curse, Conjure Barrage, Contact Other Plane, Counterspell R, Darkness, Dimension Door, Dispel Magic, Fly, Freedom of Movement, Gaseous Form, Hex BA, Invisibility, Major Image, Shield R, Staggering Smite BA, Steel Wind Strike, Suggestion, Synaptic Static, Wrathful Smite
6th level (1/Long Rest): Tasha’s Bubbling Cauldron
7th level (1/Long Rest): Forcecage
8th level (1/Long Rest): Befuddlement
9th level (1/Long Rest): Adamantine Wind Strike


BONUS ACTIONS

Harrowing Hex. After Shinare casts a level 1+ spell that has a casting time of an action, he can make one attack with a weapon.

Hexblade’s Curse (8/Long Rest). Choose one creature Shinare can see within 30 feet of himself. The target is cursed for 1 minute, during which Shinare gains the benefits below. The curse ends early if Shinare uses this feature again, if he dismiss it (no action required), or dies. When he casts a spell using a spell slot that curses a target, Shinare can use his Hexblade’s Curse as a part of casting that spell instead of taking a Bonus Action. When he does so, the target of the spell is the target of Shinare’s Hexblade’s Curse, and Hexblade’s Curse’s duration is either 1 minute or the spell’s duration, whichever is longer.

  • When the target cursed by his Hexblade’s Curse drops to 0 Hit Points, Shinare regains 12 (1d8 + 8) Hit Points.
  • While Shinare isn’t wearing armor or wielding a Shield, he gains a +2 bonus to Armor Class while he is within 10 feet of the target cursed by his Hexblade’s Curse.
  • When Shinare hits the target cursed by his Hexblade’s Curse with an attack roll, the target has Disadvantage on the next saving throw it makes before the start of Shinare’s next turn.
  • When the target of his Hexblade’s Curse ends its turn 30 feet or further from Shinare, Shinare can move up to 30 feet straight toward the target.
  • Any attack roll Shinare makes against the target cursed by his Hexblade’s Curse scores a Critical Hit on a roll of a 19 or 20 on the d20.
  • When he deals damage to the target cursed by his Hexblade’s Curse, Shinare can cause his curse to explode with sinister energy. The target and each creature of Shinare’s choice in a 30-foot Emanation originating from the target takes 10 (3d6) Necrotic, Psychic, or Radiant damage (Shinare’s choice), and their Speed is reduced by 10 feet until the start of Shinare’s next turn. Once he uses this benefit, Shinare can’t use it again until he finishes a Long Rest or expends a Pact Magic 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. Shinare conjures 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.

Second Wind (2/Long Rest). Shinare regains 6 (1d10 + 1) Hit Points.


REACTIONS

Armor of Hexes. Trigger: Shinare takes damage from the target cursed by his Hexblade’s Curse. Response: Shinare reduces the damage taken by 17.

Retaliate. Trigger: A creature within 5 feet of Shinare hits him with a melee attack. Response: Immediately after Shinare makes an Opportunity Attack against that creature.


Adamantine Wind Strike

Source: Homebrew inspired by the canonical Steel Wind Strike spell, and the Sever Space feat from Pathfinder #168: King of the Mountain

Level 9 Conjuration (Ranger, Warlock, Wizard)

Casting Time: Action
Range: 60 feet
Components: S, M (a Melee weapon worth 1+ PP)
Duration: Instantaneous

You destroy the space between you and your target, allowing you to strike with your melee weapon at great range. Make a melee spell attack against one creature you can see within range. On a hit, the target takes 30d10 Force damage. You can then choose to teleport to an unoccupied space within 5 feet of the target; or attempt to teleport the target to an unoccupied space you choose within 5 feet of yourself. If you choose to teleport the target, an unwilling creature can make a Dexterity saving throw to grab a fixed object it can reach, thus avoiding the pull of the spacial collapse.


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Blackthorn Stonegrove

Blackthorn Stonegrove

“There are many who consider the club to be a crude weapon. An inelegant instrument only paleolithic savages would utilize on the battlefield. Those are the combatants I find most enjoyable to educate.”

The eldest sons of the Stonegrove bloodline served as guardsmen to an immortal archmage who dwelt among humanity for millennia. This debt ended when an adolescent Blackthorn manifested innate talent in magecraft hereto unknown to high wizard. After intense examination throughout his childhood, Blackthorn could channel an unseen tactile force and manipulate objects in his surroundings. The delighted archmage departed the realm to unravel this newfound mystery, declaring the Stonegrove Vow as repaid and implored Blackthorn to develop his incredible ability.

Medium Humanoid (Human), Chaotic Good


Armor Class 19 (Mithral Half Plate Armor and Shield); Initiative +2 (12)
Hit Points 92 (8d10 + 40)
Speed 30 feet


STR DEX CON INT WIS CHA
10 14 16 20 12 8
MOD SAV MOD SAV MOD SAV MOD SAV MOD SAV MOD SAV
+0 +3 +2 +2 +3 +6 +5 +5 +1 +1 -1 -1

Skills Athletics +3, Investigation +8, Perception +4, Stealth +5, Survival +4; Cartographer’s Tools
Gear Backpack, Bedroll, Cartographer’s Tools, Ink (1 ounce bottle), Ink Pens (3 quills), Map Case with 5 Maps, Mithral Half Plate Armor, Pouch with 50 Gold Pieces, Rations (10 days), Rope, Shield, Silvered Club, Tinderbox, 5 Torches, Traveler’s Clothes, Waterskin
Senses Passive Perception 14, Passive Investigation 18, Passive Insight 11
Languages Common, Draconic, Elvish


TRAITS

Minor Telekinesis. Blackthorn casts Mage Hand without Verbal or Somatic components, can make the spectral hand Invisible, and its range increases by 30 feet when he casts it.

Psionic Energy Dice (6/Long Rest). Blackthorn has d8 Psionic Energy Dice, which are expended when used. He regains one expended Psionic Energy Die when he finishes a Short Rest, and regains all of them when he finishes a Long Rest.

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

Tactical Mind. When Blackthorn fails an ability check, he can expend a use of his Second Wind. Rather than regaining Hit Points, he adds 5 (1d10) to the ability check, potentially turning it into a success. If the check still fails, this use of Second Wind isn’t expended.


ACTIONS

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

Silvered Club. Melee Attack Roll: +3, reach 5 feet. Hit: 4 (1d4 + 2) Bludgeoning damage. When Blackthorn scores a Critical Hit with it against a creature that is shape-shifted, the weapon deals one additional die of damage. If Blackthorn hits a creature with this weapon and deals damage to it, he can reduce its Speed by 10 feet until the start of Blackthorn’s next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn’t exceed 10 feet.

Shillelagh Silvered Club. Melee Attack Roll: +8, reach 5 feet. Hit: 12 (1d10 + 7) Bludgeoning damage. When Blackthorn scores a Critical Hit with it against a creature that is shape-shifted, the weapon deals one additional die of damage. If Blackthorn hits a creature with this weapon and deals damage to it, he can reduce its Speed by 10 feet until the start of Blackthorn’s next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn’t exceed 10 feet.

Slingshot. Ranged Attack Roll: +3, range 30/120 feet. Hit: 2 (1d4) Bludgeoning damage. If Blackthorn hits a creature with this weapon and deals damage to it, he can reduce its Speed by 10 feet until the start of Blackthorn’s next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn’t exceed 10 feet.

Magic Initiate. Blackthorn is a 8th level spellcaster. He casts spells using Intelligence as the spellcasting ability (spell save DC 16, +8 to hit with spell attacks).
Cantrips (at will): Guidance, Mage Hand, Shillelagh BA
1/Long Rest Each: Detect Magic

Psionic Strike. Once on each of his turns, immediately after Blackthorn hits a target within 30 feet of himself with an attack and deals damage to it with a weapon, he can expend one Psionic Energy Die, dealing 9 (1d8 + 5) Force damage to the target. When Blackthorn deals damage to a target with his Psionic Strike, he can force the target to make a Strength saving throw (DC 16). On a failed save, Blackthorn can give the target the Prone condition or transport it up to 10 feet horizontally.

Telekinetic Movement (1/Short Rest). As a Magic action, choose one target Blackthorn can see within 30 feet of himself; the target must be a loose object that is Large or smaller or one willing creature other than Blackthorn. Blackthorn transports the target up to 30 feet to an unoccupied space he can see. Alternatively, if the target is a Tiny object, he can transport it to or from his hand. Blackthorn can expend a Psionic Energy Die (no action required) to restore his use of Telekinetic Movement.


BONUS ACTIONS

Psi-Powered Leap (1/Short Rest). Blackthorn gains a Fly Speed equal to twice his Speed until the end of his current turn. Blackthorn can expend a Psionic Energy Die (no action required) to restore his use of Psi-Powered Leap.

Second Wind (3/Long Rest). Blackthorn regains 13 Hit Points (1d10 + 8) and can move up to half his Speed without provoking Opportunity Attacks.

Telekinetic Shove. Blackthorn telekinetically shoves one creature he can see within 30 feet of himself. When he does so, the target must succeed on a Strength saving throw (DC 16) or be moved 5 feet toward or away from Blackthorn.


REACTION

Protective Field. Trigger: When Blackthorn or another creature he can see within 30 feet of himself takes damage. Response: Blackthorn can expend one Psionic Energy Die and reduce the damage taken by 9 (1d8 + 5).


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Elven Curve Blademaster

Elven Curve Blademaster

Sasaki Kojirō and Sephiroth fans rejoice: the elven curve blade is Kingmaker’s equivalent of a nodachi. Powerful versions are readily acquirable throughout the campaign, with Bane of the Living as the ultimate option if you can defeat the hidden Astradaemon. While categorized as Finesse Wielding, elven curve blades are also two-handed weapons and benefit from the 50% bonus damage of Power Attack.

This build combines Power Attack, sneak attack, and critical hits to inflict effective damage. It obtains the Iron Will feat at level 5 to mitigate dangerous mental failure, and the Blind Fight feat at level 15 to negate invisible enemy shenanigans. All remaining feat choices are dedicated towards the elven curve blade, Shatter Defenses, and late game dual wielding for Allslayer. While the obvious endgame weapon is Bane of the Living, inclusion of two-weapon fighting for an Allslayer in each hand provide attacks that devastate enemies immune or regenerative to Harm.

Initial Ability Scores
Strength 13 Intelligence 10
Dexterity 18 Wisdom 10
Constitution 14 Charisma 15
Skills
Athletics 1, Knowledge (World) 1, Mobility 19, Perception 20, Persuasion 20, Stealth 19, Trickery 20, Use Magic Device 20
Level Class Bonus Class Features Chosen Options
1 Thug +0 Feat: Weapon Finesse, Frightening, Rogue Proficiency, Sneak Attack +1d6 Lawful Evil Human, Feat: Improved Initiative, Human Racial Feat: Power Attack
2 Thug +1 Evasion Rogue Talent: Combat Trick (Exotic Weapon Proficiency [Elven Curve Blade])
3 Thug +2 Brutal Beating, Sneak Attack +2d6 Feat: Weapon Focus (Elven Curve Blade), Finesse Training: Elven Curve Blade
4 Thug +3 Bewildering Injury, Debilitating Injury, Disorienting Injury, Hampering Injury, Uncanny Dodge +1 Charisma, Rogue Talent: Skill Focus (Persuasion)
5 Thug +3 Sneak Attack +3d6 Feat: Iron Will
6 Thug +4 Rogue Talent: Combat Trick (Cornugon Smash)
7 Thug +5 Sneak Attack +4d6 Feat: Dazzling Display
8 Thug +6 Improved Uncanny Dodge +1 Dexterity, Rogue Talent: Combat Trick (Shatter Defenses)
9 Thug +6 Sneak Attack +5d6 Feat: Combat Reflexes
10 Thug +7 Rogue Advanced Talent: Crippling Strike
11 Thug +8 Sneak Attack +6d6 Feat: Improved Critical (Elven Curve Blade), Finesse Training: Short Sword
12 Thug +9 +1 Dexterity, Rogue Advanced Talent: Opportunist
13 Thug +9 Sneak Attack +7d6 Feat: Critical Focus
14 Thug +10 Rogue Advanced Talent: Double Debilitation
15 Thug +11 Sneak Attack +8d6 Feat: Blind Fight
16 Thug +12 +1 Dexterity, Rogue Advanced Talent: Blinding Strike
17 Thug +12 Sneak Attack +9d6 Feat: Two-Weapon Fighting
18 Thug +13 Rogue Advanced Talent: Improved Two-Weapon Fighting
19 Thug +14 Sneak Attack +10d6 Feat: Combat Trick: Greater Two-Weapon Fighting, Finesse Training: Dagger
20 Thug +15 Master Strike +1 Dexterity, Rogue Advanced Talent: Dispelling Attack
Equipment
bane of the living, allslayer + allslayer, dark master’s robe, headband of inspired wisdom +6, castigator’s cloak, bracers of armor +8, river fox’s memento pendant, belt of physical perfection +8, ring of circumstances, great dreamer’s smile, gloves of the scribe, manticore skin boots

Stormblade Fencer

Stormblade Fencer

Thundercallers are not meant to be melee combatants; yet here we are. Though I frown upon using 8’s on starting attributes, in order to make this unorthodox concept work one needs min-maxing to assign at least 14 points towards Constitution. Any lesser amount would be early level hit point suicide and the exceptional baseline skill points and Will saves of a Bard makes sacrificing Intelligence and Wisdom tolerable concessions. Strength 11 to comfortably wear armor and gear without weight penalty.

This build goes hard for longsword optimization in anticipation for endgame acquisition of Perfection, which adds much needed Inherent +2 to multiple stats while equipped. Piranha Strike is obtained at level 5 for the requisite damage of a would-be warrior. Completing the Crane Style feat chain, along side medium armor proficiency, then becomes a focal point for survivability afterwards. Spell selection includes melee favorites such as greater heroism and haste; however various support magics such as communal delay poison and mass cacophonous call are also included to maintain the Bard’s trademark flexibility.

Starting Ability Scores
Strength 11 Intelligence 8
Dexterity 18 Wisdom 8
Constitution 14 Charisma 17
Skills
Athletics 1, Knowledge (Arcana) 1, Knowledge (World) 1, Lore (Nature) 3, Mobility 3, Perception 20, Persuasion 20, Stealth 1, Trickery 20, Use Magic Device 20
Level Class Bonus Class Features Chosen Options
1 Thundercaller +0 Bard Proficiency, Bound to the Land, Cantrips, Detect Magic, Inspire Courage Chaotic Good Human, Feat: Dodge, Human Racial Feat: Weapon Finesse; cure light wounds, hideous laughter
2 Thundercaller +1 Well-Versed Bard Talent: Weapon Focus (Longsword); remove fear
3 Thundercaller +2 Thunder Call 1d8 Feat: Slashing Grace (Longsword); feather step
4 Thundercaller +3 +1 Charisma; heroism, mirror image
5 Thundercaller +3 Inspire Courage +2 Feat: Piranha Strike; cacophonous call
6 Thundercaller +4 Fascinate, Incite Rage Bard Talent: Combat Trick (Improved Unarmed Strike); invisibility
7 Thundercaller +5 Bardic Performance: Move Action, Thunder Call 3d8 Feat: Crane Style; grease, displacement, haste
8 Thundercaller +6 Storm Call 3d6 +1 Charisma; confusion
9 Thundercaller +6 Inspire Greatness Feat: Crane Wing; dispel magic
10 Thundercaller +7 Jack of All Trades Bard Talent: Combat Trick (Armor Proficiency [Medium Armor]); sense vitals, dimension door, greater invisibility
11 Thundercaller +8 Inspire Courage +3, Thunder Call 5d8 Feat: Crane Riposte; touch of gracelessness, freedom of movement
12 Thundercaller +9 Soothing Performance +1 Charisma; echolocation
13 Thundercaller +9 Bardic Performance: Swift Action Feat: Lingering Performance; communal delay poison, greater heroism, mass cacophonous call
14 Thundercaller +10 Greater Storm Call 5d6 Bard Talent: Combat Trick (Combat Reflexes); glitterdust, mind fog
15 Thundercaller +11 Inspire Heroics, Thunder Call 7d8 Feat: Spell Focus (Enchantment); greater dispel magic
16 Thundercaller +12 +1 Dexterity; cure critical wounds, brilliant inspiration, euphoric tranquility
17 Thundercaller +12 Inspire Courage +4 Feat: Greater Spell Focus (Enchantment); crushing despair, overwhelming presence
18 Thundercaller +13 Bard Talent: Combat Trick (Improved Critical [Longsword]); mass cure moderate wounds
19 Thundercaller +14 Thunder Call 9d8 Feat: Armor Focus (Medium); ki shout
20 Thundercaller +15 Deadly Performance +1 Dexterity; shield of dawn, eyebite
Equipment
perfection, singing steel breastplate, headband of alluring charisma +6, absolver’s cloak, maya’s charm, belt of physical perfection +8, ring of circumstances, great dreamer’s smile, cheatsheet gloves, manticore skin boots

Varnling Host Reaper

Varnling Host Reaper

In most scenarios the maximum level a General will attain during the Varnhold DLC of Pathfinder Kingmaker will be ninth level. With a maximum size party of three (the General, Maegar Varn, Cephal Lorentus) and all experience sharing disabled, it is possible to reach level twelve, but that becomes difficult and burdensome – especially in the final dungeon.

This build assumes an endgame of level 9 to level 12 for the General. However it can easily function efficiently in the main game. If pursuing that option, swap out each instance of scythe selection for the greataxe and aim to acquire the Vanquisher. You will be monster murdering powerhouse with that single change. The overall concept is quite simple: high melee damage, enemy debuffs through intimidation, and reliable late game critical attacks if used in the main quest with the aforementioned greataxe substitution.

Starting Ability Scores
Strength 20 Intelligence 10
Dexterity 10 Wisdom 10
Constitution 14 Charisma 13
Skills
Athletics 1, Knowledge (Arcana) 5, Perception 18, Persuasion 20, Trickery 18
Level Class Bonus Class Features Chosen Options
1 Two-Handed Fighter +1 Fighter Proficiency, Intimidating, Keen Senses, Orc Ferocity, Orc Weapon Familiarity Neutral Half-Orc, Feat: Iron Will, Bonus Combat Feat: Power Attack
2 Two-Handed Fighter +2 Strong Grip +1 Bonus Combat Feat: Weapon Focus (Scythe)
3 Two-Handed Fighter +3 Overhand Chop Feat: Dazzling Display
4 Two-Handed Fighter +4 +1 Strength; Bonus Combat Feat: Weapon Specialization (Scythe)
5 Archaeologist +4 Bard Proficiency, Archaeologist’s Luck +1, Cantrips, Detect Magic Feat: Arcane Strike; expeditious retreat, remove fear
6 Dragon Disciple +4 Natural Armor Increase +1 Draconic Bloodline: Green Dragon
7 Dragon Disciple +5 Arcane Spellcasting, Strength +2, Dragon Bite Feat: Cornugon Smash, Bloodline Feat: Improved Initiative; feather step
8 Dragon Disciple +6 Breath Weapon +1 Strength; cure light wounds
9 Dragon Disciple +7 Natural Armor Increase +1, Strength +2 Feat: Shatter Defenses; heroism, rage
10 Two-Handed Fighter +8 Two-Handed Weapon Training 1
11 Two-Handed Fighter +9 Strong Grip +2 Feat: Skill Focus (Persuasion), Bonus Combat Feat: Intimidating Prowess
12 Two-Handed Fighter +10 Backswing +1 Charisma
13 Two-Handed Fighter +11 Feat: Greater Weapon Focus (Scythe), Bonus Combat Feat: Improved Critical (Scythe)
14 Two-Handed Fighter +12 Two-Handed Weapon Training 2
15 Two-Handed Fighter +13 Strong Grip +3 Feat: Critical Focus, Bonus Combat Feat: Tiring Critical
16 Two-Handed Fighter +14 Piledriver +1 Strength
17 Two-Handed Fighter +15 Feat: Exhausting Critical, Bonus Combat Feat: Greater Weapon Specialization (Scythe)
18 Two-Handed Fighter +16 Two-Handed Weapon Training 3
19 Two-Handed Fighter +17 Strong Grip +4 Feat: Improved Iron Will, Bonus Combat Feat: Blind-Fight
20 Two-Handed Fighter +18 Greater Power Attack +1 Strength
Equipment
frost scythe +2, battlemaster’s plate, headband of alluring charisma +4, cloak of resistance +4, trapspringer’s gloves, amulet of natural armor +3, belt of giant strength +4, ring of the natural born commander, ring of protection +3

Varnling Host Duelist

Varnling Host Duelist

Lawful Good. Unarmor melee build that still achieves an impressive armor class. Capitalizes on experience points obtained via successful Persuasion and Trickery skill checks. Weapon of choice is Bloodhound, obtainable in Chapter Two by exploiting dimension door in the Lonely Barrow.

Starting Ability Scores
Strength 10 Intelligence 14
Dexterity 18 Wisdom 15
Constitution 14 Charisma 8
Skills
Mobility 3, Perception 20, Persuasion 20, Stealth 12, Trickery 20
Level Class Bonus Class Features Chosen Options
1 Aldori Defender +1 Fearless, Fighter Proficiency, Halfling Luck, Weapon Proficiency: Dueling Sword Lawful Good Halfling, Feat: Weapon Focus (Dueling Sword), Bonus Combat Feat: Dodge
2 Eldritch Scoundrel +1 Feat: Weapon Finesse, Eldritch Scoundrel Proficiency, Cantrips, Detect Magic expeditious retreat, mage armor, protection from alignment, reduce person, shield
3 Eldritch Scoundrel +2 Evasion Rogue Talent: Combat Trick (Aldori Dueling Mastery); hurricane bow, magic missile
4 Eldritch Scoundrel +3 Danger Sense +1, Sneak Attack +1d6 +1 Wisdom; Finesse Training (Dueling Sword); enlarge person, vanish
5 Traditional Monk +4 AC Bonus, Flurry of Blows, Improved Unarmed Strike 1d6, Monk Proficiency, Stunning Fist, Sneak Attack +1d6 Feat: Cautious Fighter, Monk Bonus Feat: Crane Style
6 Eldritch Scoundrel +5 Bewildering Injury, Debilitating Injury, Disorienting Injury, Hampering Injury, Uncanny Dodge Rogue Talent: Combat Trick (Combat Mobility); invisibility, mirror image
7 Aldori Defender +6 Bravery +2, Sneak Attack +2d6 Feat: Accomplished Sneak Attack, Bonus Combat Feat: Crane Wing
8 Aldori Defender +7 Defensive Parry +1 +1 Dexterity
9 Aldori Defender +8 Feat: Weapon Specialization (Dueling Sword), Combat Bonus Feat: Crane Riposte
10 Aldori Defender +9 Weapon Training +1 Weapon Training Group: Heavy Blades
11 Duelist +10 Canny Defense, Precise Strike Feat: Piranha Strike
12 Duelist +11 Improved Reaction +2, Parry +1 Dexterity
13 Duelist +12 Enhanced Mobility Feat: Arcane Strike
14 Duelist +13 Class Bonus Feat: Combat Reflexes, Grace
15 Duelist +14 Riposte Feat: Improved Critical (Dueling Sword)
16 Duelist +15 Acrobatic Movement +1 Dexterity
17 Duelist +16 Elaborate Defense Feat: Blind-Fight
18 Duelist +17 Improved Reaction +4
19 Duelist +18 Deflect Arrows, No Retreat Feat: Improved Initiative
20 Duelist +19 Crippling Critical +1 Dexterity

Professor Emeritus Einbach

Professor Emeritus Einbach

“I shall resurrect you as a new creature. A better creature. A perfect creature.”

As the son of a skilled necromancer, Einbach was immersed in the secrets of undeath throughout childhood. Though he failed to inherit his mother’s immense magic potency, he countered that insufficiency with an intellectual genius towards mechanical innovation. Upon amassing considerable wealth and resources from academic innovations, Einbach’s macabre discoveries into the infusion of necromancy with complex mechanisms and exotic chemicals lead him to pioneer construct and undead fusion.

Medium Humanoid (Human), Neutral


Armor Class 20; Initiative +2 (12)
Hit Points 75 (9d8 + 27)
Speed 30 feet


STR DEX CON INT WIS CHA
10 14 16 19 10 8
MOD SAV MOD SAV MOD SAV MOD SAV MOD SAV MOD SAV
+0 +0 +2 +2 +3 +7 +4 +8 +0 +0 -1 -1

Skills Arcana +8, History +8, Investigation +8, Medicine +4, Perception +4; Alchemist’s Supplies, Leatherworker’s Tools, Thieves’ Tools, Tinker’s Tools
Gear Alchemist’s Supplies, Bag of Holding, Book (research journal), Component Pouch, Goggles of Night, Halfplate +1, Ink (1 ounce bottle), Ink Pens (3 quills), Leatherworker’s Tools, Pouch with 50 GP, Returning Spear, Scrolls (5 parchments), Scroll Case, Thieves’ Tools, Tinker’s Tools, Traveler’s Clothes
Senses Darkvision 60 feet, Passive Perception 11
Languages Common, Draconic, Dwarvish


TRAITS

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

Homunculus Servant. Einbach has a homunculus familiar.

Special Project 74

“Command? Confirm. Executing!”

Einbach’s fascination and experimentation on sprite familiars culminated into the creation of Special Project 74. The homunculus is an ally to Einbach and his allies. In combat, it shares Einbach’s Initiative count, but it takes its turn immediately after Einbach. It obeys Einbach’s commands (no action required by him). If Einbach doesn’t issue any, it takes the Dodge action and uses its movement to avoid danger.

Tiny Construct, Neutral


Armor Class 13
Hit Points 20 (9d4)
Speed 20 feet, Fly 30 feet


STR DEX CON INT WIS CHA
4 15 12 10 10 7
MOD SAV MOD SAV MOD SAV MOD SAV MOD SAV MOD SAV
-3 -3 +2 +2 +1 +1 +0 +0 +0 +0 -2 -2

Immunities Poison; Exhaustion, Poisoned
Senses Darkvision 60 ft.; Passive Perception 10
Languages Telepathy 1 mile (works only with Einbach)


TRAITS

Evasion. If the homunculus is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the homunculus instead takes no damage if it succeeds on the save and only half damage if it fails. It can’t use this trait if it has the Incapacitated condition.

Magic Bond. Add a +4 bonus to any ability check or saving throw the homunculus makes.


ACTIONS

Force Strike. Melee or Ranged Attack Roll: +8 to hit, reach 5 feet or range 30 feet. Hit: 6 (1d6 + 3) Force damage.


REACTIONS

Channel Magic. Trigger: Einbach casts a spell that has a range of touch while the homunculus is within 120 feet of Einbach. Response: The homunculus delivers the spell through its touch.

Jolt to Life (4/Long Rest). When Einbach casts Spare the Dying, he can modify the spell so that it sends a jolt of electricity through the target, reviving it. The target regains 1 Hit Point, and each creature in a 10-foot Emanation originating from the target makes a DC 16 Dexterity saving throw. On a failed save, the creatures take 7 (1d4 + 5) Lightning damage. On a successful save, they take half as much damage.

Reanimated Companion (1/Long Rest). Einbach created a Reanimated Companion through the power of necromancy and science.

Test Subject 315

“Please. Kill. Me.”

Test Subject 315 is the latest development in Einbach’s ceaseless endeavor to engineer the ultimate disposable soldier. In combat, the companion acts during Einbach’s turn. It can move and take its Reaction on its own, but the only action it takes is the Dodge action unless Einbach takes a Bonus Action to command it to take an action. If Einbach has the Incapacitated condition, the companion acts on its own and isn’t limited to the Dodge action.

Large Undead, Neutral


Armor Class 14
Hit Points 40 (9d6)
Speed 30 feet


STR DEX CON INT WIS CHA
14 10 16 4 10 6
MOD SAV MOD SAV MOD SAV MOD SAV MOD SAV MOD SAV
+2 +2 +0 +0 +3 +3 -3 -3 +0 +0 -2 -2

Immunities Lightning; Charmed, Exhaustion, Poisoned
Senses Blindsight 60 feet, Passive Perception 10
Languages Understands Common, Draconic, and Dwarvish


TRAITS

Death Burst. The companion explodes when it dies. Dexterity Saving Throw: DC 16, each creature in a 10-foot Emanation originating from the companion. Failure: 11 (2d6 + 4) Necrotic damage.

Lightning Absorption. Whenever the companion is subjected to Lightning damage, it regains a number of Hit Points equal to the Lightning damage dealt.


ACTIONS

Ferocity. When Einbach commands his companion to take the Dreadful Swipe action, the companion can use it twice.

Dreadful Swipe. Melee Attack Roll: +8 to hit, reach 5 feet. Hit: 8 (1d4 + 6) Necrotic damage, and the target can’t take Opportunity Attacks until the start of its next turn. Whenever it hits a Large or smaller creature with its Dreadful Swipe action, that creature can also be pushed up to 10 feet away from the companion.

Replicate Magical Item. When Einbach finishes a Long Rest, he can create five different magic items if he has Tinker’s Tools in hand, choosing the item from the following list: Armor +1, Goggles of Night, Returning Weapon, Shield +1, Wand of the War Mage +1. If a created item requires Attunement, Einbach can attune himself to it the instant he creates it. If he decides to attune to the item later, he must do so using the normal process for Attunement. If Einbach tries to exceed his maximum number of magic items for this feature, the oldest item vanishes, and then the new item appears. A magic item created by this feature functions exactly like the normal magic item, except its magic isn’t permanent. When Einbach dies, the magic item vanishes after 2 (1d4) of days. Einbach can use any Wand or Weapon created by this feature as a Spellcasting Focus in lieu of using a set of Artisan’s Tools.

Spellcasting. Einbach is a 9th level spellcaster. He casts spells using Intelligence as the spellcasting ability (spell save DC 16, +8 to hit with spell attacks). Einbach can perform the Somatic components of spells even when he has weapons or a Shield in one or both hands. He can use his Artisan’s Tools as a Spellcasting Focus.
Cantrips (at will): Mage Hand, Mend, Spare the Dying, True Strike
1st level (4/Long Rest): Cure Wounds, Detect Magic, False Life, Feather Fall, Witch Bolt
2nd level (3/Long Rest): Aid, Blindness/Deafness, Enhance Ability, Invisibility, Lesser Restoration
3rd level (2/Long Rest): Animate Dead, Fly, Homunculus Servant, Lightning Bolt, Revivify


ACTIONS

Reanimated Companion (1/Long Rest). As a Magic action while holding Tinker’s Tools, Einbach can create a Reanimated Companion. The companion manifests in an unoccupied space within 5 feet of Einbach. The companion is Friendly to Einbach and his allies and obeys Einbach. It lasts until Einbach finish a Long Rest or until he takes a Magic action to dismiss it early, at which point it harmlessly collapses into a pile of viscera. It immediately drops to 0 Hit Points and dies (triggering its Death Burst trait) if Einbach dies. Once Einbach creates a companion, he can’t do so again until he finishes a Long Rest or expends a spell slot to create one. Einbach can have only one companion at a time and can’t create one while his companion is present.

Returning Spear. Melee or Ranged Attack Roll: +5 to hit, reach 5 feet or range 20/60 feet. Hit: 4 (1d6 + 1) Piercing damage. It returns to Einbach’s hand immediately after it is used to make a ranged attack roll. Sap: If Einbach hits a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of Einbach’s next turn.

Tinker’s Magic (4/Long Rest): As a Magic action while holding Tinker’s Tools, Einbach can create one item in an unoccupied space within 5 feet of himself, choosing the item from the following list: Ball Bearings, Net, Basket, Oil, Bedroll, Paper, Bell, Parchment, Blanket, Pole, Block and Tackle, Pouch, Bucket, Rope, Caltrops, Sack, Candle, Shovel, Crowbar, String, Flask, Tinderbox, Jug, Torch, Lamp, and Vial. The item lasts until Einbach finishes a Long Rest, at which point it vanishes.

Transmute Magic Item (1/Long Rest). As a Magic action, Einbach can touch one magic item within 5 feet of himself that he created with Replicate Magic Item and transform it into a different magic item. The resulting item must be based on a magic item plan Einbach knows.

True Strike. Melee or Ranged Attack Roll: +9 to hit, reach 5 feet or range 20/60 feet. Hit: 8 (1d6 + 5) Piercing damage plus 3 (1d6) Radiant damage. It returns to Einbach’s hand immediately after it is used to make a ranged attack roll. Sap: If Einbach hits a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of Einbach’s next turn.


BONUS ACTIONS

Charge Magic Item. Einbach can touch a magic item within 5 feet of himself that he created with Replicate Magic Item and uses charges. He recharges the item and expends a level 1+ spell slot. The number of charges an item regains is equal to the level of spell slot expended.

Drain Magic Item (1/Long Rest). Einbach can touch a magic item within 5 feet of himself that he created with Replicate Magic Item and causes the item to vanish, converting its magical energy into a spell slot. The slot is level 1 if the item is Common or level 2 if the item is Uncommon or Rare. Any spell slot Einbach creates with this feature vanishes when he finishes a Long Rest.


REACTION

Flash of Genius (4/Long Rest). Trigger: When Einbach or a creature he can see within 30 feet of him fails an ability check or a saving throw. Response: Add a +4 bonus to the roll, potentially causing it to succeed.

Reactive Spell. Trigger: A creature provokes an Opportunity Attack from Einbach. Response: Einbach 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.

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; Initiative +9 (19)
Hit Points 93 (10d8 + 40)
Speed 40 feet


STR DEX CON INT WIS CHA
10 20 15 10 12 10
MOD SAV MOD SAV MOD SAV MOD SAV MOD SAV MOD SAV
+0 +0 +5 +9 +2 +2 +0 +4 +1 +1 +0 +0

Skills Acrobatics +9, Animal Handing +5, Athletics +4, Deception +8, Perception +9, Persuasion +8, Stealth +13; Calligrapher’s Supplies, Disguise Kit, Poisoner’s Kit, Thieves’ Tools
Gear Book (swordsman’s manuscript), Calligrapher’s Supplies, Enspelled Wakizashi of Haste, Studded Leather Armor, Thieves’ Tools, Traveler’s Clothes, Wakizashi
Senses Blindsight 10 feet, Passive Perception 19
Languages Common, Common Sign, Draconic, Giant, Thieves’ Cant


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 of Haste. 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 of Haste. 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.


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.


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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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