| Blakthörn Fulgür |
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Medium Humanoid (Human), Neutral
Armor Class 23 (+1 Plate and +2 Shield); Initiative +6 (16)
Hit Points 220 (18d10 + 108)
Speed 30 feet, Climb 30 feet, Swim 30 feet
| STR | DEX | CON | INT | WIS | CHA | ||||||
| 20 | 8 | 13 / 19 | 12 | 20 | 10 | ||||||
| MOD | SAV | MOD | SAV | MOD | SAV | MOD | SAV | MOD | SAV | MOD | SAV |
| +5 | +11 | -1 | -1 | +1 | +10 | +0 | +0 | +5 | +5 | +1 | +1 |
Skills Animal Handling +11, Athletics ᴱ +17, Insight ᴱ +17, Nature +6, Perception ᴱ +17, Survival ᴱ +11; Carpenter’s Tools
Gear Amulet of Health, Backpack (Decanter of Endless Water, Rations (10 days), Tinderbox, Traveler’s Clothes), Bedroll, Druidic Focus, Goggles of Night, Greater Returning Handaxe, Healer’s Kit, Iron Pot, +1 Plate, Ring of Water Walking, Rope, +2 Shield, Shovel, Traveler’s Clothes, Vial with Diamond Dust worth 1000 GP, Winged Boots
Senses Darkvision 60 feet, Passive Perception 27, Passive Investigation 11, Passive Insight 27
Languages Common, Elvish, Orc, Sylvan, Undercommon
Challenge 15 (XP 13,000; Proficiency Bonus +6)
TRAITS
Precise Hunter. Blakthörn has Advantage on attack rolls against the creature currently marked by his Hunter’s Mark.
Primal Companion. Whenever Blakthörn finishes a Long Rest, he can summon a different primal beast, which appears in an unoccupied space within 5 feet of him. Blakthörn chooses its stat block: Beast of the Land, Beast of the Sea or Beast of the Sky. He also determine the kind of animal it is, choosing a kind appropriate for the stat block. Whatever beast he choose, it bears primal markings indicating its supernatural origin. If Blakthörn already has a beast from this feature, the old one vanishes when the new one appears.
Relentless Hunter. Taking damage can’t break Blakthörn’s Concentration on Hunter’s Mark.
Resourceful. Blakthörn gains Heroic Inspiration whenever he finishes a Long Rest.
Tireless. Whenever Blakthörn finishes a Short Rest, his Exhaustion level, if any, decreases by 1.
MAGIC ITEMS
Amulet of Health. Blakthörn’s Constitution is 19 while he wears this amulet. It has no effect on him if his Constitution is 19 or higher without it.
Decanter of Endless Water. This stoppered flask sloshes when shaken, as if it contains water. The decanter weighs 2 pounds. Blakthörn can take a Magic action to remove the stopper and issue one of three command words, whereupon an amount of fresh water or salt water (his choice) pours out of the flask. The water stops pouring out at the start of Blakthörn’s next turn. Choose from the following command words:
- Splash. The decanter produces 1 gallon of water.
- Fountain. The decanter produces 5 gallons of water.
- Geyser. The decanter produces 30 gallons of water that gushes forth in a Line 30 feet long and 1 foot wide. If Blakthörn is holding the decanter, he can aim the geyser in one direction (no action required). One creature of his choice in the Line must succeed on a DC 13 Strength saving throw or take 1d4 Bludgeoning damage and have the Prone condition. Instead of a creature, Blakthörn can target one object in the Line that isn’t being worn or carried and that weighs no more than 200 pounds. The object is knocked over by the geyser.
Goggles of Night. While wearing these dark lenses, Blakthörn has Darkvision out to 60 feet. If he already has Darkvision, wearing the goggles increases its range by 60 feet.
Greater Returning Handaxe. This magic weapon grants a +3 bonus to attack and damage rolls made with it, and it returns to Blakthörn’s hand immediately after he uses it to make a ranged attack roll.
+1 Plate. Blakthörn has a +1 bonus to Armor Class while wearing this armor.
Ring of Water Walking. While wearing this ring, Blakthörn casts Water Walk from it, targeting only himself.
+2 Shield. While holding this Shield, Blakthörn has a +2 bonus to Armor Class, in addition to the Shield’s normal bonus to AC.
Winged Boots. These boots have 4 charges and regain 1d4 expended charges daily at dawn. While wearing the boots, Blakthörn can take a Magic action to expend 1 charge, gaining a Fly Speed of 30 feet for 1 hour. If he is flying when the duration expires, he descends at a rate of 30 feet per round until he lands.
ACTIONS
Extra Attack. Blakthörn can attack twice instead of once whenever he takes the Attack action on his turn. Blakthörn can sacrifice one of his attacks when he takes the Attack action to command the beast to take the Beast’s Strike action.
Greater Returning Handaxe. Melee or Ranged Attack Roll: +14 to hit, reach 5 feet or range 20/60 feet. Hit: 13 (1d6 + 10) Slashing damage or 15 (1d6 + 12) Slashing damage when thrown. The weapon returns to Blakthörn’s hand immediately after he uses it to make a ranged attack roll.
Favored Enemy (6/Long Rest). Blakthörn can cast the Hunter’s Mark spell without expending a spell slot.
Primal Companion. If Blakthörn’s Primal Companion beast has died within the last hour, Blakthörn can take a Magic action to touch it and expend a spell slot. The beast returns to life after 1 minute with all its Hit Points restored.
Spellcasting. Blakthörn is an 18th level spellcaster. He casts spells using Wisdom as the spellcasting ability (spell save DC 19, +11 to hit with spell attacks). He can use a Druidic Focus as a Spellcasting Focus for his Ranger spells.
1st level (4/Long Rest): Cure Wounds, Detect Magic, Ensnaring Strike, Hunter’s Mark, Longstrider
2nd level (3/Long Rest): Aid, Darkvision, Enhance Ability, Silence
3rd level (3/Long Rest): Dispel Magic, Elemental Weapon, Protection from Energy
4th level (3/Long Rest): Freedom of Movement, Stoneskin
5th level (1/Long Rest): Steel Wind Strike
Tireless (5/Long Rest). As a Magic Action, Blakthörn can give himself 9 (1d8 + 5) Temporary Hit Points.
BONUS ACTIONS
Beast’s Strike. Blakthörn commands his Primal Companion beast to take the Beast’s Strike action.
Nature’s Veil (5/Long Rest). Blakthörn gives himself the Invisible condition until the end of his next turn.
| Primal Companion |
“SCREEEE!”
In Combat, the beast acts during Blakthörn’s turn. It can move and use its Reaction on its own, but the only action it takes is the Dodge action unless Blakthörn takes a Bonus Action to command it to take an action in its stat block or some other action. Blakthörn can also sacrifice one of his attacks when he takes the Attack action to command the beast to take the Beast’s Strike action. If Blakthörn has the Incapacitated condition, the beast acts on its own and isn’t limited to the dodge action.
Medium Beast (Beast of the Land and Beast of the Sea) or Small Beast (Beast of the Sky), Neutral
Armor Class 17; Initiative +2 (12)
Hit Points 90 (Beast of the Land and Beast of the Sea) or 72 (Beast of the Sky)
Speed 40 feet, Climb 40 feet (Beast of the Land) or 5 feet, Swim 60 feet (Beast of the Sea) or 10 feet, Fly 60 feet (Beast of the Sky)
| STR | DEX | CON | INT | WIS | CHA | ||||||
| 14 | 14 | 15 | 8 | 14 | 11 | ||||||
| MOD | SAV | MOD | SAV | MOD | SAV | MOD | SAV | MOD | SAV | MOD | SAV |
| +8 | +8 | +8 | +8 | +8 | +8 | +5 | +5 | +8 | +8 | +6 | +6 |
(Beast of the Sky)
| STR | DEX | CON | INT | WIS | CHA | ||||||
| 6 | 16 | 13 | 8 | 14 | 11 | ||||||
| MOD | SAV | MOD | SAV | MOD | SAV | MOD | SAV | MOD | SAV | MOD | SAV |
| +4 | +4 | +9 | +9 | +7 | +7 | +5 | +5 | +8 | +8 | +6 | +6 |
Senses Darkvision 60 feet (Beast of the Land and Beast of the Sky) or Darkvision 90 feet (Beast of the Sea), Passive Perception 12
Languages Understands the languages that Blakthörn knows
Challenge None (XP 0; Proficiency Bonus +6)
TRAITS
Amphibious (Beast of the Sea). The beast can breathe air and water
Bestial Fury. The first time each turn it hits a creature under the effect of Blakthörn’s Hunter’s Mark spell, the beast deals extra Force damage equal to the bonus damage of that spell.
Flyby (Beast of the Sky). The beast doesn’t provoke Opportunity Attacks when it flies out of an enemy’s reach.
Share Spells. When Blakthörn casts a spell targeting himself, he can also affect his Primal Companion beast with the spell if the beast is within 30 feet of him.
ACTIONS
Bestial Fury. When Blakthörn commands his Primal Companion beast to take the Beast’s Strike action, the beast can use it twice.
Beast’s Strike (Beast of the Land). Melee Attack Roll: +11, reach 5 feet. Hit: 11 (1d8 + 7) Force or Slashing damage. If the beast moved at least 20 feet straight toward the target before the hit, the target takes an extra 3 (1d6) damage of the same type, and the target has the Prone condition if it is a Large or smaller creature.
Beast’s Strike (Beast of the Sea). Melee Attack Roll: +11, reach 5 feet. Hit: 10 (1d6 + 7) Force or Piercing damage, and the target has the Grappled condition (escape DC 19).
Beast’s Strike (Beast of the Sky). Melee Attack Roll: +11, reach 5 feet. Hit: 10 (1d4 + 8) Force or Slashing damage.
BONUS ACTIONS
Exceptional Training. When Blakthörn commands his Primal Companion beast to take an action, he can also command it to take the Dash, Disengage, Dodge, or Help action.

“There are many who consider the club to be crude. An inelegant instrument only paleolithic savages would utilize in battle. Those are who I find most enjoyable to enlighten.”
“Those who seek power for the sake of power are inevitably enslaves to power.”
“Surrender peacefully and I vow you will remain dead.”
Skeletons are reanimated Humanoid bones bearing the equipment they had in life. They have rudimentary faculties and greater agility than zombies and similar shambling corpses. While they aren’t capable of creating plans of their own, they avoid obvious barriers and self-destructive situations.
Skeletons are reanimated Humanoid bones bearing the equipment they had in life. They have rudimentary faculties and greater agility than zombies and similar shambling corpses. While they aren’t capable of creating plans of their own, they avoid obvious barriers and self-destructive situations.
The spirit resembles an Undead creature with a chosen form, which determines certain details in its stat block. The creature disappears when it drops to 0 Hit Points or when the spell ends. The creature is an ally to Vesper and his allies. In combat, the creature shares Vesper’s Initiative count, but it takes its turn immediately after his. It obeys Vesper’s verbal commands (no action required by him). If he doesn’t issue any, it takes the Dodge action and uses its movement to avoid danger.
Mass: 30 tons
Tech Base: Inner Sphere [D/D-E-F-F]
Role: Striker
Battle Value: 1,031
Cost: 2,440,100 C-Bills
Equipment Mass
Internal Structure: 3
Engine: 150 5.5
Walking MP: 5
Running MP: 8
Jumping MP: 4
AirMech Waking MP: 2
AirMech Running MP: 3
AirMech Cruising MP: 12
AirMech Flanking MP: 18
Safe Thrust: 4
Max Thrust: 6
Heat Sinks: 10 [20] 0
Gyro: 2
Cockpit: 3
Fuel: 80 0
Structural Integrity: 10
Armor Factor: 80 5
Internal Armor
Structure Value
Head 3 8
Center Torso 10 12
Center Torso (rear) 4
L/R Torso 7 8
L/R Torso (rear) 3
L/R Arm 5 7
L/R Leg 7 10
Weapons and Ammo Location Critical Mass
Medium Laser RT 1 1
Medium Laser CT 1 1
Medium Laser LT 1 1
LRM-5 LT 1 1
Ammo (LRM-5) 24 LT 1 1
CASE LT 1 0.5
2 Jump Jets RL 2 1
2 Jump Jets LL 2 1








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

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.
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.