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Expendable Experiment

Expendable Experiment

In a desperate bid to increase her social standing within Dracula’s Court, a Noble Strigoi pursues a dangerous experiment to increase the lethality Moon Eater subjects with the aid of a mercantile mercenary. Aware of the lethal jeopardy if control was lost, the Noble Strigoi has chosen to invest replaceable resources, such as Starved Dhampir, to assist with restraining the creature. Thus far results have proven satisfactory and if the raid of an enemy stronghold proves successful, the Noble Strigoi hopes to impress Lord Dracula with her findings.

Leader Noble Strigoi 21 dt
Heroes Artisan Elena, Moon Eater 40 dt
Henchmen Starved Dhampir, Starved Dhampir 14 dt

Noble Strigoi

Action Life Will Command Size
3 13 0 4 30
MOV DEX ATK PRO MND
5 5 4 4 4
Fangs Range Evasion Damage Penetration
0″

Character Abilities:
Expert Offence (3), Frenzied, Vampiric Attack (2)

Command Abilities:
Blood Frenzy (AURA Command Ability): Until the end of the round, any friendly characters with the Vampire keyword within Line of Sight increase their Vampiric Attack by 1 to a maximum of 2.

Necrotic Mist (PULSE Command Ability): All friendly characters with the Vampire keyword within 6″ receive a Hidden counter.

Unique Abilities:
Bloodline: All friendly characters with the Vampire keyword in line of sight to this character gain Companion (Noble Strigoi).

Sanguine Sabotage: The Noble Strigoi has infiltrated the opponent’s gang to take them down from within. Whenever an enemy character uses a Command within 6″ of this character, roll a dice. On a 7+ the Command costs an extra Command Point if possible.

Keywords:
Faction (Strigoi), Leader, Vampire


Artisan Elena

Action Life Will Command Size
2 12 0 0 30
MOV DEX ATK PRO MND
4 4 3 3 1
Claws Range Evasion Damage Penetration
0″ -1

Character Abilities:
Frenzied, Vampiric Attack (1)

Unique Abilities:
Fanged Visage: At the beginning of the game, before deployment, select another friendly character to wear one of this character’s Masks. For the entirety of the game that character gains one of the following:
• Frenzied and Vampiric Attack (2) but reduce Will Points to 0
• First Strike (1) and Vampiric Attack (1)
A character can only be given a single Mask. Unique characters without Faction (Gifted) and Mindless characters cannot be given a Mask.

Keywords:
Faction (Gifted), Hero, Unique, Vampire


Moon Eater

Action Life Will Command Size
2 17 1 0 50
MOV DEX ATK PRO MND
4 4 5 1 1
Brutal Claws Range Evasion Damage Penetration
0″ -1 -3

Character Abilities:
Berserk, Brawler (2), Fear (-3), Mindless

Unique Abilities:
Devourer of Will: When this character kills an enemy character, it gains their starting Will Points. This is cumulative and can take this character above its starting Will Points.

Lunar Might: During deployment let your opponent know when the moon will be brightest. Choose either the first 3 rounds, or the remaining rounds. When the moon is brightest, all characters with this rule increase their MOVEMENT, DEXTERITY, and ATTACK by 1.

Keywords:
Faction (Strigoi), Hero


Starved Dhampir

Action Life Will Command Size
2 10 0 0 30
MOV DEX ATK PRO MND
4 3 3 2 1
Fangs Range Evasion Damage Penetration
0″

Character Abilities:
Frenzied, Vampiric Attack (2)

Unique Abilities:
Rejuvenated: This character starts the game with only 5 Life Points remaining. However, if they start any turn with 6 or more Life Points, they increase their MOVEMENT, DEXTERITY, ATTACK, and MIND by 1 until the start of their next turn.

Keywords:
Faction (Strigoi), Henchman, Vampire

Blakthörn Fulgür

Blakthörn Fulgür

“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.”

Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. Ut enim ad minim veniam, quis nostrud exercitation ullamco laboris nisi ut aliquip ex ea commodo consequat. Duis aute irure dolor in reprehenderit in voluptate velit esse cillum dolore eu fugiat nulla pariatur. Excepteur sint occaecat cupidatat non proident, sunt in culpa qui officia deserunt mollit anim id est laborum.

Medium Humanoid (Human), Neutral


Armor Class 18 (Breastplate and Shield); Initiative +2 (12)
Hit Points 54 (5d10 + 20)
Speed 30 feet


STR DEX CON INT WIS CHA
10 14 14 10 18 10
MOD SAV MOD SAV MOD SAV MOD SAV MOD SAV MOD SAV
+0 +3 +2 +5 +2 +2 +0 +0 +4 +4 +0 +0

Skills Animal Handling +7, Athletics +3, Nature +3, Perception +7, Stealth +8, Survival +7; Cartographer’s Tools
Gear Backpack, Bedroll, Breastplate, Cartographer’s Tools, Chalk (10 pieces), Club, Hooded Lantern, Ink (1 ounce bottle), Ink Pens (3 quills), Map Case with 5 Parchment Maps, Oil (3 flasks), Pouch with 50 Gold Pieces, 5 Pouches, Rations (10 days), Rope (50 feet), Sack, Shield, Tinderbox, Traveler’s Clothes, 2 Waterskins, Willow Bush Sprig (Druidic Focus)
Senses Passive Perception 17, Passive Investigation 11, Passive Insight 14
Languages Common, Elvish, Goblin, Sylvan, Undercommon


TRAITS

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.

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

Telepathic Utterance. Blakthörn can speak telepathically to any creature he can see within 60 feet of himself. Blakthörn’s telepathic utterances are in a language he knows, and the creature understands him only if it knows that language. His communication doesn’t give the creature the ability to respond to him telepathically.


ACTIONS

Magic Initiate. Blakthörn is an 5th level spellcaster. He casts spells using Wisdom as the spellcasting ability (spell save DC 15, +7 to hit with spell attacks).
Cantrips (at will): Guidance, Shillelagh BA
1/Long Rest Each: Charm Person, Detect Thoughts
2/Long Rest: Hunter’s Mark

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.

Club. Melee Attack Roll: +3, reach 5 feet. Hit: 6 (1d8 + 2) Bludgeoning. If Blakthörn hits a creature with this weapon and deals damage to it, he can reduce its Speed by 10 feet until the start of Blakthörn’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. Melee Attack Roll: +7, reach 5 feet. Hit: 10 (1d8 + 6) Bludgeoning or Force damage. If Blakthörn hits a creature with this weapon and deals damage to it, he can reduce its Speed by 10 feet until the start of Blakthörn’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.

Spellcasting. Blakthörn is an 5th level spellcaster. He casts spells using Wisdom as the spellcasting ability (spell save DC 15, +7 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 (2/Long Rest): Darkvision, Magic Weapon


BONUS ACTIONS

Bestial Fury. Blakthörn commands his Primal Companion beast to take the Beast’s Strike action.


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 30 (Beast of the Land and Beast of the Sea) or 24 (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
+2 +2 +2 +2 +2 +2 -1 -1 +2 +2 +0 +0

(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
-2 -2 +3 +3 +1 +1 -1 -1 +2 +2 +0 +0

Senses Darkvision 60 feet (Darkvision 90 feet; Beast of the Sea), Passive Perception 12
Languages Understands the languages that Blakthörn knows
Challenge None (XP 0; Proficiency Bonus +3)


TRAITS

Amphibious (Beast of the Sea). The beast can breathe air and water

Flyby (Beast of the Sky). The beast doesn’t provoke Opportunity Attacks when it flies out of an enemy’s reach.

Primal Bond. Add a +3 Proficiency Bonus to any ability check or saving throw the beast makes.


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.

Beast’s Strike (Beast of the Land). Melee Attack Roll: +7, reach 5 feet. Hit: 10 (1d8 + 6) 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: +7, reach 5 feet. Hit: 9 (1d6 + 6) Force or Piercing damage, and the target has the Grappled condition (escape DC 15).

Beast’s Strike (Beast of the Sky). Melee Attack Roll: +7, reach 5 feet. Hit: 9 (1d4 + 7) Force or Slashing damage.


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Strigoi True Ancestors

Strigoi True Ancestors

Rule updates since the release of Blood in the Water made it possible to field Vlad Dracula, Ceres, Cibele, and Miriam — the sovereigns of the Strigoi faction — at a mere 100 Ducats. Though the Strigoi faction has suffered significant nerfs since their initial debut, the Vampire King and his Brides continue to maintain deadly melee supremacy. This gang intends for Vlad Dracula to punch through enemy lines, obliterate opposition, and create opportunities the Brides can exploit for further havoc. Keep in mind that African Bewitching, Eastern Swiftness, and Romani Fury do not need contact or line of sight to function. The progenitor vampires are attended by a Highborn Servant to provide ranged support and increased Equipment usage.

Leader Vlad Dracula 27 dt
Heroes Highborn Servant 13 dt
Henchmen Ceres, Cibele, Miriam 57 dt
Equipment Bottled Courage, Flashbang 3 dt

Vlad Dracula

Action Life Will Command Size
3 15 0 5 30
MOV DEX ATK PRO MND
4 5 5 5 5
Wallachian Halberd Range Evasion Damage Penetration
Two-handed 2″ +1 -2

Character Abilities:
Expert Offence (2), Expert Protection (2), Frenzied

Command Abilities:
Necrotic Mist (PULSE Command Ability): All friendly characters with the Vampire keyword within 6″ receive a Hidden counter.

Transformation (PULSE Command Ability): Remove this character and place it anywhere on solid ground within 8″. This placement cannot be in base contact with an enemy character, and does not count as disengaging.

Unique Abilities:
Connoisseur: Vlad will not drink the blood of just anyone. When attacking a character with the Hero keyword, he gains Vampiric Attack (1). When attacking a character with the Leader keyword, he gains Vampiric Attack (3).

Master Bloodline: All friendly characters with the Vampire keyword in line of sight to this character gain Bodyguard (Vlad Dracula) and Companion (Vlad Dracula).

Keywords:
Faction (Strigoi), Leader, Unique, Vampire


Cebele

Action Life Will Command Size
2 12 0 1 30
MOV DEX ATK PRO MND
5 5 4 2 5
Fangs Range Evasion Damage Penetration
0″

Character Abilities:
Concealment (+2), Frenzied, Infiltration, Slippery, Vampiric Attack (2)

Command Abilities:
Necrotic Mist (PULSE Command Ability): All friendly characters with the Vampire keyword within 6″ receive a Hidden counter.

Romani Fury (PULSE Command Ability): Every friendly character with the Bride Keyword gains Expert Offence (3) until the end of the round.

Unique Abilities:
Procession of Brides: While building your Gang, if it contains Vlad Dracula, this character counts as having the Henchman keyword instead of the Hero keyword for the purposes of Frequency.

Keywords:
Faction (Strigoi), Hero, Unique, Vampire, Bride


Ceres

Action Life Will Command Size
2 12 0 1 30
MOV DEX ATK PRO MND
5 5 4 2 5
Fangs Range Evasion Damage Penetration
0″

Character Abilities:
Expert Sorcerer (1), Frenzied, Mage (2), Vampiric Attack (1)

Command Abilities:
African Bewitching (PULSE Command Ability): Every friendly character with the Bride keyword gains Stunned on their weapons until the end of the round.

Necrotic Mist (PULSE Command Ability): All friendly characters with the Vampire keyword within 6″ receive a Hidden counter.

Unique Abilities:
Procession of Brides: While building your Gang, if it contains Vlad Dracula, this character counts as having the Henchman keyword instead of the Hero keyword for the purposes of Frequency.

Keywords:
Faction (Strigoi), Hero, Unique, Vampire, Bride, Discipline (Runes of Sovereignity, Blood Rites, Fateweaving)


Miriam

Action Life Will Command Size
2 12 0 4 30
MOV DEX ATK PRO MND
5 5 4 2 5
Fangs Range Evasion Damage Penetration
0″

Character Abilities:
Frenzied, Vampiric Attack (1)

Command Abilities:
Eastern Swiftness (PULSE Command Ability): Every friendly character with the Bride keyword gains 1 AP until the end of the round.

Necrotic Mist (PULSE Command Ability): All friendly characters with the Vampire keyword within 6″ receive a Hidden counter.

Unique Abilities:
Procession of Brides: While building your Gang, if it contains Vlad Dracula, this character counts as having the Henchman keyword instead of the Hero keyword for the purposes of Frequency.

Sisters of Gelo: This character replenishes 1 Command Point at the start of each character turn if it has line of sight to any other friendly character with the Bride Keyword.

Keywords:
Faction (Strigoi), Hero, Unique, Vampire, Bride


Highborn Servant

Action Life Will Command Size
2 12 2 30
MOV DEX ATK PRO MND
4 4 4 3 1
Pistol Range Evasion Damage Penetration
Black Powder, Reload (2) 8″ +1 -1
Sword Range Evasion Damage Penetration
0″ +1 -1

Character Abilities:
Companion (Vampire), Parry (1)

Unique Abilities:
Bankroll: For every character with this ability in your gang at the start of the round, select a different piece of Equipment that you have already used. You may use this piece of Equipment once more this round.

Keywords:
Faction (Strigoi), Hero

Izan’thir the Exile

Izan’thir the Exile

“No matter how horrendous the crime or terrible the tragedy, once enough time has passed, the short-lived relegate it into forgotten legend. Lost remembrance that can be exploited over and over, centuries after centuries, until repeated ignorance destroys them.”

Izan’thir was born a peasant and rose in recognition through exemplary battlefield action. Elevated into the clandestine House Sele’nara, he serves as an operator for the royal court: an individual dispatched to resolve affairs and neutralize threats through saboteur. Such operations are disavowed by the Crown, therefore necessitating equal amounts of loyalty and discretion. In such secrecy he bears the identity of Izan Selara: a nomad unable to return home until the short lived have forget his nefarious deed.

Medium Humanoid (High Elf), Neutral


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 Deception +9, Insight +3, Intimidation +9, Persuasion +9, Stealth +6, Survival +3; Thieves’ Tools
Gear Backpack, Ball Bearings, Bedroll, Book (personal journal), Boots of Elvenkind, Caltrops, Chalk (10 pieces), Cloak of Elvenkind, Clothes of Mending, Component Pouch, Crowbar, Gilded Flower worth 300 GP, Grappling Hook, Holy Symbol, Hooded Lantern, Ink (1-ounce bottle), Ink Pens (3 quills), Jewelry worth 100 GP, Manacles, Mirror, Oil (8 flasks), Perfume (4-ounce vial), 5 Pouches, Rapier, Rations (10 days), Rope (50 feet), Sack, 2 Scroll Cases, Thieves’ Tools, Tinderbox, 5 Vials, Waterskin
Senses Darkvision 60 feet, Passive Perception 9, Passive Investigation 10, Passive Insight 9
Languages Common, Elvish, Orc


TRAITS

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

Elemental Smite. Immediately after Izan’thir 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 Izan’thir’s Divine Smite. The target has the Grappled condition (escape DC 17). While Grappled, the target has the Restrained condition.
  • Djinni’s Escape. Izan’thir 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, Izan’thir 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 Izan’thir’s Divine Smite takes an extra 5 (2d4) Fire damage, and fire jumps from the target to another creature Izan’thir can see within 30 feet of himself. The second creature also takes 5 (2d4) Fire damage.
  • Marid’s Surge. The target of Izan’thir’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 Izan’thir and has the Prone condition.

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

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

Luck Points (4/Long Rest). Izan’thir has 4 Luck Points that he can spend on the benefits below.

  • Advantage. When Izan’thir 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 Izan’thir, Izan’thir can spend 1 Luck Point to impose Disadvantage on that roll.

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

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

GEAR

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

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

Clothes of Mending. This elegant outfit magically mends itself to counteract daily wear and tear. Pieces of the outfit that are destroyed can’t be repaired in this way.


ACTIONS

Thirsting Blade. Izan’thir 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 Izan’thir hits a creature with this weapon and deals damage to the creature, Izan’thir 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. Izan’thir 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). Izan’thir can perform an esoteric rite for 1 minute, regaining up to 1 expended Pact Magic spell slots.

Pact of the Chain. When Izan’thir 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. Izan’thir is a 12th level spellcaster. He casts spells using Charisma as the spellcasting ability (spell save DC 17, +9 to hit with spell attacks). Izan’thir can also cast the spells using any spell slots he has.
At Will: Find Familiar, Prestidigitation
1/Long Rest Each: Contact Other Plane, Detect Magic, Divine Smite BA, Hex
7/Long Rest: Misty Step BA

Pact Magic. Izan’thir 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, Mind Sliver, Minor Illusion
5th level (2/Short Rest): Armor of Agathys BA, Banishment, Blink, Calm Emotions, Counterspell, Dispel Magic, Dominate Beast, Dominate Person, Faerie Fire, Fly, Greater Invisibility, Hunger of Hadar, Major Image, Phantasmal Force, Plant Growth, Seeming, Sleep, Summon Fey, Synaptic Static, Tasha’s Hideous Laughter

Spellcasting. Izan’thir 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): Bless, Chromatic Orb, 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 Izan’thir 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, Izan’thir also detect the presence of any place/object that has been consecrated or desecrated, as with the Hallow spell.

Heal. Izan’thir 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. Izan’thir commands his familiar to take the Attack action.

Pact of the Blade. Izan’thir conjures a pact weapon in his hand. The pact weapon disappears if Izan’thir 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. Izan’thir 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: Izan’thir’s familiar takes damage. Response: Izan’thir can grant it Resistance against that damage.

Misty Escape. Trigger: Izan’thir takes damage. Response: Izan’thir can cast the Misty Step spell.


Familiar of the Bounden

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

Izan’thir’s familiar is a sprite named Fami. She is an ally to Izan’thir 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 Izan’thir drops to 0 Hit Points, she disappears. Fami reappears after Izan’thir casts the Find Familiar spell again. As a Magic action, Izan’thir can temporarily dismiss Fami to a pocket dimension. As a Magic action while Fami is temporarily dismissed, Izan’thir can cause her to reappear in an unoccupied space within 30 feet of Izan’thir. 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 Izan’thir, 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 17, 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: Izan’thir casts a spell with a range of touch within 100 feet of Fami. Response: Fami can deliver the touch when Izan’thir casts the spell.


Misty Waltz

Source: Homebrew inspired by the Misty Step spell, the Boon of Dimensional Travel feat, and the Misty Escape class feature.

Level 8 Conjuration (Sorcerer, Warlock, Wizard)

Casting Time: Action
Range: Self
Components: V
Duration: Concentration, up to 1 minute

The apex of Misty Step magecraft. For the duration, you are surrounded by silvery mist. Until the spell ends: immediately after you take the Magic action, you can teleport up to 30 feet to an unoccupied space you can see; as a Bonus Action, you can teleport up to 30 feet to an unoccupied space you can see; and you can teleport up to 30 feet to an unoccupied space you can see as a Reaction in response to taking damage.


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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), Lawful Evil


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 8 13 26
MOD SAV MOD SAV MOD SAV MOD SAV MOD SAV MOD SAV
+2 +8 +0 +0 +2 +8 -1 -1 +1 +7 +8 +8

Skills Athletics +8, Perception +7, Intimidation +20, Stealth +6, Survival +7; Cartographer’s Tools
Gear Adamantine Greatsword, Adamantine Plate Armor, Backpack, Bedroll, Book (personal journal), Cartographer’s Tools, Component Pouch, Chalk (10 pieces), Crowbar, Gilded Ladle worth 500 GP, 3 Gold Trade Bars, Grappling Hook, Hooded Lantern, Ink (1 ounce bottle), Ink Pens (3 quills), 2 Longswords, Map Case with 5 Parchment Maps, Mirror, Oil (4 flasks), 3 Pouches, 3 Pouches with 1500 GP each in Ruby Dust, Rations (10 days), Rope (50 feet), Sack, Spyglass, Tinderbox, Tome of Leadership and Influence (3 volumes), Traveler’s Clothes (2 sets), 3 Vials, Waterskin
Senses Blindsight 10 feet, Truesight 30 feet, Passive Perception 17, Passive Investigation 9, Passive Insight 9
Languages Common, Draconic, Giant


TRAITS

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.


GEAR

Adamantine Greatsword. Whenever this weapon hits an object, the hit is a Critical Hit.

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

Tome of Leadership and Influence (3). Shinare’s Charisma has increased by 6, to a maximum of 26.


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.

Longsword. Melee Attack Roll: +8 to hit, reach 5 feet. Hit: 7 (1d10 + 2) Slashing damage. If Shinare hits a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of Shinare’s next turn.

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, Mind Sliver
5th level (4/Short Rest): Animate Objects, Arcane Vigor BA, Armor of Agathys BA, Banishment, Bestow Curse, Conjure Barrage, Contact Other Plane, Counterspell R, Dimension Door, Dispel Magic, Fly, Freedom of Movement, Hex BA, Hunger of Hadar, Invisibility, Major Image, Shield R, Staggering Smite BA, Steel Wind Strike, Suggestion, Synaptic Static, Tongues, 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 Steel Wind Strike spell.

Level 9 Conjuration (Ranger, Warlock, Wizard)

Casting Time: Action
Range: 30 feet
Components: S, M (a Melee weapon worth 1+ PP)
Duration: Instantaneous

The original, undiluted arcana which the Steel Wind Strike spell was derived. You flourish the weapon used in the casting and then vanish to strike the target in five simultaneous directions with a single stroke. Make five melee spell attacks against one creature you can see within range. On each hit, the target takes 6d10 Force damage.

You can then choose to teleport to an unoccupied space within 5 feet of the target.


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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: Blind Fight
14 Thug +10 Rogue Advanced Talent: Double Debilitation
15 Thug +11 Sneak Attack +8d6 Feat: Improved Blind Fight
16 Thug +12 +1 Dexterity, Rogue Advanced Talent: Blinding Strike
17 Thug +12 Sneak Attack +9d6 Feat: Greater Blind Fight
18 Thug +13 Rogue Advanced Talent: Combat Trick (Two-Weapon Fighting)
19 Thug +14 Sneak Attack +10d6 Feat: Improved Two-Weapon Fighting, Finesse Training: Dagger
20 Thug +15 Master Strike +1 Dexterity, Rogue Advanced Talent: Combat (Greater Two-Weapon Fighting)
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

Master of the Ovinrbaane

Master of the Ovinrbaane

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Starting Ability Scores
Strength 19 Intelligence 12
Dexterity 10 Wisdom 10
Constitution 16 Charisma 10
Skills
Athletics 1, Knowledge (Arcana) 5, Perception 8, Persuasion 20, Trickery 20
Level Class Bonus Class Features Chosen Options
1 Two-Handed Fighter +1 Elven Immunities, Fighter Proficiency, Keen Senses Chaotic Neutral Half-Elf, Bonus Racial Feat: Skill Focus (Persuasion), Feat: Exotic Weapon Proficiency (Bastard Sword), Bonus Combat Feat: Power Attack
2 Two-Handed Fighter +2 Strong Grip +1 Bonus Combat Feat: Weapon Focus (Bastard Sword)
3 Two-Handed Fighter +3 Overhand Chop Feat: Dazzling Display
4 Two-Handed Fighter +4 +1 Strength; Bonus Combat Feat: Weapon Specialization (Bastard Sword)
5 Archaeologist +4 Bard Proficiency, Archaeologist’s Luck +1, Cantrips, Detect Magic Feat: Iron Will; expeditious retreat, remove fear
6 Dragon Disciple +4 Natural Armor Increase +1 Draconic Bloodline: Black Dragon
7 Dragon Disciple +5 Arcane Spellcasting, Strength +2, Dragon Bite Feat: Cornugon Smash, Bloodline Feat: Blind Fight; 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: Improved Iron Will, Bonus Combat Feat: Intimidating Prowess
12 Two-Handed Fighter +10 Backswing +1 Strength
13 Two-Handed Fighter +11 Feat: Greater Weapon Focus (Bastard Sword), Bonus Combat Feat: Improved Critical (Bastard Sword)
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 (Bastard Sword)
18 Two-Handed Fighter +16 Two-Handed Weapon Training 3
19 Two-Handed Fighter +17 Strong Grip +4 Feat: Arcane Armor Training, Bonus Combat Feat: Arcane Armor Mastery
20 Two-Handed Fighter +18 Greater Power Attack +1 Strength
Equipment
ovinrbaane, unstoppable khanda, ironclad will, onslaught, headband of mental perfection +6, cloak of resistance +6, charm of the deep waters, belt of incredible dexterity +6, great dreamer’s smile, ring of circumstances, gloves of dueling, owlbear skin boots

Aldori Monastery Duelist

Aldori Monastery Duelist

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Phasellus non eleifend risus. Nam eget tincidunt nisl, a iaculis est. Quisque in ante varius, pharetra enim vitae, finibus quam. Donec malesuada felis nec congue sollicitudin. Cras bibendum dui non turpis finibus, a tincidunt mi eleifend. Sed sollicitudin fermentum risus sit amet dapibus. Donec ac justo risus. Nullam commodo nisi consectetur diam ultricies interdum. Donec consequat quis odio vel pellentesque.

Starting Ability Scores
Strength 10 Intelligence 14
Dexterity 18 Wisdom 14
Constitution 14 Charisma 10
Skills
Athletics 1, Knowledge (Nature) 1, Knowledge (Religion) 1, Knowledge (World) 1, Mobility 8, Perception 20, Persuasion 20, Trickery 20, Use Magic Device 20
Level Class Bonus Class Features Chosen Options
1 Aldori Defender +1 Fighter Proficiency, Weapon Proficiency: Dueling Sword Lawful Good Human, Feat: Weapon Finesse, Bonus Combat Feat: Weapon Focus (Dueling Sword), Human Bonus Feat: Slashing Grace (Dueling Sword)
2 Traditional Monk +2 AC Bonus, Flurry of Blows, Improved Unarmed Strike 1d6, Monk Proficiency, Stunning Fist Monk Bonus Feat: Dodge
3 Aldori Defender +3 Bravery +2 Feat: Aldori Dueling Mastery, Combat Bonus Feat: Piranha Strike
4 Traditional Monk +4 Evasion +1 Dexterity; Monk Bonus Feat: Crane Style
5 Aldori Defender +5 Defensive Parry +1 Feat: Crane Wing
6 Aldori Defender +6 Combat Bonus Feat: Weapon Specialization (Dueling Sword)
7 Aldori Defender +7 Weapon Training +1 Feat: Combat Mobility, Weapon Training Group: Heavy Blades
8 Aldori Defender +8 Bravery +2, Disarming Strike +1 Dexterity
9 Aldori Defender +9 Defensive Parry +2 Feat: Crane Riposte
10 Aldori Defender +10 Steel Net
11 Duelist +11 Canny Defense, Precise Strike Feat: Blind Fight
12 Duelist +12 Improved Reaction +2, Parry +1 Dexterity
13 Duelist +13 Enhanced Mobility Feat: Improved Critical (Dueling Sword)
14 Duelist +14 Class Bonus Feat: Combat Reflexes, Grace
15 Duelist +15 Riposte Feat: Critical Focus
16 Duelist +16 Acrobatic Movement +1 Dexterity
17 Duelist +17 Elaborate Defense Feat: Tiring Critical
18 Duelist +18 Improved Reaction +4
19 Duelist +19 Deflect Arrows, No Retreat Feat: Exhausting Critical
20 Duelist +20 Crippling Critical +1 Dexterity
Equipment
bloodhound, protector’s robe, headband of mental perfection +6, bracers of armor +8, amulet of natural armor +5, belt of physical perfection +8, ring of circumstances, greater ring of ultimate protection, gloves of dueling, owlbear skin boots

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
    1 Magna Mark I Light Laser
Manufacturer: Luthien Armor Works
    Primary Factory: Luthien
Communications System: Tek BattleCom with Angel ECM Suite
Targeting and Tracking System: Dalban HiRez with Bloodhound Active Probe

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: 1,884
Cost: 30,641,370 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
Small Laser                           HD                  1                0.5
Supercharger                          CT                  2                 3
Jump Jet                              CT                  1                 1
Light PPC                             LT                  2                 3
Angel ECM Suite                       LT                  2                 2
Jump Jet                              LT                  1                 1
Light PPC                             LA                  2                 3
Stealth Armor                  RA/RT/RL/LT/LA/LL     2/2/2/2/2/2            -