Karoz's Character Sheet

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Character Stats
Karoz.jpg
Level 4
Race Thri-Kreen
Class Bloodhunter 4 (Ghost Slayer)
Armor color-changing exoskeleton and shield
Weapon(s) hand crossbow, rapier, scimitar, daggers
Hometown Thri-kreen wildspace

Karoz

Background: wildspacer

Skills

Perception, Stealth, Navigator's tools, vehicles (space)

Feature

Wildspace Adaptation: You gain the Tough feat from the Player's Handbook. In addition, you learned how to adapt to zero gravity. Being weightless doesn't give you disadvantage on any of your melee attack rolls

Traits

embrace the pain

Ideals

kill undead, protect sentients

Bonds

lfg

Flaws

simple, fear of being left alone

Extended Class Background

Attributes

Skills & Abilities

Hemocraft(save DC 13 (8 + PROF + WIS), hemocraft die = 1d4)

  • Blood Maledict (1 known, 2 use per short or long rest): While invoking a blood curse, but before it affects the target, you can choose to amplify the curse by taking necrotic damage equal to one roll of your hemocraft die. This damage can't be reduced in any way. An amplified curse gains an additional effect, noted in the curse's description
    • Curse Specialist: You gain an additional use of your Blood Maledict feature. In addition, your blood curses can target any creature, whether it has blood or not.
    • Blood Curse of Binding: As a bonus action, you attempt to bind a Large or smaller creature you can see within 30 feet of you, which must make a Strength saving throw. On a failure, the cursed creature's speed is reduced to 0 and it can't use reactions until the end of your next turn.
      • Amplify: This curse lasts for 1 minute and can affect any creature regardless of size. The cursed creature can repeat the saving throw at the end of each of its turns, ending the curse on itself on a success.
  • Crimson Rite: bonus action to infuses your weapon strikes with elemental energy on one weapon you're holding. The effect of the rite lasts until you finish a short or long rest. When you activate a rite, you take necrotic damage equal to one roll of your hemocraft die. This damage can't be reduced in any way. While the rite is in effect, attacks you make with this weapon are magical, and deal extra damage equal to your hemocraft die of the type determined by the chosen rite. A weapon can hold only one active rite at a time. Other creatures can't gain the benefit of your rite.
    • Rite of the Storm: The extra damage dealt by your rite is lightning damage.
    • Rite of the Dawn: The extra damage dealt by your rite is radiant damage. Additionally, while that rite is active on your weapon, you gain the following benefits:
      • Your weapon sheds bright light out to a range of 20 feet.
      • You have resistance to necrotic damage.
      • When you hit an undead creature with a weapon for which the Rite of the Dawn is active, you roll an additional hemocraft die when determining the extra damage from the rite.

Gear

Armor

  • shield

Weapons

Melee Weapons

  • rapier
  • scimitar
  • dagger, 2

Ranged Weapons

  • hand crossbow
  • light crossbow
  • so many bolts. piles of bolts everywhere he goes.

Items of note

  • Acid (Vial)
  • Alchemist's Fire (Flask)
  • Alchemist's Supplies
  • backpack
  • bag of holding: (probably gonna make us give this back)
    • admantine asteroid (definitely gonna make us give this back)
  • bedroll
  • bullseye lantern
  • grappling hook
  • holy water, 1 flask
  • mess kit
  • Potion of Healing (some)
  • oil, 5 flasks
  • tinderbox
  • torches
  • traveler's clothes
  • rations (10)
  • rope, hempen, 2 50 feet lengths
  • rope, silk, 1 50 foot length
  • waterskin