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Roskva

Memories


Equipment

Musket Magically modified (Santa item): Dexterity, Heavy Bludgeoning, 1D10+10+2+2+9+5, Heavy, Reliable, Break, Reload 4 actions, 100/240, 2

Quarterstaff: Strength, Heavy Bludgeoning, 1D8+7+2, Versatile, Break, Topple, Graze, Reach, 2

Claws: Dex, Light slashing, 1d6+9+2+2, Melee

Versatile: You may wield this weapon in 1 hand or 2 hands. when wielding in 2 hands roll the damage dice twice and use that for the damage of this weapon when attacking.

Break: If you critical hit a creature, the next attack on that creature has a +5 to its rolls against that creatures Wound threshold.

Topple: A critical hit you knock the creature prone and in a direction of your choice up to 1.5 meters (not into the air).

Graze: On an attack miss that is not miss by greater then 5 still does a minor wound.

Reliable: When attacking you may add +2 to the damage of this weapon.

Heavy: While wielding this weapon your speed is reduced by 1.5 meters

Armor

Leather +1

Misc

10 days of rations, basic clothing, and a basic bag, 100 ammunition, Weapon maintenance kit, military boots, Waterskin, Goggles, Telescope, messkit


Feats

Flying: you gain a fly speed equal to your agility times 1.5 meters.

Battle Born: you are born for war, you gain a +2 to all attack rolls you make.

Paranoia: you have an innate fear of the unknown and believe something is after you, causing you to see things that don’t exist and causing you great worry. Whenever you roll perception or insight you gain a -5 to the roll due to your paranoia affecting your roll.

God born: your melee attacks can deal radiant damage instead of their original types if you wish.

Running Reload: You have become accustomed to moving and using ranged weapons at the same time. You may reload a weapon when you perform a movement action as part of the movement action.

Precision Aim: Your shot deals double damage and has an increased chance of hitting a critical area. When you would perform an attack roll, you may expand 2 actions to double the number of dice that you would roll.

Marksmanship: When you perform a ranged attack using a weapon, you may as a bonus action perform one of the following: hide action, move. This feature may only be used once per turn.

Church Cursed: You may not enter a church or be healed by holy items. If you enter a church you take a moderate wound for each round you're in the church, and when you come in contact with holy water you take 1 minor wound. Other holy items may harm you, and this is decided by your DM.

Claws: you have claws that can inflict harm, your claws use Dexterity 1d6+proficiency bonus, and deal light slashing damage.

Fire Resistance

Pride of the pride: you are immune to all fear and intimidation. you also gain a +5 when rolling intimidation.

Lion Main:you gain a +5 to your wound threshold.

Church hunted: all religious being seek your destruction. when a creature of divine origin or a godly blessed, are immediately identified and sought to be killed.

Devil drawn:You cause devils to be drawn towards you. devils and demons will randomly come towards you, intentions unknown.

Devil law: you may never break a deal or contract once sign, once broken you no longer exist.

One with the cube: You have absorbed the pandoras box, granting you unknow abilities, level up to find out.

Fast Movement: Increase your agility attribute by +3, and a +1 to your reflex attribute.

Swift Action: You may use your bonus action to perform a move action or hide action.

Honed Senses: When blinded you are able to know where all creatures are within 6 meters of you, preventing you from receiving any penalties to your rolls due to sight. You may also have a +5 to all perception rolls.

Predator’s Gaze: Eyes retain faint angelic luminescence, granting low-light or darkvision. 15 meters of darkvision.

Winged Pursuer: your flyspeed is doubled.

Echo of Speed: Once per long rest, you can move twice your normal fly speed for one round.

Headshot: Your accuracy with your ranged attacks is extremely high, when you hit a creature it always hits vital places. Your ranged weapon attacks always deal a damage threshold higher than initially you had rolled unless you failed to hit. If you had rolled a major threshold you may increase the final damage by 1 additional damage.

Evasion: When you have to roll a dexterity, reflex, or agility saving throw, you may use your favorite stat instead. You may also once per round add your favorite stat to your wound threshold. If you were to use your reaction to avoid an attack you may add your favorite stat to the roll.

Adaptability The ability to adapt and quickly acclimate to your surroundings allowing you to notice traps or move in such a way that terrain won't affect you. While in non magical difficult terrain, your movement speed is not affected and also you have a +5 bonus to all checks in relation to attempting to analyze your surroundings, such as looking for traps or locations which had been altered.

Bushcraft: You can no longer be tracked by non magical means, unless you choose to leave a trail. You gain an additional proficiency with that skill. You can also as a bonus action hide while in the wilderness gaining a +5 to the stealth roll.

Hair Trigger: You have become an expert in range combat, and by using a sniper's touch. When you perform a range attack using a range weapon you may add a +5 to the attack rolls you make.

Skirmish: Upon moving at least 4.5 meters, you have a +2 to your next attack roll.

Bold presence: In conversation you sometimes need a bit of brute force. On charisma checks you may replace your charisma with strength. you may only use this feature equal to your proficiency bonus per long rest.

Seraphic Void Sight: You can see perfectly in magical and non-magical darkness. You also perceive souls as flickers of light and void.

Entropic Resistance:Resistance to Necrotic, Force, and Psychic damage.

Wings of the void: while flying, you may once per turn, during your turn you may for a brief moment, passing through an enemy with all items you are carrying, they then receive an attack roll against them of magical necrotic damage, using the number of meters traveled this turn as the damage roll, they may still be able to use there reaction to perform attack actions against you during this features effect.

Valor touched:You have the touch of valor in you. Permanently increase one of the following when you pick this feature: your health by your favorite stat and increase your wound threshold by your favorite stat.

Krampus markings: you have marking on your body, specifically on the upper chest and lower abdomen above the pelvis. this marking allows you to summon the spawn of krampus. This being gains power from -faith accordingly.

Hit points:26

Damage threshhold
Minor/1Moderate/2Major/4
22+44+66+

Favoured stat:AGI


Proficiency bonus:+2

Movement speed

W,SS,SF,S
18348

Personal info
RaceValkyrie (VOID SERAPHIM (Lion/Cheetah))
LineageAshwillow
HistoryMercenary
ClassAdvance system: Ranger(1), Marksman (4), Scout (6)
Basic system: Adventurer(Scout)(2)
Proficenties

Tactics, Intimidation, Musket (5x), Perception

Languages

Common, Celestian, Liroth

Roskva.webp

Age- 16
Height- 179cm

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