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César Sforza

Fire Samsari 3 Class & Level
Bounty Hunter Background
Fire folk, Qilin Race
Chaotic Good Alignment

Strength 16
+3
Dexterity 12
+1
constitution 14
+2
intelligence 11
+0
wisdom 9
-1
charisma 19
+4
Total Hit Dice 3
Hit Die
1d6+2
+2 proficiency bonus
+3 Strength
+1 Dexterity
+2 Constitution
+0 Intelligence
+1 Wisdom
+6 Charisma
saving throws
+1 Acrobatics
+6 Animal Handling
+0 Arcana
+3 Athletics
+4 Deception
+0 History
-1 Insight
+6 Intimidation
+2 Investigation
+1 Medicine
+0 Nature
+1 Perception
+4 Performance
+4 Persuasion
+0 Religion
+1 Sleight of Hands
+1 Stealth
-1 Survival
skills Medicine, Perception, Intimidation, Investigation, Animal Handling(cha) proficiencies

 
17
Armor Class
24
Hit Points
+0
Initiative
30
Speed
QuarterStaff w Quills 1d20+4 1d12+3 Piercing
Attacks
Xp: 3103 / 2700

Armor: light armor, medium armor, shields

Weapons: Mace, Quarterstaff, Shanzi, Crossbow, Halberd, Longsword, Shortsword, Spear.

Tools: One Musical instrument of choice, Disguise kit

Saving Throws:
Wisdom and Charisma

Skills: Medicine, Perception, Intimidation, Investigation, Animal Handling(cha)

Languages: Common and Astrapi

Ki Save DC: 14

Ki Attack Modifier: 6

Forms Known:4

Maximum Form Level: 2st
Proficiences
Money: 60GP
Armor: Hide (AC: 12+Def Mod)
Weapons: Katana (1d6 | 1d8)(lost)
Equipment
I always have a backup plan for when things go wrong.

Personality Traits
I will do anything to prove myself superior to everyone I am tasked with recovering.

Ideals
Positive Jing: When you roll a 1 on the d20 for an attack roll, you can reroll the die and must use the new roll.

Bad Reputation: You gain proficiency in the Intimidation skill.

Savage Elements: When you score a critical hit with an elemental attack, you can roll one of the weapon's damage dice one additional time and add it to the extra damage of the critical hit.

Features & Traits

Heroes Enabled

The statblocks of your Weapons, armor and other important/magical equipment

The statblocks of your class features

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Fire Folk

Ability Score Increase CHA + 2 & DEX + 1 for Dragon OR STR + 1 for Qilin
Size Medium
Speed 30 ft.

Age: Fire folk all have some thins in common due to their shared heritage.
Alignment: Fire folk reach adulthood at the age of 18 and typically live for less than a century.
Positive Jing: When you roll a 1 on the D20 for an attack roll you can re-roll the die and must use the new roll.
Bad Reputation: You gain proficiency in the Intimidation skill.
Savage Elements: When you score a critical hit with an elemental attack, you can roll one of the weapon's damage dice one additional time and add it to the extra damage of the critical hit.

Subraces

While all fire folk share some qualities, a division in the use of firelacing caused a rift to appear, and eventually two separate groups emerged.

Dragon

As a dragon folk, you see dragons as the mightiest and most powerful of creatures. Many dragon folk communities spring up around actual dragons, which they revere and worship as the original firelancers. Dragon folk are rare, typically hiding their presence from other races in order to live in devotion to the true firelacing masters.
Ability Score Increase: Your Dexterity score increases by 1.
Dragon Worshiper: You can cast the cause fear spell as a 1st-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 3rd level, you can cast the calm emotions spell as a 2nd-level spell once with this trait, and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for this spells.

Qilin

Qilin folk are by far the more prosperous and numerous. Qilin emerged as the more prominent of the two groups of fire folk, and many don't believe that any dragon folk still exist. Qilin royalty advanced industry in an attempt to have a forceful military power, but most qilin folk have distanced themselves from this, and lead simple and prosperous lives. Ability Score Increase: Your strength score increases by 1.
Qilin Weapon Training: You have proficiency with the crossbow, halberd, longsword, shortsword and spear.
Qilin Armor Training You have proficiency with light and medium armor and shields.

Languages. You can speak, read and write Common and Kasai

Bounty Hunter

For as long as you can remember, you've found that you had a propensity for reading others. Understanding their motives, watching their emotions change as you pull the truth out of them; you've always had a knack for getting just what you want out of people. As you grew, you found that finding those that didn't want to be found came naturally to you. No matter where they hid, no matter who they paid to conceal them, you always found your mark. Your talents came in handy for finding those running from the consequences of their own actions. When you choose this background, discuss the kinds of bounties you may have taken in the past with your DM. Did you only take ones officially issued by a governing force? Or did you offer your services to anyone who had a desire to find someone and a willingness to pay for your services? Would anyone you've had contact with hold a grudge? Are you hunting someone now?

Skill Proficiencies Intimidation, Investigation
Tool Proficiencies Disguise kit
Languages One of your choice
Equipment A portable ram, a set of manacles, 50 feet of hempen rope, a parchment with the drawn face of a current or past mark, and a belt pouch containing 15 GP

Features

Find the Mark

Due to your intimidating nature, people are inclined to give you the information you want to know. You are allowed in places that common folk would be barred from (such as prison cells or guard towers) in order to ask questions or interrogate others. When questioned, common folk are more likely to answer your questions and tell you the information you want to know, if they have it.

Suggested Characteristics

Bounty hunters are intimidating people who often make others feel like they're being shaken down for information, even when they're not. Their true selves are often much more complex, but rarely are others allowed close enough to see it.

Traits

PersonalityD8 1d8
1I always have a backup for when things go wrong
3I exude an aura of calmness, even when I'm angry
4The first thing I do when I'm in a new place is located every possible exit, in case of trouble
5The best way to get me to do something is to tell me I can't do it
6I am set off at the slightest insult
7I am excellent at remembering faces
8I hate being the center of attentions

Ideal

IdealsD6 1d6
1Fairness: These people run from the law, and should be brought to justice. (Lawful)
2Community: Those who hide are a danger to themselves and others. (Good)
3Honesty: I have the talents to find these people, I might as well make use of it. (Neutral)
4Greed: I don't care who I bring in, as long as I get paid. (Evil)
5No Limits I get to go where I want and shake people down until I find what I'm looking for. (Chaotic)
6Honor: It is a respectable profession to find those who would run from the law. (Any)

Bond

BondsD6 1d6
1I bring in marks because a criminal once took something from me that I can never recover
2I'm trying to pay off an old debt I owe to an untrustworthy benefactor
3Someone I loved died because of a mistake I made. That will never happen again
4I am guilty of a crime, but have started a new life to escape it
5I pursued this lifestyle to fuel my love of conflict
6I will do anything to prove myself superior to everyone I am tasked with recovery

Flaw

FlawsD6 1d6
1When faced with a choice between money and my friends, I usually choose the money
2I make plans, and am inflexible in changing them, even when things go wrong
3I once accused a noble of being my mark, and he still wants my head
4I am so stoic that I often seem troubled or upset
5I have a weakness for the vices of the city, especially hard drink
6I have trouble trusting my allies

Samsari


Hit Points

Hit Dice: d6 per Samsari level
Hit Points at first Level: 6 + your Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier

Proficiences

Armor: none
Weapons: Mace, quarterstaff, shanzi, spear
Tools: One musical instrument of your choice
Saving Throws: Wisdom, Charisma
Skills: Choose two from Animal Handling, Arcana, History, Insight, Medicine, Nature, Perception, and Religion

Starting Equipment

You start with the following equipment, in addition to the equipment granted by your background: (a) a spear or (b) a quarterstaff (a) a mace or (b) two shanzi (a) an explorer's pack or (b) a scholar's pack A musical instrument of your choice Alternately, you can purchase your own starting equipment. At level 1, a samsari begins with 3d4 x 10 gp. 34 Chapter


Spellcasting

Elemental Bolt


Subclass Options

Path of the King

King samsari seek their own enlightenment before that of others. A king's philosophy is that one cannot truly teach others until one knows the intricacies of life firsthand, and can only then guide others through their example and protect them with their power.  

Unarmored Defense

Beginning at 3rd level when you choose this path, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + qi abuility modifier

Statblocks for companions, followers and other allies.

Kapno Zes

Fire Lacer 3 Class & Level
Outlander Background
Firefolk Dragon Race
Chaotic Neutral Alignment

Strength 12
+1
Dexterity 18
+4
constitution 16
+3
intelligence 10
+0
wisdom 10
+0
charisma 20
+5
Total Hit Dice 3
Hit Die
1d10+3
+2 proficiency bonus
+3 Strength
+6 Dexterity
+3 Constitution
+0 Intelligence
+0 Wisdom
+5 Charisma
saving throws
+6 Acrobatics
+0 Animal Handling
+0 Arcana
+3 Athletics
+5 Deception
+0 History
+0 Insight
+7 Intimidation
+0 Investigation
+2 Medicine
+0 Nature
+0 Perception
+5 Performance
+5 Persuasion
+0 Religion
+4 Sleight of Hands
+4 Stealth
+2 Survival
skills Str & Dex proficiencies

 
16
Armor Class
29
Hit Points
+0
Initiative
30ft
Speed
WeaponAttackDamage
Elemental Strike Attack: 1d20+6 1d6+4
Attacks
Saving Throws: Dex and Str
Armor: Light armor, medium armor, shields
Weapons: Simple weapons, Elemental Strike
Tools: 1 music instrument
Languages: Common and Spakovian
Skills: Insight, Medicine, Acrobatics, Athletics, Intimidation and Survival

Fighting Style: Superior Range
The short range of your elemental strike is increased to 30 feet, and its long range is increased to 90 feet.

Ki Save DC: 15 (8+prof+char)
Ki Attack Modifier: +7 (prof+char)
Ki Points: 3
Forms known: 4
Max Level Forms: 1st
Proficiences
Shihan Armor Light Armor(12 + dex)

60 Gold
Equipment
I feel far more comfortable around animals than people.
Personality Traits
Life is like the seasons, in constant change, and we must change with it.
Ideals
An injury to the unspoiled wilderness of my home is an injury to me.
Bonds
Don’t expect me to save those who can’t save themselves. It is nature’s way that the strong thrive and the weak perish.
Flaws

Heroes Enabled

Statblocks for your spells.

Level 0 Spells

Incarnate: The Last of Lacers

Elemental Bolt

0-level (Cantrip) Evocation

Casting Time 1 action
Range 60 ft
Duration Instantaneous
Components None

You hurl a bolt of your element. Make a ranged ki attack against one creature within range, or against two creatures within range that are within 5 feet of each other. On a hit, a target takes 1d6 bludgeoning damage.
At higher levels: This form's damage increases by 1d6 when you reach 5th level ( 2d6 ), 11th level ( 3d6 ), and 17th level ( 4d6 ).

Class(es): Samsari, Lacer

Incarnate: The Last of Lacers

Basic Fire Lacing

0-level (Cantrip) Evocation

Casting Time 1 action
Range 30 ft
Duration Instantaneous
Components none

within a 5-foot cube. You cause fire to form into simple shapes and animate at your direction. You can cause a flickering flame to appear from your body (usually in your hand). The flame remains there as long as you concentrate, and harms neither you nor your equipment. The flame sheds bright light in a 30- foot radius and dim light for an additional 30 feet. You can instantly expand any existing flame in one direction, provided that wood or other fuel is present in the location. You instantly extinguish any flames within a 5-foot cube.
At higher levels: The area you can affect increases by 5 feet and the amount of bright light your fire produces increases by 10 feet when you reach 5th level (10-foot cube, 40 feet of bright light), 11th level (15-foot cube, 50 feet of bright light), and 17th level (20-foot cube, 60 feet of bright light).

Class(es): Fire, Lacers

Level 1 Spells

Incarnate: The Last of Lacers

Shield of Flame

1-level Evocation

Casting Time 1 bonus action
Range 60 ft
Duration Concentration, up to 10 minutes
Components none

A burning tongue of fire hovers around a creature of your choice within range, granting it a +2 bonus AC for the duration.

Class(es): Fire, Lacers

Incarnate: The Last of Lacers

Searing Ray

1-level Evocation

Casting Time 1 action
Range 60 ft
Duration Instantaneous
Components none

You create three swirls of fire and hurl them at targets within range. You can hurl them at one target or several. Make a ranged ki attack for each ray. On a hit, the target takes 2d4 fire damage.
 
At higher levels: When you initiate this form at a higher level, you create one additional ray for each level above 1st.

Class(es): Fire, Lacers

Incarnate: The Last of Lacers

Blinding Spray

1-level Evocation

Casting Time 1 action
Range Self (15-foot cone)
Duration 1 round
Components none

You work with your fire, heating it to incredible colors before flashing it to the eyes of your enemies. Roll 6d10 ; the total is how many hit points of creatures this form can affect. Creatures in a 15-foot cone originating from you are affected in ascending order of their current hit points (ignoring unconscious creatures and creatures that can't see). Starting with the creature that has the lowest current hit points each creature affected by this form is blinded until the form ends.Subtract each creature's hit points from the total before moving on to the creature with the next lowest hit points. A creature's hit points must be equal to or less than the remaining total for that creature to be affected.
At higher levels: When you initiate this form at a higher level, roll an additional 2d10 for each level above 1st.

Class(es): Fire, Lacers

Level 2 Spells

Incarnate: The Last of Lacers

Scorching Flare

2-level Evocation

Casting Time 1 bonus action
Range Self
Duration Concentration, up to 1 minutes
Components none

The next time you hit a creature with an elemental attack during this form's duration, your fire flares with white-hot intensity, and the attack deals an extra 2d10 fire damage to the target and causes the target to ignite in flames. At the start of each of its turns until the form ends, the target must make a Constitution saving throw. On a failed save, it takes 1d10 fire damage. on a successful save, the form ends. If the target or creature within 5 feet of it uses an action to put out the flames, or some other effect douses the flames ( such as target being submerged in water), the form ends.
 
At higher levels: When you initiate this form at a higher level, the damage increases by 1d10 for each level above 2nd.

Class(es): Fire, Lacers

Statblocks for your Trinkets, businesses, building, castles, empires.


Created by

Nameless King.

Statblock Type

Character Sheet (Legacy)

Link/Embed