+3 | Strength |
+1 | Dexterity |
+2 | Constitution |
+0 | Intelligence |
+1 | Wisdom |
+6 | Charisma |
+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 |
QuarterStaff w Quills | 1d20+4 | 1d12+3 | Piercing |
---|
I always have a backup plan for when things go wrong.
I will do anything to prove myself superior to everyone I am tasked with recovering.
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.
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.
Languages. You can speak, read and write Common and Kasai
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?
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.
Personality | D8 1d8 |
---|---|
1 | I always have a backup for when things go wrong |
3 | I exude an aura of calmness, even when I'm angry |
4 | The first thing I do when I'm in a new place is located every possible exit, in case of trouble |
5 | The best way to get me to do something is to tell me I can't do it |
6 | I am set off at the slightest insult |
7 | I am excellent at remembering faces |
8 | I hate being the center of attentions |
Ideals | D6 1d6 |
---|---|
1 | Fairness: These people run from the law, and should be brought to justice. (Lawful) |
2 | Community: Those who hide are a danger to themselves and others. (Good) |
3 | Honesty: I have the talents to find these people, I might as well make use of it. (Neutral) |
4 | Greed: I don't care who I bring in, as long as I get paid. (Evil) |
5 | No Limits I get to go where I want and shake people down until I find what I'm looking for. (Chaotic) |
6 | Honor: It is a respectable profession to find those who would run from the law. (Any) |
Bonds | D6 1d6 |
---|---|
1 | I bring in marks because a criminal once took something from me that I can never recover |
2 | I'm trying to pay off an old debt I owe to an untrustworthy benefactor |
3 | Someone I loved died because of a mistake I made. That will never happen again |
4 | I am guilty of a crime, but have started a new life to escape it |
5 | I pursued this lifestyle to fuel my love of conflict |
6 | I will do anything to prove myself superior to everyone I am tasked with recovery |
Flaws | D6 1d6 |
---|---|
1 | When faced with a choice between money and my friends, I usually choose the money |
2 | I make plans, and am inflexible in changing them, even when things go wrong |
3 | I once accused a noble of being my mark, and he still wants my head |
4 | I am so stoic that I often seem troubled or upset |
5 | I have a weakness for the vices of the city, especially hard drink |
6 | I have trouble trusting my allies |
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
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.
Statblocks for companions, followers and other allies.
+3 | Strength |
+6 | Dexterity |
+3 | Constitution |
+0 | Intelligence |
+0 | Wisdom |
+5 | Charisma |
+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 |
Weapon | Attack | Damage |
---|---|---|
Elemental Strike Attack: | 1d20+6 | 1d6+4 |
Heroes Enabled
Statblocks for your spells.
Incarnate: The Last of Lacers
0-level (Cantrip) Evocation
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 ).
Incarnate: The Last of Lacers
0-level (Cantrip) Evocation
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).
Incarnate: The Last of Lacers
1-level Evocation
A burning tongue of fire hovers around a creature of your choice within range, granting it a +2 bonus AC for the duration.
Incarnate: The Last of Lacers
1-level Evocation
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.
Incarnate: The Last of Lacers
1-level Evocation
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.
Incarnate: The Last of Lacers
2-level Evocation
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.
Statblocks for your Trinkets, businesses, building, castles, empires.