Kaldr

Kaldr stares death in the eye with unyielding confidence, seeking thrill wherever she goes. After her home on Naset was destroyed as a child, Kaldr found her true calling in the realm of mercenary work and adventuring, where she built a reputation as a stylish daredevil taking on dangerous missions of the highest caliber. She wound up forming a group with other Nasetans under the request of The Emperor of Naset in an effort to stop an assassination attempt on a Providence ambassador. After successfully completing the mission and many more to come, Kaldr was gifted a spot amongst the Empire of Naset, that being a private mercenary guild known as the Roses of the Sai. This group of mercenaries and bounty hunters would be tasked with tracking down and neutralizing the dangerous artifact of eons past: The Hand and Eye of Arkhan. Wielding black-powder pistols and a custom-engineered blade, Kaldr thrives in life-or-death circumstances, eliminating any who stand in her way with flash and flair.

Appearance

Kaldr is a strikingly beautiful human woman in her mid thirties that sports a rather carefree and violent disposition. She has tan skin and a braided ponytail adorned with gold and silver jewelry. Black piecemeal leather armor with various unarmored patches reveal tattoos across her skin, and leather holsters carry her firearms and ammunition. Her magnums are a black steel with golden trim and the same could be said about her blade, both which she wields nonchalantly and expertly.
Alignment
Chaotic Good
Species
Honorary & Occupational Titles
  • Devil's Trigger
  • Rose of Roses
Age
36
Children
Gender
Female
Eyes
Brown
Hair
Dark Brown
Skin Tone/Pigmentation
Tanned
Aligned Organization
Other Affiliations

Kaldr

Medium Human, Mercenary Leader, Chaotic Good

Armor Class 18
Hit Points 112 (12d10+36)
Speed: 30 ft

STR

12
( +1 )

DEX

20
( +5 )

CON

16
( +3 )

INT

8
( -1 )

WIS

12
( +1 )

CHA

14
( +2 )

Saving Throws STR +4, CON +7
Skills Acrobatics +9, Athletics +4, Insight +5, Intimidation +6
Languages Common, Elvish, Orcish
Proficiency Bonus +4

Ideals

Greater Good. Our lot is to lay down our lives in defense of others (Good). Independence. When people follow orders blindly, they embrace a kind of tyranny (Chaotic).

Bonds

Those who fight beside me are those worth dying for.

Flaws

I'd rather eat my armor than admit when I'm wrong. I face problems head-on. A simple, direct solution is the best path to success.


Action Surge (Recharges after a Short or Long Rest). Kaldr can take on additional action on her turn.   Adept Marksman. Once per turn, Kaldr can use one of the following trick shots if she attacks with her Magnums.   1. Deadeye Shot. Kaldr gains advantage on the attack roll and doesn't require line of sight to the target.   2. Disarming Shot. The creature hit must succeed on a DC 17 Strength saving throw or drop 1 held object of Kaldr's choice and have that object pushed 10 ft. away from her.   3. Violent Shot. Kaldr adds two additional weapon damage dice (included in the attack).   Second Wind (Recharges after a Short or Long Rest). As a bonus action, Kaldr can regain 10 hit points.

Actions

Multiattack. Kaldr makes three attacks with Vanquish or three attacks with her magnums.   Vanquish. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 9 (1d6 + 6) magical slashing damage.   Magnums. Ranged Weapon Attack: +10 to hit, reach 60/240 ft., one target. Hit: 11 (1d10 + 6) magical piercing damage, or 22 (3d10 +6) with Violent Shot.