Kura Silverglint Celsilver

Kura Silverglint Celsilver

Physical Description

General Physical Condition

He is tall and slim, thought it is hard to notice with all his fur.

Body Features

Long golden fur with the markings of a tiger. He also has a set of small horns growing on the top of his head.

Facial Features

His face is a mix of canine and feline featues. the most obvious is that he has a wolf snout.

Identifying Characteristics

Has a gray mark in the shape of a handprint on his left hand, that the Peliatros left with him.

Physical quirks

Right handed. Can't fully control his tail, so it almost always shows his true feelings.

Apparel & Accessories

Commonly wears studded leather armor, a green cloak with the World wanderer symbol on it, and his 4 rings all shaped in the like of a head of a werewolf. Can also rarely be seen wearing a set of fingerless gloves.

Specialized Equipment

He wears studded leather armor, has a normal long bow, 2 normal shortswords, 2 silver shortswords, 4 quivers 2 full of normal arrows and 2 with silver arrows, he also has a shield.

Mental characteristics

Personal history

Born in a small village in the Howling Hills, Kura lived a simple life. His father had been an explorer with the World Wanderers, and his mother a simple girl of the village. They had met one night in town and fell into a deep love soon thereafter, his father giving up the adventuring life to settle down and start a family. Soon afterwards, Kura was born. As Kura grew, he began to grow curious and energetic; perhaps even restless even at such a young age. He began to question things, such as why his mother was often away on late nights, when the moon was full and the stars were shining. Often he asked his parents about this, though they reassured their son that things were fine, and that his mother simply enjoyed the alone time on these bright nights. Curious as ever, Kura wasn’t satisfied with this response; he felt as though something more was happening, and so he followed his mother late one night, while his father was asleep. After a quiet trek through the forest, he saw his mother; and what more, he saw his mother begin to change. This wasn’t right, something strange was happening… his mother seemed to transform, turn into a beast before his eyes. Despite this surprise, Kura was not afraid, and quietly observed, fascinated by such a unique occurance. He watched as his mother hunted, as she stalked and tore into prey, expertly traversed difficult terrain, and much more. He could not believe his mother was capable of such things, and he wanted to know more. Know more about this secret power he had not been purview to. Elated by this discovery, Kura knew he had to keep it secret, he wasn’t certain what his parents, or others for that matter, might think about this. Eventually, as he got older, he revealed what he knew to his parents. Surprisingly they were alright with Kura knowing, as they figured he would eventually learn the secret. Kura’s father began taking his son on his hunting trips into the woods, and there he explained his mother’s lycanthropy to Kura. He explained how it was a curse, and while it did bestow a certain elegance and power to his mother, he should not pursue such things, as the consequences were great. As Kura got older, he began to hunt alone. He had become quite proficient in it, given all of the time he spent with his father in these familiar woods. It became a time of great relief for Kura, he had grown to feel at home in the woods. He explored every nook and cranny of the woods, right up form the highest mountain he could find, to the lowest cave he dared enter. As time passed, he realized there wasn’t much else to explore, and that the woods of the Howling Hills could only contain him for so long. Now was the time to leave. When he turned 19, he told his parents he needed change. The call of adventure rang true in his ears, and he could stay in his hometown no longer. His father at first tried to dissuade Kura, but he knew the boy’s heart burned for it, as his had in the past. And so Kura’s father set him up with the World Wanderers, to travel the world safely, and to learn all he could about the lands he didn’t call home.

Gender Identity

Male

Sexuality

Heterosexual

Education

Taught by his parents.

Mental Trauma

Very nervous of children between the age of 5 and 12, as they remind him of his encounter with the Peliatros.   Gets abnormaly angry and up in their face when he sees ghosts, as he remembers his foolishness that made the situation with the Peliatros much worse.

Morality & Philosophy

It's better to have allies than enemies. Be helpful to people, and they will help you. If someone hurts you, always pay them back.

Personality Characteristics

Motivation

Has a dream of one day exploring and mapping the whole world.

Likes & Dislikes

Likes all homecooked food just because he appreciates the effort in making it.   Dislikes people that are rowdy or messy in places he likes.

Personality Quirks

When happy his tail will start to wag, even if he dislikes it.

Hygiene

Normaly he dosen't think too much about it and just keeps himself clean. But he turns into a clean freak when he is in a world wanderer outpost, he will make it shine.

Social

Contacts & Relations

Madam Victoria: A clothes merchant in Witch Town Umbral Bay. Kura thinks that she seems nice, and he can send 8 people to get fine clothes from her for free.(DM has retired)

Religious Views

I might not follow a god, but people are free to believe in who they will.

Social Aptitude

Doesn't get bothered by crowds, always tries to make a good first impression.

A friendly tall tabaxi, who just wants to help and explore. His blood type is B-.

View Character Profile
Alignment
NG
Date of Birth
29th of Kasaka 1179
Birthplace
The howling hills
Children
Current Residence
The Dolton World wanderers HQ. A Hero's Resi in Gamalakath Steton, Celsilver mansion in Dolten
Gender
Male
Eyes
Hazel brown
Hair
Long fur
Height
6'3 (190cm)
Weight
141
Known Languages
Common(leaf), Draconic(claw), Sylvan(seelie), Thieves’ Cant

Kura

Tabaxi Race
Dolten/Dark Howler Origin
Revised ranger 5(Gloom stalker)/Rogue 4(scout) Total 9 Class & Level
Neutral Good Alignment
None Deity
The World wanderers Faction
Member Rank/Position
36 Loyalty
Company

Strength 12
+1
Dexterity 17
+3
constitution 14
+2
intelligence 10
+0
wisdom 17
+3
charisma 12
+1
Total Hit Dice 5d10+4d8
Hit Die
1d10+2
+4 proficiency bonus
+5 Strength
+7 Dexterity
+2 Constitution
+0 Intelligence
+3 Wisdom
+1 Charisma
saving throws
+7 Acrobatics
+7 Animal Handling
+0 Arcana
+5 Athletics
+1 Deception
+0 History
+3 Insight
+1 Intimidation
+4 Investigation
+7 Martial
+3 Medicine
+10 Nature
+11 Perception
+1 Performance
+1 Persuasion
+0 Religion
+3 Sleight of Hands
+11 Stealth
+13 Survival
skills

 
37
MV
1
Prestige
2
Attunement Slots
15
Armor Class
77
Hit Points
+6
Initiative
30
Speed
Attacks

Proficiencies


Origin proficiencies


-Dark howler: proficiency in Athletics

Race proficiencies


-Tabaxi: Proficiency in Stealth, and Perception

-Languages: Common(leaf), Draconic(claw)

Class proficiencies


-Weapons: simple weapons, martial weapons

-Armor: Light armor, medium armor, shields

-Ranger Skills: Animal handling, Martial, Investigation.

-Ranger language: Sylvan(seelie)

-Rogue Skill: Acrobatics, Thieves' tools, Nature, Survival.

-Rogue expertise: Stealth, Perception, Nature, Survival.

-Rogue language: Thieves’ Cant

Faction proficiencies


-World Wanderers: Ranger Stones, cartographer's tools.

Academy proficiencies


-Tool Profiencies:

-Tool expertise: Cartographer's tools,

-Skill retraining:
Proficiences

Spellcasting


By the time you reach 2nd level, you have learned to use the magical essence of nature to cast Spells, much as a druid does.

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier. Currently DC 14

Spell attack modifier = your proficiency bonus + your Wisdom modifier. Currently +6

1st level spells:


Cure wounds
Hunter's mark
Disguise self

2nd level spells:


Pass without trace
Spike growth
Rope trick
Spellcasting

Equipment


Weight 149/180


Consumables


-Shield of fate scroll from Azolon (no casting dc only usable on me)
-Smoke Stick
-Healer's kit (9uses)
-Bandolier 1: Potion of Fly, Potion of superior healing, Antitoxin
-Bandolier 2 (active): Greater healing potion, Healing potion x2
-Bandolier 3 (active): Healing potion, Greater healing potion x2
-potion of necrotic resistance

Magical items


Attunement


-Guiding Stone: This opal, infused with the power of the ranger stone, radiates with guidance. While attuned, this item allows the wielder to: always know the direction of north, produce the light of a torch on the stone as an action, heats and cools respectively to make the temperature more comfortable, and be protected from the negative effects of temperature except in the most extreme cases.

-Rings of the hunt: Rings of the hunt: Rings - Major Uncommon(950gp) - Attunement: Ranger
These four signet rings have been shaped to adorn the likeness of a head of a werewolf. Placed within the eye sockets of each head are Raw Storm Sapphires, each sapphire cut to resemble small eyes with engraved pupils. You must be wearing all four rings to attune to them. Each ring holds 1 charge, and all charges are refreshed when you finish a long rest.

While attuned, you can lend up to three of these rings to allies of your choice. As long as an ally wearing a ring is within 100 feet of you, they can spend an action to cast the Hunter's Mark spell, expending the charge in their ring. Allies that cast Hunter's Mark in this way must maintain their own concentration, and cannot spend their bonus actions to move the mark to new creatures. These iterations of Hunter's Mark from your allies have their ranges reduced to 30 feet. If an ally wearing a ring is more than 100 feet away from you for an hour, you lose attunement to all four rings. If you lose a ring, you can replace it in a ritual that takes 1 hour and 175 gp to accomplish (you cannot do this out of session).

You can expend a charge from one of your own rings as a bonus action to cast the Hunter's Mark spell. The creature marked in this way has disadvantage on Wisdom (Perception) checks to find you if you are trying to stealth. [Base Material, Adornment, Enchantment x3 (1x spell)].

-Moonlight Charged Bow(attuned): +1 Longbow - Minor Very Rare (3,400gp) - Attunement (Ranger)
Attacks made with this weapon deal an additional 1d6 radiant damage.

Blessing of the Moon: When you critically hit with this weapon gain temporary HP equal to half of the damage dealt by the attack to a maximum of 15 temporary HP.

Mark of Moonlight: The light of the moon reveals all to you. You have advantage on all Wisdom Checks on an enemy that is in direct moonlight while they are affected by the spell Hunters Mark that you have hard casted.

Hunter’s Howl: As an action you can hold the bow up to the sky. The werewolf head suddenly shifts its head upwards and lets out a harrowing howl that can be heard 300 feet around you. For 10 minutes while wielding the bow your walking speed is increased by 10. While affected by Hunter's Howl, all attacks made on your first turn of true combat with this weapon critically hit on a 19 or 20. Hitting with one of these attacks grants advantage on your next attack this turn. Hunter's Howl is removed if you miss with an attack or at the end of your first turn. This ability has one use that refreshes on a long rest.
[Base Material, Special Method]

Unattunement


-Ranger stones: Ranger Stones provide the following benefits to a resting party within their protection. Wandering creatures have disadvantage on perception and investigation checks to find the campsite or detect the party within. Provides the temperature benefits of the guiding stone to all those resting within. Any healing that occurs from spending hit dice during a rest, heals that creature an additional 4 hit points.

-Hunter's Armor: Studded Leather Armor - Minor Rare (1400GP - 14 Days to Craft) This Studded Leather Armor has been crafted from the tanned hide of a direwolf and enchanted with Hunter's Mark and a Moss Covered Rune shaped in the symbol of the World Wanderers. This pelt, its brown coat made to blend into the densest of wilderness, still lingers with the primal essence and instinct to stalk one's quarry. No matter how long and no matter how far, the hunter's patience will be rewarded.

This armor has 3 charges that can be used on the following abilities:

Hidden within the brush: When making a Dexterity (Stealth) check while in wilderness, you can spend one charge to gain +2 to the roll.

The Long Hunt: When you hardcast the Hunter's Mark spell, you can spend 1 charges to maintain concentration on it for an additional hour. This armor regains all charges at dawn.

[Base Material, Enchantment (1 Non-Spell, 1x Spells)]

-Predator’s Pride: Boots (Wondrous) - Major Rare (2750 gp, 25 days)

A predator's pride should not be it's sharp claws, or it's large size. It should be its ability to move silently until it pounces its prey, its ability to move unimpeded making escape impossible, its ability to move fast enough to escape larger danger, and its cunning, used to set ambushes. These boots are infused with magic making their wearer able to move silently and unimpeded even through water, and crafted with artificial claws making them able to climb even the tallest trees and set the optimal ambushes, seems to show their creators belief in this ideal. All of this makes the wearer like a beast, waiting for the optimal time to strike.

This item has 3 charges, which you can spend as a bonus action to make your steps soundless, regardless of the surface you are moving across, for the next minute. These charges recharge at dawn.

You gain a climb speed of 20 feet, and you can climb vertical surfaces with your feet, leaving your hands free.

[Base Material, Adornment, Enhancement, Spell Invocation x2]

-Gloves of the Quarry: Gloves (Wondrous) - Uncommon (500 gp, 5 days)

You can spend an action to cast the spell Hunter's Mark. This ability refreshes at dawn each day.
Furthermore, the extra damage of a Hunter Mark's spell you hard cast is increased to 1d8.
[Base Material, Spell Invocation x1]

general items and gold


Gold:1500

50 Gold=1 pound

-Studded leather armor: weight 13
-Explorers pack: weight 59
-Cartographer's kit: weight 6
-Longbow: weight 2
-5 quivers of 20 arrows: weight 10
-1 quiver with 9 arrows: weight 2
-Traveler's clothes: weight 4
-Shield: weight 6
-3 vials
-2 silvered shortswords: weight 4
-Silvered arrows x20: weight 1
-2 quivers: weight 2
-Pole of Collapsing
-Bandolierx3
-Fine clothes
-Dolten fine clothes
-Old map to a destroyed fort(from the mission screaming in Dolten)
-Wolf plush toy gifted by Laylat
-Kura plushie, likely gifted by Laylat.
-Very accurate map leading to Lost waystation 1
-Very detailed map leading from the village of Gamalakath to the place we fought the Twin souls.

Crafting


-Crafting tokens: 35

Rituals




Equipment
The World wanderers
Faction
Madman 15dex / 15wis / 14con / 11str / 11cha /10int
Stat Array

Features and traits


Origin


-Dolten: Having lived in fear, Doltenians are much harder to scare. You gain a +3 bonus to saving throws vs. Fear effects.

-Dolten ASI: A Doltenian has a strong mind. +1 Wisdom

-Dark howler: A little wolf is in your blood – You gain scent up to a range of 60ft. This distance may be increased or decreased based on the wind. Skill Prof Athletics, Corruption bonus +1 Strength

-Corruption: The traces of lupine in your blood means that you take double damage from silver or blessed weapons. If a weapon happens to be both silver and blessed, you take triple damage.

Race


-Tabaxi ASI: Dexterity +2 and Charisma +1

-Darkvision: 60 feet

-Feline Agility: Your reflexes and agility allow you to move with a burst of speed. When you move on your turn in combat, you can double your speed until the end of your turn. Once you use this trait, you can't use it again until you move 0 feet on one of your turns

-Cat's Claws: Because of your claws, you have a climbing speed of 20 feet. In addition, your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.

-Cat's Talent: You gain proficiency in the Perception and Stealth skills.

Class


-Favored Enemy (beast): Beginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy commonly encountered in the wilds. Choose a type of favored enemy: beasts, fey, humanoids, monstrosities, or undead. You gain a +2 bonus to damage rolls with weapon attacks against creatures of the chosen type. Additionally, you have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them. When you gain this feature, you also learn one language of your choice, typically one spoken by your favored enemy or creatures associated with it. However, you are free to pick any language you wish to learn(Sylvan).

-Natural Explorer (combat): You are a master of navigating the natural world, and you react with swift and decisive action when attacked. This grants you the following benefits: • You ignore difficult terrain. • You have advantage on initiative rolls. • On your first turn during combat, you have advantage on attack rolls against creatures that have not yet acted.

-Natural Explorer (travel): In addition, you are skilled at navigating the wilderness. You gain the following benefits when traveling for an hour or more: • Difficult terrain doesn’t slow your group’s travel. • Your group can’t become lost except by magical means. • Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger. • If you are traveling alone, you can move stealthily at a normal pace. • When you forage, you find twice as much food as you normally would. • While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.

-Fighting Style archery: You gain a +2 bonus to Attack rolls you make with Ranged Weapons.

-Primeval Awareness: Beginning at 3rd level, you have an innate ability to communicate with beasts, and they recognize you as a kindred spirit. Through sounds and gestures, you can communicate simple ideas to a beast as an action, and can read its basic mood and intent. You learn its emotional state, whether it is affected by magic of any sort, its short-term needs (such as food or safety), and actions you can take (if any) to persuade it to not attack. You cannot use this ability against a creature that you have attacked within the past 10 minutes. Additionally, you can attune your senses to determine if any of your favored enemies lurk nearby. By spending 1 uninterrupted minute in concentration (as if you were concentrating on a spell), you can sense whether any of your favored enemies are present within 5 miles of you. This feature reveals which of your favored enemies are present, their numbers, and the creatures' general direction and distance (in miles) from you. If there are multiple groups of your favored enemies within range, you learn this information for each group.

-Gloom stalker magic: You learn an additional spell when you reach certain levels in this class. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know. at 3 level disguise self, 5th Rope trick, 9th fear, 13th greater invisibility, and 17th seeming.

-Dread ambusher: At 3rd level, you can give yourself a bonus to your initiative rolls equal to your Wisdom modifier. At the start of your first turn of each combat, your walking speed increases by 10 feet, which lasts until the end of that turn. If you take the Attack action on that turn, you can make one additional weapon attack as part of that action. If that attack hits, the target takes an extra 1d8 damage of the weapon's damage type.

-Umbral sight: At 3rd level, you gain darkvision out to a range of 60 feet. If you already have darkvision from your race, its range increases by 30 feet. You are also adept at evading creatures that rely on darkvision. While in darkness, you are invisible to any creature that relies on darkvision to see you in that darkness.

-Extra attack: Beginning at 5th leveI, you can attack twice, instead of once, whenever you take the Attack action on your turn.

-Expertise: At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves’ tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.(Perception, Stealth)

-Sneak Attack: Beginning at 1st level, you know how to strike subtly and exploit a foe’s distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.

You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll.

-Thieves’ Cant: During your rogue training you learned thieves’ cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves’ cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly.

In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves’ guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.

-Cunning Action: Starting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.

-Skirmisher: Starting at 3rd level, you are difficult to pin down during a fight. You can move up to half your speed as a reaction when an enemy ends its turn within 5 feet of you. This movement doesn’t provoke opportunity attacks.

-Survivalist: When you choose this archetype at 3rd level, you gain proficiency in the Nature and Survival skills if you don't already have it. Your proficiency bonus is doubled for any ability check you make that uses either of those proficiencies.

Feats


-Sharpshooter: You have mastered ranged weapons and can make shots that others find impossible. You gain the following benefits: Attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls. Your ranged weapon attacks ignore half cover and three-quarters cover. Before you make an attack with a ranged weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack's damage.

-Observant:
Increases your Wisdom by 1, to a maximum of 20.
If you can see a creature's mouth while it is speaking a language you understand, you can interpret their words by reading their lips.
You have a +5 bonus to your passive Wisdom (Perception) and Intelligence (Investigation) scores.

Others


-Mark of Peliatros: Resistant to necrotic damage

-World Wanderers ACI: Constitution +2; This boosts the maximum of an ability score but not the score itself.

-Loyalty 33: A salary increase of 25 gold from downtime day jobs(maxed at loyalty 5) - +5 increase to HP(maxed at loyalty 5)

-Kytolokian Ammunition
At the start of each mission, choose a type of ammunition: arrow, bolt, dart, or javelin; and one of the following effects:

Healing Leech: When fired as part of a ranged weapon attack, the Healing Leech ammunition heals you for an amount equal to the roll of the weapon damage dice on a hit. Furthermore, the affected enemy has all healing received until the start of the attacker's next turn reduced by 10.

Bloodthirst: When fired as part of a ranged weapon attack, the bloodthirst ammunition deals an additional [1d6] bleed damage on a successful hit. This bleed effect is removed on a successful DC 14 medicine check or HP restoration.

-Primal surge: As a bonus action you heal yourself or 4d6 hitpoints and your next damage roll has 4d6 primal damage added to it. Once you use this ability you cannot use it again until you complete a long rest.

-Healing is in her blood: Whenever you would be healed by a spell or the Healer feat you are healed for an additional 3 hit points.

-Ranger training:
Loyalty 3: Your Ranger training has granted you advantage on Survival checks made to track humanoids.
Loyalty 5: Your time spent in the wilderness has enabled you to survive without the aid of civilization. You are able to scavenge for food in even the most desolate places and can find enough food and water to feed yourself and two other creatures while foraging.
Loyalty 7: Your training in travelling the roads, and off them to protect the travelers, grants you the ability to ignore nonmagical difficult terrain.
Loyalty 9: Your understanding of Nature and its impact has grown much since you have joined the Wanderers. You gain proficiency in Nature and Survival. If you already possess proficiency in Nature and/or Survival you instead gain a +2.
Loyalty 11: You have reached the peak of your training, and only truly following the path of the Ranger will take you farther with it than you are now. You gain the ability to cast the Beast Bond and Water Breathing spells once per long rest.

-Caroused 23/11 for the Mission Calamity and Duality.
Class/Racial Features & Traits

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