Kapno Zes Character in Avatar World | World Anvil
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Kapno Zes

Kapno Zes (a.k.a. Kap)

Mental characteristics

Personal history

Left pinky and ring finger lost to a tiny puma
Year of Birth
3427 A.A.B. 13 Years old
Children
Gender
Male
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Cover image: Avatar World by Martim Viana

Kapno Zes

Fire Lacer 3 Class & Level
Outlander Background
Human 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 1d8+3
2 proficiency bonus
10 Passive perception
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
2 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
16
AC
29
Hit Points
0
Initiative
30ft
Speed
Lancer
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
Ki Attack Modifier: +7
Ki Points: 3
Forms known: 4
Max Level Forms: 1st

Proficiencies
Elemental Striked20 + 61d6 + 4B
Elemental Strike Attack: Roll: +6 Damage: 1d6 + 4

  Attacks
Basic Fire lacing:
Initiation Time: 1 action
Range: 30 feet
Duration: Instantaneous

Anyone who is a fire lacer can initiate the following effects 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. 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).

Elemental Strike:
At 1st level, your practice with lacing allows you to blast an opponent with an elemental strike. You can use your elemental strike when you make an attack. Your elemental strike has the following properties: You roll a d6 for the damage of your elemental strike. This die changes as you gain lacer levels, as shown in the Elemental Strike column of the Lacer table. Your elemental strike deals bludgeoning damage. Your elemental strike is a ranged weapon with a normal range of 20 feet, or a long range of 60 feet. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the strike's long range. Despite being a ranged weapon, you do not have disadvantage on attack rolls with your elemental strike when a hostile creature is within 5 feet of you, nor when attacking a creature that is prone within 20 feet of you. You can use Strength instead of Dexterity for the attack and damage rolls of your elemental strike. When you reduce a creature to 0 hit points, you can choose to avoid killing them with your elemental strike, leaving them unconscious. When you take the Attack action with a weapon with which you have proficiency on your turn (including your elemental strike), you can make one elemental strike as a bonus action.

Flashbang:
1st - level fire lacing
Initiation Time: 1 action
Range: Self(15-foot cube)
Duration:Instantaneous

A wave of powerful fires weeps out from you. Each creature in a 15-foot cube originating from you must make a Strength saving throw. On a failed save, a creature takes 2d8 fire damage and is pushed 10 feet away from you. On a successful
save, the creature takes half as much damage and isn't pushed. The fire ignites any flammable objects in the area that aren't being worn or carried. At Higher Levels. When you initiate this form at a higher level, the damage increases by 1d8 for each level above 1st.

Dragon tongue:
1st-level fire lacing
Initiation Time: 1 action
Range: Self(15-foot cone)
Duration: 1 round

You form a cone of swirling fire,which shoots forth from your mouth. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one. The fire ignites any flammable objects in the area that aren't being worn or carried. At Higher Levels. When you initiate this form at a higher level, the damage increases by 1d6 for each level above 1st.

Battering Flames:
1st-level fire lacing
Initiation Time: 1 action
Range: Self(10 -foot radius)
Duration: Instantaneous

Tendrils of fire erupt from you and batter all creatures within 10 feet of you. Each creature in the area must make a Dexterity saving throw. On a failed save,a target takes 2d6 bludgeoning damage and can't take reactions until its next turn. On a successful save, the creature takes half as much damage, but suffers no other effect. At Higher Levels. When you initiate this form at a higher level, the damage increases by 1d6 for each level above 1st.

Blazing Missile:
1st-level fire lacing
Initiation Time: 1 action
Range: 60 feet
Duration: Instantaneous
You create three glowing darts of burning lame. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4 + 1 fire damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or
several.
At Higher Levels. When you initiate this form at a higher level, the form creates one more dart for each level above 1st.


Spellcasting
<b>Shihan armor: </b> Light Armor 12 + dex 15 Lbs
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
Dragon Worshipper:
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 spell casting ability for these spells.

Deflection:
You can spend 1 ki point as a reaction to deflect or dissipate an elemental strike, form attack, or spell attack that would deal damage to you. When you do so, the damage you take from the attack is reduced by 1d10 + your ki ability modifier + your lacer level.

Power Blow:
When you hit an enemy with an elemental strike, you can spend 1 ki point to force the enemy to make a Strength saving throw. On a failed save, the enemy is pushed 10 feet away from you.

Surprising Angle:
When you make an attack against a creature with an elemental strike, you can spend 1 ki point to hit the target from any angle, not simply in a straight line. This allows you to ignore the effects of any amount of cover except for total cover.

Prana Burst:
Starting at 2nd level, when you hit a creature with an elemental strike, you can expend 1 ki point to deal an additional 1d8 damage to the target.
You can spend 1 additional ki point on this ability at 5th, 11th, and 17th level. For each ki point you spend, you deal an additional 1d8 damage on the attack.

Matter Skanda:
When you successfully attack an enemy, you can spend 2 ki points to force the enemy to make a Dexterity saving throw. On a failed save, the enemy is knocked prone. Whenever a target is knocked prone in this way, the target has disadvantage on the first attack it makes before the end of its next turn.

Dancing Dragon:
Eastern Shaolin fire lacers study the forms of mighty dragons. Beginning when you choose this style at 3rd level, you learn a new ability called the Dancing Dragon. The Dancing Dragon is composed of three kinds of stances. You can enter a stance as a bonus action on your turn, which lasts until the beginning of your next turn. You cannot enter the same stance on consecutive turns. Each stance empowers you in different ways.

Low Stance:
In low stance, you have advantage on attack rolls against targets which are prone.
High Stance:
In high stance, you make Dexterity saving throws with advantage.
Power Stance:
In power stance, any time you attempt to shove or push a target, you make your check with advantage.

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.

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.

Wanderer:
You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.
Features & Traits

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