Kohuru Athunavi Character in FateRealms | World Anvil
BUILD YOUR OWN WORLD Like what you see? Become the Master of your own Universe!

Kohuru Athunavi

Autumnreaver Kohuru Authi (a.k.a. Dragonhunter)

Physical Description

General Physical Condition

Kohuru is a large and muscular, he has large bulding muscles and towers over most folk. He is solemn and quiet, and observes before he acts.

Body Features

Kohuru has a grey skin tone, defined muscles and a strong jawline.

Facial Features

Kohuru has no facial hair, but does sport prominent dark eyebrows. His eyes are dark and secretive, hiding his dark past.

Identifying Characteristics

Kohuru has intricate tattoos all across his scalp. These tattoos are in the shape of some sort of smoke or wind representation.     He has distinct scars around his wrists, slightly whiter than the rest of his body. They tell the tale of his exile from the Clan.

Apparel & Accessories

Kohuru wears studded armor, and carries a large great-sword on his back.

Mental characteristics

Personal history

Kohuru grew up in a nomadic clan of Goliaths, the Clan of Storms , in the desolate wasteland of Uglil. He grew up fighting and wrestling with the young boys of the clan, dreaming of one day being leader of his clan.     As Kohuru grew up into a strong and promising leader, his brother, Vonath, seemed to grow jealous and restless. It seemed that Kohuru would one day lead the Clan of Storms.     Unfortunately Vonath seemed to have other ideas, as he himself wanted to be clan leader. Vonath and a few of his cronies suprised Kohuru in his sleep. They bound and gagged him, and carried him away from the clan. They beat and kicked him close to unconciousness, where they left him in a crevice of stone. They returned to the village, and the following morning made Kohuru out as a coward and deserter of the clan.     Kohuru woke up the following evening, badly injured and sun burnt. He was bleeding profusely from a severe wound in his side. He struggled for hours to break his bonds, his wrists chaffed and torn from pulling on them, desperately wanting to be free.And as he lay there, on the urge of giving up, he prayed. For the first time ever he prayed to someone or something to spare his life. The Clan of Storms weren't religious, but for Kohuru, in his final moments, it was all he had left.     Suddenly he felt as vines grew from the hard and dry earth. They grew into his bonds, snapping and breaking them. He felt the cool bubling sensation of water undernjeath his back as the pain from his wounds left him. Right there he swore to fight for nature, as it fought for him, in his final moments.     Kohuru spent the next 12 years living off the land and fighting off all undead and monstrosities he could find. He had a duty to fulfill, and nothing would stop him.     In a terrible battle with a Red dragon, that had been tormenting the country side of Violetdale, Kohuru lost some of his close friends and people he had come to like. With this, a new found vengeance, he set his sights on a new target. Dragons, in his eyes, were too foul and too strong to be left to their own will and content. He made it his duty to find and kill any evil dragons he could hunt or even come across. With the help of the village, and some quick thinking on his side, they were able to slay the dragon. Even though it had been a group effort, Kohuru had delivered the killing blow, and the people named him Dragonhunter.     Kohuru had been hunting dragons for close to 6 years before he decided he needed some form of formal training. He wasn't fighting undead or some beasts anymore. So he needed power, he needed knowledge and he needed training. So he set out to find the Order of the Grove. He had heard of them in his travels, and he was sure they would be the answer to help him.     And so Kohuru joined the Order, and completed his training to AutumnReaver in 3 years, and now roams the land helping where he can, fulfilling the promise he made all those moons ago.

Gender Identity

Male

Sexuality

Heterosexual

Education

Underwent training at the Circle of the Grove, and achieved the rank of Autumnreaver.

Failures & Embarrassments

The unfair and undeserved defeat at the hands of his brother, Vonath.

Intellectual Characteristics

Kohuru is very straightforward and logical. He puts himself second, and is loyal to his goals.

Morality & Philosophy

Nature is sacred, and life is sacred. Protect this, and you shall prosper.

Personality Characteristics

Motivation

Protect life and nature, for it saved me, and I owe it a debt in full.

Social

Religious Views

He does believe in Ziphion, but still overwhelmingly praise nature in it's full.

Social Aptitude

Kohuru is quiet and looming in normal conversation, only saying what is absolutely necessary.
Dragonhunter
Year of Birth
1613 FW 62 Years old
Birthplace
Uglil
Children
Current Residence
Gender
Male
Eyes
Dark brown, almost black eyes
Hair
Bald head, with intricate tattoos in the shape of smoke or clouds.
Height
2.2 m
Weight
108 kg
Aligned Organization
Known Languages
Giant, Common, Draconic

Kohuru

Ranger/Druid 6/2 Class & Level
Far Traveller Background
Goliath Race
Chaotic Good Alignment

Strength 16
+3
Dexterity 0
0
constitution 14
+2
intelligence 11
+0
wisdom 16
+3
charisma 10
+0
Total Hit Dice 6
Hit Die 1d10+2
0 proficiency bonus
0 Passive perception
6 Strength
4 Dexterity
1 Constitution
0 Intelligence
3 Wisdom
0 Charisma
saving throws
1 Acrobatics
3 Animal Handling
0 Arcana
6 Athletics
0 Deception
0 History
6 Insight
0 Intimidation
3 Investigation
3 Medicine
0 Nature
6 Perception
0 Performance
0 Persuasion
0 Religion
1 Sleight of Hands
4 Stealth
6 Survival
skills
14
AC
58
Hit Points
0
Initiative
30ft
Speed
Tool Proficiencies: Dice Set
Weapon Proficiencies: Martial; Simple
Armor Proficiencies: Light; Medium; Shields
Language Proficiencies: Common; Draconic; Druidic; Giant
Proficiencies
Greatsword Attack: +6 to hit 1d20+6 , 2d6 + 3 slashing damage 2d6+3 Attacks

Spellcasting

Equipment

Personality Traits

Ideals

Bonds

Flaws
Number of Attacks: 2

Advantage on initiative rolls.

Advantage on attack rolls against creatures that have not yet acted.


Actions


Wild Shape. You can transform into a beast you have seen with CR 1/4 and no flying or swimming speed (lasts 1 hour, use twice/rest).


Other Traits


All Eyes on You. Your accent, mannerisms, figures of speech, and perhaps even your appearance all mark you as foreign. Curious glances are directed your way wherever you go, which can be a nuisance, but you also gain the friendly interest of scholars and others intrigued by far-off lands, to say nothing of everyday folk who are eager to hear stories of your homeland. You can parley this attention into access to people and places you might not otherwise have, for you and your traveling companions. Noble lords, scholars, and merchant princes, to name a few, might be interested in hearing about your distant homeland and people. .

Colossus Slayer. Your tenacity can wear down the most potent foes. When you hit a creature with a weapon attack, the creature takes an extra 1d8 damage if it’s below its hit point maximum. You can deal this extra damage only once per turn. .

Favoured Enemies



Dragons. You gain all the benefits against this chosen enemy that you normally gain against your favored enemy, including an additional language. Your bonus to damage rolls against all your favored enemies increases to +4. Additionally, you have advantage on saving throws against the spells and abilities used by a greater favored enemy.

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.

-------------------------------------------------

Druidic. You can speak Druidic and use it to leave hidden message and automatically spot messages left by others.

Great Weapon Fighting. Re-roll 1s and 2s on damage with melee weapons that are two-handed/versatile.


Mountain Born. You’re acclimated to high altitude, including elevations above 20,000 feet. You’re also naturally adapted to cold climates, as described in chapter 5 of the Dungeon Master’s Guide.

Natural Explorer. Ignore difficult terrain. Difficult terrain doesn’t slow your group’s travel. Your group can’t become lost except by magical means. Always alert to danger while traveling. Move stealthily at a normal pace when traveling alone. Find twice as much food when foraging. Learn the number, size, and how long ago tracked creatures passed through the area.

Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

Stone’s Endurance. You can focus yourself to occasionally shrug off injury. When you take damage, you can use your reaction to roll a d12. Add your Constitution modifier to the number rolled, and reduce the damage by that total. After you use this trait, you can’t use it again until you finish a short or long rest.


Primeval Awareness. As an action, communicate simple ideas to a beast, read its basic mood and intent, learn its emotional state, whether it is affected by magic, its short-term needs, and actions you can take to persuade it to not attack. Can't use this ability against a creature that you have attacked within past 10 minutes. Spend 1 minute to sense the presence, numbers, and general direction and distance of any favored enemy. If there are multiple groups, learn this for each group.
Features & Traits

Comments

Please Login in order to comment!