Kazan the Hunter, Aventador
Kazan The Hunter is a powerful fighter who has pledged his allegiance to Panthrus Murcielagus and the city of Lamborginus. Like all of the Aventador’s he never removes his helmet due to his inhuman nature.
Physical Description
General Physical Condition
Race: Aasimar
Class & Level: Fighter 10 (Champion)
Background: Gladiator
Alignment: Neutral
Experience: 67,840 xp
ABILITY SCORES & ABILITIES
(* includes +4 proficiency bonus; ** includes expertise, if any)
Strength 20
+5 ... Strength Ability Checks
+9 ... Strength Saving Throws *
+9 ... Athletics Skill *
300 lbs. ... Maximum Carrying Capacity
600 lbs. ... Max. Push or Drag (Speed -5 ft.)
600 lbs. ... Maximum Lift
Dexterity 13
+1 ... Dexterity Ability Checks
+1 ... Dexterity Saving Throws
+5 ... Acrobatics Skill *
+3 ... Sleight of Hand Skill
+3 ... Stealth Skill (Disadv.)
Constitution 15
+2 ... Constitution Ability Checks
+6 ... Constitution Saving Throws *
Intelligence 10
+0 ... Intelligence Ability Checks
+0 ... Intelligence Saving Throws
+0 ... Arcana Skill
+0 ... History Skill
+0 ... Investigation Skill
+0 ... Nature Skill
+0 ... Religion Skill
Wisdom 13
+1 ... Wisdom Ability Checks
+1 ... Wisdom Saving Throws
+1 ... Animal Handling Skill
+1 ... Insight Skill
+1 ... Medicine Skill
+1 ... Perception Skill
+1 ... Survival Skill
Charisma 10
+0 ... Charisma Ability Checks
+0 ... Charisma Saving Throws
+0 ... Deception Skill
+4 ... Intimidation Skill *
+4 ... Performance Skill *
+0 ... Persuasion Skill
COMBAT [PHB p. 189]
11 ... Passive Perception
+1 ... Initiative Modifier
Armor Class 19 ... Armor worn: Chain mail and shield
30 ft. Speed ... Base distance per move
84 hit points ... 10d10 Hit Dice
Warhammer. Melee Weapon Attack: +9 to hit, reach 5 ft. Hit: 1d8+5 bludgeoning damage. (If used two-handed in melee, does 1d10+5 damage.)
Javelin. Melee Weapon Attack: +9 to hit, reach 5 ft. Hit: 1d6+5 piercing damage. (If thrown, normal range to 30 ft.; disadvantage long range 31 to 120 ft.)
Fighting Style: Defense. In armor, gain +1 to AC.
Fighting Style: Duelling. Add 2 damage to each melee weapon attack if no other weapon in other hand.
FEATURES, TRAITS, SPECIAL ABILITIES
Proficiencies & Languages
• Proficiency Bonus: +4
• Armor: light armor, medium armor, heavy armor, shields
• Weapons: simple weapons, martial weapons
• Tools: disguise kit, gambling dice
• Saving Throws: Strength, Constitution
• Skills: Acrobatics, Athletics, Intimidation, Performance
• Languages: Common, Celestial
Aasimar Traits [DMG p. 286]
• Age: 37 years old
• Medium Size (5' 1", 118 lbs.)
• Darkvision (60 feet)
• Celestial Resistance (vs. necrotic, radiant)
• Celestial Legacy (Wisdom-based; Light cantrip, Lesser Restoration and Daylight spells each once per day)
Fighter Class Features [PHB p. 70]
• Fighting Style (Defense)
• Second Wind (regain 1d10+10 h.p.)
• Action Surge (extra action in turn once betw. short rests)
• Improved Critical (crit on 19 or 20)
• Extra Attack (2/attack)
• Remarkable Athlete (boost jumping and non-prof. Str, Dex, Con skills)
• Indomitable (reroll save 1 time betw. long rests)
• Second Fighting Style (Duelling)
Gladiator Features [PHB p. 130]
• By Popular Demand
EQUIPMENT & TREASURE
Carried Gear (PHB, p. 143): chain mail armor (AC 16), shield (AC +2), warhammer, javelin, belt pouch, set of common clothes, unique armor or a weapon ornaments, an admirer's love letter
Coins & Gems: 710 gold pieces (gp 7 silver pieces (sp 7 copper pieces (cp 3 gems (worth 100 gp each)
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