Kazuo Song-Joo Dae Character in Verum | World Anvil

Kazuo Song-Joo Dae

Kazuo (a.k.a. Dae Song-Joo)

Physical Description

General Physical Condition

Stands at around 5'8" on the lighter side weighing about 150 lbs.

Facial Features

No facial hair, clean shaven

Special abilities

His eyes turn can change colors depending on conditions: Lavender -> Default State (For now) Yellow-Orange -> Upon taking fire damage; Casting Detect Magic Crimson -> Mutually exclusive with Azure; Great stress/trauma Azure -> Mutually exclusive with Crimson; Great stress/trauma

Apparel & Accessories

Plain black hooded travel cloak (~ 5'5" in length). It doesn't wrap around his entire body, merely drapes down his shoulders and back. When the hood is pulled up, it obscures a clear view of the upper half of his face. Underneath, he usually wears a set of somewhat fashionable traveler's clothes.   Hidden Accessories<br />
Underneath shirt - Necklace of the Seven around his neck Inside internal cloak pocket - Bard's College Badge

Mental characteristics

Personal history

Some believe he is not actually human, others think he's an unfortunate orphan with amnesia, while several others claim he's not from Kalkatesh. Whatever the case may be, they all have one thing in common; no one knows of his true origins. Even the individual himself cannot recall where he's from and who his ancestors are. His name, Dae Song-Joo (데송주), is the only thing he can call back on. Rescued by an orphanage owner, he spent roughly 5 years growing up in a sheltered desert village in Majital. At the age of around 19 he adopted the nickname, Kazuo, and bid the elderly high elf who raised him farewell. His objective, to uncover his ancestry and get some answers. He keeps his birth name and personal past a secret to everyone around him. Only those he truly trusts know the full story.   Biological Timeline<br />
Age ? to ~ 13: No memory, knows only what the orphanage owner told him. The high elf found young Song-Joo wandering about the desert mindlessly in a trance-like state. Song-Joo was wearing tattered clothing, while his body was covered in small cuts and burns. The young boy's hands were tightly pressed upon his chest, where he was clutching onto an envelope that contained a letter. After being brought to the orphanage, the high elf took the letter and hid this knowledge from the boy for the time being. Song-Joo himself made a full recovery with no scarring despite his numerous injuries.   Age ~ 13 to ~ 18: Song-Joo's recurring nightmare began shortly after his recovery. The dream depicted a very blurry picture of some sort of violent event that happened to him when he was roughly 13 years old. This nightmare happened once every 2 weeks-ish. Meanwhile, his high elf caretaker spent these 5 years attempting to decipher the letter. But due to the extra-planar other-worldly nature of it, he is unsuccessful.   Age ~ 18 to Present: The high elf gave Song-Joo the letter in hopes it may jog the boy's lost memories. When it does not, the orphanage owner is sadden. One lengthy conversation with the elderly high elf later, Song-Joo decides to go traveling and search for the answers himself. He adopts the nickname, Kazuo, given to him by the elderly high elf who raised him. After an emotional parting, Kazuo left his little desert hamlet to begin his journey.
The Recurring Nightmare<br />
The crackling flames danced about tirelessly as thick plumes of black smoke choked out the sky. A blurry figure dashed through the inferno, a wailing 13 year old boy trailing behind. The child clasped tightly onto the figure’s hand like a vise, fearful of what might happen should he lose grip. All around them unknown voices yelled and screamed as the sounds of explosions, grinding metal, and crumbling stone joined the cacophony. Attempting to escape from the spreading chaos, the figure led the boy into an indiscernible room.   The room was dark and hazy. Compared to the choir of destruction outside, this place was relatively quiet; quiet enough to hear the soft hum of cogs and vents inside the structure. After a quick reprieve, the figure gently embraced the boy and stroked his dark amber hair, calming him. When the boy’s stream of tears began to dry and his wailing softened to a whimper, the figure gave him a quick kiss on the forehead and started walking towards the door. The boy tried to follow, but the figure quickly spun him around and nudged him back into the room. Giving him a small smile, the figure turned around and walked outside to begin closing the door. As the door came shut, the boy a tear streak down the figure’s cheek and heard it sob,   “Dae Song-Joo... love you….”
The Extra-Planar Other-Worldly Letter<br />
To my dearest son,   I don’t know where to start and where to end.... Your father remains fighting on the front lines against the enemy. I hope he’s eating all right, I haven’t heard from him for a few days now.... It’s a shame he won’t be able to see you off in the morning. I’m sure he would’ve wanted to hug you one last time before sending you off. As for me, I won’t be accompanying you either. It’s unfortunate that it has to be this way, and I wish there another choice.... I’ve been given 10 minutes once morning hits to send you off. You’ll be the last one. If only I had more time to spend with you, but getting to see your sleeping face one last time tonight will suffice. Please forgive me and you father for being such horrible parents, unable to be around and support you during a crucial part in your childhood. I hope this letter finds you safe and sound. Make lots of friends and don’t forget to eat properly. Your father and I, no matter where we are will always be with you, in your heart.   Love you always

Education

Basic Education - From Majitalian village he grew up in Supplemental Education - From the orphanage owner (Elderly high elf who rescued him)

Personality Characteristics

Motivation

Wishes to recover his forgotten memories by deciphering his letter and nightmare. Wants to uncover his past and ancestry. Desires to help and/or protect those he considers close.

Hygiene

Likes to stay relatively clean, organized, and presentable. Enjoys a good bath or sauna to relax.

Social

Religious Views

Not a devoutly religous person, but the Seven has always been a symbol of hope for him.

Social Aptitude

Slightly introverted, can tolerate very large crowds or gatherings but dislikes them.

Hobbies & Pets

Pets: Yuuna - Light brown warhorse (Retired/Decommissioned warhorse from Daborak)

Speech

Usually speaks in honorifics to be respectful and polite. Less formalities when interacting with someone he's closer to or well-aquinated with.
Alignment
Neutral Good
Date of Birth
Band 13th, 1182
Birthplace
Not Verum, he's an from another world (aka isekai weeb)
Children
Current Residence
Bards College
Gender
Male
Eyes
Lavender
Hair
Medium, Straight, Dark Amber
Skin Tone/Pigmentation
Fair
Height
~ 5'8"
Weight
~ 150 lbs
Known Languages
Common (Grass), Elven (Nomad/Imperium), Dwarven (Valley), Draconic (Claw)

Kazuo, Dae Song-Joo

Human (Variant) Race
Majital / Portal-Born Origin
Fighter, BattleMaster 12 Class & Level
Neutral Good Alignment
The Seven Deity
Bard's College Faction
Member Rank/Position
21 Loyalty
Company

Strength 14
+2
Dexterity 22
+6
constitution 16
+3
intelligence 12
+1
wisdom 14
+2
charisma 10
+0
Total Hit Dice 9
Hit Die
1d10+3
+4 proficiency bonus
+6 Strength
+6 Dexterity
+7 Constitution
+1 Intelligence
+6 Wisdom
+0 Charisma
saving throws
+10 Acrobatics
+2 Animal Handling
+5 Arcana
+6 Athletics
+0 Deception
+1 History
+2 Insight
+0 Intimidation
+1 Investigation
+2 Martial
+6 Medicine
+1 Nature
+5 Perception
+0 Performance
+0 Persuasion
+5 Religion
+6 Sleight of Hands
+6 Stealth
+6 Survival
skills

 
66
MV
1
Prestige
3
Attunement Slots
20
Armor Class
116
Hit Points
+6
Initiative
30
Speed
NameAttackDamageTypeRangeSpecial
Oblitis Hereditem (Bladed Longbow)1d20+Dex+Prof1d8+Dex / 1d6+DexPiercing / Slashing120/480 / MeleeAmmunition, Heavy, Two-Handed / Finesse, Twinned
Duststorm (Longbow)1d20+Dex+Prof1d8+Dex+1d4Piercing / Bludgeoning150/600Ammunition, Heavy, Two-Handed
Attacks
Proficiencies

Saves

Strength
Constitution
Wisdom

 
Skills

Acrobatics
Arcana
Athletics
Medicine
Perception
Religion
Survival

 
Armors

Light - Fighter
Medium - Fighter
Heavy - Fighter
Shields - Fighter

 
Weapons

Simple - Fighter
Martial - Fighter
Katana - Academy
Bladed Longbow - Academy

 
Tools

Tinker's Tools - Factionless
Cook's Utensils - Battle Master Fighter
Alchemist's Supplies - Bard's College
Calligrapher's Supplies - Bard's College
(Expertise) Brewer's Supplies - Academy

 
Instruments

Yarting (Guitar) - Bard's College
Drum - Bard's College

 

Proficiences
At will

Detect Magic - Majital

Sense presence of magic within 30 feet of you. If you sense magic this way, can use an action to see a faint aura around any visible creature or object in the area that bears magic, and learn its school of magic, if any.
  • Spell can penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

  •  


    Cantrip

    Light - Faction loyalty benefit

    Touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action.
  • If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell.

  •  
    Prestidigitation - Faction VINPC benefit

    This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range:
  • Create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.
  • Instantaneously light or snuff out a candle, a torch, or a small campfire.
  • Instantaneously clean or soil an object no larger than 1 cubic foot.
  • Chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.
  • Make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.
  • Create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.
  • If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.

     


    1st Level

    Comprehend Languages - Faction loyalty benefit

    For the duration, you understand the literal meaning of any spoken language that you hear. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text.This spell doesn't decode secret messages in a text or a glyph, such as an arcane sigil, that isn't part of a written language.

     
    Speak with Animals - Faction loyalty benefit

    You gain the ability to comprehend and verbally communicate with beasts for the duration. The knowledge and awareness of many beasts is limited by their intelligence, but at minimum, beasts can give you information about nearby locations and monsters, including whatever they can perceive or have perceived within the past day. You might be able to persuade a beast to perform a small favor for you, at the DM's discretion.

     

    Spellcasting
    Equipped / On person

    Attunement Items

    Attuned - Girdle of Sentinels (Belt) - Minor Very Rare
  • Wearer of this item benefits from the Sentinel feat. if they already possess the Sentinel feat, they treat AoOs with an increased critical range of 19 - 20.
  • Attuned - Oblitis Hereditem (Bladed Longbow) - Very Rare
  • Dexterity score increases by 3, to a maximum equal to your ability score cap.
  • Azure Gaze - When you score a critical hit, you gain advantage on your next martial check on the enemy hit. You do not receive the benefits of Crimson Haze.
  • Crimson Haze - When you score a critical hit, you can choose to deal an additional 1d6 piercing or slashing damage, depending on how you use the weapon. If you do so, the attack can't be nonlethal. You do not receive the benefits of Azure Gaze.
  • Attuned - Hidden Eye (Goggles)
  • While attuned to these goggles, you gain the following abilities and features:
  • Seek the Unseen: You gain advantage on skill checks made to find hidden doors, traps, invisible creatures or objects, and to discern an illusion from reality
  • Gloom Sight: You gain darkvision out to 30 feet; if you already possess darkvision it instead increases by 30 feet

  •  
    Other Magic Items

    Duststorm
  • You deal an additional 1d4 bludgeoning damage on a hit with this weapon.
  • When firing arrows from this longbow, you can choose to deal bludgeoning damage instead of piercing.

  •  
    Wealth & Crafting

    Gold (In Platinum Pieces) - 385.422
    Crafting Tokens - 52
    Unseelie Talisman (Flawless)
    Dew of Feywild (Superior)
    Inchoate Benison (Flawless)
    Stalwart Goober (Flawless)
    Cursed Blades of Crowley - Special Method
    Sowin (Flawless Special Crafter) Mission reward, 1 use
    Shard of an Inquisitor's Faith (Flawless)

     
    Clothes & Armors

    Traveler's Clothes - 2
    Masterwork Collegiate Plate
  • Plate Armor (Heavy) Effects: The time it takes to don is this armor is reduced to 5 minutes, its strength requirement is reduced by 1, and "+ Dex modifier (max 1)" is added to the its AC.
  • Shield
    Emerald Vice Noble Attire
  • Duergar Underfaust clothing store
  • Book (Personal Journal)
    Ink Pen

     
    Wonderous

    Signal Whistle
    Bard's College Badge
  • Marks membership in the Bard's College. Not only does this badge mark one with authority as a historian, but may also assist the bard access to certain restricted places. Once per long rest, you may brandish your badge in stupendous fashion, announcing your presence, doing so grants you advantage on persuasion checks to enter a forbidden area, or something similar as your DM sees fit. This effect lasts for 1 minute and only affects those that observed it.
  • Lute of Shredding - Common
  • This lute has been magically augmented to sound more bass-y and powerful
  • Astral Token - 2
  • Soul-bound. White token with symbol of Astral Legion, which is a starlight sword. Trade-able but not recommended. Cannot be stolen
  • 2nd from demonstration of inner strength during Herald's firestorm attack at the Bards College
  • Girdle of Sentinels - Belt, Magic

     
    Melee Weapons


     
    Ranged Weapons

    Quiver - Arrows 161
    Oblitis Hereditem - Bladed Longbow, Magic, Attunement
    Duststorm - Longbow, Magic

     
    Bandoliers

    Masterwork Bandolier (4 Items Per) - 1
    Bandolier (3 Items Per) - 4
    .
    Potion of Greater Healing - 3
    Potion of Invulnerability - 1
    .
    Potion of Superior Healing - 2
    Potion of Invulnerability - 1
    .
    Potion of Greater Healing - 3
    .
    Potion of Superior Healing - 2
    Potion of Climbing - 1
    .
    Potion of Gaseous Form - 1
    Potion of Invisibility - 1
    Scroll of Sending - 1

     
    Miscellaneous

    Bedroll
    Waterskin
    Hammer
    Piton - 10
    Hempen Rope (50 Feet)
    Torch - 7
    Healer's Kit (8/10)

     
    Backpack

    Blanket
    Tinderbox
    Rations - 8
    Fine-Aged Vintage Majitalian Wine - 1

     
    Sack

    Rations - 7
    Oil of Slipperiness - 2
    Potion of Superior Healing - 5

     


    Pets

    Warhorse - Yuuna

  • Light brown, 540 carrying
  • Command Level 3
  • Pet Equipment - YES
  • Intensive Pet Training - COMPLETED

  •  
    Hunger Reaver - Kage

  • https://docs.google.com/document/d/1u2Tc2sVEG0iHPoaYuWmkw-3pxYddTpWDB6PaUBxsiu4/edit
  • Command Level 3
  • Pet Equipment - YES
  • Intensive Pet Training - COMPLETED
  • Breastplate (EQUIPPED) - 1
    Potion of Fire Resistance - 1
    Potion of Cold Resistance - 1
    Weak Oil of Sharpness (+1) - 1
    Potion of Gaseous Form - 1
    Potion of Climbing - 1

     
    Midnight Ooze - Unnamed

  • https://docs.google.com/document/d/1KOYen8urL0eCRSINqbONrm5sP_AJ05PtepLKsU5l5dM/edit?usp=sharing

  •  


    Unequipped / Stored away elsewhere

    Lead Chest - Minor Uncommon

  • Voice Activiated; DC 15 Thieves' Tools
  • Herbalism Kit
    Brewer's Supplies
    Calligrapher's Supplies
    Alchemist's Supplies
    Cartographer's Tools
    Drum (Large war drum)
    Fine Clothes
    Masterwork Bladed Longbow (Night Feather base)
    Tinker's Tools
    Yarting (Guitar) Instrument
    Disguise Kit
    Quiver + Arrows - 100
    Gold (In Platinum) - 0
    Wolf Plushie from Laylat

     
    Faction Bank (Bard's College)

    Gold (In Platinum) - 961

     


    Equipment
    Bard's College
    Faction
    Mad Man
    Stat Array
    Traits

    -3 from Fire Damage

    Portal Born
  • Reduce the damage taken from fire by 3. This is specifically applied after resistance.

  •  
    +2 Charisma attribute cap

    Bard's College

     
    Language

    Common (Grass) - Start
    Elven (Imperium/Nomad) - Start
    Dwarven (Valley) - Cathedral of Sin (Library)
    Draconic (Claw) - Academy

     
    Faction Loyalty Benefits

    Klak VINPC - 1 Wizard Cantrip, cast at Character Level. Uses Highest Mental Stat
    1 - Capped at 5 - +5 HP
    3 - 1 Bard cantrip, casted at character level
    5 - 1 Bard 1st level spell, cast once a day, refresh on Long Rest
    7 - 1 Bard 1st level spell, cast once a day, refresh on Long Rest
    10 - d6 Bardic Inspiration die to expend any time, regain at dawn

     
    +2 Dexterity attribute cap

    Academy

     


    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

    Quick to notice details of your environment.
  • Increase Intelligence or Wisdom by 1 (Chose +1 Wis)
  • If you can see a creature's mouth while it's speaking a language you understand, you can interpret what it's saying by reading its lips
  • +5 bonus to you passive Wisdom (Perception) and passive Intelligence (Investigation) scores

  •  
    Sentinel - Attunement

    Girdle of Sentinels - Magic Item
  • Able to take advantage of every drop in any enemy's guard.
  • When you hit a creature with an opportunity attack, the creature's speed becomes 0 for the rest of the turn
  • Creatures provoke opportunity attacks from you even if they take the Disengage action before leaving your reach
  • When a creature within 5 feet of you makes an attack against a target other than you (and that target doesn't have this feat), you can use your reaction to make a melee weapon attack against the attacking creature.

  •  
    Resilient (Wisdom)

    Choose one ability score, You gain the following benefits:
  • Increase the chosen ability score by 1, to a maximum of 20.
  • You gain proficiency in saving throws using the chosen ability.

  •  


    Class Abilities

    Defense - Fighter

    Fighting Style
  • While you are wearing armor, you gain a +1 bonus to AC

  •  
    Second Wind - Fighter

    Bonus Action
  • Heal for 1d10 + your fighter level
  • Must finish a short or long rest before using this again

  •  
    Action Surge - Fighter

    Gain one additional action on top of your regular action and possible bonus action
  • Must finish a short or long rest before using this again

  •  
    Battle Master - Fighter

    Saving Throws
  • Some of your maneuvers require your target to make a saving throw to the maneuver's effects
  • 8 + your proficiency bonus + your Str/Dex modifier (your choice)
  • Superiority Dice
  • 5 d10s, Regain all expended dice when you finish a short or long rest
  • Parry
  • Reaction. DexMod + SDroll when another creature damages you with a melee attack
  • Trip Attack
  • Action. When you hit a creature with a weapon attack, you can expend one superiority die to attempt to knock the target down. You add the superiority die to the attack's damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you knock the target prone.
  • Precision Attack
  • Action. When you make a weapon attack roll against a creature, you can expend one superiority die to add it to the roll. You can use this maneuver before or after making the attack roll, but before any effects of the attack are applied.
  • Riposte
  • Reaction. When a creature misses you with a melee attack, you can use your reaction and expend one superiority die to make a melee weapon attack against the creature. If you hit, you add the superiority die to the attack's damage roll.
  • Disarming Attack
  • When you hit a creature with a weapon attack, expend one superiority die to attempt to disarm the target, forcing it to drop one item of your choice that it's holding. You add the superiority die to the attack's damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object. The object lands at its feet.
  • Menacing Attack
  • When you hit a creature with a weapon attack, you can expend one superiority die to attempt to frighten the target. You add the superiority die to the attack's damage roll, and the target must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn.
  • Pushing Attacking
  • When you hit a creature with a weapon attack, expend one superiority die to attempt to drive the target back. You add the superiority die to the attack's damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you push the target up to 15 feet away from you.

  •  
    Fighter 4 ASI

    Feat taken - Observant

     
    Extra Attack - Fighter

    You can attack twice, instead of once, whenever you take the Attack action on your turn

     
    Fighter 6 ASI

    +2 Dex

     
    Fighter 7 - Battle Master stuff

    Know Your Enemy
  • If you spend at least 1 minute observing or interacting with another creature outside combat, you can learn certain information about its capabilities compared to your own. The DM tells you if the creature is your equal, superior, or inferior in regard to two of the following characteristics of your choice: Strength score, Dexterity score, Constitution score, Armor Class, Current hit points, Total class levels (if any), Fighter class levels (if any)

  •  
    Fighter 8 - Feat/ASI

    +2 Dex

     
    Fighter 9 - Indomitable

    Reroll a saving throw that you fail. If you do, you must use the new roll, and you can't use this feature again until you finish a long rest.

     
    Fighter 10

    d10 Superiority Dice
    2 new maneuvers

     
    Fighter 11

    Extra Attack 2
  • Can attack 3 times when you take the Attack action on your turn

  •  
    Fighter 12 ASI

    Feat taken - Resilient (Wisdom)

     

    Class/Racial Features & Traits

    Comments

    Please Login in order to comment!