Khapros Character in Verum | World Anvil

Khapros

Khapros

Physical Description

General Physical Condition

About 6ft tall (7ft with his horns). Fairly muscular and sturdy.

Body Features

Visible scars where his body isn't covered by armor.

Facial Features

Goat-faced. Yellow goat eyes. Linnorm tattoos in the form of a crescent beneath each eye.

Identifying Characteristics

Two large mountain goat horns (~2 and a half ft long each).

Apparel & Accessories

Has a holy symbol of Gazenaroc around his neck at all times.

Personality Characteristics

Motivation

To improve, adapt and overcome. To shed away any weakness and evolve. To follow and enforce the teachings of Gazenaroc without hesitation.

Likes & Dislikes

Likes decisiveness, tenacity and headstrong people.   Dislikes hesitation, rambling and pompous people.   Hates people who disrespect his god.

Virtues & Personality perks

Very stubborn.

Vices & Personality flaws

Very stubborn.

Personality Quirks

Tends to scratch his face when he's thinking.
Alignment
True Neutral
Age
34
Children
Gender
Male
Eyes
Yellow
Hair
Brown
Skin Tone/Pigmentation
Brown
Height
1,83m/6 ft
Weight
90kg/200 lb
Known Languages
Common, Sylvan, Orclin, Primordial

Khapros

Satyr (Mountain) Race
Badlands - Twice Cursed Origin
War Cleric 7 Class & Level
True Neutral Alignment
Gazenaroc Deity
The Linnorm Lords Faction
Lord/Member Rank/Position
8 Loyalty
Company

Strength 18
+4
Dexterity 12
+1
constitution 15
+2
intelligence 10
+0
wisdom 16
+3
charisma 13
+1
Total Hit Dice 7
Hit Die
1d8+2
+3 proficiency bonus
+6 Strength
+3 Dexterity
+4 Constitution
+2 Intelligence
+8 Wisdom
+6 Charisma
saving throws
+1 Acrobatics
+6 Animal Handling
+0 Arcana
+7 Athletics
+1 Deception
+0 History
+3 Insight
+1 Intimidation
+0 Investigation
+6 Martial
+3 Medicine
+0 Nature
+6 Perception
+1 Performance
+1 Persuasion
+3 Religion
+1 Sleight of Hands
+1 Stealth
+3 Survival
skills

 
26
MV
0
Prestige
1
Attunement Slots
19
Armor Class
77
Hit Points
+1
Initiative
30
Speed
Njord's Wrath 1d20+8 1d12+5+1d4+2
Attacks
Skills
Animal Handling
Athletics
Religion
Martial

 

Tools

Glassblower's Tools
Cook's Utensils Tools
Calligrapher's Supplies
Smith's Tools

 

Armor

Light
Medium
Heavy

 

Weapons

Simple
Martial

 

Exotic

Daborakian Kite Shield
Krazaxian Waraxe

 

Languages

Common (Wastes)
Sylvan (Seelie)
Primordial (Linnorm)
Orclin

 

Proficiences
Spell Stats

Spell Save DC = 14
Spell Attack Modifier = +6

 

Cantrips

Guidance
Thaumaturgy
Sacred Flame
Resistance

 

1st Level Spells

Divine Favor (Domain Spell)
Shield of Faith (Domain Spell)
Cure Wounds
Healing Word
Bless

 

2nd Level Spells

Magic Weapon (Domain Spell)
Spiritual Weapon (Domain Spell)
Lesser Restoration
Enhance Ability
Gentle Repose
Aid

 

3rd Level Spells

Crusader's Mantle (Domain Spell)
Spirit Guardians (Domain Spell)
Dispel Magic
Beacon of Hope

 

4th Level Spells

Freedom of Movement (Domain Spell)
Stoneskin (Domain Spells)
Death Ward

 

Spellcasting
Njord's Wrath

Njord's Wrath
Tier 2 Mission Reward
+1 Greataxe - Major Rare (3,000gp) - Exclusive Attunement

An axe created in the very mountains of Krazax, deep in the cold mountains. This axe has been crafted with care as the blade never seems to dull and the hilt has a strange serpent creature as it's decoration.

When you are attuned to this Greataxe, you cannot attune to any heavy armour.

Your Strength score increases by 2, up to a maximum equal to your ability score cap.

Attacks made using this weapon deal an additional 1d4 cold damage on a hit.

The Wind's Howl: When you take the attack action, you can use a bonus action to summon forth the strong howling winds of the mountains, feeling the power itself in your hand. You can force a creature to succeed on a DC 14 Strength saving throw, or be knocked prone. You can use this ability twice, regaining both uses after finishing a long rest.

Cold's Grace: As cold winds surrounds your body, you gain resistance to cold damage.

Hawk Sight: You gain proficiency in the Perception skill. If you are already proficient, you gain a +2 bonus to Wisdom (Perception) checks.

This item is Glorybound.

 

Fury of the Wild

Fury of the Wild
Crafted by Khapros
Krazaxian Waraxe - Rare (1,500gp, 15 Days) - Attunement

A well-balanced waraxe, efficient in both cutting and bludgeoning one's enemies. A dark blue gleam can be seen along the blade. Once picked up, the weapon gives off a faint sense of primal energy.

This weapon has the following mundane effects:
Attacks made using this weapon deal an additional 1 cold damage on a hit.
Attacks made using this weapon deal an additional 1 lightning damage on a hit.
Attacks made using this weapon deal an additional 1 poison damage on a hit.

Attacks made using this weapon deal an additional 1d4 cold damage on a hit.

Cleave! When you take the attack action with this weapon on your turn, its reach is doubled for one attack. You can use this ability twice, regaining all uses after finishing a short rest.

Primal Spark. This weapon holds 5 charges. As an action, you can gently touch a creature with the weapon to spend up to 2 charges, healing them for 1d4 per charge spent. All charges are refreshed after finishing a long rest.

 

Mundane gear

Masterwork Plate Armor
Daborakian Kite Shield
Dagger

 

Adventuring gear

Backpack
Bedroll
Mess Kit
Tinderbox
Waterskin
15 Rations
50ft of Hempen Rope
Magnifying glass
Masterwork Spyglass
Holy Symbol of Gazenaroc
Pole of Collapsing
Shovel

 

Misc equipment

Flask x 10
Hourglass
Scroll case
Ink (1 ounce bottle)
Ink pen
Sealing wax
Paper sheet x 10

 

Magic Tools

+1 Smith's Tools

 

Tools

Glassblower's tools
Cook's utensils
Calligrapher's Supplies
Flute

 

Component Pouch

Dark Green Gem (200gp)
Blue Gem x2 (100gp)
Red Gem (100gp)

 

Potions and Scrolls

Potion of Greater Healing x 3
Potion of Growth
Scroll of Detect Poison and Disease
Scroll of Create or Destroy Water x2
Scroll of Zone of Truth
Scroll of Calm Emotions
Scroll of Purify Food and Drink
Scroll of Tongues
Scroll of Bane
Scroll of Water Walk
Scroll of Sanctuary
Scroll of Blindness/Deafness
Scroll of Gentle Repose
Scroll of Detect Magic

 

Bandolier 1

Potion of Superior Healing x3

 

Bandolier 2

Scroll of Create or Destroy Water
Scroll of Dispel Magic x2

 

Currency

10 pp
297 gp
6 sp
5 cp
24 Crafting Tokens

 

MV Tracker
Backpack and Gear
Equipment
The Linnorm Lords
Faction
The Mad Man
Stat Array
Satyr

Darkvision – Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

Laughing Mad – Satyrs are immune to the confusion spell and forms of madness that are not fey in origin.

Mountain Horns – These horns grant the Satyr advantage on any saving throw that would cause forced movement. In addition, you gain a climb speed of 20ft .

+2CHA
+1STR

 

Origin

Badlands Origin – You gain a +10 to your maximum hitpoints and a +2 bonus to all saving throws.

Twice Cursed Sub-Origin – Whenever you receive a penalty to attack rolls, saving throws or AC, you are healed a number of hit points equal to the penalty. This only counts the first time you receive a given penalty in a combat. You gain proficiency with Glassblower's Tools.

 

Factionless

Factionless – Proficiency in Athletics. Proficiency with Cook's Utensils.

 

Linnorm Lords

Attribute Cap Increase – +4 to WIS; This boosts the maximum but not the score itself.

Language of the Primal Dragons – You learn to speak, understand, and write Primordial (Linnorm).

Linnormous Blessing – You are blessed with life energy, increasing your hit point maximum by 10.

Extended Linnorm Blessings:

Eldos Daikura, The Mastermind – You gain lightning resistance. In addition, you deal an additional 2 lightning damage per lightning damage source. (This effect is additive and stacks with other blessings.)

Fone, First of the Fells – You gain cold resistance. In addition, you deal an additional 2 cold damage per cold damage source. (This effect is additive and stacks with other blessings.)

 

Academy Training

Tool proficiency - Calligrapher's supplies, Smith's Tools
Language proficiency - Orclin
Exotic Training - Daborakian Kite Shield, Krazaxian Waraxe

 

War Cleric

War Domain Bonus Proficiencies – At 1st level, you gain proficiency with martial weapons and heavy armor.

War Priest – From 1st level, your god delivers bolts of inspiration to you while you are engaged in battle. When you use the Attack action, you can make one weapon attack as a bonus action. You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.

Channel Divinity: Turn Undead – As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage. A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.

Destroy Undead(CR1/2) – Starting at 5th level, when an undead of CR 1/2 or lower fails its saving throw against your Turn Undead feature, the creature is instantly destroyed.

Channel Divinity: Guided Strike – Starting at 2nd level, you can use your Channel Divinity to strike with supernatural accuracy. When you make an attack roll, you can use your Channel Divinity to gain a +10 bonus to the roll. You make this choice after you see the roll, but before the DM says whether the attack hits or misses.

Channel Divinity: War God's Blessing – At 6th level, when a creature within 30 feet of you makes an attack roll, you can use your reaction to grant that creature a +10 bonus to the roll, using your Channel Divinity. You make this choice after you see the roll, but before the DM says whether the attack hits or misses.

 

Level 4 ASI

+1 WIS
+1 CON

 

Class/Racial Features & Traits