Kutukan "Kutu" Serigala Pembu
God-Cursed Fenrir Hunter
Nature. Eager to Learn, Slow to Trust; Demeanour. Competitive, Survival of the Fittest
Relations. The Emerald Blades ()
Senses. Darkvision 60’
Proficiency Bonus. +2
Health. 32 (10+18 [4d10HD] +4 [Con])
Health and Defense
Attributes and Skills
|Sleight of Hand|
Racial and Class Abilities
God-Cursed Fenrir (Former Elf) (Race)
- Colourblind. Your character has trouble differentiating between red and green, like most canids.
- Relentless Endurance. When you are reduced to hit point but not killed outright, you can drop to 1 hit point instead.
- Savage Attacks. When you score a critical hit with a melee weapon 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.
Outlander, Tribal Nomad (Background)
- Skill Proficiencies. Athletics, Survival
- Tool Proficiencies. One type of musical instrument
- Languages. One of your choice
- 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.
- Second Wind. You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level. Once you use this feature, you must finish a short or long rest before you can use it again.
- Fighting Style: Archery. You gain a +2 bonus to attack rolls you make with ranged weapons.
- Action Surge. Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action on top of your regular action and a possible bonus action. Once you use this feature, you must finish a short or long rest before you can use it again.
- Weapon Bond. At 3rd level, you learn a ritual that creates a magical bond between yourself and one weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond.
Once you have bonded a weapon to yourself, you can’t be disarmed of that weapon unless you are incapacitated. If it is on the same plane of existence, you can summon that weapon as a bonus action on your turn, causing it to teleport instantly to your hand.
You can have up to two bonded weapons but can summon only one at a time with your bonus action. If you attempt to bond with a third weapon, you must break the bond with one of the other two.
Spell Slots. 3 x Level 1. Spell Attack +4 Spell Save DC 12 (Spell Effect Bonus +4)
- Create Ice Arrows. (Using Shape Water, makes 20 arrow-shaped icicles from water. See below.)
- Shape Water. (1 action, Range 30’; Duration Instantaneous or 1 hour) You choose an area of water that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:
- You instantaneously move or otherwise change the flow of the water as you direct, up to 5 feet in any direction. This movement doesn’t have enough force to cause damage.
- You cause the water to form into simple shapes and animate at your direction. This change lasts for 1 hour.
- You change the water’s colour or opacity. The water must be changed in the same way throughout. This change lasts for 1 hour.
- You freeze the water, provided that there are no creatures in it. The water unfreezes in 1 hour.
If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
- Frostbite. (1 action, Range 60’; Duration Instantaneous) You cause numbing frost to form on one creature that you can see within range. The target must make a Constitution saving throw. On a failed save, the target takes 1d6 cold damage, and it has disadvantage on the next weapon attack roll it makes before the end of its next turn.
The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
- Chromatic Orb. (1 action, Range 90’; Duration Instantaneous) You hurl a 4-inch-diameter sphere of energy at a creature that you can see within range. You choose acid, cold, fire, lightning, poison, or thunder for the type of orb you create, and then make a ranged spell attack against the target. If the attack hits, the creature takes 3d8 damage of the type you chose.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
- Shield. (1 reaction, which you take when you are hit by an attack or targeted by the magic missile spell, Range Self; Duration 1 round) An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile.
- Protection from Evil and Good. (1 action, Range Touch; Duration Concentration, up to 10 minutes) Until the spell ends, one willing creature you touch is protected against certain types of creatures: aberrations, celestials, elementals, fey, fiends, and undead.
The protection grants several benefits. Creatures of those types have disadvantage on attack rolls against the target. The target also can’t be charmed, frightened, or possessed by them. If the target is already charmed, frightened, or possessed by such a creature, the target has advantage on any new saving throw against the relevant effect.
- Absorb Elements (1 reaction, which you take when you take acid, cold, fire, lightning, or thunder damage, Range Self; Duration 1 round) The spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the spell ends.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st.
Weapons and Armour
- Longbow (bonded). [2 lb.] +7 Attack, 1d8+3 piercing (Arrows x 20)
- Rapier (bonded). [2 lb.] +5 Attack, 1d8+3 piercing
- Dagger (x2). +5 Attack, 1d4+5 piercing
- Net. +7 Attack. A Large or smaller creature hit by a net is restrained until it is freed. A net has no effect on creatures that are formless or creatures that are Huge or larger. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the net (AC 10) also frees the creature without harming it, ending the effect and destroying the net.
- Chain Shirt. [20 lb.] +3 Defense
- Shield. [6 lb.] +2 Defense
- Potion of Healing. (x1) Heal 2d4+2 health.
- Explorer’s Pack. Includes a backpack, a bedroll, a mess kit, a tinderbox, 10 torches, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it.
- Climber’s Kit. [12 lb.] A climber’s kit includes special pitons, boot tips, gloves, and a harness. You can use the climber’s kit as an action to anchor yourself; when you do, you can’t fall more than 25 feet from the point where you anchored yourself, and you can’t climb more than 25 feet away from that point without undoing the anchor.
- Component Pouch. [2 lb.] A component pouch is a small, watertight leather belt pouch that has compartments to hold all the material components and other special items you need to cast your spells, except for those components that have a specific cost (as indicated in a spell’s description).
- Large Diamond (50g)
- A staff, a hunting trap, a trophy from an animal you killed, a set of traveller’s clothes
(Short description of the character’s appearance.)
(A description of the character’s personality.)
(A few paragraphs on the character’s history leading up to joining the Silver Ravens Guild. Make sure to include the connections that we created during character creation.)
Kutu and Rayk were childhood friends. Kutu an outspoken and athletic Pembu elf, and Rayk was the son of a catfolk skyship merchant who often stopped by the village to trade. The two played recklessly, played pranks on other people, and explored Pembu together.
Kutu always wanted to be a great hunter. To prove his worth, he ventured into the forbidden lands and killed one of the wolves that belonged to the Goddess of the Hunt, Mengjari. The Goddess appeared and cursed him for his wrongdoing. No longer an elf, Kutu now lives as a wolfkin, a mirror of his own victim.
Kutu’s village banished him for breaking the ancient law. Having nowhere else to go, Rayk brought Kutu to his father’s airship. Outside of the airship, the two took on dangerous jobs. Their friendship grew stronger as bounty hunters. They metand Darrak on their travels.
None the wiser in their youths, Kutu and Rayk ventured into treacherous wildlands. They broke an archaic spell, and an unspeakable entity nearly took Kutu’s life. To save his friend, Rayk made a pact with it. They were both granted magical powers by the entity, but at a cost of memory: Rayk’s memory of Kutu from when they first met. Rayk does not remember his childhood. Kutu remembers everything about his childhood friend, wishing he could find his memory one day.
To Kutu, the world is a desolate and cruel place, and he thought it too depressing to not have a laugh about.shares a similar insight, and is always able to make him laugh in the worst of days.
Kutu’s wolfkin appearance drew harmless attention on the streets, but Kalmer Redbrand saw him and swore to cleanse the unclean. He was sent a forged note to meet Darrak in an alley. Darrak was there with a similar forged note. Order of the Crimson Flame ambushed the two and threw them in an underground cell to be executed the next morning, claiming them unclean with godly curses.
In the cell, Kutu and Darrak made a bet to see who can escape first. Darrak attempted to convince the cell watchman for the key, while Kutu attempted to copy the key from ice magic. However, the Crimson Flame suspected sorcery and had already created an anti-magic zone. Unbroken, Darrak managed to distract the watchman enough for Kutu to steal his dagger and forced him to give up the cell key. The two escaped overnight.
Since then, they never agreed who won the bet to escape first. The two are still hunted by the Crimson Flame, so they stayed clear from unfriendly territories.
Before the Campaign
(A summary of the character’s history since joining the party.)
When you and Rayk encountered some unspeakable force or entity, they saved you from it. What did they do? Did it cost them something in doing so?
How did Gregor Stock recently betrayed your trust? Have you forgiven them, or are you plotting your revenge?
The Emerald Blades