Medium Humanoid (Redguard), Chaotic Good
Armor Class: 18 (+3 Redguard Hardened Leather) / 24 (w/ Bladesong) / 29 (w/ Bladesong & Shield)
Hit Points: 182 (20d6+100)
Speed: 30 ft. bladesong 40 ft.


STRENGTHDEXTERITYCONSTITUTIONINTELLIGENCEWISDOMCHARISMA
81416221412

(-1)

(+2)

(+3)

(+6)

(+2)

(+1)


Saves: INT +12, WIS +8
Skills: Acrobatics +2(adv), Arcana +12,  Intimidation +7, Investigation +12, Performance +7, Survival +8
Damage Vulnerabilities: 
Damage Resistances: 
Damage Immunities: 
Condition Immunities: 
Senses: Passive Perception 12
Languages: Aldmeri, Altmeri, Bosmeri, Daedric, Dovah Zul, Orsimeri, Ra Gada, Ta'agra, Tamrielic
Challenge: 20 (25000 XP)
Proficiency Bonus +6
Proficiencies:
  • Armor: Light
  • Weapons: Daggers, Darts, Slings, Spears, Quarterstaffs, Light Crossbows, & all Martial weapons
  • Tools: Smith's Tools, Tinker's Tools
  • Instruments: N/A
  • Vehicles: N/A

Features (Class/Racial)

Atronach Birth-Sign. You gain 2 spell slots. They behave like warlock spell slots. Any spell cast using one of these slots is automatically cast at the highest level spell slot you have access to.

Sword-Singing. Redguards gain extra Reactions per round equal to their Dexterity Modifier. Rules on use of reactions still apply.

Stunted Magicka. You do not regain all of your spell slots at the end of a long rest, instead, you only regain half of your expended spell slots. (Spell slots earned from Atronach Birth-Sign are not affected by this.)

Additionally, whenever you are targeted by a spell that requires you to make a saving throw, you have a chance to absorb magicka, replenishing your spell slots. On a successful save, you also absorb magicka equal to the level of the spell, replenishing an expended spell slot of that level, or multiple expended lower-level slots equal to the absorbed level. On a failed save, you do not absorb any magicka and are affected by the spell as normal.

 You cannot increase your spell slots beyond your maximum for any level through this feature.

Arcane Recovery. On a short rest, once per day, you can choose to recover expended spell slots. When this feature is used, you regain spell slots that equal half your wizard level (rounded up). No slot gained in this way may be higher than 5th-level.

Battle Ready. Your combat training and your experiments with magic have paid off in two ways:

  • You gain proficiency with martial weapons
  • When you attack with a magic weapon, you can use your Intelligence modifier instead of your Strength or Dexterity, for the attack and damage rolls.

Steel Defender. Your tinkering has borne you a companion, a steel defender. It's friendly to you and your companions, and it obeys your commands. You determine the creature's appearance and whether it has two or four legs; your choice has no effect on its game statistics.

In combat, the defender shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one from its stat block or some other action. If you are incapacitated, the defender can take any action of its choice, not just Dodge.

If the mending spell is cast upon it, it regains 2d6  hit points. If it has died within the last hour, you can use your smith's tools as an action to revive it, provided you are within 5 feet of it and you expend a spell slot of 1st-level or higher. The steel defender returns to life after 1 minute with all its hit points restored.

At the end of a long rest, you can create a new steel defender if you have smith's tools with you. If you already have a defender from this feature, the first one immediately perishes. The defender also perishes if you die.

Spell Mastery. Your mastery of magic has excelled to a greater degree. Choose 1 1st-level spell, and 1 2nd-level spell. These spells may be cast at will (with no use of a spell slot). If you wish to upcast these spells then they do not count as at will for that casting.

Signature Spells. Your mastery extends over higher-level spells. Choose 2 3rd-level spells. These spells are always prepared and do not count against your number of daily prepared spells. These spells may, each, be cast once, per day, without using a spell slot. Upcasting these spells still requires a spell slot and cannot utilize their free cast on an upscaled cast.

Feats

Telekinetic.

You learn to move things with your mind, granting you the following benefits:

  • Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
  • You learn the mage hand cantrip. You can cast it without verbal or somatic components, and you can make the spectral hand invisible. If you already know this spell, its range increases by 30 feet when you cast it. Its spellcasting ability is the ability increased by this feat.
  • As a bonus action, you can try to telekinetically shove one creature you can see within 30 feet of you. When you do so, the target must succeed on a Strength saving throw (DC 8 + your proficiency bonus + the ability modifier of the score increased by this feat) or be moved 5 feet toward you or away from you. A creature can willingly fail this save.

Slasher.

You’ve learned where to cut to have the greatest results, granting you the following benefits:

  • Increase your Strength or Dexterity by 1, to a maximum of 20
  • Once per turn when you hit a creature with an attack that deals slashing damage, you can reduce the speed of the target by 10 feet until the start of your next turn
  • When you score a critical hit that deals slashing damage to a creature, you grievously wound it. Until the start of your next turn, the target has disadvantage on all attack rolls

Warcaster

You have practiced casting spells in the midst of combat, learning techniques that grant you the following benefits:

  • You have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage.
  • You can perform the somatic components of spells even when you have weapons or a shield in one or both hands.
  • When a hostile creature's movement provokes an opportunity attack from you, you can use your reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature.

Tough

Your hit point maximum increases by an amount equal to twice your level when you gain this feat. Whenever you gain a level thereafter, your hit point maximum increases by an additional 2 hit points.

Eldritch Adept

Studying occult lore, you learn one Eldritch Invocation option of your choice from the warlock class. Your spellcasting ability for the invocation is Intelligence, Wisdom, or Charisma (choose when you select this feat). If the invocation has a prerequisite of any kind, you can choose that invocation only if you’re a warlock who meets the prerequisite.

Whenever you gain a level, you can replace the invocation with another one from the warlock class

  • Witch Sight. You can see the true form of any shapechanger or creature concealed by illusion or transmutation magic while the creature is within 30 feet of you and within line of sight.

Actions

Multiattack. Karu Pa can make two attacks per attack action.

Child of Bane & Fury. Melee Weapon Attack: +15 to hit, reach 5 ft., single target. Hit: 13 (1d6+15) slashing damage.

Bonus Actions

Bladesong. A number of times, equal to your proficiency modifier, you can activate Bladesong. When activated, Bladesong is active for 1 minute. It ends early if you are incapacitated, if you wear medium or heavy armor, if you use a shield, or if you use two hands to make a weapon attack. You can also end Bladesong early at any time, with no action required.

While Bladesong is active, you gain the following benefits:

  • You gain a bonus to your AC equal to your Intelligence modifier
  • Your walking speed increases by 10 ft. per turn.
  • You have advantage on all Dexterity (Acrobatics) checks.
  • You gain a bonus to any Constitution saving throw you make to maintain concentration on a spell. The bonus equals your Intelligence modifier.
  • All melee weapon attacks may be made with a bonus to the damage rolls equal to your Intelligence modifier.

Reactions

Song of Defense. While Bladesong is active, you can use a Reaction to expend one spell slot to reduce damage being dealt to you. The amount of damage reduction is equal to 5 * the spell slot expended.

Extras

Inventory:

Armor: +3 Redguard Hardened Leather (16+Dex)

Weapons: Child of Bane & Fury
Other:

  • Copies of the Realms of Magic book series, signed by Rulian Sen'rah.
  • Copies of the Delving into Discourse book series, signed by Aunt Sariel Siannodel.
  • A magically enchanted, Ever-blooming flower crown.
  • A necklace of platinum-encrusted daedra horns.
  • A steel construct companion that resembles a Snake with wings

Spells/Spell Slots

Cantrips (at will)

Blade Ward, Booming Blade, Fire Bolt, Light, Mage Hand, Mending, Prestidigitation, Resistance, Shocking Grasp

1st-level (4 slots)

Absorb Elements, Armor of Agathys, Arms of Sithis, Detect Magic, Divine Favor, Find Familiar, Find Steed, Heroism, Identify, Purify Food & Drink, Shield, Silvery Barbs

1st-level (at will)

Shield

2nd-level (3 slots)

Aid, Blur, Borrowed Knowledge, Detect Thoughts, Dragon's Breath, Flock of Familiars, Locate Object, Mirror Image, Misty Step, Shalidor's Scorcher, Shatter

2nd-level (at will)

Detect Thoughts

3rd-level (3 slots)

Aura of Vitality, Ball Lightning, Blink, Counterspell, Dispel Magic, Enemies Abound, Fly, Haste, Hypnotic Pattern, Vampiric Touch

3rd-level (1/day for free)

Aura of Vitality, Blink

4th-level (3 slots)

Aura of Life, Dimension Door, Find Greater Steed, Fire Shield, Locate Creature, Polymorph, Psychic Lance, Ride the Lightning, Shadow of Coldharbour, Wall of Fire

5th-level (3 slots)

Cone of Cold, Conference, Dominate Person, Sariel's Scrivener Service, Scrying, Seeming, Steel Wind Strike, Teleportation Circle

6th-level (2 slots)

Chain Lightning, Disintegrate, Find the Path, Forbiddance, Investiture of Wind, Platinum Shield, Programmed Illusion, True Seeing

7th-level (2 slots)

Arcane Sword, Draconic Transformation, Dream of the Blue Veil, Etherealness, Magnificent Mansion, Plane Shift, Teleport

8th-level (1 slot)

Dominate Monster, Feeblemind, Mind Blank

9th-level (1 slot)

Foresight, Prismatic Wall, True Polymorph

10th-level (1 slot)

Mighty Force

Atronach Sign Slots (2 slots)

Behave as 10th-level slots.

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Karu Pa's backstory

Born in Riverpoint, Karu was named Rasika.The daughter of servants of the town's leadership, she knew life in the palace very briefly. After a rise in illness, there was brief  mayhem as a pandemic lead to, among others, the deaths of her parents. Put into an orphanage in Riverpoint at first, the illness made life, even in the orphanage, rough. After some time, some heroes came into town though. A Wood Elf druid got to work curing the illness, leading to many of the orphans getting to see new lives in health.

Loup Pa took her out of the orphanage, giving her the name Karu Pa, and led her to a life in Skyrim and brought her up amidst a school and mercenary headquarters he led and taught her how to fight. She was not built like him and could not fight the way he did at all, but nevertheless, she picked up other skills and managed to learn to fight in her own way. Amidst the others of the Blackpowder Mercenaries, she began to see them all like family.

Not being able to fight like Loup made her try harder. Even though she learned skills of her own, she nevertheless kept trying. She excelled in all her training, learning quickly, but it never dampened her desire to learn to do what Loup could. With the other Blackpowder Mercenaries around as well, and the stories that revolved around them, Karu also wished to emulate all they could do, and would, in time, go to the Arcane University to learn magic as well. With Aunt Sariel to tutor her, there were no issues.

After finishing her training through Loup's teaching, her studies at the University, instruction and expedition into Dwemer ruins with Raharn, and her own personal pursuits, she has now joined the ranks of the Blackpowder Mercenaries and adventures with various other new recruits to the organization. In time, she could probably take up Loup's position and teach in the school, but for now, she has too much fun touring the realms of Tamriel and seeing the sights while diving into tough, challenging fights, serving the people of the Empire, and protecting those in need.