Table of Contents

Korson Infernal Criminal Fighter

Baggrund:
Korson er vokset op på gaderne og har levet af folks gode hjerter indtil han blev stor nok til at blive anset som farlig. Herefter levede han af folks gode hjerter hvad-end de ville det eller ej. Han har arbejdet sammen med en lille bande af andre rakkerpak som sammen har fundet på at indkræve kirkeskat og donationer til Rayas kirke. Efter indkrævning gik noget til “administrativt gebyr” samt almisser til “de fattige”, resten blev rigtig nok givet til Rayas kirke, man spotter ikke en gud.
Loven indhentede Korson før end siden og han blev dømt til hængning ( eller hvad der nu lige passer ). Men bla. grundet hans store donationer barmhjertigede sig en biskop på Korson og tilbød ham amnesti for hans ugerninger sålænge han er ansat for Rayas kirke.

Udseende:
Korson er høj, veltrænet, og vejret efter et langt liv på gaden og i slum. Han har langt, mørkt, vildtert hår der ikke lader sig at styre, hemmet ind af to horn der strækker sig fra hårgrænsen og lidt længere end baghovedet. Hans øjne flakker ofte fra sted til sted i søgen efter flugtveje, information om situationen, og andre brugbare ting. Alt dette bliver affarvet af et charmerende smil samt et ungt og kønt udseende.

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Overview

Lvl Class Prof Class Features
Race Darkvision, Fire resistance, Thaumaturgy,
Background Criminal Contact
1 Fighter 1 +2 Starting proficiencies, Fighting Style, Second Wind
2 Warlock 1 +2 Otherworldly Patron (Dark One's Blessing), Pact Magic
3 Warlock 2 +2 Eldritch Invocations(Agonizing Blast, Eldritch Claw)
4 Sorcerer 1 +2 Spellcasting, Sorcerous Origin(Draconic Bloodline(Red Dargon))
5 Sorcerer 2 +3 Font of Magic
6 Sorcerer 3 +3 Metamagic
7 Sorcerer 4 +3 Ability score improvement

Attributes

Total Mod Changes Save
STR 15 +2 Prof +1
DEX 8 -1 +1
CON 16 +3 +1 Level Prof +1
INT 10 +1 Race, +1 Feat +1
WIS 8 -1 +1
CHA 18 +4 +2 Race, +1 Level +1

64/64 HP

10(Ftr)

7(Wlk)
4(Wlk)

7(Sor)
7(Sor)
3(Sor)
5(Sor)

7*3(CON)

Combat Stats

Hand Axe
Melee / Ranged(20'/60')

ATK: +5
+3 (Prof)
+2 (STR)


DMG: 1d6+2
1d6 (HAxe)
+2 (STR)

Eldritch Blast
Melee / Ranged(120')

ATK: +7
+3 (Prof)
+4 (CHA)


DMG: 1d10+4
1d10 (EB)
+4 (CHA)(AB)

Defense

AC: 21
17 (Armor)
+2 (Shield)
+1 (Style)
+1 (Ring)

Fire Resistant

Feats & Features

Feature: Starting Proficiencies

Class

  • All armor
  • Shields
  • Simple weapons
  • Martial weapons.

Background

  • One type of gaming set
  • thieves' tools.


Background feature: Criminal Contact

  • You have a reliable and trustworthy contact who acts as
    your liaison to a network of other criminals. You know
    how to get messages to and from your contact, even
    over great distances; specifically, you know the local
    messengers, corrupt caravan masters, and seedy sailors
    who can deliver messages for you.


Class feature: Fighting Style: Defense

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


Class Feature: Second Wind

  • You have a liited 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.


Class Feature: Dark One's Blessing

  • Starting at 1st level, when you reduce a hostile creature
    to 0 hit points, you gain temporary hit points equal to your
    Charisma modifier + your warlock level (minimum of 1).


Feat: Observant

You are Quick to notice details of your environment

  • Increase your Intelligence score by 1 ( max 20 )
  • If you can see a creature’s mouth while it is
    speaking a language you understand, you can
    interpret what it’s saying by reading its lips.
  • You have a +5 bonus to your passive
    Wisdom (Perception) and passive
    Intelligence (Investigation) scores.

Campaign Bonus: Unrelenting Stamina

  • Use Second wind even while unconcious.


Skills

Skill Total Attr Proficiency
Acrobatics -1 -1 (DEX)
Animal Handling +4 +4 (CHA)
Arcana +3 - (INT) +3 (Prof)
Athletics +5 +2 (STR) +3 (Prof)
Deception +7 +4 (CHA) +3 (Prof)
History - - (INT)
Insight -1 -1 (WIS)
Intimidation +8 +4 (CHA) +3 (Prof) +1 (Story)
Investigation - - (INT)
Medicine -1 -1 (WIS)
Nature - - (INT)
Perception -1 -1 (WIS)
Performance +4 +4 (CHA)
Persuasion +4 +4 (CHA)
Religion -1 -1 (WIS)
Sleight of Hand -1 -1 (DEX)
Stealth +2 -1 (DEX) +3 (Prof), Disadvantage
Survival -1 -1 (WIS)
Speaks: Common & Draconic

Spells

Spells
Save DC: 14 (8+4+2)
Cantrips 1st. level
4/day + 2/rest
Eldritch Blast
Prestidigiation
Armor of Agathys
Hellish Rebuke
Hex
Mending
Mage hand
Message
Minor Illusion
Control Flames
Burning Hands
Feather Fall
Shield
Racial Spells
save DC: 14 (8+4+2)
2nd. level
2/day
Thaumaturgy At-Will
Hellish Rebuke 1/Day
As 2nd. level spell
Darkness 1/Day
Crown of Madness
Suggestion
Warlock Invocations
Agonizing Blast
When you cast Eldritch Blast, add your Charisma
modifier to the damage it deals on a hit.
Eldritch Claw
You may cast Eldritch Blast as a touch spell.

Eldritch Blast always deals fire damage.
Sorcerer Metamagic
Sorcery points: 4
Flexible Casting (Cost: SL SP)

Recover spent spell.
Quicken Spell (Cost: 2 SP)

Change spell to become bonus action.
Twin Spell (Cost: SL SP)

Single-target spell also targets other target.


Equipment

Starting Equipment
1st act (Golaj)
2nd act (Emu)
3rd act (Own)
4th Act (JP)

Current Gear:

  • 92 gp
  • Chain Mail (55 lb.)
  • A Shield (6 lb.)
  • A Hand-crossbow (3 lb.)
  • 8 bolts (0,6 lb.)
  • Two Handaxes (4 lb.)
  • backpack (5 lb.)
  • crowbar (5 lb.)
  • a hammer (3 lb.)
  • 10 pitons (2,5 lb.)
  • 9 torches (10 lb.)
  • a tinderbox (1 lb.)
  • 5 days of rations (10 lb.)
  • a waterskin (5 lb.)
  • hempen rope (50') (10 lb.)
  • A set of common clothes including a hood (3 lb.)
  • A belt pouch (1 lb.)
  • A crowbar ( Apparently I have 2 ) (5 lb.)
  • Jew's Harp (1 lb.)
  • Kazoo (1 lb.)

Carryweight: 131,1 lb./225 lb. (Encumbered)

  • ring of prot +1
  • cape of distortion