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Kaldr

Medium Human, Mercenary Leader, Chaotic Good

Armor Class 18
Hit Points 112 (12d10+36)
Speed: 30 ft

STR

12
( +1 )

DEX

20
( +5 )

CON

16
( +3 )

INT

8
( -1 )

WIS

12
( +1 )

CHA

14
( +2 )

Saving Throws STR +4, CON +7
Skills Acrobatics +9, Athletics +4, Insight +5, Intimidation +6
Languages Common, Elvish, Orcish
Proficiency Bonus +4

Ideals

Greater Good. Our lot is to lay down our lives in defense of others (Good). Independence. When people follow orders blindly, they embrace a kind of tyranny (Chaotic).

Bonds

Those who fight beside me are those worth dying for.

Flaws

I'd rather eat my armor than admit when I'm wrong. I face problems head-on. A simple, direct solution is the best path to success.


Action Surge (Recharges after a Short or Long Rest). Kaldr can take on additional action on her turn.   Adept Marksman. Once per turn, Kaldr can use one of the following trick shots if she attacks with her Magnums.   1. Deadeye Shot. Kaldr gains advantage on the attack roll and doesn't require line of sight to the target.   2. Disarming Shot. The creature hit must succeed on a DC 17 Strength saving throw or drop 1 held object of Kaldr's choice and have that object pushed 10 ft. away from her.   3. Violent Shot. Kaldr adds two additional weapon damage dice (included in the attack).   Second Wind (Recharges after a Short or Long Rest). As a bonus action, Kaldr can regain 10 hit points.

Actions

Multiattack. Kaldr makes three attacks with Vanquish or three attacks with her magnums.   Vanquish. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 9 (1d6 + 6) magical slashing damage.   Magnums. Ranged Weapon Attack: +10 to hit, reach 60/240 ft., one target. Hit: 11 (1d10 + 6) magical piercing damage, or 22 (3d10 +6) with Violent Shot.


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