Ly

Demu

Info


Created
6 years, 7 months ago
Creator
Demu
Favorites
21

Profile


Name Lysandre Kadar
Status Active
Class Blood Hunter 8, Artificer 2
Race Half-Elf
Background Bounty Hunter
Alignment Neutral Good
Level 10
Exp. Points n/a

Age 28
Height 5'9"
Build Lean
Gender He/him
Voice Tatsuhisa Suzuki
Sign Pisces (Feb. 24th)
Homeland Paria (Orthia in Elvaros Server)
Profession Hunter
Inspiration 0
Proficiency +4
Passive Wisdom 19
Main
HP 110
Temp HP 0
Hit Dice 1d10+3, 1d8+3
Armor Class 20
Speed 30
Initiative +5
Stats
Strength 8 (-1)
Dexterity 20 (+5)
Constitution 18 (+4)
Intelligence 18 (+4)
Wisdom 12 (+1)
Charisma 8 (-1)
Proficiencies
Acrobatics +6
Animal Handiling +1
Arcana +4
Athletics -1
Deception -1
History +8
Insight +5
Intimidation -1
Investigation +8
Medicine +1
Nature +4
Perception +9
Stealth +9
Persuasion -1
Religion +4
Sleight of Hand +10
Survival +5
Attacks
"Bolt" The Rapier +10 1d8+8 Piercing, 1d4 Lightning
Pistol +1 +10 1d10+6 Piercing

Fire Bolt
You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn’t being worn or carried. This spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
Inventory
Weapons
  • "Bolt" the Rapier
  • Hand Crossbow
  • Pistol
Armor
  • Molten Bronze ArmourStudded Leather Armor
  • Shield
Other
  • Bag of Holding
  • Eyes of Minute Seeing
  • Wand of Magic Detection
  • Cloak of Stars
Skills
Hunter's Bane
Beginning at 1st level, you have survived the Hunter’s Bane, a dangerous, long-guarded ritual that alters your life’s blood, forever binding you to the darkness and honing your senses against it. You have advantage on Wisdom (Survival) checks to track fey, fiends, or undead, as well as on Intelligence ability checks to recall information about them.
The Hunter’s Bane also empowers your body to control and shape hemocraft magic, using your own blood and life essence to fuel your abilities. Some of your features require your target to make a saving throw to resist the feature’s effects. The saving throw DC is calculated as follows:
Hemocraft save DC = 8 + your proficiency bonus + your Intelligence modifier.
Blood Maledict
At 1st level, you gain the ability to channel, and sometimes sacrifice, a part of your vital essence to curse and manipulate creatures through hemocraft magic. You gain one blood curse of your choice, detailed in the “Blood Curses” section at the end of the class description. You learn one additional blood curse of your choice, and you can choose one of the blood curses you know and replace it with another blood curse, at 6th, 10th, 14th, and 18th level.
When you use your Blood Maledict, you choose which curse to invoke. While invoking a blood curse, but before it affects the target, you can choose to amplify the curse by losing a number of hit points equal to one roll of your hemocraft die, as shown in the Hemocraft Die column of the Blood Hunter table. An amplified curse gains an additional effect, noted in the curse’s description. Creatures that do not have blood in their bodies are immune to blood curses, unless you have amplified the curse.
You can use this feature once. Beginning at 6th level, you can use your Blood Maledict feature twice, at 13th level you can use it three times between rests, and at 17th level, you can use it four times between rests. You regain all expended uses when you finish a short or long rest.
Fighting Style: Dueling
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
Crimson Rite: Rite of the Flame
At 2nd level, you learn to invoke a rite of hemocraft within your weapon at the cost of your own vitality. Choose one rite from the Primal Rites list below to learn.
As a bonus action, you can activate a crimson rite on a single weapon with the elemental energy of a known rite of your choice that lasts until you finish a short or long rest, or if you aren’t holding the weapon at the end of your turn. When you activate a rite, you lose a number of hit points equal to one roll of your hemocraft die, as shown in the Hemocraft Die column of the Blood Hunter table.
For the duration, attacks from this weapon deal an additional 1d4 damage of the chosen rite’s type. This damage is magical, and increases as you gain levels as a blood hunter, as shown in the Hemocraft Die column of the Blood Hunter table. A weapon can only hold a single active rite at a time.
Magical Tinkering
At 1st level, you learn how to invest a spark of magic into mundane objects. To use this ability, you must have tinker's tools or other artisan's tools in hand. You then touch a Tiny nonmagical object as an action and give it one of the following magical properties of your choice:

The object sheds bright light in a 5-foot radius and dim light for an additional 5 feet.
Whenever tapped by a creature, the object emits a recorded message that can be heard up to 10 feet away. You utter the message when you bestow this property on the object, and the recording can be no more than 6 seconds long.
The object continuously emits your choice of an odor or a nonverbal sound (wind, waves, chirping, or the like). The chosen phenomenon is perceivable up to 10 feet away. A static visual effect appears on one of the object's surfaces. This effect can be a picture, up to 25 words of text, lines and shapes, or a mixture of these elements, as you like.
The chosen property lasts indefinitely. As an action, you can touch the object and end the property early.
You can bestow magic on multiple objects, touching one object each time you use this feature, though a single object can only bear one property at a time. The maximum number of objects you can affect with this feature at one time is equal to your Intelligence modifier (minimum of one object). If you try to exceed your maximum, the oldest property immediately ends, and then the new property applies.
Brand of Castigation
At 6th level, whenever you damage a creature with your Crimson Rite feature, you can choose to sear an arcane brand of hemocraft magic into it (requires no action). You always know the direction to the branded creature, and each time the branded creature deals damage to you or a creature you can see within 5 feet of you, the creature takes psychic damage equal to your Intelligence modifier (minimum of 1 damage).
Your brand lasts until you dismiss it, or you apply a brand to another creature. Your brand counts as a spell for the purposes of dispel magic, and the spell level is equal to half of your blood hunter level (maximum of 9th level spell).
Once you use this feature, you can’t use it again until you finish a short or long rest.
Strange Metabolism
Beginning at 7th level, your body has begun to adapt to toxins and venoms, ignoring their corroding effects. You gain immunity to poison damage and the poisoned condition.
In addition, you can instill a burst of adrenaline to temporarily resist the negative effects of a mutagen. As a bonus action, you can choose to ignore the side effect of a mutagen affecting you for 1 minute.
Once you use this feature to resist side effects, you can’t do so again until you finish a long rest.
Features & Traits
Dark Vision
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.
Fey Ancestry
You have advantage on saves against being charmed, and magic can't put you to sleep.
Deductive Intuition
When you make an Intelligence (Investigation) or a Wisdom (Insight) check, you can roll a d4 and add the number rolled to the ability check.
Magical Detection
You can cast the detect magic and detect poison and disease spells with this trait. Starting at 3rd level, you can also cast the see invisibility spell with it. Once you cast any of these spells with this trait, you can't cast that spell with it again until you finish a long rest. Intelligence is your spellcasting ability for these spells, and you don't require material components for them.
Fey Ancestry
If you have the Spellcasting or the Pact Magic class feature, the spells on the Mark of Detection Spells table are added to the spell list of your spellcasting class.

Spell Level||Spells
1st||detect evil and good, detect poison and disease
2nd||detect thoughts, find traps
3rd||clairvoyance, nondetection
4th||arcane eye, divination
5th||legend lore
Other Proficiencies
Languages
  • Common
  • Sylvan
  • Elvish
Weapons
  • Simple
  • Martial
Armor
  • Light
  • Medium
  • Shields
Other
  • Alchemist Supplies
  • Smith's Tools
  • Thieve's Tools
  • Leatherworker Tools
  • Tinker's Tools
  • Jeweler's Tools
Personality

A man that lacks a lot of emotions, talks in a dead pan voice most of the time. Socially awkward and just straight up sucks talking with people. His lack of charisma comes out in being blunt, and sometimes brutally honest.

Incredibly self-aware of how much his life is kind of NOT GREAT, and is constantly trying to work on self improvement. He's a teach at an academy at the moment, and is trying to be a good role model. Super overprotective.

Ideals

tba

Bonds

tba

Flaws

tba

Story

He was born in Paria, a military-focused country, with a larger focus on improving technology and inventing. Ly is a bastard child of Roshia Vallas, a human from the city of Badeaux, and Damon Kadar, an elf who is the lead commander of Florent under the rule of Rousselle family. However, upon having a child, Roshia decided to make Ly live with Damon for an easier life, especially when it comes to things such as education, and money.

Blood is important to Parians so when people found out about Ly, with blood from a person of a middle-to-lower class he became pretty much a laughing stock; he got bullied a lot, and generally was looked down on. Ly mostly became a shut in as a child, reading the entire library in Damon's study because he didn't like showing his face outside of the manor. Not only that, but he couldn't accomplish the type of feats his older brothers and father could do when they trained. The disappointment became apparent from Damon awfully fast since the most thing that's important to him is his family name, and reputation as one of the highest ranking Paladins that commands Rousselle's armies.

So, instead of Damon wasting his time with Ly, he blatantly ignored him and focused on his older brothers instead that could actually accomplish things. Ly became pretty independent fast when living in Florent. He travelled to Badeaux to visit his mom every so often, mostly for his birthday, or whenever he could make the trip without anyone noticing (which was pretty easy). Visiting his mother was when he could feel at peace more, he helped her out with the garden at her flower shop, but when Ly was feeling especially anti-social and attempted to shut himself in she would drag him out to help customers in the store.

His childhood never really changed from always being ignored by Damon, and visiting his mother until he was about 18 years old when the Rousselle family decided to test a new training regime for the army. Damon, seeing no use in Ly for his family name decided to offer Ly for the training regime and he was taken away. The goal of the training regime was to experimentally improve the bodies of their soldiers so they don't have to spend over 10-20 years training them for the army. Their bodies would be sturdier, more athletic, dexterous -- depended on the person. The regime was also harsh, if you didn't keep up with training, or wasn't good enough, you'd more or less would just be killed during training and your body would be dumped as a failure to the experiment.

Ly, somehow, survived his way through the training - having to kill a number of people which made him feel sick to his stomach every night. He was locked up in a cellar, and the next five years of his life became the same every day; a fight to survive. Slowly getting sick of it all, he managed to escape, ditching everything like his family name and running away. He eventually came by a small village having a problem with a band of goblins and seeing Ly's sword they offered him money to take care of it. He became a monster hunter since it was an easy way to make money, but it wasn't as lucrative as he was hoping; so he spent his years traveling, making little coin, mostly sleeping in forests, ditches, or alleyways. He often got into fights at taverns due to his terrible hygenic habits, and terrible drunken attitude.

Several years later he meets Eduard, who nearly stops Ly from picking a fight with ritzy patrons. They get to know eachother more. Ly tries to keep himself detatched, but Eduard was stupidly too nice and it was nearly impossible to get him to leave. They got close (begrudgingly, for Ly), but came to realise the company was nice and being around someone like Eduard made him a better person. Ly slowly trying to realise his faults, and bad habits to change himself for the better.

Trivia

Hobbies include gardening and cooking so he can take care of Sasha and Eduard. Also because it reminds him of his own mother.

Dreams of owning a nice villa with enough land to own a few horses.

Afraid of doctors, he'd rather perish than get a check up, tbh.

Other skills include drawing (mostly for documentation purposes of his bestiary), and playing the flute which he was kind of forced to learn; same with dancing.

Relationships
Eduard
Ly's boyfriend, they have been dating for about 6 years. Despite both being hunters, they still manage to see eachother whenever possible. One of the very first people Ly has open up to.
Sasha
Ly's adopted daughter. He is rather overprotective of her because she's a bit gung-ho about everything and tunnel visioned. He does his best to keep her on track.