Skip to content

Luri Birlond

Wrapped in a muted, blue cloak, Luri stands just over five feet and wears a knee length, off-grey tunic over leather breaches and closely fitted, calf-high black and silver boots. In her simple belt are the hilts of two daggers, each with a set of runes clearly etched into their hilts. Across her brow, above silvery-red eyes, is a twist of copper wire set with a topaz. Her hair, long and silvery-white, frames her gaunt and narrow face.

Proficiency Score: +20

Medium; Neutral/Independent; celestial, humanoid, undead


Armor Class: 41 (+5 Dex, +6 Armor [+2 basic and +4 rune], +20 Proficiency)

+2 to AC against traps

Hit Points: 200 (20d8+40)

Speed: 30 feet

Initiative: +5 (advantage)


STRDEXCONINTWISCHA
10 (+0)20 (+5)15 (+2)12 (+1)8 (–1)19 (+4)

Saves: Fortitude +22, Reflex +25, Will +19

advantage to saves against effects with the magical tag

+1d4 to Reflex saves against traps

If Luri makes a Reflex save against an effect that deals half damage on a success, she takes no damage on a success and only half damage on a failure.

Skills: 

  • Acrobatics +25 (she always has a running start for jumps)
  • Athletics +20 (she always has a running start for jumps)
  • Deception +24 with disadvantage
  • Diplomacy +24 with disadvantage
  • Insight +19
  • Intimidation +24
  • Lore (Reodrin) +21
  • Perception +19 (+3d4 to spot authority figures, +3d4 to spot traps)
  • Society +21
  • Stealth +25 with advantage (she can move at full speed while sneaking)
  • Survival +19
  • Thievery +25 (+3d4 to pick pockets, reduce the amount of time to pick locks by 20 rounds to a minimum of a round)

With the remaining skills of Arcana, Crafting, Dungeoneering, History, Medicine, Nature, Perform, Profession, and Religion, Luri is considered proficient for the purpose of making the check without penalties.

Immunities: damage with the precision tag

Senses: Passive Perception 29

Languages: Common, Celestial


Combat Swipe. Luri, during combat, has advantage when stealing an object, ignores the disadvantage to stealing an object on an enemy, and imposes double disadvantage to others trying to steal from her.

Quick Reflexes. Luri has five extra reactions for a total of 6 reactions per round.

Sneak Attack. The following is on any attack that has advantage or against any enemy Luri is flanking with an ally.

  • Add 5d8 damage
  • Deal 5 Persistent Damage which bypasses Resistances; Flat DC 20 (does not stack on further attacks)
  • Deal 2 Ability Damage to Luri’s choice of Str, Dex, or Con
  • Apply the following penalties:
    • The target takes -2 penalty to their AC (made a -4 penalty for Luri’s attacks)
    • The target’s Speed is reduced by half (minimum 5) and they cannot take the Step action
  • Opponents cannot take reactions for a round

Extra abilities:

  • Double action: you can reroll any 1s and 2s on the sneak attack damage (no die can be rolled more than once)
  • Once per 24 hours on any creature Luri damages with sneak attack, she can cause them to: fall asleep (Prone and Unconscious conditions) for 1d4 hours, Paralyzed for 2d6 rounds, or killed on a failed DC 35 Fortitude save

Trapspotter. Whenever Luri is within 10 feet of a trap, she automatically makes a secret Perception check to notice it.

Actions

Accurate Stance. As a single action, Luri can enter accurate stance. Each round she spends an action to maintain the stance, she gains advantage on all attacks and ignores penalties from the Concealed and Covered condition and treats Sensed creatures as Concealed instead. On a critical hit, Luri deals triple damage instead of double and can reroll all natural 1s once.

Antimagic Armor. As a reaction to a spell being cast within 120 feet of her, Luri can activate her armor and attempt to dispel the triggering effect with a +20 Spell Attack with advantage.

Opportunist. As a reaction, Luri can make an attack against a creature which just took melee damage from an ally of Luri’s.

Stand Up. As an action, Luri can stand up from Prone without provoking attacks of opportunity. She can, alternatively, stand up as a free action which does provoke.

Throwing Knives. Ranged Attack +25 (agile, finesse, range 40 feet) with 6d4 piercing damage. Both knives, after being thrown, return to Luri’s hand if it is still free. One knife, with the Void Rune, deals an extra 1d6 negative damage and can with a single interact action bypass all armor bonuses and damage reduction. The second knife, with the Speed Rune, when wielded, grants Luri the Quick condition to make a Strike action with that knife only.


Equipment


Build Notes

Heritage

Traits (Total Spent: 206, Possible Points: 3 Unspent)

  • Accurate Stance
    • Deadly Accuracy
      • Lethal Accuracy
    • Sharpened Accuracy
  • Armor Proficiency (Light)
  • Combat Swipe
  • Danger Sense
  • Evasion
    • Improved Evasion
  • Fast Stealth
  • Improved Initiative
  • Jack of All Trades
    • Improved Jack of All Trades
  • Jumping Master
  • Opportunist
  • Pick Pocket (x3)
  • Quick Disable
  • Quick Reflexes
  • Saving Proficiency
  • Skill Proficiency (x12: Acrobatics, Athletics, Deception, Diplomacy, Insight, Intimidation, Lore, Perception, Society, Stealth, Survival, Thievery)
  • Sneak Attack (x5)
    • Bleeding Attack
      • Crippling Sneak
    • Powerful Sneak
      • Deadly Sneak
      • Debilitating Injury (x2)
        • Double Debilitation
        • Master Strike
      • Slow Reactions
  • Stand Up
  • Trapfinding
    • Trapspotter
  • Uncanny dodge
  • Weapon Proficiency (Simple Ranged, Marital Ranged)
  • Weapon Training (x2, Knives)

Non-Accessible