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Tulvire Blackhand


Proficiency Score: +20

Medium; Repute/Independent; human, catfolk


Armor Class: 43 (+8 Armor, +5 Dex, +20 Proficiency)

Hit Points: 180 (20d8+20)

Speed: 30 feet

Initiative: +5 (advantage; +2d6 when in Urban terrains)


STRDEXCONINTWISCHA
14 (+2)20 (+5)12 (+1)8 (–1)10 (+0)18 (+4)

Saves: Fortitude +21, Reflex +25 (advantage once per 24 hours), Will +20

Skills: 

  • Acrobatics +25+1d4
  • Athletics +22
  • Deception +24
  • Diplomacy +24
  • Insight +20
  • Lore (Reodrin) +19
  • Nature +0 (+2d6 when in Urban terrain)
  • Perception +20 (+2d6 when in Urban terrain, +1d4 when searching for traps)
  • Society +19
  • Stealth +25+1d4 (+2d6 when in Urban terrain, move at full speed without penalty, hide without cover and when being observed while in Urban terrain)
  • Survival +20 (+2d6 when in Urban terrain)
  • Thievery +25+1d4 (reduce the number of rounds to pick a lock by 20 to min of 1 round)

Senses: Passive Perception 30

Languages: Common


Quick Reflexes. Gain 5 more reactions for a total of 6 reactions per round.

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

  • Add 3d8 damage (reroll any natural 1s once)
  • Deal 3 Persistent Damage which bypasses Resistances; Flat DC 20 (does not stack on further attacks)
  • Deal 2 Ability Damage to Tulvire’s choice of Str, Dex, or Con
  • Apply disadvantage to attacks and reduce their speed by half for a round; extra attacks only extend the duration by a round and magical healing removes these
  • Opponents cannot take reactions for a round

Extra abilities:

  • Double action: you can reroll any 1s on the sneak attack damage (no die can be rolled more than once)
  • Once per 24 hours on any creature you damage with sneak attack, you 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

Actions

Accurate Stance. Tulvire can spend an action to enter Accurate Stance. Once in the stance, they can spend an action each round and gain advantage on all attacks.

Flurry of Blows. For a single action, once per round, Tulvire can make three Strikes (all with the same multi-attack penalty) with his Katana or a Starknife.

Katana. Melee Attack +22 (flurry, sweep, versatile: piercing) with 6d10+1d6+2 slashing damage. After a critical hit, active the Vorpal rule and force the target to make a Fortitude DC 35 save or be decapitated.

Starknife. Melee Attack +25 (agile, finesse, flurry, thrown: 20 feet) with 6d6+5 piercing damage.

  • The Keen Starknife deals a critical on a 19 or 20 if it passes the AC.
  • The Speed Starknife grants an extra Strike action each round.
  • The Void Starknife deals an extra 1d6 negative damage and, when activated as an action, ignore all armor bonuses and resistances.

Throwing Knife. Ranged Attack (40 feet) +25 (agile, finesse) with 3d4 piercing damage. All throwing knives ignore the concealed and covered penalties and return to Tulvire’s hand if it is still free, otherwise it falls to the ground at his feet.


Equipment


Build Notes

Heritage

  • Influences: Feline
  • Ability Boost (Generalist: +2 Str, +2 Cha, -2 Int)
  • Agile
  • Burglar
  • Cat’s Luck
  • Scent

Traits (Total Spent: 205, Possible Points: 4 Unspent)

  • Basics:
    • Ability Boost (x5: +2 Str, +2 Dex, +Con, +2 Int, +2 Cha)
    • Armor Proficiency (Light and Medium)
    • Armor Training (x3)
    • Improved Initiative
    • Quick Reflexes
    • Saving Proficiency (x1)
    • Weapon Proficiency (Simple Melee, Martial Melee, Exotic Melee, Simple Ranged, Martial Ranged, Exotic Ranged)
    • Weapon Training (x2: Knives, Swords)
  • Skills:
    • Fast Stealth
    • Quick Disable
    • Skill Proficiencies (x11: Acrobatics, Athletics, Deception, Diplomacy, Insight, Lore (Reodrin), Perception, Society, Stealth, Survival, Thievery)
    • Trapfinding (x1)
  • Sneak Attack:
    • Bleeding Attack
    • Crippling Attack
    • Debilitating Injury (x2: Disoriented, Hampered)
    • Double Debilitation
    • Master Strike
    • Powerful Sneak
    • Slow Reactions
    • Sneak Attack (x3)
  • Favored Terrain:
    • Camouflage
    • Favored Terrain (x2: Urban)
    • Hide in Plain Sight
  • Other:
    • Accurate Stance
    • Flurry of Blows (x2)

Non-Accessible