Seltyiel

Kassimir's page

132 posts. Alias of Hayato Ken.


Full Name

Kassimir

Classes/Levels

Bard 7

Gender

| HP 53 | AC 16 | Initiative +4 | Passive Perc 16 | S+0 D+7 Co+3 I+1 W+0 Ch+6 |

Strength 10
Dexterity 18
Constitution 16
Intelligence 12
Wisdom 10
Charisma 16

About Kassimir

Half-elf Bard College of Lore
CG Medium humanoid (human)
Init +4; Senses dark vision; Perception +16
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Defense
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AC 16
hp 53
Str +0, Dex +7, Con +3, Int +1, Wis +0, Cha +6
Fey Senses: Advantage on saving throws against being charmed and magic can't put you to sleep.
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Offense
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Speed 30 ft.
Melee
. . dagger +7 1d4+4
. . Rapier +7 1d8+4
Ranged or
. . shortbow +7 1d6+4
. . dart +7 1d4+4
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Statistics
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Str 10, Dex 18, Con 16, Int 12, Wis 10, Cha 16
+3 proficiency bonus

Skills:
Acrobatics +7
Animal Handling +1
Arcana +4
Athletics +3
Deception +6
History +4
Insight +1
Intimidation +4
Investigation +7
Medicine +1
Nature +2
Perception +6
Performance +4
Persuasion +6
Religion +2
Sleight of Hand +7
Stealth +7
Survival +1

Languages Common, Elf, Draconic, + 2 something

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Cantrips: Mage Hand, Minor Illusion, Vicious Mockery
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Spells:
4 Level 1:Detect Magic, Faerie Fire, Dissonant Whispers, Healing Word, Tasha's Hideous Laughter
3 Level 2:Heat Metal, Invisibility, Suggestion
3 Level 3:Aura of Vitality, Dispel Magic, Fear, Haste
1 Level 4: Greater Invisibility
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Feats:
S h a r p s h o o t e r
You have mastered ranged weapons and can make shots that others find impossible. You gain the following benefits:
• Attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls.
• Your ranged weapon attacks ignore half cover and three-quarters cover.
• Before you make an attack with a ranged weapon that you are proficient with, you can choose to take a - 5 penalty to the attack roll. If the attack hits, you add +10 to the attack’s damage.
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B a r d i c I n s p i r a t i o n
You can inspire others through stirring w ords or music.
To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d6.
Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time.
You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest. Your Bardic Inspiration die changes when you reach
certain levels in this class. The die becomes a d8 at 5th level, a d 10 at 10th level, and a d l2 at 15th level.

F o n t o f I n s p i r a t i o n
Beginning when you reach 5th level, you regain all of your expended uses o f Bardic Inspiration when you finish a short or long rest.

J a c k o f A l l T r a d e s
Starting at 2nd level, you can add half your proficiency bonus, rounded down, to any ability check you make that doesn’t already include your proficiency bonus.

S o n g o f R e s t
Beginning at 2nd level, you can use soothing music or oration to help revitalize your wounded allies during a short rest. If you or any friendly creatures who can hear your performance regain hit points at the end of the short rest, each of those creatures regains an extra
1d6 hit points.
The extra hit points increase when you reach certain levels in this class: to 1d8 at 9th level, to 1d 10 at 13th level, and to 1d 12 at 17th level.

C o u n t e r c h a r m
At 6th level, you gain the ability to use musical notes or words of power to disrupt mind-influencing effects. As an action, you can start a performance that lasts until the end of your next turn. During that time, you and any friendly creatures within 30 feet of you have advantage on saving throws against being frightened or charmed. A creature must be able to hear you to gain this benefit. The performance ends early if you are incapacitated or silenced or if you voluntarily end it (no action required).

Cu t t i n g W o r d s
Also at 3rd level, you learn how to use your wit to distract, confuse, and otherwise sap the confidence and competence of others. When a creature that you can see within 60 feet o f you makes an attack roll, an ability check, or a damage roll, you can use your reaction to
expend one of your uses o f Bardic Inspiration, rolling a Bardic Inspiration die and subtracting the number rolled from the creature’s roll. You can choose to use this feature after the creature makes its roll, but before the DM determines whether the attack roll or ability check succeeds or fails, or before the creature deals its damage. The creature is immune if it can’t hear you or if it’s immune to being charmed.

A d d i t i o n a l M a g i c a l Se c r e t s
At 6th level, you learn two spells o f your choice from any class. A spell you choose must be o f a level you can cast, as shown on the Bard table, or a cantrip. The chosen spells count as bard spells for you but don’t count against the number o f bard spells you know.

Secret Motivations:

Kassimir is haunted by dreams sent to him by his dead sister, Patrina Velikovna, whose spirit has languished in the catacombs below Castle Ravenloft for centuries. Kasimir believes that Patrina has repented for her many sins, and he yearns not only to free her but also to restore her to life. has sent you to find the Amber Temple. He believes that the Amber Temple has a clue to ending Strahd and freeing his sister.

Kasimir is friendly with the Vistani who serve (and fear, and hate to some degree) Strahd. One of these Vistani, a Madame Eva, had a seeing in Kasimir's camp. The seeing showed the end of Strahd and the freeing of Barovia, it also showed that Kasimir was involved and he must find allies. Kasimir knows the man Rictavio is not who he says he is(and that he fights against Strahd in some way), and seeks out Rictavio for answers. This is where you will come into the campaign. I believe the Heros will be heading to Rictavio's Tower soon, Kasimir will meet them on the road near the Tower.

Magic Ring:

RING OF WARMTH
Ring, uncommon (requires attunement)
While wearing this ring, you have resistance to cold damage. In addition, you and everything you wear and carry are unharmed by temperatures as low as - 50 degrees Fahrenheit.