Koza (Kocroza Azniz)
“I am whatever I need to be to survive.”
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NPC: [Koza]
Koza is a female Half-Elf (Drow). She is trained as a Monk by The Ulu Veldrin – A Drow Guild of Assassins.
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Description:
Were it not for her white hair and milky-grey skin, Koza could pass for any Half-Elf with her features. She is dressed in a commoners clothing, a simple dark dress, to give the impression she is nothing more than a commoner.
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Roleplaying:
The NPC speaks and behaves this way.
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Objective and Motivations:
Currently, Koza wants nothing but revenge on the doppleganger who killed her best friend Vyerith and took her place in the Ulu Veldrin. If she can complete a contract on Nezznar the Black Spider at the same time, all the better
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Background:
Though she has no memory of it, Koza was born on the surface, in Nesmé, where her Drow father was in hiding for several months. Her mother was a priestess at The Morninglords Solitary, the Nesme temple to Lathandar. She found Koza’s father wounded and near-death. She healed him and sheltered him until he was discovered.
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Combat Tactics:
Koza is a stealth ranged fighter.
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Items Inventory:
The things in the pack and on the back
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References:
Links out to sources about character class, race, etc.
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Character Stats:
Race and Size | Half-Elf (Drow) |
Alignment | Deity | N | Unknown |
AC | HP | 17 | 24 |
Speed | Lvl | 40 | 3 |
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Ability Scores:
Str | +0 (10) | Dex | +4 (18) | Con | +0 (10) |
Int | +2 (14) | Wis | +3 (16) | Cha | +0 (10) |
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Skills, Senses, Languages:
Saving Throws: | Str +2, Dex +6 |
Skill Proficiencies: | Acr +6, Stealth +7, Perception +5 |
Senses: | Darkvision 60ft, pPerception 15 |
Languages: | Languages Common, Undercommon, Goblin, ? |
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Actions:
Weapon | Attack | Damage | Type | Extra |
Short Bow | +7 | 1d6 +5 | Piercing | Ranged 80/120 |
Unarmed | +6 | 1d4 +4 | Bludgeoning | Melee |
Dagger | +6 | 1d4 +4 | Slashing | Melee |
Weapons |
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Feats:
Arcus Mark. | You can use a bonus action and 1 Ki on your turn to make your attacks with a ranged weapon more deadly. When you do so, any target you successfully hit with a ranged attack takes extra damage. Add 1 Martial die to the damage roll. Increases to 2 Martial Die at Level 6, 3 at level 11, 4 at level 17. |
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Magic:
Faerie Fire. | Innate Spell. 1/day (Chr Based)
Each object in a 20-foot cube within range (60 ft) is outlined in violet light. Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the duration (1min), objects and affected creatures shed dim light in a 10-foot radius. Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can’t benefit from being invisible. |
Dancing Lights | Innate Spell 1/day (Chr Based)
You create up to four torch-sized lights within range (120 ft ), making them appear as torches, lanterns, or glowing orbs that hover in the air for the duration. You can also combine the four lights into one glowing vaguely humanoid form of Medium size. Whichever form you choose, each light sheds dim light in a 10-foot radius. |