Khutulun, Lawgiver of the Altan Ordu
Officially scarier than anything we're running from...
- Superiority: 4/4 (all back on short rest)
- Psi-Points: 73/73 (all back on long rest)`
- Poultices: 2/2 (all back on short rest)
- Current Hit Points: 152/152
- Temp Hit Points: 2 per round
- Heal HP equal to PP spent
- Hit Dice: 5d8 + 3d10
- Inspiration: 1
- Lucky Knife: 1/1
- Tricks: 2/session, I whistle and something comes…
- Adult Thunderbird (MM pg. 91) — “Littlewing”
- Heroes’ Feast: The creature becomes immune to poison and being frightened, and makes all Wisdom saving throws with advantage. Its hit point maximum also increases by 2d10, and it gains the same number of hit points. These benefits last for 24 hours.
- Psychic Redoubt
All her friends call her Little Wing
But she flies rings around them all
She comes to town when the children sing
And leaves them feathers if they fall
She leaves her feathers if they fall
Little Wing, don’t fly away
When the summer turns to fall
Don’t you know some people say
The winter is the best time of them all
Winter is the best of all
A gawky teenager…on the short side, baby-faced, with dark hair and only the barest hint of tusks…
Vadim’s partner in crime when it comes to horn-beast horn-dogging…
Called “Khut”…gets mad at anyone who uses his full name (its a girl name that means Moonlight)…gets even madder at anyone who insists on pronouncing it like “Cute” instead of like “Cut”…
Considers every woman beautiful, stares and makes lewd comments a lot, and falls in love easily, but is actually too shy to talk to one…runs, hides, and cowers if actually approached by a woman…goes almost catatonic if they actually touch him…but will wax heroic if a lady is in danger, as long as he doesn’t have to communicate with them…
Doesn’t really care about much other than his own survival…He is, however, really into parkour…and is desperately in love with Ithunn …though he will probably never have the confidence to say so…at least out loud…he can hope though…
Like most young men, he is reasonably convinced that he is immortal…and his escapades have so far proven that to be pretty close to true…he laughs in the face of failure, is prone to kicking hornet’s nests, and can take a beating with the best of them…
Doesn’t know anything about magic other than it is a thing to be feared and avoided, and those that use it probably need a good iron dagger between their shoulder-blades…
His tendency to spend time alone out on the steps, or discussing philosophy with the hermit Khadagan, and his general socially awkward nature has given him a bit of an introspective streak…this has given him some unusually talents, letting him harness his own deep-seated survival instincts into something almost supernatural…while his talents might resemble such, he has never heard of such a thing a “psionics” or other such mentalist mumbo-jumbo…its all “Instinct”…
Grew up on “the mean street of Tradestone” (there was only the one road) on “the other side of the track”…thinks of himself as “very cosmopolitan for a horse thief”…goes out of his way to involve himself in the customs of other races (especially ones that seem particularly “manly” like eating raw flesh)…it often goes poorly…he is a surprisingly cunning linguist and enjoys studying languages…he was especially happy when he found out what his enchanted skullcap actually does…
He is actually the byblow of a Great Khan…if primogeniture was a thing that people cared about and anyone could figure it out, he is actually the eldest son of said Khan…
My daddy left home when I was three
And he didn’t leave much to ma and me
Just this old longbow and an empty bottle of booze.
Now, I don’t blame him cause he run and hid
But the meanest thing that he ever did
Was before he left, he went and named me “Khutulun.”
Well, he must o’ thought that is quite a joke
And it got a lot of laughs from a’ lots of folk,
It seems I had to fight my whole life through.
Some gal would giggle and I’d get red
And some guy’d laugh and I’d bust his head,
I tell ya, life ain’t easy for a boy named “Khutulun.”
Well, I grew up quick and I grew up mean,
My fist got hard and my wits got keen,
I’d roam from town to town to hide my shame.
But I made a vow to the moon and stars
That I’d search the steppes and I’d search the bars
And kill that man who gave me that awful name.
After two years of guiding the Altan Ordu across steppes, deserts, salt flats, volcanoes, forests, rivers, mountains, and god knows what else, Khut has matured a little. Most specifically, he has learned that he has a deep and abiding desire to do things “Right”. He likes having clear direction and clear enemies — things to be killed and eaten.
From Khut’s perspective the answer is obvious, keep heading West and eat anything in our path. Where by “eat” I mean both literally (if it stands in our way we kill it and eat it) and figuratively (any new cultures we come across should be absorbed and incorporated). He has a surprisingly strong legalistic streak — oaths must be kept, challenges respected, and things done in the “right” way (and if there is no defined “right” way, he tries to find a way to define such).
Neither shaman nor bard, he does not keep with the old ideas of oral history, rather, he stands with Elondyr and the Gray Lady, believing that great deeds should be recorded and preserved. Much of his quiet time, out on the saddle, alone, scouting, has been spent writing, compiling a rambling account of the Altan Ordu’s travels and battles. Likewise, much of his time in camp is spent with the leaders, shamans, and priests, studying the Yassa and “fixing” it when he finds an inconsistency or a topic not covered.
Above all else, he strives to uphold the Oath of the Altan Ordu, despite having only the vaguest recollection of the events and oath that happened in the strange dream of what may have been or may yet be, to the mighty Jalin Khan, who may or may not exist. That oath, such as he remembers it, centers as follows:
To lead the armies of the Golden Horde to victory over their foes.
To let no city or army stand in our way.
Cities shall be sacked.
Armies shall be crushed.
Their beasts taken.
Any that stand in opposition to the Golden Horde must be given the choice: join or die.
Those that join shall be given a place and full honors.
And we shall carry forth the vision tolerance, unity, and empire.
And call to Jalin Khan through acts of boldness, random chance, and the unexpected.
While in no way religious, Khut has a special reverence for the Spirit of Drowned River, patron of his adopted tribe and stand-in the mother he never knew. He cares little for arguments of spirits or gods or theism, but stands by the spirit of his tribe, such that he now lets Drowned River ride him like a steed into battle, using him as needed to protect the people of the Altan Ordu. His devout agnosticism, if you can call it that, sometimes manifests in the laws he adds to the Yassa, aggressively secularizing sacraments such as marriages, births, and deaths.
He is still deeply in love with Ithunn and greatly looking forward to their eventual marriage…and more than a little confused by the idea of engagement, which was never a thing among the steppes tribes…
Two years after his marriage to Ithunn atop the ruined gates of Vargrborg, Khut is a much more sedate figure. Still only twenty, his years of looking after his wife and their daughter, Brook, and tending to the daily affairs of governing a polity five-hundred-thousand strong have given him a fatherly mindset. He has zero tolerance for those who would disobey the Yassa, and treats splinter-groups within the Altan Ordu, such as the Old Mothers and the Nailers, the way he would squabbling children…albeit a “time out” in this case is painful and permanent.
Despite his attempts to make sense of the situation and bring law and order to the splintering horde, he is really quite overjoyed to be back where he belongs, on the front lines surrounded by enemies on all sides, and doing what he does best, killing people swiftly and mercilessly…
Alignment: Lawful Good (by rampaging orc standards)
Proficiency Bonus: +5
Hit Dice: 11d8, 4d10
Hit Points: 144 (gain 2 temp per round)
Armor Class: 22 (10, +3 Con, +5 Dex, +1 style, +1 cloak, +1 iron durability, +1 blade mastery)
Initiative: +5, Roll with Advantage
Movement: 30-ft., Climb 30-ft., Swim 30-ft., Ignore difficult terrain
- Feats: Resilience (Intelligence), Sharpshooter, Blade Mastery
- Weapons: Simple Weapons, Martial Weapons
- Armor: Light Armor, Medium Armor, Shields
- Skills: Animal Handling, Athletics, Insight, Sleight of Hand, Stealth, Survival
- Tools: Disguise Kit, Thieves’ Tools
- Languages: Steppefolk, Maggotfolk, Nohai, Warbler, Malik, Old Imperial
- Understand: Everything
- Saves: Dexterity, Strength, Intelligence (plus Wis, Con, or Cha)
- Advantage on attacks vs. foes who have not yet acted (Natural Explorer).
- +2 damage vs. Beasts (Favored Enemy)
- +1d8 damage vs. wounded target (Colossus Slayer). 1/turn only
- +1d8 psychic damage (Potent Psionics). 1/turn only
- Combat Maneuvers (+1d8 damage, and distract or push), 4/rest.
- Lethal Strike: +1d10 psychic damage per Psi-point spent (up to 7d10). Bonus action.
- Augment Weapon: counts as magic, +3 attack and damage (Concentration, included).
- Resilience: Increase the chosen ability score by 1. You gain proficiency in saving throws using the chosen ability.
- Sharpshooter: 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.
- Blade Mastery: You master the shortsword, longsword, scimitar, rapier, and greatsword.
- You gain a +1 bonus to attack rolls you make with the weapon.
- On your turn, you can use your reaction to assume a parrying stance, provided you have the weapon in hand. Doing so grants you a +1 bonus to your AC until the start of your next turn or until you’re not holding the weapon.
- When you make an opportunity attack with the weapon, you have advantage on the attack roll.
- City Secrets (Tradestone): When you are not in combat, you and any companions can travel between any two locations in Tradestone twice as fast as your normal speed would allow,
- Fighting Style (Mariner): As long as you are not wearing heavy armor or using a shield, you have a swimming speed and a climbing speed equal to your base speed, and you gain a +1 bonus to AC.
- Colossus Slayer: When you hit a creature with a weapon attack, the creature takes an extra 1d8 damage if it’s below its hit point maximum. You can deal this extra damage only once per turn.
- Combat Superiority: You learn two maneuvers of your choice. You can use only one maneuver per attack. You have four superiority dice, which are d8s. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest. Save DC 18
- Pushing Attack: When you hit a creature with a weapon attack, you can expend one superiority die to attempt to drive the target back. You add the superiority die to the attack’s damage roll, and if the target is Large or smaller, it must make a Strength saving throw, On a failed save, you push the target up to 15 feet away from you,
- Distracting Attack: When you hit a creature with a weapon attack, you can expend one superiority die to distract the creature, giving your allies an opening, You add the superiority die to the attack’s damage roll. The next attack roll against the target by an attacker other than you has advantage if the attack is made before the start of your next turn.
- Favored Enemy (Beasts): Choose a type of favored enemy. You gain a +2 bonus to damage rolls with weapon attacks against creatures of the chosen type. Additionally, you have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them. When you gain this feature, you also learn one language of your choice.
- Natural Explorer: You are a master of navigating the natural world, and you react with swift and decisive action when attacked. This grants you the following benefits:
- You ignore difficult terrain.
- You have advantage on initiative rolls.
- On your first turn during combat, you have advantage on attack rolls against creatures that have not yet acted.
- When traveling for an hour or more, difficult terrain doesn’t slow your group’s travel.
- When traveling for an hour or more, your group can’t become lost except by magical means.
- Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.
- If you are traveling alone, you can move stealthily at a normal pace.
- When you forage, you find twice as much food as you normally would.
- While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.
- Poultices: At 3rd level, you can create special herbal poultices that have healing power comparable to some potions. You can spend 1 hour gathering herbs and preparing herbal poultices using treated bandages to create a number of such poultices equal to your Wisdom modifier (2). The poultices you create cannot be applied by anyone but you. After 24 hours, any poultices that you have not used lose their potency.
If you spend 1 minute applying one of your poultices to a wounded humanoid creature, thereby expending its use, that creature regains 1d6 hit points for every two ranger levels you have (2d6).
- Psi Points: Each psionic discipline describes effects you can create with it by spending a certain number of psi points. A psionic talent requires no psi points. Your psi point total returns to its maximum when you finish a long rest. The number of psi points you have can’t go below 0 or over your maximum. You can spend no more than 7 psi points on a discipline each time you use it, no matter how many psi points you have.
- Psionic Mastery: Beginning at 11th level, your mastery of psionic energy allows you to push your mind beyond its normal limits. As an action, you gain 9 special psi points that you can spend only on disciplines that require an action or a bonus action to use. You can use all 9 points on one discipline, or you can spread them across multiple disciplines. You can’t spend your normal psi points on these disciplines; you can spend only the special points gained from this feature. When you finish a long rest, you lose any of these special points that you haven’t spent. If more than one of the disciplines you activate with these points require concentration, you can concentrate on all of them. Activating one of them ends any effect you were already concentrating on, and if you begin concentrating on an effect that doesn’t use these special points, the disciplines end that you’re concentrating on.
- Consumptive Power: When activating a psionic discipline, you can pay its psi point cost with your hit points, instead of using any psi points. Your current hit points and hit point maximum are both reduced by the number of hit points you spend. This reduction can’t be lessened in any way, and the reduction to your hit point maximum lasts until you finish a long rest.
- Psychic Focus: You can focus psionic energy on one of your psionic disciplines to draw ongoing benefits from it. As a bonus action, you can choose one of your psionic disciplines and gain its psychic focus benefit, which is detailed in that discipline’s description. The benefit lasts until you are incapacitated or until you use another bonus action to choose a different focus benefit. You can have only one psychic focus benefit at a time, and using the psychic focus of one discipline doesn’t limit your ability to use other disciplines.
- Adaptive Body: While focused on this discipline, you don’t need to eat, breathe, or sleep. To gain the benefits of a long rest, you can spend 8 hours engaged in light activity, rather than sleeping during any of it.
- Celerity: While focused on this discipline, your walking speed increases by 10 feet.
- Intellect Fortress: While focused on this discipline, you gain resistance to psychic damage.
- Iron Durability: While focused on this discipline, you gain a +1 bonus to AC.
- Nomadic Step: After you teleport on your turn while focused on this discipline, your walking speed increases by 10 feet until the end of the turn, as you are propelled by the magic of your teleportation.
- Psionic Weapon: Whenever you focus on this discipline, choose one weapon you’re holding or your unarmed strike. When you attack with it while focused on this discipline, its damage is psychic and magical, rather than its normal damage type
- Third Eye: While focused on this discipline, you have darkvision with a range of 60 feet. If you already have darkvision with that range or greater, increase its range by 10 feet.
- Immortal Durability: Starting at 1st level, your hit point maximum increases by 1 per mystic level. In addition, while you aren’t wearing armor or wielding a shield, your base AC equals 10 + your Dexterity modifier + your Constitution modifier.
- Psionic Resilience: At the start of each of your turns, you gain temporary hit points equal to your Intelligence modifier (2) if you have at least 1 hit point.
- Mystical Recovery: Immediately after you spend psi points on a psionic discipline, you regain hit points equal to the number of psi points you spent.
- Surge of Health: As a reaction when you take damage, you can halve that damage against you. Your psychic focus immediately ends if it’s active, and you can’t use it until you finish a short or long rest. You can’t use this feature if you can’t use your psychic focus.
- Strength of Mind: Whenever you finish a short or long rest, choose Wisdom, Constitution, or Charisma. You gain proficiency in saves using that ability. This change lasts until you finish your next short or long rest.
- Telepathy: At 2nd level, your mind awakens to the ability to communicate via telepathy. You can telepathically speak to any creature you can see within 120 feet of you in this manner. You don’t need to share a language with the creature for it to understand your telepathic messages, but the creature must be able to understand at least one language or be telepathic itself.
- Potent Psionics: At 8th level, you gain the ability to infuse your weapon attacks with psychic energy. Once on each of your turns when you hit a creature with a weapon, you can deal an extra 1d8 psychic damage to that target. In addition, you add your Intelligence modifier to any damage roll you make for a psionic talent.
- Mind Slam (Talent): As an action, you target one creature you can see within 60 feet of you. The target must succeed on a Constitution saving throw (DC 15) or take 3d6+2 force damage. If it takes any of this damage and is Large or smaller, it is knocked prone.
- Psychic Hammer (Talent): As an action, you try to grasp one creature you can see within 120 feet of you, with a hand crafted from telekinetic energy. The target must succeed on a Strength saving throw (DC 15) or take 3d6+2 force damage. If it takes any of this damage and is Large or smaller, you can move it up to 10 feet in a straight line in a direction of your choice. You can’t lift the target off the ground unless it is already airborne or underwater.
|Psi Points||64||Psi Limit||7|
|Save DC||15||Attack Modifier||+7|
- Known Disciplines: Adaptive Body, Celerity, Intellect Fortress, Iron Durability, Nomadic Step, Psionic Weapon, Third Eye
|Ethereal Weapon||1||Bonus||You temporarily transform one weapon you’re holding or your unarmed strike into pure psionic energy. The next attack you make with it before the end of your turn ignores the target’s armor, requiring no attack roll. Instead, the target makes a Dexterity saving throw against this discipline. On a failed save, the target takes the attack’s normal damage and suffers its additional effects. On a successful save, the target takes half damage from the attack but suffers no additional effects that would normally be imposed on a hit.|
|Lethal Strike||1 – 7||Bonus||The next time you hit before the end of your turn, you deal an extra 1d10 psychic damage per psi point spent.|
|Rapid Step||1 – 7||Bonus||You increase your walking speed by 10 feet per psi point spent until the end of the current turn. If you have a climbing or swimming speed, this increase applies to that speed as well.|
|Agile Defense||2||Bonus||As a bonus action, you take the Dodge action.|
|Steel Hide||2||Bonus||You gain resistance to bludgeoning, piercing, and slashing damage until the end of your next turn.|
|Unwavering Eye||2||Bonus||You gain advantage on Wisdom checks for 1 minute.|
|There and Back Again||2||Bonus||As a bonus action, you teleport up to 20 feet to an unoccupied space you can see and then move up to half your speed. At the end of your turn, you can teleport back to the spot you occupied before teleporting, unless it is now occupied or on a different plane of existence.|
|Surge of Action||5||Bonus||As a bonus action, you can Dash or make one weapon attack.|
|Tremorsense||2||Bonus ©||You gain tremorsense with a radius of 30 feet, which lasts until your concentration ends.|
|Piercing Sight||3||Bonus ©||You gain the ability to see through objects that are up to 1 foot thick within 30 feet of you. This sight lasts until your concentration ends.|
|Truesight||5||Bonus ©||You gain truesight with a radius of 30 feet, which lasts until your concentration ends.|
|Augment Weapon||5||Bonus ©||Until your concentration ends, your weapon becomes a magic weapon with a +3 bonus to its attack and damage rolls.|
|Iron Hide||1 – 7||Reaction||As a reaction when you are hit by an attack, you gain a +1 bonus to AC for each psi point you spend on this ability. The bonus lasts until the end of your next turn. This bonus applies against the triggering attack.|
|Psychic Parry||1 – 7||Reaction||As a reaction when you make an Intelligence, a Wisdom, or a Charisma saving throw, you gain a +1 bonus to that saving throw for each psi point you spend on this ability. You can use this ability after rolling the die but before suffering the results.|
|Defensive Step||2||Reaction||When you are hit by an attack, you can use your reaction to gain a +4 bonus to AC against that attack, possibly turning it into a miss. You then teleport up to 10 feet to an unoccupied space you can see.|
|Psychic Backlash||2||Reaction||As a reaction, you can impose disadvantage on an attack roll against you if you can see the attacker. If the attack still hits you, the attacker takes 2d10 psychic damage.|
|Adaptive Shield||3||Reaction||When you take acid, cold, fire, lightning, or thunder damage, you can use your reaction to gain resistance to damage of that type—including the triggering damage—until the end of your next turn.|
|Blur of Motion||2||Action||You cause yourself to be invisible during any of your movement during the current turn.|
|Environmental Adaptation||2||Action||You or a creature you touch ignores the effects of extreme heat or cold (but not cold or fire damage) for the next hour.|
|Baleful Transposition||5||Action||Choose one creature you can see within 120 feet of you. That creature must make a Wisdom saving throw. On a failed save, you and that creature teleport, swapping places.|
|Energy Adaptation||5||Action ©||You can touch one creature and give it resistance to acid, cold, fire, lightning, or thunder damage (your choice), which lasts until your concentration ends.|
|Psychic Redoubt||5||Action ©||Choose any number of creatures within 30 feet of you. Until your concentration ends, each target has resistance to psychic damage and advantage on Intelligence, Wisdom, and Charisma saving throws|
|Energy Immunity||7||Action ©||You can touch one creature and give it immunity to acid, cold, fire, lightning, or thunder damage (your choice), which lasts until your concentration ends.|
|Iron Resistance||7||Action ©||You gain resistance to bludgeoning, piercing, or slashing damage (your choice), which lasts until your concentration ends.|
|Step of a Dozen Paces||1 – 7||Move||You teleport up to 20 feet per psi point spent to an unoccupied space you can see, and your speed is reduced to 0 until the end of the turn.|
|Transposition||3||Move||If you haven’t moved yet on your turn, choose an ally you can see within 60 feet of you. You and that creature teleport, swapping places, and your speed is reduced to 0 until the end of the turn.|
A bone knife that cuts with the inevitability of a river
- As Luck-Blade rapier (+1 enhancement, +1 saves, reroll 1/day, 1 Wish)
Mechanical Left Arm functions as Glove of Missile Deflecting
Golden Spiderweb Yamulka of Comprehend Languages
Landshark-hide Cloak of Protection
a map of trader’s rock
dwarf-silvered greatsword (from House Surin archer captain, glows in the verge)
1 cold-iron dagger (his second-most prized possession…his third knife…the cold-forged iron one…the kind that you stick between the shoulder-blades of spellcasters because they deserve it…)
longbow (laminate bone, notched at the knock-point to eliminate paradox)
2 quivers w/ 45 unfletched arrows (for clean, up-close shots)
quiver w/ 12 arrows (fletched with black-dyed warbler feathers, shriek warbler obscenities when fired)
quiver w/ 30 warbler-fletched borer arrows (+1 damage)
Stockpile of ~1000 warbler shrieker or borer arrows
- Thieves’ Tools
- Healer’s Kit (10 uses, action to stabilize without check)
- 6 Healing potions (2d4+2)
- 3 vials Basic Poison (deathroot roots)
- Contract for 1000 warbler-fletched arrows
- Scroll of Bane
- Bag of Beans (7 beans)
- Arrow of Thunderbird Slaying
“Arrow” (Champion Warbeast mount, the best from the entire herd)
1 Cosmetically Half-Orc, Mechanically Human