Kenzu Brask
Kenzu Brask
Sheet
AC 18 · HP 36 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- ArcanaINT
- AthleticsSTR
- DeceptionCHA
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
17 featuresBonus action
- Second WindLevel 1
When On your turn
Regain 1d10 + 4 hit points as a bonus action once per short or long rest.
Reaction
- Stone's Endurance
When When you take damage
Reduce damage from one source by 1d12 + 2 as a reaction once per short or long rest.
- Stone's EnduranceGoliathAs a reaction, reduce damage from one attack by 1d12 + 2. You can use this trait once per short or long rest.
Always on
- Menacing Attack
When When you hit with a weapon attack
After hitting with a weapon, add 1d8 damage and frighten the target on a failed DC 14 Wisdom save.
- Precision Attack
When When you make a weapon attack roll
Add 1d8 to a weapon attack roll after seeing the roll but before knowing whether it hits.
- Trip Attack
When When you hit with a weapon attack
After hitting with a weapon, add 1d8 damage and knock a Large or smaller target prone on a failed DC 14 Strength save.
- Action SurgeLevel 2
When On your turn
Take one additional action on your turn once per short or long rest.
- Fighting Style: DefenseLevel 1
You adopt the Defense fighting style. While wearing armor, you gain a +1 bonus to AC.
- Combat SuperiorityLevel 3
You gain four d8 superiority dice. You can expend one die to fuel a maneuver, regaining all expended dice when you finish a short or long rest. You learn three maneuvers: Menacing Attack, Precision Attack, and Trip Attack. Your maneuver save DC is 14.
- Student of WarLevel 3
You gain proficiency with thieves' tools, used by Kenzu for locks, restraints, and examining forced entry.
- Ability Score Improvement: AlertLevel 4
You gain the Alert feat. You gain a +5 bonus to initiative, cannot be surprised while conscious, and attackers do not gain advantage merely because they are unseen by you.
- Maneuver: Menacing AttackLevel 3
Menacing Attack. When you hit with a weapon attack, expend a superiority die to add it to the damage and force the target to make a DC 14 Wisdom saving throw. On a failure, the target is frightened of you until the end of your next turn.
- Maneuver: Precision AttackLevel 3
Precision Attack. When you make a weapon attack roll, expend a superiority die and add it to the roll, potentially turning a miss into a hit.
- Maneuver: Trip AttackLevel 3
Trip Attack. When you hit with a weapon attack, expend a superiority die to add it to the damage. If the target is Large or smaller, it must succeed on a DC 14 Strength saving throw or fall prone.
- Mountain BornGoliathYou are acclimated to high altitude, including elevations above 20,000 feet, and are naturally adapted to cold climates.
- Powerful BuildGoliathYou count as one size larger when determining carrying capacity and the weight you can push, drag, or lift.
- Guild MembershipBounty Hunters Guild of Askia Agent, using the Urban Bounty Hunter mechanics
Guild Membership. As a recognized agent of the Bounty Hunters Guild of Askia, you can call on guildhouses, informants, and established bounty procedures. Fellow guild members will provide ordinary lodging, access to public records, and limited assistance, though they expect you to uphold the guild's contracts and reputation.
Gear
10 itemsWeapons
- LongswordA well-balanced military blade used for arrests as often as combat.
- Light crossbowA compact ranged weapon for warning shots, pursuit, and targets who refuse to surrender.
- ShortswordA short blade carried as a concealed backup and used to cut bindings.
Armor
- Chain mailChain mail armor, providing AC 16 before the Defense fighting style and shield.
- ShieldA reinforced wooden shield bearing a nearly erased guild tally.
Tools
- Thieves' toolsA set of narrow picks, probes, and tension tools issued by the guild.
Gear
- 20×Crossbow boltsAmmunition for the light crossbow.
- Dungeoneer's packContains bedroll, mess kit, tinderbox, rations, waterskin, rope, and other travel necessities.
- Gaming setA carved set of bone dice used to gather rumors in roadside gambling rooms.
Purse
- 20×Gold piecesGuild wages, recovered fees, and personal savings.
Appearance
A broad-shouldered goliath with slate-gray skin, black hair worn in a tightly bound queue, and pale geometric markings painted along the forearms. Their hands are heavily callused from rope work, climbing, and weapon drills, with flattened fingertips and small nicks around the knuckles. They wear practical chain mail beneath a weather-darkened blue-gray cloak, with a guild badge sewn inside the collar rather than displayed openly. Their voice is low and carefully measured, but when startled their breath catches in two sharp clicks before they speak.
Mannerisms
Kenzu checks knots by touch while thinking and taps the side of their thumb against each finger when counting possibilities. They pause before answering personal questions, breathing in through the nose and out through pursed lips. When rattled, their normally steady voice becomes clipped and their breath makes two audible clicks before each sentence.
Personality
Kenzu is observant, restrained, and unexpectedly gentle with frightened people. They ask precise questions, remember small details others overlook, and prefer a quiet meal with a useful conversation to a loud celebration. They are not humorless, but their jokes arrive so dryly that listeners often realize several seconds later that a joke was made.
Ideals
Accountability. A bounty is not permission to be cruel. Every capture should leave behind fewer victims than the fugitive would have made.
Bonds
The first guild handler who trusted Kenzu with a living capture disappeared while pursuing a debtor into the salt districts. Kenzu keeps the handler's brass tally and intends to discover whether the disappearance was murder, betrayal, or something the guild would rather keep buried.
Flaws
Kenzu treats every promise as a contract, even casual ones, and becomes rigid or suspicious when other people use ordinary social language loosely. They also have a dangerous habit of pursuing a target past the point of good sense because abandoning a hunt feels like admitting that the fugitive was stronger than they were.
Quirks
Background
Kenzu Brask was raised among the high ravines east of Askia, where goliath families measured adulthood by the burdens they could carry without complaint. Kenzu never had the patience for the old contests of endurance. They preferred following tracks through scree, noticing which stones had shifted, and listening to the difference between a frightened animal and a frightened person. After leaving home, Kenzu joined a caravan guard company, where a failed ambush taught them that strength alone could not catch a clever fugitive. The lesson led them to the Bounty Hunters Guild of Askia, whose agents valued patience, paperwork, and knowing when not to draw a weapon.
“Kenzu never had the patience for the old contests of endurance.”
- Background
- Bounty Hunters Guild of Askia Agent, using the Urban Bounty Hunter mechanics
Connections
Species
Goliath
Media
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