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  1. Arik Lostcub - Bearfolk Barbarian Arik whirled to face the harpy as it flung itself at him. He managed to batter aside its claws and its club failed to do more than sting his tough skin. Ingyrd struck it a telling blow with her staff whilst maneuvering to a position of advantage, and the younger Bearfolk tried to seize the advantage. He snarled at the ugly thing and took a swing, looking to take a chunk out of whatever he could. A wing? An arm? Did it matter? Not to Arik. He just wanted to hurt the thing that wanted to hurt him. His strike landed solidly, opening an ugly wound in the harpy's flesh.   Mechanics   ___________________________________________________ Main Hand: Nordmansch Greataxe Off Hand: Nordmansch Greataxe ___________________________________________________ Action: Attack with axe Bonus Action: Move:  Manipulate:  Character Sheet   Arik Lostcub - Bearfolk (Grizzlehide) Barbarian 1  ___________________________________________________ STATS Str 16 (+3) Dex 12 (+1) Con 16 (+3) Int 10 (+1) Wis 12 (+1) Cha 8 (-1) HP 15/15 Resistances: Cold HD 1d12 AC 14 (unarmored defense) Speed 30 ft.  Passive Perception 11 Initiative +1 DM Inspiration Yes Languages Common, Darakhul, Northern Background Outlander Feature  Wanderer You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people per day, provided the land offers berries, small game, water, and so forth. ___________________________________________________ WEAPONS Nordmansch Greataxe +5 attack, 1d12+3 slashing damage Bite +5 attack, 1d6+3 piercing damage Bear Hug* (3/day) +5 attack, 4 bludgeoning damage plus target is grappled. ___________________________________________________ PROFICIENCIES Proficiency +2 Saving Throws Strength +5, Constitution +5  Skills Athletics +5, Stealth +3, Nature +2, Perception +3, Survival +3, Intimidation +1 Instruments Drums +3 Weapons All Armor Light, medium ___________________________________________________ FEATS    ___________________________________________________ RACIAL FEATURES Natural Armor. Your hide is thick and tough, granting you a natural AC of 13 + your Dexterity modifier. Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. Bear Hug (3/day). When you take the Attack action, you can make an unarmed strike as a bonus action. If you hit, you can grapple the target in addition to dealing damage to it. You can use this ability a number of times equal to your Constitution modifier (minimum of 1), and you regain all expended uses when you finish a long rest. Thick Coat. You are resistant to cold damage. ___________________________________________________ CLASS FEATURES Rage (2/day) In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action. While raging, you gain the following benefits if you aren't wearing heavy armor: You have advantage on Strength checks and Strength saving throws. When you make a melee weapon attack using Strength, you gain a bonus to the damage roll that increases as you gain levels as a barbarian, as shown in the Rage Damage column of the Barbarian table. You have resistance to bludgeoning, piercing, and slashing damage. If you are able to cast spells, you can't cast them or concentrate on them while raging. Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action. Once you have raged the number of times shown for your barbarian level in the Rages column of the Barbarian table, you must finish a long rest before you can rage again.   Unarmored Defense While you are not wearing any armor, your armor class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.   Equipment   ___________________________________________________ General Inventory (86 lbs.) Nordmansch Greataxe - 10 lbs. 4 x Javelins - 8 lbs. 2 x Handaxes - 4 lbs. Hunting Trap - 25 lbs. 8 x Torches - 8 lbs. 10 x Rations - 20 lbs. Tinderbox - 1 lb. Waterskin - 5 lbs. Backpack - 5 lbs.   Coin Purse (0.2 lbs.) Platinum: 0 Gold: 9 Electrum: 0 Silver: 6 Copper: 0   Encumbrance Max Load: 480 lbs. (30 x STR (powerful build)) Current Weight: 86.2 lbs.    
  2. Arik Lostcub - Bearfolk Barbarian Arik stiffened at the sound of an unfamiliar voice and his hand went to his axe. It was half raised before he realized the newcomer wasn't a threat (at least not yet). He snuffled, blowing a bit of snot from his nose lowered his axe, but pointedly kept it in hand. He didn't trust this fellow who just appeared out of nowhere. He doubted his companions did either, but he wasn't as keen as they were to put on a polite face, so he only favored the elf with a stern gaze, saying nothing. "Probably best to let Robin do the talking. He seems to have a way with people."   Mechanics   ___________________________________________________ Main Hand: Nordmansch Greataxe Off Hand: Nordmansch Greataxe ___________________________________________________ Action: Bonus Action: Move:  Manipulate:  Character Sheet   Arik Lostcub - Bearfolk (Grizzlehide) Barbarian 1  ___________________________________________________ STATS Str 16 (+3) Dex 12 (+1) Con 16 (+3) Int 10 (+1) Wis 12 (+1) Cha 8 (-1) HP 15/15 Resistances: Cold HD 1d12 AC 14 (unarmored defense) Speed 30 ft.  Passive Perception 11 Initiative +1 DM Inspiration Yes Languages Common, Darakhul, Northern Background Outlander Feature  Wanderer You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people per day, provided the land offers berries, small game, water, and so forth. ___________________________________________________ WEAPONS Nordmansch Greataxe +5 attack, 1d12+3 slashing damage Bite +5 attack, 1d6+3 piercing damage Bear Hug* (3/day) +5 attack, 4 bludgeoning damage plus target is grappled. ___________________________________________________ PROFICIENCIES Proficiency +2 Saving Throws Strength +5, Constitution +5  Skills Athletics +5, Stealth +3, Nature +2, Perception +3, Survival +3, Intimidation +1 Instruments Drums +3 Weapons All Armor Light, medium ___________________________________________________ FEATS    ___________________________________________________ RACIAL FEATURES Natural Armor. Your hide is thick and tough, granting you a natural AC of 13 + your Dexterity modifier. Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. Bear Hug (3/day). When you take the Attack action, you can make an unarmed strike as a bonus action. If you hit, you can grapple the target in addition to dealing damage to it. You can use this ability a number of times equal to your Constitution modifier (minimum of 1), and you regain all expended uses when you finish a long rest. Thick Coat. You are resistant to cold damage. ___________________________________________________ CLASS FEATURES Rage (2/day) In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action. While raging, you gain the following benefits if you aren't wearing heavy armor: You have advantage on Strength checks and Strength saving throws. When you make a melee weapon attack using Strength, you gain a bonus to the damage roll that increases as you gain levels as a barbarian, as shown in the Rage Damage column of the Barbarian table. You have resistance to bludgeoning, piercing, and slashing damage. If you are able to cast spells, you can't cast them or concentrate on them while raging. Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action. Once you have raged the number of times shown for your barbarian level in the Rages column of the Barbarian table, you must finish a long rest before you can rage again.   Unarmored Defense While you are not wearing any armor, your armor class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.   Equipment   ___________________________________________________ General Inventory (86 lbs.) Nordmansch Greataxe - 10 lbs. 4 x Javelins - 8 lbs. 2 x Handaxes - 4 lbs. Hunting Trap - 25 lbs. 8 x Torches - 8 lbs. 10 x Rations - 20 lbs. Tinderbox - 1 lb. Waterskin - 5 lbs. Backpack - 5 lbs.   Coin Purse (0.2 lbs.) Platinum: 0 Gold: 9 Electrum: 0 Silver: 6 Copper: 0   Encumbrance Max Load: 480 lbs. (30 x STR (powerful build)) Current Weight: 86.2 lbs.    
  3. Arik Lostcub - Bearfolk Barbarian Arik was still sore from the abuse he'd taken their first attempt at the citadel. The horn wounds in particular stung. But he could walk, he could lift his axe again, and he'd even eaten decently well, having found some field mice. Part of him wanted to wake the others, but figured there was no reason to rush. Rushing ahead had nearly gotten them killed. "Probably got Hobbs killed." the thought cast a gloom over his still groggy mind. He looked around to see if anyone else was up. He nodded at anyone awake, but said nothing, perhaps spoiling the moment a little bit by snuffling noisily, before realizing he was being obvious, and stopped short of picking his nose.   Mechanics   ___________________________________________________ Main Hand: Nordmansch Greataxe Off Hand: Nordmansch Greataxe ___________________________________________________ Action: Bonus Action: Move:  Manipulate:  Character Sheet   Arik Lostcub - Bearfolk (Grizzlehide) Barbarian 1  ___________________________________________________ STATS Str 16 (+3) Dex 12 (+1) Con 16 (+3) Int 10 (+1) Wis 12 (+1) Cha 8 (-1) HP 1/15 Resistances: Cold HD 1d12 AC 14 (unarmored defense) Speed 30 ft.  Passive Perception 11 Initiative +1 DM Inspiration Yes Languages Common, Darakhul, Northern Background Outlander Feature  Wanderer You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people per day, provided the land offers berries, small game, water, and so forth. ___________________________________________________ WEAPONS Nordmansch Greataxe +5 attack, 1d12+3 slashing damage Bite +5 attack, 1d6+3 piercing damage Bear Hug* (3/day) +5 attack, 4 bludgeoning damage plus target is grappled. ___________________________________________________ PROFICIENCIES Proficiency +2 Saving Throws Strength +5, Constitution +5  Skills Athletics +5, Stealth +3, Nature +2, Perception +3, Survival +3, Intimidation +1 Instruments Drums +3 Weapons All Armor Light, medium ___________________________________________________ FEATS    ___________________________________________________ RACIAL FEATURES Natural Armor. Your hide is thick and tough, granting you a natural AC of 13 + your Dexterity modifier. Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. Bear Hug (3/day). When you take the Attack action, you can make an unarmed strike as a bonus action. If you hit, you can grapple the target in addition to dealing damage to it. You can use this ability a number of times equal to your Constitution modifier (minimum of 1), and you regain all expended uses when you finish a long rest. Thick Coat. You are resistant to cold damage. ___________________________________________________ CLASS FEATURES Rage (2/day) In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action. While raging, you gain the following benefits if you aren't wearing heavy armor: You have advantage on Strength checks and Strength saving throws. When you make a melee weapon attack using Strength, you gain a bonus to the damage roll that increases as you gain levels as a barbarian, as shown in the Rage Damage column of the Barbarian table. You have resistance to bludgeoning, piercing, and slashing damage. If you are able to cast spells, you can't cast them or concentrate on them while raging. Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action. Once you have raged the number of times shown for your barbarian level in the Rages column of the Barbarian table, you must finish a long rest before you can rage again.   Unarmored Defense While you are not wearing any armor, your armor class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.   Equipment   ___________________________________________________ General Inventory (86 lbs.) Nordmansch Greataxe - 10 lbs. 4 x Javelins - 8 lbs. 2 x Handaxes - 4 lbs. Hunting Trap - 25 lbs. 8 x Torches - 8 lbs. 10 x Rations - 20 lbs. Tinderbox - 1 lb. Waterskin - 5 lbs. Backpack - 5 lbs.   Coin Purse (0.2 lbs.) Platinum: 0 Gold: 9 Electrum: 0 Silver: 6 Copper: 0   Encumbrance Max Load: 480 lbs. (30 x STR (powerful build)) Current Weight: 86.2 lbs.    
  4. Arik Lostcub - Bearfolk Barbarian Arik contemplated his response for a long moment, not meeting anyone's gaze. He didn't really have much of a reason to go into the citadel other than it was something to do with a life that had become aimless of late. That and he felt a desire to follow Moondancer. She'd been good to him before any of the fighting had taken place, and she'd pulled his unconscious body from the citadel, so he owed her. Not that he would have said that. It sounded sentimental and he couldn't admit to himself just how sentimental he was feeling, so he went with "I want to kill the son of a bitch who made that abattoir and the bull that ran me through. If we can save Hobbs, that'd be good too." He wasn't lying, those were indeed actual desires he held, and he hoped it sounded suitably brave. "So I suppose I'll go with you." He could think of a wry remark to lighten the mood, but his heart just wasn't in it, so he just looked to Moondancer to see what she would do.   Mechanics   ___________________________________________________ Main Hand: Nordmansch Greataxe Off Hand: Nordmansch Greataxe ___________________________________________________ Action: Bonus Action: Move:  Manipulate:  Character Sheet   Arik Lostcub - Bearfolk (Grizzlehide) Barbarian 1  ___________________________________________________ STATS Str 16 (+3) Dex 12 (+1) Con 16 (+3) Int 10 (+1) Wis 12 (+1) Cha 8 (-1) HP 1/15 Resistances: Cold HD 1d12 AC 14 (unarmored defense) Speed 30 ft.  Passive Perception 11 Initiative +1 DM Inspiration Yes Languages Common, Darakhul, Northern Background Outlander Feature  Wanderer You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people per day, provided the land offers berries, small game, water, and so forth. ___________________________________________________ WEAPONS Nordmansch Greataxe +5 attack, 1d12+3 slashing damage Bite +5 attack, 1d6+3 piercing damage Bear Hug* (3/day) +5 attack, 4 bludgeoning damage plus target is grappled. ___________________________________________________ PROFICIENCIES Proficiency +2 Saving Throws Strength +5, Constitution +5  Skills Athletics +5, Stealth +3, Nature +2, Perception +3, Survival +3, Intimidation +1 Instruments Drums +3 Weapons All Armor Light, medium ___________________________________________________ FEATS    ___________________________________________________ RACIAL FEATURES Natural Armor. Your hide is thick and tough, granting you a natural AC of 13 + your Dexterity modifier. Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. Bear Hug (3/day). When you take the Attack action, you can make an unarmed strike as a bonus action. If you hit, you can grapple the target in addition to dealing damage to it. You can use this ability a number of times equal to your Constitution modifier (minimum of 1), and you regain all expended uses when you finish a long rest. Thick Coat. You are resistant to cold damage. ___________________________________________________ CLASS FEATURES Rage (2/day) In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action. While raging, you gain the following benefits if you aren't wearing heavy armor: You have advantage on Strength checks and Strength saving throws. When you make a melee weapon attack using Strength, you gain a bonus to the damage roll that increases as you gain levels as a barbarian, as shown in the Rage Damage column of the Barbarian table. You have resistance to bludgeoning, piercing, and slashing damage. If you are able to cast spells, you can't cast them or concentrate on them while raging. Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action. Once you have raged the number of times shown for your barbarian level in the Rages column of the Barbarian table, you must finish a long rest before you can rage again.   Unarmored Defense While you are not wearing any armor, your armor class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.   Equipment   ___________________________________________________ General Inventory (86 lbs.) Nordmansch Greataxe - 10 lbs. 4 x Javelins - 8 lbs. 2 x Handaxes - 4 lbs. Hunting Trap - 25 lbs. 8 x Torches - 8 lbs. 10 x Rations - 20 lbs. Tinderbox - 1 lb. Waterskin - 5 lbs. Backpack - 5 lbs.   Coin Purse (0.2 lbs.) Platinum: 0 Gold: 9 Electrum: 0 Silver: 6 Copper: 0   Encumbrance Max Load: 480 lbs. (30 x STR (powerful build)) Current Weight: 86.2 lbs.    
  5. Arik Lostcub - Bearfolk Barbarian Arik's last moment of consciousness went by in a flash. A bull, charging at him. Raising his axe. Too slow. Pain. He was falling. Why couldn't he- Arik awoke with a start, tense as oak wood. He realized almost instantly his situation had changed. They were outside, no longer in the ruins. Robin was there, and Elendris, but his eyes fixed on Moondancer, who held him upright. "Damnation, I failed didn't I?" Arik's gaze fell. Shame filled him. He'd tried to save the man in the cage and that had caused him to let down his guard for an instant, which was all it ever took. "I'm sorry, I-" Arik stopped short when he noticed they were missing Hobbs. "Where's Hobbs?" the young Bearfolk queried, already figuring he knew the answer. He'd found the priest irritating, but wouldn't have wished... whatever had happened on him. The more he pondered their failure, the more Arik realized they were at a turning point. What did they do now? They had been driven out almost immediately. How could they overcome the citadel if they weren't even up to its outermost rooms? "So... What happens now?" He spoke quietly, asking the obvious but uncomfortable question. They had to rest, because everyone was injured, and while he could move he didn't feel like he could fight anything aside from that monk's dung beetles. Nevertheless, he stood on his own, but shot Moondancer the best smile he could muster in the unfortunate circumstances.   Mechanics   ___________________________________________________ Main Hand: Nordmansch Greataxe Off Hand: Nordmansch Greataxe ___________________________________________________ Action: Bonus Action: Move:  Manipulate:  Character Sheet   Arik Lostcub - Bearfolk (Grizzlehide) Barbarian 1  ___________________________________________________ STATS Str 16 (+3) Dex 12 (+1) Con 16 (+3) Int 10 (+1) Wis 12 (+1) Cha 8 (-1) HP 1/15 Resistances: Cold HD 1d12 AC 14 (unarmored defense) Speed 30 ft.  Passive Perception 11 Initiative +1 DM Inspiration Yes Languages Common, Darakhul, Northern Background Outlander Feature  Wanderer You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people per day, provided the land offers berries, small game, water, and so forth. ___________________________________________________ WEAPONS Nordmansch Greataxe +5 attack, 1d12+3 slashing damage Bite +5 attack, 1d6+3 piercing damage Bear Hug* (3/day) +5 attack, 4 bludgeoning damage plus target is grappled. ___________________________________________________ PROFICIENCIES Proficiency +2 Saving Throws Strength +5, Constitution +5  Skills Athletics +5, Stealth +3, Nature +2, Perception +3, Survival +3, Intimidation +1 Instruments Drums +3 Weapons All Armor Light, medium ___________________________________________________ FEATS    ___________________________________________________ RACIAL FEATURES Natural Armor. Your hide is thick and tough, granting you a natural AC of 13 + your Dexterity modifier. Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. Bear Hug (3/day). When you take the Attack action, you can make an unarmed strike as a bonus action. If you hit, you can grapple the target in addition to dealing damage to it. You can use this ability a number of times equal to your Constitution modifier (minimum of 1), and you regain all expended uses when you finish a long rest. Thick Coat. You are resistant to cold damage. ___________________________________________________ CLASS FEATURES Rage (2/day) In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action. While raging, you gain the following benefits if you aren't wearing heavy armor: You have advantage on Strength checks and Strength saving throws. When you make a melee weapon attack using Strength, you gain a bonus to the damage roll that increases as you gain levels as a barbarian, as shown in the Rage Damage column of the Barbarian table. You have resistance to bludgeoning, piercing, and slashing damage. If you are able to cast spells, you can't cast them or concentrate on them while raging. Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action. Once you have raged the number of times shown for your barbarian level in the Rages column of the Barbarian table, you must finish a long rest before you can rage again.   Unarmored Defense While you are not wearing any armor, your armor class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.   Equipment   ___________________________________________________ General Inventory (86 lbs.) Nordmansch Greataxe - 10 lbs. 4 x Javelins - 8 lbs. 2 x Handaxes - 4 lbs. Hunting Trap - 25 lbs. 8 x Torches - 8 lbs. 10 x Rations - 20 lbs. Tinderbox - 1 lb. Waterskin - 5 lbs. Backpack - 5 lbs.   Coin Purse (0.2 lbs.) Platinum: 0 Gold: 9 Electrum: 0 Silver: 6 Copper: 0   Encumbrance Max Load: 480 lbs. (30 x STR (powerful build)) Current Weight: 86.2 lbs.    
  6. Arik Lostcub - Bearfolk Barbarian "Piss, blood and shit." Arik growled softly as he edged into the next chamber. Nobody could mistake the room's purpose: a torturer's playhouse and a heathen fane in one ugly package. What really drew the young Bearfolk's eye was the living captive in a hanging cage. Although he subconciously knew that he knew next to nothing about this man, he also knew that he definitely had NOT been expecting to see a human down here. At least not one that wasn't an evil priest. Or an evil mage. Or a undead. Or all of the above. Arik didn't like the look of the frog idol, and had half a mind to deface it with whatever came to hand (his axe was too precious a tool to be used in such an endeavor). When Hobbs suggested looting the room, Arik snarled. The first thing was to get that living person down. Arik wasn't what most would call kind, but just leaving someone to rot in this grim environment sat very ill with him indeed. "No." He said bluntly. "First, we get that person down. Let's see what they know about this place." Arik didn't much care about money right now. He doubted anything would be of much value here anyway. He began to cautiously look around the room. The cage was very high up, but it had to have some means of being raised and lowered or nobody would have been able to get the victim up there in the first place. Mechanics   ___________________________________________________ Main Hand: Nordmansch Greataxe Off Hand: Nordmansch Greataxe ___________________________________________________ Action: Your action goes here. Bonus Action: Your bonus action goes here. Move: Your movement goes here. Manipulate: Your one free object interaction goes here. Character Sheet   Arik Lostcub - Bearfolk (Grizzlehide) Barbarian 1  ___________________________________________________ STATS Str 16 (+3) Dex 12 (+1) Con 16 (+3) Int 10 (+1) Wis 12 (+1) Cha 8 (-1) HP 10/15 Resistances: Cold HD 1d12 AC 14 (unarmored defense) Speed 30 ft.  Passive Perception 11 Initiative +1 DM Inspiration Yes Languages Common, Darakhul, Northern Background Outlander Feature  Wanderer You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people per day, provided the land offers berries, small game, water, and so forth. ___________________________________________________ WEAPONS Nordmansch Greataxe +5 attack, 1d12+3 slashing damage Bite +5 attack, 1d6+3 piercing damage Bear Hug* (3/day) +5 attack, 4 bludgeoning damage plus target is grappled. ___________________________________________________ PROFICIENCIES Proficiency +2 Saving Throws Strength +5, Constitution +5  Skills Athletics +5, Stealth +3, Nature +2, Perception +3, Survival +3, Intimidation +1 Instruments Drums +3 Weapons All Armor Light, medium ___________________________________________________ FEATS    ___________________________________________________ RACIAL FEATURES Natural Armor. Your hide is thick and tough, granting you a natural AC of 13 + your Dexterity modifier. Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. Bear Hug (3/day). When you take the Attack action, you can make an unarmed strike as a bonus action. If you hit, you can grapple the target in addition to dealing damage to it. You can use this ability a number of times equal to your Constitution modifier (minimum of 1), and you regain all expended uses when you finish a long rest. Thick Coat. You are resistant to cold damage. ___________________________________________________ CLASS FEATURES Rage (2/day) In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action. While raging, you gain the following benefits if you aren't wearing heavy armor: You have advantage on Strength checks and Strength saving throws. When you make a melee weapon attack using Strength, you gain a bonus to the damage roll that increases as you gain levels as a barbarian, as shown in the Rage Damage column of the Barbarian table. You have resistance to bludgeoning, piercing, and slashing damage. If you are able to cast spells, you can't cast them or concentrate on them while raging. Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action. Once you have raged the number of times shown for your barbarian level in the Rages column of the Barbarian table, you must finish a long rest before you can rage again.   Unarmored Defense While you are not wearing any armor, your armor class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.   Equipment   ___________________________________________________ General Inventory (86 lbs.) Nordmansch Greataxe - 10 lbs. 4 x Javelins - 8 lbs. 2 x Handaxes - 4 lbs. Hunting Trap - 25 lbs. 8 x Torches - 8 lbs. 10 x Rations - 20 lbs. Tinderbox - 1 lb. Waterskin - 5 lbs. Backpack - 5 lbs.   Coin Purse (0.2 lbs.) Platinum: 0 Gold: 9 Electrum: 0 Silver: 6 Copper: 0   Encumbrance Max Load: 480 lbs. (30 x STR (powerful build)) Current Weight: 86.2 lbs.    
  7. Arik Lostcub - Bearfolk Barbarian Arik shrugged, grabbed one of the bodies and began to drag it to the hole. At the edge he had a thought, and hesitated. Might they not add a bit of insurance by chopping up the bodies? It was gruesome, but it was also pragmatic. A chopped up body wasn't much use for a necromancer, and if chopping them up was desecrating the bodies, he felt that being subjected to necromancy was worse. He discarded the idea, shaking his head back to the real world. He wouldn't want anyone hacking his body up. He tossed the body in the hole and moved on, physically and mentally. When the job was done, he helped cover the hole again. "Crawl out and get us now you little shits." He grumbled, and spat as the last rock was laid. When Moondancer sung a healing song to him, he gave his elder a silent but clearly grateful smile at the comforting warmth that spread through him. He felt a bittersweet twinge in his humors as she had unwittingly reminded him of his mother's songs, but he held it in as though it were a live fish in his own teeth. As much as he usually wallowed in pessimism, the young cub had enough gratitude in him to hide it, at least for the time being. Then he moved on, looking down the stairs opposite the rancid bedroom, then looked to his companions, his typically dour expression returning. "I suppose we head down now. Let's get this over with."   Mechanics   ___________________________________________________ Main Hand: Nordmansch Greataxe Off Hand: Nordmansch Greataxe ___________________________________________________ Action: Your action goes here. Bonus Action: Your bonus action goes here. Move: Your movement goes here. Manipulate: Your one free object interaction goes here. Character Sheet   Arik Lostcub - Bearfolk (Grizzlehide) Barbarian 1  ___________________________________________________ STATS Str 16 (+3) Dex 12 (+1) Con 16 (+3) Int 10 (+1) Wis 12 (+1) Cha 8 (-1) HP 10/15 Resistances: Cold HD 1d12 AC 14 (unarmored defense) Speed 30 ft.  Passive Perception 11 Initiative +1 DM Inspiration Yes Languages Common, Darakhul, Northern Background Outlander Feature  Wanderer You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people per day, provided the land offers berries, small game, water, and so forth. ___________________________________________________ WEAPONS Nordmansch Greataxe +5 attack, 1d12+3 slashing damage Bite +5 attack, 1d6+3 piercing damage Bear Hug* (3/day) +5 attack, 4 bludgeoning damage plus target is grappled. ___________________________________________________ PROFICIENCIES Proficiency +2 Saving Throws Strength +5, Constitution +5  Skills Athletics +5, Stealth +3, Nature +2, Perception +3, Survival +3, Intimidation +1 Instruments Drums +3 Weapons All Armor Light, medium ___________________________________________________ FEATS    ___________________________________________________ RACIAL FEATURES Natural Armor. Your hide is thick and tough, granting you a natural AC of 13 + your Dexterity modifier. Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. Bear Hug (3/day). When you take the Attack action, you can make an unarmed strike as a bonus action. If you hit, you can grapple the target in addition to dealing damage to it. You can use this ability a number of times equal to your Constitution modifier (minimum of 1), and you regain all expended uses when you finish a long rest. Thick Coat. You are resistant to cold damage. ___________________________________________________ CLASS FEATURES Rage (2/day) In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action. While raging, you gain the following benefits if you aren't wearing heavy armor: You have advantage on Strength checks and Strength saving throws. When you make a melee weapon attack using Strength, you gain a bonus to the damage roll that increases as you gain levels as a barbarian, as shown in the Rage Damage column of the Barbarian table. You have resistance to bludgeoning, piercing, and slashing damage. If you are able to cast spells, you can't cast them or concentrate on them while raging. Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action. Once you have raged the number of times shown for your barbarian level in the Rages column of the Barbarian table, you must finish a long rest before you can rage again.   Unarmored Defense While you are not wearing any armor, your armor class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.   Equipment   ___________________________________________________ General Inventory (86 lbs.) Nordmansch Greataxe - 10 lbs. 4 x Javelins - 8 lbs. 2 x Handaxes - 4 lbs. Hunting Trap - 25 lbs. 8 x Torches - 8 lbs. 10 x Rations - 20 lbs. Tinderbox - 1 lb. Waterskin - 5 lbs. Backpack - 5 lbs.   Coin Purse (0.2 lbs.) Platinum: 0 Gold: 9 Electrum: 0 Silver: 6 Copper: 0   Encumbrance Max Load: 480 lbs. (30 x STR (powerful build)) Current Weight: 86.2 lbs.    
  8. Arik Lostcub - Bearfolk Barbarian Arik couldn't meet Moondancer's eyes for long. Whatever she said, he still felt like a coward for not standing tall and immovable. He whispered his thanks in Northern, feeling embarrassed by the praise. He perked up slightly at the prospect of healing. Part of his pride made him want to put a brave face on it, but the blood dripping into his eye made him discard such ideas. "<Please.>" He spoke softly in Northern. "<At least enough to stop my head from bleeding. I don't have much between my ears as it is.>" He grinned a little, indicating that was supposed to be a joke. Realizing he'd been unsuitably pleasant, he fell to examining the corpses, glad he hadn't gotten to bite them. When Elendris brought up disposing of the corpses, Arik grunted "We have torches. They look like they'll burn."   Mechanics   ___________________________________________________ Main Hand: Nordmansch Greataxe Off Hand: Nordmansch Greataxe ___________________________________________________ Action: Your action goes here. Bonus Action: Your bonus action goes here. Move: Your movement goes here. Manipulate: Your one free object interaction goes here. Character Sheet   Arik Lostcub - Bearfolk (Grizzlehide) Barbarian 1  ___________________________________________________ STATS Str 16 (+3) Dex 12 (+1) Con 16 (+3) Int 10 (+1) Wis 12 (+1) Cha 8 (-1) HP 3/15 Resistances: Cold HD 1d12 AC 14 (unarmored defense) Speed 30 ft.  Passive Perception 11 Initiative +1 DM Inspiration Yes Languages Common, Darakhul, Northern Background Outlander Feature  Wanderer You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people per day, provided the land offers berries, small game, water, and so forth. ___________________________________________________ WEAPONS Nordmansch Greataxe +5 attack, 1d12+3 slashing damage Bite +5 attack, 1d6+3 piercing damage Bear Hug* (3/day) +5 attack, 4 bludgeoning damage plus target is grappled. ___________________________________________________ PROFICIENCIES Proficiency +2 Saving Throws Strength +5, Constitution +5  Skills Athletics +5, Stealth +3, Nature +2, Perception +3, Survival +3, Intimidation +1 Instruments Drums +3 Weapons All Armor Light, medium ___________________________________________________ FEATS    ___________________________________________________ RACIAL FEATURES Natural Armor. Your hide is thick and tough, granting you a natural AC of 13 + your Dexterity modifier. Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. Bear Hug (3/day). When you take the Attack action, you can make an unarmed strike as a bonus action. If you hit, you can grapple the target in addition to dealing damage to it. You can use this ability a number of times equal to your Constitution modifier (minimum of 1), and you regain all expended uses when you finish a long rest. Thick Coat. You are resistant to cold damage. ___________________________________________________ CLASS FEATURES Rage (2/day) In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action. While raging, you gain the following benefits if you aren't wearing heavy armor: You have advantage on Strength checks and Strength saving throws. When you make a melee weapon attack using Strength, you gain a bonus to the damage roll that increases as you gain levels as a barbarian, as shown in the Rage Damage column of the Barbarian table. You have resistance to bludgeoning, piercing, and slashing damage. If you are able to cast spells, you can't cast them or concentrate on them while raging. Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action. Once you have raged the number of times shown for your barbarian level in the Rages column of the Barbarian table, you must finish a long rest before you can rage again.   Unarmored Defense While you are not wearing any armor, your armor class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.   Equipment   ___________________________________________________ General Inventory (86 lbs.) Nordmansch Greataxe - 10 lbs. 4 x Javelins - 8 lbs. 2 x Handaxes - 4 lbs. Hunting Trap - 25 lbs. 8 x Torches - 8 lbs. 10 x Rations - 20 lbs. Tinderbox - 1 lb. Waterskin - 5 lbs. Backpack - 5 lbs.   Coin Purse (0.2 lbs.) Platinum: 0 Gold: 9 Electrum: 0 Silver: 6 Copper: 0   Encumbrance Max Load: 480 lbs. (30 x STR (powerful build)) Current Weight: 86.2 lbs.    
  9. Arik Lostcub - Bearfolk Barbarian Arik snarled as the zombie stubbornly pursued him, infuriated that it didn't even have the decency to suffer when his allies cut into it as it came on. "Die you ugly fucking shitstain!" He spouted his curse in common. He reasoned (in some vague, instinctual way) that retreating again wouldn't do much and the thing would probably just come after him again and it wouldn't mind getting its innards massaged by longswords in the process. So he took a desperate,v mighty chop at its head, prepared to follow-up with a bite, rotten meat or no. Desperate times tend to trump culinary preferences after all.   Mechanics   ___________________________________________________ Main Hand: Nordmansch Greataxe Off Hand: Nordmansch Greataxe ___________________________________________________ Action: Attack zombie Bonus Action: Use Bear Hug if the zombie survives Move:  Manipulate:  Character Sheet   Arik Lostcub - Bearfolk (Grizzlehide) Barbarian 1  ___________________________________________________ STATS Str 16 (+3) Dex 12 (+1) Con 16 (+3) Int 10 (+1) Wis 12 (+1) Cha 8 (-1) HP 3/15 Resistances: Cold HD 1d12 AC 14 (unarmored defense) Speed 30 ft.  Passive Perception 11 Initiative +1 DM Inspiration Yes Languages Common, Darakhul, Northern Background Outlander Feature  Wanderer You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people per day, provided the land offers berries, small game, water, and so forth. ___________________________________________________ WEAPONS Nordmansch Greataxe +5 attack, 1d12+3 slashing damage Bite +5 attack, 1d6+3 piercing damage Bear Hug* (3/day) +5 attack, 4 bludgeoning damage plus target is grappled. ___________________________________________________ PROFICIENCIES Proficiency +2 Saving Throws Strength +5, Constitution +5  Skills Athletics +5, Stealth +3, Nature +2, Perception +3, Survival +3, Intimidation +1 Instruments Drums +3 Weapons All Armor Light, medium ___________________________________________________ FEATS    ___________________________________________________ RACIAL FEATURES Natural Armor. Your hide is thick and tough, granting you a natural AC of 13 + your Dexterity modifier. Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. Bear Hug (3/day). When you take the Attack action, you can make an unarmed strike as a bonus action. If you hit, you can grapple the target in addition to dealing damage to it. You can use this ability a number of times equal to your Constitution modifier (minimum of 1), and you regain all expended uses when you finish a long rest. Thick Coat. You are resistant to cold damage. ___________________________________________________ CLASS FEATURES Rage (2/day) In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action. While raging, you gain the following benefits if you aren't wearing heavy armor: You have advantage on Strength checks and Strength saving throws. When you make a melee weapon attack using Strength, you gain a bonus to the damage roll that increases as you gain levels as a barbarian, as shown in the Rage Damage column of the Barbarian table. You have resistance to bludgeoning, piercing, and slashing damage. If you are able to cast spells, you can't cast them or concentrate on them while raging. Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action. Once you have raged the number of times shown for your barbarian level in the Rages column of the Barbarian table, you must finish a long rest before you can rage again.   Unarmored Defense While you are not wearing any armor, your armor class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.   Equipment   ___________________________________________________ General Inventory (86 lbs.) Nordmansch Greataxe - 10 lbs. 4 x Javelins - 8 lbs. 2 x Handaxes - 4 lbs. Hunting Trap - 25 lbs. 8 x Torches - 8 lbs. 10 x Rations - 20 lbs. Tinderbox - 1 lb. Waterskin - 5 lbs. Backpack - 5 lbs.   Coin Purse (0.2 lbs.) Platinum: 0 Gold: 9 Electrum: 0 Silver: 6 Copper: 0   Encumbrance Max Load: 480 lbs. (30 x STR (powerful build)) Current Weight: 86.2 lbs.    
  10. Arik Lostcub - Bearfolk Barbarian Arik roared in pain, blood running from his head into his eyes. With that injury, which would have laid him low if his rage had not been holding him up. But even his passionate fury could not hold him forever, and that blow to the head had rocked him enough for his innate self preservation to spur him into retreat. "Damnit... DAMNIT!" He shouted in in shame and frustration and cursed in Darakhul several times as the rage left him and his axe felt heavier as he swung it defensively to ward off pursuit as he stepped back. He looked at Moondancer with shame, bracing to be chastised once this fight was over. Mechanics   ___________________________________________________ Main Hand: Nordmansch Greataxe Off Hand: Nordmansch Greataxe ___________________________________________________ Action: Disengage, rage ends automatically Bonus Action: N/A Move: Move to 26.22 Manipulate: N/A Character Sheet   Arik Lostcub - Bearfolk (Grizzlehide) Barbarian 1  ___________________________________________________ STATS Str 16 (+3) Dex 12 (+1) Con 16 (+3) Int 10 (+1) Wis 12 (+1) Cha 8 (-1) HP 9/15 Resistances: Cold HD 1d12 AC 14 (unarmored defense) Speed 30 ft.  Passive Perception 11 Initiative +1 DM Inspiration Yes Languages Common, Darakhul, Northern Background Outlander Feature  Wanderer You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people per day, provided the land offers berries, small game, water, and so forth. ___________________________________________________ WEAPONS Nordmansch Greataxe +5 attack, 1d12+3 slashing damage Bite +5 attack, 1d6+3 piercing damage Bear Hug* (3/day) +5 attack, 1d6+3 bludgeoning damage plus target is grappled. ___________________________________________________ PROFICIENCIES Proficiency +2 Saving Throws Strength +5, Constitution +5  Skills Athletics +5, Stealth +3, Nature +2, Perception +3, Survival +3, Intimidation +1 Instruments Drums +3 Weapons All Armor Light, medium ___________________________________________________ FEATS    ___________________________________________________ RACIAL FEATURES Natural Armor. Your hide is thick and tough, granting you a natural AC of 13 + your Dexterity modifier. Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. Bear Hug (3/day). When you take the Attack action, you can make an unarmed strike as a bonus action. If you hit, you can grapple the target in addition to dealing damage to it. You can use this ability a number of times equal to your Constitution modifier (minimum of 1), and you regain all expended uses when you finish a long rest. Thick Coat. You are resistant to cold damage. ___________________________________________________ CLASS FEATURES Rage (2/day) In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action. While raging, you gain the following benefits if you aren't wearing heavy armor: You have advantage on Strength checks and Strength saving throws. When you make a melee weapon attack using Strength, you gain a bonus to the damage roll that increases as you gain levels as a barbarian, as shown in the Rage Damage column of the Barbarian table. You have resistance to bludgeoning, piercing, and slashing damage. If you are able to cast spells, you can't cast them or concentrate on them while raging. Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action. Once you have raged the number of times shown for your barbarian level in the Rages column of the Barbarian table, you must finish a long rest before you can rage again.   Unarmored Defense While you are not wearing any armor, your armor class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.   Equipment   ___________________________________________________ General Inventory (86 lbs.) Nordmansch Greataxe - 10 lbs. 4 x Javelins - 8 lbs. 2 x Handaxes - 4 lbs. Hunting Trap - 25 lbs. 8 x Torches - 8 lbs. 10 x Rations - 20 lbs. Tinderbox - 1 lb. Waterskin - 5 lbs. Backpack - 5 lbs.   Coin Purse (0.2 lbs.) Platinum: 0 Gold: 9 Electrum: 0 Silver: 6 Copper: 0   Encumbrance Max Load: 480 lbs. (30 x STR (powerful build)) Current Weight: 86.2 lbs.    
  11. Arik Lostcub - Bearfolk Barbarian Another undead fell before the combined adventurers, which spurred Arik to further aggression. He didn't growl anything coherent, which was probably for the best as all he could think of were exceptionally profane comments to make sailors and farmers blush. But he did keep roaring and swinging his hefty axe, this time going for the torso with an overhead strike since lopping off limbs seemed ineffectual against these foul (smelling) abominations. The attack struck home, and the smell he'd been briefly contemplating was all that restrained him from leaning in for an opportunistic bite. Mechanics   ___________________________________________________ Main Hand: Nordmansch Greataxe Off Hand: Nordmansch Greataxe ___________________________________________________ Action: Swing at zombie #6 Bonus Action: N/A Move: N/A Manipulate: N/A Character Sheet   Arik Lostcub - Bearfolk (Grizzlehide) Barbarian 1  ___________________________________________________ STATS Str 16 (+3) Dex 12 (+1) Con 16 (+3) Int 10 (+1) Wis 12 (+1) Cha 8 (-1) HP 9/15 Resistances: Cold HD 1d12 AC 14 (unarmored defense) Speed 30 ft.  Passive Perception 11 Initiative +1 DM Inspiration Yes Languages Common, Darakhul, Northern Background Outlander Feature  Wanderer You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people per day, provided the land offers berries, small game, water, and so forth. ___________________________________________________ WEAPONS Nordmansch Greataxe +5 attack, 1d12+3 slashing damage Bite +5 attack, 1d6+3 piercing damage Bear Hug* (3/day) +5 attack, 1d6+3 bludgeoning damage plus target is grappled. ___________________________________________________ PROFICIENCIES Proficiency +2 Saving Throws Strength +5, Constitution +5  Skills Athletics +5, Stealth +3, Nature +2, Perception +3, Survival +3, Intimidation +1 Instruments Drums +3 Weapons All Armor Light, medium ___________________________________________________ FEATS    ___________________________________________________ RACIAL FEATURES Natural Armor. Your hide is thick and tough, granting you a natural AC of 13 + your Dexterity modifier. Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. Bear Hug (3/day). When you take the Attack action, you can make an unarmed strike as a bonus action. If you hit, you can grapple the target in addition to dealing damage to it. You can use this ability a number of times equal to your Constitution modifier (minimum of 1), and you regain all expended uses when you finish a long rest. Thick Coat. You are resistant to cold damage. ___________________________________________________ CLASS FEATURES Rage (2/day) In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action. While raging, you gain the following benefits if you aren't wearing heavy armor: You have advantage on Strength checks and Strength saving throws. When you make a melee weapon attack using Strength, you gain a bonus to the damage roll that increases as you gain levels as a barbarian, as shown in the Rage Damage column of the Barbarian table. You have resistance to bludgeoning, piercing, and slashing damage. If you are able to cast spells, you can't cast them or concentrate on them while raging. Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action. Once you have raged the number of times shown for your barbarian level in the Rages column of the Barbarian table, you must finish a long rest before you can rage again.   Unarmored Defense While you are not wearing any armor, your armor class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.   Equipment   ___________________________________________________ General Inventory (86 lbs.) Nordmansch Greataxe - 10 lbs. 4 x Javelins - 8 lbs. 2 x Handaxes - 4 lbs. Hunting Trap - 25 lbs. 8 x Torches - 8 lbs. 10 x Rations - 20 lbs. Tinderbox - 1 lb. Waterskin - 5 lbs. Backpack - 5 lbs.   Coin Purse (0.2 lbs.) Platinum: 0 Gold: 9 Electrum: 0 Silver: 6 Copper: 0   Encumbrance Max Load: 480 lbs. (30 x STR (powerful build)) Current Weight: 86.2 lbs.    
  12. Arik Lostcub - Bearfolk Barbarian The damn undead thing didn't go down even though it had taken a wound that would have killed a living thing several times over. That was aggravating enough, but then the thing struck back. Arik was going to take a swing to try to finish it off for real this time, but then one of his companions put paid to it. He was too angry to think about anything but the next enemy that piled into strike at him and Robin at his side. Praise from his elder bearfolk was heard but he lacked the cognitive capacity to reply, only enough to try and split the next zombie in line. "<Die, you rotten whoresons!>" He swore at them in Northern, which he often lapsed into in times of stress. The young cub took a swing at the nearest zombie, with preference to the one Robin had been harrying. Mechanics   ___________________________________________________ Main Hand: Nordmansch Greataxe Off Hand: Nordmansch Greataxe ___________________________________________________ Action: Swing at zombie #2 if it's still standing, the nearest one if not. Bonus Action: N/A Move: N/A Manipulate: N/A Character Sheet   Arik Lostcub - Bearfolk (Grizzlehide) Barbarian 1  ___________________________________________________ STATS Str 16 (+3) Dex 12 (+1) Con 16 (+3) Int 10 (+1) Wis 12 (+1) Cha 8 (-1) HP 9/15 Resistances: Cold HD 1d12 AC 14 (unarmored defense) Speed 30 ft.  Passive Perception 11 Initiative +1 DM Inspiration Yes Languages Common, Darakhul, Northern Background Outlander Feature  Wanderer You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people per day, provided the land offers berries, small game, water, and so forth. ___________________________________________________ WEAPONS Nordmansch Greataxe +5 attack, 1d12+3 slashing damage Bite +5 attack, 1d6+3 piercing damage Bear Hug* (3/day) +5 attack, 1d6+3 bludgeoning damage plus target is grappled. ___________________________________________________ PROFICIENCIES Proficiency +2 Saving Throws Strength +5, Constitution +5  Skills Athletics +5, Stealth +3, Nature +2, Perception +3, Survival +3, Intimidation +1 Instruments Drums +3 Weapons All Armor Light, medium ___________________________________________________ FEATS    ___________________________________________________ RACIAL FEATURES Natural Armor. Your hide is thick and tough, granting you a natural AC of 13 + your Dexterity modifier. Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. Bear Hug (3/day). When you take the Attack action, you can make an unarmed strike as a bonus action. If you hit, you can grapple the target in addition to dealing damage to it. You can use this ability a number of times equal to your Constitution modifier (minimum of 1), and you regain all expended uses when you finish a long rest. Thick Coat. You are resistant to cold damage. ___________________________________________________ CLASS FEATURES Rage (2/day) In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action. While raging, you gain the following benefits if you aren't wearing heavy armor: You have advantage on Strength checks and Strength saving throws. When you make a melee weapon attack using Strength, you gain a bonus to the damage roll that increases as you gain levels as a barbarian, as shown in the Rage Damage column of the Barbarian table. You have resistance to bludgeoning, piercing, and slashing damage. If you are able to cast spells, you can't cast them or concentrate on them while raging. Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action. Once you have raged the number of times shown for your barbarian level in the Rages column of the Barbarian table, you must finish a long rest before you can rage again.   Unarmored Defense While you are not wearing any armor, your armor class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.   Equipment   ___________________________________________________ General Inventory (86 lbs.) Nordmansch Greataxe - 10 lbs. 4 x Javelins - 8 lbs. 2 x Handaxes - 4 lbs. Hunting Trap - 25 lbs. 8 x Torches - 8 lbs. 10 x Rations - 20 lbs. Tinderbox - 1 lb. Waterskin - 5 lbs. Backpack - 5 lbs.   Coin Purse (0.2 lbs.) Platinum: 0 Gold: 9 Electrum: 0 Silver: 6 Copper: 0   Encumbrance Max Load: 480 lbs. (30 x STR (powerful build)) Current Weight: 86.2 lbs.    
  13. Arik Lostcub - Bearfolk Barbarian His allies fell in around him and gave as best as they could. Arik hewed an arm off with his axe, which was not as satisfying as he'd imagined. There wasn't much blood and the rotten state of the flesh made it a rather wet cut. Robin struck past Arik by way of the gap under the latter's arm, which the young cub appreciated for the damage it dealt, but was a bit concerned about the proximity of straight steel to his ribs. Those concerns fled when the zombie's clubbing blow bashed into his skin. It wasn't as bad as the harpy had done, but there was more than just a single zombie present. Feeling hemmed in by the enemies to the fore and (unfortunately) the allies to his rear, Arik channeled the fear that came from being cornered into rage. He bellowed incoherently and swung his axe.   Mechanics   ___________________________________________________ Main Hand: Nordmansch Greataxe Off Hand: Nordmansch Greataxe ___________________________________________________ Action: Swing at the badly damaged zombie Bonus Action: Enter a rage! Move: N/A Manipulate: N/A Character Sheet   Arik Lostcub - Bearfolk (Grizzlehide) Barbarian 1  ___________________________________________________ STATS Str 16 (+3) Dex 12 (+1) Con 16 (+3) Int 10 (+1) Wis 12 (+1) Cha 8 (-1) HP 13/15 Resistances: Cold HD 1d12 AC 14 (unarmored defense) Speed 30 ft.  Passive Perception 11 Initiative +1 DM Inspiration Yes Languages Common, Darakhul, Northern Background Outlander Feature  Wanderer You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people per day, provided the land offers berries, small game, water, and so forth. ___________________________________________________ WEAPONS Nordmansch Greataxe +5 attack, 1d12+3 slashing damage Bite +5 attack, 1d6+3 piercing damage Bear Hug* (3/day) +5 attack, 1d6+3 bludgeoning damage plus target is grappled. ___________________________________________________ PROFICIENCIES Proficiency +2 Saving Throws Strength +5, Constitution +5  Skills Athletics +5, Stealth +3, Nature +2, Perception +3, Survival +3, Intimidation +1 Instruments Drums +3 Weapons All Armor Light, medium ___________________________________________________ FEATS    ___________________________________________________ RACIAL FEATURES Natural Armor. Your hide is thick and tough, granting you a natural AC of 13 + your Dexterity modifier. Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. Bear Hug (3/day). When you take the Attack action, you can make an unarmed strike as a bonus action. If you hit, you can grapple the target in addition to dealing damage to it. You can use this ability a number of times equal to your Constitution modifier (minimum of 1), and you regain all expended uses when you finish a long rest. Thick Coat. You are resistant to cold damage. ___________________________________________________ CLASS FEATURES Rage (2/day) In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action. While raging, you gain the following benefits if you aren't wearing heavy armor: You have advantage on Strength checks and Strength saving throws. When you make a melee weapon attack using Strength, you gain a bonus to the damage roll that increases as you gain levels as a barbarian, as shown in the Rage Damage column of the Barbarian table. You have resistance to bludgeoning, piercing, and slashing damage. If you are able to cast spells, you can't cast them or concentrate on them while raging. Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action. Once you have raged the number of times shown for your barbarian level in the Rages column of the Barbarian table, you must finish a long rest before you can rage again.   Unarmored Defense While you are not wearing any armor, your armor class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.   Equipment   ___________________________________________________ General Inventory (86 lbs.) Nordmansch Greataxe - 10 lbs. 4 x Javelins - 8 lbs. 2 x Handaxes - 4 lbs. Hunting Trap - 25 lbs. 8 x Torches - 8 lbs. 10 x Rations - 20 lbs. Tinderbox - 1 lb. Waterskin - 5 lbs. Backpack - 5 lbs.   Coin Purse (0.2 lbs.) Platinum: 0 Gold: 9 Electrum: 0 Silver: 6 Copper: 0   Encumbrance Max Load: 480 lbs. (30 x STR (powerful build)) Current Weight: 86.2 lbs.    
  14. Arik Lostcub - Bearfolk Barbarian Arik turned on his heel before Elendris was done speaking and returned to see what was the matter. "<Bloody shit!>" He roared in Northern but one didn't need to be fluent to understand his meaning. Elendris took up a defensive position and Arik fell in beside her. His desire to chop the rotten corpses into mulch was tempered by a desire to not be swarmed and torn limb from limb, which totally wasn't a bit of fear. Totally. "Just imagine they're ghouls and you're taking revenge..." He tried to buoy his courage but he couldn't imagine them as ghouls. He tried to disguise a nervous gulp with a shout as he readied his blade to try to hew dead flesh like wood. "Get the Hells in here!" He didn't much fancy his and Elendris' chances alone here.   Mechanics   ___________________________________________________ Main Hand: Nordmansch Greataxe Off Hand: Nordmansch Greataxe ___________________________________________________ Action: Ready action to swing at the first zombie to come within reach Bonus Action: N/A Move: Move west five feet as Booker suggested in his Discord post Manipulate: N/A Character Sheet   Arik Lostcub - Bearfolk (Grizzlehide) Barbarian 1  ___________________________________________________ STATS Str 16 (+3) Dex 12 (+1) Con 16 (+3) Int 10 (+1) Wis 12 (+1) Cha 8 (-1) HP 15/15 Resistances: Cold HD 1d12 AC 14 (unarmored defense) Speed 30 ft.  Passive Perception 11 Initiative +1 DM Inspiration Yes Languages Common, Darakhul, Northern Background Outlander Feature  Wanderer You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people per day, provided the land offers berries, small game, water, and so forth. ___________________________________________________ WEAPONS Nordmansch Greataxe +5 attack, 1d12+3 slashing damage Bite +5 attack, 1d6+3 piercing damage Bear Hug* (3/day) +5 attack, 1d6+3 bludgeoning damage plus target is grappled. ___________________________________________________ PROFICIENCIES Proficiency +2 Saving Throws Strength +5, Constitution +5  Skills Athletics +5, Stealth +3, Nature +2, Perception +3, Survival +3, Intimidation +1 Instruments Drums +3 Weapons All Armor Light, medium ___________________________________________________ FEATS    ___________________________________________________ RACIAL FEATURES Natural Armor. Your hide is thick and tough, granting you a natural AC of 13 + your Dexterity modifier. Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. Bear Hug (3/day). When you take the Attack action, you can make an unarmed strike as a bonus action. If you hit, you can grapple the target in addition to dealing damage to it. You can use this ability a number of times equal to your Constitution modifier (minimum of 1), and you regain all expended uses when you finish a long rest. Thick Coat. You are resistant to cold damage. ___________________________________________________ CLASS FEATURES Rage (2/day) In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action. While raging, you gain the following benefits if you aren't wearing heavy armor: You have advantage on Strength checks and Strength saving throws. When you make a melee weapon attack using Strength, you gain a bonus to the damage roll that increases as you gain levels as a barbarian, as shown in the Rage Damage column of the Barbarian table. You have resistance to bludgeoning, piercing, and slashing damage. If you are able to cast spells, you can't cast them or concentrate on them while raging. Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action. Once you have raged the number of times shown for your barbarian level in the Rages column of the Barbarian table, you must finish a long rest before you can rage again.   Unarmored Defense While you are not wearing any armor, your armor class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.   Equipment   ___________________________________________________ General Inventory (86 lbs.) Nordmansch Greataxe - 10 lbs. 4 x Javelins - 8 lbs. 2 x Handaxes - 4 lbs. Hunting Trap - 25 lbs. 8 x Torches - 8 lbs. 10 x Rations - 20 lbs. Tinderbox - 1 lb. Waterskin - 5 lbs. Backpack - 5 lbs.   Coin Purse (0.2 lbs.) Platinum: 0 Gold: 9 Electrum: 0 Silver: 6 Copper: 0   Encumbrance Max Load: 480 lbs. (30 x STR (powerful build)) Current Weight: 86.2 lbs.    
  15. Arik Lostcub - Bearfolk Barbarian Arik looked at the chest with suspicion. It could be trapped. He could imagine any number of ways it might kill him with poisoned spikes, fire, acid, eldritch magic... Was it worth looking in there? "Perhaps the key is within" he thought sullenly. That would be just his luck. "I don't want bring this thing with us. I say we either leave it or bury it." He and Moondancer were certainly more than strong enough to carry it, but it was weight they really didn't need and it was composed of nick-nacks. Any value they may have had wasn't of much interest to the young cub, who didn't much care for wealth that wouldn't help him see the sun again. "Whatever. Let's get this done and get moving." He spat, annoyed and anxious at going forward.   Mechanics   ___________________________________________________ Main Hand: Nordmansch Greataxe Off Hand: Nordmansch Greataxe ___________________________________________________ Action: Your action goes here. Bonus Action: Your bonus action goes here. Move: Your movement goes here. Manipulate: Your one free object interaction goes here. Character Sheet   Arik Lostcub - Bearfolk (Grizzlehide) Barbarian 1  ___________________________________________________ STATS Str 16 (+3) Dex 12 (+1) Con 16 (+3) Int 10 (+1) Wis 12 (+1) Cha 8 (-1) HP 15/15 Resistances: Cold HD 1d12 AC 14 (unarmored defense) Speed 30 ft.  Passive Perception 11 Initiative +1 DM Inspiration Yes Languages Common, Darakhul, Northern Background Outlander Feature  Wanderer You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people per day, provided the land offers berries, small game, water, and so forth. ___________________________________________________ WEAPONS Nordmansch Greataxe +5 attack, 1d12+3 slashing damage Bite +5 attack, 1d6+3 piercing damage Bear Hug* (3/day) +5 attack, 4 bludgeoning damage plus target is grappled. ___________________________________________________ PROFICIENCIES Proficiency +2 Saving Throws Strength +5, Constitution +5  Skills Athletics +5, Stealth +3, Nature +2, Perception +3, Survival +3, Intimidation +1 Instruments Drums +3 Weapons All Armor Light, medium ___________________________________________________ FEATS    ___________________________________________________ RACIAL FEATURES Natural Armor. Your hide is thick and tough, granting you a natural AC of 13 + your Dexterity modifier. Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. Bear Hug (3/day). When you take the Attack action, you can make an unarmed strike as a bonus action. If you hit, you can grapple the target in addition to dealing damage to it. You can use this ability a number of times equal to your Constitution modifier (minimum of 1), and you regain all expended uses when you finish a long rest. Thick Coat. You are resistant to cold damage. ___________________________________________________ CLASS FEATURES Rage (2/day) In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action. While raging, you gain the following benefits if you aren't wearing heavy armor: You have advantage on Strength checks and Strength saving throws. When you make a melee weapon attack using Strength, you gain a bonus to the damage roll that increases as you gain levels as a barbarian, as shown in the Rage Damage column of the Barbarian table. You have resistance to bludgeoning, piercing, and slashing damage. If you are able to cast spells, you can't cast them or concentrate on them while raging. Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action. Once you have raged the number of times shown for your barbarian level in the Rages column of the Barbarian table, you must finish a long rest before you can rage again.   Unarmored Defense While you are not wearing any armor, your armor class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.   Equipment   ___________________________________________________ General Inventory (86 lbs.) Nordmansch Greataxe - 10 lbs. 4 x Javelins - 8 lbs. 2 x Handaxes - 4 lbs. Hunting Trap - 25 lbs. 8 x Torches - 8 lbs. 10 x Rations - 20 lbs. Tinderbox - 1 lb. Waterskin - 5 lbs. Backpack - 5 lbs.   Coin Purse (0.2 lbs.) Platinum: 0 Gold: 9 Electrum: 0 Silver: 6 Copper: 0   Encumbrance Max Load: 480 lbs. (30 x STR (powerful build)) Current Weight: 86.2 lbs.    
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