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Thordin Galorspyd - Human Giant Foundling Rune Knight Fighter

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Name: Thordin Galorspyd

Character Concept: Basically Cú Chulainn with less rage, maybe a little Din Djarin too.

Race, Background, Subclass Class: Human Giant Foundling Rune Knight Fighter

Description: He stands tall at six feet seven inches with black hair and green eyes. Thordin often forgets his height in the company of the “short folk”, bumping his head against the wooden beams and door posts of houses. He always curses in giantish when he does.

Thordin always keeps his weapon in arm’s reach. Even when he bathes, the warrior’s polearm is never too far from his tub. Some folk have wondered if he was born with a spear in hand.

Though he tends to keep himself bathed and groomed, Thordin tends to be unapproachable. His face, though handsome, almost always has a hard expression. He seldom shares his true thoughts save to those he trusts and respects. That’s not to say he is a loner, just pragmatically social.

Your Character’s Plothook: The Nightstone Inn is renowned for its food and cozy guest rooms. The dwarf innkeeper, Morak Ur’gray, has a fondness for adventurers and a nose for lucrative adventuring opportunities.

Past is Prologue: The Rodskjeggr were a peculiar tribe of haugjotunen. For one thing, they kept themselves well groomed, often bathing and combing their hair with carved ivory. They also refrained from consuming sentient creatures. Their particular attitude was more like a frost giants: valuing martial prowess. Make no mistake though, they still were fiercely territorial and belligerent.

spacer.pngHowever, amongst even them was a peculiar giantess, Skavilga. She was renowned among her tribe as a mighty krigga, skald, and skiltgravr. Her proclivities were just as peculiar. She oft wandered on her own into forests and swamps, returning with no game and no word of what she did there. The rumors amongst her tribe claimed that she was also a weirdner. Though many sought her warmth in bed, none of her peers could best her in combat to claim it as was her requirement.

So when Skavilga returned from her wanderings one day with a human baby in her arms, they widely accepted that she found it somewhere. After all, if a mighty hill giant could not beat her, what chance did the short folk have?

She raised the child as though he were her own flesh and blood, teaching him how to fight, hunt, and speak. Amongst her tribe, he was called Sorthjelm for his black hair or Ettinbarn derisively. However, Skavilga named him Thordin. She never explained what that meant, nor why she took him in, nor whence he came from, only that he would find those answers in due time.

Life amongst the Rodskjeggr was never easy. Though they permitted him to live with them out of deference to Skavilga, Thordin was still the size of a giant child when he was fully grown, with all of the difficulty that entailed. He had to learn to climb quickly, jump high, and move swiftly to keep up with them. He took up the spear to compensate for his relatively short reach.

Thordin eventually earned the title Galorspyd, Sun Spear, for using the sunlight to blind a bear and slay it with his polearm. From that day, he was declared a fully grown warrior by his surrogate mother. However, he knew that his future lay not among the Red Beards.

Thordin took his leave of Skavilga to find his fate amongst his birth kind. With the new Ordning on the horizon, perhaps he will find the answers about his past and forge a better future.


Deity: Annam, when asked why a human would worship a giant deity, he shrugs his shoulders and claims he learned from his foster mother and does not feel like learning the prayers for another deity.

Music: Woodkid’s Iron pretty much embodies this character’s mental state. He’s been put through a rigorous upbringing and lives in combat.

https://youtu.be/nj9ucBQ04Ag?si=GyPDVzk_Ov8Bbr4Y

Music embodying his inspiration:

https://youtu.be/XqyEADY_20Y?si=4UNT2v2BMe3UWXU0

A song of his possible fate:

https://youtu.be/D0ihPazjoy4?si=sVE1sI8v7FBF3F92

Is Might Right? “What a foolish question. Of course might makes right! It’s how Ordning works, it’s also how the short folk work though they are less honest about it. You shouldn’t ask if might is right, you should ask: what is might? Is might being a cruel beast that only preys on the weak? Or is challenging the strong and growing stronger yourself? Protest in favor of might for right all you want, but you can only make it a reality WITH might!”

Edited by Kamishiro_Rin (see edit history)
Name
1st Set Roll
12,12,14,13,11,12
repeat(drop(4d6,lowest,1),6) 2,6,1,4,3,3,6,1,2,6,1,6,5,5,3,3,3,1,6,2,1,6,3,3
2nd Set Roll
7,8,15,17,15,12
repeat(drop(4d6,lowest,1),6) 1,2,3,2,2,5,1,1,1,3,6,6,5,6,6,3,3,6,3,6,3,1,5,4
3rd Set Roll
15,12,12,16,15,17
repeat(drop(4d6,lowest,1),6) 6,3,1,6,4,2,2,6,6,4,1,2,4,6,6,2,3,6,1,6,6,2,6,5
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Posted (edited)

spacer.pngThordin Galorspyd

Human Giant Foundling Rune Knight Fighter


IC: “My words,” Thordin said. | ‘My thoughts,’ Thordin thought. | My actions . . .

Thordin did some things. He said some things. He did some more things.

OOC

Movement:

Interaction:

Bonus Action:

Action:

Reaction:


| AC: 16Chain Mail Armor | HP: 14/141d10+4 | Speed: 30' | Senses: Passive Perception 15, Insight 15, Investigation 11 | Initiative: +2 |

| STR: 18 (+4)Save: +6

Athletics +6
| Dex: 15 (+2)Save: +2

Acrobatics: +2
Sleight of Hand: +2
Stealth: +2*

*Disadvantage due to Chain Mail Armor
| Con: 18 (+4)Save: +6 | Int: 12 (+1)Save: +1

Arcana +1
History +1
Nature +1
Religion +1
Investigation +1
| Wis: 16 (+3)Save: +3

Perception +5
Insight +5
Survival +5
Animal Handling +3
Medicine +3
| Cha: 12 (+1)Save: +1

Deception +1
Persuasion +1
Intimidation +3
Performance +1
|

| Hill Strike2 times per long rest, 1d6 weapon damage, DC 14 Str Save to avoid being knocked prone. 2/2 | Greater Weapon Fightingreroll 1's and 2's with two handed and versatile weapons. | Second Wind1 per short/long rest, restore 1d10 +1 hp 1/1 |


To Whom It May Concern . . .

Player mention tags, and any particular notes in here.

 

Edited by RedDingo (see edit history)
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  • 2 weeks later...
Posted (edited)

Background

Giant Foundling

Though you aren’t a Giant, you grew up among giants. Maybe you were an orphan taken in by a sympathetic family of stone giants who raised you as one of their own. Or perhaps you lived in a lost prehistoric pocket of the world, surrounded by giants and fearsome behemoths or hulking dinosaurs.

Something about your environment—perhaps the food or water that sustained you, elemental magic inherent in the site of your home, or some verdant blessing of growth placed on you—caused you to grow to a remarkable size for your kind. With the aid of this magic, you have learned how to embody the might of giants. You are used to moving through a world much bigger than you, and that is reflected in your skills, attitude, and perspective on life.

Skill Proficiencies

Intimidation and Survival

Languages

Giant and Dwarven

Feature

You gain the Strike of the Giants feat.

Personality

Crowded spaces make me uncomfortable. I’d much rather be in a wide-open field than a bustling tavern.

The world always feels too big, and I’m afraid I’ll never find my place in it.

Ideals

Strength - The weak live at the mercy of the strong, that's just the way it is.

Inquisitive - I have many questions about my past and future.

Bonds

This skiltstein was carved by my surrogate mother before I left.

Flaws

My candor is often mistaken for rudeness by most folk.

Edited by RedDingo (see edit history)
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Posted (edited)

Feats

Human Bonus: Polearm Master

You gain the following benefits:

  • When you take the Attack action and attack with only a glaive, halberd, quarterstaff, or spear, you can use a bonus action to make a melee attack with the opposite end of the weapon. This attack uses the same ability modifier as the primary attack. The weapon's damage die for this attack is a d4, and it deals bludgeoning damage.
  • While you are wielding a glaive, halberd, pike, quarterstaff, or spear, other creatures provoke an opportunity attack from you when they enter the reach you have with that weapon.

1st Level Bonus: Strike of the Giants

You have absorbed primeval magic that gives you an echo of the might of giants. When you take this feat, choose one of the benefits listed below. Once per turn, when you hit a target with a melee weapon attack or a ranged weapon attack using a thrown weapon, you can imbue the attack with an additional effect depending on the benefit you chose:

  • Hill Strike. The target takes an extra 1d6 damage of the weapon’s type. If the target is a creature, it must succeed on a Strength saving throw or have the prone condition.

The saving throw DC for these effects equals 8 + your proficiency bonus + your Strength or Constitution modifier.

You can use this feat a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Edited by RedDingo (see edit history)
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Posted (edited)

Class

Fighter

Hit Points

Hit Dice: 1d10 per fighter level

Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per fighter level after 1st

Proficiencies

Armor: All armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Strength, Constitution
Skills: Athletics and Insight

Fighting Style

You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.

  • Great Weapon Fighting (PHB). When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

Second Wind

You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level.

Once you use this feature, you must finish a short or long rest before you can use it again.

Edited by RedDingo (see edit history)
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Posted (edited)

Inventory

Encumbrance: 122/90 lbs, 76/90 when back pack is dropped

Worn - 60 lbs

  • Traveler's Clothes - 4lbs. Starting Equipment (background)
  • Chain Mail - 55 lbs. Starting Equipment (class)
  • Pouch - 1lb. Starting Equipment (background)

Carried - 30 lbs

  • Backpack - 5lbs. Holding (29/30 lbs) Starting Equipment (background)
  • Halberd - 1d10 slashing [heavy, reach, two-handed] 6lbs. Starting Equipment (class)
  • Spear - 1d6 piercing [versatile 1d8, thrown 20/60] 3lbs. Starting Equipment (class)
  • Handaxe - x2 1d6 slashing [light, thrown 20/60] 2lbs. each. Starting Equipment (class)
  • Bed Roll - 2lbs. strapped to backpack. Starting Equipment (class, explorer's pack)
  • Hempen Rope (50') - 10lbs. strapped to backpack. Starting Equipment (class, explorer's pack)
  • Water Skin - 5lbs full. Starting Equipment (class, explorer's pack)

Stored - 32 lbs

  • Skavilga's Skiltstein - a stone engraved with personal rune, stored in pouch. Starting Equipment (background)
  • Mess Kit - 1lb. stored in backpack. Starting Equipment (class, explorer's pack)
  • Torches - x10 1lb. each. stored in backpack. Starting Equipment (class, explorer's pack)
  • Tinderbox - 1lb. stored in pouch. Starting Equipment (class, explorer's pack)
  • Rations - x10 2lbs each. 9 stored in backpack, 1 in pouch. Starting Equipment (class, explorer's pack)

Currency

  • Gold Pieces - 11 Stored in Pouch

 

Notes - sold extra backpack for 1 gp.

Edited by RedDingo (see edit history)
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