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Ottokar Pridebrand, Duergar Fighter


Nasdaq

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Ottokar Pridebrand

Exile of Fellstrok, Riverine Reaver, Press-Ganged Pioneer

IMG_9200.jpg

"Only nobles get to be stationary bandits, I have to be more mobile."

Duergar Fighter 1

Medium humanoid male (Dwarf), lawful evil


Armor Class 16

Hit Points 13
Speed 30' ft.


Senses Darkvision 120 ft.

Languages Common, Dwarven

Proficiency Bonus +2

 

ABILITIES & SKILLS 

Proficiency Bonus: +2

Strength 17 (+3)
Save +5
Athletics +5


Dexterity 13 (+1) 
Save +1
Acrobatics +1 | Sleight of Hand +1 | Stealth +1


Constitution 14 (+3)
Save +4
No skills associated.


Intelligence 8 (-1)
Save -1
Arcana -1 | History -1 | Investigation -1 | Nature -1 | Religion -1


Wisdom 13 (+1)
Save +1
Animal Handling +1 | Insight +1 | Medicine +1 | Perception +3 | Survival +3


Charisma 11 (+0) 
Save +0
Deception +0 | Intimidation +2 | Performance +0 | Persuasion +0

(E) denotes expertise. / Bold denotes proficiency.

 
PROFICIENCIES & ABILITIES

 PROFICIENCIES

  • Tools Navigator's tools, vehicles (water)
  • Instruments None
  • Weapons Simple weapons, martial weapons
  • Armors All armor, shields

FIGHTER CLASS ABILITIES
Fighting Style: Unarmed FightingYour unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren't wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8.

At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you.

Second WindYou 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.


RACIAL TRAITS
Duergar MagicStarting at 3rd level, you can cast the Enlarge/Reduce spell with this trait, without requiring a material component. Starting at 5th level, you can also cast the Invisibility spell with it, without requiring a material component. Once you cast either of these spells with this trait, you can’t cast that spell with it again until you finish a long rest. You can also cast these spells using spell slots you have of the appropriate level.

Wisdom Casting Modifier

Dwarven ResilienceYou have advantage on saving throws you make to avoid or end the poisoned condition on yourself. You also have resistance to poison damage.
Psionic FortitudeYou have advantage on saving throws you make to avoid or end the charmed or stunned condition on yourself.


FEATS

 

WEAPONS

WEAPONS

  • Unarmed +5 to hit for (1d8+3) bludgeoning 
  • Handaxe +5 to hit for (1d6+3) slashing; Light, thrown (20/60)
  • Trident +5 to hit for (1d6+3) piercing; Thrown (20/60), versatile (1d8)
  • Belaying PinClub +5 to hit for (1d4+3) bludgeoning; Light

 

EQUIPMENT & ENCUMBERANCE

TOTAL ENCUMBERANCE (lbs.)

  • Weight: 154.06 lbs. / 240 lbs. max. (15 x STR Score)
  • Status: Unencumbered
  • Penalty: None

MONEY POUCH (1.06 lbs.)

Copper: 0 | Silver:  | Gold: 3 Obsidian: 0 | Platinum: 0

(Coins x .02 lbs. =  Total Weight)


EQUIPEMENT READIED (64 lbs.)

Equipped items can be retrieved with a manipulate item interaction.

  • Armor (58 lbs.) 
    • Chainmail | 55 lb.
    • Clothes, Common | 3 lb.
  • Weapons (6 lbs.) 
    • 2x Handaxe | 2 lb. each | 4 lb..
    • Belaying Pin | 2 lb.
  • Readied Items (0 lbs.)  
    • None

EQUIPMENT STORED (89 lbs.)

Stored items can be retrieved with an action.

  • In Backpack (51 lbs.) 
    • Mess kit | 1 lb.
    • Tinderbox | 1 lb.
    • 10x Torches | 1 lb. each | 10 lb.
    • Rations, 10 days | 2 lb. each | 20 lb.
    • Block and tackle | 5 lb.
    • Grappling hook | 4 lb.
    • Crowbar | 5 lb.
    • 10x Spikes, Iron | 5 lb.
  • Strapped to Backpack (33 lbs.) 
    • 2x Trident | 4 lb. each | 8 lb
    • Bedroll | 2 lb.
    • Rope, Hemp, 50 ft, | 10 lb.
    • Rope, Silk, 50 ft. | 5 lb.
    • Waterskin | 5 lb.
    • Hammer | 3 lb.

EQUIPMENT NOT CARRIED (--)

  • N/A

* Denotes magic item (see below)

 

MAGIC ITEMS

NON-ATTUNED


ATTUNED (0/3)

 

APPEARANCE

Age 44 | Height 4'6" | Weight 211 lbs. | Hair Red-Orange | Eyes Copper | Complexion Grey


Relatively tall for a dwarf, duergar or otherwise, Ottokar is also heavy-set, which proved unfortunate for a man around water so often but a common issue for dwarven sailors. Built like a slab of stone, with an ashen skin tone match, and cooling magma-tone hair in a short cut on his head and longer but still stylized beard.

As a rule, Ottokar has what might be called a ‘resting glower;’ his heavy, lidded eyes seem dour and tired often even during his more active bouts, and he certainly can get very active. This constancy, however, can be reassuring in its own way; a companion can find comfort in that steady tone and demeanor, and measure the severity of a threat by how much it breaks.

Though no stranger to the sun, Ottokar still clearly favors less sunny environs, matching his seemingly less sunny disposition. Of note, that seeming is just that; though appearing dour and deadpan, Ottokar is no wet blanket. He does enjoy a good scrap, though, which can get him in trouble  

 

BACKGROUND

Pirate
Source Player's Handbook


  • Personality Traits: To me, a tavern brawl is a nice way to get to know a new city.
  • Ideals: I'm a predator, and the other boats on the rivers are my prey. 
  • Bonds: I'm loyal to my captain first, everything else second.
  • Flaws: I follow orders, even if I think they're wrong.

Bad Reputation: No matter where you go, people are afraid of you due to your reputation. When you are in a civilized settlement, you can get away with minor criminal offenses, such as refusing to pay for food at a tavern or breaking down doors at a local shop, since most people will not report your activity to the authorities.


BACKSTORY

Born among the grey dwarves of Fellstrok, beneath the Hold of Belkzen, Ottokar was brought up among that dour and toilsome people with all the lessons a duergar is fit to have. His father was a slaver, one who delved beyond Nar-Voth and into Sekamina to take prisoners of the svirfneblin and others of the deeper realms, and there took to one of the great underground rivers there to act as a pirate of the deeps. It was here that Ottokar first learned his own trade, to run a fast riverine vessel and to fight with rope and manacle and fist. Hard toil was the way of things, as fitting for a culture sworn to Droskar, but his father also instilled in him the loyalty of the crew; dangers of the Sekamina waterways required loyalty and unity, and this was drilled into him and carried on even after his father was eaten by a tentacled monstrosity of the river and the crew passed into the hands of Ottokar's father's first mate.

Unfortunately, loyalty ended up being his first downfall, as well.

The new captain was far more ambitious than Ottokar's father had been, and eventually used the wealth amassed by their slaving and raiding to fund an attempt at seizing power in Fellstrok. Though Ottokar found it distasteful, he would not betray the man he felt he was sworn. The plot was ill-concieved and led to the death of not only the would be usuper-captain and many of Ottokar's crew, and the exile of Ottokar himself as he fled not down, but up.

Passing up into the Hold of Belkzen he took to the rivers once more, bartering his skills to earn passage down the rivers there into Lake Encarthan, and from there further on. He passed time as a dockside rowdy, longshoreman, stevedore, and rouster galore, as well as petty-criminal that earned him a reputation of sorts. Eventually he plied his traded all the way up into the River Kingdoms, seeking to both put more and more distance between his exiled home as well as seek that old life he had been raised in. The riverine pirates of the River Kingdoms fit the bill perfectly. Before long he'd thrown in with a Brevoyian outcast who had taken to piracy to fund his own ambitions; this may demonstrate that Ottokar has a poor judgement for picking leaders.

The crew reaved their way along the rivers, amassing wealth and reputation... and eventually leading to that Brevoyan outcast seeking to return in blood and glory to his home, but received only the former. Captured, he gave up his crew in a vain attempt to save himself from the noose. Captured, Ottokar found himself pressed into service to avoid the gallows himself, sent into the amusingly named Stolen Lands as a colonist...

Some day, though, he still vows... he will find a true captain worth the loyalty he gives.

Edited by Nasdaq (see edit history)
Name
Trinket
38
1d100 38
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  • 2 weeks later...

Purchased a Block and Tackle, Grappling Hook, Crowbar, Hammer, and Spikes with starting currency. Seems fitting tools for a one time dock worker and sailor and might even be useful. 
 

Unless I missed something, should be done. 

Edited by Nasdaq (see edit history)
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  • 3 weeks later...
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