LucianV Posted January 16, 2023 Clone Share Posted January 16, 2023 Khargran Battlehammer "That's the problem with Goblins! No respect. No honor. No beer!" Gender: Male Race: Dwarf (Mountain) Alignment: Neutral Good Class: Ranger 1 Background: Miner Passive Perception/Investigation: 14*/10 Passive Insight: 14* *proficiency bonus is doubled if related to arctic terrain HP: 13 Hit Dice: 1d10 AC: 14 Initiative: +0 Size: Medium Speed: 25 feet Abilities & Skills Proficiency Bonus: +2 STR 17 (+3) DEX 10 (+0) CON 16 (+3) INT 10 (+0) WIS 14 (+2) CHA 8 (-1) +5 Saves +3 Saves +3 Saves +0 Saves +2 Saves -1 Saves +5 Athletics +0 Acrobatics +0 Sleight of Hand +0 Stealth +0 Arcana +0 History +0 Investigation +2 Nature +0 Religion +2 Animal Handling +4 Insight +2 Medicine +4 Perception +4 Survival -1 Deception -1 Intimidation -1 Performance -1 Persuasion Proficiencies Languages Class Feats Race & Feats Light Armor Medium Armor Shields Simple Weapons Martial Weapons Brewer's Supplies Mason's Tools Common Dwarven Favored Enemy (Beasts)Beginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy. Choose a type of favored enemy: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select two races of humanoid (such as gnolls and orcs) as favored enemies. You have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them. When you gain this feature, you also learn one language of your choice that is spoken by your favored enemies, if they speak one at all. You choose one additional favored enemy, as well as an associated language, at 6th and 14th level. As you gain levels, your choices should reflect the types of monsters you have encountered on your adventures. Natural Explorer (Arctic)You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. Choose one type of favored terrain: arctic, coast, desert, forest, grassland, mountain, swamp, or the Underdark. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you're proficient in. While traveling for an hour or more in your favored terrain, you gain the following benefits: Difficult terrain doesn't slow your group's travel. Your group can't become lost except by magical means. Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger. If you are traveling alone, you can move stealthily at a normal pace. When you forage, you find twice as much food as you normally would. While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area. You choose additional favored terrain types at 6th and 10th level. DarkvisionAccustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. Dwarven ResilienceYou have advantage on saving throws against poison, and you have resistance against poison damage. Dwarven Combat TrainingYou have proficiency with the battleaxe, handaxe, light hammer, and warhammer. Tool ProficiencyYou gain proficiency with the artisan's tools of your choice: Smith's tools, brewer's supplies, or mason's tools. Stone CunningWhenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus. Speed 25ftYour speed is not reduced by wearing heavy armor. Dwarven Armor TrainingYou have proficiency with light and medium armor. Attacks Weapon To Hit Damage Type/(Range) (4) Handaxe Warhammer Unarmed Strike +5 +5 +5 1d6+3 1d8+3 1+3 Slashing/(20/60), Light, Thrown Bludgeoning Bludgeoning Money Copper: 0 Silver: 3 Gold: 2 (from Finch) Platinum: 0 (3 Coins * .02 lbs. = 0.06 lbs. Total Weight) Encumbrance Weight: 170.75 lbs. / 255 lbs. max. Status: Unencumbered Penalty: None Equipment Readied Equipped Items: (69 lbs.) Armor (56 lbs.) Weapons (12 lbs.) Readied Items (1 lbs.) Scale Mail (45 lbs.) Cold Weather Clothing (5 lbs.) Shield (6 lbs.) 4 x Handaxe (8 lbs.) Warhammer (4 lbs.) Pouch: (1 lb.) - Money (see above) Equipment Stored Stored Items: (101.75 lbs.) In Backpack (53.5 lbs.) * Includes 5 lbs. for backpack Strapped To Backpack (48.25 lbs.) Bedroll (7 lbs.) Crowbar (5 lbs.) Hammer (3 lbs.) (10) Pitons (2.5 lbs.) Tinderbox (1 lb.) 10 x Torches (10 lbs.) 10 x Rations (20 lbs.) Lamp w/ oil (2 lbs.) (2) Rope, Hempen (50 feet) (20 lbs.) Shovel (5 lbs.) Pickaxe (10 lbs.) Mess Kit (1 lbs.) Waterskin (5 lbs.) Snowshoes (4 lbs.) Crampons (.25 lbs) Magic Items Magic Items: (0.0 lbs.) Non-Attuned (0.0 lbs.) Attuned 0/3 (0.0 lbs.) Character Overview Born in 1356 to Nissnora Battlehammer and Therrim Truerock, Khargran was the middle child of five siblings. Dwarven life is one of tradition and discipline, which meant Khargran's early years followed the traditional 30/20/10 rule (as the old dwarven saying goes: Your path is set in stone). The first thirty years were devoted to general development and education. Then twenty years were spent learning the ins and outs of the family profession, which in his case was mining (since he didn't care for joining the clergy). After that, every Dwarf must serve 10 years guarding the clan and mines, after which they are acknowledged by the Dwarven Elders and are considered full fledged members of society. While they were enjoyable, Khargran's younger years were rather unremarkable. His mother, being the high priestess of Moradin, held a great deal of respect and influence among the clan, that is until she vanished one night; only leaving her son a note saying she needed to climb Kelvin's Cairn, and would return "under a crimson aurora". Many of the Battlehammer Dwarves took up the search for Nissnora, but she was never found. That was the last time he ever set foot on Kelvin's Cairn. Once he was older and able to forge his own destiny, Khargran joined up as a scout for Clan Battlehammer; ranging the areas in search of new veins of ore and defending the clan from threats above. It was during this time he had a whirlwind romance which ended in marriage to Sarnera Silverfist (much to the disapproval of her family). After a few happy years, they had a child, Jinri Battlehammer in 1420 DR. Things were good until an expedition Khargran was on went horribly wrong a few years later. His entire band was slain by a Frost Troll and he was gravely injured and left for dead. Somehow, he not only managed to survive a fall that would have killed most people, but climbed back up to retrieve the bodies of his comrades, before dragging them back to Clan Battlehammer's holdings. Khargran was lauded as a hero. But he sure as hell didn't feel like one. The guilt of not being able to protect his companions and being the only one to survive left him with nightmares he would never quite shake. Over time he began to grow distant from everyone and everything he loved, the shame he felt at being called a 'hero' too much. While no one in the clan thought of him this way, he began to see insults and enemies everywhere. Finally in 1430 DR, he decided he needed to leave his home. He made his way to Bryn Shander, where he sold his services as a guide and delivery-dwarf. Things went well for a few years, until he was attacked by bandits. Once again, he'd been wounded and left for dead. But this time someone came to his rescue. Dennet and Voleta Almr found him and brought him to their home to recover. Not wanting to be indebted to a pair of humans, Khargran took up a job with Voleta at the meadery in Good Meade. It was there, over the next decade, that Khargran found one of his life's passions. Brewing. He had always loved beer, but it was only after helping to make it with his own hands that he gained a true respect for the craft. It was around then that Khargran and Voleta started cultivating the very rare boreal bees, with the hopes of harvesting their hoarfrost honey to make mead. As slowly as the bees breed and produce honey, they only managed to make a single bottle before the couple passed. A generation later, Khargran was still a close friend of their family when little Katla was born. While he hadn't been a good husband or father, he had never expected to be barred from coming to his own daughter's coming of age ceremony (by the express wishes of his wife). Distraught, he feel back into drinking, harder than before. He squandered all the money he had made and lived in a rather shabby little rundown house. A year later when Katla's parents were lost, it was Khargran who both went out to find the bodies, and afterward took her in, though truthfully she has taken care of him more than he took care of her. Together, the pair worked as guides and guards for much of ten-towns. Personality Quirks: ??? TBD Background Icewind Dale Primer: MinerYou are no stranger to the darkness below the surface. You have spent many long days toiling underground, digging up precious ores and gems. You have learned to read the underground as clearly as any signpost and can skillfully make your way through the secrets of the Underdark. Skill Proficiencies: Athletics, Survival Tool Proficiencies: Mason’s tools Equipment: 1 shovel, 1 pickaxe, 1 oil lamp with oil, 50 ft. of thick rope, and a pouch containing 10 gp Feature: Bound by the DarkYou and your fellow miners share a bond forged by spending long hours together in the dark underground. You are able to easily find allies within a group of fellow miners. This relationship may be leveraged for a variety of social connections, from finding a reliable place to stay to passing on sensitive information. If this feature is abused without compensation, your fellow miners may turn their backs on you. Personality Traits: Because of his poor upbringing Mervyn gets easily angered when he or other halflings are insulted, this has often led to scirmishes at the local taverns that attract more attention than Mervyn sometimes needs or wants. It is a character flaw that he is well aware of, because of this the Bucker brothers have learned that in negotiations for Mervyn to do a job, it is often as easy to tell Mervyn that he 'can't do it' than it is to offer him more money to get him to try. This has made Mervyn a valuable asset to the guild for jobs that others may be more hesitant to take. Ideal: Mervyn is fiercely loyal to his friends, however beyond that, you are just another mark. However Mervyn does have a soft side for urchins and the poor, one he tries to keep a secret. Bond: Mervyn hopes to one day be able to redeem himself for the torture that was inflicted on Turik on his behalf. He knows that if it wasn't for the elderly halfling he would have been slain long ago by his masters at the time. He holds himself responsible for Turik's death however, as the noteworthy bauble that went missing was one that Mervyn took. One that he let Turik be beaten to death for. Flaw: Mervyn often likes a well laid out plan, but often he makes spur of the moment decisions that forgo any plan that has been made. Mervyn explains it as liking to "fly by the seat of his pants." When in actuality Mervyn is just impatient when it comes to inaction and often doesn't feel he has the time for such planning. It has gotten him in trouble in the past and will probably do so again in the future. Specialty: Mervyn is a burglar by trade, that being the trade he was taught in Thesk, he continues to hone his skill in both lock picking and stealth, preferring marks that are not home at the time of the crime. He is short in stature but not afraid of heights or climbing and has recently began honing a new skill in forging documents, mostly city papers and permits for those wealthy enough to afford such things. Mervyn hopes one day he will be able to come out of the 'field' and just forge papers in his elder years, so far that is just a dream however. 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LucianV Posted January 17, 2023 Author Clone Share Posted January 17, 2023 Backstory Rolls Home Region: Ten Towns (Bryn Shander) Background: Miner (1 ally & 1 rival) Number of Parents: 3 Number of Siblings: 5 Powerful Family Relationships: 3 This family member protects you because you are important to the family’s success; they would rather not, but they do what they must. You gain one ally This family member disappeared into the mountains in your youth, leaving only a mysterious note that they would return for you "under a crimson aurora." You gain one ally This family member has always favored you most. Their love for you is unshakable. You gain one ally. Allies: (3) You saved this small mammal from dying to the cold, and it has never left your side since. Rather than rolling on the Ally and Rival Identities table, choose one beast of CR 1/8 or lower as your pet. (4) You saved this small mammal from dying to the cold, and it has never left your side since. Rather than rolling on the Ally and Rival Identities table, choose one beast of CR 1/8 or lower as your pet (26) You nursed this person back to health after a devastating accident. If you are in need, they will be your shelter [Identity: Cultist] (47) This person has promised to teach you something special when you’ve proven yourself, for they see a spark of greatness in you. [Identity: Cultist] Rivals: (77) You found this person frozen in a sheet of ice and freed them. After they woke up, they claimed you trapped them there, declared you their sworn enemy, and now seek to trap you as they were trapped. [Identity: Guard] Favorite Food: Sashimi—raw knucklehead trout served over lettuce with imported soy sauce Mysterious Secret: I have clear memories of my parent singing me to sleep with this song: "The night of rime makes a perilous climb/the Maiden rises, soon in your time." I know the melody well, but when asked about it, my parent claims to have never sung it or even heard it before Omen (Short Term): I will impress the Arcane Brotherhood and become favored within their ranks, not realizing the immense danger until it is too late. Name xDiceName xDiceResult xDiceString xDiceRolls family size (city) 8 1d100 8 Number of Siblings (City) 41 1d100 41 Number of Siblings 5 2d4 4,1 Number of Powerful Family Relationships (1d3) 5 1d6 5 Powerful Family Relationships 1 79 1d100 79 Powerful Family Relationships 2 100 1d100 100 Powerful Family Relationships 3 54 1d100 54 Ally Relationship 1 4 1d100 4 Ally Relationship 2 26 1d100 26 Ally Relationship 3 3 1d100 3 Ally Relationship 4 47 1d100 47 Rival Relationship 1 77 1d100 77 Ally Relationship 2 Identity 27 1d100 27 Ally Relationship 4 Identity 30 1d100 30 Rival Relationship 1 Identity 50 1d100 50 Favorite Food (Ten Towns) 6 1d8 6 Mysterious Secret 14 1d20 14 Omen (Short Term) 18 1d20 18 Link to comment Share on other sites More sharing options...
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