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Badmaw - Dhampir Lizardfolk, Athlete, Beast Barbarian


Kazic5000

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   Name. Badmaw of the Witherscale

 

   Character Concept. High mobility tank with aspirations of being a chef and owning a restaurant.

   Lineage, Background, Planned-Subclass Class. Dhampir Lizardfolk, Athlete, Beast Barbarian

   Description. A 5'8 Lizardman with pale scales and a wiry frame. His scales look less sturdy than a typical Lizardfolk, with more give that suggest he is of a different species. His eyes are a deep red like a smouldering coal. His teeth are long and jagged, and seem perpetually set in a rictus grin. He moves with a practiced method that causes little noise.

He wears a dark shirt and beige trousers. Over that is a shoulder cloak affixed with leather straps. It's made of the hide of some large reptile and dyed white. Dark grasses adorn the backside. A raggedy red sash adorns his waist. In the sash are various blades of different make, most readily apparent among them is a large cleaver. His wrists and shins are wrapped with a similar red fabric. On his back he has a large backpack, clearly full with many things. It seems he carries his entire life on his back.

Badmaw typically looks at people in one of three ways. You could be someone who helps feed him(be that directly, or indirectly with goods and services), in which case he'll have a wide grin that reaches every part of his face, and happy eyes. You may even see his tail wag if he's especially pleased. You could be someone he sees as food, in which case his grin remains, but it is devoid of any warmth. His eyes track these people relentlessly. Badmaw seems every bit the cold blooded reptile with people and animals such as this. Finally, if you're someone Badmaw perceives as a threat, an intense focus falls over him. His grin fades, his eyes narrow, and he grows tense. He sees these people as fellow hunters, and deserving of respect and his full attention.

   

   Your Character’s Plothook. Badmaw is a frequent patron of the portal, and often sells the meat he gets from his hunting trips to Durnan. Badmaw thinks that Durnan and the kitchen staff are good company, and often speaks to them about travel, hunting, and cooking.

 

   Past is Prologue. Badmaw was always looking to find new and exiting ways to improve food, as opposed to the rest of the Witherscale tribe whom Badmaw grew up with. For the majority of the Witherscale, meat rarely touched flame, or saw seasoning, or was prepared at all before it was torn asunder in their ravenous gullets. And so Badmaw left his kin, seeing them as ignorant, and unwilling to change. He set out to discover the great flavours of the world, and it led him to Waterdeep.

He dreams of one day having the greatest restaurant in the land. One that would draw from the best culinary experiences from all over the world.

 

   Truths, Rumors, and Lies.
Badmaw ran with a bandit crew in his travels to waterdeep
Badmaw will eat just about anything
Badmaw poaches on protected land

Include at least two of the following in your application:

   Is Might Right? Badmaw believes it is. The Witherscale thrived because their fiercely protected and took territory from other tribes. Waterdeep has seen it's fair share of military endeavors too. Laws are enforced with might - and those laws are often abandoned when the mighty get hungry. In the end, you only keep what you can protect.

   Deity. Semuanya - the lizardfolk deity of survival and propagation was the main idol of the Witherscale. Badmaw follows the ways of Semuanya, mostly. However, some of the halfling kitchen staff have told him of their gods, and he is quite partial to the goddess Cyrrollalee, the goddess of trust, friendship, and hospitality. Badmaw feels if he is going to survive and propagate, he has to find people he can trust.

   Music. https://www.youtube.com/watch?v=lK4cDX4SpPw
https://www.youtube.com/watch?v=xuj7diwoZD4
https://www.youtube.com/watch?v=9Q0FzejniAY

 Impressions.
Jezda- Real sanctimonious ale waster. With how she acts, it won't be long before the guards throw her in the mines. Looks tough, but that doesn't matter much when you got a city's worth of enforcement against you, and no one to watch your back.
Savant- Smart cookie. Durnan's nephew, and any friend of Durnan's a friend of mine. Wizardry is fascinating to watch, but it, much like most things Savant talks about, goes over Badmaw's head.
Rani- Moves with a quickness, and keeps tight lipped about her past. Seems like she's got a good head on her shoulders. Real polite and put together, might be upper class. Seems to know her stalker. Interesting person.
Elsie- Can't hunt, can't dodge ale, frail as a twig. It's a miracle she's lasted as long as she has. If she goes dungeon delving, she won't last much longer. Working with Korg's family is probably her best bet.
Korg- Good talker and loose with his coin. Maybe a little bit too diplomatic - Badmaw wants to hear him curse. It was real nice of him to offer Elsie some good work.

Ganth- He's a bully, and that seems to be all. Badmaw's debating on whether or not mugging him is worth a possible tenday in the slammer.
Haldeyr- This guy just comes up to strangers, and tells them he's a crook. Okay. Real Casanova type.

Note: I realize Badmaw may not be the typical good character you may be looking for. I plan on playing him as an antihero of sorts that realizes that working with the good party is the best way to achieve his dreams - for selfish reasons at first, but then over time he'll genuinely come to respect and admire them as he did with Durnan and the kitchen staff.

   

 

Edited by Kazic5000 (see edit history)
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Badmaw
Dhampir Lizardfolk Athlete Beast Barbarian


AC: 18 (Unarmoured Defense, Shield) | HP: 29/29 | Speed: 35 ft. climb, swim
Senses: Darkvision 60ft, Danger Sense, Passive Perception 12, Insight 10, Investigation 10
Str: 11 (+0) | Dex: 16 (+3) | Con: 17 (+3) | Int: 10 (+0) | Wis: 10 (+0) | Cha: 10 (+0)
Languages: You can speak, read, and write Common, Draconic, and Halfling

“My words,” Badmaw spits out in a raspy voice | ‘My thoughts,’ Badmaw thinks to himself | My actions . . .


 
OOC

Movement: —

Action: —

Bonus Action: —

Reaction: —

 

 

Edited by Kazic5000 (see edit history)
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  • 2 weeks later...
DHAMPIR/LIZARDFOLK RACIAL FEATS
 
Ability Scores: +2 CON, +1 DEX
Size: Medium
Speed: 35 ft., climb equal to your walking speed, swim speed equal to your walking speed


Ancestral Legacy.

If you replace a race with this lineage, you can keep the following elements of that race: any skill proficiencies you gained from it and any climbing, flying, or swimming speed you gained from it.

Swim speed from lizardfolk, stealth and survival proficiencies from lizardfolk, and Common and Draconic language proficiencies from lizardfolk

Darkvision.

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 discern colors in that darkness as shades of gray.


Deathless Nature.

You don't need to breathe.


Spider Climb.

You have a climbing speed equal to your walking speed. In addition, at 3rd level, you can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free.
 

 

Vampiric Bite.

Your fanged bite is a natural weapon, which counts as a simple melee weapon with which you are proficient. You add your Constitution modifier, instead of your Strength modifier, to the attack and damage rolls when you attack with this bite. It deals 1d4 piercing damage on a hit. While you are missing half or more of your hit points, you have advantage on attack rolls you make with this bite.

 

When you attack with this bite and hit a creature that isn't a Construct or an Undead, you can empower yourself in one of the following ways of your choice:

  • You regain hit points equal to the piercing damage dealt by the bite.
  • You gain a bonus to the next ability check or attack roll you make; the bonus equals the piercing damage dealt by the bite

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


Tough

Your hit point maximum increases by an amount equal to twice your level when you gain this feat. Whenever you gain a level thereafter, your hit point maximum increases by an additional 2 hit points.


 

 

Edited by Kazic5000 (see edit history)
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ATHLETE (Flavoured as a hunter)

  • Skill Proficiencies: Acrobatics, Athletics

  • Languages: Halfling

  • Tool Proficiencies: Vehicles (land)

  • Equipment: A leather ball, a tooth necklace, a set of traveler's clothes, and a pouch containing 10 gp


    Echoes of Victory

    You have attracted admiration among spectators, fellow athletes, and trainers in the region that hosted your past athletic victories. When visiting any settlement within 100 miles of where you grew up, there is a 50 percent chance you can find someone there who admires you and is willing to provide information or temporary shelter.

    Between adventures, you might compete in athletic events sufficient enough to maintain a comfortable lifestyle, as per the "Practicing a Profession" downtime activity in chapter 8 of the Player's Handbook.

    (Note: I'm hoping we can flavour this to be more relevant to Waterdeep, since Badmaw grew up far away, and I hadn't wrote him as the type of athlete that would perform for spectators. Perhaps instead of trainers and spectators, Badmaw could use this feat with people he's done business with as a hunter. Shopkeepers would like him cause he undercuts the guilds, hunters would have teamed up with him to bring in big game, he gets a reputation for being relentless. Land vehicle proficiency could be from him using beasts of burden to transport game back to town. And the halfling language proficiency would come from the shopkeepers and cooks in the Yawning Portal.)



    Personality traits

    The greatest thing in the world is good food


    Ideals

    I want to find competent people I can trust to help me realize my dreams


    Bonds

    Although I have my differences with them, the Witherscale are still my family


    Flaws

    My survival and propagation always comes first

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CLASS FEATURES



Rage

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 +2 bonus to the damage roll. This bonus increases as you level.
  • 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 maximum number of times for your barbarian level, you must finish a long rest before you can rage again. You may rage 2 times at 1st level, 3 at 3rd, 4 at 6th, 5 at 12th, and 6 at 17th.


Unarmoured 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.

Danger Sense

At 2nd level, you gain an uncanny sense of when things nearby aren't as they should be, giving you an edge when you dodge away from danger. You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can't be blinded, deafened, or incapacitated.

Reckless Attack

Starting at 2nd level, you can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.

Edited by Kazic5000 (see edit history)
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INVENTORY

Encumbrance 55.5/165
[ON PERSON]
CLOTHES
Traveler's clothes- 4 lbs
Shield- 6lbs
Tooth Necklace


WEAPONS
Hand Crossbow- 3lbs
Sling-
Net- 3lbs
Dagger (Cleaver)- 1lb
Acid Vial- 1lb
Rapier-2lb
Holy waterx2- 2lb
CONTAINERS
Pouch- 1lb
Backpack- 5lbs
Bolt Quiver- 1lb

Vial


TOOLS
Cook's Utensils- 8lbs
Silk rope (50ft) 5lbs
Miner's pick- 10lbs
Parchment (9)
Chalk (10)

AMMO
Crossbow Bolts (20) 1.5lbs


FOOD


MISC
183g 159s 510c
Leather ball
Bedroll- 7lbs
Signal Whistle
Soap
Badmaw's cooking notes

Magic
Paper Bird
Potion of Poison

Potion of Growth
Potion of Cold Resistance
Potion of Greater Healing



[MOUNT] (Stabled)

Trek the donkey
Cart- 200lbs

[HOME]
Fine Clothes (The George Washington fit)- 6lb
Waterskin- 5lb
Shortbow- 2lbs
Quiver - 1lb
Arrows (x20)- 1lb
Crossbow Bolts (x19) 1.5 lbs

Edited by Kazic5000 (see edit history)
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