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Rogues' Gallery Witcher: Mother of Monsters
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<blockquote data-quote="Aramalian" data-source="post: 6978408" data-attributes="member: 6672752"><p><strong>Barakor Bloodbarrow</strong></p><p></p><p><strong>Name</strong>: <a href="https://www.rpgcrossing.com/profiler/view.php?id=55815" target="_blank">Barakor Bloodbarrow</a> <strong>Class</strong>: Paladin of Vengeance <strong>Background</strong>: City Guard </p><p><strong>Race</strong>: Mountain Dwarf <strong>Alignment</strong>: Lawful Neutral <strong>Languages</strong>: Common, Dwarven, Nilfgaardian,</p><p></p><p>[ATTACH]79383[/ATTACH]</p><p></p><p>[sblock='Barakor's Backstory']Barakor Bloodbarrow was born in the Mahakam Mountains. The Great Father of his clan was shieldbearer to Brouver Hoog, the founder of the city that had, over many years, spread a network of dwarven enclaves and cities under the Mahakam. </p><p></p><p>Over the years, the Bloodbarrows became one of the chief mining families of the Mahakam, and Barakor had been apprenticed to more than one of his uncles, master miners all. The young dwarf struggled to grasp the simplest concepts, though, and his father despaired of finding a place for him in the family work. The lad was strong and tough, even by dwarvish standards, so (reluctantly) his father sent him to dwell in the houses of the Guardians. Here, Barakor learned how to fight - but again, complicated maneuvers and tactics were beyond him. Obedient and loyal to a fault, though, he made an excellent guard, and fought in many defenses of the lower mines of the city. The lower mines sometimes touched upon deeper caverns and crevasses, and awful serpents and giant insects would wander into the dwarven tunnels. Barakor felt no fear of these, only a deep love of his fellow dwarves that drove him to lash out against such beasts that would devour his kin.</p><p></p><p>Over five decades, the clanging of Barakor Bloodbarrow's warhammer and shield was a welcome sound to many mining parties pinned down by marauders.</p><p></p><p>Then The Darkness came. </p><p></p><p>In secret meetings far beyond the simple dwarf's imagining or understanding, bribes were offered, territories divided, and deals struck. The Cult of the Eternal Fire found ironic balance in their belief that the Light must sear away the impure from the surface of the world, but darkness should naturally rule under it. This convenient theology empowered Elder Brouver Hoog to bargain with the Temerians -- for if the nation of mountain dwarves was erased from below, why shouldn't the Nilfgaard Empire, in its beneficence, annex the territory from above and use the rich veins of ores and gems to bolster their efforts to spread the light of civilization throughout the world? </p><p></p><p>The Darkness boiled up from the deep tunnels and overwhelmed the Guardians. Barakor was captured and set to work breaking stone for the vicious jackalweres, who had infilrated the Guardians and corrupted them from within. Beaten daily, mocked for his slowness of mind, he mourned his failure. He was supposed to protect the family -- and he had failed so, so miserably. The captors loved telling how the Cult had sent an Emissary to simply make a deal - that all their hopes and dreams and lives and loves were meaningless, extinguished to feed the glory of others. </p><p></p><p>For many months Barakor worked like an automaton, his name and personality receding deeper in his guilt and rage. He would have been lost in those depths forever, if the vile jackalweres had not been so cruel and foolish as to pit the muscular slave against a giant scorpion in a bit of sport! Fighting the horror reminded him of his old self, his old purpose. When he fully came to himself, not only was the horror shattered, but he had slain a dozen or more of the enemies.</p><p></p><p>Armoring himself in the group leader's dark chain mail and shield, he fought and fled his way around the fringes of the enclave and slowly up to the surface. He dispatched more than one human miner as well, once he reached the old tunnels of his people. In the passages he knew so well, he made his way to his family's clan secret shrine where the Old Gods of Dwarfhome had been revered. It had been desecrated by the Matriarch of the Black Sun, who bathed herself and her fanatics in the blood of tortured dwarves, but he remembered something they never knew: the secrets of the sanctum. In a secret compartment under their deity's statuette was hidden a holy symbol, reserved for a dwarf who would take on a holy calling for his people. Affixing the sigil to his shield, he swore that he would not fail again the only name he had for himself. Barakor - one who defends.</p><p></p><p>He found hidden hollows in the mountains where his kin had retreated. Brouver Hoog, the last elder of Mahakam, has succumbed to madness after his alliance with the Nordlings crumbled in the face of Nilfgaard's northward conquest, and the lower mines were devastated by the cultists. Surviving Guardians were sent in the four directions to seek out potential allies. Barakor was tasked with seeking allies among the elves of Dol Blathanna & the Blue Mountains, hoping that the elves would have answers… for there may be more to Brouver Hoog’s visions of demons and omens than a diseased mind. Blood runs from the gemstone veins, babes go missing from cradles, and a darkness rises there. From a smuggler contact, the former Guardian learns of an opportunity to win some favor with the elves by bringing Odvara Kringen to safety.[/sblock]</p><p></p><p><strong>HP</strong>: 39/39</p><p><strong>Hit dice</strong>: 3d10+9</p><p><strong>Passive Perception</strong>: 11</p><p><strong>Passive investigation</strong>: 9</p><p><strong>AC</strong>: 18</p><p><strong>Initiative</strong>: +0</p><p><strong>Speed</strong>: 25'</p><p><strong>Proficiency bonus</strong>: +2</p><p></p><p></p><p><strong>Attributes</strong></p><p><strong>STR</strong>: 18 (+4) </p><p><strong>DEX</strong>: 10 (+0) </p><p><strong>CON</strong>: 16 (+3) </p><p><strong>INT</strong>: 9 (-1) </p><p><strong>WIS</strong>: 12 (+1) </p><p><strong>CHA</strong>: 12 (+1)</p><p></p><p></p><p><strong>Saving Throws</strong>:</p><p><strong>STR </strong>+4</p><p><strong>DEX </strong>+0</p><p><strong>CON </strong>+3</p><p><strong>INT </strong>-1</p><p>*<strong>WIS </strong>+3</p><p>*<strong>CHA</strong> +3</p><p></p><p></p><p><strong>Skills</strong></p><p><strong>Acrobatics </strong>+0</p><p><strong>Animal Handling</strong> +1</p><p><strong>Arcana </strong>-1</p><p>*<strong>Athletics </strong>+6</p><p><strong>Deception </strong>+1</p><p><strong>History </strong>-1</p><p>*<strong>Insight </strong>+5</p><p>*<strong>Intimidation </strong>+3</p><p><strong>Investigation </strong>-1</p><p><strong>Medicine </strong>+1</p><p><strong>Nature </strong>-1</p><p><strong>Perception </strong>+1</p><p><strong>Performance </strong>+1</p><p>*<strong>Persuasion </strong>+3</p><p>*<strong>Religion </strong>+1</p><p><strong>Sleight of Hand</strong> +0</p><p><strong>Stealth </strong>+0</p><p><strong>Survival </strong>+1</p><p></p><p>* = proficiency</p><p></p><p>Other Proficiencies:</p><p>Armor: All armor Weapons: All simple and martial weapons Tools: Smith's tools </p><p></p><p>Weapons:</p><p><strong>Warhammer</strong>: To Hit: <strong>+7</strong> Damage: <strong>1d8+7</strong>/B </p><p>Versatile</p><p></p><p><strong>Handaxe</strong>: To Hit: <strong>+6</strong> Damage: <strong>1d6+6</strong>/P</p><p>Finesse, light, thrown (20/60)</p><p></p><p><strong>Equipment</strong>: </p><p>chainmail (blackened), 4x handaxes, masterwork warhammer, shield/holy symbol</p><p>Guardian of Mahakan uniform, smith's tools</p><p>Backpack, a bedroll, a mess kit, a tinderbox, 7 days of rations and a waterskin. 50 feet of hempen rope strapped to the side of it.</p><p>Manacles, signalling horn</p><p></p><p>Coins: </p><p>10 gp </p><p></p><p></p><p>Features and Traits:</p><p><strong>Stonecunning</strong>:</p><p> Whenever I make an Intelligence (History) check related to the origin of stonework, I am considered proficient in the History skill and add double my proficiency bonus to the check, instead of my normal proficiency bonus.</p><p><strong>Arcane Insight</strong>:</p><p>-1 CHA, but expertise in Insight, and I can use Insight to detect shapechanged creatures (like jackalweres, which don't normally allow a check like an illusory disguised hag would) against an opposed Deception check, as well as magical charm effects plaguing a person against an opposed spellcasting check.</p><p></p><p><strong>Background</strong></p><p><strong>Watcher's Eye</strong>: My experience in enforcing the law, and dealing with lawbreakers, gives me a feel for local laws and criminals. I can easily find the local outpost of the watch, guards or a similar organization, and just as easily pick out the dens of criminal activity in a community. I am far more likely to be welcome in the former locations rather than the latter, however.</p><p>City Guard specialty: Guard</p><p></p><p><strong>Personality</strong>: </p><p>-- I have given names to my weapons and I talk to them.</p><p>-- I am very good at waiting. Patience is a virtue I have conquered.</p><p><strong>Ideal</strong>: </p><p>-- Responsibility: I do what I have to and follow just authority. (Lawful)</p><p><strong>Bond</strong>: </p><p>-- I'll never forget the crushing defeat my company endured or the foes who inflicted it.</p><p>-- (developing connection to Kynee) </p><p><strong>Flaw</strong>: The atrocious enemy we faced in battle still leaves me trembling with fear.</p><p></p><p><strong>Paladin</strong> (Oath of Vengeance), level 3:</p><p>◆ <strong>Divine Sense</strong> (Paladin 1, PHB 84) [1 + Charisma modifier per long rest]</p><p> As an action, I sense celestials/fiends/undead/consecrated/desecrated within 60 ft</p><p> Until the end of my next turn, I sense the type/location if it is not behind total cover</p><p>◆ <strong>Lay on Hands</strong> (Paladin 1, PHB 84) [15× per long rest]</p><p> As an action, I can use points in my pool to heal a touched, living creature's hit points</p><p> I can neutralize poisons/diseases instead at a cost of 5 points per affliction</p><p>◆ <strong>Divine Smite</strong> (Paladin 2, PHB 84)</p><p> When I hit someone in melee, I can expend spell slots to do 2d8 extra radiant damage</p><p> This increases by 1d8 for each spell slot level above 1st and 1d8 against undead/fiends</p><p>◆ <strong>Dueling Fighting Style</strong> (Paladin 2, PHB 84)</p><p> +2 to damage rolls when wielding a melee weapon in one hand and no other weapons</p><p>◆ <strong>Spellcasting </strong>(Paladin 2, PHB 84)</p><p> I can cast prepared paladin spells, using Charisma as my spellcasting ability</p><p> I can use a holy symbol as a spellcasting focus</p><p>◆ <strong>Channel Divinity</strong> (Paladin 3, PHB 85) [1× per short rest]</p><p>◆ Channel Divinity: <strong>Abjure Enemy</strong> (Oath of Vengeance 3, PHB 88)</p><p> As an action, one creature within 60 ft that can see me must make a Wisdom save</p><p> If failed, it is frightened and its speed is 0 despite bonuses; if success, its speed is halved</p><p> This lasts for 1 minute or until it takes damage; Undead/fiends have disadv. on save</p><p>◆ Channel Divinity: <strong>Vow of Enmity</strong> (Oath of Vengeance 3, PHB 88)</p><p> As a bonus action, I utter a vow against a creature I can see within 10 ft</p><p> I have advantage on attack rolls against it for 1 minute or until it is at 0 HP/unconscious</p><p>◆ <strong>Divine Health</strong> (Paladin 3, PHB 85)</p><p> I am immune to disease, thanks to the power of my faith</p></blockquote><p></p>
[QUOTE="Aramalian, post: 6978408, member: 6672752"] [b]Barakor Bloodbarrow[/b] [B]Name[/B]: [URL="https://www.rpgcrossing.com/profiler/view.php?id=55815"]Barakor Bloodbarrow[/URL] [B]Class[/B]: Paladin of Vengeance [B]Background[/B]: City Guard [B]Race[/B]: Mountain Dwarf [B]Alignment[/B]: Lawful Neutral [B]Languages[/B]: Common, Dwarven, Nilfgaardian, [ATTACH=CONFIG]79383._xfImport[/ATTACH] [sblock='Barakor's Backstory']Barakor Bloodbarrow was born in the Mahakam Mountains. The Great Father of his clan was shieldbearer to Brouver Hoog, the founder of the city that had, over many years, spread a network of dwarven enclaves and cities under the Mahakam. Over the years, the Bloodbarrows became one of the chief mining families of the Mahakam, and Barakor had been apprenticed to more than one of his uncles, master miners all. The young dwarf struggled to grasp the simplest concepts, though, and his father despaired of finding a place for him in the family work. The lad was strong and tough, even by dwarvish standards, so (reluctantly) his father sent him to dwell in the houses of the Guardians. Here, Barakor learned how to fight - but again, complicated maneuvers and tactics were beyond him. Obedient and loyal to a fault, though, he made an excellent guard, and fought in many defenses of the lower mines of the city. The lower mines sometimes touched upon deeper caverns and crevasses, and awful serpents and giant insects would wander into the dwarven tunnels. Barakor felt no fear of these, only a deep love of his fellow dwarves that drove him to lash out against such beasts that would devour his kin. Over five decades, the clanging of Barakor Bloodbarrow's warhammer and shield was a welcome sound to many mining parties pinned down by marauders. Then The Darkness came. In secret meetings far beyond the simple dwarf's imagining or understanding, bribes were offered, territories divided, and deals struck. The Cult of the Eternal Fire found ironic balance in their belief that the Light must sear away the impure from the surface of the world, but darkness should naturally rule under it. This convenient theology empowered Elder Brouver Hoog to bargain with the Temerians -- for if the nation of mountain dwarves was erased from below, why shouldn't the Nilfgaard Empire, in its beneficence, annex the territory from above and use the rich veins of ores and gems to bolster their efforts to spread the light of civilization throughout the world? The Darkness boiled up from the deep tunnels and overwhelmed the Guardians. Barakor was captured and set to work breaking stone for the vicious jackalweres, who had infilrated the Guardians and corrupted them from within. Beaten daily, mocked for his slowness of mind, he mourned his failure. He was supposed to protect the family -- and he had failed so, so miserably. The captors loved telling how the Cult had sent an Emissary to simply make a deal - that all their hopes and dreams and lives and loves were meaningless, extinguished to feed the glory of others. For many months Barakor worked like an automaton, his name and personality receding deeper in his guilt and rage. He would have been lost in those depths forever, if the vile jackalweres had not been so cruel and foolish as to pit the muscular slave against a giant scorpion in a bit of sport! Fighting the horror reminded him of his old self, his old purpose. When he fully came to himself, not only was the horror shattered, but he had slain a dozen or more of the enemies. Armoring himself in the group leader's dark chain mail and shield, he fought and fled his way around the fringes of the enclave and slowly up to the surface. He dispatched more than one human miner as well, once he reached the old tunnels of his people. In the passages he knew so well, he made his way to his family's clan secret shrine where the Old Gods of Dwarfhome had been revered. It had been desecrated by the Matriarch of the Black Sun, who bathed herself and her fanatics in the blood of tortured dwarves, but he remembered something they never knew: the secrets of the sanctum. In a secret compartment under their deity's statuette was hidden a holy symbol, reserved for a dwarf who would take on a holy calling for his people. Affixing the sigil to his shield, he swore that he would not fail again the only name he had for himself. Barakor - one who defends. He found hidden hollows in the mountains where his kin had retreated. Brouver Hoog, the last elder of Mahakam, has succumbed to madness after his alliance with the Nordlings crumbled in the face of Nilfgaard's northward conquest, and the lower mines were devastated by the cultists. Surviving Guardians were sent in the four directions to seek out potential allies. Barakor was tasked with seeking allies among the elves of Dol Blathanna & the Blue Mountains, hoping that the elves would have answers… for there may be more to Brouver Hoog’s visions of demons and omens than a diseased mind. Blood runs from the gemstone veins, babes go missing from cradles, and a darkness rises there. From a smuggler contact, the former Guardian learns of an opportunity to win some favor with the elves by bringing Odvara Kringen to safety.[/sblock] [B]HP[/B]: 39/39 [B]Hit dice[/B]: 3d10+9 [B]Passive Perception[/B]: 11 [B]Passive investigation[/B]: 9 [B]AC[/B]: 18 [B]Initiative[/B]: +0 [B]Speed[/B]: 25' [B]Proficiency bonus[/B]: +2 [B]Attributes[/B] [B]STR[/B]: 18 (+4) [B]DEX[/B]: 10 (+0) [B]CON[/B]: 16 (+3) [B]INT[/B]: 9 (-1) [B]WIS[/B]: 12 (+1) [B]CHA[/B]: 12 (+1) [B]Saving Throws[/B]: [B]STR [/B]+4 [B]DEX [/B]+0 [B]CON [/B]+3 [B]INT [/B]-1 *[B]WIS [/B]+3 *[B]CHA[/B] +3 [B]Skills[/B] [B]Acrobatics [/B]+0 [B]Animal Handling[/B] +1 [B]Arcana [/B]-1 *[B]Athletics [/B]+6 [B]Deception [/B]+1 [B]History [/B]-1 *[B]Insight [/B]+5 *[B]Intimidation [/B]+3 [B]Investigation [/B]-1 [B]Medicine [/B]+1 [B]Nature [/B]-1 [B]Perception [/B]+1 [B]Performance [/B]+1 *[B]Persuasion [/B]+3 *[B]Religion [/B]+1 [B]Sleight of Hand[/B] +0 [B]Stealth [/B]+0 [B]Survival [/B]+1 * = proficiency Other Proficiencies: Armor: All armor Weapons: All simple and martial weapons Tools: Smith's tools Weapons: [B]Warhammer[/B]: To Hit: [B]+7[/B] Damage: [B]1d8+7[/B]/B Versatile [B]Handaxe[/B]: To Hit: [B]+6[/B] Damage: [B]1d6+6[/B]/P Finesse, light, thrown (20/60) [B]Equipment[/B]: chainmail (blackened), 4x handaxes, masterwork warhammer, shield/holy symbol Guardian of Mahakan uniform, smith's tools Backpack, a bedroll, a mess kit, a tinderbox, 7 days of rations and a waterskin. 50 feet of hempen rope strapped to the side of it. Manacles, signalling horn Coins: 10 gp Features and Traits: [B]Stonecunning[/B]: Whenever I make an Intelligence (History) check related to the origin of stonework, I am considered proficient in the History skill and add double my proficiency bonus to the check, instead of my normal proficiency bonus. [B]Arcane Insight[/B]: -1 CHA, but expertise in Insight, and I can use Insight to detect shapechanged creatures (like jackalweres, which don't normally allow a check like an illusory disguised hag would) against an opposed Deception check, as well as magical charm effects plaguing a person against an opposed spellcasting check. [B]Background[/B] [B]Watcher's Eye[/B]: My experience in enforcing the law, and dealing with lawbreakers, gives me a feel for local laws and criminals. I can easily find the local outpost of the watch, guards or a similar organization, and just as easily pick out the dens of criminal activity in a community. I am far more likely to be welcome in the former locations rather than the latter, however. City Guard specialty: Guard [B]Personality[/B]: -- I have given names to my weapons and I talk to them. -- I am very good at waiting. Patience is a virtue I have conquered. [B]Ideal[/B]: -- Responsibility: I do what I have to and follow just authority. (Lawful) [B]Bond[/B]: -- I'll never forget the crushing defeat my company endured or the foes who inflicted it. -- (developing connection to Kynee) [B]Flaw[/B]: The atrocious enemy we faced in battle still leaves me trembling with fear. [B]Paladin[/B] (Oath of Vengeance), level 3: ◆ [B]Divine Sense[/B] (Paladin 1, PHB 84) [1 + Charisma modifier per long rest] As an action, I sense celestials/fiends/undead/consecrated/desecrated within 60 ft Until the end of my next turn, I sense the type/location if it is not behind total cover ◆ [B]Lay on Hands[/B] (Paladin 1, PHB 84) [15× per long rest] As an action, I can use points in my pool to heal a touched, living creature's hit points I can neutralize poisons/diseases instead at a cost of 5 points per affliction ◆ [B]Divine Smite[/B] (Paladin 2, PHB 84) When I hit someone in melee, I can expend spell slots to do 2d8 extra radiant damage This increases by 1d8 for each spell slot level above 1st and 1d8 against undead/fiends ◆ [B]Dueling Fighting Style[/B] (Paladin 2, PHB 84) +2 to damage rolls when wielding a melee weapon in one hand and no other weapons ◆ [B]Spellcasting [/B](Paladin 2, PHB 84) I can cast prepared paladin spells, using Charisma as my spellcasting ability I can use a holy symbol as a spellcasting focus ◆ [B]Channel Divinity[/B] (Paladin 3, PHB 85) [1× per short rest] ◆ Channel Divinity: [B]Abjure Enemy[/B] (Oath of Vengeance 3, PHB 88) As an action, one creature within 60 ft that can see me must make a Wisdom save If failed, it is frightened and its speed is 0 despite bonuses; if success, its speed is halved This lasts for 1 minute or until it takes damage; Undead/fiends have disadv. on save ◆ Channel Divinity: [B]Vow of Enmity[/B] (Oath of Vengeance 3, PHB 88) As a bonus action, I utter a vow against a creature I can see within 10 ft I have advantage on attack rolls against it for 1 minute or until it is at 0 HP/unconscious ◆ [B]Divine Health[/B] (Paladin 3, PHB 85) I am immune to disease, thanks to the power of my faith [/QUOTE]
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