(RG) Dog Days of Doom


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Anson Willoughby
Human Rogue Guide 2

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Prof: Simple, Martial (Finesse, Light), Light Armor
Skills: Stealth (+5), Survival (+2), Athletics (EXP +5), Perception (+2), Intimidation (+4), Performance (EXP +6), Nature (+2), Slight of Hand (+5)
Tools: Cartographer’s tools, Flute, Thieves’ Tools
Langs: Common, Sign, Thieves’ Cant, Draconic, Druidic

HP 14
AC 15

S 12
D 17 prof
I 10 prof
W 10
C 12
Ch 14

Human:
  • Heroic Inspiration after each long rest.
Feats:
  • Magic Initiate: (Druid)
    • Cantrips: Guidance, Produce Flame
    • Level 1: Jump (cast 1/long)
  • Skilled (2 skills and flute)
Rogue:
  • Sneak attack +1d6
  • Weapon Mastery: short sword, short bow
  • Cunning Action: bonus to disengage, hide, or dash
Shortsword 1d6 (Vex) (10gp, 2#)
Dagger 1d4 (Nick) (2gp, 1#)
Short bow 1d6 (25gp, 2#)
20 arrows (1gp, 1#) in quiver (1gp, 1#)
Studded Leather (45gp, 13#)
Flute (2gp, 1#)
Thieves’ Tools (25gp, 1#)
Fine clothes (15gp, 6#)
Travellers clothes (2gp, 4#)
Explorer’s Pack (10gp, 55#)
Pouch (5sp, 1#)
10gp
5sp
trinket: a single scale from a copper dragon.
He had been playing a concert and it was during his second solo that Anson first saw her in the crowd, beaming at him, and that was when he fell in love. Danai was incredible, funny, gorgeous in a way no woman he had ever seen before or since, and most surprising of all she wanted only to be with him. He swore he would think of no other, forever and a day, and the lived together in beautiful solitude as she preferred, high in the hills where they now made his home. He asked if she wanted to try for children, and she promised him someday they would. He no longer played, and his concerts were for her and the birds, and no one else, and so they would live and love, and everything was perfect.

This was the game the great dragon Stykorax-kaa would play with a mortal once every fourteen years – adopting human form, and falling in love as humans do for a year or so. And Stykorax-kaa had chosen Anson, alone of men, and when the dragon left him, as it inevitably would, to whatever place it makes its true home, his world fell apart. No one could give him joy as she had, thrilled his mind and body, and the emptiness he now felt at the loss of his love Danai, not her name, he now knows, Stykorax-kaa his dragon lover, would surely last forever and a day.

Anson Willoughby still plays the flute, and will still passage through the mountain pass to those who need it. He carries a scale that he found outside his home, which he believes Danai left for him in lieu of a goodbye. His life is now filled with regret of a promise unfulfilled, of the life he thought he had possessed, the lover that he never knew, and the life that they would now never share.

question: can he have found a grasshopper at some point and be carrying its dessicated legs?
 
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Caer Droea, a Shadowfell-touched Forestal from the Garroting Deep

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Shadar Kai Ranger
Level:
2
Alignment: Neutral, true and muscular.
Serves: The Darkest Part of the Forest that Terrifies You, the Raven Queen

AC: 16
HP: 20
Hit Dice: 2/2 at 2d10+4
Speed: 30 feet
Passive Perception: 17
Proficiency +2

Str 10 (-)
Athletics: -

Dex 14 (+2)
Acrobatics: +2
Sleight of Hand: +2
+Stealth: +4

Con 14 (+2)

Int 10 (-)
Arcana: -
History: -
Investigation: -
+Nature: +2
Religion: -

Wis 17 (+3)
+Animal Handling: +5
+Insight: +5
Medicine: +3
+Perception: +7
+Survival: +5

Cha 10 (-)
Deception: -
Intimidation: -
Performance: -
Persuasion: -

(+ = Proficient, * = Expertise)

Saving Throws: +Strength (+2) +Dexterity (+4) Con (+2) Int (-) Wis (+3) Cha (-)

Combat
Shillelagh
(Bludgeoning or Force) Topple Mastery DC 13
+5
to hit, for 1d8+5

Thorn Whip
(Piercing) 30 range
+5 to hit, for 1d6
If target is large or smaller, can pull it 10' closer

Quarterstaff (Bludgeoning, Verstatile) Topple mastery DC 9
+2
to hit, for 1d6+2 d8 two-handed

Sling (Bludgeoning) Slow Mastery 30/120
+4 to hit, for 1d4+2

(Topple- every hit forces a con save of DC 8 + mod + pro; if failed, target is knocked prone)

Proficiencies
Nature, Insight, Animal Handling (Ranger)
Survival, Stealth (Guide)
Perception (Shadar Kai)

Tools: Herbalist Kit

Languages: Common, Sylvan, Elvish (generally and Shadar Kai dialect), Undercommon, Druidic


Simple Weapons, Martial Weapons, Light & Medium Armor, Shields

Feats
Magic Initiate (Druid):
Two cantrips from druid list. One fist level spell always prepared, can cast it once/day without slot.
Dueling: +2 damage when fighting with melee weapon in one hand

Ranger Features
Spellcasting:
See below.
Weapon Mastery: Two weapons (staff, sling)
Favored Enemy: Hunter's Mark always prepared. Can cast twice without spell slot.
Deft Explorer: Gain Expertise in Perception; Two Languages (
Fighting Style Feat: Dueling


Shadar Kai Features
Darkvision:
60 feet.
Keen Senses: Perception
Fey Ancestry: Advantage on save to avoid and end charmed condition.
Resistance: Necrotic damage.
Trance: Don't need to sleep, can't be put to sleep. Long rest = four hours, and maintain consciousness.
One With the Shadows: Can teleport 30' to unoccupied place that is seen as bonus action. Number of times per long rest = proficiency bonus (currently 2).


Druid Initiate (Feat)
Cantrips
Shillelagh (VSM, Bonus, duration 1 minute) quarterstaff does d8 either force or bludgeon; uses wisdom
Thorn Whip (VSM, action, 30') Make melee spell attack - on hit, target takes d6 piercing and optionally dragged 10' closer to me (large and smaller)
First Level
Healing Word (V, Bonus) a creature I can see regains 2d4+3 hp

Ranger Spells Prepared: 3+Hunter's Mark
First Level
Hunter's Mark (CONC, V, Bonus, duration 1 hour) Extra d6 force damage to hits; when target drops to 0, bonus action for new target
Speak with Animals (RITUAL, VS, duration 10 minutes) The little animals of nature....
Alarm (RITUAL, VSM, duration 8 hours) choose either audible alarm or mental alarm (me only)
Goodberry (VSM duration 24 hours) 10 berries, 1 hit point each

Spell Slots (Regained Long Rest): 2 first level
(also two free castings of Hunter's Mark and one healing word)

Spell Save
8 + prof bonus + wis modifier = 13

Note- Ranger/druidic spell focus is staff. Can cast spells that have both S and M while using staff and shield, but if spell is S only, must have one free hand. All spells checked.

Equipment
Gnarled black wooden staff (weapon, druidic focus)
Hide armor with bone studs (studded leather armor)
Shield of living wood and moss around frame of bones (shield)
Fire-hardened nuts x100 (sling bullets)
Herbalism Kit (additional advantage to nature checks involving plants)
Small sinewy vine and small gourd with seed in it (for alarm spell)
Black robes and cowl
Small pieces of mastic resin that total in value 80gp

Background: Forestal (Guide)
ASIs: Dex, Con, Wis
Two proficiencies (Survival, Stealth)
One tool (Herbalist Kit)
Feat: Magic Initiate (Druid)


Appearance:
Caer Droea has skin the color of alabaster. Long fine hair the color of an egret's feathers frames his face, and his pupil-less eyes are the inky black of squid's ink. His face is severe, with no presence of the tell-tale lines that betray a history of worry, or of smiling. While his body is almost always covered fully in an omnipresent robe and his head is covered in a cowl, his arms, legs, and torso have several small intricate black tattoos. Both of his long ears have multiple piercings filled with fire-hardened thorns shaped into bars and hoops.

Caer has a slender build and moves gracefully and effortlessly, but whenever he walks, the shadows around him seem to move on their own accord. In one hand, he usually holds a black and gnarled staff from a felled branch of the Raven's Blackwood. Caer has carved small runes that can only be seen on close examination into the staff. In the other hand Caer holds a shield; if examined closely, the "ribs" of the shield can be identified as humanoid bones, and the remainder of the shield is a living hardwood that is still growing and attracts mosses, holly plants, and other evergreen airplants.

Backstory:
From a young age, Caer was trained to be a Forestal, a guardian of the forest. But Caer was never quite like the other Forestals; he always knew deep down that the rest of them sacrificed their duties for the small pleasures of so-called civilization. When he was sent to his first protectorate, it was the Droea Bosk, and he took the Forestal name Caer Droea.

A few years into protecting the Droea Bosk, Caer found that some farmers had come in to the area. He told the yeomen that the Bosk was under his protection, but less than a fortnight later, a farmer had clear cut several of the trees. That night, Caer ended the threat that the farmers posed to the Bosk. Permanently. When the other elves learned of Caer's actions, they did not understand, and to keep the peace, exiled Caer to the Garroting Deep... the deepest, farthest, and oldest reach of trees that was not just removed from all people, but far from the edges of any other forests. Garroting Deep was so buried in the furthest reaches of the forests that no Forestal had been placed there in Elvish memory, as none had been needed.

Caer went to the Garroting Deep, and over time ventured leagues and leagues into it where none had ventured and no maps had been made. Eventually, Caer found a massive Blackwood tree filled with Ravens in a place where the shadows did not follow the light. This is where Caer made his home; living off the land, forsaking the metal and the trappings of civilization, and remaining ever-vigilant against anyone that might disturb it. Over time, Caer began to understand the Ravens and noticed that the shadows seemed to be part of him, as he would tattoo himself with symbols. Was his skin always this pale? His hair bright white? Caer wasn't sure anymore. Caer had a dim realization that this place must be at the boundaries of the Shadowfell, but somehow that did not disturb him.

One day, one month, one year, Caer couldn't remember, the Ravens asked him ... Do you serve her completely? Are you the scourge of those who would destroy nature? Of course! Then why are you here? We are protected. You must go forth and spread the news. The civilized world is a rat, and you are Her owl.

Caer gave a small smile for the first time in years as he prepared to leave Garroting Deep. Yes, it's time to spread the good news.

Edited 6/24/25- Error in con saving throw; changed to +2
7/1/25- Level 2 updates
 
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Benny
Warlock level 2

Male human age 10, 4'9"
Size: small (still a child)
NG

S 8
D 15+1
C 14
I 8
W 12*
C 14+2*

HP: 17
AC: 14
speed: 30

Magic:
Cantrips: message, minor illusion, mind sliver, prestidigitation
Spells prepared: shield (from wizard magic initiate), hex, speak with animals (R), protection from evil and good
slots:
2 level 1 warlock - refresh on short rest
1/ long rest for shield

Invocation: pact of the chain - cast find familiar without a slot, improved familiars, can use attack action for familiar to attack using its reaction
Misty visions - cast silent image without using a spell slot
Mask of many faces - cast disguise self without using a spell slot

Skills
+5 (dex) Acrobatics - from feat
+1 (wis) Animal Handling
-1 (int) Arcana
-1 (str) Athletics
+5 (cha) Deception - from background
-1 (int) History
+3 (wis) Insight - from feat
+5 (cha) Intimidation - from class
-1 (int) Investigation
+1 (wis) Medicine
-1 (int) Nature
+3 (wis) Perception - from class/background redundancy
+3 (cha) Performance
+5 (cha) Persuasion - from species
-1 (int) Religion
+5 (dex) Sleight of Hand - from background
+5 (dex) Stealth - from feat
+1 (wis) Survival
Forgery kit

Equipment
Class:
Leather Armor
Sickle
2 Daggers
Arcane Focus (orb)
Book (occult lore)
Scholar's Pack
Background:
Forgery Kit
Costume
Fine Clothes

Other: 1x find familiar components

Gold:
3 gp (15 class+ 8 background - 10 for find familiar components already cast - 10 for extra find familiar components)

Mastic resin value of 3gp given given by Caer Droea

Sphinx of wonder familiar: Maximilian
Tiny LG Celestial
  • HP: 24
  • AC: 13
  • Speed: 20', Fly 40'
  • Str 6, Dex 17, Con 13, Int 15, Wis 12, Cha 11
  • Attack +5 / 1d4+3 S + 2d6 radiant damage
  • Skills: Arcana +4, Religion +4, Stealth +5
  • Resistances: Necrotic, Psychic, Radiant
  • Magic resistance: Advantage on saving throws against spells and other magical effects.
  • Senses: Darkvision 60 ft, passive Perception 11
  • Languages: Common, Celestial
Innate Magic:
  • Detect Magic 1/day
  • Guidance cantrip at will
  • Burst of Ingenuity (2/day) REACTION: Creature within 30 gets +2 to ability check or saving throw

Story
Benny grew on the streets. His mother abandoned him at the age of 7, and he had to fend for himself. He had a knack of selling pebbles he'd polish himself and sold them as good luck charms. He would complement this with pickpocketing to feed himself. One day, a flying cat came to him and started teaching mighty interesting things. Maximilian became his friend and mentor.

Benny
AC 14 (19 with shield as a reaction)
Spell Save DC 13
HP/HP 17/17
Passive Perception (PP): 13
HD/HD; 2/2
 
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Marshal Stratus
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Cloud Goliath Soldier
Valorous Paladin
Level 2

AC:
16
HP: 20/20
THP: 0/0
Hit Dice: 1d10+2 (2/LR) 2/2
Initiative: 1d20
Inspiration: 1/1
Exhaustion: 0/6
Death Saves: Pass: 0/3 Fail: 0/3
Spell Slots: L1 (2/LR) 1/2
_____________________________________________
Ability Checks (Saves)

Strength (16). 1d20+3
Dexterity (10). 1d20-1
Constitution (14). 1d20+2
Intelligence (10). 1d20
Wisdom (12). 1d20+1 (+3)
Charisma (15). 1d20+2 (+4)

Powerful Build.
Advantage to escape Grapples.

Skills & Tools
Athletics. 1d20+5
Insight. 1d20+3
Navigator. 1d20+4
Persuasion. 1d20+4
Perception. 1d20+1
Persuasion. 1d20+4
Stealth. 1d20 (w/ Disadvantage from noisy armor)

Languages: Common, Common Sign, Giant.
_____________________________________________
Bonus Actions
Cloud’s Jaunt.
You teleport up to 30ft to an unoccupied space you can see. (2/LR) 2/2
Divine Smite. Evocation (V) L1 Slot: When you hit with a Melee Weapon or an Unarmed Strike, you deal an extra 2d8 Radiant. 3d8 if they are a Fiend or Undead. No Slot: (1/LR) 1/1
Divine Favor. Transmutation (VS) L1 Slot: Your Weapons deal an extra 1d4 Radiant for 1 minute.
Lay On Hands. You touch a creature & restore a # of HP to them, up to what’s left in your pool. You can expend 5 from the pool to instead remove the Poisoned condition. (Pool=10/LR) 10/10
Thunderous Smite. Evocation (V) L1 Slot: When you hit with a Melee Weapon or Unarmed Strike, you deal an extra 2d6 Thunder & they must make a dc12 STR Save or be pushed 10ft away & knocked Prone. It is audible for 300ft.

Actions - Attack; Dash; Dodge; Disengage; Help; Hide; Influence; Magic; Ready; Search; Study; Utilize.
Healer. Utilize: A creature within 5ft of you can spend a HD to regain HP plus an extra 2. Reroll any die that rolls a 1 & use the new roll. (Healer’s Kit uses) 10/10
Grapple/Shove. 5ft Melee Attack: A T-L creature must make a dc13 STR or DEX Save or be Grappled, pushed 5ft, or knocked Prone. You need a free hand to grapple.
Holy Water. 20ft Ranged Attack: A Fiend or Undead you can see must make a dc10 DEX Save or take 2d8 Radiant. Other creatures just get wet. (1 Flask) 1/1
Javelin. 5ft Melee or 30/120ft Ranged Attack: 1d20+5 for 1d6+3 Piercing & their Speed is reduced by 10ft until the start of your next turn. 3/3
Longsword. 5ft Melee Attack: 1d20+5 for 1d8+3 Slashing (1d10+3 if wielded 2-Handed) & they have Disadvantage on their next Attack before the start of your next turn.
Protection from Evil & Good ©. Abjuration (VSM*) L1 Slot: You use a Holy Water & a willing creature you touch is protected against Aberrations, Celestials, Elementals, Fey, Fiends, & Undead for 10 minutes ©. Those creatures have Disadvantage on Attacks against the target & can't possess, Charm or Frighten them. If they're already possessed, Charmed, or Frightened by such a creature, they have Advantage on any new Save against the relevant effect.
Unarmed Strike. 5ft Melee Attack: 1d20+5 for 4 Bludgeoning.
_____________________________________________
Movement
Speed:
35ft. With a 10ft start, you can jump 5ft high or 16ft long & reach a ledge 16ft up or 20ft out. Half the distance if you don’t have a 10ft start.
_____________________________________________
Equipment

Backpack, Bedroll, Chain Mail, Healer’s Kit, Holy Water (x1), Javelins (x6), Longsword, Navigator’s Tools, Ration Pack, Rope, Shield w/Skyfather Emblem, Tinderbox, Waterskin.

Lifestyle: 1gp/day (in town) Purse (gp): 15
Rations: 1/day (while travelling) Total: 10/10
Carry: 480 lbs; Drag/Lift: 960 lbs.
 
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Deirdre Elanor ("Sunstar")
Level 2 Chaotic Good Female High Elf Cleric (Sage Background)

Dierdra.png


AC 18 (Chainmail, Shield)
HP 15 (2D8 HD)
Init +0
Speed 30'
Size: M
Proficiency Bonus: +2

Stats
Str 14 (+2)
Dex 10 (+0)
Con 14 (+2)
Int 10 (+0)
Wis 16 (+3)
Cha 12 (+1)

Passive Perception 15
Passive Investigation 10

Attack Actions
True Strike +5, 1d8+3 radiant or slashing (cast on longsword)
Longsword +4, 1d8+2 slashing
Dagger +4, 1d4+2 piercing, Range 20/60

Class Features
Spellcasting
Divine Order (Protector, proficient with heavy armor and martial weapons)
Channel Divinity (2), DC 13:
You can channel divine energy directly from the Outer Planes to fuel magical effects. You start with two such effects: Divine Spark and Turn Undead, each of which is described below. Each time you use this class’s Channel Divinity, choose which Channel Divinity effect from this class to create. You gain additional effect options at higher Cleric levels.

You can use this class’s Channel Divinity twice. You regain one of its expended uses when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest. You gain additional uses when you reach certain Cleric levels, as shown in the Channel Divinity column of the Cleric Features table. If a Channel Divinity effect requires a saving throw, the DC equals the spell save DC from this class’s Spellcasting feature.

Divine Spark. As a Magic action, you point your Holy Symbol at another creature you can see within 30 feet of yourself and focus divine energy at it. Roll 1d8 and add your Wisdom modifier. You either restore Hit Points to the creature equal to that total or force the creature to make a Constitution saving throw. On a failed save, the creature takes Necrotic or Radiant damage (your choice) equal to that total. On a successful save, the creature takes half as much damage (round down). You roll an additional d8 when you reach Cleric levels 7 (2d8), 13 (3d8), and 18 (4d8).

Turn Undead. As a Magic action, you present your Holy Symbol and censure Undead creatures. Each Undead of your choice within 30 feet of you must make a Wisdom saving throw. If the creature fails its save, it has the Frightened and Incapacitated conditions for 1 minute. For that duration, it tries to move as far from you as it can on its turns. This effect ends early on the creature if it takes any damage, if you have the Incapacitated condition, or if you die.

Spells (Wis)
Spell Save DC 13
Spell Attack +5
Spell Slots: 3

Spells Prepared
0 - Fire Bolt*
0 - True Strike*
0 - Guidance
0 - Sacred Flame
0 - Word of Radiance
1 - Magic Missile* (once/day or spell slot)
1 - Bless
1 - Cure Wounds
1 - Guiding Bolt
1 - Healing Word
1 - Shield of Faith
* From background

Feats
Magic Initiate (Wizard, Wisdom modifier)

Species Traits
Darkvision 60'
High Elf Lineage (Wizard cantrip, can change after long rest)
Advantage on saves vs. charmed condition
Proficient in Perception
Trance (4 hours)

Proficiencies
Skills

Arcana +2
History +2
Religion +2
Perception +5
Persuasion +3

Simple & Martial Weapons, Light, Medium, & Heavy Armor, Shields
Calligraphers Supplies

Languages
Common, Elvish, Draconic

Magic Items

Mundane Equipment

Holy Symbol (amulet of a crescent moon)
Backpack
Blanket
Holy Water (1 flask)
Lamp (bright light 15', dim light 30')
Rations (7 days)
Tinderbox
Calligrapher's Supplies
Book on the history of the northern lands
Parchment (8 sheets)
Clerical Vestments

Treasure
15 gp

Description
Age 46; Height 5'7"; Weight 145 lbs
Auburn hair, blue eyes

Background
Deirdre Elanor was born beneath the boughs of the Everlight Glade, a remote elven settlement nestled deep within the ancient Moonshadow Forest. Her parents, both skilled rangers, raised her amidst the traditions of elven martial discipline and reverence for the Seldarine pantheon. Even as a child, Deirdre exhibited a fierce and untamed spirit — quick to defend her kin and just as quick to question authority.

Her homeland was not at peace. For decades, the Moonshadow borders had been encroached upon by goblinoid raiders, human poachers, and darker forces: twisted fey corrupted by shadow and malice. At just thirty winters old, barely more than a youth by elven standards, Deirdre lost her older brother Thalion to a troll ambush while patrolling the border. That moment changed her.

Consumed by grief but unwilling to let despair win, she took up training with the temple guardians of Corellon Larethian — a martial order of clerics known as the Shields of the Crescent. She found solace in Corellon’s duality: patron of both art and war, elegance and wrath. She resonated with the god’s spirit of change and resistance against tyranny. The crescent moon emblazoned on her shield became both symbol and vow — a promise to protect her people, to channel her grief into righteous fury.

Deirdre proved herself quickly, blending divine magic with elven swordplay. Her blade danced in time with sacred invocations, striking down foes with the radiance of moonlight and divine wrath. She led skirmishes against goblin warbands, cleansed an overrun glade corrupted by a shadow hag, and once held a mountain pass against a gnoll assault for three days with only a dozen defenders.

Yet her greatest trial came when she and her companion, Efran Goldleaf, were ambushed by a group of hobgoblins while on patrol. Efran was brought down immediately by a black-feathered arrow through the throat. Deirdre fought fiercely, but she was outnumbered and outmatched. She soon had a nasty gash across her thigh and the hobgoblins sensed her failing sword arm. It was then, when things looked bleakest, Corellon's voice came to her, strong and urgent.

::Fear not my servant, for an unlikely ally comes::

Stunned and gasping in pain, barely able to hold her shield against the ravaging blows, she gasped as she saw an arrow blossom out of the chest of the hobgoblin's leader, his eyes going wide. Energized, she savagely slew another, and the remainder fled.

It was that day she met the Shadar-kai elf named Caer Droea. Care Droea stayed long enough to introduce himself and help tend her wounds and share a meal. He stated that he had been tracking the hobgoblins for days, and had almost lost them when he heard the attack. He then slipped off again, quietly as he came. It was strange, as he was so unlike the other shadow-touched fey in the area, who were only bent on corruption. As Corellon's voice still rang in her ears, she suddenly felt that was not the last time she would cross path with him.

On the day the comet came, she again sensed the urging of her god to leave her homelands and head towards Carysburgh. She felt destiny pressing on her - the light of Corellon must be restored, and if she didn't act, who would?
 
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Havoc Ironskin
Fighter 1
Race: Dwarf
Background: Sailor
Alignment: Neutral
Languages: Common, Dwarf

Proficiency Bonus: +2
Speed: 30 ft
Hit Points: 12 (1d8 + CON + Tough)
Armor Class: 16 (armor + DEX)
Initiative: +2

Ability Scores (Elite Array):
Code:
STR 16 (+3) 14+2 (racial)
DEX 14 (+2) 13+1 (racial)
CON 14 (+2)
INT 10 (+0)
WIS 12 (+1)
CHA  8 (-1)

Saving Throws: Str +5, Con +5, Dex +2, Int +0, Wis +1, Cha -1
Skills: Acrobatics (sailor) +4, Animal Handling (fighter) +3, Athletics (fighter) +5, Perception (sailor) +3

Weapons:
Unarmed: +5 / 1d8+3 (re-roll 1) <sap mastery>
Dagger: +5 / 1d4+3 (can be thrown) <nick mastery>
Bow: +4 / 1d8+2

Equipment:
Dagger
Navigator's tools
Belaying pin (club)
Metal gauntlets
Scale mail (50gp)
Long bow + 20 arrows (50gp)
Dungeoneering pack (12gp)
Ornate brooch of dwarven design (trinket)
43gp



  • Darkvision: 120 ft
  • Dwarven resilience: Poison resistance, advantage on saves to avoid or end Poisoned condition
  • Dwarven toughness: +1HP/level
  • Stonecunning: Bonus action: Tremorsense, range 60' for 10 minutes when touching stone surface 2 (proficiency) / day

  • Fighting style: Unarmed: 1d6 or 1d8 (if not using weapons or shield)+Str; deal 1d4 damage at the start of the turn on grappled creature
  • Second wind: Bonus action: recover 1d10+1 (fighter) HP, 2(proficiency) / day (recover 1 on short rest)
  • Weapon mastery:Nick, Sap, Slow

Feat: Tavern brawler - Enhanced unarmed strike 1d4+Str, re-roll 1, push 5' 1/turn
Skill Proficiencies: Acrobatics, Perceptions
Tool Proficiencies: Navigator's tools
Equipment: Dagger, Navigator's tools, Rope, Traveler's clothes, 20gp

Tough old soldier/sailor, full of scars from school of hard knocks in life. Gruff, with parts of beard regularly chopped short by a lucky knife swing or simply pulled out in a scuffle, he still gives more than he receives. Working clothes are old, but maintained. And when he goes ashore, he wears armor and gauntlets. Just in case.
Havoc Ironskin.png

In his long and violent life he was a lot of things. A craftsman. A merchant. When he learned about surface, he disliked the chaos of human cities, the dirt and smell. There was a minor skirmish with clans, dwarves versus orcs with some human army involved. He didn't follow all the reasons or politics behind it. Typical, really, but he wanted change from human bustle and signed in. As all dwarves, even not trained as a soldier, he was formiddable in a phalanx.

Everything changed after that one, when he became a mercenary and one job required him to travel in a ship. The freedom. The quiet of the wind and waves. The dangerous, but closely knit group of sailors that literally depended for their lives on one another...he learned. The learning was tough, more often than not, it involved fists, whips, clubs or knives.

His natural resilience and stocky build meant advantage, but still, when he went ashore he would take his old armor and put it on. Thus, ironskin. And when the sun disapeared, the crew, superstitious lot they were, rushed to their various temples to pray or to taverns to drink before the world ends. Which left Havoc strangely alone. So he joined the procession.
 
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