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<blockquote data-quote="Leugren" data-source="post: 6706098" data-attributes="member: 44754"><p><strong>Originally posted by Leugren:</strong></p><p></p><p><img src="http://community.wizards.com/sites/mtgcommunity/files/styles/large/public/dwarf-barbarian_0.jpg?itok=CqchszLH" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p><p><span style="font-size: 18px"><strong>Vostyg Stragov</strong></span></p><p><span style="font-size: 18px"><strong></strong></span><strong>4th-level Mountain Dwarf Barbarian [Path of the Berserker]</strong></p><p><strong></strong><strong>Medium Male Humanoid</strong></p><p><strong></strong><strong>Armor Class</strong> 16 (breastplate)</p><p><strong>Hit Points</strong> 45 (4d12)</p><p><strong>Speed</strong> 25 ft.</p><p><strong>Senses</strong> Darkvision 60 ft.</p><p><strong>Str</strong> 16 (+3) <strong>Dex</strong> 14 (+2) <strong>Con</strong> 16 (+3)</p><p><strong>Int</strong> 8 (-1) <strong>Wis</strong> 12 (+1) <strong>Cha</strong> 10 (+0)</p><p><strong>Alignment</strong> Chaotic Good w/ Chaotic Neutral tendencies</p><p><strong>Languages</strong> Common, Dwarvish, Giant</p><p> </p><p><strong>TRAITS</strong></p><p> </p><p><strong>Background</strong> – Outlander</p><p><strong>Oirigin:</strong> Trapper</p><p><strong>Feature:</strong> Wanderer</p><p style="margin-left: 20px">– You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth. </p><p><strong>Proficiency (+2)</strong></p><p><strong>Tools:</strong> Smith’s Tools, Leatherworker’s Tools</p><p><strong>Saving Throws:</strong> Strength, Constitution</p><p><strong>Weapons:</strong> Simple Weapons, Martial Weapons </p><p><strong>Armor:</strong> Light Armor, Medium Armor, Shields</p><p> </p><p><strong>SKILLS</strong></p><p><strong></strong> </p><p>Athletics +5, Intimidation +2, Perception +3, Survival +3</p><p> </p><p>*+4 on History checks used to determine the origin of stonework</p><p> </p><p> </p><p><strong>ACTIONS</strong></p><p> </p><p><strong>Melee Attack— Maul:</strong> +5 to hit (reach 5 ft.; one creature)</p><p>Hit: 2d6+3 bludgeoning damage (2d6+5 if raging)</p><p><strong>Melee Attack— Battleaxe:</strong> +5 to hit (reach 5 ft.; one creature)</p><p>Hit: 1d8+3 slashing damage (1d8+5 if raging; versatile 1d10)</p><p><strong>Ranged Attack—Javelin:</strong> +5 to hit (range 30/120 ft; one creature).</p><p>Hit: 1d6+3 piercing damage (thrown)</p><p> </p><p><strong>EQUIPMENT</strong></p><p><strong></strong> </p><p>breastplate, maul, battleaxe, steel knuckles, 4 javelins, an explorer’s pack, a hunting trap, a bearskin cap, a bearskin cloak, bearskin boots, bearskin gloves, a bearskin tunic, a belt pouch containing 10 gp.</p><p> </p><p>explorer’s pack contents: a backpack, a bedroll, a mess kit, a tinderbox, 10 torches, 10 days of rations, a waterskin, and 50 feet of hempen rope strapped to the side.</p><p> </p><p> </p><p><strong>FEATURES</strong></p><p><strong></strong> </p><p><strong>Darkvision:</strong> Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet 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.</p><p> </p><p><strong>Dwarven Resilience:</strong> You have advantage on saving throws against poison, and you have resistance against poison damage.</p><p> </p><p> </p><p><strong>Dwarven Combat Training:</strong> You have proficiency with the battleaxe, handaxe, throwing hammer, and warhammer.</p><p> </p><p> </p><p><strong>Tool Proficiency:</strong> You gain proficiency with the artisan’s tools of your choice: smith’s tools, brewers supplies, or mason’s tools.</p><p> </p><p> </p><p><strong>Stonecunning:</strong> Whenever 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.</p><p> </p><p> </p><p><strong>Dwarven Armor Training:</strong> You have proficiency with light and medium armor.</p><p> </p><p><strong>Unarmored Defense:</strong> 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.</p><p> </p><p><strong>Rage:</strong> 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:</p><p> </p><ul> <li data-xf-list-type="ul">You have advantage on Strength checks and Strength saving throws.</li> <li data-xf-list-type="ul">When you make a melee weapon attack using Strength, you gain a bonus to the damage roll that increases as you gain levels as a barbarian.</li> <li data-xf-list-type="ul">You have resistance to bludgeoning, piercing, and slashing damage.</li> </ul><p></p><p style="margin-left: 20px">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 your last turn. You can also end your rage on your turn as a bonus action. Once you have raged the number of times shown for your barbarian level, you must finish a long rest before you can rage again.</p><p></p><p><strong>Rages:</strong> 3</p><p><strong>Rage Damage:</strong> +2</p><p> </p><p><strong>Reckless Attack:</strong> 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.</p><p> </p><p><strong>Danger Sense:</strong> 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.</p><p> </p><p><strong>Path of the Berserker:</strong> For some barbarians, rage is a means to an end--that end being violence. The Path of the Berserker is a path of untrammeled fury, slick with blood. As you enter the berserker’s rage, you thrill in the chaos of battle, heedless of your own health or well-being. </p><p> </p><p style="margin-left: 20px"><strong>Frenzy:</strong> You can go into a frenzy when you rage. If you do so, for the duration of your rage you can make a single melee weapon attack as a bonus action on each of your turns after this one. When your rage ends, you suffer one level of exhaustion (as described in appendix A).</p><p></p><p><strong>Feat - Great Weapon Master:</strong> You’ve learned to put the weight of a weapon to your advantage, letting its momentum empower your strikes. You gain the following benefits:</p><p> </p><ul> <li data-xf-list-type="ul">On your turn, when you score a critical hit with a melee weapon or reduce a creature to 0 hit points with one, you can make one melee weapon attack as a bonus action.</li> <li data-xf-list-type="ul">Before you make a melee attack with a heavy weapon that you are proficient with, you can choose to take a -5 penalty on the attack roll. If the attack hits, you add +10 to the attack’s damage.</li> </ul><p></p><p><strong>PERSONAL CHARACTERISTICS</strong></p><p><strong></strong> </p><p><strong>Trait 1:</strong> Lewd, crude, brazen, and boisterous, I am a borderline lunatic who is always spoiling for a fight.</p><p><strong>Trait 2:</strong> I don’t like to bathe.</p><p><strong>Ideal:</strong> Glory. Immortality is achieved through legends forged on the field of battle. (Neutral)</p><p><strong>Bond:</strong> Those who fight beside me are those worth dying for.</p><p><strong>Flaw 1:</strong> I have little respect for established authority; I measure people by their deeds, not their pedigrees. </p><p><strong>Flaw 2:</strong> Once I start drinking, it’s hard for me to stop. </p><p><strong>Appearance:</strong> Vostyg appears as a grizzled dwarf with a hulking physique. A narrow fringe of fiery red hair rings the broad expanse of his skull, merging just in front of his ears with a bushy red beard. He has icy blue eyes, and his stony features bear the scars of many battles. A rank odor emanates from his body, drawing clouds of flies and midges. He has a sizeable gap between his two front teeth.</p><p> </p><p><strong>BACKSTORY</strong></p><p> </p><p>Vostyg is a force of nature. Born and bred in the alpine mountains overlooking Rashamen, legends abound of his prowess as a trapper, warrior, and wrastler of bears. He harbors a special hatred for orcs, giants, and giantkin. He enjoys wrastling bears, drinking vodka, splitting skulls, and squat dancing on tavern tables. He journeyed into the west on the trail of a great spirit beast, a man-eating bear the size of a house named Old One-Eye who has managed to elude Vostyg for years.</p></blockquote><p></p>
[QUOTE="Leugren, post: 6706098, member: 44754"] [B]Originally posted by Leugren:[/B] [IMG]http://community.wizards.com/sites/mtgcommunity/files/styles/large/public/dwarf-barbarian_0.jpg?itok=CqchszLH[/IMG] [SIZE=5][B]Vostyg Stragov [/B][/SIZE][B]4th-level Mountain Dwarf Barbarian [Path of the Berserker] [/B][B]Medium Male Humanoid [/B][B]Armor Class[/B] 16 (breastplate) [B]Hit Points[/B] 45 (4d12) [B]Speed[/B] 25 ft. [B]Senses[/B] Darkvision 60 ft. [B]Str[/B] 16 (+3) [B]Dex[/B] 14 (+2) [B]Con[/B] 16 (+3) [B]Int[/B] 8 (-1) [B]Wis[/B] 12 (+1) [B]Cha[/B] 10 (+0) [B]Alignment[/B] Chaotic Good w/ Chaotic Neutral tendencies [B]Languages[/B] Common, Dwarvish, Giant [B]TRAITS[/B] [B]Background[/B] – Outlander [B]Oirigin:[/B] Trapper [B]Feature:[/B] Wanderer [INDENT]– You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth. [/INDENT] [B]Proficiency (+2)[/B] [B]Tools:[/B] Smith’s Tools, Leatherworker’s Tools [B]Saving Throws:[/B] Strength, Constitution [B]Weapons:[/B] Simple Weapons, Martial Weapons [B]Armor:[/B] Light Armor, Medium Armor, Shields [B]SKILLS [/B] Athletics +5, Intimidation +2, Perception +3, Survival +3 *+4 on History checks used to determine the origin of stonework [B]ACTIONS[/B] [B]Melee Attack— Maul:[/B] +5 to hit (reach 5 ft.; one creature) Hit: 2d6+3 bludgeoning damage (2d6+5 if raging) [B]Melee Attack— Battleaxe:[/B] +5 to hit (reach 5 ft.; one creature) Hit: 1d8+3 slashing damage (1d8+5 if raging; versatile 1d10) [B]Ranged Attack—Javelin:[/B] +5 to hit (range 30/120 ft; one creature). Hit: 1d6+3 piercing damage (thrown) [B]EQUIPMENT [/B] breastplate, maul, battleaxe, steel knuckles, 4 javelins, an explorer’s pack, a hunting trap, a bearskin cap, a bearskin cloak, bearskin boots, bearskin gloves, a bearskin tunic, a belt pouch containing 10 gp. explorer’s pack contents: a backpack, a bedroll, a mess kit, a tinderbox, 10 torches, 10 days of rations, a waterskin, and 50 feet of hempen rope strapped to the side. [B]FEATURES [/B] [B]Darkvision:[/B] Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet 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. [B]Dwarven Resilience:[/B] You have advantage on saving throws against poison, and you have resistance against poison damage. [B]Dwarven Combat Training:[/B] You have proficiency with the battleaxe, handaxe, throwing hammer, and warhammer. [B]Tool Proficiency:[/B] You gain proficiency with the artisan’s tools of your choice: smith’s tools, brewers supplies, or mason’s tools. [B]Stonecunning:[/B] Whenever 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. [B]Dwarven Armor Training:[/B] You have proficiency with light and medium armor. [B]Unarmored Defense:[/B] 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. [B]Rage:[/B] 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: [LIST] [*]You have advantage on Strength checks and Strength saving throws. [*]When you make a melee weapon attack using Strength, you gain a bonus to the damage roll that increases as you gain levels as a barbarian. [*]You have resistance to bludgeoning, piercing, and slashing damage. [/LIST] [INDENT]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 your last turn. You can also end your rage on your turn as a bonus action. Once you have raged the number of times shown for your barbarian level, you must finish a long rest before you can rage again.[/INDENT] [B]Rages:[/B] 3 [B]Rage Damage:[/B] +2 [B]Reckless Attack:[/B] 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. [B]Danger Sense:[/B] 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. [B]Path of the Berserker:[/B] For some barbarians, rage is a means to an end--that end being violence. The Path of the Berserker is a path of untrammeled fury, slick with blood. As you enter the berserker’s rage, you thrill in the chaos of battle, heedless of your own health or well-being. [INDENT][B]Frenzy:[/B] You can go into a frenzy when you rage. If you do so, for the duration of your rage you can make a single melee weapon attack as a bonus action on each of your turns after this one. When your rage ends, you suffer one level of exhaustion (as described in appendix A).[/INDENT] [B]Feat - Great Weapon Master:[/B] You’ve learned to put the weight of a weapon to your advantage, letting its momentum empower your strikes. You gain the following benefits: [LIST] [*]On your turn, when you score a critical hit with a melee weapon or reduce a creature to 0 hit points with one, you can make one melee weapon attack as a bonus action. [*]Before you make a melee attack with a heavy weapon that you are proficient with, you can choose to take a -5 penalty on the attack roll. If the attack hits, you add +10 to the attack’s damage. [/LIST] [B]PERSONAL CHARACTERISTICS [/B] [B]Trait 1:[/B] Lewd, crude, brazen, and boisterous, I am a borderline lunatic who is always spoiling for a fight. [B]Trait 2:[/B] I don’t like to bathe. [B]Ideal:[/B] Glory. Immortality is achieved through legends forged on the field of battle. (Neutral) [B]Bond:[/B] Those who fight beside me are those worth dying for. [B]Flaw 1:[/B] I have little respect for established authority; I measure people by their deeds, not their pedigrees. [B]Flaw 2:[/B] Once I start drinking, it’s hard for me to stop. [B]Appearance:[/B] Vostyg appears as a grizzled dwarf with a hulking physique. A narrow fringe of fiery red hair rings the broad expanse of his skull, merging just in front of his ears with a bushy red beard. He has icy blue eyes, and his stony features bear the scars of many battles. A rank odor emanates from his body, drawing clouds of flies and midges. He has a sizeable gap between his two front teeth. [B]BACKSTORY[/B] Vostyg is a force of nature. Born and bred in the alpine mountains overlooking Rashamen, legends abound of his prowess as a trapper, warrior, and wrastler of bears. He harbors a special hatred for orcs, giants, and giantkin. He enjoys wrastling bears, drinking vodka, splitting skulls, and squat dancing on tavern tables. He journeyed into the west on the trail of a great spirit beast, a man-eating bear the size of a house named Old One-Eye who has managed to elude Vostyg for years. [/QUOTE]
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