Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Dungeons & Dragons
The Full Pregenerated Character Repository
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Leugren" data-source="post: 6706104" data-attributes="member: 44754"><p><strong>Originally posted by Leugren:</strong></p><p></p><p><img src="https://lh4.googleusercontent.com/-J8So3sS7wZWGSEYFXtT8I86Z4pWi5Jz6xykPfCueSrwn94i9tiBNPEbejYH_QOb8zDOMaLhZzV1c2ftJcaA_0mVlKu257a9uiPZ4aXnFBpDk-OzgxUrh7ucjl_bxA_Il2fOJaU" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p><p><span style="font-size: 15px"><strong>Mog’Magore</strong></span></p><p>5th-level Goliath Barbarian [Path of the Totem Warrior]</p><p>Medium Male Humanoid</p><p>Armor Class 16 (breastplate)</p><p>Hit Points 55 (5d12)</p><p>Speed 30 ft.</p><p>Senses Normal</p><p>Str 16 (+3) Dex 14 (+2) Con 16 (+3)</p><p>Int 8 (-1) Wis 10 (+0) Cha 10 (+0)</p><p>Alignment Lawful Neutral</p><p>Languages Common, Giant, Dwarvish</p><p> </p><p>TRAITS</p><p> </p><p>Background – Outlander</p><p>Origin: Exile or outcast</p><p>Feature: Wanderer</p><p>– 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>Proficiency (+2)</p><p>Tools: Bagpipes</p><p>Saving Throws: Strength, Constitution</p><p>Weapons: Simple Weapons, Martial Weapons </p><p>Armor: Light Armor, Medium Armor, Shields</p><p> </p><p>SKILLS</p><p> </p><p>Athletics (Strength) +6, Intimidation (Charisma) +3, Perception (Wisdom) +3, Stealth (Dexterity) +5, Survival (Wisdom) +3</p><p> </p><p>ACTIONS</p><p> </p><p> </p><p>Melee Attack— Halberd: +6 / +6 to hit (reach 5 ft.; one creature)</p><p>Hit: 1d10+3 slashing damage (1d10+5 if raging) /1d4+3 bludgeoning damage (1d4+5 if raging) (heavy, two-handed, reach)</p><p>Melee Attack— Battleaxe: +6 to hit (reach 5 ft.; one creature)</p><p>Hit: 1d8+3 slashiing damage (1d8+5 if raging; versatile 1d10)</p><p>Ranged Attack—Javelin: +6 to hit (range 30/120 ft; one creature).</p><p>Hit: 1d6+3 piercing damage (thrown)</p><p> </p><p>EQUIPMENT</p><p> </p><p>breastplate, halberd, battleaxe, 4 javelins, an explorer’s pack, a hunting trap, a yeti skin cloak, a cave bear claw amulet, a set of traveler’s clothes, 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>FEATURES</p><p> </p><p>Natural Athlete:</p><p>You have proficiency in the Athletics skill. </p><p> </p><p>Stone’s Endurance:</p><p>You can focus yourself to occasionally shrug off injury. When you take damage, you can use your reaction to roll a d12. Add your Constitution modifier to the number rolled, and reduce the damage by that total. After you use this trait, you can’t use it again until you finish a short or long rest. </p><p> </p><p> </p><p>Powerful Build:</p><p>You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. Your carrying capacity is your Strength score multiplied by 30 (16 x 30 = 480 lbs.). You can push, drag or lift a weight in pounds up to twice your carrying capacity (960 lbs.). While pushing or dragging weight in excess of your carrying capacity, your speed drops to 5 feet.</p><p> </p><p>Mountain Born:</p><p>You’re acclimated to high altitude, including elevations above 20,000 feet. You’re also naturally adapted to cold climates, as described in chapter 5 of the Dungeon Master’s Guide. </p><p> </p><p>Extreme Cold: When the temperature is at or below 0 degrees Fahrenheit, a creature exposed to cold must succeed on a DC 10 Constitution saving throw at the end of each hour or gain one level of exhaustion. Creatures with resistance or immunity to cold damage automatically succeed on the saving throw, as do creatures wearing cold weather gear (thick coats, gloves, and the like) and creatures naturally adapted to cold climates.</p><p> </p><p> </p><p>High Altitude: Traveling at altitudes of 10,000 feet or higher above sea level is taxing for a creature that needs to breathe, because of the reduced amount of oxygen in the air. Each hour such a creature spends traveling at high altitude counts as 2 hours for the purpose of determining how long such a creature can travel. Breathing creatures can become acclimated to a high altitude by spending 30 days or more at this elevation. Breathing creatures can’t become acclimated to elevations above 20,000 feet unless they are native to such environments. </p><p> </p><p> </p><p>Unarmored 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.</p><p> </p><p> </p><p>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:</p><p> </p><ul> <li data-xf-list-type="ul">You have advantage on Strength checks and Strength saving throws.<br /> </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.<br /> </li> <li data-xf-list-type="ul">You have resistance to bludgeoning, piercing, and slashing damage.<br /> </li> </ul><p></p><p>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>Rages: 3</p><p>Rage Damage: +2</p><p> </p><p>Reckless Attack: 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>Danger Sense: 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>Path of the Totem Warrior: The Path of the Totem Warrior is a spiritual journey, as the barbarian accepts a spirit animal as a guide, protector, and inspiration. In battle, your totem spirit fills you with supernatural might, adding magical fuel to your barbarian rage. Most barbarian tribes consider a totem animal to be kin to a particular clan. In such cases, it is unusual for an individual to have more than one totem animal spirit, though exceptions exist. </p><p> </p><p>Spirit Seeker: Yours is the path that seeks attunement with the natural world, giving you kinship with beasts. You gain the ability to cast the beast sense and speak with animals spells, but only as rituals.</p><p> </p><p>Totem Spirit - Cave Bear: While raging, you have resistance to all damage except psychic damage. The spirit of the bear makes you tough enough to stand up to any punishment.</p><p> </p><p> </p><p>Extra Attack: You can attack twice, instead of once, whenever you take the Attack action on your turn.</p><p> </p><p> </p><p>Fast Movement: Your speed increases by 10 feet while you aren’t wearing heavy armor.</p><p> </p><p> </p><p>Feat - Polearm Master: You gain the following benefits:</p><p> </p><ul> <li data-xf-list-type="ul">When you take the Attack action and attack with only a glaive, halberd, or quarterstaff, you can use a bonus action to make a melee attack with the opposite end of the weapon. This attack uses the same ability modifier as the primary attack. The weapon’s damage die for this attack is a d4, and it deals bludgeoning damage.<br /> </li> <li data-xf-list-type="ul">While you are wielding a glaive, halberd, pike, or quarterstaff, other creatures provoke an opportunity attack from you when they enter the reach you have with the weapon.<br /> </li> </ul><p> </p><p>PERSONAL CHARACTERISTICS</p><p> </p><p>Trait 1: I place no stock in wealthy or well-mannered folk. Money and manners won’t save you from a hungry yeti.</p><p>Trait 2: My recklessness once cost the lives of the people who depended on me; as a result, I prefer to think before I act.</p><p>Ideal: Honor. If I dishonor myself, I dishonor my whole clan. (Neutral)</p><p>Bond: I seek redemption in the eyes of my ancestors so that the spirits of the children who died by my negligence can finally be laid to rest.</p><p>Flaw: I have a bit of a deathwish. </p><p>Appearance: Mog’Magore is a young goliath of prodigious size with a hulking physique. He stands over 8 feet tall, and weighs 493 pounds.</p><p> </p><p>BACKSTORY</p><p> </p><p></p><p><strong>Show</strong></p><p>[sblock]Mog'Magore was born into a clan of goliaths who dwelled among the loftiest peaks of the Spine of the World Mountains. His father, Taebor, was chief of the Stormhammers, ruling the clan with an iron fist from his seat of power within the great hall of Skyreach.</p><p> </p><p>When Mog'Magore reached his fifteenth name day, his father invited him to join the warriors of the clan on a mammoth hunt. They were tracking a great herd through a mountain pass when they came across a pair of yetis picking over the bones of a long-dead rhemoraz. A ferocious battle ensued in which several of the Stormhammer warriors were brutally slain before the yetis could be overcome. Though it was Mog'Magore’s first true test in battle, the spirits of the ancestors were with him that day, enabling him to deal the killing blow to the last of the yetis just as it was about to gore his father. In recognition of his son’s bravery, Taebor allowed him to claim one of the yeti pelts as his own that it might be fashioned into a cloak upon his return to Skyreach. </p><p> </p><p> </p><p>As the Stormhammer warriors gathered themselves up, a withered crone appeared in a swirl of snow atop a high promontory overlooking the pass. Trembling with rage, she pointed an accusatory finger at the flayed corpses of the yetis, proclaiming that the Stormhammers had slaughtered her children, and that a similar fate would be visited upon their own. As suddenly as she had appeared, the hag was gone, with another swirl of snow as the only sign that she had ever been there.</p><p> </p><p> </p><p>The Stormhammers returned to Skyreach several nights later only to be greeted by a chorus of wails. When Taebor demanded to know what had happened, one of the tenders stepped forth to inform him that an old hag had appeared within the great hall and spirited away all of the children of the Stormhammer clan. Uncertain of what to do, Taebor sought the council of the clan wiseman, an aging goliath named Shadrak the Wyrd. The old man drew forth a set of rune-carved bones from the leather satchel at his side and cast them down upon the snow. Through his arts, Shadrak discerned that the ancient crone was an ice hag, and that she had spirited the children back to her lair, a magical grotto situated deep beneath the surface of a mountain lake within the lee of a natural archway formed by two icy spires.</p><p> </p><p> </p><p>Taebor wasted no time in gathering his warriors and heading out towards the hag’s lair. When they arrived by the shore of the lake, they saw that it was frozen. Taebor ordered the Stormhammers to set upon the ice with their picks and axes. They soon carved out a hole broad enough for a goliath to fit through. Taebor began to strip off his furs in preparation for the descent, but Mog'Magore stepped forth and spoke to him. He argued that Taebor was far too important to undertake such a dangerous mission, and offered to go in his stead. After a moment’s consideration, Taebor nodded his assent. </p><p> </p><p> </p><p>Promising success, Mog'Magore plunged into the frozen depths, swimming furiously to reach the bottom of the lake. Just when he thought that his lungs would burst, he spied a faint blue luminescence emanating from the rocks somewhere off to his left. With a final effort, he swam towards the light, bursting through a magical barrier to spill onto the floor of an icy grotto. </p><p> </p><p> </p><p>He was amazed to discover that he could breathe again. Looking back towards the entrance, he noticed that a faintly shimmering field of force was holding back the lake water and preventing it from flooding the cavern in which he stood. He picked himself up and drew his axe, venturing deeper into the grotto and dreaming of the glory he would attain upon slaying the ice hag and rescuing the captives. He did not have to travel far before he came upon the children of the Stormhammer tribe, huddled together in a wretched mass and bound in place with bands of ice.</p><p> </p><p> </p><p>Mog'Magore raised his axe and began to hack through the children’s bindings. The din soon drew the attention of the hag, who emerged from her chamber and launched herself at Mog'Magore. She was much stronger than she looked, and the goliath warrior found himself sorely pressed. Calling upon his ancestors, he swung his axe in a broad arc, cleaving the ice hag’s head from her shoulders.</p><p> </p><p> </p><p>At the moment of her death, a great roar shook the cavern, for with the hag’s passing, the magical barrier which held back the flood was unraveled, and the whole of the lake came pouring in. Mog'Magore was savagely buffeted as the mighty torrent slammed him up against the walls and then drew him back out through the entrance to the cave. Barely conscious, he managed the long swim back up to the surface, where several strong pairs of hands drew him out of the water and onto the icy bank. </p><p> </p><p> </p><p>The first thing he beheld when he opened his eyes was his father’s stern visage, his features fixed in a scowl of stony reproach. Mog'Magore experienced a brief moment of confusion, but understanding quickly dawned on him as he remembered the fate of the drowned children. Shamed to the core of his being, he explained what had happened and pleaded with his father for a quick death. Taebor silenced him with a gesture, proclaiming that a quick death would be a mercy to one who had failed the clan so egregiously Instead, the chief declared that Mog'Magore would be sent forth into the great white waste with naught but his cloak and hunting knife, and that his name would never again be spoken aloud by the members of the Stormhammer clan on pain of death.</p><p> </p><p> </p><p>With the sentence passed, Mog'Magore set out from Skyreach for the final time. Sapped of his will to live, he wandered through the mountains for weeks, finally collapsing near a stand of ancient spruces. As he lay there longing for death’s cold embrace, a swarm of white finches descended from the boughs of the trees above and set upon him with their tiny beaks, viciously pecking at his exposed flesh. As he flailed and swatted at the little fiends, they spoke directly into his mind:</p><p> </p><p> </p><p>“We are the spirits of the children who died by your negligence at the Lake of Broken Dreams. Because we cannot rest, you will not be allowed to rest either--not until you have achieved redemption in the eyes of our ancestors. Gather yourself up and leave this place, for you will not find your doom here.”</p><p> </p><p> </p><p>Though he believed himself beyond redemption, Mog'Magore did as he was bid, if only to avoid further punishment from his tiny tormentors. The spirits of the children have followed him ever since, alighting upon his shoulders and wheeling about his head, exhorting him unceasingly to achieve redemption by performing valorous deeds. His wanderings eventually brought him beyond the mountains to the lands of the lesser folk, where he took up work as a caravan guard and monster hunter. </p><p>[/sblock] </p><p><img src="https://lh5.googleusercontent.com/oKHLUkaRjTpuztEYaoIa1XiaA6RktTBc8UPhXUt9HHf7AraSLbp_pMsk4p-IhZ5n00Maru6U7dFtK5ZlP90ud_JcvTf_hUdh90TaXZJm9XL40xHijfgX7TNBp9t2Cak4YRyYB7U" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" /> </p><p> </p><p> </p><p> </p><p> </p><p></p><p> </p><p> </p></blockquote><p></p>
[QUOTE="Leugren, post: 6706104, member: 44754"] [b]Originally posted by Leugren:[/b] [IMG]https://lh4.googleusercontent.com/-J8So3sS7wZWGSEYFXtT8I86Z4pWi5Jz6xykPfCueSrwn94i9tiBNPEbejYH_QOb8zDOMaLhZzV1c2ftJcaA_0mVlKu257a9uiPZ4aXnFBpDk-OzgxUrh7ucjl_bxA_Il2fOJaU[/IMG] [Size=4][b]Mog’Magore[/b][/size] 5th-level Goliath Barbarian [Path of the Totem Warrior] Medium Male Humanoid Armor Class 16 (breastplate) Hit Points 55 (5d12) Speed 30 ft. Senses Normal Str 16 (+3) Dex 14 (+2) Con 16 (+3) Int 8 (-1) Wis 10 (+0) Cha 10 (+0) Alignment Lawful Neutral Languages Common, Giant, Dwarvish TRAITS Background – Outlander Origin: Exile or outcast Feature: Wanderer – 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. Proficiency (+2) Tools: Bagpipes Saving Throws: Strength, Constitution Weapons: Simple Weapons, Martial Weapons Armor: Light Armor, Medium Armor, Shields SKILLS Athletics (Strength) +6, Intimidation (Charisma) +3, Perception (Wisdom) +3, Stealth (Dexterity) +5, Survival (Wisdom) +3 ACTIONS Melee Attack— Halberd: +6 / +6 to hit (reach 5 ft.; one creature) Hit: 1d10+3 slashing damage (1d10+5 if raging) /1d4+3 bludgeoning damage (1d4+5 if raging) (heavy, two-handed, reach) Melee Attack— Battleaxe: +6 to hit (reach 5 ft.; one creature) Hit: 1d8+3 slashiing damage (1d8+5 if raging; versatile 1d10) Ranged Attack—Javelin: +6 to hit (range 30/120 ft; one creature). Hit: 1d6+3 piercing damage (thrown) EQUIPMENT breastplate, halberd, battleaxe, 4 javelins, an explorer’s pack, a hunting trap, a yeti skin cloak, a cave bear claw amulet, a set of traveler’s clothes, 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. FEATURES Natural Athlete: You have proficiency in the Athletics skill. Stone’s Endurance: You can focus yourself to occasionally shrug off injury. When you take damage, you can use your reaction to roll a d12. Add your Constitution modifier to the number rolled, and reduce the damage by that total. After you use this trait, you can’t use it again until you finish a short or long rest. Powerful Build: You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. Your carrying capacity is your Strength score multiplied by 30 (16 x 30 = 480 lbs.). You can push, drag or lift a weight in pounds up to twice your carrying capacity (960 lbs.). While pushing or dragging weight in excess of your carrying capacity, your speed drops to 5 feet. Mountain Born: You’re acclimated to high altitude, including elevations above 20,000 feet. You’re also naturally adapted to cold climates, as described in chapter 5 of the Dungeon Master’s Guide. Extreme Cold: When the temperature is at or below 0 degrees Fahrenheit, a creature exposed to cold must succeed on a DC 10 Constitution saving throw at the end of each hour or gain one level of exhaustion. Creatures with resistance or immunity to cold damage automatically succeed on the saving throw, as do creatures wearing cold weather gear (thick coats, gloves, and the like) and creatures naturally adapted to cold climates. High Altitude: Traveling at altitudes of 10,000 feet or higher above sea level is taxing for a creature that needs to breathe, because of the reduced amount of oxygen in the air. Each hour such a creature spends traveling at high altitude counts as 2 hours for the purpose of determining how long such a creature can travel. Breathing creatures can become acclimated to a high altitude by spending 30 days or more at this elevation. Breathing creatures can’t become acclimated to elevations above 20,000 feet unless they are native to such environments. Unarmored 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. 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: [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] 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. Rages: 3 Rage Damage: +2 Reckless Attack: 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. Danger Sense: 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. Path of the Totem Warrior: The Path of the Totem Warrior is a spiritual journey, as the barbarian accepts a spirit animal as a guide, protector, and inspiration. In battle, your totem spirit fills you with supernatural might, adding magical fuel to your barbarian rage. Most barbarian tribes consider a totem animal to be kin to a particular clan. In such cases, it is unusual for an individual to have more than one totem animal spirit, though exceptions exist. Spirit Seeker: Yours is the path that seeks attunement with the natural world, giving you kinship with beasts. You gain the ability to cast the beast sense and speak with animals spells, but only as rituals. Totem Spirit - Cave Bear: While raging, you have resistance to all damage except psychic damage. The spirit of the bear makes you tough enough to stand up to any punishment. Extra Attack: You can attack twice, instead of once, whenever you take the Attack action on your turn. Fast Movement: Your speed increases by 10 feet while you aren’t wearing heavy armor. Feat - Polearm Master: You gain the following benefits: [LIST][*]When you take the Attack action and attack with only a glaive, halberd, or quarterstaff, you can use a bonus action to make a melee attack with the opposite end of the weapon. This attack uses the same ability modifier as the primary attack. The weapon’s damage die for this attack is a d4, and it deals bludgeoning damage. [*]While you are wielding a glaive, halberd, pike, or quarterstaff, other creatures provoke an opportunity attack from you when they enter the reach you have with the weapon. [/LIST] PERSONAL CHARACTERISTICS Trait 1: I place no stock in wealthy or well-mannered folk. Money and manners won’t save you from a hungry yeti. Trait 2: My recklessness once cost the lives of the people who depended on me; as a result, I prefer to think before I act. Ideal: Honor. If I dishonor myself, I dishonor my whole clan. (Neutral) Bond: I seek redemption in the eyes of my ancestors so that the spirits of the children who died by my negligence can finally be laid to rest. Flaw: I have a bit of a deathwish. Appearance: Mog’Magore is a young goliath of prodigious size with a hulking physique. He stands over 8 feet tall, and weighs 493 pounds. BACKSTORY [b]Show[/b] [sblock]Mog'Magore was born into a clan of goliaths who dwelled among the loftiest peaks of the Spine of the World Mountains. His father, Taebor, was chief of the Stormhammers, ruling the clan with an iron fist from his seat of power within the great hall of Skyreach. When Mog'Magore reached his fifteenth name day, his father invited him to join the warriors of the clan on a mammoth hunt. They were tracking a great herd through a mountain pass when they came across a pair of yetis picking over the bones of a long-dead rhemoraz. A ferocious battle ensued in which several of the Stormhammer warriors were brutally slain before the yetis could be overcome. Though it was Mog'Magore’s first true test in battle, the spirits of the ancestors were with him that day, enabling him to deal the killing blow to the last of the yetis just as it was about to gore his father. In recognition of his son’s bravery, Taebor allowed him to claim one of the yeti pelts as his own that it might be fashioned into a cloak upon his return to Skyreach. As the Stormhammer warriors gathered themselves up, a withered crone appeared in a swirl of snow atop a high promontory overlooking the pass. Trembling with rage, she pointed an accusatory finger at the flayed corpses of the yetis, proclaiming that the Stormhammers had slaughtered her children, and that a similar fate would be visited upon their own. As suddenly as she had appeared, the hag was gone, with another swirl of snow as the only sign that she had ever been there. The Stormhammers returned to Skyreach several nights later only to be greeted by a chorus of wails. When Taebor demanded to know what had happened, one of the tenders stepped forth to inform him that an old hag had appeared within the great hall and spirited away all of the children of the Stormhammer clan. Uncertain of what to do, Taebor sought the council of the clan wiseman, an aging goliath named Shadrak the Wyrd. The old man drew forth a set of rune-carved bones from the leather satchel at his side and cast them down upon the snow. Through his arts, Shadrak discerned that the ancient crone was an ice hag, and that she had spirited the children back to her lair, a magical grotto situated deep beneath the surface of a mountain lake within the lee of a natural archway formed by two icy spires. Taebor wasted no time in gathering his warriors and heading out towards the hag’s lair. When they arrived by the shore of the lake, they saw that it was frozen. Taebor ordered the Stormhammers to set upon the ice with their picks and axes. They soon carved out a hole broad enough for a goliath to fit through. Taebor began to strip off his furs in preparation for the descent, but Mog'Magore stepped forth and spoke to him. He argued that Taebor was far too important to undertake such a dangerous mission, and offered to go in his stead. After a moment’s consideration, Taebor nodded his assent. Promising success, Mog'Magore plunged into the frozen depths, swimming furiously to reach the bottom of the lake. Just when he thought that his lungs would burst, he spied a faint blue luminescence emanating from the rocks somewhere off to his left. With a final effort, he swam towards the light, bursting through a magical barrier to spill onto the floor of an icy grotto. He was amazed to discover that he could breathe again. Looking back towards the entrance, he noticed that a faintly shimmering field of force was holding back the lake water and preventing it from flooding the cavern in which he stood. He picked himself up and drew his axe, venturing deeper into the grotto and dreaming of the glory he would attain upon slaying the ice hag and rescuing the captives. He did not have to travel far before he came upon the children of the Stormhammer tribe, huddled together in a wretched mass and bound in place with bands of ice. Mog'Magore raised his axe and began to hack through the children’s bindings. The din soon drew the attention of the hag, who emerged from her chamber and launched herself at Mog'Magore. She was much stronger than she looked, and the goliath warrior found himself sorely pressed. Calling upon his ancestors, he swung his axe in a broad arc, cleaving the ice hag’s head from her shoulders. At the moment of her death, a great roar shook the cavern, for with the hag’s passing, the magical barrier which held back the flood was unraveled, and the whole of the lake came pouring in. Mog'Magore was savagely buffeted as the mighty torrent slammed him up against the walls and then drew him back out through the entrance to the cave. Barely conscious, he managed the long swim back up to the surface, where several strong pairs of hands drew him out of the water and onto the icy bank. The first thing he beheld when he opened his eyes was his father’s stern visage, his features fixed in a scowl of stony reproach. Mog'Magore experienced a brief moment of confusion, but understanding quickly dawned on him as he remembered the fate of the drowned children. Shamed to the core of his being, he explained what had happened and pleaded with his father for a quick death. Taebor silenced him with a gesture, proclaiming that a quick death would be a mercy to one who had failed the clan so egregiously Instead, the chief declared that Mog'Magore would be sent forth into the great white waste with naught but his cloak and hunting knife, and that his name would never again be spoken aloud by the members of the Stormhammer clan on pain of death. With the sentence passed, Mog'Magore set out from Skyreach for the final time. Sapped of his will to live, he wandered through the mountains for weeks, finally collapsing near a stand of ancient spruces. As he lay there longing for death’s cold embrace, a swarm of white finches descended from the boughs of the trees above and set upon him with their tiny beaks, viciously pecking at his exposed flesh. As he flailed and swatted at the little fiends, they spoke directly into his mind: “We are the spirits of the children who died by your negligence at the Lake of Broken Dreams. Because we cannot rest, you will not be allowed to rest either--not until you have achieved redemption in the eyes of our ancestors. Gather yourself up and leave this place, for you will not find your doom here.” Though he believed himself beyond redemption, Mog'Magore did as he was bid, if only to avoid further punishment from his tiny tormentors. The spirits of the children have followed him ever since, alighting upon his shoulders and wheeling about his head, exhorting him unceasingly to achieve redemption by performing valorous deeds. His wanderings eventually brought him beyond the mountains to the lands of the lesser folk, where he took up work as a caravan guard and monster hunter. [/sblock] [IMG]https://lh5.googleusercontent.com/oKHLUkaRjTpuztEYaoIa1XiaA6RktTBc8UPhXUt9HHf7AraSLbp_pMsk4p-IhZ5n00Maru6U7dFtK5ZlP90ud_JcvTf_hUdh90TaXZJm9XL40xHijfgX7TNBp9t2Cak4YRyYB7U[/IMG] [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
The Full Pregenerated Character Repository
Top