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Maul

Goliath Race
Daborak - Soldier In Training Origin
Fighter - Unbreakable 8 Class & Level
Lawful Neutral Alignment
Astaroth Deity
Tops Faction
QM - The Brim Rank/Position
3 Loyalty
Company

Strength 22
+6
Dexterity 14
+2
constitution 16
+3
intelligence 10
+0
wisdom 11
+0
charisma 11
+0
Total Hit Dice 1d10+3
Hit Die
1d10+3
+3 proficiency bonus
+9 Strength
+2 Dexterity
+6 Constitution
+0 Intelligence
+0 Wisdom
+0 Charisma
saving throws
+5 Acrobatics
+0 Animal Handling
+0 Arcana
+9 Athletics
+0 Deception
+0 History
+3 Insight
+3 Intimidation
+0 Investigation
+3 Martial
+0 Medicine
+0 Nature
+0 Perception
+0 Performance
+0 Persuasion
+0 Religion
+2 Sleight of Hands
+2 Stealth
+3 Survival
skills

 
34
MV
1
Prestige
1
Attunement Slots
20
Armor Class
84
Hit Points
+2
Initiative
30
Speed
Cold Clay 1d20+7 1d6+1d6+5+1d4
Silver MW Rhino Maul 1d20+7 1d6+1d6+6
Silver Rhino Maul 1d20+7 1d6+1d6+5
Handaxe 1d20+7 1d6+4
Attacks
Race / Origin traits:
Natural Athlete (Racial Goliath)
Athletics: Daborak
Intimidate: Daborak - Soldier in Training

Religious:
Insight- Astaroth lip service

Factionless Starting Prof:
Survival
Cooking

Fighter Prof Choices:
Martial
Acrobatics

 

Fighter Perks
All Armors
Shields
Simple Weapons
Martial Weapons

 

Academy Learned:
Daborkaian Claymore (Trained)
Steton Greatbow (Trained)
Alchemist's Supplies (proficiency trained)
Smith's Tools (proficiency trained)

Proficiences
Bubble Crown
x1 Masterwork Smith Tools
x1 Jeweler's Tools
x1 1ft tall panda plushie with a bow tied around its neck.
Crafting Tokens: x37
x1 mistletoe
x2 Championship Rodeo Belt Buckles
Money
Equipped Weapon:
Masterwork Silvered Rhino Maul
A gigantic sledge of solid steel with one edge sharpened to slice with. It looks like a sharp Rhino's horn.
Damage: 2d6 bludgeoning and slashing +1 masterwork damage (silvered weapon)
Weight: 14 lbs
Properties: Heavy, Reach, Two-Handed
Strength Requirements: You need at least a Strength score of 17 to wield this weapon.
Special: You can use this weapon to make the Shove action on a creature, dealing damage to the target equal to the weapon’s damage dice on a success. You have advantage on the ability check to shove a target off of a mount with this weapon.
Weapon Group: Blades

 

Equipped Gear / Holstered
Mighty King Maul's Plate Armor (Attuned)
Masterwork Silver Rhino Maul x1
Silver Rhino Maul x1
Handaxe x 2
Javelins x 10
Silvered Steton Arrows x10
Steton Arrows x20
x1 Steton Greatbow

Bandolier 1:
x1 Potion of Superior Healing
x1 Potion of Superior Healing
x1 Potion of Growth

Bandolier 2:
x1 Potion of Superior Healing
x1 Potion of Superior Healing
x1 Potion of Greater Healing

Bandolier 3:

x1 Potion of Greater Healing
x1 Alchemist Fire Flask
x1 Potion Superior Healing

Dungeoneer's Pack:

x2 Potion of Greater Healing
x1 Antitoxin
x9 Potion of Growth
x5 Potion of Fire Breathing
x4 Potion of Healing
x1 Masterwork Cooking Tools
x1 Crowbar
x1 Hammer
x10 Pitons
x1 Grappling Hook
x1 Climbers Kit
x10 Torch
x1 Tinderbox
x10 Rations (1 day)
x5 Wheels of Cheese (rations)
x1 Waterskin
x1 Rope, Hempen 50ft
x1 Staff
x1 Hunting Trap
x1 Trophy of an animal you killed (rhinoceros' fine ivory horn)
x1 Set of Traveler's clothes
x1 Bullseye Lantern

 

Explorer's Pack:

x1 Fishing Tackle
x1 Orange Sapphire (worth 200 gold mechancially)
x5 10 feet Chain
x1 Alchemist's Supplies
x1 Chain Mail
x1 Healer's Kit (7)
x1 backpack
x1 bedroll
x1 mess kit
x1 tinderbox
x9 torches
x10 days of rations
x1 Two Person Tent
x2 Manacles
x1 Alchemist Fire Flask
x1 Waterskin
x1 50 feet of hempen rope

 

Magical Equipment:
Mighty King Maul's Plate Armor
Used for crafting:
x1 Masterworked Full Plate Armor AC 19(18+1 from Dex) (Hathar's finest)
x1 Masterwork's Legacy Blueprint
Being crafted by Maul (AC 19) (+1 with bonus dex)
+1 Masterwork Full Plate - Very Rare (4,000gp, 40 days) - Attunement

When not worn this resembles a standard suit of full plate armor that shimmers with a mercurous texture to it. When donned and attuned to its owner it takes the desired form or style of a suit of armor suited to their personal tastes.

The last suit of armor ever crafted by the great forge cleric of Masterworks - Hathar. The armor has been imbued with the relic of Ezokhine gifted to Maul by Hathar in the days after the tragedy that fell Khao in the strike by the violet enemy. Maul promised Hathar to put the relic to good use. He did so by furthering the armor he crafted him..

Maul da STRONGEST!
Your Strength score increases by 3, up to a maximum equal to your ability score cap

You’se gonna regret dat!
As a bonus action you can cause radiant flames to engulf the armor that lash out when provoked. For one minute, the next three attacks or spells cast against you deal 2d6 Fire Damage to the attacker. This ability has 2 charges, regaining all charges on a long rest.

Maul too TOUGH fer you!
As a bonus action you can slam your first into the ground, as you do so an ethereal hammer appears in your hand and causes the ground splinters around you and sends stone shards into the air. Stone shards coalescence around you and for the next minute rounds you gain a +2 to AC but have 15ft. reduce movement. While this ability is active you have advantage against any effects that would cause you to move. You can use this ability once per long rest.

 

Glamored Top Hat
This top hat may become any form of fitting Top Hat on the wearer, no larger than a 5ft cube. If the Glamored Top Hat is unobstructed, it instantaneously reshapes and cleans itself. While wearing this hat, you gain a bonus +1 to Charisma Checks for each other Tops member wearing a Glamored Top Hat within 15 feet of you. Additionally, you gain a +1 bonus to Attack Rolls if there is another Tops member wearing a Glamored Top Hat within 15ft of you.

Cold Clay
Cold Clay (in deathbox)
(T2 Mission Reward)
2d6+1d4(cold)
Daborakian Claymore - Rare (1750 GP)- Attunement
Cold Clay (Masterwork Daborakian Claymore)

A gigantic sledge of solid steel with one edge sharpened to slice with. It looks like a sharp Rhino's horn.
Damage: 2d6 bludgeoning and slashing +1d4 cold damage
Weight: 14 lbs
Properties: Heavy, Reach, Two-Handed
Strength Requirements: You need at least a Strength score of 17 to wield this weapon.
Special: You can use this weapon to make the Shove action on a creature, dealing damage to the target equal to the weapon’s damage dice on a success. You have advantage on the ability check to shove a target off of a mount with this weapon.
Weapon Group: Blades
Forged with pure sadness poured into the blade this weapon turns the emotion to inflict pain onto others and sheltering the wielder from further chilling pain. This blade shines silver with a slight blue tint to the length giving a cold and melancholic exterior visage, leading into a dark black hilt.

This weapon deals an additional 1d4 cold damage on hit.

You have resistance to cold damage.

Frozen With Sadness Instead of a shove action you can chose to attempt to blind the target for one round, ending at the end of the user's next turn, as it is blinded by sadness. This is a DC 14 Constitution saving throw to resist the effect. This can only be used twice per long rest.
This item is Glorybound.

Fists of Wrath (in death box)
Tier 2 Prestige Mission Reward (Mission Reward)
Wondrous (Gauntlets) - Major Rare (3,000gp) - Attunement

Your Strength score increases by 2, up to a maximum equal to your ability score cap.

All physical damage you take from nonmagical sources is reduced by 3.

Battering Blows: When you hit an enemy with a melee attack, you may expend a bonus action to reduce their AC by 1 for one minute. An enemy’s AC can be reduced by a maximum of 2 by this effect. This can occur a number of times up to your proficiency bonus per long rest.

Unlikably Angry: Once per long rest, as an action, you can gain the benefits of the Enlarge spell for 1 minute.
This Item is Glorybound.

(Death box)Ring of cleaning:
Ring of Cleaning
Major Uncommon
Wondrous
Allows the wearer to instantaneously clean or soil an object or surface no larger than 1 cubic foot.
This item cannot be upgraded.

Wondox's map of memories:
A map that fills itself out with the locations you have adventured to as a living memory of your experiences to come. (This does NOT have any mechanical benefits, but you may flavor it however you wish.)

Other:
x1 Cart
Stuff:

-Copy of Map showing Bandit Encampment in Daborak
(4 different maps in total)
x1 PERMO flavorful popcorn bucket (full)(OVERPRICED ration 10g ration)
A pouch of Powdered bone dust with crushed granite dust (ping TrapGarb if used)
An exclusive set of turkey-bone dice. Revel in your gambling addiction by rolling turkey eyes instead of snake eyes. This has no mechanical effect.
A book containing every conceivable method in which to cook a turkey. The book is called “777 Ways to Cook A Turkey,” and is decorated with a rather abstract rendition of Turkestrus on the cover. The title is etched in gold lettering, and the book smells faintly of a turkey-based feast. This item has no mechanical effect, but looks (and smells!) really cool on a shelf.
A turkey mask, adorned with the real feathers of Turkestrus. While wearing it, you are serenaded by the sweet dulcet tones of one of his heads being violently removed. This has no mechanical effect.

 

Equipment
Tops
Faction
Madman
Stat Array
FEATS:
Lucky
You have inexplicable luck that seems to kick in at just the right moment.

You have 3 luck points. Whenever you make an attack roll, an ability check, or a saving throw, you can spend one luck point to roll an additional d20.

You can choose to spend one of your luck points after you roll the die, but before the outcome is determined.

You can also spend one luck point when an attack roll is made against you. Roll a d20, and then choose whether the attack uses the attacker's roll or yours. If more than one creature spends a luck point to influence the outcome of a roll, the points cancel each other out; no additional dice are rolled.

You regain your expended luck points when you finish a long rest.

Great Weapon Master
You've learned to put the weight of a weapon to your advantage, letting its momentum empower your strikes. You gain the following benefits:
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 to the attack roll. If the attack hits, you add +10 to the attack's damage.

Fortress of Muscles
From your biceps to your calves, the tips of your toes to the tip of your skull, you are a powerhouse lined with muscles. You gain the following benefits:
Increase your Strength score by 1, to a maximum of 20.
You can headbutt enemies with your particularly thick skull. This is an unarmed strike attack that deals 1d6 + your Strength modifier.
After you use Stone's Endurance, on your next turn you can make an unarmed strike against an enemy as a bonus action.
As a reaction to being critically hit, you can use stone’s endurance without expending a use of stone's endurance.

ACTIVE ABILITIES:
Second Wind
You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level.

Once you use this feature, you must finish a short or long rest before you can use it again.

Action Surge
Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action.

Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.

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.

PASSIVE ABILITIES:
Soldier in Training
Your were trained in keeping your balance and footing in combat. You gain proficiency with a martial weapon of your choice. If you already possess all martial weapon proficiencies, you may instead choose one weapon or unarmed strikes and gain a +1 to damage rolls with them. (+1 to Daborakian Claymore (Flavored as the Rhino Maul/Axe he wields)

Fighting Style: Great Weapon Fighting

When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

Powerful Build:
You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

Goliath:
Racial Perks:
Ability Scores: Str +2; Con +1
Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
Natural Athlete. You have proficiency in the Athletics skill.
Mountain Born. You have resistance to cold damage. You're also acclimated to high altitude, including elevations above 20,000 feet.
Stone's Endurance.
Languages. You can speak, read, and write Common and Giant.


Faction:
Tops
+2 Constitution cap (20->22)
+5 HP Quartermaster
Glamored Top Hat
Leatherworker's Tools proficiency
Weaver's Tools proficiency

(former)Linnorm Lords:
+4 to Strength cap (20 -> 24)

Fighter Subclass:
UNBREAKABLE

Hard as Steel - damage you would take from any source by an amount equal to your proficiency bonus. This stacks with other damage reduction sources but is applied before resistances.

Defensive Surge
Starting at 7th level, whenever you take the attack action with Action Surge, you can sacrifice one of the attacks you'd make. If you do, you gain advantage on all saving throws for 1 minute. This effect ends early as soon as you fail a saving throw.


 

Carrying Capacity:
570lbs


Class/Racial Features & Traits

The statblocks of your Weapons, armor and other important/magical equipment

Statblocks for your familiars, mounts etc.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Statblocks for your Trinkets, businesses, building, castles, empires.


Created by

PotionDweller.

Statblock Type

Verum Character Sheet

Link/Embed