Bahra Mei-Ayserupeare

Bahra Mei-Ayserupeare (a.k.a. Boulderchest)

Bahra has a strong, patient exterior. Inwardly childhood trauma haunts him. Bahra follows a path to prove his strength and purge his weaknesses, leading him to the Maw of Malice and the Linnorms within.

Physical Description

General Physical Condition

Bahra's height is on the short end of Goliath kind at 7ft 2in. He is of muscular build, particularly in his chest area, making him slightly top-heavy at a weight of 310lbs. He is bald headed with a full black beard and a tattoo of dragon scales in the shape of an infinity symbol around his blue-green eyes.

Mental characteristics

Personal history

When he was young, Bahra fell down a mineshaft in Krazax and was left there by his brother. Only through the divine will of Astaroth did Bahra escape the dark depths below the mountains and to this day Bahra follows the Dark Sun. His clan abandoned him so he lived a solitude life for awhile until he somewhat integrated with a human village for mutual survival.

Sexuality

Unwittingly Bi-sexual

Mental Trauma

Bahra does not like dark, enclosed spaces. He suffers from night terrors, often lacking sleep. He has imposter syndrome, believing he does not measure up to other Goliaths and their standards.

Morality & Philosophy

Bahra believes that it is only natural that the weak die and the strong survive, thus he is always trying to prove himself to be of the latter. He avoids conflict if it better suits this end goal. He does not believe in running from an enemy and will judge another's character through the way they fight.

Social

Hobbies & Pets

Pet Rabbit named "Bait" due to it's ineptitude to act on it's own mortality. It's a rather stubborn rabbit that does not scare easily and therefore would be useful as bait.

Lord Herald of the Linnorms, Oathkeeper

View Character Profile
Alignment
Lawful Neutral
Age
34
Children
Gender
Male
Eyes
Blue-Green
Hair
Bald, black facial hair
Skin Tone/Pigmentation
Brown
Height
7ft 2in
Weight
310lb
Known Languages
Common, Giant, Primordial Linnorm

Bahra "Boulderchest" Mei-Ayserupeare

Goliath Race
Krazax\Peakfolk Origin
Paladin (Oath of Linnorm) 8 Class & Level
Lawful Neutral Alignment
Astaroth Deity
Linnorm Lords Faction
Ambassador - Herald Rank/Position
9 Loyalty
Company

Strength 20
+5
Dexterity 11
+0
constitution 16
+3
intelligence 10
+0
wisdom 11
+0
charisma 17
+3
Total Hit Dice 8
Hit Die
1d10+3
+3 proficiency bonus
+5 Strength
+0 Dexterity
+3 Constitution
+0 Intelligence
+3 Wisdom
+6 Charisma
saving throws
+3 Acrobatics
+0 Animal Handling
+0 Arcana
+8 Athletics
+3 Deception
+0 History
+3 Insight
+6 Intimidation
+0 Investigation
+3 Martial
+0 Medicine
+0 Nature
+0 Perception
+3 Performance
+3 Persuasion
+0 Religion
+0 Sleight of Hands
+0 Stealth
+3 Survival
skills

 
29
MV

Prestige
1
Attunement Slots
19
Armor Class
96
Hit Points
+0
Initiative
30ft
Speed
Raider's Mark 1d20+9 2d8+6
Javelin 1d20+8 1d6+5
Attacks
Armor
Light Armor, Medium Armor, Heavy Armor, Shields, Krazaxian Tower Shield


Weapons
Simple Weapons, Martial Weapons


Tools
Smith's Tools, Calligrapher's Supplies


Saving Throws
Wisdom, Charisma


Skills
Athletics, Survival, Acrobatics, Insight, Intimidation, Martial


Languages
Common
Giant
Primordial Linnorm
Draconic


Academy
Amateur Training - Smith Tools Completed 9/21/2020
Exotic Training - Krazaxian Tower Shield - Completed 10/20/2020
Amateur Training - Calligrapher's Supplies - Completed 10/25/2020
Languages: Draconic - Completed 12/14/2020
Exotic Training - Butcher's Axe - 9/18 days


Proficiences
Prepared Spells:

Bless
You bless up to three creatures of your choice within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw. (30ft, Concentration)


Lesser Restoration
You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned.(Touch)


Shield of Faith
A shimmering field appears and surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration.(60ft, Concentration, up to 10min)


Protection from Evil and Good
Until the spell ends, one willing creature you touch is protected against certain types of creatures: aberrations, celestials, elementals, fey, fiends, and undead. The protection grants several benefits. Creatures of those types have disadvantage on attack rolls against the target. The target also can't be charmed, frightened, or possessed by them. If the target is already charmed, frightened, or possessed by such a creature, the target has advantage on any new saving throw against the relevant effect. (Touch, 10min)


Not Prepared:

Cure Wounds
A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs. (Touch)


Command
You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. The spell has no effect if the target is undead, if it doesn't understand your language, or if your command is directly harmful to it. (60ft)


Heroism
A willing creature you touch is imbued with bravery. Until the spell ends, the creature is immune to being frightened and gains temporary hit points equal to your spellcasting ability modifier at the start of each of its turns. When the spell ends, the target loses any remaining temporary hit points from this spell.


Find Steed
You summon a spirit that assumes the form of an unusually intelligent, strong, and loyal steed, creating a long-lasting bond with it. Appearing in an unoccupied space within range, the steed takes on a form that you choose: a warhorse, a pony, a camel, an elk, or a mastiff. (Your GM might allow other animals to be summoned as steeds.) The steed has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of its normal type. Additionally, if your steed has an Intelligence of 5 or less, its Intelligence becomes 6, and it gains the ability to understand one language of your choice that you speak.
Your steed serves you as a mount, both in combat and out, and you have an instinctive bond with it that allows you to fight as a seamless unit. While mounted on your steed, you can make any spell you cast that targets only you also target your steed.
When the steed drops to 0 hit points, it disappears, leaving behind no physical form. You can also dismiss your steed at any time as an action, causing it to disappear. In either case, casting this spell again summons the same steed, restored to its hit point maximum.
While your steed is within 1 mile of you, you can communicate with it telepathically.
You can’t have more than one steed bonded by this spell at a time. As an action, you can release the steed from its bond at any time, causing it to disappear.


Oath Spells:

Cause Fear
A construct or an undead is immune to this effect. The target must succeed on a Wisdom saving throw or become frightened of you until the spell ends. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. (60ft,Concentration)


Jump
You touch a creature. The creature’s jump distance is tripled until the spell ends.


Enhance Ability
You touch a creature and bestow upon it a magical enhancement. Choose one of the following Effects - the target gains the Effect until the spell ends.

Bear's Endurance: The target has advantage on Constitution Checks. It also gains 2d6 Temporary Hit Points, which are lost when the spell ends.

Bull's Strength: The target has advantage on Strength Checks, and his or her carrying Capacity doubles.

Cat's Grace: The target has advantage on Dexterity Checks. It also doesn't take damage from Falling 20 feet or less if it isn't Incapacitated.

Eagle's Splendor: The target has advantage on Charisma Checks.

Fox's Cunning: The target has advantage on Intelligence Checks.

Owl's Wisdom: The target has advantage on Wisdom Checks.

At Higher Levels: When you cast this spell using a spell slot of 3rd Level or higher, you can target one additional creature for each slot level above 2nd.


Dragon's Breath
You touch one willing creature and imbue it with the power to spew magical energy from its mouth, provided it has one. Choose acid, cold, fire, lightning, or poison. Until the spell ends, the creature can use an action to exhale energy of the chosen type in a 15-foot cone. Each creature in that area must make a Dexterity saving throw, taking 3d6 damage of the chosen type on a failed save, or half as much damage on a successful one.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.

Spellcasting
Total Weight: 244/540lb

Currency
Crafting Tokens x45

Belt pouch - 1459gp, 20pp, 4sp (27lb)


Weapons
Raider's Mark (see attunement)

Javelin: 1d6 piercing (thrown) x 5 (10lb)


Shields
Masterwork Shield: 2AC (6lb)

Krazaxian Tower Shield (16lb)


Armors
Plate Armor (65lb)


Attunement
Raider's Mark T2 Reward Item +1 Butcher's Axe - Major Rare (3,000 gp) - Attunement (non-Good alignment) This axe bears the marks of the countless victims of a wicked Skinwalker-Warrior. They had done every horrid thing imaginable. The blade itself is hooked in a deathly manner and blood drips cleaning off its sharp edge. Your Strength ability score is increased by 2, up to a maximum equal to your score cap. The critical hit range for this weapon is increased to 19-20. Two-Pronged Attack. This item has 2 charges. As a bonus action, you can expend one of these charges in order to gain 3 damage reduction to Physical damage for a minute, or gain resistance to Physical damage for five rounds. You may have only one of these in effect at a time. You regain all charges after finishing a long rest. Shrinking Strike. Whenever a creature is struck by a critical hit made by this weapon, you can reduce that creatures AC by 2 for 1 minute. This ability can not stack with itself on the same target, but can be used to reset the timer on the debuff. This ability can be used two times, regaining its uses after finishing a long rest. This item is Glorybound. (18lb)


Tools
Smith's Tools (8lb)

Calligrapher's Supplies (5lb)


Explorer's Pack
Backpack (5lb)

Bedroll (7lb)

Mess Kit (1lb)

Tinderbox (1lb)

Torches x 10 (10lb)

Rations x 10 (20lb)

Waterskin (5lb)

50ft of Hempen rope (10lb)


Bandolier(x2)
Potion of Fire Breath x1 (2lb)
Potion of Superior Healing x3 (6lb)

Potion of Growth(2lb)


Scrolls
Scroll of Protection from Evil and Good x1 (1lb)

Scroll of Bless x1 (1lb)

Scroll of Heroism x1 (1lb)

Scroll of Shield of Faith x1 (1lb)


Misc
Bullseye Lantern (2lb)

Holy symbol on breastplate

Tip The Scales
Plate AC: 18 - Minor Rare (1,440gp) - Attunement
Thick Linnorm scales form this impressive plate, wreathed with silver and gold. Across its surface are runes written in Primordial Linnorm, ‘Your enemies shall quiver before you, and when they do so, harm will not befall you.

Your Enemies will Fear You - Once per long rest as an action, you can activate an aura of rage from within the armor. Choose a number of creatures equal to your proficiency bonus within 10ft. of you. These creatures feel that an overwhelming presence is watching them hungrily, and must make a DC 13 Wisdom saving throw against being frightened of you for 1 minute. A creature frightened in this way can attempt a Wisdom saving throw at the end of each of their turns to remove this effect.

Fear Means Weakness - If a creature is frightened of you, you gain 3 DR against each physical damage source dealt to you by that creature. However if you are frightened of a creature, you deal 3 less damage to the creature you are frightened of.
[Base Material, Enchantment, Enchantment, Special Crafter]

Conundrum's Favorite Tobacco x4

Cotton Cloth (1 sq yd) x2

Parchment (1 sheet) x6

Ink (1 ounce bottle)

Ink Pen

Holy Water (flask) x10 (10lb)

Potion of Healing x3 (6lb)


Not On Person
Warhammer(2lb)

Traveler's clothes (4lb)

Wolf pelt cloak

Staff (4lb)

Hunting trap (25lb)

Longsword w/ Linnorm claw sigil on bottom of pummel (3lb)

Ritual Dagger "Decay" (Druidic writing on it. Flavor item worth 25gp.)

Mask (no value)

1 potion of eggnog (potion of healing)

Mistletoe (no mechanical effect)

Chocolate Coins (3 T1 food tokens)

Menorah (no mechanical effect)

Kikombe cha Umoja (Unity Cup) (no mechanical effect)

Zawadi Package (Empty Journal, holy symbol of Talven)

Mazao Package: A box containing 1 T1 food token

Shield

Bubble Crown (no mechanical effect)

Pet: Rabbit (Storage)

Equipment
Linnorm Lords
Faction
The Mad Man
Stat Array
Channel Divinity: Cull the Meek
Whenever you defeat an enemy with a melee weapon attack, you can use your Channel Divinity as a reaction. If you do, make a melee weapon attack another enemy creature within your reach. If you defeat this creature, you can repeat this process until you do not defeat a creature you've attacked. Each enemy creature you defeat while using this ability gives you a stacking +1 bonus to weapon damage rolls. You can move as normal between these attacks if you have movement to spend.


Channel Divinity: Predator, or Prey?
As a bonus action, you bolster the resolve of your allies, granting advantage to the next saving throw they make within 1 minute. This effect ends early for an ally if they willingly move away from an enemy.


Divine Sense
Find location of Celestian, fiend or Undead, as well object present that has been consecrated/desecrated. (60ft)


Lay on Hands
Paladin level x 5 HP healing or expend 5HP to cure target of disease/neutralize 1 poison affect. (Touch)


Divine Smite (Primal)
When you hit a creature with a melee weapon Attack, you can expend one spell slot to deal PRIMAL damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each Spell Level higher than 1st, to a maximum of 5d8.


Defense fighting Style
+1 AC while wearing armor


Extra Attack
Beginning at 5th Level, you can Attack twice, instead of once, whenever you take the Attack action on Your Turn.


Aura of Protection
Starting at 6th level, whenever you or a friendly creature within 10 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma modifier (with a minimum bonus of +1). You must be conscious to grant this bonus. At 18th level, the range of this aura increases to 30 feet.


Divine Health
Immune to disease


Sentinel
You have mastered techniques to take advantage of every drop in any enemy's guard, gaining the following benefits:
  • Whenever you hit a creature with an opportunity attack, its speed drops to 0 for the rest of the turn. This stops any movement they may have -been taking.
  • Creatures within your reach provoke opportunity attacks even if they took the Disengage action.
  • When a creature within your reach makes an attack against a target other than you (and that target doesn't have this feat), you can use your reaction to make a melee weapon attack against the attacking creature.


  • 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.


    Mountain Born
    You're acclimated to high altitude, including elevations above 20,000 feet. You're also naturally adapted to cold climates

    To fall would be… undesirable. You gain advantage on any skill checks and saving throws to avoid falling off an edge of a height greater than 10ft.


    Attribute Cap Increase
    +4 to max CHA (24)


    Crovux - Linnormous Blessing
    You are blessed with life energy, increasing your hit point maximum by 10.


    Extended Linnorm Blessings
    Eldos Daikura - The Mastermind:
    You gain lightning resistance. In addition, you deal an additional 2 lightning damage per lightning damage source. (This effect is additive and stacks with other blessings.)

    Fone - First of the Fells:
    You gain cold resistance. In addition, you deal an additional 2 cold damage per cold damage source. (This effect is additive and stacks with other blessings.)

    Class/Racial Features & Traits