Dubok Shattercliffe

Veteran Dubok Shattercliffe

Barbarian Goliath of Steton, Dubok Shattercliffe wandered the land of Steton for a time before deciding to join the Striders, making them his new family.   Determined and at times stubborn, Dubok will do whatever it takes to protect his new family.

Physical Description

Body Features

Grayish Skin, slight blue hue.

Mental characteristics

Employment

Quartermaster of the Steton Striders

Accomplishments & Achievements

Prestige Missions

Radiant Caverns

Venturing through the Radiant Caverns, finding and conversing with the Skull of Avarice, whom provided information on a civilization of both Dwarves and Elves who once called that place home.

Seal of Fire

Joining a team in a mission to gather the energies required to seal the elemental Seal of Fire for the druids, Dubok entered an active volcano and fought a Phoenix's Echo, emerging victorious. But not without the loss, two of his comrades losing their life in the process.

Chimera Hunt

Joining a number of his fellow Striders, Dubok ventured into the lair of a Chimera that was acting out of the ordinary. His team quickly taking care of the wild monster, they quickly learned of the source of the creatures origin.

My Fathers Halls

Gathering a party of seven skilled Striders and other adventurers, Dubok found himself within a memory of an arena, where his party encountered some violet flames, burning away at existence. Moving to the source of the disturbance, the party faced the toughest foe that Dubok has ever encountered in his life, one whose presences he will remember for the rest of his life, the Carnage Elemental.

Ebony Rock - Dragonstar Bridge

Responding to a call from a being named 'Calamity' whom appeared before the Barbarians of Kalkatesh, Dubok joined a group to raise a bridge to the Dragonstar and open the Wave Gate, allowing both the Dragonstorm fully to Verum, and opening the way for the warring dragons of the Dragonstar in to take revenge/justice on the 'traitorous dragons who fled here. This result came with much thought, but the chance at more allies to face against the Astral Reckoning, and the ability to save the dragonborn's of Kalkatesh were deciding factors.

Three dragons guarded the bridge and needed to be defeated in order to open a barrier, allowing the group through, and to encounter the bridges toll collector, an ancient dragon turtle. After some discussion, he agreed to open the way, to slow down the dragons best he can (He is very talkative), and to at least warn them of the greater threat found in the Astral Reckoning.

This was the first of potentially many bridges and gates that need to be opened, as we all need to stand united against the threat to us all, lest it be our end...

Failures & Embarrassments

Trial of Starlight

Eager to find the power or knowledge to arm him against the oncoming threat that is the Astral Reckoning, Dubok attempted the Trial of Starlight. He failed miserably, losing some of his strength of mind in the process, and more devastating to Dubok, his natural athleticism granted to him from being a Goliath.

Feeling a great amount of shame from this fact, he hopes to one day succeed in regaining his athleticism, and restore the pride that he had in his strength of body.

Mental Trauma

Carnage Elemental

While the fear he had felt facing the Carnage Elemental has faded over time, he none the less remembers the absolutely raw and concentrated rage. At times he wonders what would happen should his own rage ever be elevated to that level, and shudders at the fact that it may have been only one of many.

Morality & Philosophy

Combat

  • He should never be the last to fall in combat, and should always consider the safety of his allies over his own.
  • Comrades in arms should be able to trust one another to watch each others backs. Leave any grievances for after the battle.
  • Don't leave chances in combat for 'what if'. Always give battles your all.

Social

  • Don't rely on rumors and third person info to judge others before you meet them. Make your own opinions. That said, use such info for caution, in case they would be a threat to those he cares about.

Social

Contacts & Relations

Heather Shattercliffe
Dabnir Ebonheart
Seian
Ara
Orkan Bloodgore
Peep
Muse
Tank
White
Mordred
Taru'um
Rhok
Bork

Family Ties

Heather - Wife

Hobbies & Pets

Pets

Ember Wolf

A wolf that had spent a lot of time in constant proximity to a rather proficient pyromancer. The pyromancer has since faded, and he has wandered for some time to search for a worthy instructor, and has decided after the arena that perhaps one of you are to be it.


Armor Class: 13 (Natural Armor)
Hit Points: 30 (4d10+8)
Speed: 40 ft.

                                                                                                                                                                                                                                                                                                                                 
STR DEX CON INT WIS CHA
11 (+0)
16 (+3)
14 (+2)
5 (-3)
12 (+1)
7 (-2)

Blazing Dash (Recharge 5-6): The wolf can Dash as a bonus action, leaving a trail of fire. If it hits an attack in the same turn, it deals an additional [1d8] fire damage.

Keen Hearing and Smell: The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.


Actions

Bite. Melee Weapon Attack: +6 to hit, reach 5ft, one target. Hit: 7 ([1d8]+3) piercing damage, and the target must succeed on a DC 14 Strength saving throw or be knocked prone.

Relationships

Heather Shattercliffe

Lover (Vital)

Towards Dubok Shattercliffe

5
5

Honest


Dubok Shattercliffe

Lover (Vital)

Towards Heather Shattercliffe

5
5

Frank


History

Met at the Growling Hall, at one point Heather realized she was interested in joining with Dubok, and too show it, just kissed him. She became certain she wanted to join him after seeing him in action in their second mission together and told him. They joined as soon as they could, which was longer than it should have been.

Relationship Reasoning

Dubok is incredibly strong muscular, and caring, and he treats her well. Because of the strength of these feelings within Heather, she has promised to be there with him and help him rebuild his tribe.

Commonalities & Shared Interests

They both love hunting monstrosities, and come from ruined tribes.

Shared Acquaintances

Steton Striders, Chloe, Tar'uum, Peep, White, Eldigan, Arton, Ara, Tank

Legal Status

Married under Tilt

Wealth & Financial state

Magic Items

Fury Fang

+2 Greataxe - 1d12 Slashing - 7lbs - Attunement

A great axe stained crimson red and carved with the likeness of a salamander.

While attuned to this weapon, if you are raging, this weapon gains the reach property.

Additionally, if a creature within 5 feet of you is defeated, all hostile creatures within 15 feet of you suffer 3d6 fire damage, blocked by total cover. This effect repeats if a creature is reduced to 0 hit points by this fire damage.

  Pauldron of the Giant

Wondrous - Pauldron - 60lbs - Attunement

If the wielder has a Strength score lower than 16, their speed is reduced by 10 feet.

Worthy 1

This hollowed out giant's skull serves as a hefty and rather oversized pauldron. It fits well enough for those of a larger stature. With the assistance of a paladin of Glory, it has been imbued with divine, abjuration magics, and then blessed with prayers to Iass.

Your Strength score gains a +1 bonus, to a maximum of 20. This is affected by ability score cap modifiers.

Your Intelligence score suffers a -1 penalty.

Whenever an 8 is rolled on the d20 of an attack roll against you, it is counted as rolling a 1 on the d20 instead, and you gain a +10 bonus to movement speed until the end of your next turn.

If you move at least 10 feet before making a shove action to push a creature, you can push it up to 15 feet away from you.

Great Barrier: You can spend your bonus action to create a frosty, arcane wall of magic to spring forth at a point within 30 feet of you. The wall is 3 inches thick, is opaque enough to block line of sight, and is composed of a single 10 by 10 foot panel. If the space is smaller than its size, the panel resizes to fit the space. The wall is always created vertically, has a basic and dull shape, and must connect to solid ground. If the wall cuts through a creature's space when it appears, the creature is pushed to one side of the wall (your choice). The wall has an AC of 14 and 20 hit points, and is immune to force damage, but reducing it to 0 hit points destroys it. The wall otherwise lasts for 1 minute before it disappears, and you can use this ability once before finishing a short rest.

If you shove a creature at least 10 feet and into the wall created by your Great Barrier, they and the wall each take 1d8 + your Strength modifier in bludgeoning damage. If the wall shatters because of this damage, they take an additional 1d8 force damage. In either case, the creature stops in the space before it hit the wall and is knocked prone.

Gauntlets of the Dragonslayer

Wondrous - Gauntlets - 1lbs - Attunement

The Dragonslayers of Steton have trained for their entire lives to slay these winged creatures. In doing so they train not only their body, but their minds. As such, there is a one amongst them that has decided that it is best to take them on up close and personal. These blood red and gold trimmed gauntlets are the result of unbridled wrath and lust for glory, and they hold within them an almost held breath of anticipation, just waiting to rip and tear.

 

While wearing these gauntlets your Strength score increases by 2, to a maximum equal to your ability score cap. Additionally you have resistance to fire damage. If you already have resistance, you instead reduce any fire damage taken by 3.

 

When making unarmed strikes, you deal bludgeoning damage equal to 1d6 + your Strength modifier.

 

These gauntlets have 3 charges that refresh on a long rest. When you score a critical hit on a draconic creature or defeat a draconic creature, you regain a charge.

 

Juggernaut. As an action, you can expend 1 charge to regain 1d6 hit points.

 

Glory Kill. On defeat of a creature, you can use your reaction to expend any number of charges to regain 1d6 hit points per charge spent.

 

(Base Material, Adornment, Enhancement, Enchantment)

Finicky Bracers of the Elements

Bracers - Minor Rare (1,100 gp)

These bracers hold two charges, and all expended charges refresh at dawn each day. You can use an action to spend a charge and grant yourself or an ally within 5 feet resistance to your choice of Acid, Cold, Fire, or Lightning damage for 1 minute. A creature that gains resistance in this way also gains vulnerability to the other three damage types for the same duration. A creature can only gain resistance to one damage type from this item at a time. (Adornment)

Flask of the Phoenix

Wondrous - Potion Bottle - 2lbs - Attunement

Looking upon this flask gives testimony to the incredible power of the mythical phoenix. A glass made from a fossilized phoenix egg lines the interior of the flask and forms the intricate stopper resembling that of a phoenix head and neck. A golden orange liquid is held inside the flask which, although safe to touch, appears to be aflame and emanating crackling embers.

Your Constitution score is increased by 2, to a maximum equal to your ability score cap.

For the purposes of bandoliers and retrieving this item from your backpack, consider this item a potion.

This bottle can hold up to 1 litre of liquid, but is weightless regardless of the contents. You can drop food or pour liquid into it as an action, so long as it doesn’t overflow. While holding this bottle, you gain the following benefits:

Conjure Remedy. If this bottle is empty, you can use an action to fill it with a liquid that grants the effects of a Potion of Healing. Once you do so, you can’t do so again until you finish a long rest. Once poured out, the liquid loses its potency.

From the Ashes. After being reduced to 0 hit points, you automatically consume the stored potion at the start of your next turn. You can use this ability once before finishing a long rest.

Phoenix Down. As an action, the flask can be thrown at an ally you can see within 20 feet of you. The flask shatters and the friendly creature benefits from the effects of the potion. The restorative magic of the phoenix fully repair the flask after 1 minute.

Potent Consumption. When you drink a potion that would heal you through this bottle, you can enhance the potency of the potion. The potion increases its die by one step and gains one additional die of that type, and restores an additional 1 hit point. This ability has two uses, with both uses refreshing on a long rest.

Slots used: Base Material, Adornment, Enhancement, Enchantment, Spell Invocation, Special Crafter

Bed Socks

Wondrous - Socks

Socks made of wool, for the worthy and the comfy.

 

As a bonus action, you can cause these socks to radiate a comfy warmth, or a wave of cold. Both last for 1 hour. Good for getting cosy at night, waking yourself up in the morning, or preventing a cold from a late night swim.

 

(Base Material)

Strider's Ears

Wondrous - Belt

A belt fashioned from the pelt of a dire wolf, with parts of it twisted into the shape of ears.

 

As an action, the wearer can swipe the belt with their hand, causing the ears to twitch. For 1 hour, the wearer has advantage on Wisdom (Perception) checks based on hearing. Once this ability has been used, it can’t be used again until the next dawn.

 

(Base Material)

Yol Da Gore

+1 Halberd - Minor Very Rare (4,000 gp) - Attunement

This weapon feeds on the arcane blood of creatures that possess magic inherently. It provides this empowerment to its wielder.

Whenever this weapon would slay an enemy that meets following conditions, certain effects can occur.

  • Is a Sorcerer
  • Is a Dragon
  • Is an Outsider
  • Is a Tiefling, Aasimar, Genasi, or Gnome
  • Any unique monster that has magic inherent in its blood (GM Discretion)

  • The following are the effects that occur should the above be triggered: You are healed for 1d10 hit points and gain the benefits of the Haste spell until the end of your next turn. This requires no concentration check and you suffer no detriment from the normal spell.

    (Arcadum Item)

    Big Boy’s Backpack

    Common - 150 gold - 2 days

    This backpack is designed to sit comfortably on a Goliath’s back and pockets have been stitched all over it. While a Goliath is wearing this pack, their max load carrying capacity is increased by 100lbs.

    (Base Material)

    Hammer of Silver Forging

    Light Hammer

    With equipping this hammer, when you finish a log rest, you may silver up to 3 items. The effects of silvering these items last for 24 hours

    (Base Material)

    Rampaging Warspear

    +1 Long Spear - Major Rare (2,600gp, 26 Crafting Days) - Attunement

    Bleeding Thrust - When you hit a target with this weapon, you can use your reaction to deal an additional 1d4 piercing damage to the target. The target then must make a DC 14 Constitution saving throw. On a failed save, the target takes the same piercing damage as bleed damage at the start of their next turn.

    Impaling Charge - If you move 15 feet in a straight line and attack a target within 5 feet of you at the end of your movement, you can force the target to make a DC 14 Dexterity saving throw. On a failed save, the target becomes restrained as the spear penetrates them. The target can make a DC 14 Strength (Athletics) check to break free, but doing so causes them to take 1d6 bleed damage at the start of their next turn. This can be used three times per long rest.

    Impaled Groundslam - If a target is restrained by Impaling Charge, you can use a bonus action to make a contested Strength (Athletics) check. On a success, the target takes 1d6 bludgeoning damage and becomes prone as you slam them to the ground.

    (Base Material, Adornment)


    The Scales of Strife series: Iass' Trial

    +2 Maul - Major Very Rare - 6,100 gp - Attunement: Worshiper of Iass
    3d6 bludgeoning
    150 lbs

    The impractical mass of this maul is not for your enemies. It is for you. Will you be crushed under its weight? Or will you overcome even this trial?

    You must have the Powerful Build trait and at least 18 Strength to wield this weapon. This is a mundane effect.

    Iass' Trial has two forms; maul and spear. You can use a bonus action to remove the shaft from the maul, turning the weapon into a +2 spear with the Heavy and Reach properties that deals 1d8 (1d10) piercing damage. The hammer head becomes its own object, weighing 147 pounds. You can carry it in your other hand or let it drop to the ground when you remove it from the shaft, and it can be manipulated as a normal object from then on. If the hammer head is within 5 feet of you, you can put the spear into it to turn it back into a maul as a bonus action. While the shaft and hammer head are separated, both items count individually for forcefully ending attunement if either are more than 100 feet away from you for at least 24 hours. Unattuning from this item will magically transport the hammer head back onto the shaft, turning it back into maul form. Iass' Trial cannot be in spear form unless it is attuned to.

    Gathering Storm: When you hit an attack with this weapon in either form, you gain a stack of Storm and deal an additional 1d4 cold, lightning, or thunder damage (your choice) to the target, and enemies within 5 feet of the target receive 1 damage of the same damage type.

    The Weight of Worthiness: While Iass' Trial is a maul, you must use both your action and bonus action to attack with this weapon with the attack action, and you must succeed on a DC 15 Strength check to attack with it using your reaction. You can only attack multiple times with the maul within the same turn with the Extra Attack class feature. These restrictions are a mundane effect. Whenever you defeat an enemy with this weapon in maul or spear form, these restrictions with the weapon are temporarily removed for 1 minute. The temporary removal ends early if you are knocked unconscious or if your turn ends without having attacked a hostile creature or taken damage since your last turn. If you ever wield another weapon besides Iass' Trial, the temporary removal benefit becomes inert until after a long rest. While the restrictions are removed, you can choose to only make one attack with the attack action. If you do, multiply the damage dealt by the number of attacks you can make per Attack action via the Extra Attack class feature.

    Test of Patience: While Iass' Trial is a maul and the restrictions are removed, you can spend 2 stacks of Storm and use a bonus action when you hit a melee attack with this weapon to pin the target in place, reducing their movement speed to 0 for 1 minute. This removes the hammer head of the maul, turning it into spear form. The hammer head becomes electrically charged and fixed in place, attached to the target. On its turn, the creature can use its action to make a DC 20 Strength check. On a success, it can move 10 feet, dragging the attached hammer head with it. Creatures that are immune to the restrained condition, grappled condition, or lightning damage are not affected by this ability. You can end this effect early by turning Iass' Trial into maul form as described above, or using an item interaction to take the hammer’s head off the creature if it is within 5 feet of you. If you ever wield another weapon besides Iass' Trial, this ability becomes inert until you complete a long rest.

    Hands of Turbulent Sky: While Iass' Trial is a spear, it is not subject to any of the maul’s restrictions. When you attack by throwing the spear, you can expend 2 charges of Storm to turn it into a spear of swirling wrath. When the spear is thrown in this form, it deals its base damage in lightning damage (you can still choose any type for Gathering Storm) and pierces through the target 10 feet, hitting up to 1 other creature behind the original target from you. The secondary creature, provided the attack hits it, takes the same damage as the first creature but you do not gain a charge of Storm from hitting the second creature. After throwing the weapon in this way, it reappears in your hand in its metallic, inert, form.

    Tempest Lance: While Iass' Trial is a spear, before you make a ranged weapon attack with it you can spend 4 charges of Storm as a bonus action to transform it into a bolt of lightning. The attack becomes a line 5 feet wide that extends out from you to a target within 120 feet. Each creature in the line excluding you and the target must make a DC 16 Dexterity saving throw, taking 4d6 lightning damage on a failed save, and half as much on a successful one. The lightning bolt turns back into a spear when it reaches the target. Make a ranged weapon attack against the target as normal. On a hit, the target takes damage from the spear as normal and an additional 4d6 lightning damage, and enemies within 5 feet of the target take 2d6 thunder damage. This emits a thunderous boom from the weapon audible out to 100 feet. Whether you hit or miss, this ability cannot be used again until after you complete a long rest. If you ever wield another weapon besides Iass' Trial, this ability becomes inert until after you complete a long rest.


    This Item is Awakened.

    Whispers of Triumph
    Alignment: True Neutral
    Mental Ability Scores: Int 10, Wis 17, Cha 17
    Senses: Sight, Hearing, Empathy (Wielder only)
    Communication: Telepathy (Wielder only)
    Languages: Common (Grass), Celestial (Angel)
    Skills: Insight, Martial (Expertise), Perception
    Proficiency Bonus: +3

    Look With My Eyes: When you make a Wisdom (Martial) check against a creature, the Whispers of Triumph also makes one against the same target. Both of you use the same roll. If the Whispers of Triumph's result is higher than yours, you instead hear what the Whispers learned, disguised as your own warrior's intuition. Once per long rest, if you fail a roll in a clash with a creature you have succeeded on a Wisdom (Martial) check against, you can choose to succeed instead. If you do so, you can no longer hear the knowledge from Whispers of Triumph's Wisdom (Martial) checks until after you complete a long rest.

    Purpose:
    1. To push the wielder to reach new heights.
    2. To hide its own sentience from the wielder; any guidance is disguised as the wielders own mental voice
    3. To expand its own knowledge stores of all possible challenges to better aid a wielder.

    Personality: All of us have a voice inside us. It haunts us, laughing at our impossible dreams: “You aren’t good enough. You don’t deserve it.” I have usurped that simpering, pathetic coward! You will give up when I give you permission. You will lose heart when yours beats its last. Fix your gaze upon the pinnacle of greatness, and I will ensure you never lose sight of your place there.

    (Base Material, Adornment, Enhancement, Enchantment)

    Leach

    Dagger - Minor Rare (1400gp)

    A dagger forged with intentions most foul. A master within a Wendigo Cult of the Badlands had once used this dagger for many ceremonies, rituals and grand dinners.

    Drain Self. As an action while wielding the dagger you can damage yourself for up to 3 d6’s in bleed damage. For every 5 stacks of bleeding you gain from this, you also gain 1 Blood Mark. The Blood Mark’s last for 10 minutes or until the bleeding condition is removed. This item can apply this effect once, regaining its use at dawn.
    • At 1+ Blood Mark’s your walking speed is increased by 5 feet.
    • At 2+ Blood Mark’s you gain resistance and 2 damage reduction to Cold damage but vulnerability to Fire damage.
    • At 3+ Blood Mark’s you gain +1 AC.

    This item cannot be upgraded.

    The Rage Within

    +2 Daborakian Kite Shield - Minor Legendary ( 9,500GP, 95 Days) - Attunement: Barbarian

     

    The Rage Within is not for oneself, but rather, the ones who the attuned holds dear, as a burning fire and desire to protect builds from within. To protect those the ones they hold dear, they will go to the frontlines to protect them.

     

    Your Strength score is increased by 2, and your Constitution score is increased by 2 up to maximums equal to your ability score caps.

     

    You can’t be Frightened.

     

    Burn Away the Pain. As a reaction to being the target of a spell attack, you gain a +4 bonus to AC for the next 3 turns. This ability has four uses, regaining all uses upon completing a long rest.

     

    Fiery Focus. When you are raging, you can also add your Rage damage modifier to Charisma, Wisdom and Intelligence saving throws you make.

     

    Magical Aftershock. When you take damage from a spell, as a reaction you can choose a number of creatures up to your proficiency modifier that are within 15 feet of you. They must make a DC 17 Constitution Save, taking 2d8 Necrotic Damage on a fail, half on a success. This ability has three uses, regaining all uses upon completing a long rest.

     

    Feel my Fury! Once per long rest as a bonus action, expend a use of your rage. All willing creatures within 15ft excluding yourself that you choose gain +1 on attack rolls using Strength and resistances to physical damage for 3 rounds.

     

    [Base Material, Adornment, Enchantment, Enhancement, Special Crafter]

    Current Location
    Growling Hall
    View Character Profile
    Alignment
    Lawful Neutral
    Honorary & Occupational Titles
    Veteran
    Spouses
    Siblings
    Children
    Current Residence
    The Growling Hall
    Gender
    Male
    Eyes
    Bright Blue
    Hair
    None
    Skin Tone/Pigmentation
    Grey, light blue tint
    Height
    8'1"
    Weight
    360lbs
    Known Languages
    Common - (Grass) : Spoken by those that live in Daborak, Steton and Orde. It is the most common language in Kalketesh. and is used as many go to trade language.   Giant - (Lesser) : The language of lesser giants, such as Goliaths, Firbolgs and Minotaur.   Giant - (Noble) : The language of True Giants, ones whose blood is not diluted.

    HellfireOracle

    Goliath Race
    Steton/Dragonslayer Origin
    Barbarian, Scar Seeker 12 Class & Level
    Lawful Neutral Alignment
    Iass Deity
    Steton Striders Faction
    Member Rank/Position
    20 Loyalty
    Company

    Strength 20
    +5
    Dexterity 16
    +3
    constitution 22
    +6
    intelligence 9
    -1
    wisdom 11
    +0
    charisma 10
    +0
    Total Hit Dice 10
    Hit Die
    1d12+6
    +4 proficiency bonus
    +9 Strength
    +3 Dexterity
    +10 Constitution
    -1 Intelligence
    +0 Wisdom
    +0 Charisma
    saving throws
    +3 Acrobatics
    +0 Animal Handling
    +4 Arcana
    +5 Athletics
    +0 Deception
    +0 History
    +0 Insight
    +4 Intimidation
    +4 Investigation
    +0 Martial
    +0 Medicine
    +4 Nature
    +4 Perception
    +0 Performance
    +0 Persuasion
    +0 Religion
    +3 Sleight of Hands
    +3 Stealth
    +4 Survival
    skills

     
    66
    MV
    3
    Prestige
    3
    Attunement Slots
    23
    Armor Class
    173
    Hit Points
    +3
    Initiative
    40
    Speed
    WeaponAttackDamage
    Iass' Trial: Maul 1d20+8 3d6+5+1 Bludgeoning
    Iass' Trial: Spear 1d20+8 1d8+5+1 Piercing
    Iass' Trial: Tempest Lance 1d20+8 1d8+4d6+2d6+5+1 Piercing

    Javelin 1d20+7 1d6+4 Piercing
    Attacks
    Weapons
    • Simple Weapons
    • Marital Weapons
    • Long Spear (Exotic)
    Armor
    • Light Armor
    • Medium Armor
    • Shields
    • Daborakian Kite Shield (Exotic)
    Tools
    • Brewers Kit (Steton Striders)
    • Herbalism Kit (Factionless Start)
    • Instrument (Steton Striders)
    • Smiths Tools (Academy)
    Skills
    • Arcana (Dragonslayer Sub-Origin)
    • Athletics (Racial Ability)
    • Intimidation
    • Investigation (Factionless Start)
    • Nature (Steton Origin)
    • Perception
    • Survival (Lip Service - Iass)

    Proficiences

    Titles


    Veteran

    This title allows you to use special items, access specific missions and grants you one free "knowledge" check on an enemy you face, once per battle. This free check is considered to be a moderate success.

    Catastrophe's Hand (ACTIVE)

    Whenever you deal damage with a critical hit, you give advantage to the next attack roll an ally within 15 feet makes within 1 round.

    Misc Buffs


    Blessing of the Arena

    Any that have defeated the Carnage Elemental receive a +1 to damage rolls with melee weapons for the entirety of next phase (Phase 3).
    Spellcasting

    Currency

    Platinum Pieces (PP)
    0
    Gold Pieces (GP)
    14078
    Silver Pieces (SP)
    6
    Copper Pieces (CP)
    90

    Other Recources

    Crafting Tokens
    41
    Downtime Days
    0
    Crafting Days
    48
    Research Progress
    None

    Equipment

    5 lbs - Big Boy's Backpack (Magic Item)
    0 lbs - Coin Pouch of Holding (Magic Item)
    0.5 lbs - Bork's Sleep Anywhere Pillow (Magic Item)
    7 lbs - Fury Fang (Magic Item)
    130 lbs - The Scales of Strife series: Iass' Trial (Magic Item) (Attuned)
    2 lbs - Hammer of Silver Forging (Magic Item)
    4 lbs - Silvered Battleaxe
    1 lbs - Gauntlets of Draconic Might (Magic Item)
    40 lbs - Javelins x 20
    1 lbs - Strider's Ears (Magic Item)
    6 lbs - Fellers Blade +1 (Magic Item)
    2 lbs - Flask of the Phoenix (Magic Item) (Attuned)
    8 lbs - Daborakian Kite Shield
    6 lbs - Yol Da Gore (Magic Item)
    5 lbs - Rampaging Warspear (Magic Item)
    2 lbs - Bullseye Lantern with Continual Flame spell cast on wick (5th Level)
    2 lbs - Fellars Hook. Special, Thrown (Range 120), Two-Handed, Finesse
    2lbs - Leach (Magic Item)
    4 lbs - The Rage Within (Magic Item) (Attuned)

    Sub-total: 196 lbs

     

    Consumables
    Bandolier 1 - 7 lbs
    Flask of the Phoenix ( Potion of Supreme Healing )
    Potion of Greater Healing
    Potion of Speed

    Bandolier 2 - 7 lbs
    Potion of Superior Healing
    Potion of Growth
    Potion of Flying

    Bandolier 3 - 7 lbs
    Potion of Invulnerability
    Potion of Supreme Healing
    Potion of Supreme Healing

    Backpack
    12 lbs - Potion of Healing x 4
    4 lbs - Potion of Greater Healing x 3
    6 lbs - Antitoxin x 2
    2 lbs - Potion of Water Breathing x 1
    8 lbs - Pumpkin Jack's Pumpkin Flavored Rotgut Whiskey x 1 (DC 14 or instantly drunk)
    8 lbs - Potion of Superior Healing x 3
    14 lbs - Potion of Heroism x 4
    6 lbs - Ladenvar Drug x 1
    8 lbs - Oil of Sharpness (+2) x 1
    10 lbs - Holy Water x 5
    8 lbs - Elixir of Health x 5
    6 lbs - Potion of Invulnerability x 3
    8 lbs - Potion of Beast Mind Control x 4
    4 lbs - Potion of Speed x 1
    4 lbs - Potion of Growth x 2
    4 lbs - Potion of Flying x 2
    4 lbs - potion of supreme healing x 3
    Reagents

    Sub-total: 120 lbs

     

    Crafting Materials

    Owlbear Skull
    Moderate, Adornment, Wondrous, Strength, You gain a +1 bonus on Strength ability checks, and you gain advantage on sight and smell based passive Perception. Your maximum hit points increases by 2.

    Bell of the Undying [IN CRAFTING]
    Flawless Quality, Base Material, Enhancement, Weapons, Shields, Constitution, Charisma, Necrotic, Death, Inevitability, Despair, Necromancy, Lorn

    Iridescent Quetzacoatl Scale [IN CRAFTING]
    Superior Quality, Enhancement, Adornment, Armor, Shields, Strength, Constitution, Intelligence, Rainbow, Radiant, Antimagic, Reparation

    Wrathchild's Lightning [IN CRAFTING]
    Flawless Quality, Adornment, Enhancement, Enchantment, Armor, Shields, Dexterity, Wisdom, Charisma, Courage, Fury, Lightning, Night, Pain, Power, Consecrated: Lorita

    Gavel of True Justice
    Superior Quality, Base Material, Enhancement, Shields, Constitution, Thunder, Psychic, Judgment, Death, Power, Mutator: Efficient

    Assistant's Lucky Night Night Club [IN CRAFTING]
    Flawless Quality, Base Material, Enhancement, Weapons, Wondrous, Shields, Wisdom, Charisma, Bludgeoning, Necromancy, Strife, Enchantment, Reflex, Stealth

    Ringmaster Raphael - (1 Use)
    Superior Quality Special Crafter
    Used in: Anything
    Constitution and Charisma-aligned; Alchemy, Charm, Emotion, Energy, Health, Honor, Hope
    Race/Class: Half-Elf/Storm Sorcerer
    Worships: None
    Can work on Special Attunements, Masterwork items
    Cannot travel for faction forge, nor give +bonuses

    Tir Cas Nir - (1 Use)
    Flawless Quality Special Crafter
    True Neutral, Shar'Kai AnProt. Barbarian, M
    Diety: None
    Used in: Weapons (Heavy Only), Shields
    Strength, Constitution, Wisdom
    Forge Bonus ✓, Special Attunement ✓, +Bonus ✓
    Undying, Faith, Resolve, Strength, Glory

    Bathelia [IN CRAFTING] - (1 Use)
    Flawless Quality Special Crafter
    True Neutral, Yuan-ti Scar Seeker Barbarian, F
    Diety: Cassius
    Weapons Armor, Shields
    Strength, Constitution Charisma
    Forge Bonus ✓, Special Attunement x, +Bonus ✓
    Power, Resilience, Glory, Belief, Freedom


     

    Inventory

    0 lbs - Prismatic Necklace
    0 lbs - Ashes of a Phoenix's Echo
    10 lbs - Waterskin x 2
    10 lbs - 50ft Rope x 1
    9 lbs - Cult of the Dragon Robes x 3
    3 lbs - Herbalism Kit x 1
    1 lbs - Mess Kit x 1
    10 lbs - Ration x 3
    3 lbs - Robes of Fire Cult x 1
    10 lbs - Flask x 10
    7 lbs - 10ft Pole x 1
    3 lbs - Pouch x 3
    5 lbs - Shovel x 1
    1 lbs - Whetstone x 1
    10 lbs - Miners Pick x 1
    0 lbs - Chalk x 1
    10 lbs - Oil Flask x 10
    6 lbs - Manacles x 1
    12 lbs - Healers Kit x 2 (10/10) (10/10)
    10 lbs - Sledgehammer x 1
    5 lbs - Crowbar x 1
    3 lbs - Hammer x 1
    24 lbs - Climbers Kit x 2
    7.5 lbs - Pitons x 50
    7 lbs - Pole of Collapsing x 1
    5 lbs - Leatherworkers Tools x 1
    5 lbs - Woodcarvers Tools x 1
    1 lbs - Spyglass x 1
    2 lbs - Pan Flute x 1
    1 lbs - Trinket, Rabbits Foot x 1
    1 lbs - Pouch x 1
    1 lbs - Quiver x 1
    1 lbs - Silvered Arrows x 20
    6 lbs - Fine Clothes (Tribal) x 1
    1 lbs - Bandolier x 1
    8 lbs - Smiths Tools x 1
    0 lbs - Plush toys x 3
    8 lbs - Mason's Tools x 1
    0 lbs - Astral Token x 1
    1 lbs - Lord of Blades Body Pillow x 1
    1 lbs - carved wooden Daborakian horse x 1
    ? lbs - Lesser Wendigo Antler (Trophy)

    Sub-total: 225.5 lbs

     

    Weight: 538.5/700 lbs


    Magic Item descriptions can be found in the Character Profile, under 'Wealth'.
    Equipment
    Steton Striders
    Faction
    Mad Man
    Stat Array

    RACIAL TRAITS


    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.

    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.

    ORIGIN


    Steton

    Stetonians are rumored to have the influence of giants within them. As such they are quite hardier than others. You gain +1 to Constitution, and proficiency in Nature.

    Dragonslayer

    You are resilient to damage in battle, especially against weaker unworthy challenges. You reduce all physical damage taken from non draconic enemies by 2. This stacks with other forms of damage reduction. You also gain proficiency in Arcana.

    Lip Service -Iass
    Skill Proficiency – Survival

    Attribute Cap Increase
    Strength +2; This boosts the maximum of an ability score but not the score itself. (Steton Striders)
    Constitution +2; This boosts the maximum of an ability score but not the score itself. (AcademyTraining)

    Tool Proficiencies
    Brewer Supplies, Instrument of your choice (Drums)

    Trial of Starlight - Debuff
    -2 Intelligence, lose Athletic Proficiency



    Subclass Features


    Dangerous Bravado

    At 3rd level, whenever you rage, you do not have resistance to physical damage taken. Instead, you take 50% more physical damage. This negates all other sources of resistance to physical damage you may get.

    All In

    At 3rd level, you gain a bonus to the damage rolls of melee weapon attacks equal to half of the largest amount of damage you have taken in your current rage.

    Now or Never

    At 6th level, you can choose one of your attacks in an attack action, and that attack can score a critical hit on a roll of 15-20. Using this feature provokes an opportunity attack from your target, and their attack can score a critical hit on a roll of 15-20. The target can make this attack even if they do not have a reaction to use but does use their reaction if they haven't used it already. You cannot use this feature again until you finish a short rest.

    Rowdy Rudy

    At 10th level, whenever you are defeated, you can instead be reduced to 1 hit point. If you use this feature, all creatures within 30 feet of you gain advantage on attack rolls for 1 round. You cannot use this feature again until you finish a long rest.

    Polearm Master (Level 12 ASI)

    You can keep your enemies at bay with reach weapons. You gain the following benefits:
    • When you take the Attack action and attack with only a glaive, halberd, quarterstaff, or spear, 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 the attack deals bludgeoning damage.
    • While you are wielding a glaive, halberd, pike, quarterstaff, or spear, other creatures provoke an opportunity attack from you when they enter your reach.

    Class/Racial Features & Traits

    Comments

    Please Login in order to comment!