Gotrek Keenmark

Gotrek Keenmark

Personality Characteristics

Motivation

Children

Gotrek Keenmark

Dwarf Race
Krazax/Minesworn Origin
Fighter 5 Class & Level
Neutral Alignment
Cassius Deity
The Great Bazaar Faction
Employee Rank/Position
3 Loyalty
Magnum Opus Company

Strength 17
+3
Dexterity 14
+2
constitution 18
+4
intelligence 10
+0
wisdom 11
+0
charisma 11
+0
Total Hit Dice 5
Hit Die
1d10+4
+3 proficiency bonus
+6 Strength
+2 Dexterity
+7 Constitution
+0 Intelligence
+0 Wisdom
+0 Charisma
saving throws
+5 Acrobatics
+0 Animal Handling
+0 Arcana
+6 Athletics
+0 Deception
+0 History
+3 Insight
+2 Intimidation
+0 Investigation
+3 Martial
+0 Medicine
+0 Nature
+3 Perception
+0 Performance
+0 Persuasion
+0 Religion
+5 Sleight of Hands
+2 Stealth
+3 Survival
skills

 
10
MV
0
Prestige
1
Attunement Slots
16
Armor Class
57
Hit Points
+2
Initiative
25
Speed
Attacks
light/med/heavy armor + shields
simple & martial weapons/scorpion whips/krazaxian war axes
str/con saves
athletics/acrobatics/perception/sleight of hand/survival/intimidation
jeweller's tools (Expertise)/Weaver's tools/Brewer's supplies/Tinkerer's Tools
Fluent in Dwarvish, Common, Elvish and Love
Proficiences
lol
Spellcasting
94 platinum
2850gp
4 tier 4 food tokens
320gp in gems
Ruby worth 500gp
Ruby Earring
Fadesteel Scales of the Deal
Belt pouch
Letter of introduction to the Great bazaar from Ruby Red
Commemorative sword/parchment/stone rock
Half barrel of Desert Storm spirits
Tinkerer's Tools
Pole of Collapsing
Hourglass
Greataxe
Flail
Leather armor
handaxe (x6)
dungeoneer's pack
Bandolier (x4)
Krazaxian Waraxe (Silvered) (x2)
Whip
Katana
Component Pouch
Bandolier (x2)
Scorpion Whip (x2)
Tankard
Block and Tackle
Hunting Trap
Greasy Salve (x10)
Miner's Pick
Salt (10lbs)
Painter's Tools
Crafting Token (x2)
Scroll of Protection from Evil and Good
Glaive (Silvered)
Kerambit (x4)
Smith's Tools
Leatherworker's Tools
Jeweler's Tools
Glassblower's Tools
Woodcarver's Tools
Tinkerer's Tools
Disguise Kit
Forgery Kit
Navigator's Tools
Thieves' Tools
Playing Card Set
Dice Set
Bagpipes
Breastplate
Healing potion (x5)
Cart
Mule
Another Mule
Potion of Fire Breath
(2)Potion of Greater Healing
Oil of Slipperiness
Potion of Gaseous Form

2 climbing pot reagent,
2 greater heal pot reagent,
2 fire breath reagent

-Blessed Flame (x1) (5 tokens)
-Frostbitten Steel (x1) (5 tokens)
-Obsidian Timber (x1) (3 tokens)
-Sacred Silver (x1) (1 token)

Ring of Red
Masterwork Wondrous Item
Ruby demands that all respect her, whether they like it or not.
Those who possess this ring can add half their Proficiency mod(Rounded Up) to the result of Intimidation checks.

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The Leviathan Axe
Handaxe - Attunement (Currently Attuned)

A gnarly looking handaxe. The axe head has been crafted from the Tusk of a once mighty Ettin, with the handle of the axe being forged out of the deadly-looking poisonous tail of a Wyvern. There's a weird looking shard that radiates magical energy stored within the handle of this bestial weapon.

Pommel Strike: You can use the attack action to make a special melee attack, striking down with the pommel of this weapon - a deadly, spiked wyvern tail. If you're able to make multiple attacks with the Attack action, this Attack replaces one of them. When you hit with this weapon, the effected creature takes 1d4 poison damage and, upon a failed DC 13 Constitution Save, is poisoned until the end of their next turn.

Return To Sender: When you throw this weapon, you may use your bonus action to make a Wisdom Check (DC 12) to have the weapon return to your hand, if you are within 30 feet of it. However, due to the nature of your Shard of Bizarre Magic, the weapon still returns to your hand upon a failed Check, but with the Axe head soaring right towards your face! This deals half the damage of a normal attack roll, and cannot be resisted in any way... but, hey, it still comes back to you!

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Elemental Spirit Gem of Good
Crafted by Gotrek Keenmark
Wondrous (Ruby) - Major Uncommon (750gp, 8 days) - Attunement

A ruby with a rune signifying "Good" inscribed on it.

As long as you are attuned to the gemstone and alive on the same plane of existence, the gem glows with an intensity relevant to your prestige; 5 ft of bright light and 5 ft of dim light per point. If you die or becomes unattuned from the gem, the glow dies. The gemstone remains attuned to you even if it is more than 100 ft away for long periods of time. The gemstone has an AC of 20, 18 hp, and damage threshold of 10.

The item cannot be upgraded further by any means.

[Base Material, Special Method]
Equipment
The Great Bazaar
Faction
The Mad Man
Stat Array
GWF
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.

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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.

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Darkvision
Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Dwarven Resilience
You have advantage on saving throws against poison, and you have resistance against poison damage.

Dwarven Combat Training
You have proficiency with the battleaxe, handaxe, light hammer, and warhammer.

Tool Proficiency
You gain proficiency with the artisan's tools of your choice: Smith's tools, ((brewer's supplies)), or mason's tools.

Stonecunning
Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.

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.

SANGUINE KNIGHT
Suffering Sword
Beginning when you choose this archetype at 3rd level, you can only use weapons that deal slashing damage. If you use a weapon that deals Slashing or another damage type, you can only choose slashing. You deal 1 extra bleed damage with such weapons.

Sanguine Boon
At 3rd level, whenever you are healed, if you would be healed to your maximum hit points, you can convert any leftover healing as temporary hit points. You cannot gain more than 3 times your character level of temporary hit points in this way. You cannot gain temporary hit points from this class feature if you already have any temporary hit points at all.

GB

Attribute Cap Increase
+2 Intelligence; this boosts the maximum of an ability score but not the score itself


4TH LEVEL ASI: CHAINBREAKER (PRESTIGE CLASS)
Upon choosing Chainbreaker, you gain proficiency in the following chain weapons:

Quick Chain
(1d6 Bludgeoning), Reach(10ft.), Finesse, Light
Weapon group: Flails


Brutish Chain
(1d8 Bludgeoning), Reach(10ft.), Versatile (1d10), Catching
Special: You gain a +1 bonus on contested Strength (Athletics) ability checks to maintain grapples made with this weapon
Weapon group: Flails


You may turn an appropriate length of chain into either chain weapon after spending an hour to modify the chains to the preferred type. Chain Weapons may be used in conjunction with class abilities such as but not limited to, Pact of the Blade. Magical chains used as the material for a chain weapon, they lose their magical properties as an item but the resulting chain weapon count as a magical weapon for bypassing resistances. Chain weapons may be also crafted by a Chainbreaker via the crafting system.


Anchor Chain
As an action, you can attach your chain to any point within reach. While anchored and using movement, you can use it in combat as a tripwire between yourself and the anchor point. Enemies must make a Dexterity saving throw (DC 8 + proficiency + strength/dexterity) or become prone. An enemy can only be affected by this once per turn. Enemies with a fly speed are immune to this effect. The chain can be detached again as a free action and you cannot attack with the chain weapon until this is done.
Class/Racial Features & Traits

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