Lorck Darfizion

Lorck Darfizion

One day, a dwarf wakes up on a beach. A town is burning, he is riddled with burns and cuts, but where is he? Why is that small town on fire? But most importantly; Who is he? He does not know the answer to any of these questions, but what does he remember? He was on a boat watching a town, a dragon attacked a town, then his boat exploded, and after that... besides water and gurgling, nothing. And before that... nothing. Well, guess, this is a new start then. He learned of the exsistence of gods pretty early on his travels to remember who he is, as such he became a follower of the second god he learned of which currently aligned with him: Babylon. He does not call upon him though, as he purely relies on his own strength to survive and get to know information.

Physical Description

General Physical Condition

Extremely tall for a dwarf as he is half-dwarf and half-goliath. While he is tall, he is just as bulky as a normal dwarf. Very honed body as a result from years of hard physical labour.

Body Features

He has burns of varying degrees over his whole body. His hands are very rugged and has many calluses. He has a big scar on his right shoulder blade.

Facial Features

Mild burns on his forehead. His sleepless nights are visible by the bags under his eyes.

Identifying Characteristics

The near-black bags under his eyes.

Physical quirks

Can only close his right eye when he attempts to wink. His feet are massive, as a result he cannot wear boots or socks.

Special abilities

Extreme Endurance and perseverance, never surrenders even on his dying breath.

Apparel & Accessories

He only wears an army green dungarees with a rope acting as a belt, he wears it like a pair of pants instead of the proper way to wear them.
He walks with bandages on his feet as replacement for socks, as none fit him.

Mental characteristics

Personal history

As a child, Lorck loved smithing, but seeing his brother, who was a good for nothing who did nothing but look out the window and run around in the grass all day made him very jealous. One day, the younger brother went to Lorck asking if he could be taught how to smith, Lorck finally had an opportunity to show how much fun smithing is and share it with his cute little brother. So he taught him, and in just a few months, his brother had surpassed him, Lorck was devastated. "Maybe, the secret lies in nature." The dwarf said in a whiff of genius madness. Thus he stopped smithing and went out into nature. At first he hated it, but after trying to understand it, become it he started to love nature as it is. Gorgeous shades of green and everlasting trees, the vibrant colors of flowers, and the animals that seem to manipulate nature as if they are a part of it; All of it is truly beautiful. Along his travels while looking at some flowers, he noticed something move in the distance and goes to check it out.

Gender Identity

Male.

Education

He knows in depth survival and nature skills from first hand experience.

Failures & Embarrassments

The inability to remember his past. He randomly can tear up as a result.

Mental Trauma

He has flashbacks of people he does not know. He avoids bloodwave bay as much as possible. He knows most of the people he has traveled with are probably dead.

Intellectual Characteristics

Smarter than Average, good at remembering information.

Morality & Philosophy

His morality switches quite frequently.

Personality Characteristics

Motivation

Tries to forget and instead accept what he has already forgotten.

Likes & Dislikes

Likes; His friends, being needed, cooking, hunting, gathering, being forgiving, having small bouts and armwrestling. Dislikes: Treacherous people, people who ignore him and his most recent addition; sleeping

Personality Quirks

Whenever he sees flames he has mild memory spikes which can make him stop in his tracks unless something more urgent is at hand.

Hygiene

Near to none, just prefers to eat his meat without blood.

Social

Contacts & Relations

Considers himself good friends of Rhogar.

Family Ties

Has no family that he knows of.

Religious Views

He loves nature; He wants to protect and in the long term become part of it.

Social Aptitude

He is always down to party, and tries to befriend everyone. He tries to be the best he can possibly be.

Mannerisms

A bit odd and some times wild, but with good intent.

Speech

Refers to himself as "This one" and "This dwarf" (Cured by death of Alter Ego)
Current Location
Witchtown
View Character Profile
Alignment
Lawful Neutral
Date of Birth
4th of Azen, 1153 (51y/o)
Birthplace
Krazax near the Forges
Children
Current Residence
Some cave in daborak near the world road
Gender
Male
Eyes
Blackish
Hair
Orange
Skin Tone/Pigmentation
A greyish hue
Height
5'8"
Weight
383 lbs
Known Languages
Common, Dwarvish

Lorck Darfizion

Hill Dwarf Race
Privateer Origin
Bear Totem Warrior 6 / Unbreakable Fighter 3 (9) Class & Level
Lawful Neutral Alignment
Babylon Deity
None Faction
None Rank/Position
4 Loyalty
None Company

Strength 14
+2
Dexterity 16
+3
constitution 18
+4
intelligence 10
+0
wisdom 12
+1
charisma 11
+0
Total Hit Dice 6 / 3
Hit Die
1dd12 / d10+4
+4 proficiency bonus
+6 Strength
+3 Dexterity
+8 Constitution
+0 Intelligence
+1 Wisdom
+0 Charisma
saving throws
+7 Acrobatics
+1 Animal Handling
+0 Arcana
+6 Athletics
+0 Deception
+0 History
+1 Insight
+0 Intimidation
+4 Investigation
+5 Martial
+1 Medicine
+4 Nature
+5 Perception
+0 Performance
+4 Persuasion
+0 Religion
+3 Sleight of Hands
+6 Stealth
+1 Survival
skills

 
36
MV
0
Prestige
1
Attunement Slots
19
Armor Class
111
Hit Points
+3
Initiative
35ft
Speed
Weaponto HitDamage
Ol' Reliable[Roll: 1d20+6][Roll: 1d6+2] +2 if raging
Greataxe[Roll: 1d20+5][Roll: 1d12+2] +2 if raging
Longsword[Roll: 1d20+5][Roll: 1d8+2] or [Roll: 1d10+2] +2 if raging
Improvised[Roll: 1d20+6][Roll: 1d6+2] +2 if raging
Unarmed[Roll: 1d20+6][Roll: 1d4+2] +2 if raging
Attacks
Nature, Investigation, Perception, Persuasion, Martial, Acrobatics, Athletics
Alchemist Supplies, Brewer's Supplies, Cook's Utensils
Martial Weapons, Simple Weapons
Light armor, Medium armor, Shields
Common, Dwarvish
Proficiences
NaN
Spellcasting
Utility Stuff (162.5 lbs)

Backpack, Bedroll, Tinderbox, Mess Kit, Three Waterskins, Two bandoliers, Vestments. (31 lbs)
Alchemist Supplies, Brewer's Supplies, 2x Cooking Utensils, Herbalism Kit, Cauldron, 10 Torches, 13 days of rations, Pole of Collapsing, 120 ft rope, Grappling hook, Smoke Stick. (131.5 lbs)
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Drinking Stuff (uh? lbs) (In Bank)
2 Barrels of Homemade Ale (DC 20)
1 Barrel of "Poor" Ale (DC 10)
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Fighting stuff (30 lbs)

Longsword, Shield, Dagger, 2 Handaxes, Javelin, 2 greataxes (30 lbs)

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Magical Fighting Stuff (8 lbs)

Ol' Reliable
If you possess the Tavern Brawler Feat, you deal 1d6 + your Strength modifier bludgeoning or slashing damage instead.

Look at the shiny lights! As an action, you can slam the back of your shield to activate the hallucinatory properties of the mushrooms that went in its creation. Up to three creatures of your choice within 10 feet of you must succeed on a DC 11 intelligence saving throw. On a failure, they must use their next attack or damaging spell or ability against you. On a success, they can act normally. This ability has no effect on constructs and undead. You can use this ability once, which refreshes on a long rest.

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Consumables (44 lbs)

5x Potion of Healing, 3x Potion of greater healing, 1x Potion of Superior Healing. (18 lbs)
1x Potion of Bottled Breath, 1x Potion of Invisibility, 2x Potion of Growth, 2x Potion of Water Breathing, 1x Potion of Heroism, 1x Weak oil of sharpness+1. (16 lbs)
4x Scroll of lesser restoration, 1x Scroll of protection from evil and good, 1x scroll of cure wounds, 1x Scroll of Darkvision, 1x Scroll of charm person, 2x Scroll of Feather Falling. (10lbs)

(Total: 274.5 lbs)
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Weightless Crafting Jizz

Crafting Mats
Might of an Astral Serpent - Superior - 1x
Call of Home - Superior - 1x
Wraith Essence - Superior - 1x
Nomad's Feather - Flawless - 1x

Voidwidow's Silk - Flawless - 1x
(7 crafting tokens)

Special Crafters
Riflo the Right-handed - Superior - 1x
Chak Nightgaze - Superior - 1x

Reagents
1x Potion of water breathing reagents, 1x Potion of greater healing reagents

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1 "Lucky" Golden Coin (To toss to my witcher)

7 Gold Coins, 480 Platinum Coins
(3.76 lbs of gold)
(1810gp) (278.30 LBS / 420.00 LBS)


Bandolier 1:
2x Potion of Greater Healing, 1x Potion of Growth.
Bandolier 2:
1x Potion of Heroism, 1x Potion of Superior Healing, 1x Potion of Invisibility.

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Animal Companions.
A platinum gold coloured fox named Spark.
A golden retriever puppy called Andanto
A male german shepard called Gerar
A haired pig called Beaumuth the Slayer of Gods
Equipment
None
Faction
Madman (14,15,15,10,11,11)
Stat Array
Crippling Depression: CURED
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You have disadvantage when you make a saving throw against fears, even if you would normally have advantage. When they short rest, they gain half the normal hit points from all healing effects used during a short rest, this includes hit dice, song of rest and any other ability that restore hit points specifically through short resting. In addition, Whenever they would perform a long rest, they take 1d10 psychic damage from nightmares after the rest is completed. This cannot cause them to go below 1 hit point.
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Barbarian Traits
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> RAGE!!!
As a bonus action enter a rage for up to 1 minute (10 rounds).
You gain advantage on STR checks and saving throws (not attacks), +2 melee damage with STR weapons, resistance to bludgeoning, piercing, slashing damage. You can't cast or concentrate on spells while raging.
Your rage 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 then. You can also end your rage as a bonus action.

> Unarmored Defense
While not wearing armor, your AC equals 10 + DEX modifier + CON modifier + any shield bonus.

> Reckless Attack
Starting at 2nd level, you may attack recklessly on your first attack each turn. Gain advantage on melee weapon attack rolls using strength this turn, but attack rolls against you have advantage until your next turn.

> Danger Sense
At 2nd level, you have advantage on Dexterity saving throws against effects you can see, such as traps and spells. To gain this benefit, you can not be blinded, deafened, or incapacitated.

> Primal Path: Totem Warrior
At 3rd level, you can choose a specialty for your class.You gain different features for this path at 3rd, 6th, 10th,and 14th level.

> Ability Score Improvement / Feat: Tavern Brawler
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

> Fast Movement
I am speed:
Starting at 5th level, your speed increases by 10 feet while you aren’t wearing heavy armor.

> Extra attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

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Totem Warrior Traits (Subclass)
-------------------------------

> Spirit Seeker
At 3rd level, you gain the ability to cast the Beast Sense and Speak with Animals spells, but only as rituals.

> Totem Spirit: Bear
At 3rd level, you choose a totem spirit and gain its feature. You must make or acquire a physical totem object that incorporates something from the animal.
Bear. While raging, you gain resistance to all damageexcept psychic.

> Aspect of the Beast: Bear
At 6th level, you gain a magical benefit based on the totem animal of your choice. You can choose the same animal you selected at 3rd level or a different one.
Bear. You gain the might of a bear. Your carrying capacity (including maximum load and maximum lift) is doubled, and you have advantage on Strength checks made to push, pull, lift, or break objects.

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Fighter Traits
-------------------------------
> Fighting Style; Dueling
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

> Second Wind
On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level.

> Action Surge
On your turn, you can take one additional action on top of your regular action and a possible bonus action.
-------------------------------
Feats
-------------------------------

> Tavern Brawler
Accustomed to rough-and-tumble fighting using whatever weapons happen to be at hand, you gain the following benefits:
Increase your Strength or Constitution score by 1, to a maximum of 20. (Chose Constitution)
You are proficient with improvised weapons and unarmed strikes.
Your unarmed strike uses a d4 for damage.
When you hit a creature with an unarmed strike or an improvised weapon on your turn, you can use a bonus action to attempt to grapple the target.

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Racial Traits
-------------------------------

> Dwarven Resilience
You have advantage on saves against poison and resistance against poison damage.

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

> Dwarven Toughness
Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.

> Tool Proficiency
You gain proficiency with your choice of smith’s tools, brewer’s supplies, or mason’s tools.
Brewer's Supplies

> Darkvision
You can see in darkness (shades of gray) up to 60 ft.

> 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.
Class/Racial Features & Traits