Status: Alive; Bannerman Status: Gallantine Company of Dunstrand, Second Squad, 1 st Platoon
Description: Human, Pine Tribes, Male, Age 25, Beauty is Average, Size Medium, Hawk tattooed/branded/scared on chest

CHA 12 (+1)
WIS 12 (+1) (+1 Wisdom Checks, Hawk Totem)
CON 16 (+3) {Proficient – Barbarian} (+1 on all CON Saves)
STR 13 (+1) {Proficient – Barbarian}
INT 12 (+1)
DEX 17 (+3) (Advantage on DEX saving throws against effects you can see – Danger Sense)
SAN 11 (Advantage on checks against Fear – from Brave)
ESSENCE: 11 (-2 Divine Aptitude, -2 Spirit Warrior, -2 Winter Walker) = 5
MOVEMENT: 30 +10 (when not in heavy armor)


BRAVE: Advantage on checks for Fear
CALM: Loses Rage, gains Reckless Attack
LEVEL HEADED: Codes of Conduct/Alignment of Evil or Chaos or prohibited; compulsions of Blood Lust, Quick Tempered – or acting any way like it – are prohibited.

CRITICAL OBSERVER:  In observing any character fail a non-combat check, the character may attempt the same check (if they have proficiency) as a Reaction – learning from the failure of the character who went first. In combat, if the character chooses a Help action and the have a second attack, they can still Dodge a single attack (impose Disadvantage).

WYLD BOUND: Compulsion, SAN check

COMMUNICATION: Gladnorian (speak; [Conversational]), “Dundrav”, an ancient offshoot of Dundarian (speak; Conversational]), Dundarian (speak; [Rudimentary]), Mercat (speak; [Primative]), Wyldsign (written; [Primative])

BONDED ANIMAL COMPANION: Chotla was given a chick of a red tail hawk to raise by the sacred Child of Light ((The Golden Child). It acts as a Personal Defender: The Hawk can perform a Help action for Chotla to assist him for 1 action in the round. The Hawk is able to Dodge a single attack as well. The Hawk can only do this with enough room to maneuver and if Chotla is in personal combat with no more than 3 foes (not part of a group melee with allies).

HP = (15+(5×7)= 15+35 = 50 barbarian; +CON bonus= 15) = 65

Weapon/Armor Proficiencies: Simple Weapons, Light Armor, Medium Armor (Heavy Prohibited), Shields
SPEAR: (+3 +1) = +4 to hit; 1d6/ = 3 +1(STR) = 4 dmg; Versatile = 5 dmg 2-handed; Thrown (range 20/60) 4dmg.
HAND AXE: +4 to hit, 1d6(3)+1(STR) = 4 dmg; Thrown (20/60)
DAGGER: gift from High Queen’s Dragoons, Mark of the Duke of Dunstrand on blade and scabbard; Expensive, Fine
Craftsmanship, Durable, +1 overall dmg: Finesse: (3 +3(DEX) = +6 to hit; (2+3(DEX)+1) = 6 damage; Thrown (20/60)

AC/ARMOR: Leather and Furs 12 + 3 (DEX) = 15;; +2 Shield (Farold’s Wall) = 17?
FAROLD’S WALL: Imbued with Earth Spirit (by elder Ducateon). If wielded by a follower of the Wyld Faith, the shield heals completely each night and is half encumbrance and wielder gains +1 checks vs knockback. PV=120, PR=450. If takes more than PV, it gets the wielder’s iron will check to not break.

Amulet of Blending: +1 Stealth Checks, +4 Stealth checks against Flying Things)

Barbarian Totem Warrior/Pine Tribes Spirit Warrior Feats
Extra Attack: 2 attacks per attack action
Danger Sense: Advantage on DEX saving throws against effects you can see, such as traps and spells. You cannot be blinded,deafened or incapacitated for this ability.
Reckless Attack: Gives you advantage on melee weapon attacks using Strength, but attack rolls against you have advantage until your next turn
Unarmored Defense: AC without armor = 10 + DEX+CON+SHIELD = 18
Fast Movement: +10 Movement in no heavy armor

Spirit Seeker: PHB ?– you gain the ability to cast Beast Sense and Speak with Animals as Rituals.

Aspect of the Beast: Hawk/Eagle: You gain the eyesight of an eagle. You can see up to 1 mile away with no difficulty, able to discern even fine details as though looking at something no more than 100 feet away. Dim light does not impose disadvantage on your Wisdom (Perception) checks.

Winter Walker Universal Rewards: The Character gains Tactical Insight against undead; +1 on all Attacks against undead, and Advantage on all checks to track them

Outlander/Wanderer – You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth

Proficient Skills
Perception: (WIS) = (+1, +3) = +4
Survival: (WIS) = (+2, +3, +1 (Winter Walker Knowledge Test Success)) = +6
Athletics: (STR) = (+1, +1 +3) = +5
Stealth: (DEX) (+3, +3, +1) = +7/ +11 vs Flying Things
Medicine: (WIS) = (+1 +3) = +4. Let’s you try to stabilize a dying companion or diagnose an illness.
Nature: (INT) = +3 +1 = +4;
Animal Handling: (WIS) +1 +3= +4
Intimidation: (CHA) = +1 +3 = +4
Musical Instrument Skill: (DEX) (+3, +3)= +6

Non-Proficient Skills:
Lore: Kalad +1 (INT) = +2; Lore Undead +1 (INT) = +2;

ATHLETE: When prone, standing up uses only 5 feet of movement; climbing does not cost you extra movement, make a running long jump or high jump after moving only 5 feet on foot, rather 10 feet.
SKILLED: Gain 3 extra skills at 3 rd level
MAGICAL INITIATE: Druid Powers. Entangle

Druid Craft Cantrip: You create a tiny, harmless sensory effect that predicts what the weather will be at your location for the next 24 hours. The effect might manifest as a golden orb for clear skies, a cloud for rain, falling snowflakes for snow, and so on. This effect persists for 1 round. You instantly make a flower blossom, a seed pod open, or a leaf bud bloom. You create an instantaneous, harmless sensory effect, such as falling leaves, a puff of wind, the sound of a small animal, or the faint odor of skunk. The effect must fit in a 5-foot cube. You instantly light or snuff out a candle, a torch, or a small campfire.

Entangle: At 6 th level gain Entangle (1 st level Druid Spell) once per short rest as a Ritual. This special version is used for ambushes. Undead entangled in it takes 4 damage per round as the vital forces of life tear apart animated dead and undead. The damage doubles at 12th level

Guidance – Druid/Cleric Cantrip; you touch one willing creature. Once before the spell ends, the target can roll a d4(2) and add the number (+2) rolled to one ability check of it’s choice. It can roll the die before or after making the ability check. The spell then ends

Fog Cloud – 1 st level Druid Spell: Range 120’, Duration, up to 1 hour with concentration. You create a 20 foot radius sphere of fog centered on a point within range. The sphere spreads around corners, and its area is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 MPH) disperses it.

Omen Calling: They must be wearing a pelt or fetish of their related animal for Spirit Walker (Level 10) to work. Additionally, they may call upon their nature spirit as a ritual to bring forth an Omen when confronted by their hated enemy of undead – which is automatically recognized but requires 1 essence.

Favored Enemy for 8 hours. Can only be done 1/short rest. Or Alert feat in regards to their favored enemy. Or the next combat within 8 hours the warrior negates any undead non-magical resistances that reduce damage.

Favored Enemy: Undead – (Ranger) Advantage on Wisdom (Survival) Checks to track your favored enemies, as well as Intelligence checks to recall information about them.

Ability to Add Piety Rating (1) to a Survival Check once per session; In general, pelt-wearers related animal is treated as favored enemy for check bonuses (Advantage on WIS/Survival/ INT checks) – the character gains the ability to speak their actual animal “language” (primitive; can develop the language but baring physiology can only go to “understandable”).

Beast Sense: 2nd Level Druid Spell. You touch a willing Beast. For the Duration of the spell (Concentration, up to 1 hour) you can use your action to see through the beast’s eyes, and hear what it hears, and continue to do so until you use your action to return to normal senses

Speak with Animals: 1 st Level Druid. You gain the ability to comprehend verbally communicate with beast for the duration (10 minutes). The knowledge and awareness of many beasts are limited to their intelligence, but at minimum, beasts can give you information about nearby locations and monsters, including whatever they can perceive or have perceived within the past day. You might be able to persuade a beast to perform a small favor for you at the DM’s discretion.

Cultural Lag;
Shared Litany Wyld Faith (Bird Father?),): familiarity with Ritual and Ceremony content specific to the common traditions and practices of their involvement, and gain a +1 on all checks related to knowledge of it. Followers of Bird Father who have Shared Litany automatically gain an attuned connection to any sacred places & objects of the deity/faith and each other.

Codes of Conduct: Oath of the Gallants, Bannerman’s Oath,

Toughened (Max HD at first level),

Background – Outlander – Proficiencies/Feats/Skills/Traits
Origin – Outcast
Wanderer – You have an excellent memory for maps and geography, and you can always recall the general layout of terrain,settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.

Personality –
Ideal –
Bond –
Flaw –

Wyld Bound
The character rejects much of the notions of modern, crowded living. They prefer natural places and a balance of resources and dwellers. Movement instead of stasis, and unspoiled natural beauty. They dislike large cities; noise, stench and crowds of such cause them Anxiety (SAN check to resist for a # hours equal to their CHA). Never gain Skilled Linguist, Never gain Skilled Writer, Never gain Persuade above a proficiency bonus, Never acquire Streetwise, Never acquire Occult related essence or levels, Never hold the law of others above the laws and bonds of family/tribe/clan, etc., Rarely, if ever, wear modern dress – preferring tradition, Not wear heavy/encumbering armor, Not accumulate much more than you or you and a single small mount or vehicle can carry

Pine Tribes Spirit Warrior
Spirit Warriors are those who have pledged themselves to defend the natural places and spirits that dwell there. They despise the undead and animations as unnatural, and sometimes work with the civilized people who border their lands, and the High King’s Rangers in fighting them wherever they are fought. A Few legends exist where these warriors have become rangers themselves. these warriors leave the comfortable tribal life in favor of more remote places – places of powerful natural beauty and remoteness. Spirit warriors are calm, wiley, and helpful but relentless in combat against their hated foes. They are strong inspirations to the young, and many are quiet; experiencing long moments of stillness where they take in everything around them.

REQUIREMENTS: The spirit Warrior class uses the Totem Warrior path (at 3rd level) as a baseline, with the a few important changes. The character must have Divine Aptitude and begins play with Piety of 1 and chooses their patron spirit-deity of the Wyld Faith – must keep the same totem animal through entire Barbarian path of development. Their background must be Outlander.

Pine Tribes Culture Overview
There are a few large clans lead by the spirit-men (Shaman); but most are organized into small regional tribes lead by a chief and a medicine-man or woman. They wear a combination of traditional dress and modern – they only resemble the concept of a cliche savage in that they wear furs and dress appropriately for the clime they are in. They understand currency and use it to trade with outsiders and to varying degrees with each other – but most trade is a form of barter. They have a strong sense of humor and wit, are easy to laugh, rarely hold grudges (but are quick to fight and settle arguments by contest – though not necessarily violence). They understand and even teach their youths some of the ways of civilized cultures, but simply prefer the more elemental way of life. The warrior-hunters have a special place in the tribe. A few elite train for nothing but, but many are also farmers, husbands, fathers, kinsmen and tribe members first. They are masters of the use of natural cover though – having no problem in covering themselves in mud or the like to blend in, where they may not move for days. They do not believe in large pitched battles – preferring small groups, ambush, and single combat.

Those of the Pine Tribes speak an offshoot of ancient Dundarion called “Dundrav” at a [Conversational] level. With this they can also speak Dundarion language at [Rudimentary] level. Dundrav uses the same alphabet, has been simplified and is commonly called “Wyldsign”. It cannot communicate any idea beyond the [Understandable] level. Tribesmen are all familiar with the written form of Wyldsign at [Primitive] level – they hide words in natural formations and obscure them with signs only they know of to ward off other tribes and help guide hunters and travelers of their own clan and tribe.

Pine Tribes Winter Warrior Trials/Tests
The Trial of the Winter Walkers is similar to a vision quest. The animist spirit-deities of the Wyld Faith, once powerful in the north when the kingdom of Dundaria thrived, still watch over the children of the north. The Ilbarsi and Pine Tribes people still highly venerate them, and draw upon their powers of life and nature to become expert hunters of the Winter Host. Characters may petition for a ‘Warriors

Spirit Quest’ at the time of character creation.
The Quest
The character is tasked with trekking deep into the heart of the fallen kingdom of Dundaria and returning with some personal artifact from a city or town (verified by shamans later). Additionally, they must shadow but never be found by the armies of the Lich Lords on the march. They must bring forth a skull from a slain skeleton or zombie of their armies. They must avoid detection and being hunted down by the Prowl Packs. Sometimes, they can work with locals to lead the packs into an ambush. The spirits of the Wyld are with the character, and if the character tests through the deep pain and ache of the frozen north they are rewarded