Barbarian 1st
Description: Size [Medium], Movement – Normal (30’), human, male, #168, 5’11”, age: unknown (late 20’s?), right handed,
> Trace of Fey: There are tiny motes of light in his eyes; his ears are slightly high and pointy, and he is nearly hairless except for his head.
Background: Outlander (tribal marauder; he remembers little, but bears many a battle scar)
– Personality Trait:
– Ideal:
– Bond:
– Flaw:
Alignment/Code/Mannerisms: tendencies to be controlled in moments when truly needed, and random or erratic in most others…
Hit Points: [12] + 1 = 13
Strength: 15 (+2)
Intelligence: 10
Wisdom: 14 (+2)
Dexterity: 17 (+3)
Constitution: 13 (+1)
Charisma: 12 (+1)
Sanity: 9 (-1)
Lore: Elves +3
Languages: Gladnorian (literate), Feyloise (elven; literate)
Rage: Lasts 1 minute or end as a Bonus Action, Rage 2/Long Rest
+2 Damage; Advantage on Strength checks, resistance to Bludgeon, Slash, and Piercing
Instinctive Maneuvers: Hazy memories from a lost life allow him to draw on battle-knowledge
> Must make a DC 10 Sanity check to use; D6 superiority dice x2 per short rest
Parry: When another creature damages you with a melee attack, you can use your reaction and expend one superiority die to reduce the damage by the number you roll on your superiority die + your Dexterity modifier.
Rally: On your turn, you can use a bonus action and expend one superiority die to bolster the resolve of one of your companions. When you do so, choose a friendly creature who can see or hear you. That creature gains temporary hit points equal to the superiority die roll + your Charisma modifier.
Feature: Wanderer – Excellent memory for direction and geography. Can recall general layout of terrain, settlements, and other features.
Armor: : medium heavy shield (AC: 12 [1 resilience] + Dexterity [3] = 15 Armor Class
> if no armor, then add Constitution [1] for 16 Armor Class
Weapons: Flail [D8/4 damage]; +1 attack vs. wooden shields and natural (light) armor
> DC 5 Nature check (elvish hymn); Death Ward while raging (1st time wielder drops below 1 HP, they instead drop to 1 HP).
Unarmored Defense: Character gains Constitution bonus when armored with just a shield or less.
Dairn’s earliest memories are of wandering in the woods, alone, and naked except for his weapon. He had vague memories of his birth, of strange smells and colors, and little else. He was taken in by the Pine Tribes, he found him wandering in their forest lands, saw the old tattoos that had been placed upon him at a much younger age – during a time he has no recollection of.He was walking along a river bank, wading in the river. There were no tracks to show where he had come from.
Among the tribes he demonstrated erratic behavior – sometimes stoic, sometimes focused and direct, other times taking actions that made no sense. And then the rage would take him. He would gnaw his shield or bite his lip, huff like a bear, or scream at the top of his lungs. His erratic behavior and strange countenance along with his odd mannerisms made him an outcast nearly. He learned to channel his bursts of rage and fear that would come from nowhere. He found a place with the sacred berserkers of the tribes.
He was taken with his berserker band across the river to the sacred Spined Elm of Cor-Edaug on the south side of Lake Caolite – the so called “War of the Elm”. His people were defeated, and he was gravely wounded (and given the brand all warriors in that fight were given) and brought home. He has strange fevered dreams of that trip, as if he was in a different world. He spoke in strange languages (elven), he sought women – searching their faces for his mother, and attempted to steal horses.
His people never looked at him the same. He was told to leave the tribes. He made his way to human settlements, trying to learn their ways. He remembers little from the last several weeks, but remembers waking up after he dreamed a face of a skull towered over him and drank in his breath as he breathed it out… it is a dream that haunts him often. He was found after several days wandering without many possessions, near death. He was brought to the fallen death god’s shrine in Salt Marsh to die, and did not after several days.
Gabrella, Emily, Dairn, Justav, Toulath, and Gaardu have joined forces to track down and evil renegade of the Narcosa Necromancer Guild and stop hm before he can do something horrible.
INTRO/Character Creation
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Dairn (i’m not tied to the name, but he can only remember his first name) comes in about the first half hour into the play session, but right before any “action”. He is actually a survivor of an experiment. Hes a bit of a challange to play, because he initially starts as a sort of chaotic neutral character in the sense that you need to roll or do things randomly – when asked to open a door, he might try and bash it in, or pick the lock (not having any skill or tools to do so), to attack would be random, perhaps throwing whatever is in his hand or logically drawing and using a weapon. With the ‘go talk to the guardsmen about some issue XYZ’, he might get there and try and get information, or get drunk and talk about his mother… this gets better after a few interactions, but i want the flavor of a man who’s trying to recover his memories and mind and its disjointed right now. The party will find him following the trail of the renegade from the Narcosa Guild. He is a member of the northern Pine Tribes – barbarian, but hes long been civilized and left his tribe. He has some tattoos and many scars. Clearly his body (age 28) is way more experienced than his mind (in terms of mechanics, he will be a first level character, but to off set the randomness, he will have a few battle master maneuvers of the fighter class – instincts buried deep) and he will be literate and fluent in 2 languages – a bit of a mystery, even to himself – memories are hazy… and a great plot vehicle for the game master later :-)!
The party will have the option of trying to find out more about the character by searching in the town where he is found or moving on fast to keep up their pursuit. A few clues will be discoverable along the way, and i have 1 spot where the character themselves can have trauma trigger a check to regain some memories.
Barbarian 1st
DAIRN
Mother was a an half elven witch who could walk the path to the Feywild. She was a Wood Witch to the tribes of Rhyl, not part of them, but a sacred individual. She had her son indoctrinated into the ways of the tribe, and tattooed as a young adult he learned the ways of war.
Flash of the Feywild
She was murdered when her enemies from the Feywild found her, but hid him in the Feywild. He grew up with the Unseelie Fey and became a great battle leader. He was given a war flail from the famous Duke of Lua Crestaugh, magical within the Feywild.
He was lured by love into a trap by Evietta Rainshadow (the wife of an enemy), and returned to the Steel Realms, his memories torn apart and he was cast adrift with the mind of his younger self and a body aged and cut by violence. The war flail was bonded to him and somehow made it through the plane shift.