CHRONICLE > The North Revealed is a Living World campaign set in The Northern Hearthlands of the [Fantasy] Steel Realms. The Heartland Spark has re-shaped the realm and new opportunity beckons the brave and bold to the north. Brought together by circumstance, bound by camaraderie, finding fortune in the conflict of the northlands…
Race: Wyld Elf (wood)
Class: Barbarian (Wolverine Totem Animal)
HD: 11+2= 13 Speed: 35 feet
Essence [ ]
Sanity 11 [+0] Perception 12 [+1]
Strength 14 [+2] Intelligence 10 [+0]
Wisdom 10 [+1] Dexterity 17 [+3]
Constitution 15 [+2] Charisma 8 [-1]
Proficiency +2 bonus @ level 1
Skills: Athletics, Medicine, Survival, Stealth
Lores
Tools: Herbalism Kit
Weapon: Simple and Martial
Armor: Light, Medium, Shields
Saves: Constitution, Strength
Communication: Gladnorean (S/L), Feyloise (S/L), Sylvan (S/L), Draconic (S/L)
Powers/Feats
Supple Bulk: -1 avg per health dice, +1 healing/rest
Fleet of Foot: Your base walking speed increases to 35 feet.
Mask of the Wild: You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.
Darkvision: Accustomed to twilit forests and the night sky, 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.
Keen Senses: +1 Perception
Fey Ancestry: You have advantage on saving throws against being charmed, and magic can’t put you to sleep.
Trance: Elves don’t need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is “trance.”) While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.
Rage: In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action. While raging, you gain the following benefits if you aren’t wearing heavy armor:
You have advantage on Strength checks and Strength saving throws.
When you make a melee weapon attack using Strength, you gain a bonus to the damage roll that increases as you gain levels as a barbarian, as shown in the Rage Damage column of the Barbarian table.
You have resistance to bludgeoning, piercing, and slashing damage.
If you are able to cast spells, you can’t cast them or concentrate on them while raging.
Your rage lasts for 1 minute. It 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 on your turn as a bonus action.
Once you have raged the number of times shown for your barbarian level in the Rages column of the Barbarian table, you must finish a long rest before you can rage again.
Unarmored Defense: While you are not wearing any armor, your armor class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.
Discovery
The quiet seclusion of your extended hermitage gave you access to a unique and powerful discovery. The exact nature of this revelation depends on the nature of your seclusion. It might be a great truth about the cosmos, the deities, the powerful beings of the outer planes, or the forces of nature. It could be a site that no one else has ever seen. You might have uncovered a fact that has long been forgotten, or unearthed some relic of the past that could rewrite history. It might be information that would be damaging to the people who or consigned you to exile, and hence the reason for your return to society.
Work with your DM to determine the details of your discovery and its impact on the campaign.
Combat
Health: 13/ Speed: 35 Initiative: +3
Armor: None (10) Dex +3 CON +2 ARMOR CLASS = 15
Item Prep:
Equipment
Armor:
Weapons:
50 silver crowns
Riding Horse (quality; 20 Health/hp) & full tack/harness
> saddle bags, travois, basic saddle (+1 Ride checks) & stirrups (+1 Ride checks)
Equipment bundle – Fantasy Starting Trek Package
Soldier’s Bundle: Studded Leather, backup Leather, 2x Light Medium Shield (+2 AC/1 Resilience), Spear, Dagger, Hand Axe or Short Bow w/10 arrows; 1 main proficient weapon
Family memento
Letters of Marque and Credit: The character’s basic lodging and sustenance (never enough for improved versions) are covered by their families and institutions as an acknowledgement of their service.
Kataghart’s Idol: +1 prestige in The Wyldes or Rhyl (-1 with faerie; gives a vague sense of unease – even if not displayed) + Small insects and bugs that bite and scratch avoid the wielder – making for safe sleeping in nature or a bedbug infested innkeep’s room.
All activations require the wielder take 1 (generic/irreducible) damage.
Angry Idol Face: As an Action = Poison Spray or Infestation (both ignore Fey invisibility Disadvantage) > # per day = Proficiency Bonus
Strange Idol Face: As a Reaction = Can negate: Levitate, Charm Person, Cause Fear, or Faerie Fire > # per day = Proficiency Bonus
Changing from one face to the other requires 5’ of movement
Background: Hermit
Personality Trait:
Ideal:
Bond:
Flaw:
Description: 5’6” tall, 150 lbs, moss green hair, pale brown reddish skin, wiry frame, very lean and corded muscle, like a vine twisted and stretched taught,
History
Wyld Elf Barbarian, Wolverine totem. Not large, but tough as shit and hard to keep down. Rapid healing, high metabolism. Has no compunctions (Or much awareness of the consequence) against grabbing food or drinks from other peoples plates, loves high energy foods, loves drinking, particularly malted ciders and mead. Very lean and corded muscle, like a vine twisted and stretched taught. Respects and not quite idolizes the Tree Vipers of his home, and enjoys using their approaches and tactics where he can, though he is not as subtle about it as them. When it comes to nearly any activity be fighting, fucking, or feasting if he’s having fun he just will not stop on his own unless given a reason to, usually from an outside source. He cares very little for material wealth as anything other than a means to party, he often will forget or leave behind things that others would consider important. He has no real need for other people or socialization, but has no sense of discomfort from it.