Karn Kalen (“Bloodhound”, character)

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CLASS: Barbarian 3rd – Zealot of Mod-r

Bloodhound“: Race: Dwarf (hill); Size: Medium, Gender: Male, age: 27, handed: right, weight: #180, height: 4’11”, hair: brown (short; clean shaven), eyes: brown (Darkvision 60′), skin: brown (well groomed) – Movement: 25’+5′ = 30′
Personality: I believe that anything worth doing is worth doing right. I can’t help it – I’m a perfectionist; Ideal: Freedom. Everyone should be free to pursue his or her own livelihood. (Chaotic)
Bond: I owe my guild/Ducateon clan a great debt for forging me into the person I am today; Flaw: I’m quick to assume that someone is trying to cheat me.
– Code/Alignment: Neutral/Chaotic
– Scars/Marks: many small cuts and scrapes all over. Nose broken several times. Scarring for the Holy Symbol of Mod-r into his left cheek.
– Mannerisms: Wears minimal clothing. Keeps a pin on his big nose, wears gloves all the time, keeps his face clean and washed.

Strength: 17 {+3}

Dexterity: 8 {-1; no pen. when raging}

Constitution: 15 {+2}

Intelligence: 10

Wisdom: 14 {+2}

Charisma: 10

Sanity: 9

Essence:
INSPIRATION = 1

Proficient +2 @3rd (until 5th)

Skills: Perception {Wisdom +4}, Intimidate {Strength +5}, Stealth {Dexterity +1}, Religion {Intelligence +2}, Athletics {Strength +5}
> Danger Sense = You gain an uncanny sense of when things nearby aren’t as they should be, giving you an edge when you dodge away from danger. You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can’t be blinded, deafened, or incapacitated.

Tools: Artisan/Crafter: Mason/Stone 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.

Communication: spoken Only – Gladnorean, Ducateon (not fluent), Orrish, Mercat

Armor: Light, Medium, All Shields
> Prefers to wear NONE – too smelly; Medium armor has same dex adj as heavy with smell

Weapons: Simple Weapons, Martial weapons

Attributes: Strength, Constitution

Enhanced Capabilities/Features

  • Endurance Racer: +5’ movement; Advantage on saves made to avoid or resist traps/natural pitfalls; Resistance to the damage dealt by traps/natural pitfalls.
  • Warrior of the Gods: Your soul is marked for endless battle. If a spell, such as Raise Dead, has the sole effect of restoring you to life (but not undeath), the caster doesn’t need material components to cast the spell on you. Spare the Dying always works on you.

Affliction: Smell Sensitive

Unless he does something to plug his nose safely and completely, he is easily overwhelmed by the smells of the world. In absence of this, his face is screwed up, brows knitted, and teeth gritted in an obvious face of anger and disgust.
> +2 Intimidate (using Strength); Disadvantage on Initiative (unless Raging); +4 detect diseased/toxic drink or food; +2 Tracking

Combat

Armor Class: Unarmored Defense (+1/+2 Raged), shield (+2) = 13 / 14 Raged
> 1 resilience from Houndstooth weapon
HEALTH/HIT POINTS: 12,7,7 +6 = 32
> Rage Resistance: Resistance to bludgeoning, piercing, and slashing damage while Raging.
> Dwarven Resilience: You have advantage on saving throws against poison, and you have resistance against poison damage.

Rage: 3+1 / Long Res (1/Short Rest if Hale)t; Advantage on Strength checks + saves; When you make a melee weapon attack using Strength, you gain +2 damage; No Concentration; 1 minute, Bonus Action to end or 1 round no attacks.

Divine Fury of Mod-r: While you’re raging, the first creature you hit on each of your turns with a weapon attack takes extra damage equal to 1d6 + half your Barbarian level of Force damage.

Reckless Attacks: You can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.

Typical Tactics: Waits to see when the biggest and baddest comes online in a fight and charges in to get himself drenched in blood!

Equipment

Armor: Medium Shield

Houndstooth“: Dwarven made war pick – +1 Resilience (75sc repair), Armor Piercing, Versatile (min 17 str; +1/+2/+4 damage)
War Pick (@+5 Attack/+7 vs. Medium+Heavy Armor, d8 = 7/11/19)
> Raged d8 = 9/13/21 + Divine Fury = 15/22/30

Explorers Pack, loose fitting light clothes, boots, cloak.

History

Created on: 7/17/2024/ Created by: Kelly Berger for ___

Campaign: Character Creation – Goodwill Goblin Hunting/ CY 9167 campaign year

Background: Ducateon Holt Foundling (custom)

Chronicle – Growing Up

Karn was born to normal dwarven parents in Redlaen – a Dwarven Enclave within The Saelish of Dunstrand. He was born with a defect – a hypersensitive olfactory capability; This is how he got his nickname of “Bloodhound”. Every smell is amplified, and it was sheer torture for him. He cried all the time as a baby. His parents took him to the Varstock Holt (Ducateon Clan in the T’Yendi Hill of eastern Dunstrand) to see if the Dumastorian god might aid one of his people’s descendants and ease his suffering. Instead, they abandoned him there and so he was raised among the Ducateon, yet never part of their culture or society. Purposely kept on the outside, his more aggressive and chaotic nature ensured that they would never accept him completely. But the obligation they had to him as a foundling kept with them and they raised him till he was 17.

They instilled in him an appreciation of stone, its properties and lack of strong smell appealed to him and he sought out the quiet, dark places where the smells, sights, and sounds of a society were far away. In these deep dark tunnels and his quiet moments, he learned to resonate with the earth, to amplify his frustration and anger like a booming echo. He sought the solace of Him – Mod-r – from a young age. Soon he would go to seek out the priest caste who would teach him the stories of the people, and the spirits of the earth, sky, air, and water. He did this while spending 4 years in the Outholt, assisting with the construction of the public house of worship for Mod-r. Ducateon stone work involves far less mortar and other smell materials, and he grew to appreciate the way of stone as dictated by his ancestors.His focus was physical, and he learned to dislike musty scrolls of paper and tangy copper – he learned to make his way without the advantage of literacy and learned multiple languages instead. His resonance turned into a connection to the great thrumming that comes from deep in the earth. He learned to trigger that same vibration in himself and bring on the rage of the angry and violent earth when it shook from an earthquake.

He left his home at 17 and traveled east – away from the human conflicts. Through his travels, he learned to eat a boring, nutritious, and bland diet that minimizes its odor and taste. The special resonance in his rage allows him to ignore Dexterity penalties while raging, and he is deeply in touch with it, to the extent that if he is only using his Unarmored Defense, he can Rage an extra time in the same period. The only smell he has grown used to, that may cause him to wrinkle his nose but not disgust him outright, is the smell of blood. Within the western heartlands, he became an adventure racer. Physical trials of days to race overland, where he sought to burn out the rage that burned inside him. He spent money as fast as he made it, desperately searching for peace through exhausting himself in labor and his passions. Eventually, he came to grips with his anger and found relief in the smell of blood… and so he sought to drench himself in it and block out all other smells.

Chronicle – Coming to the Party

He returned to his homeland – the Grand Duchy of Dunstrand. Word came through The Saelish area that the elite troublemakers of the Barony of Crestwold were relaxing themselves and an opportunity might await there. And so he went to Torrelson’s Ford, and eventually connected with a group of goblin hunters. It did not take much to convince them of his talents.

CORE MEMBERS:

Chronicle – Time in Campaign