Volstagg (character)

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Race: Human (Riverdans Variant) – Volstagg Class: Fighter 4th, Battle Master
Essence 12+6+2-4(Kinetic aptitude 1)-1 [=15] Sanity 12 [+1] Strength 11 [+0] Intelligence 10 [+0] Wisdom 10 [+0] Dexterity 18 [+4] Constitution 13 [+1] Charisma 14 [+2]

Proficiency +2 bonus @ level 4

Skills: Insight, Perception, Persuasion, Stealth, Survival
Lores: Animal husbandry +1, Herding +1, Agriculture +1, Dunstrand +1, Dunstrand Law +1
Tools: Vehicles (Land), Archer/Fletcher Tools
Weapon: Martial, Simple, Improvised (excludes swords, or other weapons that can only be used for war.)
Armor: Light and medium armor, shields
Saves: Strength, Constitution
Communication: Gladnorean (spoken and literate), Mercat (Spoken)
Anima: Chi Reservoir = 3
Aptitude: Kinetic aptitude: 1

Powers/Feats
Feature: Rustic Hospitality
Since you come from the ranks of the common folk, you fit in among them with ease. You can find a place to hide, rest, or recuperate among other commoners, unless you have shown yourself to be a danger to them. They will shield you from the law or anyone else searching for you, though they will not risk their lives for you.

Second Wind (9) x 1
You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level. Once you use this feature, you must finish a short or long rest before you can use it again.

Sharpshooter (Feat)
Attacking at long range doesn’t impose disadvantage on your ranged weapon attack rolls. Your ranged weapon attacks ignore half and three-quarters cover. Before you make an attack with a ranged weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. If that attack hits, you add +10 to the attack’s damage.

Combat

Health: 10,6,6,6 +4 = 32 (second wind @ bonus = 9)
Armor: Durable Studded leather 12 +3, /Small heavy shield +1 = ARMOR CLASS = 15/16
Fighting Style: Archery. You gain a +2 bonus to attack rolls you make with ranged weapons.
Superiority Dice (1 per attack, d8/4) x3; Maneuver save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)

  • Ambush: When you make a Dexterity (Stealth) check or an initiative roll, you can expend one superiority die and add the die to the roll, provided you aren’t incapacitated.
  • Distracting Strike: When you hit a creature with a weapon attack, you can expend one superiority die to distract the creature, giving your allies an opening. You add the superiority die to the attack’s damage roll. The next attack roll against the target by an attacker other than you has advantage if the attack is made before the start of your next turn.
  • Trip Attack: When you hit a creature with a weapon attack, you can expend one superiority die to attempt to knock the target down. You add the superiority die to the attack’s damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you knock the target prone.

Tactics/Setup:
“Take-Down Shot” (3 Chi; Gallant training) – uses Ambush + Trip Attack on the SAME attack, +1 on superiority dice (5)!
Item Prep:

Equipment

Armor: Studded leather, leather, Heavy small shield (+1 AC/2 resilience).
Weapons:Short bow (Hand ax, spear, hammer, hunting knife (Dagger w/resilience).
Tools: fletching kit
Pack: Explorers

History

Description:

Background: Folk hero: Advocate of Braddon Bog; Defining Event = I saved people during a natural disaster.
Personality Trait: If someone is in trouble, I’m always ready to lend help.
Ideal:
Bond:
Flaw:

Volstagg’s Life/Journal

I grow up on a small family farm in the Riverdans, what little money we had after buying a couple of kids or more (goats) every spring went to keeping what tools we had in decent shape. At the harvest fair I was all ways interested in the traders that would come by. I left my family home in the Riverdans to work as a mercenary, so I could save up enough silver to start a small trading business. I love my parents and siblings, I just wanted more than a life of a poor farmer from the Riverdans. I send 1 out of every 10 silvers earned back to my family. When I have the silver, I’ll start off by investing in a trade company to earn and gain connections for when I start trading my self.

Group Connection: Came to Braddon Bog in the Bar-Innis lowlands and served as a town council guard there, became an advocate for the commoners and Lowland Council within the larger Earldom of Bar-Innis – he escorted messengers, payments, diplomats and settled into helping those along the major roadways of the lowland area to promote the council and its efforts. When the opportunity came to approve some archeological digs to gain money for the council, he was included.

Updated to 4th level 2/2024 to be used while Atreus takes time off.
Created 6-2023 / For: Lowland Archeology adventure in CY 9165
Adventuring With (@1st level):
Kelris
Eight-Fingered Breltigann
Raker
Volstagg

After Archeology: Volstagg was recruited by the Gallantine Academy and served for a time as a guard escorting messages and messengers during the war and peace process between Gwinn and Dunstrand. Here he learned his battle master skills. HE was also sent as a secret scout, to intercept and ambush messengers and runners along the front line in contested lands of the Tarmysian Peninsula and the pass leading to it. He was released after a few years when peace finally came and wandered south, taking mercenary jobs and eventually ended up in Torrelson’s Ford. He participated in hunting some signs of Goblins and patrolling the Black Shore against the Orrish of Dwindor but no attacks ever came from that direction for the months he had the job – apparently the show of force worked. He also served as escort and armed guard along the eastern route of Torrelson’s Ford when The Gallants commanded powerful elementals and disrupted ship and foot traffic in an unapproved manner and there was almost war between them and the Baron. There was a couple weeks of armed patrol of the north edge of the Pranin Moorswood and the Wonald Delta to the west as the druids had stepped up harasssment against the civilized folk of Crestwold because of their land dispute with the baron. Several animal attacks and many sleepless nights were spent in the cold, but no one was killed. Then there was an assassination attempt on the Baron. Everyone in Torrelson’s Ford was on high alert, and there was talk of outright hostility between the baron and Father and her band of Gallantine. Volstagg headed east, inland, not wanting to get involved. He finds work at the ferry crossing for a few days, as the baron’s guards there are ordered to return in case hostilities erupt. They return and he continues east. There he met Huff along the way, returning with the body of the fallen assassin Danoir on a travoy. He took a break long enough to say that Gwinn was implicated and the baron is at least not super hostile and he was returning to the Gallants keep to report on what he saw. Volstagg asks if there is any employ and Huff encourages him to help him with the body and he will put in a good word with Feather – their leader – to join their band of Gallantine. The new keep is impressive, and such power and allies definitely seems to Volstagg as a means to achieve something. Feather thanks him for helping, hears his tale of travels and worth, and says there is a place for him if he wishes to take the oath of the Gallantine Order. She asks that you go with a small woman named Athena at her side (she seems to have some matronly feelings for her) and seek out the main group she calls the Pin Feathers and take Huff with you as well.