Caramin @4th (Character)

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Motorhead Snaggletooth

System: D20 Incarna; Character Creation: 1/2020
Race: Half-Orc / Background: Executioner
Male, 7’3″, #345, age: 23 (Delayed Decrepitude/@65 last 6 days), 10″ unit, right handed, olive skin, black hair/chops, ivory tusks, Move: 30′, Size: medium [Well groomed and clean]; Only drinks if he can mix the blood of an enemy.
Alignment: Lawful Neutral (the law/authority = equality = stability = tolerance – tends to good); All ways are the natural ways. > All living things are the food of something else. / The strong dominate, but strength comes in many forms. / Let the blood of my foes feed the earth.
Habits/Mannerisms: Forgets he is with people sometimes. Talks/whispers to flowers, animals, shrubs, insects – even if they cannot understand.
Class/Level: Ranger 4th Beast Master; (UA variant + “Shikari”. [Add terrain choice per “Circle of the Land” as druid, at same levels as Favored Enemy; Second Wind 2 2nd/Action Surge @ 4th; Speech of Beast and Leaf (The ability to communicate – CHA check to Persuade w/Advantage in Land Circles – in a limited manner with beasts and plants. They can understand the meaning of your words, though you have no special ability to understand them in return.); no spells; @ 3rd level for a # time per Long Rest = Proficiency Bonus, can use Primeval Awareness to enact Protection vs. Good/Evil while on one of the chosen land/terrain; at 1st level 150% of normal HP]

STRength: 20 {+5} Powerful build (1 size larger for carrying capacity; Tidebreak Island effect), Infused STR (+2, Feywild)
INTelligence: 13 {+1}
DEXterity: 10
CONstitution: 14 {+2} (not prone to sea sickness)
WISdom: 14 {+2}
CHArisma: 8 (tusks get in the way of speaking non-Orrish languages) -1
SANity: 10

Essence: 19-8-2 = 9 / Aptitude (1 Divine [-4], 1 Kinetic [-4], -2 Feywild); “Edge of Life” Ranger Focus
Faith: ELEMENTAL/Anima (Dennio [earth] venerated – mostly powerful in The Oldening; “Let the blood of my foes feed the earth.” )
HIT POINTS: 40 (10/10/6/6, +8; heal 3/Short Rest (x2 w/Tidebreak Isle effect when drunk); Relentless Endurance + Second Wind [E] x2 = buffs)
=
Inspiration: 3/Moon Maiden Blessing: 1 (Bless or Short Rest)

Proficiency + 2 @ 4th

Skills: History +3, Athletics +6 (+1 Kinetic Affinity), Investigation +3, Nature +3, Animal Handling +4, Stealth +2, Perception +2/+2 scent based checks
Lores: [+2] Bureaucracy (of Orlec), Starcraft Piloting (Feywild)
Tools: Herbalist Kit [see Interpretation + XGE and Overview); Recipes: CALM [5] For sedating and calming the condemned; SALVE [5] 1 Point Healing; PLANT FOOD [5]; LIVER TREAT for animal treats; BURN BALM [10] Ability: Strength, Dexterity
Senses: Darkvision 60′
Land Circles: Coastal (for “Shikari”)
Languages: Orrish, Dundarum (human), Kaithlen; Speech of Beast and Leaf
Armor: Light [E], Medium [E], Shields
Armored Maneuvers: Armor, if worn and already having Resilience, gains one extra resilience which can only be used by the character, they adapt it until they drop or doff the item. Once dropped, it is considered Useless.
Weapons: Martial, Simple (prefer axes, pole arms, spears, and staffs)
Fighting Style: Dueling +2 damage (any melee weapon 1 or 2 handed and nothing else)
[RACIAL] Relentless Endurance: When you are reduced to 0 Hit Points but not killed outright, you can drop to 1 hit point instead. You can’t use this feature again until you finish a (Short) Rest. & Savage Attacks: When you score a critical hit with a melee weapon Attack, you can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit.
[FEATS] Polearm Master (Opportunity attack when opponent crosses reach, d4 Bonus Action attack with blunt end); Orcish Fury – When you hit with an attack made with a simple or martial weapon, you can roll one of the weapon’s damage dice an additional time and add it as extra damage of the weapon’s damage type. Once you use this ability, you can’t use it again until you finish a short or long rest. Immediately after you use your Relentless Endurance trait, you can use your reaction to make one weapon attack.
Inspired Leadership: Grant inspiration; 1/Short Rest.
Primeval Awareness: Allows you to establish a powerful link to beasts and to the land around you. You have an innate ability to communicate with beasts, and they recognize you as a kindred spirit. Through sounds and gestures, you can communicate simple ideas to a beast as an action, and can read its basic mood and intent. You learn its emotional state, whether it is affected by magic of any sort, its short-term needs (such as food or safety), and actions you can take (if any) to persuade it to not attack. You cannot use this ability against a creature that you have attacked within the past 10 minutes. Additionally, you can attune your senses to determine if any of your favored enemies lurk nearby. By spending 1 uninterrupted minute in concentration (as if you were concentrating on a spell), you can sense whether any of your favored enemies are present within 5 miles of you. This feature reveals which of your favored enemies are present, their numbers, and the creatures general direction and distance (in miles) from you. If there are multiple groups of your favored enemies within range, you learn this information for each group.
Favored Enemy: Kaithlen and Cazua (2 humanoids) +2 damage/Advantage on Wisdom and Intelligence tracks to know details and track them.
Second Wind: [Enhanced] Bonus Action = [9] d10/5 + ranger level 1/Short Rest > Kinetic = Suppresses a level of Exhaustion for an hour per proficiency bonus, and gets Proficiency Bonus [11].
Bonded with Nature: [Aptitude = Divine 1/Kinetic 1] “One with the LAnd

Natural Explorer

Favored Terrain: Coastal
You are a master of navigating the natural world, and you react with swift and decisive action when attacked – taking advantage of every element of terrain, weather, light, etc. This grants you the following benefits:

  1. You ignore difficult terrain.
  2. You have Advantage on Initiative rolls on terrestrial terrain, if you are not surprised or caught off guard.
  3. On your first turn during combat, you have Advantage on attack rolls against creatures that have not yet acted on terrestrial terrain.

In addition, you are skilled at navigating the wilderness. You gain the following benefits when traveling for an hour or more (companions only gain it if you are leading them):

  1. Difficult terrain doesn’t slow your group’s travel.
  2. Your group can’t become lost except by magical means.
  3. Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.
  4. If you are traveling alone, you can move stealthily at a normal pace.
  5. When you forage, you find twice as much food as you normally would.
  6. While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.

Equipment

Armor

Hide (Makes his own Hide; symbols/hunting scenes/landscapes) Hide AC: 12 [1 Resilience] Treated Skum Armor: 14 AC, 3 resilience, 1 damage absorption, 2 psychic damage absorption, Light hide armor, Tailored Flexible, salt waterproof, no disadvantage to swim, 2 uses of barrier {fire/cold/Acid} 1 use of barrier {Psychic} Cost = 5000 SC
Armor Adaptation: If armor has Resilience already, grants an extra 1 Greater until taking it off.

Shield

Medium-Light (wood; when traveling) +2 AC [1 Resilience]

Weapons

Favored Terrain: Coat = +1 STR [18] = +1 Damage
Halberd: +5 attack; 10’ reach; STR/Style/Bond/Race/living – blade [d10] 12/17/37(1), butt [d4] 9/11/19(1)
battle axe: (d8/d10) 1h = 9/13/21 (str/living) / 2h = 11/15/31(1) (str/living)
Crossbow (light): +2 vs medium and heavy armor, D10/5 = 5/10/20
Hand axe – (when traveling) d6/3 + 3 (str) = 10/13/25(1)
Short Bow (re-curve/+1 dmg/init; r=100) 4/7/13
[@BEAR = Claws 9/12/20 (2d4 + 4 = 9/12/20; 1 attack only at +4 Attack)]

Other

Footwear: soft leather shoes (none in countryside)
Backpack: blanket, linen (sack/rags), small tarp + clothes [2 sets] large cloak w/full cowl, breeches, tunic; washes clothes in water with natural flower/plant oils each day, shackles, whetstone, 2 bow strings, flint + tinder
Satchel: made from hide 2 headed aquatic dog like thing: Herbalist kit (oil+dye) + 2 poison sacks > weapon d6 poison + poisoned state if both; Orc tribal war paint (CHA penalty = bonus to Intimidate)
Purse: [around neck] 10 silver, whistle (silvery/feels like reef)
OTHER NOT CARRIED > Elemental temple; if I die, they can have ’em =
studded leather (given by town; greater resilience 1); 2 explorer packs with ciphered notebooks and better drawing tools
JOB = Pole and pennant: a sign representing gaol and headsman services; [Black leather] hood w/mask + high leather gloves + black leather apron for job duties; shackles that once held Cazua Emperor’s check and balance, as a vampire, on the island. Book of the names of all lawfully killed and their crimes (written by a judge or sheriff)

Animals

“Aimee”: (dog) Fetch, Stay, Be Quiet, Follow, Find me [“Find Caramin”], Never let anyone sneak up behind me (growl)
“Maduke”: (owl) preys on snakes/insects that might seek the warmth of a campfire or bedroll, rodents that get into stores. Hunts rabbit, snake, and small fish to supplement meals.
“Tit and Tat”: (rats) watch over area in camp, play, eat, and bring me the green marble if no one came, yellow if someone came and went, and red if still in the area.

Beast Companion: Grylls (black bear)

HP: [4] 8/4/4/4 + 8 = 28; AC: 13; Speed 40/Climb 30
STR 15/WIS 12/DEX 10/CON 14/INT 2/CHA 7
Proficiency: All Saving Throws; AC, Damage; Animal Handling (rally other animals; +3), Athletics (+4); [Advantage on] Perception (using smell; Passive = 13/+3) / Gains Favored Enemy benefits / Beast Sense [at will; Bonus Action to ‘connect’] COMBAT: Claws 9/12/20 (2d4 + 4; 1 attack only at +2/+ proficiency bonus Attack)
Rallying Cry: Heals Proficiency Bonus when ranger uses Second Wind.
bond: The ranger who travels with me is a beloved companion for whom I would gladly give my life.
trait: I have a knack for showing up in the nick of time.
flaw: If there’s food left unattended, I’ll eat it. (often wrangles other animals to help.)

Edge of Life

Requirements: Eschew ALL spell casting (no multi-classing with spells, no Charms; Ranger UA variant only); 1 Kinetic Aptitude, 1 Divine Aptitude; Chosen at 1st level character and Ranger class, and pre-choosing Hunter as their archetype.

  • +1 Strength if you are on Favored Terrain ([Coast] maximum 20).
  • +2 Sanity if you are on Favored Terrain [Coast].
  • Assistive Terrain: Like a Druid Circle, the Ranger is deeply in tune. Each Long Rest, they may select a spell from the circle list matching one of their favored terrains and gain Resistance or Advantage on saves against it. This begins at 3rd, and the number is increased at 5th, 7th and 9th levels. The Ranger must use their Primeval Awareness for this benefit. [Hold Person by default]
  • Enhanced Speech of Beast and Leaf: [Drawing upon the “Shikari” way]
    • Life Bond: For 1 HP Damage, you have Advantage on all Charisma checks you make to influence them.
    • Blood of the Earth: At 4th level, for 1 HP of Hard Damage, 1/Long Rest: May Persuade a tree or local foliage area to cover them for 10 rounds as per a Barkskin spell.
    • Assistive Terrain: At 8th level, with a Persuasion check or a use of Primeval Awareness on an area of one of their Favored Terrain, the Ranger can cause the ground and features to work with them in combat. For a single encounter/fight within the next hour, they Critical on a 19 or 20.

Persona

  • Personality Trait: I’m not a person of many words.­ I get by with a nod, a head shake, or a single word as often as possible. Sometimes forgets the etiquette of group dynamic, being so self sufficient.
    • Sometimes assumes everyone knows silence is tacit approval.
    • Sometimes forgets when he shakes or nods that the asker cannot see him.
  • Ideal: Truth: Before any justice can be meted out, it is important to draw out the truth no matter what it takes. (Neutral)
  • Bond: There is this one criminal who had jailbroken before meeting his conviction. I will find him and give him what he’s due.
  • Flaw: I obey any legitimate authority, even when they might be wrong.
    • Use Investigation to verify process and verdict before execution – will not do it without 48 hours notice.

History

Campaign Benefits: +1 feat
Hiddzwaur/Salt Marsh Campaign Record Background: His parents are a mystery. His mother was an orc, and his father was a human. The circumstances of how it happened, his mother never told him. Those in the tribe hinted he was a slave, and died.

Early Years

He was raised by his mother, and she sought out the shaman to teach him the language of humans so that he may have a better chance of survival as a half breed – she knew he may one day have to leave the tribe to survive. Instead of him learning the ways or the Orrish, the growls, the intimidation, and the blood sport, he learned the history of the lands and the tongue of humans as well. He grew up partly nomadic as a hunter-gatherer. He was taught to respect the land, the wind, the sun and the rain. As his tribe was not very accepting of him (as a half breed), he spent many hours alone in the woods and hills. He talked to animals and plants to practice his speech and because he was lonely. He laid on the dirt and listened to the grass and branches, smelled the animals, felt the branches and leaves that would float down, and played a game to sit so still that critters would actually perch on him. Those witnessing it distanced themselves even more. He volunteered to be a wood cutter, it was one of the most solitary jobs he could get within the tribe – to keep him away from the brutal warriors and ridicule of the larger full blood kids and adults. He got good with climbing and axes (large and small) this way, learning to fell trees very swiftly. While felling wood for travois for the tribe, he was set upon by the tribes hunters. They had cornered a coyote and slain it, and were in an excited state. They beat him severely and he fled to the edge of the forest. He came upon the coyote den with pups. These were the first animals he learned to care for. Thereafter he made a point of finding animal orphans and raising them. Mostly he would trade within the tribe and sometimes with humans. Animal husbandry became a passion.

Among his Tribe

Among his tribe, he kept to himself, he is usually quiet and observant, his folk thought him dim. He learned that half-breeds are not listened to, and only good for menial tasks. Equality was not part of his peoples way – gender, race, and power dictated procedure, not rights or laws. He learned to make himself invisible – stay silent, small, and unobtrusive. He walked as quietly as he could, everywhere he went to avoid casual notice and ridicule. He learned how not to draw attention to himself. When he could not avoid the others, and he must fight, he learned to take a beating, and to fight multiple foes at once. They would pile upon him and beat him until he could not walk.

The Tribes Contacts Humans

The tribe grew, and traded with the human lands. His people migrated and hunted. They slowly became more sedentary. Eventually they and the humans mingled and he spent more time with the humans – he was small and weak in his tribe, but among the humans he felt large and strong. Hunting was something he could do for him and his mother alone, and he grew his skills around this. His self reliance and avoidance in the tribe was a two edged sword. Although he learned means of avoiding notice and pushed down his natural instinct to violence (which his stronger tribe members would only exploit when he did fight), he did not learn much in the way of socializing. Interacting with humans had to be learned as if he were starting over again. His self reliance had to be overcome, if he wanted to fit in with humans. This took years of being seen at the edges of crowds and gatherings without interacting at all – it took a couple years for them to grow used to his presence. He suffered through beating and being chased out of town several times, but never fought back. Gradually they tolerated him, though trust was a long time coming.

Relating to Humans

He was in the crowd at an execution on the side where the stage blocked many from seeing him, when the aging executioner tripped. He assisted, preventing him from falling off, and turning the ritual and act into a embarrassing travesty. Afterward, the aging man talked to him and encouraged him to apprentice himself. He became an apprentice with two others – the humans largely wanted nothing to do with the trade, but could not abide a half breed doing it. He said he was 19, but in reality he was only 14. The town of Dorath grew to a city of 10,000 with rolling farmlands over the next few years. He learned patience in hunting, and the slow progress of the law and career. Tolerance did grow to trust for a few, but mostly none would talk to him unless they must. He was lonely. He learned that a well groomed figure would at least break with some of the stereotypes, and began to keep himself immaculately cleaned and organized. The more trappings of civilization he donned, the more he could move among them with notice and hostility. He still slept on the outskirts. He took to raising typical animals as companions, and this too help the human accept him, though he could not help himself and soon stranger animals became pets and he had to keep those hidden.

A Settled Life in Dorath

After years, and much experience with the headsman, bounty hunters, jailers, and judges, he was able to officially enter the ranks of jailers and headsmen. He took his oath to never be judge or jury, only executioner. He accepted the marks (tattoos) on his forehead and the backs of his hands, of the closed eye. His teacher made him swear an oath to execute the lawfully appointed authorities command to watch over and punish those detained by the law. The law is what protected him and his position in a society that was not overly welcoming – so he adopted its letter wholeheartedly.

War!

He was swept up in a war between some nomadic humans who moved into the region from the south and his adopted city. The reservoir of fury held in check by the ways of law and civilization was unleashed. He did well, but many of his fellow militia volunteers were scared of him now – and no amount of goodwill would ease them. He served as the army jailer executioner as well, after the fighting, to keep out of the way. The nomads were conquered, and they were driven off or settled in villages and became part of the growing city state. It was a tumultuous time – there were many executions while they assimilated, from breaking unfamiliar laws. Caramin performed all of them by witnessing their trials, and with dignity and stoic silence under his hood.

Post War

After a year, his services were no longer needed as much full time. He served in the city watch, then the military, mostly as a scout outside the city. Learned to use the crossbow against the marauders of Merowey. The job of gaoler and executioner was without much activity, and there were multiple people competing for the job of full time replacement. At 25, he decided to let his friend that he trained with, Luke, take the official role of executioner for the city state of Dorath. His mother had died and his people had been settled or resumed their hunter-gatherer ways and left the area. The people had grown afraid of him, with rumors of his savage ferocity making people distrust him. His solitary ways earned him no favor, and he increasing looked to his animals and withdrew from the community. He knew he had to go somewhere else and start over. He left to make his fortune. He vowed never to let his violent nature ruin his chances again.

Caramin’s Journey to Hiddzwaur

Cast out and alone, Caramin goes east, to the coast. He fends for himself off the land, and enjoys the freedom of seeing and traveling great distances with the company of birds, insects and the grass of the plains. He works his way north along the coast, encountering his first villages. Mostly fishing hovels, his visage triggered screams and often running. While they hid, he would get a sense of things needing to be moved, boats and nets hauled, and minor repairs. He enticed them back with a willingness to work in trade, and used his animals to enjoin the humans to be friendly. He learned to swim and to haul large nets in shore hugging boats and from the shallows – it was good to develop his patience. His temper would get the best of him in many places, and he would eventually leave. It took him a year to make his way to Hiddzwaur (the Kaithlen were pushed out) – following the tales and news from the greatest town of the area. It took all his abilities to avoid the Kaithlen and the burgeoning struggle that tore the area apart. Humans were trying to settle the ancient Kaithlen lands, Kaithlen were roaming in small packs, and folks were tying to create farmsteads to work the land. Hiddzwaur was the island of stability for 50 miles, and a destination for the few seeking their fortune unconventionally – at least 1-2 travelers a day would pass through. He was told by the coastal villagers that rumors had it for years that it was growing and attracting “city types” slowly, Caramin decided that he may find a need for his talents there. Hiddzwaur was no longer active though, but had many farmsteads and a thriving maritime community that was rebuilding around the ruins. Fear of the Kaithlen kept many away still. It reminded him of the early days of Dorath. This made it a clear target, and Caramin knew that he had matured and honed his skills in the hundreds of miles to get to the town – he was ready. He spent 2 years, a near permanent member of the militia. He lived simply, and for trade in goods. Because of his aversion to material wealth, his friendly dog, and quiet disposition using all he had learned, he felt he was accepted swiftly compared to everywhere else he had been. There was a growing movement to rename the town, though to what no one could decide (“Salt Marsh” being the name with the most weight). While not actively patrolling outside the walls, he could often be found on the docks, catapulting children into the cool waters under the sun. For once, he actually felt part of a community.

LETTER
Dear friends,
There seems to have been confusion on how and what governs our operations in Salt Marsh. Lacking was grace, mercy, law, and sacrifice. I witnessed greed, blood lust and a group willing to use the highest honor of pursuing citizenship as a means of legitimizing violence. I cannot be part of that. I sought justice, others sought loot. I am leaving to hunt my own creature for armor, to prove I am worthy. When I return, I will hear your thoughts one final time before finding my way on my own. I will seek you out then.

Be well, and may the headsman’s axe swing wide.
-Caramin

After Leaving the Party

Caramin was left without allies he could trust. There were too many unexplained happenings, and too many loose ends to leave without looking after them. He documented everything with the help of the priest at the elemental temple of Dennio, and made sure his contacts in town knew that a record existed of everything he had uncovered since coming here (he hinted that there was a backup copy, hidden away somewhere). Looking to make sure he had a way out over sea, he set sail with Zendrevs, acting as a privateer and keeper of discipline for the crew. In return, he helped take down enough of the beasts to make himself some skum armor. Zendrevs, in return, helped him with the knowledge and materials to treat the hide effectively. For 30 days did he sail at sea with the “demon pirate”, and parted on good terms should he need a way out of the area.

Leading up to the War

The population of Salt Marsh did not grow quite as rapidly as everyone hoped. Pressures from the other species in the area, Montvin and even a reassessment of the relationship with the elves have caused a alarming increase in militarism in the community. Its not been a safe place to travel unless only the main roads are used. Mercenaries are tying up trade routes, and small armies are being fielded. Everyone is uncertain about the outcome. Caramin has offered his services up to travel overland, off the beaten path to ensure communications and critical supplies keep flowing. He has served as a guide for the last few months, and a coast watcher for the town. He is a common site on the edges of town and outside its walls and borders – he walks and is unmistakable from a distance from his own size, and the menagerie of animals that travel with him.

Strange Lights

Aurora in distance, scouting for Salt Marsh. Encounter some old comrades, bands with them. Under the aurura they find bodies, mutated, mutilated, contorted. Red skin – burns. Human, undead, but not decaying normal undead. More attack, when they die a burst of radiant light burns all nearby. Crash the cleric kills some with his divine power, Caramin grabs him away from the last one, rolling to protect him. The rest of the party smoke down the remaining one that was next to him and Caramin protects him. The blood where it splashed is contaminated. One living survivor – a kaithlen! Calm him in his own tongue. Escort the cat creature to the Moon Well, go to Feywild, mirror pools, party dedicated to Tyrannus. Big fight, Moon Maiden blessing, return to Orlec.

Other Materials

Hiddzwaur/Salt Marsh Campaign Record