Skevf Har-Ugarv (Character; DEAD)

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The pine tribesman of Kaald (cold northern climate)
> Standard Incarna Fighter, custom Tundra Tribesman tribal feature
Fighter 3rd (Champion) http://dnd5e.wikidot.com/fighter
Strength 16 +3
Constitution 16 +3
Dexterity 12 +1
Intelligence 10
Wisdom 12 +1
Charisma 10
Sanity 11
Essence: 8 (drained by experiments of Bittermaw)

PROFICIENCY +2 @ 3rd

Skills: Nature (intelligence), Survival (wisdom), athletics (strength), stealth (dexterity), Perception (wisdom)
Tools: leatherworker kit, herbalism kit
Languages: Gladnorian (spoken), Dundarian (spoken)
Armor: light/medium/heavy, all shields
Weapons: Simple, Martial
Lore: kaald/north 2 (+4)

COMBAT

Health: 10,6,6 + 9 = 31 + Second Wind 1/Short Rest (bonus act; 5+Fighter level)
Attacks: 1 per Action
Action Surge: 1/Short Rest get +1 Action during a normal turn
Damaging Blows: starting at 3rd level, the fighter does an extra d4/2 damage per blow
Armoring: None + Dex = AC 11

Style: Tunnel Fighter

As a bonus action, you can enter a defensive stance (no movement; +1 AC) that lasts until the start of your next turn. While in your defensive stance, you can make opportunity attacks without using your reaction, and you can use your reaction to make a melee attack against a creature that moves more than 5 feet while within your reach.
– The hunting of wily snow boars in their burrows and using the burrows to lure the zombie walkers of the Lich Lords into kill pockets has given exceptional experience!

Feature: (Tribal) Dog Warriors of the Tundra

They fight like dogs, standing and circling, twisting and snapping, running down their prey for the pack.
Bloodied Attack (Fighter Level + CON bonus in healing) as a Reaction a number of times equal to their PB per Long Rest instead of extended critical range. If it prevents the character from dropping to zero or less, they may make a desperate Reckless attack as a Reaction.
REQ: Current CON + STR 14+ and light or medium armor only

CURRENT STATE
@13 hp initially

History

Created: 2023 / Bittermaw adventure NPC

Desc: human, black hair (shoulder length), black beard, pale skin, right handed, blue eyes, 5’11”, #167, age: 23

Background: Hunter (Specialization = Hunt for Pelts: Your home has plentiful meat, so they are in need of leathers with which to use and trade. You focus your hunting on animals with high bounty pelts, rather than based on edibility.)

Personality Trait = I have deep respect for a specific type of animal (tundra dogs and wolves)

Ideal = Respect. I respect nature and take from it only what is needed. (Lawful)

Bond = I feel a brotherhood with fellow hunters.

Flaw = When bragging about my kills, I tend to lie or exaggerate.

Next group of adventurers from 9-2022/Crestwold continuation as Pin Feathers (campaign tale of Dunstrand Rising):
(Ben) Asil Omari – paladin
(Rocky) Danoir – rogue
(Alanna) Ulrich – fighter
(Earl) – Atreus – cleric
(Corey) Krespar Dubrov – ranger
(Arabus) Jesse Baldwin – Rogue/wizard
(Arabus) Asaui (ah-sigh) – warlock (DEAD)

Har Ugarv = Son of Ugarv.

Every few summers, the tribes send a long ranging pack along the base of the Blue Wall in the north to ferret out any secret attempt by the Lich Lords to undermine or tunnel through its structure – they are nothing if persistent. The brutal conditions prevent much effective efforts in this area, but every so often some attempt is discovered. In the case of your band of warriors, they were ready. More prepared that the usual band of mindless animations and undead commanders long bereft of much intelligent thought. You were captured alive. There is some effort going on to undermine the Blue Wall, led by some powerful ghoul commander named Bittermaw. There is something odd about the whole effort – there is only a small force, and it is constantly fighting the giants and tribes of the north. Most of its force sits motionlessly in a room, unbreathing and still, waiting. You and the others captured have been used to feed three ghouls that were once ogres. Sometimes you are cut and bled during rituals that a few have been sacrificed in – demons from some abyss that feed upon your soul and sometimes your companions were given to. They are kept angry and feral, their massive strength is going to wield massive picks that cleave the ice with the promise of a fresh meal as a reward. Along with them, the corpses of massive ice lizards are also used to dig. Each ogre has a handler of an undead spirit clad in armor and weapons of the fallen north from ancient times. You are held in a pen, there are only about 4 of you left – fed just enough to remain alive. Something is wrong though, there has been a rumbling and shaking of the cavern. A strange howling wind in the distance where the ghouls go to mine. One of the undead warriors and his ghoul charge are unchained. You are taken from the pen, and dangled as a “treat” for the ghoul. You are hauled down the long passage into a massive chamber. Your hands are bound and you are chained to a strange rock outcrop, through a smooth hold. The handler and his charge move over the recent debris that covers the area – you assume from whatever rattled the area earlier. You swear you hear voices in the distance, voices of the living. There is a light that shines clear across the chamber. Muffled sounds afterwards, then a scream that echoes throughout the chamber. Next to you, three skeletons shift debris covering them and scramble clear, damaged but functional. They ignore you and go towards the sound. You can hear muffled sounds of dozens of animations covered by debris trying to free themselves.

@ Start
Furs; Can adapt the furs to crude hide armor (AC 12) but -5’ movement
No weapons
No armor

DEATH: 5-27-2023 – Killed while trying to escort the Pin Feathers group through Pranin Moorswood to get the artifacts from the north to the druids.