Oona, Tharbrian
Barbarian of the Clan MacGlaive
Level: 2
STR 18 (+4) DEX 14 (+2) CON 14 (+2) INT 7 (-2) WIS 12 (+1)
CHA 15 (+2)
AC: 14 (10+2 CON +2 DEX)
HP: 23 (5+9/Level)
Rolls (at +1 each) 18 7 15 14 14 12
Sex: Female
Age: 17
Race: Human Tharbrian (+2 to Ride checks)
Appearance: 5'11" tall, strongly muscled and well
proportioned, good looking with shaggy blonde hair to shoulder, typically held
back from her eyes by leather band. Bright blue eyes, her naturally fair and
ruddy-cheeked Tharbrian complexion is bronzed by long hours toiling in the
fields under the hot Viridian sun.
Background: Born on the Tharbrian Plains east of Viridistan,
Oona was said to be blessed at birth by the war goddess Morrigun with
preternatural strength. She showed little aptitude for formal education at the
feet of the clan Druids, but regularly beat much larger boys in wrestling and
quarterstaff-battle. She was a child of 12 when her clan was attacked by a
larger rival Tharbrian clan, in league with the soldiers of the hated Viridian
Empire. She was captured, taken by Viridian slavers and sold in the slave pits
of Viridistan, City State of the World Emperor. She grew to womanhood as a farm
worker; those who would trouble her learned to fear her fierce temper and her
hard fists. When she was 14, the slave Gablak Orcblood was found dead in a
drainage ditch with broken neck - rumour has it he had tried to ravish the
crazy Tharbrian girl... Oona said nothing. Though naturally
of wild and carefree disposition, like her patron goddess Morrigun, in the
shackles of bondage she grew dour and brooding, biding her time until some
opportunity came to break free, and exact her revenge...
Barbarian SA: unarmoured defence, Rage 2/LR: rage damage +2,
half damage B/P/S, advtg STR checks/saves.
Reckless Attack Starting at 2nd level, 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. Danger Sense At
2nd level, 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.
Spear Attack, Raging: ATT +6 dam 1d8+6 (two handed)
Unarmed Attack, Raging: ATT +6 (+2 Prof +4 STR) Damage: 7
(1+4 STR+2 Rage)
Notes: The MacGlaive Clan favoured weapon is of course the
Glaive, a 10' long pointy/slashy bit on the end of a staff. It has d10 damage,
Reach (10'), and the MacGlaive are famous Battle-Dancers, darting in to strike
the enemy line then leaping away before the enemy can riposte (strike from 10'
then move, no opportunity attack)
Batta, Kobold Rogue-2
PB+2
STR 11 (0) DEX 19 (+4) CON 14 (+2) INT 12 (+1) WIS 12 (+1) CHA 15 (+2)
Hit Points: 17 (3+7/Level)
Rogue SA: Sneak Attack +1d6, Expertise, Thieves' Cant. Cunning Action.
Kobold SA: Pack Tactics (advtg vs target w adjacent ally), Sunlight Sensitivity (disad in sunlight), Small size, darkvision 60', Speaks Common & Draconic, Grovel Cower & Beg (1/SR: action to cower/distract, until eont kobold allies have advantage to hit enemies within 10' that can see the kobold)
Background by Bill: A kobold clan was wiped out by evil Viridian sorcerers, the eggs taken and hatched. The kobolds were raised to hunt the great green Viridian bunny-rabbits that plague the carrot crops of the Emperor's fields. They work in teams - #1 surface hide/ambush, #2 trap-setting, #3 burrow hunting. This kobold, Batta, is in team #3, and has a relationship with another kobold in the team, his girlfriend Repa. They keep rabbit numbers down and bring a lot of meat for the masters' stewpot, to the extent that the farmers let them eat 1/4 of the bunnies they catch, while the other farm slaves dine on gruel. Consequently the Viridian slave kobolds are well fed, sleek and healthy. They do not seek to wipe out the rabbits, rather keep their numbers under control and ensure a regular source of meat.
Sometimes the kobolds with the best noses are taken to hunt for truffles in the Elsenwood.
appearance: glossy black scales, green belly.
PB+2
STR 11 (0) DEX 19 (+4) CON 14 (+2) INT 12 (+1) WIS 12 (+1) CHA 15 (+2)
Hit Points: 17 (3+7/Level)
Rogue SA: Sneak Attack +1d6, Expertise, Thieves' Cant. Cunning Action.
Kobold SA: Pack Tactics (advtg vs target w adjacent ally), Sunlight Sensitivity (disad in sunlight), Small size, darkvision 60', Speaks Common & Draconic, Grovel Cower & Beg (1/SR: action to cower/distract, until eont kobold allies have advantage to hit enemies within 10' that can see the kobold)
Background by Bill: A kobold clan was wiped out by evil Viridian sorcerers, the eggs taken and hatched. The kobolds were raised to hunt the great green Viridian bunny-rabbits that plague the carrot crops of the Emperor's fields. They work in teams - #1 surface hide/ambush, #2 trap-setting, #3 burrow hunting. This kobold, Batta, is in team #3, and has a relationship with another kobold in the team, his girlfriend Repa. They keep rabbit numbers down and bring a lot of meat for the masters' stewpot, to the extent that the farmers let them eat 1/4 of the bunnies they catch, while the other farm slaves dine on gruel. Consequently the Viridian slave kobolds are well fed, sleek and healthy. They do not seek to wipe out the rabbits, rather keep their numbers under control and ensure a regular source of meat.
Sometimes the kobolds with the best noses are taken to hunt for truffles in the Elsenwood.
appearance: glossy black scales, green belly.
Cunning Action Starting at 2nd level, your quick thinking
and agility allow you to move and act quickly. You can take a bonus action on
each of your turns in combat. This action can be used only to take the Dash,
Disengage, or Hide action.
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