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Dook
Tolr'ax
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    The Brethren of Grath - Almanac

    Tolr'ax
    Tolr'ax


    Posts : 1150
    Join date : 2017-04-25

    The Brethren of Grath - Almanac Empty The Brethren of Grath - Almanac

    Post by Tolr'ax Sat Jan 26, 2019 9:33 am

    Map of Grath

    The Brethren of Grath - Almanac Grath_10

    ISLAND DESCRIPTION:

    Grath is a large island that is located Northeast of the mainland. It was originally inhabited by Dwarves that built grand structures, a few thousand years ago, the Dwarves and most of their creations were wiped out by a human empire, The Lindus Empire. Dwarves still inhabit the island, but are not descendants of the natives. The only Dwarven city to survive is Dravenport.
    The Lindus Empire ruled over the majority of the world until around 300 years ago. The Lindus ruler, Emperor Rejun Lindu III was a kind and just ruler, but he was murdered by his advisers in a coup. The leader of this coup was Yarvin Juin, a cruel man that served Rejun Lindu II and his son Rejun Lindu III as Imperial War General. He thought the young Lindu was a fool to be so kind to his people, this is when he staged the coup that killed the beloved Emperor.
    The coup sparked the short lived Juin Empire, Yarvin was a cruel and iron fisted ruler. Rebel groups started rising up against the unjust Empire. Yarvin was an old man at the time of the coup, he ruled for 5 years before his death. His sons fought over the position of Emperor. The youngest son, Triffin Juin killed his three brothers and assumed the role of Emperor. He was even more cruel than his father, he tortured peasants and tried to wrangle the unruly Empire all while taxing his people to poverty. 10 years after he took power, he had lost 70% of the Empire. After a bloody and embattled reign, his palace was stormed and he was slaughtered by the peasants he abused. The Empire was divided up and Grath became independent after years of war. Grath's main trading partner is the city of Julith, located on the Eastern coast of the mainland. Julith is a trading hub of the East.


    CITY DESCRIPTIONS

    Grath:
    Largest city in the area and Capital of Grath (named after the island). Walled city and 3rd largest port. Governor of Grath lives here. Very rich city and full of interesting characters. Many quests to be found here. Criminal activity is thriving as this is the center of the whole area. Many baddies to fight.

    Grathport:
    Largest port in the area. Full of sea-fairing characters and taverns. Taxes all travel through the river which causes hostilities in the area with the City of Quain. Most crime ridden city in the area. Most revenue comes from shipping and taxation on Quain trading.
    Grathport Map:

    Quain:
    2nd largest city in Grath. Mayor is very corrupt and publicly voices his disdain for the Governor of Grath. Grathport places high taxes on the goods and travel through the river which has caused tensions for hundreds of years. Many merchants in this town that sell crops from the farmers from the surrounding area.

    Miner’s Port:
    Mining and port town. A rough town full of strong people. Largest mining town in the area. Ships regularly travel to other ports in the area carrying gold, iron, silver, and copper that is all mined from the small island. Houses the mining guild.

    Yannel:
    Mining town that mines the north side of the small southern island. Usually trades stone and iron to the West side of the main island. Merchants and miners inhabit this town, largest brothel in the area resides here.

    Wyrmville:
    Smithing town. Largest weapons manufacturing hub in the area. Mercenaries and smiths inhabit this large village. Site of the Battle of Grath, where the mainland King’s army was defeated and the island had gained independence from the mainland. Most guards and soldiers are trained. Houses fighters’ guild.

    Fee’s Village:
    Located at the foot of the island’s mountain range, largest lumber town in the area. Uses the river to ship lumber up the river and to the rest of the island.

    Snarth:
    Poor town. Was once a bustling river town but declined after last few decades of bad leadership. Many bandit attacks have also lead to the decline of the town.

    Dravenport:
    Richest town on the island. Beautiful architecture and high towers made of stone, ancient city from before the conquering of Grath. Houses the island’s Mages’ Guild. Full of mystery and corruption. Heavily guarded and regulated. The elites of the island follow strict laws including a curfew. The Archmage of the Guild also acts as Mayor.

    Cranjis:
    Most diverse city on the island. Large population of farmers, fishermen, merchants, lumberjacks, miners, sailors, trappers, hunters. Large markets and easy transit to the rest of the island via the lake and the small river that runs through the island.

    Ense:
    Fishing village and island jail. Large prisoner population and biggest site of attacks from Barbarian Island. Being sent to Ense is the worse sentence a criminal could get. Hunger and forced labor means a death sentence to anyone that is sent here. Mining, lumber, fishing, and slavery is the main product from this town.

    Aentar:
    Largest supplier of horses, cows, and pigs in the area. Hunting dogs and exotic animals also offered here. Small town that is run by one main family.

    Veer Island:
    Artisan town. Known for its large population of craftsmen. Intricate work shipped from here. The whole island is scattered with small villages full of artisans.

    Droov, Drav, and Drak:
    The island is known as Barbarian Island. 3 tribes live on the island and fight with each other. Each tribe lives in one of the villages. Attack the main island every once in a while. Savage attacks come from here, the tribes pillage the smaller towns and villages on the main island.

    Naivek, Zarvv, Truun, and Valtish:
    Religious zealots that left the main island hundreds of years ago. The zealots have moved all over the southeastern island. They do not trade very often with the main island. Mostly self-sustainable. Only a few traders are allowed to trade with the zealots. The main port is Valtish, which serves as a distribution hub for the rest of the island.


    Last edited by Tolr'ax on Mon May 04, 2020 4:59 pm; edited 1 time in total
    Dook
    Dook


    Posts : 692
    Join date : 2017-05-07

    The Brethren of Grath - Almanac Empty Re: The Brethren of Grath - Almanac

    Post by Dook Sun Jan 27, 2019 4:38 pm

    The Brethren of Grath - Almanac Hans_h10
    The Brethren of Grath - Almanac 5b649110



    Zylo  - Werewolf Pugilist
    Moxie: 2
    Level: 2
    Age 26
    True Neutral
    5’11” 160lbs (Medium) / Lycan: 6'7'' 255lbs
    30 ft movement
    Languages: Common, Beast, Dragonic, Wolf/Dire Wolf

    Ability Scores & Modifiers with Bonus's
    STR: 17 (+3) +5.  
    DEX: 14 (+2) +2.  
    CON: 16 (+3) +5.
    INT:  11 (0) 0
    WIS: 8 (-1) -1
    CHA: 12  (+1) +1

    Proficiencies
    Armor: Light
    Weapons: Simple and Martial
    Saving Throws: Strength & Constitution
    Skills: Athletics, Acrobats, Intimidation, Survival

    COMBAT
    HP: 35
    AC: 16
    Hit Dice: 1d12
    Pro:+2

    EQUIPMENT
    Staff
    Reinforced Gauntlets 1d6+dex mod bludgeoning

    Inventory:
    hood
    thieves tools
    belt pouch
    96 Copper
    4  Silver
    115 Gold

    Tiny Bottle of Goddess of Grath

    FEATS AND FEATURES

    Outlander Feature:
    -You can always remember the layout of a region's geographical features, and can usually find enough food and water for six people

    Athlete
    -You can climb at full speed, you can make a running jump after 5 ft, standing up costs you just 5 ft, and you gain +1 to either Str or Dex

    Fighting Style
    -Barehanded: +2 damage when using unarmed weapons or claw base weapons

    Heal
    -1d10 + level Hit points as a bonus action (only once between rests)

    Tavern Brawler
    -Your Unarmed strikes deal d4 damage, you are proficient in unarmed strikes and improvised weapons, can make a grapple as a bonus action after hitting with one, and +1 to either STR or CON.

    Unarmored Defense
    -Beginning at 1st lvl, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dex modifier + your Con modifier.


    Bloodied but Unbowed
    -When you are reduced to less than half of your maximum HP, you add your proficiency bonus to your damage with unarmed attacks and pugilist weapons for 1 minute. You cannot use this feature again until you have a short or long rest.

    Moxie
    -Your experience laying the beatdown on others has given you a moxie you  can channel in the midst of battle. This swagger is represented by a number of moxie points. You level determines the number of points you have, shown as moxie points on the Pugilist table. You can spend these points to fuel various moxie features. You start with the three listed below. Moxie points are regained through a short or long rest. You must spend the rest carousing or shadowboxing to regain you moxie. Some of your moxie features must require your target to make a saving throw to resist the features's effects. The saving throw DC is as follows:
    Moxie save DC= 8 + your proficiency bonus + Con modifier









    -Werewolf Transformation/Features

    Silver Weakness
    You are vulnerable to silvered weapons.

    Natural Weapons
    While in Hybrid and Wolf Form you have a 1D4 Bite and 1D6 Claw attack. Increase damage at level 5 to Bite 1D6 and Claw 1D8. On a successful melee attack you may use your bonus action to make a claw attack on the same target.


    Dark-Vision
    You can see in non-magical darkness out to 60ft, you cannot discern different colours and can only see in shades of grey and red (All Forms).

    Shape Changer
    You can take 1 action to change into your Hybrid or Wolf Form. While in Hybrid Form you can wield weapons as normal. While in wolf form you cannot wear armour or wield weapons. You are able to wear certain equipment at the DM's discretion, such as circlets and robes. You can choose to have equipment you are wearing to either merge into your form or be dropped to the ground. You gain no benefit from equipment that is merged into your form.Your game statistics, other than your AC, remain the same in each form.

    Rewritten Biology
    The nature of your affliction has rewritten much of your base race’s physiology. Because of this, you retain no additional features attributed to your base race (unless in your hybrid form) other than your ability scores and languages. (Wolf Form Only)

    Wolf Empathy
    You can communicate with wolves and dire wolves. (All forms)

    Full Moon Rage
    At the start of a night with a Full Moon you must make a DC13 Wisdom save or lose control of yourself. During this time the DM has Control over what your character does, however every hour you may reroll your saving throw to take back control. Once you make the correct saving throw you retain control for the rest of the night.







    Hybrid Form
    When you change into your hybrid form, you count as a Medium size. You are still able to use your weapons and cast spells, unless your weapons are made for a Small creature. You retain the same amount of health as you would in your normal form. You also gain the following abilities:

    Natural Armor
    While in hybrid form you can ether, Wear your existing equipped armor (no heavy) or you have a natural armor composed from your thickened skin and fur. In this form you have an AC of 13 + your Dexterity modifier. You can still wield a shield and benefit from this ability. This replaces Unarmored Defense.

    Natural Attack (Claws)
    In hybrid form, you gain a claw attack. This is treated as a natural weapon that you have proficiency with. It deals 2d4 slashing damage on a successful hit. At 7th level, the damage increases to 2d6. At 12th level, the damage increases to 2d8. At 17th level, the damage increases to 2d10.

    Terrifying Visage
    Your hybrid form is a terrifying sight to behold for those not used to seeing your condition. While in hybrid form, you may add your proficiency bonus to any Intimidation checks you make.





    Wolf Form
    When you change into your wolf form, you count as a Medium size and are unable to wield any weapons. You also cannot cast any spells while in this form. You retain the same amount of health as you would in your normal form. You also gain the following abilities:

    Natural Armor
    While in wolf mode, you have a natural armor composed from your thickened skin and fur. In this form you have an AC of 11 + your Dexterity modifier. This replaces Unarmored Defense.

    Natural Attack (Bite)
    In wolf form, you gain a bite attack. This is treated as a natural weapon that you have proficiency with. It deals 1d6 damage on a successful hit. At 7th level, the damage increases to 1d8. At 12th level, the damage increases to 1d10. At 17th level, the damage increases to 1d12.

    Disguised Predator
    In your wolf form, you appear just as any other wolf would with only very subtle differences. Others will regard you as a regular wolf unless they succeed in an Insight check opposed by your Deception check. Opponents who succeed are able to tell there is something off about you (perhaps you display more intelligence than a regular wolf would), but do not immediately know you are a lycanthrope.

    Keen Senses
    In wolf form, your senses are more attuned to the surrounding world. You have advantage on Perception checks that rely on hearing or smell.

    Pack Tactics
    If you have an ally within 5 feet of you that is not incapacitated, you can use your reaction to give them advantage on one attack roll. You may use this a number of times equal to your Wisdom modifier. You regain all expended uses after a long rest.

    Natural Movement
    In wolf form, gain proficiency in Acrobatics and advantage in Dexterity saving throws.









    Pugilist Abilities

    Fisticuffs
    - You gain the following benefits while you are unarmed or using only pugilist weapons and you are wearing light or no armor.
             -You can roll a d4 in place of the normal damage of your unarmed strike or pugilist weapons. this will change when you level up.

    Unarmored Defense
    -Beginning at 1st lvl, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dex modifier + your Con modifier.


    Bloodied but Unbowed
    -When you are reduced to less than half of your maximum HP, you add your proficiency bonus to your damage with unarmed attacks and pugilist weapons for 1 minute. You cannot use this feature again until you have a short or long rest.

    Moxie Abilities

    -Brace Yourself
            You can use a bonus action and spend 1 moxie point to gain resistance to bludgeoning, slashing, and piercing damage until the start of my next turn.


    -The Old One-Two
             Immediately after taking the attack action on your turn, you can spend 1 moxie to make 2 unarmed strikes as a bonus action.


    -Stick and Move
             You can use a bonus action and spend 1 moxie point to make a shove attack with advantage or a Dash action.






    Backstory

    Zylo was born in a far off land that no one can recall. At his birth, he was immidiately feared by everyone but his parents. He was born with pure white hair and tufts of hair on his shins and forearms. His ears were pointing like daggers life a dark elf, and his nails sharp as claws despite both his parents being humnan. His father and mother loved their baby boy with all their heart dispite the local villagers telling them to leave him to die in the forest. The village he lived in was a very secluded, closed-minded village that saw Zylo as an omen. They wanted him out of the village for fear of a dark coming upon their village.

    At the age of 5, young Zylo was forced to stay inside of his house because the villagers looked upon him with such scorn that even his life was in danger when he stepped outside. His fathercouldn't get work, mother couldn't buy food, but no matter they loved their son. One night, Zylo woke up to the smell of smoke and instantly arose from his bed. He ran to his parents room and saw an unspeakable sight. His parents were bound to their beds and set ablaze. Some of the towns folk surrounded his parents, torches in hand and evil looks glaring as they burned his parents. Zylo turned and ran out of the house with voices not too far behind him.

    Zylo was always a quick kid, but not as fast as the arrow that sank into his back. Zylo fell to the ground crying in pain as the town approuched him. The villagers bound him in shackles from neck to arms to toes and beat him til he was just a broken soul. The village wanted Zylo out of their town as soon as possible so they sold him into slavery. When Zylo awoke, his first sight was upon a short dragonborn named Helderide. Helderide bought and sold slaves for prophet, but his real love was to pit his slaves against one another. Zylo caught Helderide's eye and saw potnetial in the unresponsive boy. Until the age of 12, Zylo became Helderide's prize fighter. Zylo's dertermination and raw anger towards the world made him a ruthless combatant. His claws and shackles on him made Zylo a sight to see in this sick underground arena.

    One night at the arena, this dark, mysterious man challenged Helderide's prize slave against his own. The mysterious man had long white hair, peircing bright green eyes. A black and red suit that made him look extremely wealthy. He also had a long black cane with a tiny, embroided skull where his pale hands laid. The most intimidating thing about him was the way this man smiled. It was a sinister grin that showed his extremely sharp white teeth, like his intensions were chaotic. He stood with such confidence that he knew he would surely win this bet. Helderide and the man shake hands to confirm the bet has been made. The pale man walks eeriely slow past Zylo. All Zylo feels is a chill up his spine while the atmosphere changes to an evil one. Zylo locks eyes with the man as he passes by with is toothly grin. Zylo waits in the arena for this newfound opponent. Helderide comes and unlatches his shackels so he can move freely. Helderide whispers in Zylo's ear,"You know what happens if you lose this, so don't mess this up for me, boy." The pale man appears with his slave. The slave has his arms bound, bald headed with many scars all over his body. The slave's eyes are pure white with no signs of pupils. His mounth bound in some kind of red cloth. The pale man unshackels this beast of a man and unwraps his mouth to reveal a beast of mouth. This catches Zylo off guard looking at the mouth of this man. His teeth were pertruding from his mouth, teeth that looked sharper than knives, and was now on all fours looking like he is ready to pounce. The pale man fades into the shadows of the crowd while saying,"Let the show begin..." At that moment, the slave lodges his teeth into Zylo's arm.

    Shocked at the speed of the man, Zylo falls to the ground in pain, blood flowing from his arm. Zylo looks back up at the slave who is ripping open the cagged arena. The slave starts slaughtering the crowd, body parts flying everywhere, blood filling the rows, and Zylo losing conciousness from the blood loss. Before everything fades to black, Zylo hears the voice of the pale man,"You are not yet ready but soon you will be, but for now, you are free..." Zylo wakes to the smell of iron in the air. He leans up checks himself for any wounds. The bite mark on his arm was no longer there and the arena was deadly quiet. He knew that what had happened was not a dream or an illusion. As Zylo walked his way to the exit, there was a maze of innards, bodies, and flesh of varied species. He saw no sign of Helderide, so he must have ran at the sight of misfortune, abandoning Zylo to die. As Zylo made is way to the outside, his head was pounding, body aching. He looks down at his arms and his face turns pale from the sight he sees. His arms are growing hair at an alarming rate. At his feet, a large black shroud surrounds him. Zylo panics at what he is witnessing. He falls to his knees from the sheer pain. The shroud engulfs him and all that is heard is a mixture of yells and growls. Minutes pass, the shroud fades. What stands in the full moons light is a large lycan, covered in white fur, howling at the moon. Zylo awakes with the sun beaming down on his body. The warm embrace is a welcoming feeling that Zylo has never truly felt in years. He rolls up to his feet to understand his surroundings and figure out where he is. He hears a voice,"Your finally awake young pup." Zylo looks around from whence the voice came, but all he saw was an astounding dire wolf, much larger than him. Zylo falls back down to the ground at the presence of this massive beast. "Do not be afraid, I will not hurt you" The dire wolf walks towards Zylo,"I witness what you became and what you are. You are now one of us young pup." The dire wolf tells Zylo that he is now a werewolf, a being feared by many two leggers, respected by all nature. The dire wolfs name is Uldair. Uldair is the leader of his pack, consisting of all the wolves of the land. Uldair takes young Zylo as his own son, teaching him all Uldair knows and branding the Uldair name. How to survive, hunt, gather, assess the land, everything to succeed in the wilderness. Zylo lived with the pack until the age of 23.

    Through Uldair's teaching and wisdom, Zylo did not need the outside world anymore for all that he desired was within his pack, his family. Uldair knew all things that went on in the land and always led Zylo on a justiful path. Uldair sent Zylo on a mission to find their next resting grounds for the year to raise the young pups. Zylo went and did not return for 2 weeks. Zylo returned home feeling proud of his successful mission only to find that Uldair and his pack were all slaughtered. Zylo finds Uldair in the middle of the forest bearly clinging to life. Uldair tells Zylo that he is proud that he is still amongst the living and passes on his final words. "We were ambushed by a mass of two leggers and at the helm was a man with long white hair and bright green eyes. He did not say a word, only a sinister grin and a devilish aura around him. The people with him looked crazed and out of their mind, chanting that the "were" were superior than the originals and that they all must be extinguished. Zylo, lead a just life and escape this land and live for all of us, live for the pack, for your family." Uldair passes with his final breath and leaves the earthly plain. Zylo is filled with instant grief and anger. Zylo yells out and loses his mind to the wolf side of him and instantly transforms into his lycan form. He catches the scent of wolves blood and races off in the direction of the smell in an almost feral state. Panting and unyielding, Zylo doesn't stop for what seems like miles of constant running. Zylo eventually comes to a familar area that he remembers so very long ago. The village that killed his parents and sold him into slavery.

    In the middle of the small village, you see young wolves being thrown onto the fire as the villagers dance around the flames. Zylo instantly goes berserk and rushes into the village slaughtering everyone in his path for the sake of revenge, for all the pain, for the family they stole from him. After the last man falls in the village, Zylo cries out to the moon. He then hears a familiar voice,"It seems you can finally change at will." Zylo snarls his gaze to his right to see the pale man. "But you are not yet ready, but soon you will be" says that pale man. After these words, he laughs a chilling laugh. Zylo lunges towards the pale man and swipes his claws through his body, but to no avail. The pale man disappears as the claws make contact, like swiping though a shadow. The laugh echoes through the night and then fades into the darkness. Zylo howls to the moon and slowly changes back into his human form. Howling blending into a cry.

    Zylo wakes up in a daze and immediately feels like something is missing, like a part of him has been taken away from him...a very important part of his life missing from his memory. As hard as he tries to remember, all he sees is blackness and a vague sense of warmth, different but yet similar to what he felt when he lived with Uldair and the pack. He looks at his reflection and sees that he is somewhat older and a few more scars than he remembers. This puzzling phenomenon is baffling and scares Zylo, but one thing remains...burning in his memory clearly. The face of the man on that fateful night.

    3 years have passed since Zylo awoke. The image of the pale man not leaving his mind. A promise to heart and an assurance to kill him. Zylo has mastered his transformation at will now and can control his other half now, fully aware in his werewolf form. He hates big cities and towns but must venture in them for information on his quest for the pale man. Every step is a caution and sensitive to every word, hoping that not one soul finds out about his other side. Hunters would be after him and people would afraid of him. Information would be tough to gather when villages won't let you in. Most nights of his travels were spent in forests and the creatures of the forests welcome him with ease or he fights at local underground arenas or taverns for coin for that is what he knows best, becoming quite a fighter with his fists. Every night felt like home in these moments, never forgetting what Uldair taught to him and his final words. Zylo's trust is hard to obtain and his wrath is justified in his eyes. The information Zylo has recieved has led him to an island name Grath. Zylo sits in a tavern waiting to see if the information he gathered was good or spoiled shit from another untrusting source. Zylo is sitting on the long table clostest to the door, observing the whole tavern with his back to the wall. Is what he is looking for here or is this another dead end?


    Last edited by Dook on Sat May 02, 2020 11:07 pm; edited 11 times in total (Reason for editing : Updated)
    Irish Ninjutsu Master
    Irish Ninjutsu Master


    Posts : 62
    Join date : 2019-02-01

    The Brethren of Grath - Almanac Empty Re: The Brethren of Grath - Almanac

    Post by Irish Ninjutsu Master Sun Feb 03, 2019 4:19 pm

    w/ Heavy Armor + Shield:The Brethren of Grath - Almanac E7c0bd12


    Enchanted Armor - Argent Ascended FormThe Brethren of Grath - Almanac Downlo12



    The Brethren of Grath - Almanac 1_main10

    ACTIONS:

    SPELLS:

    EQUIPMENT:

    FEATURES & TRAITS:

    DESCRIPTION:


    Last edited by Irish Ninjutsu Master on Wed May 20, 2020 12:14 am; edited 13 times in total
    ASeaFaringLlama
    ASeaFaringLlama


    Posts : 93
    Join date : 2019-02-05

    The Brethren of Grath - Almanac Empty Ragnar Wolftamer

    Post by ASeaFaringLlama Tue Feb 05, 2019 10:27 am

    Name: Ragnar Wolftamer
    Race: Goliath
    Class & Level: Barbarian 2
    Background: Outlander
    Alignment: Lawful Neutral
    Experience: Level 2


    EQUIPMENT & TREASURE
    Carried Gear: greataxe, two (2) handaxes, five (5) javelins, explorer's pack (includes a backpack, a bedroll, a mess kit, a tinderbox, 10 torches, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it), belt pouch, set of traveler's clothes, hunting trap, a staff, a trophy from an animal you killed

    Coins & Gems: 3 gold pieces (gp); 12 silver pieces (sp); 75 copper pieces (cp); 3 gems (worth 10 gp each)


    ABILITY SCORES & ABILITIES
    (* includes +2 proficiency bonus; ** includes expertise, if any)

    Strength 18
    +4 ... Strength Ability Checks
    +4 ... Strength Saving Throws *
    +6 ... Athletics Skill  *
    510 lbs. ... Maximum Carrying Capacity
    1020 lbs. ... Max. Push or Drag (Speed -5 ft.)
    1020 lbs. ... Maximum Lift

    Dexterity 17
    +3 ... Dexterity Ability Checks
    +3 ... Dexterity Saving Throws
    +3 ... Acrobatics Skill
    +3 ... Sleight of Hand Skill
    +3 ... Stealth Skill


    Constitution 10
    +3 ... Constitution Ability Checks
    +5 ... Constitution Saving Throws *

    Intelligence 14
    +0 ... Intelligence Ability Checks
    +0 ... Intelligence Saving Throws
    +0 ... Arcana Skill
    +0 ... History Skill
    +0 ... Investigation Skill
    +2 ... Nature Skill  *
    +0 ... Religion Skill

    Wisdom 11
    +1 ... Wisdom Ability Checks
    +1 ... Wisdom Saving Throws
    +1 ... Animal Handling Skill
    +1 ... Insight Skill
    +1 ... Medicine Skill
    +3 ... Perception Skill  *
    +3 ... Survival Skill  *

    Charisma 11
    0 ... Charisma Ability Checks
    0 ... Charisma Saving Throws
    0 ... Deception Skill
    0 ... Intimidation Skill
    0 ... Performance Skill
    0 ... Persuasion Skill

    COMBAT [PHB p. 189]

    13 ... Passive Perception
    +1 ... Initiative Modifier

    Armor Class 14 ... Armor worn: None (Unarmored Defense Feature)

    30 ft. Speed ... Base distance per move

    22 hit points ... 1d12 Hit Dice


    Greataxe. Melee Weapon Attack: +5 to hit, reach 5 ft. Hit: 1d12+3 slashing damage. (Must be used two-handed.)


    Handaxe. Melee Weapon Attack: +5 to hit, reach 5 ft. Hit: 1d6+3 slashing damage. (If thrown, normal range to 20 ft.; disadvantage long range 21 to 60 ft.)


    Javelin. Melee Weapon Attack: +5 to hit, reach 5 ft. Hit: 1d6+3 piercing damage. (If thrown, normal range to 30 ft.; disadvantage long range 31 to 120 ft.)


    Rage. Lasts 1 minute (10 rounds), or until unconscious, haven't attacked or been hit.


    FEATURES, TRAITS, SPECIAL ABILITIES

    Proficiencies & Languages
    • Proficiency Bonus: +2
    • Armor: light armor, medium armor, shields
    • Weapons: simple weapons, martial weapons
    • Tools: one type of musical instrument
    • Saving Throws: Strength, Constitution
    • Skills: Athletics, Nature, Perception, Survival
    • Languages: Common, Giant, Sylvan


    Goliath Traits [VGtM p. 108]

    • Age: 30-years-old

    • Medium Size (8 feet, 340 lbs.)

    • Stone's Endurance (reaction to reduce damage 1d12+3 once per short rest)

    • Powerful Build (carry, push, drag, lift as if large size)

    • Mountain Born (used to high altitudes and cold climates)


    Class Features [PHB p. 46]

    • Rage (2/day)

    • Unarmored Defense (AC)


    Rage Effects [PHB p. 48]

    • Advantage on STR checks and saves

    • +2 bonus on STR-based melee damage

    • Resistence (half damage) from bludgeoning, piercing and slashing damage.


    Background Features [PHB p. 136]

    • Wanderer


    R e c k l e s s    A t t a c k
    Starting at 2nd level, you can throw aside all concern
    for defense to attack with fierce desperation. W hen
    you make your first attack on your turn, you can decide
    to attack recklessly. D oing so gives you advantage on
    m elee weapon attack rolls using Strength during this
    turn, but attack rolls against you have advantage until
    your next turn.

    D a n g e r    S e n s e
    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.

    P r i m a l    P a t h
    At 3rd level, you choose a path that shapes the nature of
    your rage. C hoose the Path of the Berserker or the Path
    of the Totem Warrior, both detailed at the end of the
    class description. Your choice grants you features at 3rd
    level and again at 6th, 10th, and 14th levels.

    A b i l i t y   S c o r e    I m p r o v e m e n t

    W hen you reach 4th level, and again at 8th, 12th, 16th,
    and 19th level, you can increase one ability score of your
    choice by 2, or you can increase two ability scores of
    your choice by 1. As normal, you can’t increase an ability
    score above 20 using this feature.

    E x t r a    A t t a c k
    Beginning at 5th level, you can attack twice, instead of
    once, whenever you take the Attack action on your turn.

    F a s t    M o v e m e n t
    Starting at 5th level, your speed increases by 10 feet
    while you aren’t w earing heavy armor.

    F e r a l    I n s t i n c t
    By 7th level, your instincts are so honed that you have
    advantage on initiative rolls.
    Additionally, if you are surprised at the beginning of
    com bat and aren’t incapacitated, you can act normally
    on your first turn, but only if you enter your rage before
    doing anything else on that turn.

    B r u t a l    C r i t i c a l
    Beginning at 9th level, you can roll one additional
    weapon damage die when determining the extra
    damage for a critical hit with a melee attack.
    This increases to two additional dice at 13th level
    and three additional dice at 17th level.

    R e l e n t l e s s    R a g e
    Starting at 11th level, your rage can keep you fighting
    despite grievous wounds. If you drop to 0 hit points
    while you’re raging and don’t die outright, you can make
    a DC 10 Constitution saving throw. If you succeed, you
    drop to 1 hit point instead.
    Each time you use this feature after the first, the DC
    increases by 5. W hen you finish a short or long rest, the
    DC resets to 10.

    I n d o m i t a b l e    M i g h t
    Beginning at 18th level, if your total for a Strength
    check is less than your Strength score, you can use that
    score in place of the total.

    P r i m a l    C h a m p i o n
    At 20th level, you em body the pow er of the wilds. Your
    Strength and Constitution scores increase by 4. Your
    maximum for those scores is now 24.

    Primal    Paths
    Rage burns in every barbarian’s heart, a furnace
    that drives him or her toward greatness. Different
    barbarians attribute their rage to different sources,
    however. For some, it is an internal reservoir where
    pain, grief, and anger are forged into a fury hard as
    steel. Others see it as a spiritual blessing, a gift of
    a totem animal.

    P a t h    o f    t h e    B e r s e r k e r
    For some barbarians, rage is a means to an end-—that
    end being violence. The Path of the Berserker is a path
    of untrammeled fury, slick with blood. As you enter
    the berserker’s rage, you thrill in the chaos of battle,
    heedless of your own health or well-being.

    F r e n z y
    Starting w hen you choose this path at 3rd level, you
    can go into a frenzy when you rage. If you do so, for
    the duration of your rage you can make a single melee
    weapon attack as a bonus action on each of your turns
    after this one. W hen your rage ends, you suffer one level
    o f exhaustion (as described in appendix A).

    M in d l e s s    R a g e
    Beginning at 6th level, you can’t be charm ed or
    frightened while raging. If you are charm ed or
    frightened when you enter your rage, the effect is
    suspended for the duration of the rage.

    I n t i m i d a t i n g    P r e s e n c e
    Beginning at 10th level, you can use your action to
    frighten someone with your menacing presence.
    W hen you do so, choose one creature that you can see
    within 30 feet of you. If the creature can see or hear
    you, it must succeed on a Wisdom saving throw (DC
    equal to 8 + your proficiency bonus + your Charisma
    modifier) or be frightened of you until the end of your
    next turn. On subsequent turns, you can use your action
    to extend the duration of this effect on the frightened
    creature until the end of your next turn. This effect ends
    if the creature ends its turn out of line of sight or m ore
    than 60 feet away from you.
    If the creature succeeds on its saving throw, you can't
    use this feature on that creature again for 24 hours.

    R e t a l ia t io n
    Starting at 14th level, when you take damage from
    a creature that is within 5 feet of you. you can use
    your reaction to make a melee weapon attack against
    that creature.



    The Brethren of Grath - Almanac 51352835_1112102525616878_1622632369481580544_n.png?_nc_cat=100&_nc_ht=scontent-atl3-1

    BACKSTORY

       Ragnar grew up in the foothills of a foreign, far away land in the foothills of Appalachia. There as a child he was raised and reared to be a fearsome, barbaric brute of a Goliath. He spent his younger days training by fighting with those bigger than him, which became harder as he grew. As he grew and trained, his mentors made sure that he wouldn't use his strength and power for evil, and raised him into a moral code, taught him to fight worthy opponents and go after those who had done wrong or deserved it. It stuck with him as he grew and he made sure to choose his battles wisely. Soon he went from the young child training with his betters, to a giant among Goliaths that had a hard time finding a challenge within his own home. Eventually his greatness threatened the leaders of his power and might, he assured them that he had no desires for leadership or rule, but his words fell on deaf fearful ears and they cast him out anyways. So he set off in search of a new clan, somewhere where he could belong and have brethren to fight alongside with.
       
        He came to the Village of Jackson, where he set about the town, searching for people until he eventually found some others in similar predicaments as him, and they began to fight alongside each other. They traveled near and far to find adversaries worthy of them, and time and time again they emerged triumphant. Whether it was beasts or men, they always emerged from their battles victorious. Occasionally they would host tournaments, both for individuals and teams, and the only times they lost was when they ought each other. They quickly became friends, and then family, and then something more, they realized that they were Bros. They were so successful that they decided to become a clan of sorts, and named themselves Clan x, a group of outcasts who banded together through battles and parties. Quickly they became popular and people wanted to hang with them, and their parties were legendary, people who attended still tell stories to this day, but the rowdiest of times were when it was just them. Sometimes they would duel within themselves, and break their own furniture. Things were great, but alas, all good things must come to an end.

         Ragnar was happy, as were the rest of his brethren, but a new enemy was coming up that they had all forgotten about, the terrible wizard, Grand UaTion. They fought him as best as they could, but they were no match for him, one by one they fell, and as they fell, he used his magic to scatter them to the furthest corners of the earth. Ragnar was the last one standing, and in his rage he cursed the monstrous UaTion and charged at him, but he was no match, as he was defeated he chucked on of his axes at him hitting him in the arm, in hopes that it would cripple him, but it only made him angry. In his anger, the Grand Wizard UaTion laughed at Ragnar, and Clan X with him, curing them not only to be scattered from each other, but to have no memory of their past adventures together. Eventually Ragnar woke up in a fog with no real memories of his past, save for his natural, almost reflexives abilities and talents in battle.

          Now he has traveled the world far and wide in search of something to fill this hole in is chest, and nothing has yet. In his emptiness, he has decided to fall back on the one thing that he knows best, violence. In his travels he has fallen in with multiple different groups, mercenary companies, and eventually just settled to work on his own. Throughout his travels he has made a name for himself, defeating man and beast alike, and even through all of his triumphs and struggles, it all felt empty. He battled a family of twisted men that were more Bear than man, and in a hard fought battle, defeated them. He battled evil sorceresses who had seduced and killed many men, but he saw through their lies and slayed them with ease. He slaughtered grotesque monster Pabu, and defeated many men and tribes that were evil, but he had no clan, no family, and felt no true value in all of his victory.

         Eventually he made his way to Grath, where he heard that there was money to be made for hired muscle such as himself, and with all the tales of all the glory to be had there, he thought that maybe he could find what he is looking for. So he set out in search of a purpose, in search of a clan, and in search of Glory.  He quickly found work just of off his appearances alone, being such an absolute unit as he is, and it wasn't long before his actions backed up his appearances. Now again, he has made a small name for himself in this new land as a brutal warrior. He takes jobs of all sorts, but still follows that same moral code, only maybe a little looser. Here and now, people know that he is good for a certain type of work, but that is about all they know of him. He keeps to himself mainly, not letting on too much detail of his past victories, for they felt hollow. He takes on new jobs and contracts in hopes that he will find something of true purpose, and people to once again call his brethren.


    Last edited by ASeaFaringLlama on Tue Aug 06, 2019 1:29 pm; edited 7 times in total
    Gabbie4eva
    Gabbie4eva


    Posts : 5
    Join date : 2019-02-11
    Age : 29

    The Brethren of Grath - Almanac Empty Re: The Brethren of Grath - Almanac

    Post by Gabbie4eva Mon Feb 11, 2019 8:31 am

    The Brethren of Grath - Almanac Wechat10

    Name: Geliah Sahashrala
    Race: Half-Elf
    Class & Level: Druid 2
    Background: Acolyte
    Alignment: Lawful Neutral
    Experience: 0 xp


    ABILITY SCORES & ABILITIES
    (* includes +2 proficiency bonus; ** includes expertise, if any)

    Strength 8
    -1 ... Strength Ability Checks
    +0 ... Strength Saving Throws
    -1 ... Athletics Skill  
    1950 lbs. ... Maximum Carrying Capacity
    3900 lbs. ... Max. Push or Drag (Speed -5 ft.)
    3900 lbs. ... Maximum Lift

    Dexterity 13
    +1 ... Dexterity Ability Checks
    +2 ... Dexterity Saving Throws
    +1 ... Acrobatics Skill
    +1 ... Sleight of Hand Skill
    +1 ... Stealth Skill

    Constitution 16
    +3 ... Constitution Ability Checks
    +4 ... Constitution Saving Throws

    Intelligence 14
    +4 ... Intelligence Ability Checks
    +5 ... Intelligence Saving Throws*
    +2 ... Arcana Skill
    +2 ... History Skill
    +4 ... Investigation Skill*
    +4 ... Nature Skill*
    +4 ... Religion Skill*

    Wisdom 15
    +2 ... Wisdom Ability Checks
    +5 ... Wisdom Saving Throws*
    +4 ... Animal Handling Skill*
    +4 ... Insight Skill*
    +4 ... Medicine Skill*
    +2 ... Perception Skill*
    +4 ... Survival Skill*

    Charisma 13
    +1 ... Charisma Ability Checks
    +4 ... Charisma Saving Throws*
    +1 ... Deception Skill
    +1 ... Intimidation Skill
    +1 ... Performance Skill
    +1 ... Persuasion Skill

    COMBAT [PHB p. 189]

    12 ... Passive Perception
    +1 ... Initiative Modifier
    Armor Class 14 ... Armor worn: Elven Chain
    30 ft. Speed ... Base distance per move
    11 hit points ... 1d8 Hit Dice (1d8 (or 5) + your Constitution modifier per druid level after 1st level)

    The Brethren of Grath - Almanac Druid_10


    Weapon of Warning, Shortsword. Melee Weapon Attack: +1 to hit, reach 5 ft. Hit: 1d6 + 1 piercing damage. Finesse weapon: When making an attack with a finesse weapon, use your choice of your Strength or Dexterity modifier for the Attack and Damage Rolls. You must use the same modifier for both rolls.

    Crossbow, light. Ranged Weapon Attack: +1 to hit, reach 80/320 ft. Hit: 1d8+1 piercing damage.

    Dagger*. Melee/Range Weapon Attack: +3 to hit, reach 5 ft. Hit: 1d4+1 piercing damage. (If thrown, normal range to 20/60 ft)

    Sickle*. Melee Weapon Attack: +3 to hit, reach 5 ft. Hit: 1d4-1 pi damage. (If thrown, normal range to 20/60 ft)
    Arrow +3: You have a +3 bonus to attack and damage rolls made with this piece of magic ammunition. The bonus is determined by the rarity of the ammunition. Once it hits a target, the ammunition is no longer magical.
    Ring of Protection - You gain a +1 bonus to AC and saving throws while wearing this ring.

    FEATURES, TRAITS, SPECIAL ABILITIES

    (Bold includes bonus from Elven Accuracy (Feat); italics includes bonus from Prodigy (Feat)
    Elven Accuracy
    Xanathar's Guide to Everything
    +1 Dexterity, Intelligence, Wisdom, or Charisma, reroll advantage dice
    Buff, Combat, Racial Feat

    Prodigy
    Xanathar's Guide to Everything
    Gain a Skill and Tool Proficiency, Skill Expertise, and Language
    Buff, Racial Feat

    Proficiencies & Languages
    • Proficiency Bonus: +2
    • Armor: light armor, medium armor, shields (Nonmetallic armor and shields)
    • Weapons: simple weapons, martial weapons (Clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears)
    • Tools: Herbalism Kit, Navigator’s Tools
    • Saving Throws: Intelligence, Wisdom, Charisma
    • Skills: Medicine, Nature, Religion, Insight, Investigation, Survival, Animal Handling
    • Languages: Common, Elvish, Druidic, Celestial, Sylvan, Draconic, Orc
    Expertise: Animal Handling


    Half-Elf Traits [PHB p. 40]

    • Age: 25-years-old

    • Medium Size (5’ 7”, 130 lbs.)
    Ability Score Increase. Your Charisma score increases by 2, and two other ability scores of your choice increase by 1.
    60 ft. Darkvision
    Fey Ancestry. You have advantage on saving throws against being charmed, and magic can't put you to sleep.
    Skill Versatility. You gain proficiency in two skills of your choice. Languages. You can speak, read, and write Common, Elvish, and one extra language of your choice


    Druid Class Features [PHB p. 67]
    Druidic Language

    Spellcasting/Cantrips:

    Druidcraft
    School: Transmutation
    Casting Time: 1 action
    Range: 30 feet
    Duration: Instantaneous
    Whispering to the spirits of nature, you create one of the following effects within range:
    • You create a tiny, harmless sensory effect that predicts what the weather will be at your location
    for the next 24 hours. The effect might manifest as a golden orb for clear skies, a cloud for rain, falling
    snowflakes for snow, and so on. This effect persists for 1 round.
    • You instantly make a flower blossom, a seed pod open, or a leaf bud bloom.
    • You create an instantaneous, harmless sensory effect, such as falling leaves, a puff of wind, the
    sound of a small animal, or the faint odor of skunk. The effect must fit in a 5-foot cube.
    • You instantly light or snuff out a candle, a torch, or a small campfire.

    Guidance
    School: Divination
    Casting Time: 1 action
    Range: Touch
    Duration: Concentration, up to 1 minute
    You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends.

    Resistance
    School: Abjuration
    Casting Time: 1 action
    Range: Touch
    Duration: Concentration, up to 1 minute
    You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one saving throw of its choice. It can roll the die before or after making the saving throw. The spell then ends.



    Background Features [PHB p. 136]

    • Acolyte - Insight proficiency, Religion proficiency


    EQUIPMENT & TREASURE

    Carried Gear: Elven Chain (Armor), Shield (Wooden), Sickle (Main Hand Weapon), Pouch, Explorer's Pack (includes a backpack, a bedroll, a mess kit, a tinderbox, 10 torches, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it), a asset of common clothes, set of Cartographer's Tools, 5 incense, an Amulet (Starting Equipment - Acolyte), Vestements, Sprig of Mistletoe (Starting Equipment - Druid), Prayer Book (Starting Equipment - Acolyte), Herbalism Kit

    Coins & Gems: 15 gold pieces (gp); 0 silver pieces (sp); 11 copper pieces (cp); 0 gems


    Last edited by Gabbie4eva on Sat Apr 11, 2020 11:44 pm; edited 2 times in total
    Oxander
    Oxander


    Posts : 276
    Join date : 2019-06-17

    The Brethren of Grath - Almanac Empty Re: The Brethren of Grath - Almanac

    Post by Oxander Mon Jun 17, 2019 12:35 pm

    Raakz
    Race: Goblin
    Class: Artificer (UA version)
    Level: 3
    Background: Urban Bounty Hunter
    Alignment: Chaotic Neutral
    Size: Small
    H/W: 3'8" 52 lbs
    Speed: 35ft
    Darkvision: 60ft
    Age: 16 (72)

    Raakz wears a tightly-cut stormcloud gray greatcoat with extravagantly, almost ludicrously large lapels of ivory, and underneath is a deep sea-blue tunic. At his neck is an impossibly elaborate knotted cravat of a startling auburn color, matching the sash around his waist. Dark brown leggings and heavy reinforced knee-high black boots complete his ensemble, aside from the bulging backpack he's carrying and the multitude of utility pouches and belts and straps bedazzling veritably every other square inch of his gear, including a couple of small pouches on the back of otherwise fingerless gloves.

    Gold: 6.4
    Gems: 4x 100gp value

    STATS

    STR: 11 (+0) = 165 lbs carry; 330 lbs push/pull/drag

    DEX: 19 (+4)
    Acrobatics +6
    Stealth +6

    CON: 17 (+3) *Saving Throw

    INT: 16 (+3) *Saving Throw
    Arcana +5
    Passive Investigation: 15

    WIS: 16 (+3)
    Insight +5
    Perception +5
    Passive Perception: 20

    CHA: 14 (+2)


    Proficiencies: +2
    Weapons: Simple, Crossbows
    Armor: Light, Medium, Shields
    Tools: Thieves', Tinker's, Carpenter's, Smith's, Playing Card Set, Fiddle
    Language: Common, Goblin


    FEATS & FEATURES:


    EQUIPMENT:

    COMBAT
    Hit Die: 3d8
    HP: 31
    AC: 19 [includes Enhanced Defense Infusion]
    Initiative: +4

    Hand Crossbow Improved (1d6 pierce, ammo 35/140, light, loading) +DEX attack +1 attack/damage from Enhanced Weapon Infusion
    Dagger (1d4 pierce, light/thrown 20/60) +DEX attack
    Handaxe (1d6 slash, light/thrown 20/60) +STR attack

    SPELLS

    Spell Save DC = 8 + Prof + INT (13)
    Spell Attack Mod = Prof + Int (+5)

    Spellcasting:

    • Tools Required (serve as spellcasting focus); once you learn Infuse Item feature at 2nd level, any infused item can serve as spellcasting focus.
    • Regain slots when you finish a LONG rest; Can Change Prepared Spells after LONG REST.
    • PREPARED LIST = # of spells = Int Mod + 1/2 Artificer level rounded down (+ Specialization Spells always prepared)


    Prepared Spells:


    Last edited by Oxander on Thu Apr 30, 2020 12:41 pm; edited 7 times in total
    Oxander
    Oxander


    Posts : 276
    Join date : 2019-06-17

    The Brethren of Grath - Almanac Empty Re: The Brethren of Grath - Almanac

    Post by Oxander Fri Apr 24, 2020 1:26 pm

    Gordy
    Race: Quickling
    Class: Sidekick Spellcaster
    Level: 3
    Alignment: Chaotic Good
    Size: Tiny
    H/W: 1'10" 22 lbs
    Speed: 120ft
    Darkvision: 60ft
    Age: 3

    Apperance:
    Gordy's size means his clothes are much, much smaller and coupled with his speed means that most details are completely lost on the casual observer. However, besides his deep navy blue skin, his tunic is a finely-cut daffodil yellow with long sleeves rolled to his elbows, and the Black Wind Moon of The Gloaming Queen emblazoned on his chest. Over the tunic he wears a midnight black vest with twilight purple embroidery; his pants match that embroidery, being a deep purple tucked into equally black boots of soft and supple rabbit leather. At his waist rests his daggers, around his neck a Moon pendant for his Queen.

    Gold: 9
    Gems: -

    STATS

    STR: 4 (-3) = 60 lbs carry; 120 lbs push/pull/drag

    DEX: 23 (+6)
    Acrobatics +8
    Sleight of Hand +8
    Stealth +8

    CON: 13 (+1)

    INT: 10 (+0)
    History +2
    Religion +2

    WIS: 12 (+1) *Saving Throw
    Medicine +3
    Perception +5
    Passive Perception: 15

    CHA: 7 (-2)


    Proficiencies: +2
    Weapons: Simple Weapons
    Armor: Light
    Language: Common, Sylvan

    FEATS & FEATURES:

    EQUIPMENT:


    COMBAT
    Hit Die: 3d4
    HP: 21
    AC: 18 (Studded Armor)
    Initiative: +6

    MultiAttack. The Quickling makes three dagger attacks (+8 Attack, 1d4+6 Pierce Damage).

    SPELLS

    Spell Save DC = 8 + Prof + WIS (11)
    Spell Attack Mod = Prof + WIS (+3)

    KNOWN SPELLS:

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