Rainkin

Krutt Coaltongue's page

8 posts. Alias of Ken Marable.


Classes/Levels

Pugilist 1 | Init: -2 | AC 15 | HP 12/12 | Saves: STR +4 DEX -2 CON +6 INT +1 WIS -2 CHA -1 | Perception -2 (8) | Inspiration: []

About Krutt Coaltongue

"Ug! Yer armpits are stronger than yer fists, ya filthy dobber! Gods, did ya rub a dead troglodyte on yerself?!"

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Race: Half Orc
Class: Pugilist 1
Alignment: NG
Gender: Male
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STR: 15 +2
DEX: 7 -2
CON: 19 +4
INT: 13 +1
WIS: 7 -2
CHA: 9 -1
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Armor Class: 15 Leather, +4 Con
Hit Points: 12
Speed: 30 ft.
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Saving Throws and Proficiencies
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Saving Throws: Str +4, Con +6

Skills:
Arcana +1
Animal handling -2
Athletics +4 (p)
Acrobatics -2
Deception +1 (p)
History +1
Insight +0 (p)
Intimidation +1 (p)
Investigate +3 (p)
Medicine -2
Nature +1
Perception -2
Performance -1
Persuasion -1
Religion +1
Sleight of Hand -2
Stealth -2
Survival -2

Tool Proficiencies: Gaming set (playing cards)
Senses: darkvision 60', Passive Perception 8
Languages: Common, Orc, +2

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Actions
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Unarmed strike. Melee: +4 to hit.
Hit: 1d6+2 bludgeoning damage

Improvised weapon. Melee or ranged (thrown): +4 to hit, range 20 ft./60 ft.
Hit: 1d6+4 variable damage.

Handaxe. Melee or ranged (thrown): +4 to hit, range 20 ft./60 ft.
Hit: 1d6+4 slashing damage.

Savage Attack Extra die of damage on critical

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Abilities
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Fisticuffs. Increased damage die with unarmed strikes, simple melee weapons (not 2 handed), whips, and improvised weapons. Can make extra unarmed strike attack or grapple as bonus action with Attack.

Iron Chin. Con to AC instead of Dex.

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 long 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.

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Equipment
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Leather armor, handaxe, Playing cards, Common clothes, Uniform in the style of your unit and indicative of your rank, Horn with which to summon help, Set of manacles, a needle that never bends

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.

5 gp

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Background and Personality
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Background: City Watch (SCAG - variant soldier)
Personality Trait: I can stare down a hell hound without flinching.
Ideal: Greater Good. Our lot is to lay down our lives in defense of others.
Bond: Someone saved my life on patrol. To this day, I will never leave a friend behind.
Flaw: My hatred of my enemies is blind and unreasoning.
Feature: Watcher's Eye. Can easily find local outpost of the watch (or similar) and dens of criminal activity.

History

Krutt is a 3rd generation half-orc and was a 2nd generation member of the city watch. He had a brief and not very noteworthy career protecting those citizens. Reliable and loyal, he rose in the ranks to a position of some authority, but his gruff personality held him back from achieving the heights of leadership of those around him. This never bothered Krutt much. He was willing to help how he could, but never had great ambition.

This comfortable life of arresting thieves and busting up crime gangs came crashing down when there was a change of authority under questionable circumstances. (either of the city watch or the city officials or all the way up to the ruler, depends on whatever fits our location or a city nearby) Given questions of legitimacy, those in charge grew harsh in crushing out dissent.

Krutt saw the city watch he had dedicated his life to shift into executing the will of tyrants. Those who questioned were accused of crimes and vanished, replaced by those loyal to the new authority. Even some citizens went missing as well, and when Krutt confronted his superiors, they tried to arrest him for treason.

Krutt managed to escape into the dark alleys of the city. [[oc](or nearby city if that works better}[/ooc] Krutt lost himself in the underbelly of the city surviving on boxing, booze, and spite.

Having everything he cared for destroyed and seeing no hope to stop it, Krutt embraced a self-destructive lifestyle, hoping to end his suffering and let him join his compatriots and ancestors in a better afterlife. Much to Krutt's regret, he didn't die but survived every fight and awoke again every day, even if that waking was in some alley.

Personality

Krutt enjoyed a simple life - although the simple life did involve chasing down criminals and bashing the heads of violent offenders. Krutt has always been gruff, even for a half-orc, and can rarely keep from mouthing off to perpetrators and superiors, alike. His companions in the watch, found this oddly amusing, however, and Krutt worked to get even more creative with his insults.

After the tragic downfall of his city, Krutt's anger and spite spilled over, and what was once playfully creative insults, became his boxing persona. If the city was no longer worth protecting, then he would do all he could to turn it against him. He built some infamy as a foul-mouthed villain in the slums' boxing rings. He sought to be so reviled that no one would turn down a fight against him, insuring Krutt paying matches whenever possible.

Underneath that piss & vinegar he calls a soul, Krutt still longs for comraderie of noble companions struggling against lawbreakers and evil-doers. When he does find a group like that again aka, the other PCs, he can be capable of incredible loyalty and bravery - as well as a creative insult or two against their enemies. That passion to fight for what's right has not completely died out, and has only been buried deep in his bitter heart.

Upcoming Pugilist stuff:

Repurposing a higher level character I made but never got to play
Moxie. See below. Regain on short or long rest or when damaged half of maximum hit points (29 hp).

Street Smart. Carousing, shadowboxing, and sparring are light activity. After carousing in a city, know all public locations as if grew up there.

Bloodied but Unbowed. When reduced to less than half of hp, gain level + Con mod temp hp. Cannot use again until after short or long rest. (<29 hp, gain 10 temp hp)

Fight Club. Salt & Vinegar archetype. Gain Salty Salute (see Moxie Abilities below).

Dig Deep. Bonus action to gain resistance to bludgeoning, piercing, and slashing damage for 1 minute. After that minute, gain a level of exhaustion.

Extra Attack. Attack twice when take Attack action.

Haymaker. If attack with disadvantage (and not already disadv), then all damage maximized.

Moxie-Fueled Fists. Unarmed strikes are magical to overcome resistance and immunity.

Fight Club Improvement. Gain Piss & Vinegar (see Moxie Abilities below)

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Moxie Abilities
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Moxie Points: 4
DC: 13

Brace Up. (1 moxie, bonus action) 1d8 + 7 temporary hit points

The Old One-Two. (1 moxie, bonus action after Attack) 2 unarmed strikes

Stick and Move. (1 moxie, bonus action) Shove attack or Dash action

Salty Salute. (1 moxie, bonus action) Creature in 60' range that can see & hear my insults has disadvantage on attacks that do not include me before start of my next turn. Wisdom save or 1d8+3 psychic damage

Blindsider. (1 moxie, after unarmed deal damage) Constitution save or blinded until the end of my next turn.

Heelstomper. (1 moxie, after unarmed deal damage) Dexterity save or halve its movement speed for one minute.

Low Blow. (1 moxie, after unarmed deal damage) Strength saving throw or be knocked prone.

Pugilist Details:

FISTICUFFS
At 1st level, your years of fighting in back alleys and taverns have given you mastery over combat styles that use unarmed strikes and pugilist weapons, which are simple melee weapons without the two-handed property, whips, and improvised weapons. You may not use the finesse property of a weapon while using it as a pugilist weapon.

You gain the following benefits while you are unarmed or using only pugilist weapons and you are wearing light or no armor and not using a shield:
-- You can roll a d6 in place of the normal damage of your unarmed strike or pugilist weapon. This die changes as you gain pugilist levels, as shown in the Fisticuffs column on the Pugilist table.
-- When you use the Attack action with an unarmed strike or a pugilist weapon on your turn, you can make one unarmed strike or grapple as a bonus action.

IRON CHIN
Starting at 1st level, you can add your constitution modifier instead of your dexterity modifier to determine your armor class when you are wearing light or no armor and are not using a shield.

MOXIE
Starting at 2nd level, 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. Your pugilist level determines the maximum number of points you have, as shown in the Moxie Points column of the Pugilist table.

You can spend these points to fuel various moxie features. You start knowing three such features: brace up, the old one-two, and stick and move. You learn more moxie features as you gain levels in this class. When an enemy creature deals damage to you that causes you to lose hit points equal to half your level or higher (not temporary hit points) you gain 1 moxie point, up to your maximum. You regain all expended moxie points when you complete a short or long rest.

Brace Up
You can use a bonus action and spend 1 moxie point to brace for attacks. Roll your fisticuff’s die + your proficiency modifier + your Constitution modifier and gain that many temporary hit points.

The Old One-Two
Immediately after you take the Attack action on your turn, you can spend 1 moxie point to make two unarmed strikes as a bonus action.

Stick and Move
You can use a bonus action and expend 1 moxie point to make a shove attack or the Dash action.

STREET SMART
Beginning at 2nd level, carousing, shadowboxing, and sparring all count as light activity for the purposes of resting for you. Additionally, once you have completed a long rest in a city you know all public locations in the city as if you were born and raised there and you cannot be lost by non-magical means while within the city.

BLOODIED BUT UNBOWED
Starting at 3rd level, when you are reduced to less than half of your maximum hit points you gain your pugilist level + your Constitution modifier in temporary hit points. You cannot use this feature again until you complete a short or long rest.

At 9th level, when you use this feature you also add half your proficiency bonus to your damage with unarmed attacks and pugilist weapons for 1 minute.

DIG DEEP
Starting at 4th level, you discover a strength inside you that can’t be broken. As a bonus action you gain resistance to bludgeoning, piercing, and slashing damage for one minute. At the end of that minute you gain a level of exhaustion.

EXTRA ATTACK
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

HAYMAKER
Starting at 5th level, before you make an attack roll with an unarmed strike or pugilist melee weapon attack that does not already have disadvantage you can declare you are swinging wild haymakers. You make all attack rolls until the end of this turn with disadvantage and when you deal damage you do not roll for damage but use the maximum die result instead.

MOXIE-FUELED FISTS
Starting at 6th level, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to non-magical attacks and damage.

FIGHT CLUB - Salt & Vinegar

Salty Salute
Starting at 3rd level, you gain proficiency with the Intimidation skill.

In addition, you have mastered the art of the enraging insult. You can spend 1 moxie point and use a bonus action on your turn to provoke a creature who can see or hear you within 60 feet. That creature has disadvantage on any attack rolls it makes that do not include you as a target before the start of your next turn. That creature must also succeed on a Wisdom saving throw or take your fisticuffs damage die + your proficiency modifier in psychic damage.

The saving throw DC for all Salt & Vinegar Fight Club features is calculated as follows:
Salt & Vinegar save DC = 8 + your proficiency modifier + your Wisdom modifier

Piss & Vinegar
Starting at 6th level, you have a few tricks up your sleeve to even the odds when the going gets rough. You gain the following moxie abilities.

Blindsider.
When you deal damage with an unarmed attack you can spend 1 moxie point to attempt to blind the creature you hit. The creature must succeed on a Constitution saving throw or be blinded until the end of your next turn.

Heelstomper.
When you deal damage with an unarmed attack you can spend 1 moxie point to attempt to slow the creature you hit. The creature must succeed on a Dexterity saving throw or halve its movement speed for one minute.

Low Blow.
When you deal damage with an unarmed attack you can spend 1 moxie point to hit them below the belt. The creature must succeed on a Strength saving throw or be knocked prone.

Old PC idea stuff:

Was a dwarf for a Ravenloft campaign

History

Krutt was formerly a member of the city watch in a cosmopolitan city on another world. He had a long and mildly noteworthy career protecting those citizens. Reliable and loyal, he rose in the ranks to a position of some authority, but his gruff personality held him back from achieving the heights of leadership of those around him. This never bothered Krutt much. He was willing to help how he could, but never had great ambition.

This comfortable life of arresting thieves and busting up crime gangs came crashing down when the local king and queen died in a tragic (apparent) accident without an heir. The king's estranged brother returned to rule and the mood of the entire city dramatically changed. As doubts about the royal tragedy spread and the legitimacy of the new king's rule were questioned, he cracked down harsher and harsher on those who spoke out. Krutt saw the city watch he had dedicated his life to shift into executing the will of a tyrant. Those who questioned were accused of crimes and vanished, replaced by those loyal to the new king. Scores of citizens wnet missing as well, but Krutt and others were told to not worry about the problem, it was being "dealt with."

When evidence was found implicating the new king in murdering the previous royals, Krutt and other long time members of the city watch rose up. Tragically, the new king's true necromantic nature was revealed as he unleashed his undead army forged from those who had spoken out against his rule. The uprising was brutally crushed, and Krutt vanished into the dark alleys of the city. What citizens remained then lived under the rule of the undead, and Krutt lost himself in the underbelly of the city surviving on boxing, booze, and spite.

Having everything he cared for destroyed and seeing no hope to stop it, Krutt embraced a self-destructive lifestyle, hoping to end his suffering and let him join his compatriots and ancestors in a better afterlife. Much to Krutt's regret, he didn't die but survived every fight and awoke again every day, even that waking was in some alley. It was on one of these nights, after giving up all hope and wandering the back streets that Krutt walked into a deep mist and found himself far from his home.

Appearance

Imagine a cross between a 19th century boxer, the stereotypical gristly ex-cop, and a dwarf, and that would be Krutt. The harshness of a life hunting down criminals, and Krutt's descent into life boxing in the slums has left their marks on the dwarf. He is even more battered and broken than most dwarves that have survived military campaigns. Furthermore, his crass personality doesn't help and is nearly always written across his face.

With a typical dwarven build of short and broad, there is no mistaking Krutt's heritage. He long ago embraced a (rare among dwarves) receding hairline and shaves his head into a sort of reverse mowhawk of dark brown hair.

Also, early in his career on the city watch, Krutt discovered the hard way how much of a liability a full dwarven beard can be when wrestling a struggling murderer to the ground. (The perpetrator was obviously not dwarven since even the most bitterest of dwarven enemies would not stoop to yanking and taking advantage of another dwarf's beard!) Having spent his whole life among so many races and away from a dedicated dwarven community, Krutt had no hesitation in trimming his beard back after that incident. He found that robusta muttonchops were enough to appease his dwarven sensibilities while avoiding most of the potential liabilities.