Harsk

Baldrick Longhall's page

683 posts. Alias of Donnell "The Fox".


Full Name

Baldrick

Race

| HP: 58/58 | AC: 19 | Init: +2 | Pass Perc: 9 | HD (4d6+3d12): 4+2/3+2 | Speed 25 | Sorcery Points: 4/4 | Spells: 4/4, 3/3 | Rage: 3/3

Classes/Levels

| Saves: STR+2 DEX+2 CON+5 INT+0 WIS-1 CHA+5 | Resistance: Poison | Inspiration: 1 | Active effects:

Gender

Male LG Mountain Dwarf Wild Magic Sorcerer 4, Barbarian 3

About Baldrick Longhall

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Stats
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Baldrick, PFC, 4th Infantry, Longhall clan
Male LG
Mountain Dwarf
Soldier
Wild Magic Sorcerer 4
Barbarian (Path of Wild Magic) 3

STR: 14 (+2)
DEX: 14 (+2)
CON: 15 (+2)
INT: 10 (+0)
WIS: 8 (-1)
CHA: 15 (+2)

Proficiency: +3

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Defense
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AC: 19 (Breastplate+1 + DEX + Shield)
HP: 58 (1d6 = 4+CON/lvl) or (1d12 = 7+CON/lvl)
HD: 4d6 + 3d12

Saving Throws
STR +2 (Adv if Rage)
DEX +2 (Adv vs effects he can see)
*CON +5 (Adv poison and concentration)
INT +0
WIS -1
*CHA +5

Notes: Resistant to poison damage
Notes: Resistant to B, P, S damage if Rage
Notes: Advantage on DEX saves

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Offense
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Speed 25
Initiative: +2

Melee
Warhammer +6, 1d8+3 (1H); 1d10+3 (2H)
Hand Axe +5, 1d6+2

Notes: +2 damage if Rage

Ranged
Hand Axe +5, 1d6+2
Long Bow +5, 1d8+2 [1d8+4]

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Abilities
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Race Traits
Darkvision 60'
Resilience
Combat Training
Tool Proficiency
Stonecunning

Class (Sorcerer)
Wild Magic Surges: Roll d20 after casting a spell of 1st level or higher. On a 1, roll on Surge table.

Tides of Chaos: Gain advantage on one attack, ability check, or saving throw. 1/long rest OR DM can reset by forcing a roll on Surge table.

Font of Magic
Sorcery Points: 4
Convert spell points to spell slots, and vice versa
Metamagic: Empowered Spell, Quickened Spell

Class (Barbarian)
Unarmoured Defense: AC = 10 + DEX + CON = 14

Reckless Attack: First melee attack has advantage, but attack rolls against you also have advantage until your next turn.

Danger Sense: Advantage on DEX saves against effects that you can see, such as traps and spells.

Rage
Per day: 3
+2 damage melee
Adv STR checks and saves
Resistance to bludgeoning, piercing, slashing damage

Path of Wild Magic
Magic Awareness: Know the location of any spell or magic item within 60 feet of you that isn’t behind total cover. When you sense a spell, you learn which school of magic it belongs to. Per day: 3

Wild Surge: When you enter your rage, roll on the Wild Surge table. DC (8+CON+Prof): 13

Skills
Acrobatics (DEX) +2
Animal handling (WIS) -1
*Arcana (INT+Prof) +3
*Athletics (STR+Prof) +5 (Adv if Rage)
*Deception (CHR+Prof) +5
History (INT) +0 (*prof x2 if stonework)
Insight (WIS) -1
Intimidation (CHR+Prof) +2
Investigation (INT) +0
Medicine (WIS) -1
Nature (INT) +0
Perception (WIS) -1
Performance (CHR) +2
*Persuasion (CHR) +5
Religion (INT) +0
Sleight of Hand (DEX) +2
Stealth (DEX) +2
Survival (WIS) -1

Proficiencies
Weapons: Simple weapons, Martial Weapons
Armour: Light & Medium, Shields
Tools: Dice Games, Smithing, Vehicles (Land)
Languages: Common, Dwarvish

Feats
War Caster
Advantage on CON saves to maintain concentration.
Perform the somatic components of spells when hands occupied.
When allowed an AoO, use reaction to cast a spell instead (single target, casting time 1 action).

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Spells
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Spellcasting Ability: CHR (+2)
Spell Save DC (8+CHR+Prof): 13
Spell Attack Bonus (CHR+Prof): 5
Spells Known: 5

Cantrips Known: 5
Fire Bolt
Light
Mending
Prestidigitation
True Strike

Level 1 Slots: 4
Feather Fall
Magic Missile
Sleep

Level 2 Slots: 3
Misty Step
Invisibility

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Equipment
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Dagger
2 Hand Axe
Longbow + 20 Arrows

Shield

Common clothes
Cold-weather clothing (cloak over layers of wool clothing; goggles; fur-lined hat, boots, and gloves)
Snowshoes
Crampons
Backpack
Bedroll
Winter blanket
Mess kit
Tinderbox
Rations x10
Waterskin
50' Hemp rope
Crowbar
Whetstone
Belt pouch
Dice
Smith's tools
Dog sled

Rank insignia (PFC, Infantry), proudly displayed on his breast

A crystal orb etched with strange runes on a chain around his neck (arcane focus)

Map of the Icewind Dale, with a mark indicating the location of Sunblight in the Spine mountains: https://paizo.com/campaigns/v5748p75ivlt2/gameplay&page=25#1207

Chardalyn collection
Several pieces of Chardalyn (black ice) coating animal parts (teeth or beaks or smaller shards from dire wolves, winter wolf, brown bear, polar bear, ravens, owls, plesiosaurus, auroch) from the battle outside Easthaven:
Larger shard and spear tip from the sacrificial hut next to the clogged stream: https://paizo.com/campaigns/v5748p75ivlik/gameplay&page=16#785
4 fist-sized pieces from duergar lair: https://paizo.com/campaigns/v5748p75ivlt2/gameplay&page=35#1738
Horns and claws from chardalyn-construct dragon: https://paizo.com/campaigns/v5748p75ivlt2/gameplay&page=46#2278

Money
113 gp
7sp
8cp

Downtime: 20 days

Magic Items
*Charlatan's Die: Whenever you roll this six—sided die, you can control which number it rolls

*Bracers of Archery: Proficiency with the longbow and shortbow; +2 bonus to damage with LB/SB; Protection from environment, -20F to 120F (-30C to 50C)

details:
These fur-lined, rust-colored leather cuffs are crafted in traditional Reghed style, with stylized pictographs of beasts stamped around the outer cuff. Normally used to stabilize the arm during archery and protect from scrapes and cuts, these bracers also magically provide warmth to cold bodies. The wearer suffers no harm in temperatures as cold as −20 degrees Fahrenheit or as warm as 120 degrees Fahrenheit. (I read this as similar to Endure Elements from PF1)

While wearing these bracers, you have proficiency with the longbow and shortbow, and you gain a +2 bonus to damage rolls on ranged attacks made with such weapons.

2 Healing Potions

Warhammer +1 (from Kelvin's Cairn)

Breastplate +1 (made at the Good Mead forge with help from Avendryl)

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Background
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An earnest, patriotic youth, Baldrick joined the military as soon as he could. The infantry was a good fit for him - it gave him structure and purpose, but, most importantly, someone was always telling him what to do. Baldrick liked following orders - things never seemed to quite work out when he did them on his own.

On a scouting mission, Baldrick's squad was attacked. Or... maybe there was an explosion? An experiment in magic gone wrong? Baldrick's still not sure. What he does know is that, when he regained consciousness, there was nothing around him but shattered bodies and pieces of crystal that pulsed with a faint orange light.

His superiors were unsympathetic and thought Baldrick knew more than he was saying. Frustrated with his unwavering testimony, an officer shouted that Baldrick had better come up with some answers, or else. Baldrick took this to mean that he should find out what happened on his own, so he left. Hoping to learn more about what happened to his companions, to learn more about himself and the world, Baldrick travels haphazardly, taking on mercenary jobs when he can.

Since the incident, Baldrick is uneasy around magic, believing it to be at the root of what happened. Nevertheless, he carries a piece of that crystal on a chain around his neck, as both reminder and good-luck charm.

Downtime in Kelvin's Cairn:
Regarding his shift to Barbarian class.

Although grateful for Turq's introduction to the Stokely Boys, and happy to be properly under-mountain again, Baldrick began to feel a bit out of place. Though not so far away (relatively speaking), Baldrick's people are nevertheless somewhat isolated in the Spine, relying on trade with tribes that other dwarves would consider offensive. It's given him a broader acceptance of people in the world but has also contributed to his naïveté, and makes him seem odd to other, more traditional, dwarves.

With permission to wander alone through the mountain, Baldrick soon found himself in dark, scarcely travelled passages, in damaged portions of the western halls. Perhaps it is an inevitable truth of all worlds that outcasts are drawn to one another like lodestones; it is certainly fateful that Baldrick found himself following the sounds of digging and raucous laughter to a partially collapsed room. Approaching the door cautiously, he found three dwarves in mismatched clothing excavating what appeared to be an old forge.

The dwarves, unsurprised or perhaps just unconcerned, welcomed Baldrick and invited him to have a drink, and if he wanted, to help them in their work. Timid at first, Baldrick was quickly charmed by their easy laughter and the rhythm of the work. Restoring an old forge also had the effect of making Baldrick nostalgic for his grandfather, at whose forge he was tasked with odd jobs in his youth. He soon began to point out to the others what they should expect to find in certain parts of the room and how to repair and arrange the equipment they uncovered.

For their part, the dwarves found Baldrick's straightforward simplicity to be endearing, and resolved to take him under their wing. They could also tell that this young dwarf with the odd ways and slightly-off accent was hiding a lake of hurt and anger and self-reproach under his outward hill of kindness and simple joy. They hoped to help him with that too.

When not digging, the four trained in combat—Baldrick's new friends flying at each other with blade and axe and hammer with such ferocity that he was sure someone was going to come away with serious injuries. Slowly, they worked to convince Baldrick to drop his standard military technique for a style that was a bit more wild; techniques that were more effective if you didn't have a squad to back you up. They had trouble when it came to convincing him to tap into that lake of anger, though.

One afternoon, just before a training session, Nahkar approached Baldrick from behind as he was absentmindedly cleaning some of the long-forgotten smith's tools and creations. Baldrick's deft hands were removing dirt and twisting things back into place, repairing gear as if by— "Magic? Hey, 'Rick, how'd you do that?" With a yelp, Baldrick dropped what he was doing and stood up quickly: "N-nothin'! Let's get to fighting, yeah?"

The three warriors whispered hurriedly to one another as they made the short walk to a nearby room. Stepping forward, Yorahilde spoke gently: "Listen, never mind what the old folks say, there's nothing wrong with a bit of magi--" "NO! It's wrong—it's evil! Magic's what killed my— RAHH" And, his mind blank, his eyes seeing only red, Baldrick charged the three, swinging wildly, if forcefully. It was little work for the more experienced dwarves to fend him off, but they exchanged worried looks throughout.

When the rage finally left him, Baldrick was left an emotional wreck—drained, embarrassed, sobbing without understanding why. That night was long, as were many to follow, with his new friends reassuring him that what had happened to his old squad was not his fault; counselling that he can deny the magic in him for now, but not forever; and advising him how to tap into his anger and pain without losing himself to it. All of them realized that that last point would not come quickly.

Many days and nights passed in this way, but Baldrick knew they could not last. The work here was almost complete, and his friends would have to turn to other duties. He, too, would have to move on, for he had committed himself to solving the mystery of the chardalyn. On what would be their last day together, the four friends uncovered an unlocked chest in a corner of the room, inside which were a few weapons of incredible craft carved with sigils of magical power. When the last of the work was complete, they sat together for a final meal, these few treasures arrayed before them.

With the crumbs wiped away, tearful hugs embraced, and resolutions made to meet again soon, each caught up a weapon from the table suited to their own preferences, and left the forge.

Item acquired: +1 Warhammer

tl;dr Baldrick meets some berserker dwarves while wandering the mountain. They train him with different weapons and styles, and teach him how to focus his anger in combat. They also find a small cache of magical weapons.

Height: Was 4'8 -- Magic Surge in duergar stronghold increased his height by ten inches to 5'6.