Brax Dougan's page

181 posts. Alias of RowynStarr.

Full Name

Brax Dougan




NG Champion Fighter 3 |AC:16| HP:19/34|Passive Perception:14|Init +1| Saves-Str +3, Dex +1, Con +4, Int 0, Wis +2, Cha 0








Neutral Good






Common, Dwarvish

Strength 13
Dexterity 13
Constitution 15
Intelligence 10
Wisdom 14
Charisma 11

About Brax Dougan

Brax Dougan (Clan Dougan, Of The Hill People)
Dwarf Champion Fighter 3
Medium Humanoid (dwarf)
Neutral Good
Height: 4' Weight: 122 Age: 102 Hair: Black Eyes: Blue Deity: Moradin
Init: +1 Perception: +14
XP: 304.5

AC: 16 (+6 armor)
HP: 34 (3d10 +9)

Speed: 25 ft.
Melee: battleaxe +3 (1d8+3 S), two-handed (1d10+1 S)
Ranged: light crossbow +3 (1d8+1 P)

Str 13, Dex 13, Con 15, Int 10, Wis 14, Cha 11
Proficiency Bonus +2
Saving Throws-Str +3, Dex +1, Con +4, Int 0, Wis +2, Cha 0

+1 Acrobatics (Dex), +2 Animal Handling (Wis), 0 Arcana (Int) , +3 Athletics * (Str), 0 Deception (Cha), +0 History (Int), +4 Insight * (Wis) , +2 Intimidation * (Cha), 0 Investigation (Int), +2 Medicine (Wis), 0 Nature (Int), +4 Perception * (Wis), 0 Performance (Cha), 0 Persuasion, (Cha) 0 Religion (Int), +1 Sleight of Hand (Dex), +1 Stealth (Dex), +2 Survival (Wis)

potion of healing, chain shirt (AC 14), shield (AC +2), battleaxe, light crossbow (20 bolts), gaming set (playing cards), vehicle (land) tools, [wagon], belt pouch, set of common clothes, an insignia of rank, a trophy taken from a fallen enemy (broken blade), dungeoneer’s pack (backpack, crowbar, hammer, 10 pitons, 10 torches, tinderbox, 10 days of rations, waterskin, hempen rope [50 ft.])

Coins & Gems
PP:0 GP:117 SP:0 CP:0

Racial Traits
*Ability Score Increase. Your Constitution score increases by 2. *Age. Dwarves mature at the same rate as humans, but they’re considered young until they reach the age of 50. On average, they live about 350 years.
*Alignment. Most dwarves are lawful, believing firmly in the benefits of a well-ordered society. They tend toward good as well, with a strong sense of fair play and a belief that everyone deserves to share in the benefits of a just order.
*Size. Dwarves stand between 4 and 5 feet tall and average about 150 pounds. Your size is Medium.
*Speed. Your base walking speed is 25 feet. Your speed is not reduced by wearing heavy armor.
*Darkvision. Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
*Dwarven Resilience. You have advantage on saving throws against poison, and you have resistance against poison damage.
*Dwarven Combat Training. You have proficiency with the battleaxe, handaxe, light hammer, and warhammer.
*Tool Proficiency. You gain proficiency with the artisan’s tools of your choice: smith’s tools, brewer’s supplies, or mason’s tools.
*Stonecunning. Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.
*Languages. You can speak, read, and write Common and Dwarvish. Dwarvish is full of hard consonants and guttural sounds, and those characteristics spill over into whatever other language a dwarf might speak.
*Sub-Race (Hill Dwarf)
*Ability Score Increase. Your Wisdom score increases by 1.
*Dwarven Toughness. Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.

Class Features
*Fighting Style (Dueling)-When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
*Second Wind-You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level. Once you use this feature, you must finish a short or long rest before you can use it again.
*Action Surge-On your turn, you can take an additional action in addition to the normal one allotted to you. Once you use this feature, you must finish a short or long rest before you can use it again.
*Martial Archetype: Champion-The champion focuses on the development of raw physical power honed to deadly perfection. Those who model themselves on this archetype combine rigorous training with physical excellence to deal devastating blows.
*Improved Critical-Beginning when you choose this archetype at 3rd level, your weapon attacks score a critical hit on a roll of 19 or 20.

Background Features
*Military Rank-Officer

Armor Proficiency: light armor, medium armor, heavy armor, shields
Weapon Proficiency: simple weapons, martial weapons, battleaxe, handaxe, throwing hammer, warhammer
Saving Throws: Strength, Constitution
Skills: Athletics, Intimidation, Insight, Perception
Languages: Common, Dwarvish
Background: Soldier

Personality: I have a crude sense of humor.
Ideal-Responsibility: I do what I must and obey just authority.
Bond: Ontharr Frume, a crusading warrior and champion of good, is my friend and mentor. He has asked me to travel to Greenest in search of rumors of increasing dragon activity.
Flaw: The monstrous enemy we faced in battle still leaves me quivering with fear.

Brax Dougan of Clan Dougan can give a strong oratory of his ancestral heritage all the way back to his clan’s original home near the Great Rift, but his origins as a child and youth are in Highcastle, between Cormyr and Sembia. The son of a wheelwright, Brax grew up learning his father’s trade and held no higher ambitions until he became of age and volunteered to serve in the Pegasus Archery Company, a militia group tasked with keeping the area surrounding Highcastle safe from monsters and bandits. Already instilled with a knack for organization from his wheelwright apprenticeship, militia life fit Brax like a glove and he soon rose to the rank of captain within the company, due to outliving most of his human superiors. Other than the occasional missing person or caravan ambush, the militia knew peace during Brax’s tenure.

Three years ago, Highcastle suddenly came under attack from an unlikely enemy: a white dragon singled out the home of Olidya Ruestav, a reclusive former adventurer. The dragon had already razed Olidya’s home and slain her when the group arrived. Mounting a charge against the beast, Brax found himself overcome with dragonfear, and found himself unable to follow his comrades into battle. The dragon fled the scene, clutching a sword in her claws but not before unleashing its breath weapon of icy death, killing three members of the company and injuring five others.

The psychological impact of losing people under his command took its toll on Brax as he continued to relive the tragedy in his nightmares. He resigned his commision in the company, stopped working in his father’s shop and sought solace in the bottle. He quickly ran through what little money he had and eventually became homeless. Trying to pull himself out of the gutter, he convinced a passing caravan to hire him on as an extra guard and thus began a new career as a caravan guard, but what money he made was quickly spent either on booze or replacements of clothing and equipment.

Recently, the wayward dwarf found himself in the city of Scornubel at the end of his most recent contract-for-hire. Paid late and looking for a watering hole to tie one on, Brax stumbled upon a gang of street thugs armed with clubs and chains surrounding a middle-aged human male in resplendent plate armor and wielding a longsword and shield decorated with the gauntleted symbol of Torm. Not thinking twice, Brax came to the aid of the man in distress and together, they were able to drive away the street gang. The man, Ontharr Frume, thanked his rescuer and offered to reward him for his effort, which Brax took him up on immediately in the form of all the hard liquor he could drink in one night. At first appalled at this act of self-debauchery, Ontharr quickly realized that it only masked a deeper level of pain, horror, or both. Through the last few weeks, a very tense relationship between slowly grew to one of mutual respect to a budding friendship. Recognizing his military prowess, Ontharr helped Brax to find work with the city watch and in turn and Brax returned the favor by passing his history of Moradin and other dwarven worship of faiths to Ontharr. Brax, despite his difference in years and his drinking habit, has come to admire what Ontharr stands for both as a man and his devotion to his faith. During their last conversation together, Brax told Ontharr his tale of the white dragon that attacked Highcastle and the sword that the dragon purloined from its foray into the city. While Ontharr neither passed judgement nor offered forgiveness for Brax, he wisely conveyed that while such an event could make the first easy step toward a road of living misery, it could also be the first tough step on a path to self-redemption. Piqued by Brax’s dragon story, Ontharr confided in Brax of reports of increasing dragon activity near Greenest. While unable to go himself, Ontharr offered to pull strings to get Brax a leave of absence from his city guard duties if he would travel to Greenest on a reconnaissance mission to verify these reports. Not willing to say no to someone he’s come to look up to and admire, Brax accepted the mission.

1. What is Brax intolerant of? Disorganization & races with whom his ancestry has a long-standing racial hatred of (ex. orcs)
2. What Is the most satisfying thing about being an adventurer? Neutralizing enemies that threaten the well-being of civilized people as a whole.
3. Three words that describe Brax? Crude, determined, and protective
4. Brax's favorite food (and drink): Chicken & whiskey
5. Brax’s theme song: The Battle Of New Orleans (Johnny Horton)
6 What would be in Brax’s pockets?: Whittling knife, house keys, militia meal chit, and a small chunk of semi-edible cheese.