As Nilm's gas rolls over his body he manages to grab a golden necklace that once adorned many a queen or princess of ancient Cardolan. And second grab by the Beorning snaps the queen's dead hand from her body to claim a pair of rings. One of silver, one a curious blend of copper and mithril.
short bow,
quiver
2 x knife.
2xspear,
2x handaxe,
2x shield.
A necklace in truth, for an enameled double eagle pendant starts to slowly slip from the gloomy mud.
I have never seen the likes of a piece so ancient. This is not the work of my people, or even the Elves. I have seen these eagles once before, in a tome among Rivendell’s most ancient works. They are the the Witnesses of Manwe, the two watchful Eagles whose eerie rested near the Hallowed Mountain at the center of the island of fabled Numenor and who stood as vigilant guardians until the Downfall,” relates Ingold reverently.
Handing the necklace gingerly to Thorgrim, Ingold says, ”I know not what power this ancient relic may hold, or if it has been corrupted by the Witchking or his servants,” referencing the barrow wight with a sweeping gesture, ”but this must have been a treasured heirloom of the Numenorean remnant who escaped the Downfall.”
Thorgrim begins to sift through the dirt and rubble every few minutes plucking a gemstone and dropping it into a small pouch. He finds quite the selection of topaz, citrine, aquamarine, and garnets. Every once in a while his efforts are rewarded even further as he discovers a small sapphire, ruby, or in one instance a round cut diamond that sparkles brilliantly in the lantern light.
Thorgrim gathers enough glittering treasure to decorate a full table setting of goblets,
through your experience in battle beside Blacksilver, you have gained the ability to enter The Berseker Rage as a bonus action. You gain +2 damage on all attacks made during your Rage, and you have resistance to bludgeoning, piercing, and slashing damage for 1 minute. You must complete a short rest to use the Rage ability again.
Male Beorning Warrior (WeaponMASTER) 3
Height: 6' 1", Age 22
Init +0; Passive Perception 15
XP:
Inspiration: 0
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DEFENSE
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Armor: Heavy Mail (16 AC, disadvantage in stealth)
AC: 16 (Ring Mail)
HP: 74 (1d10)[14+10+10+10+10+10+10
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OFFENSE
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Speed 30 ft.
Melee:
Noctacide, the Shadow Slayer: 50s 2d6 slashing 3 lb. Heavy, two handed
[dice d20+7[/dice
[dice 2d6+5[/dice
Skills:
Acrobatics +,
*Animal Handling +5,
*Athletics +6,
Deception +2,
History +,
Insight +,
*Intimidate +4,
Investigation +,
Medicine +,
Nature +,
*Perception +5,
Performance +,
Persuasion +2,
Riddle +,
Shadow-lore +,
Sleight of Hand +0,
Stealth +0,
*Survival +5,
Languages:
Equipment:
potion of cure light wounds
Heavy mail,
the Claymore Noctacide, the Shadow Slayer,
a shield,
short bow,
a quiver of 20 arrows
another quiver of 20 arrows.
A brightly colored travelling cloak,
travelling gear for the current season,
-garb, backpack, bed roll, mess kit, flask oil, 50' rope, waterskin, and a whetstone. 14 days dried mutton and oat cakes.
a backpack, a belt dagger, boots, a bundle of tasty honey cakes.
hammer, Healer's kit, Hooded Lantern, 10 flasks oil, steel mirror, Shovel, crowbar, signal whistle,
several wineskins full of his home-grown mead.
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CLASS FEATURES
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Great Weapon Fighting
Re-roll damage roll of 1 or 2.
Style Focus--Great Weapon:
Have advantage if attacking against creature same size or smaller.
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
Warrior level. Once you use this feature, you must finish a
short or long rest before you can use it again.
Action Surge
you can take
one additional action on top of your regular action and a possible bonus action
must short or long rest before use again.
MASTERIES:
Birthright: Noctacide, the Shadow Slayer.
+1 +1
7th: Bitter: +2/+2
Force of Will:
Any damage dealt by this weapon is considered to deal radiant damage, enabling it to bypass resistances and immunities that normally protect against your weapon type.
gain again at 7, 10 15.
You gain advantage on any Charisma (Intimidation) or (Persuasion) ability checks while you carry it.
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VIRTUES
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Great Strength
Str +1, Encumberance as one level lower
Sturdy:
May re-roll hit dice gained at rest
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BACKGROUND - Lure of the Road
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Skill Proficiencies: Animal Handling, Survival
Feature: Weather-Lore
As a seasoned traveller you have an uncanny ability to predict the weather; you can ‘smell’ rain or snow earlier than others or sense when a fog is about to roll in. You also know the best places to shelter from sudden storms and which areas to avoid. You have well-established habits and the ability to quickly forage what you need before settling in to wait out a storm. You also have a good grasp
of creature habits in various types of weather conditions; you know where bears hibernate and where a Goblin band is likely to camp when a storm hits.
Distinctive Quality:
Hardy.
Specialty:
Fire-making. You can make camp anywhere.
Literally anywhere.
Hope:
I've learned so much by being out in the world; I'd never have learned so much staying at home.
Despair:
My experiences against the Shadow may come back to haunt me - I don't want to be home when that happens.
Title: Thane
Current Landholdings: Farmstead
You are granted a share of land that is relatively close by to the Easterly Inn. Given the Companies' positive relations with that locale, Beorn thought it might prove beneficial to set you near to those that think well of you.