Terek

Gorn Steelbreaker's page

669 posts. Alias of Atlas2112.


Full Name

Gorn SteelBreaker

Classes/Levels

melee: +5/2d6+3 |Init: +2 Perc: +3 | Insp = no |Human Barb3| AC: 16

Gender

| HP: 29/40[2]| Rage: 2/3{+2}|SnaX: 1/2 HD 3

Strength 16
Dexterity 14
Constitution 16
Intelligence 8
Wisdom 12
Charisma 8

About Gorn Steelbreaker

loot1:

5 scrolls see Invis.

A Buy-One-Get-One-Free Coupon to the Wandering Emporium, good for bloated larva!!"

https://paizo.com/campaigns/v5748p75ivly1/gameplay&page=13#642

Opening this bag reveals 3d4 ⇒ (3, 3, 1) = 7 beans, perfectly preserved and seemingly shimmering with rainbow colors when viewed from certain angles...

Gems, 2 unidentified potions, and unidentified magic item. Reminder potions can be id'ed by a tiny taste in 5e if you are willing to risk the chance of poison.

Age: 22 years
Height: 6'4"
Weight: 230
Eyes: Black as your death.
Hair: No.  Not even a little bit.

Race: Human(variant) Background: Outlander (Urban) Class: Barbarian
STR 16 (+3) DEX 14 (+2) CON 16 (+3) INT 8 (-1) WIS 12 (+1) CHA 8 (-1)

HP 29 (HD:1) (6+Con{3}=9/lvl)[] | 12+3;11+3;8+3;
AC 15 {10+2 Dex + 3 Con {Unarmored}
AC 16 {14{Scale}+2 Dex
Initiative +2
Speed: 30
Proficiency +2
Melee: +2{prof}+3{Str}=+5
dmg: 2d6+3
Alignment: CG
XP: 0

Proficiencies:
Saving Throws: Strength, Con
Skills:
Class: Perception(W), Intimidation(Cha)
Background: Athletics(S), Survival(W)
Human Variant: Insight(W)

Weapons: Simple, Martial
Armor: Light, Medium, Shields
Tools: None
Languages: Common, Orc

Class & Race Abilities:
Class Features:
R a g e
In battle, you fight with primal ferocity. On your turn,
you can enter a rage as a bonus action.
W hile raging, you gain the following benefits if you
aren’t w earing heavy armor:
• You have advantage on Strength checks and Strength
saving throws.
--When you make a melee weapon attack using
Strength, you gain a bonus to the damage roll that
increases as you gain levels as a barbarian, as shown
in the Rage Damage colum n of the Barbarian table.
--You have resistance to bludgeoning, piercing, and
slashing damage.
If you are able to cast spells, you can’t cast them or
concentrate on them while raging.
Your rage lasts for 1 minute. It ends early if you are
knocked unconscious or if your turn ends and you
haven’t attacked a hostile creature since your last turn
or taken damage since then. You can also end your rage
on your turn as a bonus action.
Once you have raged the number of tim es shown
for your barbarian level in the Rages colum n of the
Barbarian table, you must finish a long rest before you
can rage again.

Danger Sense
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.

Reckless Attack
Starting at 2nd level, you can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.

WILD! magic:

Magic Awareness
When you choose this path at 3rd level, as an action, you can open your awareness to the presence of concentrated magic. Until the end of your next turn, you 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.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Wild Surge

Also at 3rd level, the magical energy roiling inside you sometimes erupts from you. When you enter your rage, roll on the Wild Magic table to determine the magical effect produced.

If the effect requires a saving throw, the DC equals 8 + your proficiency bonus + your Constitution modifier.

Wild Surge
d8 Effect

1 Each creature of your choice that you can see within 30 feet of you must succeed on a Constitution saving throw or take 1d12 necrotic damage. You also gain temporary hit points equal to 1d12 plus your barbarian level.

2 You teleport up to 30 feet to an unoccupied space you can see. Until your rage ends, you can use this effect again on each of your turns as a bonus action.

3 An intangible spirit, which looks like a flumph or a pixie (your choice), appears within 5 feet of one creature of your choice that you can see within 30 feet of you. At the end of the current turn, the spirit explodes, and each creature within 5 feet of it must succeed on a Dexterity saving throw or take 1d6 force damage. Until your rage ends, you can use this effect again, summoning another spirit, on each of your turns as a bonus action.

4 Magic infuses one weapon of your choice that you are holding. Until your rage ends, the weapon's damage type changes to force, and it gains the light and thrown properties, with a normal range of 20 feet and a long range of 60 feet. If the weapon leaves your hand, the weapon reappears in your hand at the end of the current turn.

5 Whenever a creature hits you with an attack roll before your rage ends, that creature takes 1d6 force damage, as magic lashes out in retribution.

6 Until your rage ends, you are surrounded by multicolored, protective lights; you gain a +1 bonus to AC, and while within 10 feet of you, your allies gain the same bonus.

7 Flowers and vines temporarily grow around you; until your rage ends, the ground within 15 feet of you is difficult terrain for your enemies.

8 A bolt of light shoots from your chest. Another creature of your choice that you can see within 30 feet of you rust succeed on a Constitution Saving throw or take 1d6 radiant damage and be blinded until the start of your next turn. Until your rage ends, you can use this effect again on each of your turns as a bonus action.

Race&Background Abilities and Feats:
Race Features:
Feat: Chef!

As part of a short rest, you can cook special food, provided you have ingredients and cook's utensils on hand. You can prepare enough of this food for a number of creatures equal to 4 + your proficiency bonus. At the end of the short rest, any creature who eats the food and spends one or more Hit Dice to regain hit points regains an extra 1d8 hit points.

With one hour of work or when you finish a long rest, you can cook a number of treats equal to your proficiency bonus. These special treats last 8 hours after being made. A creature can use a bonus action to eat one of those treats to gain temporary hit points equal to your proficiency bonus.

Background:

Outlander
F e a t u r e : W a n d e r e r {Urban variant}
You have an excellent memory for maps and geography,
and you can always recall the general layout of terrain,
settlements, and other features around you. In addition,
you can find food and fresh water for yourself and up to
five other people each day, provided that you are in an urban environment.

Inventory:

a maul
two handaxes
An explorer’s pack and four javelins

Scale armor

Cook's Utensils

A staff, a hunting trap, a trophy from an
animal you killed, a set of traveler’s clothes,

gp: 376.97 gold

Gorn Steelbreaker is a big man.

That is a vast understatement.

His father, Roland, rescued his mother, an ogre (though diminutive, by ogre standards) from a Chill warband, and the two found an unlikely, but symbiotic, attraction.

Gorn, though of course strong for a human, had no knack for his father's trade of blacksmithing. He could fight, of course, but what he really wanted to do...was cook.

He could make a handful of wild roots and some dead bugs into a five-course meal fit for the mayor. He could smash apart a ripper-vine with his bare hands and mash the leavings into an ersatz tea fine enough to impress even the sternest aunt.

But he couldn't take the stares and the constant feelings of disappointment from his family, so he caught the first caravan going to Nashkel and set up in the Nashkel Inn as a cook.

And he was happy.

Alas, you can never run away from yourself.

One evening, while serving a rare fillet de striation, a flying mug from a brewing barfight caught his tray and he dumped the entire thing onto a dining Flaming Fist sergeant. After a brief but invigorating scuffle, he found himself holding onto a bruised and fuming (but -delicious- smelling) sergeant that gave him a choice. He could either enlist his considerable talents in their ranks, or there would be hefty fines and jailtimes upon not only his person, but upon the Inn itself.

And so Gorn sighed heavily, and resigned himself to live in interesting times.