Akyrak

Ingryd Honeyhair's page

746 posts. Alias of Critzible.


Full Name

Ingryd Honeyhair

Race

Bearfolk Grizzlekin

Classes/Levels

Barbarian 9th|HP 116/116|AC:20|Prof:+4|S:+8 D:+1 C:+8 I:+0 W:+0 Ch:+0|Resist:Cold|Rage 3/4 Dmg:+3

Gender

female

Deity

Lada the Bear Maiden

About Ingryd Honeyhair

Ingyrd Honeyhair
Grizzlehide Bearfolk Female
Barbarian Path of the Hive Mother 8th
Female
Hgt.7’8” Wgt.410 Age: 30
Init:+1 Perception +3
XP:

Defense:

Armor:
Unarmored Defense: 10 +1[Dex]+4[Con]
Hide Shield of the Warrior: +3 shield.
AC: 20
HP: 107

Offense:

Speed:30ft.
Melee:
Ennui +3 Warhammer of the Void +11 1d8+7
CON DC15 4d6 Necrotic
"The Burning Buzz" Maul: +9 2d6+5 Bludgeoning 10lb. Heavy, Two Handed +1d6 Fire Damage
Hand Axe +8 1d6+4 Slashing 4lb. Range 20/60 +3 Force Damage
Hand Axe(4) +8 1d6+4 Slashing 4lb. Range 20/60
Bite:+8 1d6+4 Piercing
Unarmed:+8 1d4+4 Bludgeoning
Dagger +8 1d4+4 Piercing 1lb. Range 20/60
Ranged:
Javelins(2) +8 1d6+2 Piercing Range 30/120ft 2lb.[10lb.]
Heavy Crossbow +5 1d10 Piercing range 100/400 18 lbs Two Handed,Heavy, Ranged, Loading

Statistics:

Str:18 Dex:13 Con:18 Int:10 Wis:10 Cha:10
Proficiency Bonus:+4
Saving Throws: Str+8 Dex+1 Con+8 Int+0 Wis+0 Cha+0
Skills: Athletics +8, Acrobatics +1, Arcana +0,Animal Handling +4,Deception +0,History +0,Insight +0,Intimidation +4,Investigation +0,Medicine +0,Nature +4,Perception +4, Performance +0, Persuasion +0, Religion +0, Sleight of Hand+1, Stealth+1, Survival+4
Tools: Brewers Kit
Language: Common, Northerner, Sylvan
Gear: Brewers Supplies, 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.]
a token from a deceased family member[A necklace made out of her former mates claws and teeth as well as her children's teeth and claws] a set of common clothes, and a belt pouch containing 10 gp.
Magical Fishing Pole, Ever chilled Travel Mug
Hide Shield of the Warrior: +3 shield. Made from the skin of a cloud giant sorceress, this shield once belonged to the High Warrior of Carn before the god was dethroned. Over the eons it has become a vain and frivolous item that while sturdy as adamantine, abhors any blemish, stain, scratch or even the chance of such things happening. Once attuned, the shield allows the wearer to absorb up to 50 points of mundane or magical damage per day, including that from spells such as magic missile. However, in order to activate this effect the bearer must make a DC15 STR check or the shield actively moves to avoid the incoming attack leaving the bearer exposed. If exposed, no damage absorbed and all attacks against the bearer have advantage until the beginning of their next turn.

As a bonus action, absorbed damage can be discharged via a ranged beam attack. If 10 points has been absorbed, the bearer can generate aone beam attack doing 1d10 force damage. The bearer makes a regular ranged spell attack using CHA in order to hit. The bearer can increase the damage of the beam by d10 in additional 5 point increments up to the total amount available.”

Warhammer of the Void: +3 warhammer. Carn forged this ancient obsidian stone hammer himself infusing the heart of the weapon with an actual sliver of the Void. Anything struck by the weapon must make a CON save vs DC15 or suffer an additional 4d6 necrotic damage as the weapon devours the target's physical and spiritual connection to the mortal realm. Half on a successful save.

If the hammer has performed the killing blow on three living beings then the wielder may release the trapped souls. Doing so creates a Whirlwind of Lost Souls in a 20' radius centered on the wielder. Anyone caught within the area of effect must make a DC20 WIS save or immediately suffer 6d6 psychic damage and be stunned until the end of the wielder's next turn. This is a bonus action, but can only be used once per day. After performing this action the bearer must make a DC20 WIS save or suffer from a complete lack of caring or concern about anything. This leaves the bearer with the Restrained condition as they succumb to the hammer's philosophy for one hour or until they make a successful save. The save can be attempted again every five minutes.

The hammer weighs twice that of a regular hammer simply because of its attitude.

PP: GP: 70 SP: CP:

Feat:

Tavern Brawler
Accustomed to the rough-and-tumble fighting using whatever weapons happen to be at hand, you gain the following benefits:

Increase your Strength or Consititution score by 1, to a maximum of 20.
You are proficient with improvised weapons.
Your unarmed strike uses a d4 for damage.
When you hit a creature with an unarmed strike or an improvised weapon on your turn, you can use a bonus action to attempt to grapple the target.

Racial Traits:

Ability Score Increase. Your Strength score increases by 2.
Age. Bearfolk come of age in their late teens and live around 80 years.
Alignment. Bearfolk are predominantly good, mistrusting and shunning evil. While they hold rich traditions, they value their freedom and tend toward chaotic alignments.
Size. Bearfolk can reach a height of over 7 feet, with thick, muscular builds. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Bite. Your powerful jaws are natural weapons, which you can use to make unarmed strikes. If it hits, you deal 1d6 + your Strength modifier piercing damage.
Natural Armor. Your hide is thick and tough, granting you a natural AC of 13 + your Dexterity modifier.
Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
Ursine Talent. You have proficiency in the Athletics and Perception skills.

Grizzlehide:
As a grizzlehide bearfolk, you are thicker and hardier than your cousins. Grizzlehide fur ranges from black to golden, often with light gray or blonde tips. Tough and ferocious grizzlehides are the original bearfolk stock native to the colder northern climes.

Ability Score Increase. Your Constitution score increases by 1.

Bear Hug. When you take the Attack action, you can make an unarmed strike as a bonus action. If you hit, you can grapple the target in addition to dealing damage to it. You can use this ability a number of times equal to your Constitution modifier (minimum of 1), and you regain all expended uses when you finish a long rest.

Thick Coat. You are resistant to cold damage.

Class:

Proficiencies
Armor: Light armor, medium armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Strength, Constitution
Skills: Animal Handling, Athletics

Equipment
You start with the following equipment, in addition to the equipment granted by your background:

Maul
two handaxes
An explorer's pack and four javelins

Rage 4/long rest Rage Damage:+3
In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action.

While raging, you gain the following benefits if you aren't wearing heavy armor:

You have an 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 column 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 times shown for your barbarian level in the Rages column of the Barbarian table, you must finish a long rest before you can rage again.

Unarmored Defense
While you are not wearing any armor, your armor class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.

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.
Honey of the Bear Maiden
When you choose this path at 3rd level, you can forage for 1d4 servings of blessed honey each day. To forage, you must be in an environment where bees are naturally found. A creature can use its action to consume one serving of blessed honey. Each serving of blessed honey can have one of the following effects.
Golden! Nonmagical light sources you are carrying do not shed dim light, instead they shed golden, bright light to the limit of their range until the end of your next long rest.
Hearty! You recover one additional level of exhaustion after you finish your next long rest, and the honey provides you with enough nourishment to sustain you for two days.
Smooth! A single bee escorts you until the end of your next long rest. You can use a bonus action to command the bee to sting one creature within 30 feet of you for 1 piercing damage. The bee dies after dealing this damage.
Sweet! You exude a sweet, floral aroma until you finish a long rest. While exuding this aroma, you have advantage on Wisdom (Animal Handling) checks when interacting with beasts with an Intelligence of 3 or lower.

A creature can benefit from only one serving of blessed honey at a time. Once you use this feature, you can’t use it again until you finish a long rest.

Raging Swarm DC16
At 3rd level, magical bee spirits appear within 5 feet of you when you rage. The bees can’t be targeted by attacks, spells, or effects, and they vanish when your rage ends. As a bonus action, you can command the bee spirits to swarm around a single creature within 60 feet of you. The bee spirits return to you at the start of your next turn. While the bee spirits are swarming the target, it has disadvantage on ranged weapon attack rolls, and, if the target casts a spell with a somatic component, it must succeed on a Constitution saving throw or fail to cast the spell, losing the action but not the spell slot. The DC for this saving throw equals 8 + your proficiency bonus + your Constitution modifier.

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

Fast Movement
Starting at 5th level, your speed increases by 10 feet while you aren't wearing heavy armor.

Defensive Formation
Beginning at 6th level, while raging, you have resistance to poison damage and can’t be poisoned. If you are poisoned when you enter your rage, the effect is suspended for the duration of the rage.

Feral Instinct
By 7th level, your instincts are so honed that you have advantage on initiative rolls.

Additionally, if you are surprised at the beginning of combat and aren't incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.

Brutal Critical:
Beginning at 9th level, you can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack.

This increases to two additional dice at 13th level and three additional dice at 17th level

Background:

Haunted Villager
Skill Proficiencies: Nature, Survival
Tool Proficiencies: One type of artisan’s tools
Languages: One of your choice
Equipment: A set of artisan’s tools (one of your choice),
a token from a deceased family member, a set of common
clothes, and a belt pouch containing 10 gp.
Feature: Born of the Soil
You are familiar with the fields, forests, and mountains of the Blood Kingdom and have no problem finding your way in the countryside, with or without a map. When you arrive at a village in the Principalities, you receive a warm welcome from the local peasants and can readily find
someone willing to give you a good meal and a bed for the night.

Tragic Events:
The loathsome hag who lives deep in the forest kidnapped and cooked your children in her cauldron.

Ideals:
Destiny. I am following a higher calling and nothing can sway me from the path

Bonds:
I will make those who hurt my family suffer
I carry my loved one’s journal in my breast pocket and read it every night.
It should have been me that died that night and not my loved one. Their sacrifice drives me forward.

Flaw:
I drink heavily to forget the bad things that happened
My dreams are sometimes so terrifying I wake up screaming
When I think about what I will do to the creature that killed my family, my fury is all-consuming.

Appearance:

Ingryd is a large female Bearfolk with golden blonde hair accented with white and grey undertones here and there. She wears a green shirt and green skirt with a travel stained brown cloak. On her feet are just simple wrappings of cloth, that also match those about her hands. Around her neck is a simple leather cord with a variety of bearfolk teeth and claws. Some beads and feathers decorate it as well. Her other gear is fastened securly to her back on a well worn leather backpack. On her back also is a quiver for 4 well made javelins, on each hip are simple hand axes and lastly her biggest weapon is a huge gnarly maul. Its hammer head solid steel affixed to a well crafted and balanced wooden handle reinforced with steel shods and wrapped green leather. A deep scar runs on her left side of her face and neck showing three large hand sized finger claw swipes.

Background:

Ingryd Honeyhair grew up in a small village in the North. She learned to tend the hives and help harvest honey. Eventually she went to take her coming of age quest and on it she found herself an amazing hunter and fighter. When she returned Ingryd found herself working with the Mead makers finding the charming and handsome bearfolk man named Bori Thurgrinson. After about a year Ingryd began an apprenticeship in brewing mead and then about four months after that she and Bori wed.

The two managed to move away from the village they grew up. That village was all bearfolk, the new village was full of humans mostly. As thye lived there Ingryd and Bori madea hive tended it and began making a fine stock of Mead. They also had three children Beorst, Lhod and little Burli. For about 10 years the pair was happy and hearty. That was until the Hag.

A hag called Valuna seemed to be getting closure to the village. At least closer to the Hives that Bori and Ingryd had made. Eventually Ingryd had to shoo away the vile fey as it seemed the bees and her own small herd of goats and chickens were scared of her. This lead to a week of peace, until one night on a full moon all three children disappeared.

Bori and Ingryd panicked began to look about there house and farm. As they did they found tracks of there kids that lead inot the woods. AS the pair worried they grabbed there old gear and traversed the wild. They were steady and somewhat silent. Eventually the couple found the Hags’ Home. Unfortunately they were to late to save ther children. All three lay in a stew pot skinned boiling in a broth.

Bori and Ingryd began to attack, fighting hard, as the Hag was forced to pull out the heavy abilites, BOri took a powerful blow protecting Ingryd. As Bori looks at her, she notes him slowly dying. With this Ingryd uses the moment to smash the face and body of Valuna. She lit the hags home and her body letting her burn. She grabbed some teeth and claws of her family before the flames began to burn down the surrounding woodlands.

After this Ingryd began to move from her home. Selling her farm to the village, takes her gear and tools and left to fight evil. It was the only thing she could do now. Fight and protect those from evil as her heart burns with the hatred of dark fey and undead who ended up leading to the total destruction of her family.