Lem

Khanol Treefall's page

149 posts. Alias of Jubal Breakbottle.


Race

Halfling Barbarian |

Classes/Levels

HP: 9/25 | d12 2/2 | Rage 2/2 | Inspiration!

Stats:
AC 15 | Str +4, Dex +3, Con +4, Int -1, Wis +1, Cha +0 | Init +3 | PPerception 13 | PInsight 11

About Khanol Treefall

Age 25 Height 2-ft, 11-in Weight 35 lb.
Hair Blonde Eyes Flint gray

APPEARANCE:
This wild, blonde-haired halfling stands a little less than three feet tall which is about the average height of three-year old human. While his facial features are like a human child, his eyes show much more wisdom and tragedy. He wears fur-trimmed traveling gear with an emblem of the Lodge of the Dancing Bear Guides. His weapons' belt carries a shortsword and handaxe. He shoulders a backpack. quiver, and crossbow.

PERSONALITY:
Personality traits
1. My clothes are stained and my hair is tangled, but I’m well-spoken and polite.
2. No sense getting bent out of shape when things don’t go your way; it’s better to laugh at misfortune and then show it who’s boss.

Ideals:
1. Protection. Until you know what’s out there, the wild can be deadly. I’ve got your back.
2. Service. I ply my skills in the service of any who lack them.

Bond: Anyone threatening those under my charge will reap death and ruin.

Flaw: I get too used to creature comforts when I’m in town, and sometimes I get lost in drink, soft beds, and company.

BACKGROUND:
Khanol Treefall grew up in the shadow of the mighty Riphean Mountains in the Tunturi Range within the wolf-infested forest of the remnants of the Duchy of Domovogrod. From their hidden homes, his clan waged a difficult, sporadic war against the occupying army of giants and ogres. When he was eighteen, his small clan was wiped out by a hunting band of giants. A wounded Khanol followed the Raven’s Road to Stalimisto, in the Kingdom of Vidim.

In Stalimisto, Khanol joined the Lodge of the Dancing Bear Guides and started guiding civilized folk through the brambles to expand their horizons. Most of his jobs were with merchants wanting to stray off the beaten paths to find profit. However, he has taken a few jobs for nobles and academics who wanted to travel the wilds for esoteric reasons.

Recently, he just arrived in Zobeck to close a long-term contract.

Race Winterfolk Halfling
Class Barbarian 2
Background Dancing Bear Guide
Alignment Neutral Good
Gender Male

Initiative +3 Senses Perception +3

==DEFENSE==
AC 15 (10 unarmored +2 Con +3 Dex)
HP 25 = 12 +9 +2x(+2 Con)
Strength +4, Dexterity +3, Constitution +4
Intelligence -1, Wisdom +1, Charisma +0
Armor Unarmored
Special Defenses
* Rage. While raging, you have advantage on Strength checks and Strength saving throws and have resistance to bludgeoning, piercing, and slashing damage.

==OFFENSE==
Speed 25 ft
Melee Silvered Shortsword +5 (1d6+3) Piercing, Finesse, Light
Melee / Thrown (20/60) Handaxe +4 (1d6+2) Slashing, Light, Thrown (+1 attack and damage)
Ranged (80/320 ft) Light crossbow +5 (1d8+3) Piercing, Two-Handed, Loading
Special Attacks
* Two-weapon fighting. When you take the Attack action and attack with a light melee weapon that you're holding in one hand, you can use a bonus action to attack with a different light melee weapon that you're holding in the other hand. You don't add your ability modifier to the damage of the bonus attack, unless that modifier is negative.
* Rage. When you make a melee weapon attack using Strength, you gain a +2 bonus to the damage roll.

==STATISTICS==
Str 15, Dex 16, Con 14, Int 8, Wis 12, Cha 10
Proficiency +2

==PROFICIENCIES ==
Barbarian – Light & Medium armor & Shields
Barbarian – Simple & Martial Weapons
Barbarian – Athletics & Perception
Dancing Bear Guide – Persuasion & Survival
Dancing Bear Guide – Vehicles (land)

==SKILLS==
+4 Athletics (2 proficiency +2 Str)
+1 History (0 proficiency +1 Wis)
+3 Perception (2 proficiency +1 Wis)
+2 Persuasion (2 proficiency +0 Cha)
+1 Religion (0 proficiency +1 Wis)
+3 Survival (2 proficiency +1 Wis)

Languages Common, Halfling, Northern Tongue

==ABILITIES ==
Lucky. When you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.

Brave. You have advantage on saving throws against being frightened.

Halfling Nimbleness. You can move through the space of any creature that is of a size larger than yours.

Hardened. You have spent your life surviving in the cold and wild places of Domovogrod. Your Constitution score increases by 1, and you recover from all levels of exhaustion at the end of a long rest.

Old Souls. You have a connection to the elder powers of Midgard, and they recognize your merits. You can use your Wisdom modifier instead of Intelligence when making History and Religion checks.

Feature = Two-World Stride: You walk between the wilderness and settlements with carefree ease. As a dancing bear guide, the value of your services is known to all. You can pass freely through city gates where travelers are typically scrutinized or taxed, and you can cross disputed land or through the territory of warring tribes without harassment by making your affiliation known; no one wants to alienate the guides without a compelling reason. You lose this consideration in a given city if you earn a reputation there as a criminal or as a trouble-maker, at the GM’s discretion.

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.

Rage. While raging, you gain the following benefits if you aren't wearing heavy armor:
* You have advantage on Strength checks and Strength saving throws.
* When you make a melee weapon attack using Strength, you gain a +2 bonus to the damage roll. This bonus increases as you level.
* 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 maximum number of times for your barbarian level, 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.

== EQUIPMENT ==
Worn
A set of traveler’s clothes – 4 lb.
Silvered Shortsword – 2 lb.
Shortsword – 2 lb.
Handaxe - 2 lb.
Light Crossbow – 5 lb.
Quiver with 20 bolts – 1.5 lb.
Belt pouch containing 5 gp & 5 sp – 1 lb.

Explorer’s backpack
+ map of Vidim and Domovogrod marked with shortcuts and secluded hideaways
+ hunting trap

Load:

Carrying Capacity: Str x15 = 210 lb.

CHANGES IN WEALTH:
Creation Expenses
+2 gp = Quiver with 20 bolts
+5 gp = Handaxe
+10 gp = Shortsword
-2 gp (sell for half) = Javelins (4)
-25 gp (sell for half) = martial weapon, scimitar

Expenses since creation

Income

Cash on Hand

ADVANCEMENT:

3rd – Berserker, maybe Bear totem
4th - +1 Str with Squat Nimbleness