Barbarian

Kiril Hoxha's page

325 posts. Alias of RinValak.


Race

Vangar/Half-orc, Fighter (3) | AC: 17 | HP: 34/34 | HD: 3/3 | Dark Vision 60' | Pass Perc: 15 | Saves: S+7 D-1 C+5 I+1 W+3 C+1 | Insp: 0 | XP: 1134/2700 | SW: 1, AS: 1, RE: 1

Strength 20
Dexterity 8
Constitution 16
Intelligence 12
Wisdom 16
Charisma 13

About Kiril Hoxha

Kiril Hoxha Key-ril Ho-jah
Class Fighter 3
Race Vangar/Half-Orc
Background Mercenary
Alignment Chaotic Neutral
Age 29
Height/Weight 7'1, 310 lbs
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An olive skinned native of southern Vayangurr, massive with bold spiraling red tattoos covering his arms. The rest of his body is covered in a mix of leather and fur-lined chainmail. He has a strong, serious face with a prominent jaw and pointed orc-like ears. His sharp canines show when he grins or laughs. There's a scar under his chin from where his helmet strap dug in after years as a mercenary. He never wears a helmet now. The lance he carries is a long-pike, with a dark well-seasoned ash shaft and a simple but very solid spearhead.

Personality Crude, dark sense of humor. Pragmatic, callous, aggressive and ruthless. Kiril has no manners at all and immediately speaks his mind in any situation with no filter. Sometimes he can be genuinely unkind and spiteful. He's ambitious and driven. He wants to make his fame and fortune with his own castle and servants. He's terrified of being forgotten as just another half-orc. He's also terrified of his mother dying before he can get her out of the village he was raised in and make her proud of him. He generally dislikes religion, but prays to Vitheras before battle. He loves 'little people', like gnomes and halflings. They always cheer him up. Kiril also loves wine and Dragonchess, he's always seen them as the finer things in life and an indicator of success and wealth, and something he could never afford growing up.
Ideals When people follow orders blindly, they embrace a kind of tyranny.
Bonds Values the concept of brothers-in-arms above all else. He'd gladly die fighting beside one.
Flaws When Kiril was young he joined a mercenary band, all bravado, but during his first battle he tried to flee in terror, and men died as a result. He deeply regrets his youth and the people he let die through cowardice. Kiril both hates and sympathizes with cowards.

Backstory:
The natives of a southern island of Vayangurr have sharp features, olive skin, and black hair--distinct from their northern neighbors' blunt faces, fair-skin, and blonde or red hair. Over two hundred years ago, the pale-skinned northern Vayangurr landed longboats on the forested island, intending to conquer and settle it. What followed was a brutal three year war of the natives slowly losing ground, until they were forced to sign the Asamt Treaty, which made the island part of Vayangurr. The treaty allowed the natives to keep their local laws and customs, which included worship of Vitheras, the lion-headed god of war, strength, survival, pillaging and the spoils of war, blood, and victory. Vitheras is known for devouring his captives and slain foes, as they belong to the victor, which made him a rival of the northerner's Crow God, who teaches that the dead belong to the crows. They consider themselves Vayangurr, but when differentiating they refer to themselves as "Ellri" (elder), and the pale northerners as "Nabui" (neighbors). They rarely intermarry, but in most other ways the two cultures have blended and borrowed from each other. The northerners brought the tradition of tattooing, and the Ellri began marking themselves with their thick red and black designs in contrast to the dark swirls and runes of their northern neighbors.

Before the Vayangurr, they shared their island with Orcs for thousands of years. The Ellri culture was heavily influenced by Orcish tribalism and religion. While there were occasional small conflicts and tensions, their coexistence was mostly peaceful. The Ellri lived along the rivers and lakes, the Orcs in the caves of forested mountains and hills. Trade was rare, but amiable. Laying with an Orc was and still is considered taboo, and Half-Orc children are a clear violation of that.

Kiril's mother was exiled when news of her half-orc son spread. Her sister left with her, promising to look after her. They fled to a small village that grudgingly tolerated the clearly broken taboo. Her sister fell in love with one of the villagers, but died tragically young during a hard winter while giving birth to a little girl--Mihaila. Growing up, Kiril became fast friends with Mihaila. He was much bigger than her, and a year older, but she was clever. They looked out for each other. Kiril didn't know or care where his Orc father was, but if he ever met him, he'd kill him for leaving. As he got older, he developed a rebellious streak. His mother was always angry with him, yet fragile, and that made him feel guilty. He hated that. Mihaila always seemed to understand exactly what he was feeling.

One day, a giant of a northerner, pale skinned with a braided red beard, came through their village recruiting for a mercenary company. Kiril jumped at the chance. His mother would worry herself to death, and there wouldn't be anyone to protect Mihaila, but he was certain its what he had to do. The strict and brutal northern mercenaries shaped Kiril from an angry inexperienced youth into something resembling a soldier. He learned tracking, scouting, tending to horses, riding, and battle formations. Once all the new recruits were trained, the mercenaries returned to the mainland and joined the rest of the Iskurral Wolves--an infamous company of sell-swords that recruit from Vayangurr and work on the mainland to the highest bidders. Known for their howling before battle and tight circle formations of axe-and-shield berserkers with strong pike-men behind them. They wear chain mail and heavier plates with furs around the shoulders, and have a reputation for drinking and taking whatever they want when they aren't fighting.

Despite all his bluster and confidence, Kiril pissed himself during his first battle and tried to climb over the men behind him to get away. This left a gap in their lines and people died. After the battle, he took fifteen lashes and had to walk behind the horses for the rest of the march, tied to them. It was made perfectly clear that if he tried to run again they would execute him. Only through years of battle was Kiril hammered into a real warrior, and with his Orc blood he even exceeded the pale-skinned berserkers in size. He had his first taste of large-scale warfare when the Iskurral Wolves accepted a lucrative contract by the Alodoans to help put down the secessionist rebellion. At Sergan's Crossing the rebellion was crushed at no small cost. Bodies littered the field as far as Kiril could see. A Vangar that Kiril didn't recognize was being shouted at by a group of Aldoan soldiers. The Vodhan cleric refused to bury the dead, as he believed they should be left for the crows according to the teachings of Vodhan, the Blind God of Crows. Kiril interjected, "If you're not going to eat the bodies, then don't waste them on the worms," he grinned, canines bared, his heavy maul resting casually on one shoulder. Between the two of them, the soldiers decided it wasn't worth the trouble. The blonde, bearded Vangar grunted as he looked at the massive half-orc, not exactly approving--as he recognized the faith of the lion-headed Vitheras, rival of the Crow God--but acknowledging his assistance. They went their separate ways and never saw each other again.

When Kiril finally returned home he found his mother older and weary, but joyful to have him back. Mihaila hadn't changed at all, but she had a husband and two little girls. They were struggling to make ends meet, but making it. The coin Kiril had earned helped them out significantly, and kept his mother warm and fed, but he realized he needed to do more. He needed to make his fortune and get them all out of that tiny village. He set off for the mainland again and went looking for adventure and riches. No more following orders, no killing people he didn't want to kill, and best of all no hard marches. In the cities he made fumbling attempts at romance, but never had much luck. His fear of commitment and fatherhood made relationships typically brief and disastrous.

One night in a tavern he heard a rumor that on the Island of Baylor a Princess had been captured by a Vampire Queen, and more importantly that fabulous riches and land holdings with titles were offered as reward for her safe return.

Total HP 34
AC 16
Init -1
Speed 30
Passive Perception 15
Hit Die d10

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Saving Throws
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STR +7, DEX -1, CON +5, INT +1, WIS +3, CHA +1
Equipment Masterwork Splint Mail, Lance, Halberd, Maul, Handaxe x2, Manacles, Block and tackle, Whetstone, Portable Ram, Explorer's pack, Book (Wine), Bottle (Wine), Potion of Healing (2d4+2), 967gp, 13sp, 22cp
Capacity 202/300lbs
Proficient Skills/Tools Athletics (+7), Intimidation (+3), Survival (+5), Perception (+5), Animal Handling (+5), Dragonchess, Vehicles (land)
Languages Common, Orcish

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Special Abilities
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Darkvision Due to your Orcish blood, 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.
Menacing You gain proficiency in the Intimidation skill.
Relentless Endurance When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can't use this feature again until you finish a long rest.
Savage Attacks When you score a critical hit with a melee weapon attack, you can roll one of the weapon's damage dice one additional time and add it to the extra damage of the critical hit.
Background feature, Mercenary Reputation: No matter where you go, people are afraid of you due to your reputation. When you are in a civilized settlement, you can get away with minor criminal offenses, such as refusing to pay for food at a tavern or breaking down doors at a local shop, since most people will not report your activity to the authorities. Soldiers may distrust you, openly hate you, or grudgingly respect you, and anyone contracting you knows if they don't pay well enough you may change sides for a better offer.
Second Wind Heal 1d10+lvl as your bonus action, must rest to use again.
Fighting Style, Great Weapon When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
Action Surge Gain one extra action. Once per short rest.
Improved Critical Your weapon attacks crit on 19 or 20.

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Attacks
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Melee: Lance, +7 1d12+5p Reach. Maul, +7 2d6+5b. Halberd +7 1d10+5s Reach.
Ranged: Handaxes, +7 1d6+5 (20/60)

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Experience
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Dwarf Zombies, +64xp
Skeletons (Tome), +15xp
Goblin Zombies, +30xp
Gel Cube, +120xp
Skeletons (Tiny Room), +35xp
Rats, +15xp
Giant Spider, +110xp
Troll, +375xp
Skeletons (Hovel), +25xp
Fiery Skeles (Hovel), +200xp