Akron Erix

Moq Qo Harr's page

96 posts. Alias of hiiamtom.


Classes/Levels

5th level | 55/55 HP, 17 AC, Init +2(adv), PP 19 | 5/5 HD, 3/3 Rages | inspired

Strength 17
Dexterity 14
Constitution 16
Intelligence 8
Wisdom 12
Charisma 8

About Moq Qo Harr

Medium humanoid (variant human), barbarian 5, chaotic neutral

Proficiency Bonus +3
Armor Class 17 (unarmored defense and shield)
Hit Points 55 (5d12+15)
Speed 40ft

STR 17(+3) | DEX 14(+2) | CON 16(+3) | INT 8(-1) | WIS 12(+1) | CHA 8(-1)

Saving Throws Strength +6, Constitution +6
Skills Athletics +9, Acrobatics +5, Investigation +2, Perception +4, Performance +2
Proficiencies Armor Light armor, medium armor, shields. Weapons Simple weapons, martial weapons. Tools Disguise kit, plucked string instruments (bouzouki/mandolin/lute), thieves' tools
Senses passive Perception 19
Languages Common

Tavern Brawler. Accustomed to rough-and-tumble fighting using whatever weapons happen to be at hand, you gain the
following benefits:
✴ Increase your Strength score by 1.
✴ You are proficient in improvised weapons.
✴ 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.

Gladiator. A gladiator is as much an entertainer as any minstrel or circus performer, trained to make the arts of combat into a spectacle the crowd can enjoy. This kind of flashy combat is your entertainer routine, though you might also have some skills as a tumbler or actor.
Routine. Sports Entertainment
By Popular Demand. You can always find a place to perform in any place that features combat for entertainment-perhaps a gladiatorial arena or secret pit fighting club. At such a place, you receive free lodging and food of a modest or comfortable standard (depending on the quality of the establishment), as long as you perform each night. In addition, your performance makes you something of a local figure. When strangers recognize you in a town where you have performed, they typically take a liking to you.
Personality. "I'm a hopeless romantic, always searching for that 'special someone.'"
Ideal. "People. I like seeing the smiles on people's faces when I perform. That's all that matters."
Bond. "I idolize a hero of the old tales and measure my deeds against that person."
Flaw. "I'll do anything to win fame and renown."

Rage. 3/long rest. Enter a rage as a bonus action. While raging, gain the following benefits if not wearing heavy armor:
✴ Gain advantage on Strength checks and Strength saving throws.
✴ When making a melee weapon attack using Strength, deal +2 damage.
✴ Gain have resistance to bludgeoning, piercing, and slashing damage.
Can't cast spells while raging, can't concentrate on spells while raging. Last 1 minute or until knocked unconscious, turn ends without attacking a hostile creature, or turn ends without taking damage since last turn. End voluntarily as a bonus action.

Unarmored Defense. AC is 10+Dex+Con when unarmored. Can use shields still.

Reckless Attack. Decide to take advantage on attack rolls using Strength with first attack, all attacks on you are with advantage.

Danger Sense. Advantage on Dexterity saving throws against effects seen (traps & spells).

Primal Path. Path of the Storm Herald. Typical barbarians harbor a fury that dwells within. Their rage grants them superior strength, durability, and speed. Barbarians who follow the Path of the Storm Herald learn instead to transform their rage into a mantle of primal magic that swirls around them. When in a fury, a barbarian of this path taps into nature to create powerful, magical effects.
Storm of Fury. Sea. At the end of each of your turns, you can choose a creature in your aura, other than yourself. The target must make a Dexterity saving throw against a DC equal to 8 + your proficiency bonus + your Constitution modifier. The target takes 2d6 lightning damage on a failed save, and half as much damage on a successful one. This damage increases to 3d6 at 10th level and to 4d6 at 15th level.

Brawny. You become stronger, gaining the following benefits:
✴ Increase your Strength score by 1, to a maximum of 20
✴ You add double your proficiency bonus to checks you make with the Athletics skill.
✴ You count as if you are large for the purpose of determining you carrying capacity.

Extra Attack. You can attack twice, instead of once, whenever you take the attack action.

Fast Movement. Your speed increases by 10 feet while you aren't wearing heavy armor.

Equipment List

Background:
Moq Qo Harr (Mock Koe Hare) grew up in the Scarred Ports outside the Golden Capital of Uluhedra. He was always a hand or more larger than the other boys, and it wasn't long before he was declared one of the unclean - marked by the storm titan and sworn enemy of the sea faring folk - and sold as a young teen in the capital. He grew up quick and strong, channeling his ability into his fighting and while gaining popularity was never a breakout star in the arena. Before the revolt in Cuona, the empire sent him as guest spots in the new arena in Patir.

After three months in Patir he took a bet to spend the night in the Shadow Steppe and was never seen again. He barely made it on his own power to Vornheim, and was able to establish a life spending off weeks working odd jobs as muscle for hire and performing around town in the pit fights and pugilism bouts. Eventually he took a job that sounded too good and ended up in the maze. He didn't even see what turned him to stone, and when he came back he could tell some amount of time has passed and worked his way to the entrance only to find the guardian woman gone and the exit blocked.