Harsk

Veig Fairmane's page

110 posts. Alias of Decimus Observet.


Classes/Levels

HP: 3/15 | Temp HP: 0/0 | HD 1/1 (d12+3) | Battle Fury 0/2

Stats:
AC 15 | Str +5* Dex +2 Con +5* Int +0 Wis +0 Cha +0 | Initiative +2 | Perception +2 | Insight +0 | Inspiration? No
Conditions: Poisoned

Gender

Male Dwarf of the Iron Hills Slayer (future foe-hammer)

Size

4' 10"

Age

62

Occupation

Doomed to Die

Strength 16
Dexterity 14
Constitution 16
Intelligence 10
Wisdom 10
Charisma 10

About Veig Fairmane

Veig Fairmane
Dwarf of the Lonely Mountain (Iron Hills) Slayer (future foe-hammer) 1
Height: 4' 10", Age 62
Init +2; Passive Perception 12

Inspiration: 0

0 Temporary Shadow Points
0 Permanent Shadow Points

Shadow Weakness
Curse of Vengeance
Individuals who live by the sword are ever tempted to draw it, either literally or figuratively, when their will is thwarted or when they deem their honour to have been impugned by an insult. As corruption spreads in the hero’s spirit, their behaviour worsens, leading to more extreme violent reactions.
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DEFENSE
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AC: 15 (Corslet of Mail 13+2 Dex)
HP: 15 (1d12+3 = 10)
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OFFENSE
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Speed 25 ft.

Melee
Mattock 20s +5 2d6+3 piercing 10 lb. Heavy, two-handed

Spear 3s +5 1d6+3 piercing 3 lb. Thrown (20/60), versatile (1d8)

Hand-Axe 5s +5 1d6+3 slashing 2 lb. Light, thrown (range 20/60)

Ranged
Spear 3s +4 1d6+2 piercing 3 lb. Thrown (20/60), versatile (1d8)

Hand-Axe 5s +4 1d6+2 slashing 2 lb. Light, thrown (range 20/60)

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STATISTICS
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Iron Hills Dwarf: +2 Str, +2 Con

Str 16 (+3), Dex 14 (+2), Con 16 (+3), Int 10 (+0), Wis 10 (+0, Cha 10 (+0)

Proficiency Bonus +2

Armour: Light armour, medium armour, shields
Weapons: Simple weapons, martial weapons

Saving Throws: Strength, Constitution

Athletics, Intimidation, Perception, Survival

Skills: Acrobatics +2, Animal Handling +0, *Athletics +5, Deception +0, History +0 (+2 stone), Insight +0, *Intimidation +2, Investigation +0, Lore +0, Medicine +0, Nature +0, *Perception +2, Performance +0, Persuasion +0, Riddle +0, Shadow-lore +0, Sleight of Hand +2, Stealth +2, *Survival +2, Traditions +0

Languages: Common Speech, Dalish, Dwarfish

Tools: Miner's Tools, Fiddle

Equipment:

Mattock
Corslet of mail
Spear
Two hand axes

A fur-lined travelling cloak
Travelling gear for the current season
Bedroll
Ornamented walking stick
Backpack
Comfortable boots
A musical instrument (fiddle)
A fine beard comb and mirror

Coin: 00 GP, 40 SP, 0 CP
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RACIAL TRAITS
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Rich

Night Vision (Dwarf) - Accustomed to life underground, you have superior vision in dim conditions. You can see in Dim light within 60 feet of you as if it were bright light, but you cannot see in the dark.

Dwarven Resilience – You have advantage on saving throws against poison, and you have resistance against poison damage.

Dwarven Combat Training – You have prof iciency with axe, hand axe, great axe, light hammer, and warhammer.

Tool for War – You have proficiency with the mattock.

Tool Proficiency – You gain proficiency with the artisan’s tools of your choice: jeweller’s tools, mason’s tools, miner’s tools, smith’s tools, or woodcarver’s tools. You also gain proficiency in one musical instrument of your choice.

Stonecunning – Whenever you make an Intelligence (History) ability check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.

Languages – You can speak, read, and write Dalish, which is the tongue of the Bardings, who speak an older version of the Common Tongue. You can also speak, read and wr ite the secret language of your people, which has never been shared with any others.

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CLASS FEATURES
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Battle-fury (2/day)
In battle, you fight with white-hot rage or cold, deadly precision. Whatever the character of your anger, on your turn, you can enter a Battle-fury as a bonus action. While in a Fury, you gain the following benefits if you aren’t wearing heavy armour:
• 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 Slayer, as shown in the Fury Damage column of the Slayer table.
• You have resistance to bludgeoning, piercing and slashing damage.

Your Battle-fury 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 Battle-fury on your turn as a bonus action. Once you have used this feature the number of times shown for your level in the Furies column of the Slayer table, you must f inish a long rest before you can enter a Battle-fury again.

Unarmoured Defence
While you are not wearing any armour, your Armour Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield (but not a great shield) and still gain this benef it.

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VIRTUES
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BACKGROUND - Doomed to Die
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Skill Proficiencies: Athletics, Intimidation

Feature: Dark Foreboding
While they know not the hour or manner of their death, those Doomed to Die often have a sixth sense of sorts when in the presence of Shadow. They may not know exactly what is behind this feeling, but they can sense its presence grow stronger or weaker. The Doomed to Die can usually tell, for example, whether an Orc band is an isolated raiding party or part of a larger force being driven by something more sinister, or whether a nearby ruin is
steeped in Shadow.

Distinctive Quality: Determined
Your fate is coming soon and you don’t want to leave anything unfinished. You relentlessly pursue your goals.

Specialty: Smith-craft
If you’re going to meet your doom, you shall do so while wearing good armour and wielding strong steel.

Hope: "The Shadow must be rid of me because I am strong."

Despair: "I know that those who stand beside me are only fated to die beside me."

Appearance:

4' 10" in height, voluminous hair and flowing beard the colour of flax, ruddy complexion and powerful limbs on a barrel chest.

Personality:

Determined and confident, this dwarf knows his physical prowess. He lends his strength when and where it is needed, which is often and in many places. He is loathe to back down from a fight or an insult.

Background:

Veig, son of Svior, grew up underneath the Iron Hills, earning a reputation as a promising miner. He worked tirelessly and alsways volunteered for the toughest work assignments. When Erebor was reclaimed and ruled by a dwarf of the Iron Hills, his heart swelled with pride. Veig offered his mattock in service to King Dáin and was accepted. For some years, Veig's reputation grew. His lengthy and fair hair earned him a nickname, which he wore as a badge of honour.

Then, the day came. Veig and his band battled an orcish raiding party, led by a strange, cloaked figure. Before the end, the figure spoke in Veig's mind.

"Svior's son shall fall, and the shadows shall darken all. No steel can save thine soul, thus your doom shall be whole."

The figure slipped away in the chaos, and after that, Veig and his companions suffered grave losses. Veig eventually decided that it would be best if he struck out and hunted down the cloaked figure, in the hope of undoing this doom. If not, then he could slay Shadow servants until his demise.