Harsk

Ónar's page

118 posts. Alias of Black Dow.


Full Name

Ónar

Race

Dwarf o' Erebor

Classes/Levels

Warrior 2 | HP: 24/26 | AC: 17 | Perception +1 | Initiative +1 | Insight +3 | Wis save +1 | Con save +5 | Portrait

Gender

Male

About Ónar

▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬

Ónar; Son of Óin, cousin to Gimli. Destined to fall alongside his father and Balin when Moria is lost in TA 2994.

Male Dwarf of the Lonely Mountain (Erebor) Warrior 2
Height: 4'7" Age: 63
Init: +1
Senses: Nightvision 60ft.; Passive Perception 11

Inspiration: 1 Temporary Shadow Points: 0 Permanent Shadow Points: 0

Shadow Weakness: Lure of Power:

When a man is given a position of authority, either by rank, lineage or stature, he may end up mistaking his own wishes for those of the people he should be guiding or keeping safe. Power is the quintessential temptation, and provides the Shadow with an easy way to win the hearts of those who desire it.

▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬

ABILITY SCORES: STR 15 (+2); DEX 12 (+1); CON 16 (+3); INT 10 (+0); WIS 12 (+1); CHA 10 (+0)

27 Point Build:

STR 15: 9 points INT 10: 2 points
DEX 12: 4 points WIS 11: 3 points
CON 14: 7 points CHA 10: 2 points

+2 CON (Racial Bonus)
+1 WIS (Origin Bonus)

PROFICIENCY BONUS (attacks, saving throws, spell effects): +2

DEFENCE:

AC 17 (16 Heavy Mail Armour + 1 Dex)
HP 26 (2d10 [19]; +6 Con; +1 Origin)
SAVES*: Strength +4; Dexterity +1; Constitution +5; Intelligence +0; Wisdom +1; Charisma +0
* Has a racial advantage on saving throws against poison, and resistance against poison damage.

OFFENSE:

Speed: 25ft.

ATTACKS

Great Axe [Martial Melee] | Attack Bonus: +4 | Damage/Type: 1d12+2 slashing | Qualities: Heavy, Two-Handed.
Short Bow [Simple Ranged] | Attack Bonus: +3 | Damage/Type: 1d6 piercing | Qualities: Ammunition (range 80/320), Two-Handed.
Hammer [Simple Melee] | Attack Bonus: +4 | Damage/Type: 1d4+2 bludgeoning | Qualities: Light, Thrown (range 20/60).
Dagger [Simple Melee] | Attack Bonus: +4 | Damage/Type: 1d4+2 piercing | Qualities: Finesse, Light, Thrown (range 20/60).

Spoiler:

Ammunition: You can use a weapon that has the Ammunition property to make a ranged Attack only if you have Ammunition to fire from the weapon. Each time you Attack with the weapon, you expend one piece of Ammunition. Drawing the Ammunition from a Quiver, case, or other container is part of the Attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended Ammunition by taking a minute to Search the battlefield. If you use a weapon that has the Ammunition property to make a melee Attack, you treat the weapon as an Improvised Weapon (see “Improvised Weapons” later in the section). A sling must be loaded to deal any damage when used in this way.
Finesse: When Making an Attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the Attack and Damage Rolls. You must use the same modifier for both rolls.
Heavy: Small creatures have disadvantage on Attack rolls with heavy Weapons. A heavy weapon’s size and bulk make it too large for a Small creature to use effectively.
Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two Weapons.
Range: A weapon that can be used to make a ranged Attack has a range in parentheses after the Ammunition or thrown property. The range lists two numbers. The first is the weapon’s normal range in feet, and the second indicates the weapon’s long range. When attacking a target beyond normal range, you have disadvantage on the Attack roll. You can’t Attack a target beyond the weapon’s long range.
Two-Handed: This weapon requires two hands when you Attack with it.
Thrown:If a weapon has the thrown property, you can throw the weapon to make a ranged Attack. If the weapon is a melee weapon, you use the same ability modifier for that Attack roll and damage roll that you would use for a melee Attack with the weapon. For example, if you throw a Handaxe, you use your Strength, but if you throw a Dagger, you can use either your Strength or your Dexterity, since the Dagger has the finesse property.

▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬

DWARF TRAITS:

Standard of Living: Rich
Bonus Equipment: A fur-lined travelling cloak, travelling gear for the current season, a bedroll, an ornamented walking stick, a backpack, comfortable boots, 10d6 silver pennies, plus choose any two: another 2d6 silver pennies, a gold coin from the hoard of Smaug the Magnificent, artisan’s tools of your choice, a musical instrument, a fine beard comb and mirror, a gold ring, a flask of dwarven spirits.

Ability Score Increase: Your Constitution score increases by 2.
Adventuring Age: Dwarves generally start their life on the road in their fifties, and do not usually consider retiring before their nineties. Around that time, they feel they can no longer stay away from their family, or want to dedicate themselves solely to the perfection of their crafts. But Dwarves can remain active until they are more than two hundred years old, and may return to adventuring if a great need arises, like the opportunity to avenge an old insult or injury, or to recover a treasure or reclaim a long-lost dwarf-hold. A healthy Dwarf who avoids a violent death can reach 250 years of age.
Size: Dwarves generally stand between 4 to 5 feet tall and can weigh upwards of 160 lbs. Your size is Medium.
Speed: Your base walking speed is 25 feet. Your speed is not reduced by wearing heavy armour.
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 proficiency with axe, hand axe, great axe, light hammer, and warhammer.
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. (Jeweller's tools chosen). You also gain proficiency in one musical instrument of your choice (Flute chosen).
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 write the secret language of your people, which has never been shared with any others.

ORIGIN: EREBOR:

As a Dwarf of the Lonely Mountain you must pick an origin of either Erebor or the Iron Hills.

Erebor: You belong to the line of Durin’s folk once native to Erebor, though you may have spent much of your life on the road, or come from the Blue Mountains in the West. Long accustomed to hardship, you’ve learned much in your time, but you’ve come home at last.

Additional Ability Score Increase: Your Wisdom score increases by 1.
Dwarven Toughness: Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.
Road Wisdom: You may choose one additional tool proficiency of your choice. (Pipe Smoking Supplies chosen)

WARRIOR CLASS FEATURES - HIT POINTS:

Hit Dice: 1d10 per Warrior level
Hit Points at 1st Level: 10 +your Constitution modifier. Hit Points at Higher Levels: 1d10 (or 6) +your Constitution modifier per Warrior level after 1st.

WARRIOR CLASS FEATURES - PROFICIENCIES:

Armour: All armour, shields
Weapons: Simple weapons, Marital weapons
Tools: None
Saving Throws: Strength, Constitution
Skills: Chose two from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, Survival, and Tradition

WARRIOR CLASS FEATURES - STARTING EQUIPMENT:

You start with the following extra equipment, in addition to equipment granted by your Standard of Living.

Rich: Heavy mail, a martial weapon, a shield or a great shield, a short bow or a great bow with a quiver of 20 arrows.

WARRIOR CLASS FEATURES - FIGHTING STYLE (GREAT WEAPON):

You adopt a particular fighting style as your speciality. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.

Great Weapon Fighting: 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 re-roll 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.

WARRIOR CLASS FEATURES - SECOND WIND:

You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your Warrior level. Once you use this feature, you must finish a short or long rest before you can use it again.

WARRIOR CLASS FEATURES - ACTION SURGE:

Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action on top of your regular action and a possible bonus action. Alternatively, if you spend Inspiration, you may give your Action Surge to a nearby ally as a reaction. The ally must use the Action Surge immediately.

Once you use this feature, you must finish a short or long rest before you can use it again.

Starting at 17th level, you can use it twice before a rest, but only once on the same turn.

BACKGOUND: HARROWED:

Things are not going to end well for you. You’ve known this for most of your life, although you don’t quite understand why. It may just be a gut feeling or perhaps you took some prophetic dream to heart and assume that you’re going to be denied a happy ending in life. You just soldier on as best you can before the inevitable happens, hoping that your actions will at least make you worth remembering in the songs and tales now being written.

Skill Proficiencies: Investigation, Lore
Feature: Foreknowledge; Your dream often grants you riddles, verses and visions that not only directly aid you on your quest but also tangentially give you an insight into people and places that may only be peripherally related to your dream. Whenever you enter a new community or meet a person of note, you may have a flash of insight about their relationship to your dream. For example, if you are meeting a lord for the first time you may recall that a dream-verse indicates that he acts honourably, which likely means that you can trust him. Similarly, you may walk into a community with a vision of their friendly faces turning to abandonment and even betrayal when they stand with others in the face of Shadow.

Be forewarned, however, that such knowledge may be incomplete. The lord may have acted honourably over guilt about his past duplicity, and the community may only have broken and run due to the influence of the agents of Shadow.

- Distinctive Quality: Grim. You are so troubled by the portents of your dream that you cannot help but display it.

- Speciality: Smoking. Sometimes the best way to interpret dreams is to light a pipe and reflect on them.

- Hope: The more I understand my dream, the less I fear what I need to do.
- Despair: My dream is too abstract and incomplete; I’ll never understand it.

▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬

SKILLS: Acrobatics (Dex) +1; Animal Handling (Wis) +1; Athletics (Str) +2; History (Int) +0/+4*; Insight (Wis) +3**; Intimidation (Cha) +2**; Investigation (Int) +2**; Lore (Int) +2**; Medicine (Wis) +1; Nature (Int) +0; Perception (Wis) +1; Performance (Cha) +0; Persuasion (Cha) +0; Riddle (Wis) +1; Shadow-Lore (Int) +0; Sleight of Hand (Dex) +1; Stealth (Dex) +1; Survival (Wis) +1 & Traditions (Int) +0

* Stonecunning: For Intelligence (History) ability checks related to the origin of stonework only
** Proficient Skill

LANGUAGES: Dalish, Khuzdul & Westeron

EQUIPMENT: Heavy Mail; Great Axe; a Shield; a Hammer; a Dagger and a Shortbow with a quiver of 17/20 arrows.

Wears a fur-lined russet coloured travelling cloak; comfortable boots; bears an an ornamented walking stick; and is equipped with Autumn and Winter Travelling Gear (includes appropriate garb, backpack, bedroll, hooded lantern, mess kit, a flask of oil, a pouch, 50’ hempen rope, a waterskin, a whetstone & 7 days rations). Also carries Artisans Tools (Pipe Smoking Supplies) and Pouch of Pipe-weed (10 uses).

WEALTH:

Gold Pieces:
Silver Pennies: 17
Copper Coins:
Treasure: A gold coin from the hoard of Smaug the Magnificent (a gift from his father).

APPEARANCE: Ónar is a hale and hearty dwarf, with flowing blonde hair and full beard. His brow is oft furrowed with grim concern, or in deep thought... or perhaps both.

HISTORY:

Born in the Blue Mountains in TA 2883, Ónar was the only son of Óin. As befitted the scion of one of the famed members of Thorin’s Company, young Ónar’s childhood in the Kingdom Under The Mountain was steeped in learning and honing traditional dwarven crafts - both martial and mundane.

Having also been brought up on the hearth tales of Thorin’s Company, the youthful Ónar always yearned to make his way in the wilds, and seek out adventures worthy of being storied. Fancying himself as somewhat of a heroic explorer he resolved to delve deep and travel far, honing his skills for such. So it is he finds himself answering King Bard's call...

As much as the young dwarf is driven, he is also haunted. A reoccurring dream follows him wherever he lays his head... a foreboding mix of dread and the ominous phrases: "The Watcher in the Water" and "Drums, drums in the Deep."... Neither have any apparent meaning to Ónar, yet he zealously searches for clues to their meaning.