I have ran Storm King's Thunder (we actually just wrapped it up a few weeks ago...lol) but I am really good at not metagaming... can I play? :) If not that's fine... I just thought it was an awesome adventure that would be fun to play as well.
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"...Debts must always be paid, sometimes in more than blood and gold. But this is Ordo Ursa," Ren places his hand on Erakas's chest, right where the Dragonborn's heart is. "Right here. And it always has been and always will be. Don't ever forget that. Because I won't."
Rentaro Caeli- Air Genasi Mystic: Order of the Nomad (Storm King's Thunder) #TeamMod
Equipment: Explorers pack, a staff, a hunting trap, a trophy from an animal you killed (the head of a bear I killed with my bare hands, worn on my own head), a set of traveler’s clothes, and a belt pouch containing 10 gp, 2 gemstones, 1 Potion of Healing and Cloak of Protection (+1 AC)
Description and Background:
Age: 18 Height: 7'2" Weight: 300 lbs Eyes: Blue Hair: Brown (single braid from the top of the head) Skin: Gray
Rockhand is the last of her tribe, and spends her time traveling, trying to find the Orc horde that destroyed her homelands. She's quick to anger, and feels violence is always the best way to handle most situations.
Features and such:
Stone’s Endurance- You can focus yourself to occasionally shrug off injury. When you take damage, you can use your reaction to roll a d12. Add your Constitution modifier to the number rolled, and reduce the damage by that total. After you use this trait, you can’t use it again until you finish a short or long rest.
Rage- In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action. 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 bonus to the damage roll that increases as you gain levels as a barbarian, as shown in the Rage Damage column of the Barbarian table. 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.
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.
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.
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.
Primal Path At 3rd level, you choose a path that shapes the nature of your rage. The Path of the Berserker is detailed at the end of the class description, and additional primal paths are available in other sources. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th levels.
Extra Attack Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Fast Movement Starting at 5th level, your speed increases by 10 feet while you aren’t wearing heavy armor.
Path of the Berserker For some barbarians, rage is a means to an end—that end being violence. The Path of the Berserker is a path of untrammeled fury, slick with blood. As you enter the berserker’s rage, you thrill in the chaos of battle, heedless of your own health or well-being.
Frenzy Starting when you choose this path at 3rd level, you can go into a frenzy when you rage. If you do so, for the duration of your rage you can make a single melee weapon attack as a bonus action on each of your turns after this one. When your rage ends, you suffer one level of exhaustion.
"Your recent adventures have brought you to Bryn Shander, the largest of ten settlements known as Ten-Towns, located in the frigid heart of Icewind Dale. The town is situated atop a hill south of the mountain known as Kelvin's Cairn, a major landmark in Icewind Dale. From its windswept perch, Bryn Shander has a commanding view of the surrounding tundra, and an attacking force must climb the barren hillside under fire from archers before it can assault the outer wall.The circular wall that surrounds Bryn Shander stands 30 feet high and is made of tight-fitting stone blocks. Each community in Ten-Towns has an elected speaker who leads the residents and represents their interests. The current speaker of Bryn Shander is Duvessa Shane."
[Describe what you are doing in Bryn Shander. The biggest city in Ten-Towns has a lot to offer to seasoned adventurers.]
[If you are looking for a Inn with no troublemakers and reasonable prices, there is Geldenstag's Rest, the oldest inn in town. The most popular tavern is Kelvin's Comfort, which is run by a dwarf. Extensive stock of dwarven ales and brandies can be found there. Otherwise, the town has a good marketplace, an armoury, an adventurer shop called Blackiron Blades. But the largest trade house is Rendaril's Emporium.]
Ogden gives a look at the huge goliath just showed in its tavern. He silently hope that she does not destroy the ceiling...or anything else for that matter. " Good evening to ya my....lady. Ale? Nahhh, for ye better Flamebeard's Firebrandy. Something you can handle, sure am I." He then pours the firebrandy.
Features: Favored Enemy (Humanoid) Natural Explorer, Two-Weapon Fighting, Spellcasting, Primeval Awareness, Animal Companion (Black Bear), Companion’s Bond, Coordinated Attack Alignment: CN Personality Trait: I feel far more comfortable around animals than people. Ideal: Nature: The natural world is more important than all the constructs of civilization. (Neutral) Bond: An injury to the unspoiled wilderness of my home is an injury to me. Flaw: Don't expect me to save those who can't save themselves. It is nature's way that the strong thrive and the weak perish.