Post by Kanaan on May 25, 2019 7:00:46 GMT
Biography
Character Name: Kanaan "Kraken" Tumumira of the Joining
Character Level: 3
Race: Half-Orc
Gender: Male
Alignment: CN
Deity: None
Size: Medium
Hair: Black
Eyes: Blue onyx
Height: 8'7"
Weight: 405
Age: 26
Appearance: Unusually large even for a half-orc, his size isn’t the only thing that hints at his less than ordinary heritage. His pale gray-green skin with it’s tattoo-like rough "scaled" patches also serve to suggest that the other half of this half-orc is Goliath rather than human. His left brow ridge is twice pierced as well as his nasal septum and he wears his thick black hair in a long, tight, elaborate braid down his back. Across his back he bares four deep, diagonal scars that look to have been made by a set of very large claws. The rest of his body is also littered with various smaller scars.
History: Three decades ago a pair of young white dragons laid claim to many miles of mountain range inside The Spine of the World. Unfortunately, these ranges were already occupied by both a band of Orcs in the West and a Goliath tribe in the East. The Dragon laid waste to these settlements and drove their inhabitants to less hospitable sections of the region. Determined to have their homes and lands returned to them these two groups did a very unlikely thing, they banded together. The newly formed alliance made an attack on the dragon pair and after nearly two full days of fighting finally managed to bring one of them down and drive the other away. After accessing both their losses and the victory they were able it achieve, it was decided that the alliance would stand. Where once there were two clans, there would now be one.
Kanaan is of the first generation born from this joining. The offspring of the joining seemed to be even more well suited for the harsh conditions of the Spine than even their parents had been, and each of their births we celebrated as a boon for the clan. Like most of his peers, Kanaan spent his formative years training, hunting and learning the terrain of his homeland. When he came of age, he earned his place in the tribe by ritual combat, claiming both a coveted spot among the tribe’s front line fighters and a desirable mate. For nearly all of Kanaan’s life the Tribe of the Joining was prosperous and victorious, fending off invading tribes and raiding others in their turn. Kanaan’s first child was the second of the second generation and it’s first son. The children were hardy. The tribe was strong. Life was good.
In one night, two years ago, it was all wiped away in a flurry of ice and claws. The young white dragon, now fully grown, had returned, bringing with it it’s violence and it’s vengeance. The battle horn blew and the tribe mustered, but it was all too late, the battle had ended almost before it had begun. The dragon had won, the Tribe of the Joining was no more, it’s survivors scattered or taken for service to the Dragon’s whims.
Kanaan lay battered, broken, half frozen, but alive at the base of one of the mountains. Days later, he rose to his feet, covered in blood, his right eye damaged beyond repair, broken bones grinding under his skin and began to walk. Eventually, half delirious and moving under sheer force of will, rage and anguish he stumbled into the outskirts of Mirabar and collapsed. He was found, taken in and nursed back to health with both magical and mundane means. He stayed on at the mines for 6 months in order to repay his debt from the healing as well as to earn a little coin for himself and his new life before eventually making his way to Waterdeep.
Personality: Kanaan is competitive by nature and nurture, but he’s not a sore loser and winning isn’t everything as we often learn the best lessons in defeat. He doesn’t often spend a lot of time thinking about or considering a situation before acting often being brash, rash and even a little reckless. Though he relies on rage in battle and he loves a good fight, he is not actually an overly angry or hot-headed person. There are times when his jubilant facade will fall aside and he becomes broody and taciturn particularly with people he doesn’t know or with those he doesn’t trust. He is a fan of Dwarvan ale, Elvish wine and goblin moonshine. Talk of dragons will either make him twitchy or violently angry, depending on the exact nature of the discussion and just how much of the aforementioned beverages have found there way into his gullet. (I've tried to keep this vague, but useful as I'm not going to be completely sure about his personality until I actually play him a bit)
Stats
Ability Scores
Using point buy or the standard array give us the following stats:
Strength: 17 (+3)
Dexterity: 14 (+2)
Constitution: 16 (+3)
Intelligence: 8 (-1)
Wisdom: 8 (-1)
Charisma: 10 (0)
Class Barbarian - Path of the Berserker
Rage, Unarmored Defense, Reckless Attack, Danger Sense, Frenzy
Skills
Acrobatics +4
Athletics +5
Intimidation +2
Perception +1
Sleight of Hand +2
Stealth +2
Survival +1
Proficiencies & Languages
Armor: Light armor, medium armor, shields
Weapons: Simple weapons, martial weapons
Tools: Smith's Tools
Saving Throws: Strength, Constitution
Skills: Athletics, Survival, Perception, Acrobatics, Intimidation
Languages: Orc, Giant, Common
Background Child of Two Worlds (created with D&D Beyond) - Born of parents from two different cultures. Raised and and living in a mesh of both of those cultures.
Skill Proficiencies: Acrobatics, Perception
Tool Proficiencies: Smith's Tools
Languages: Giant
Background Feature
: All Eyes on You
(from Far Traveler
)
Your accent, mannerisms, figures of speech, and perhaps even your appearance all mark you as foreign. Curious glances are directed your way wherever you go, which can be a nuisance, but you also gain the friendly interest of scholars and others intrigued by far-off lands, to say nothing of everyday folk who are eager to hear stories of your homeland.
You can parley this attention into access to people and places you might not otherwise have, for you and your traveling companions. Noble lords, scholars, and merchant princes, to name a few, might be interested in hearing about your distant homeland and people.
Racial Traits
Darkvision, Menacing, Relentless Endurance, Savage Attacks
Bonus Action
Two-Weapon Fighting
Gear Battle Axe, 4 Javelins, Whip, Backpack, Bedroll, Mess kit, 10 days of rations, 50 feet of rope, tinderbox, 10 torches, waterskin, basic wood and metal shield, pouch with 250 gp, dagger, Clothes (Black hide breeches, brown leather harness strapping, belt, purple sash, fancy leather and metal bracers, black leather gloves, black and brown boots with fur lined splint shin guards.)
Character Name: Kanaan "Kraken" Tumumira of the Joining
Character Level: 3
Race: Half-Orc
Gender: Male
Alignment: CN
Deity: None
Size: Medium
Hair: Black
Eyes: Blue onyx
Height: 8'7"
Weight: 405
Age: 26
Appearance: Unusually large even for a half-orc, his size isn’t the only thing that hints at his less than ordinary heritage. His pale gray-green skin with it’s tattoo-like rough "scaled" patches also serve to suggest that the other half of this half-orc is Goliath rather than human. His left brow ridge is twice pierced as well as his nasal septum and he wears his thick black hair in a long, tight, elaborate braid down his back. Across his back he bares four deep, diagonal scars that look to have been made by a set of very large claws. The rest of his body is also littered with various smaller scars.
History: Three decades ago a pair of young white dragons laid claim to many miles of mountain range inside The Spine of the World. Unfortunately, these ranges were already occupied by both a band of Orcs in the West and a Goliath tribe in the East. The Dragon laid waste to these settlements and drove their inhabitants to less hospitable sections of the region. Determined to have their homes and lands returned to them these two groups did a very unlikely thing, they banded together. The newly formed alliance made an attack on the dragon pair and after nearly two full days of fighting finally managed to bring one of them down and drive the other away. After accessing both their losses and the victory they were able it achieve, it was decided that the alliance would stand. Where once there were two clans, there would now be one.
Kanaan is of the first generation born from this joining. The offspring of the joining seemed to be even more well suited for the harsh conditions of the Spine than even their parents had been, and each of their births we celebrated as a boon for the clan. Like most of his peers, Kanaan spent his formative years training, hunting and learning the terrain of his homeland. When he came of age, he earned his place in the tribe by ritual combat, claiming both a coveted spot among the tribe’s front line fighters and a desirable mate. For nearly all of Kanaan’s life the Tribe of the Joining was prosperous and victorious, fending off invading tribes and raiding others in their turn. Kanaan’s first child was the second of the second generation and it’s first son. The children were hardy. The tribe was strong. Life was good.
In one night, two years ago, it was all wiped away in a flurry of ice and claws. The young white dragon, now fully grown, had returned, bringing with it it’s violence and it’s vengeance. The battle horn blew and the tribe mustered, but it was all too late, the battle had ended almost before it had begun. The dragon had won, the Tribe of the Joining was no more, it’s survivors scattered or taken for service to the Dragon’s whims.
Kanaan lay battered, broken, half frozen, but alive at the base of one of the mountains. Days later, he rose to his feet, covered in blood, his right eye damaged beyond repair, broken bones grinding under his skin and began to walk. Eventually, half delirious and moving under sheer force of will, rage and anguish he stumbled into the outskirts of Mirabar and collapsed. He was found, taken in and nursed back to health with both magical and mundane means. He stayed on at the mines for 6 months in order to repay his debt from the healing as well as to earn a little coin for himself and his new life before eventually making his way to Waterdeep.
Personality: Kanaan is competitive by nature and nurture, but he’s not a sore loser and winning isn’t everything as we often learn the best lessons in defeat. He doesn’t often spend a lot of time thinking about or considering a situation before acting often being brash, rash and even a little reckless. Though he relies on rage in battle and he loves a good fight, he is not actually an overly angry or hot-headed person. There are times when his jubilant facade will fall aside and he becomes broody and taciturn particularly with people he doesn’t know or with those he doesn’t trust. He is a fan of Dwarvan ale, Elvish wine and goblin moonshine. Talk of dragons will either make him twitchy or violently angry, depending on the exact nature of the discussion and just how much of the aforementioned beverages have found there way into his gullet. (I've tried to keep this vague, but useful as I'm not going to be completely sure about his personality until I actually play him a bit)
Stats
Ability Scores
Using point buy or the standard array give us the following stats:
Strength: 17 (+3)
Dexterity: 14 (+2)
Constitution: 16 (+3)
Intelligence: 8 (-1)
Wisdom: 8 (-1)
Charisma: 10 (0)
Class Barbarian - Path of the Berserker
Rage, Unarmored Defense, Reckless Attack, Danger Sense, Frenzy
Skills
Acrobatics +4
Athletics +5
Intimidation +2
Perception +1
Sleight of Hand +2
Stealth +2
Survival +1
Proficiencies & Languages
Armor: Light armor, medium armor, shields
Weapons: Simple weapons, martial weapons
Tools: Smith's Tools
Saving Throws: Strength, Constitution
Skills: Athletics, Survival, Perception, Acrobatics, Intimidation
Languages: Orc, Giant, Common
Background Child of Two Worlds (created with D&D Beyond) - Born of parents from two different cultures. Raised and and living in a mesh of both of those cultures.
Skill Proficiencies: Acrobatics, Perception
Tool Proficiencies: Smith's Tools
Languages: Giant
Background Feature
: All Eyes on You
(from Far Traveler
)
Your accent, mannerisms, figures of speech, and perhaps even your appearance all mark you as foreign. Curious glances are directed your way wherever you go, which can be a nuisance, but you also gain the friendly interest of scholars and others intrigued by far-off lands, to say nothing of everyday folk who are eager to hear stories of your homeland.
You can parley this attention into access to people and places you might not otherwise have, for you and your traveling companions. Noble lords, scholars, and merchant princes, to name a few, might be interested in hearing about your distant homeland and people.
Racial Traits
Darkvision, Menacing, Relentless Endurance, Savage Attacks
Bonus Action
Two-Weapon Fighting
Gear Battle Axe, 4 Javelins, Whip, Backpack, Bedroll, Mess kit, 10 days of rations, 50 feet of rope, tinderbox, 10 torches, waterskin, basic wood and metal shield, pouch with 250 gp, dagger, Clothes (Black hide breeches, brown leather harness strapping, belt, purple sash, fancy leather and metal bracers, black leather gloves, black and brown boots with fur lined splint shin guards.)