KIP ICEHEART, L16 Rock Gnome Barbarian
STR 14 (+2)
DEX 12 (+1)
CON 18 (+4)
INT 11 (+0)
WIS 10 (+0)
CHA 09 (-1)
AC 17 (Unarmored Defense w/shield)
Languages: Common, Giant, Gnomish
Armor: Light, Medium, Shields
Weapons: Simple, Martial
Tools: Tinker’s tools
Saves: Strength +7, Constitution +9
Skills: Animal Handling +5, Athletics +7, Nature +5, Survival +5
Primal Path: Totem Warrior
- Spirit Seeker
- Totem Spirit: Bear
- Aspect of the Beast: Eagle
- Spirit Walker
- Totemic Attunement: Wolf
Brutal Critical (2d)
Battleaxe. Melee. +7 to hit; deals 1d8 +2 slashing; versatile (1d10)
Mace. Melee. +7 to hit; deals 1d6 +2 bludgeoning.
Sling. Ranged; 30/120 ft; +6 to hit; deals 1d4 +1 bludgeoning.
Shield. Armor. AC +2.
Southlanders find the idea of a gnome barbarians somewhat funny. Northlanders know that they are anything but amusing.
Kip Iceheart grew up, wandering the slopes of the Tarcevol Mountains. When the Draconic Empire invaded, Kip’s people were largely unaffected thanks to the remoteness of their homes. Sadly, that isolation would end, drawing the gnomes into the war. Kip would meet the goliath ranger, Gorg, and his friend, the druid Nalasc. The trio would become fast friends and when the Draconic armies forced them out of the mountains, they traveled south to Darkwater. There, they encountered other adventurers and would help form Lux Tenebris.
Since the war’s end, Kip has had a strong urge to return to his homelands. The only thing keeping him in the south is his affection for Nalasc, his loyalty to Gorg and his romantic interest in Aila.
Eventually, though, Kip knows he will return home.What will happen after that? He has no idea.