KIP ICEHEART, L16 Rock Gnome Barbarian
STR 14 (+2)
DEX 12 (+1)
CON 18 (+4)
INT 11 (+0)
WIS 10 (+0)
CHA 09 (-1)
HP 147
AC 17 (Unarmored
Defense w/shield)
Traits:
Darkvision.
Gnome Cunning.
Artificer’s Lore.
Tinker.
Languages: Common, Giant, Gnomish
Proficiencies: +5
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
Features:
Wanderer.
Rage
Unarmored Defense
Reckless Attack
Danger Sense
Primal Path: Totem Warrior
- Spirit Seeker
- Totem Spirit: Bear
- Aspect of the Beast: Eagle
- Spirit Walker
- Totemic Attunement: Wolf
Extra Attack
Fast Movement
Feral Instinct
Brutal Critical (2d)
Relentless Rage
Persistent Rage
Equipment:
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.
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