Against the Cult of Chaos
She may not know alot of things but she know how to hit them
|Speed||25 ft.||Hit Dice||1d12|
|Str||17 (+3)||Dex||15 (+2)||Con||16 (+3)|
|Int||9 (-1)||Wis||13 (+1)||Cha||13 (+1)|
Urgrosh: +4. Hit: 1d12 + 3 slashing damage/1d6 + 3 piercing damage.
Unarmed Strike: +3. Hit: 1d4 + 3 bludgeoning damage.
Armor & Shield Proficiencies: Light and medium armor, shields.
Weapon Profiencies: All simple and martial weapons.
Combat Expertise – Weapon Attack Bonus: +1 bonus to attack roll when using a weapon with which she has proficiency.
Combat Expertise – Martial Damage Dice: 1d6.
Iron Hide: When not wearing armor, Armor Class equals 10 + Dexterity modifier + Constitution modifier.
Rage: On her turn, may enter rage as part of action twice per day. While raging, gain following benefits: advantage on Strength-based attack rolls, checks, and saving throws; +2 bonus to melee damage rolls; and resistance to bludgeoning, piercing, and slashing damage. Can’t take reactions while raging. To maintain rage, must attack each turn. Rage also ends after 10 minutes or if she falls unconscious. Must take a short rest between rages.
Reckless Attack: When not raging, may make melee attack with advantage as action. Doing so grants advantage to attack rolls against her until her next turn.
Fast Movement: Speed increases by 10 ft. while wearing light armor or no armor.
Low-Light Vision: If no light within 30 feet, treat dim light in radius as normal light, and treat darkness as dim light.
Dwarven Resilience: Have advantage on saving throws against poison, and have resistance against poison damage.
Dwarven Weapon Training: When attacking with battleaxe, double axe, greataxe, hand axe, light hammer, maul, urgrosh, or warhammer, damage die for that weapon increases by one step.
Stonecunning: While underground, know approximate depth and how to retrace path.
Armor Mastery: While wearing medium or heavy armor, gain +1 bonus to Armor Class.
Languages: Common, Dwarvish.
Jester: Enjoys the rare privilege of speaking her mind with little concern for repercussions. May criticize through the lens of humor without offence. Can usually find a meal and a place to stay in the local castle or manor house in return for a performance.
Skill Die: 1d6.
Skills: Balance, escape artist, perform, tumble.
Improved Initiative: +4
Scale Mail; urgrosh; 5 light hammers; 2 healing kits; waterskin; sack; triangle, potion of healing; about 41 gold.
As a small child Tawnka’s family was a troupe of travelling jesters and performers. Her roles in their performances included: a balancing act along with her siblings, escaping bonds of varying sorts, acrobatic tumbling, throwing or juggling weapons and playing the triangle during comedic routines for emphasis on the punch lines. One day in the early morning hours her father woke the family up and hurriedly lead them away from the city in which they had been scheduled to perform for another 3 weeks. The following evening they were attacked and only young Tawnka survived because she was hidden in a cupboard inside the wagon. She spent an unknown number of years living in the wilderness and learning to survive by trail and error. Eventually she learned to defend herself against wild animals and bandits using blunt weapons. Over the years she collected scraps of clothing, armor and other useful items from those she defeated.
One day she was attacked by a lone human warrior and killed him. She found his camp and as she was looking through his belongings a larger group of similarly dressed warriors approached. They were part of a barbarian tribe that values strength above all else and upon seeing that she had killed one of their own instead of attacking her, they offered her his place in the tribe. For many more years she lived with them and learned their ways until she decided to leave to seek out those who had killed her family. She now joins adventuring parties in hopes of finding people bearing the same symbol as those they wore.