Kresh the Kind

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Revision as of 18:25, 25 May 2018 by PauloDeWalshio (talk | contribs) (Added Backstory and Description)
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Stat Block

STR DEX CON INT WIS CHA
16 12 16 10 13 8
+3 +1 +3 +0 +1 -1
  • Level: 1
  • Race: Half-orc
  • Class: Barbarian
    • Subclass:
  • Alignment:
  • Background: Outlander
  • Proficiency bonus: +2
  • Total Hit Points: 15
  • Passive Perception: 13
  • Armor Class: 14
  • Personality: I feel far more comfortable around people than animals. My friends can rely on me no matter what.
  • Ideal: Redemption. Through my actions, I seek to redeem myself from past crimes.
  • Bond: I ran away from the Ura'Gar and never looked back, but I always fear that fate will bring me back to them in one way or another some day.
  • Flaw: The krazkar painted onto my body will always mark me as a member of the Ura'Gar clan.

Description

Kresh the Kind is an imposing figure, standing just above 6 foot and with a good 245 pounds worth of muscle, not helped by his blood-red eyes, his scraggly black mohawk and beard, and the large claw marks that run from his forehead down to his jawline. His deep verdant skin is contrasted by the several bright white krazkar (which roughly translates to 'honor marks') of varying design that are located at various points around his body - three stripes run down his right cheek, symbolising his three rites of passage and forever marking him as a member of the Ura'Gar until death; a snarling bear head can be found on the upper quarter of his back, representing his first independent kill; a single eye has been placed in the middle of his right hand, which symbolises the vigilance that saved his raiding party from a rival clan; lastly, a depiction of a fractured skull can be found on his right bicep, serving as a constant reminder of the human priest that Kresh was pressured into killing.

Proficiencies and Skills

  • Acrobatics (Dex) +
  • Animal Handling (Wis) +3
  • Arcana (Int) +
  • Athletics (Str) +5
  • Deception (Cha) +
  • History (Int) +
  • Insight (Wis) +
  • Intimidation (Cha) +1
  • Investigation (Int) +
  • Medicine (Wis) +
  • Nature (Int) +
  • Perception (Wis) +3
  • Performance (Cha) +
  • Persuasion (Cha) +
  • Religion (Int) +
  • Sleight of Hand (Dex) +
  • Stealth (Dex) +
  • Survival (Wis) +3


  • Saving Throws: Str +5, Con +5
  • Languages: Common, Orcish, Goblin.
  • Tools: Drums
  • Training: ---
  • Weapons and Armor: Light, medium, shields, all weapons.

Spells and Features and Feats

  • Darkvision 60 ft.
  • Wanderer
  • Relentless Endurance: once per LR, drop to 1 HP instead of 0.
  • Savage Attacks: when you score a critical hit, roll one additional weapon damage die.
  • Rage: 2 per lR. 1 minute, advantage on Str checks and saves, +2 melee damage, resistance to mundane bludg, pierc and slash damage.
  • Unarmored Defense: without armor, AC is 10+Con bonus+Dex bonus.

Weapons and Armor

  • Greataxe +5 1d12+3 slash
  • Handaxe +5 1d6+3 slash, 2.
  • Javelin +5 1d6+3 piercing, 4.

Backstory

Kresh was born into the Ura'Gar Clan (which roughly translates to "Ancestor's Chosen" in Common), a tribe comprising mainly of Orcs located near the border between the Orcish Union and the Bright Council's lands. Born to one of the tribe's fiercest warriors and one of the few humans worthy enough to be considered Ura'Gar, it was believed that Kresh was destined to become one of the tribe's deadliest warriors. Much to the confusion and dismay of his parents and their compatriots, Kresh turned out to be a kind, sensitive soul who baulked at the idea of killing anything. This did not endear him to the other children, who quickly labelled him 'Kresh the Softy' and proceeded to mercilessly bully him at every opportunity. Kresh eventually had enough of the abuse and lashed out at one of his assailants in fury, quickly taking the boy to the ground and beating him so badly that the other kids never so much as looked at him funny ever again. Kresh gained a new nickname that day - 'Kresh the Berserker', and this one stuck with him for the rest of his days in the clan. When he turned 14 and the time finally came for Kresh to undergo his three rites of passage, he channelled that burning rage once more and dominated all three of them, with the only significant challenge being his first independent kill - a large grizzly bear, which left him with his first ever scars.

Kresh celebrated with the rest of the clan and happily received his first krazkars - 'honour marks', permanent tattoos that each symbolise some great accomplishment or victory - but he couldn't help but feel that something was wrong, that he had failed in some way. That feeling stalked him throughout the rest of his life in the Ura'Gar, growing stronger and stronger with every supposedly necessary raid he and his raiding party went on. He only realised why that was the case soon after his 18th birthday when he and his raiding party were sent to deal with a group from the Bright Council's land that had been spotted encroaching on the Ura'Gar territory. The party stalked the group, consisting of a simple priest and a few mercenaries, for several days. During this time, Kresh and his fellow clansmen overheard the priest talk about his wish for peace between the Orcish Union and the Bright Council, and how he hoped his preaching could be the first step towards that peace. While the others laughed at the idea that any self-respecting Orc would want anything to do with anyone who represented the Bright Council, Kresh felt inspired by the priest's words. He decided that, while he obviously couldn't allow the entire group to survive, he would allow the priest to flee in the coming battle so that he could spread his message of peace elsewhere. Unfortunately, when the time of battle came, Kresh allowed his rage to overcome him and take control as it did in every battle, and when the red mist faded he found himself caving the poor priest's head in. The raiding party returned home a few days later and were marked with new krazkar in celebration. That night, Kresh wept as he realised just how monstrous he had become.

The next morning, the rest of the Ura'Gar woke to discover that Kresh had simply disappeared from the clan without a trace overnight. He had packed up everything he considered worth taking and simply set out for Bright Council lands, determined to put as much distance between himself and his clan as he reasonably could. Eventually, several months later, he came across a town called High Home...or rather some of its citizens came across him, lying unconscious in the middle of the road, near-dead after being set upon by a large pack of wolves. He was nursed back to health by the townsfolk that found him, an elderly human couple by the names of Samuel and Alice Leinhil, and as thanks, he offered to work on their farm for no compensation. The pair wouldn't allow it, however, and said that, if he wouldn't accept money, as long as he worked on the farm he would have a bed to sleep in and food to eat. Kresh agreed to this and began to work for the Leinhil's, doing most of the manual labour that Samuel was too old to do. He quickly befriended the couple, especially since they respected his wish to not talk about where he was from or why he was on the road. Alice encouraged Kresh to find other work in town, so that he could earn a little money for himself and, after patiently explaining to Kresh what money was and how it worked, he agreed and soon began to look for other work in town.

Initially, most of the town was unsure of what to make of the massive, mostly silent half-orc covered in strange tattoos, but as he began to take on other jobs in High Home, including defending the town on several occasions, for little to no money they warmed up to him and began to treat him as one of their own. Kresh, in turn, opened up to them and became more talkative (though not to the point where he'd talk about his past beyond very broad strokes), and he soon realised that he genuinely liked living in High Home in a way he never felt with the Ura'Gar. Kresh has, for now, decided to settle in High Home until he figures out what he wants to do with his life now. He recently discovered that the townsfolk have given him a new nickname, one he much prefers - 'Kresh the Kind'.

Retainers, Familiars, and Mounts

Possessions, Mundane

Adventurer's Pack, staff, hunting trap, necklace of bear teeth.

Possessions, Treasure

Gold: 10

Possessions, Party Loot

Possessions, Magical


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