> [!infobox] > # [[Gomash the Sossal Wanderer]] > ![[gomash of sossal.png]] > > ||| > |---|---| > |Race| Shifter, Beasthide > |Gender| Male > |Age| 26 > |Body type| Inverted Triangle > |Height| 4'11" > |Weight| 100 lb > |Hair| Shaggy Silver > |Eyes| mottled brown > |Skin| Ash-grey > |Alignment| CN > |Faction| Kaitastrophe > |Home|Sossal > %%[[Character Index]]%% # [[Gomash the Sossal Wanderer]] ### At a Glance ### Personality ### Occupation Lumberjack ### Goal(s) - Finding his Lycan father that was last heard went back to his homeland called Sword Coast. - figure out what this stupid dream of his is about and WHERE IN NINE HELL IS THIS GREENEST? ### Want(s) ### Need(s) ### Relationship(s) ## Background: Barbar is from Sossal, currently working as a forester for the Hornhollow in Wood of Sharp Teeth. He has his polar bear cloak with bear's head still intact from his coming of age ceremony before he left Sossal. He was told his father was a wanderer like himself and he came from the Sword Coast with a blood of a lycan. He left Sossal, it's a region and could come up with a hometown, because he was ostracized for having ashen skin and his condition where he gets emotional and turns into a wild animal. His mother, Ulyssa, Recently, every five nights, you have a strange sequence of apocalyptic dreams. The world is destroyed by cold, choking fumes, lightning storms, waves of acid, and horrible fire. Each time, the dream ends with ten evil eyes glaring at you from the darkness. You feel a strange compulsion to travel to Greenest. Perhaps the answer to the riddle of your dreams awaits you there. Despite his close proximity to the Greenest, he was not the best when it came to directions and took a while before getting a map and finally getting some help by the travelers to get some direction to the Greenest.... As for the character concept I am wondering there's a Jekyll and Hyde or Hulk concept when he rages. It's bit more complex as when he rages he turns into a beast and therefore he has very little control over what he can do when he's in beast mode. This is one of the reason why Gomash stay away from the civilization. His aggression might be a trigger to become a beast and he either let his emotion run its course or someone to calm him down. ## Character Sheet (D&D5e) > [!columns] > > | | | > | --- | :---: | > | STR | 18 | > | DEX | 16 | > | CON | 18 | > | INT | 11| > | WIS | 14 | > | CHA | 13 | > > > ||| > |-|:-:| > |AC|17| > |Proficiency|+3| > |Save Prof| STR / CON| > > | | | > | -------------------- | ------------------------------- | > | Senses | Darkvision 60ft | > | Languages | Common, Dwarvish | > | Damage Resistances | | > | Weapon Proficiencies | Simple Weapons, Martial Weapons | > | Armor Proficiencies | Light, Medium | > | Tool Proficiencies | Dice Set | > > | Proficiency | Name | Key Stat | Expertise | > | ------------------------ | --------------- | --- | ------------------------ | > | <input type="checkbox" > | Acrobatics | Dex | <input type="checkbox" > | > | <input type="checkbox" checked> | Animal Handling | Wis | <input type="checkbox" > | > | <input type="checkbox" > | Arcana | Int | <input type="checkbox" > | > | <input type="checkbox" checked> | Athletics | Str | <input type="checkbox" > | > | <input type="checkbox" > | Deception | Cha | <input type="checkbox" > | > | <input type="checkbox" > | History | Int | <input type="checkbox" > | > | <input type="checkbox" checked> | Insight | Wis | <input type="checkbox" > | > | <input type="checkbox" > | Intimidation | Cha | <input type="checkbox" > | > | <input type="checkbox" > | Investigation | Int | <input type="checkbox" > | > | <input type="checkbox" > | Medicine | Wis | <input type="checkbox" > | > | <input type="checkbox" > | Nature | Int | <input type="checkbox" > | > | <input type="checkbox" checked> | Perception | Wis | <input type="checkbox" > | > | <input type="checkbox" > | Performance | Cha | <input type="checkbox" > | > | <input type="checkbox" > | Persuasion | Cha | <input type="checkbox" > | > | <input type="checkbox" > | Religion | Int | <input type="checkbox" > | > | <input type="checkbox" > | Sleight of Hand | Dex | <input type="checkbox" > | > | <input type="checkbox" > | Stealth | Dex | <input type="checkbox" > | > | <input type="checkbox" checked> | Survival | Wis | <input type="checkbox" > | ### Features >[!feat]- Background: Far Traveler >- Skill Proficiencies: Insight, Perception >- Tool Proficiencies: Any one musical instrument or gaming set of your choice, likely something native to your homeland - dice set >- Languages: One of your choice - >- Equipment: One set of traveler's clothes, any one musical instrument or gaming set you are proficient with, poorly wrought maps from your homeland that depict where you are in Faerûn, a small piece of jewelry worth 10gp in the style of your homeland's craftsmanship, and a pouch containing 5gp >- Origin: Sossal. Few have heard of your homeland, but many have questions about it upon seeing you. Humans from Sossal seem crafted from snow, with alabaster skin and white hair, and typically dressed in white. > > Sossal exists far to the northeast, hard up against the endless ice to the north and bounded on its other sides by hundreds of miles of the Great Glacier and the Great Ice Sea. No one from your nation makes the effort to cross such colossal barriers without a convincing reason. You must fear something truly terrible or seek something incredibly important. > [!item] Ring of Mind Shielding > Source: Dungeon Master's Guide > > Ring, uncommon (requires attunement) > > While wearing this ring, you are immune to magic that allows other creatures to read your thoughts, determine whether you are lying, know your alignment, or know your creature type. Creatures can telepathically communicate with you only if you allow it. > > You can use an action to cause the ring to become invisible until you use another action to make it visible, until you remove the ring, or until you die. > > If you die while wearing the ring, your soul enters it, unless it already houses a soul. You can remain in the ring or depart for the afterlife. As long as your soul is in the ring, you can telepathically communicate with any creature wearing it. A wearer can't prevent this telepathic communication. > [!feat] Alert (level 1) > Always on the lookout for danger, you gain the following benefits: > > • You gain a +5 bonus to initiative and you add half your proficiency bonus to your initiative. If a feature you have would already add half your proficency bonus to your intiative, you can instead add your full proficiency bonus to your initiate instead. > > • You can't be surprised while you are conscious. > > • Other creatures don't gain advantage on attack rolls against you as a result of being unseen by you. > > [!feat] Mage Slayer (Level 4) > You have practiced techniques useful in melee combat against spellcasters, gaining the following benefits: > > • When a creature within your reach or thrown weapon range casts a spell, you can use your reaction to make a melee weapon attack or thrown weapon attack against that creature before the spell is cast. If the spell being cast is a Concentration spell, the creature must make a Concentration saving throw or lose the spell before it is cast. > > • When you damage a creature that is concentrating on a spell, that creature has disadvantage on the saving throw it makes to maintain its concentration. > > • You have advantage on saving throws against spells cast by creatures within 5 feet of you. > [!feat] Savage Attacker (Level 6) > • Increase your Strength by 1, to a maximum of 20. > > • Once per turn when you roll damage for a melee weapon attack, you can reroll the weapon's damage dice and use either total. > > • When you score a critical hit on a melee weapon attack, you can add twice your Strength modifier as damage. > [!trait] Shift [Bonus Action] [prof/day] > You can assume a more bestial appearance. This transformation lasts for 1 minute, until you die, or until you revert to your normal appearance as a bonus action. When you shift, you gain temporary hit points equal to 2 x your proficiency bonus (`dice:(2*prof)+1d6|nodice`). You can shift a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. > > **Beasthide**. You gain 1d6 additional temporary hit points. While shifted, you have a +1 bonus to your Armor Class. ```dataview table session as Session, date as "Date" from #ttrpg where file.frontmatter.campaign = this.file.frontmatter.campaign sort date desc ```