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Borin Stoneledger - AI-generated fantasy Character

Borin Stoneledger

Goliath · Barbarian (Path of the Totem Warrior (Bear)) · Level 14 · Criminal

Borin Stoneledger

Calm, deliberate, and unnervingly pragmatic, Borin treats violence as a ledger item, not an emotion.
AC15
HP131/131
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 15 · HP 131 · 40 ft.
AlignmentLawful NeutralGenderMaleAge34
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRCONDEXINTWISCHA

Skills

  • AthleticsSTR
  • DeceptionCHA
  • IntimidationCHA
  • PerceptionWIS
  • StealthDEX

Armor

Light armor,
Medium armor,
Shields

Weapons

Simple weapons,
Martial weapons

Tools

Gaming set, dice,
Thieves' tools

Languages

Common,
Giant

Features

20 features

Action

  • Extra AttackLevel 5

    You can attack twice, instead of once, whenever you take the Attack action on your turn.

Reaction

  • TraitGoliathStone's Endurance, as a reaction you can reduce damage by 1d12 + your Constitution modifier, once per short or long rest.

Always on

  • RageLevel 1

    When Bonus action

    Enter a furious battle state for 1 minute, gaining bonus damage, durability, and Strength-based combat power.

  • Reckless AttackLevel 2

    When When you make your first attack on your turn

    Throw caution aside to gain advantage on the first melee attack of your turn, at the cost of making attacks against you easier until your next turn.

  • Feral InstinctLevel 7

    When Initiative or surprise

    You cannot be surprised while conscious, and you roll initiative with advantage.

  • Relentless RageLevel 11

    When When reduced to 0 hit points while raging

    If rage would drop you to 0 hit points, try to cling to life with a DC 10 Constitution save, increasing by 5 after each success until you rest.

  • Unarmored DefenseLevel 1

    While you are not wearing armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier.

  • Danger SenseLevel 2

    You have advantage on Dexterity saving throws against effects you can see, such as traps and spells. You also take no damage on a successful save, and only half damage on a failed save, if the effect allows a Dexterity save to take half damage.

  • Primal PathLevel 3

    At 3rd level, you choose a primal path. You gain the path's 3rd level feature, and additional features at 6th, 10th, and 14th level.

  • Ability Score ImprovementLevel 4

    When you reach 4th, 8th, and 12th level, you can increase one ability score by 2, or two ability scores by 1, or take a feat if your table allows feats.

  • Fast MovementLevel 5

    Your speed increases by 10 feet while you are not wearing heavy armor.

  • Totem Spirit, BearLevel 6

    While raging, you have resistance to all damage except psychic damage.

  • Brutal CriticalLevel 9

    When you score a critical hit with a melee weapon attack, you can roll one additional weapon damage die and add it to the extra damage of the critical hit. This increases to two additional dice at 13th level.

  • Spirit WalkerLevel 10

    You can cast Commune with Nature as a ritual. This does not require material components, and you can normally perform it while traveling or resting, letting you learn about the surrounding natural terrain, nearby water, plants, creatures, and other features.

  • Totemic Attunement, BearLevel 14

    Your rage now projects menace. While raging, hostile creatures within 5 feet of you have disadvantage on attack rolls against targets other than you or another creature that also has this feature.

  • TraitGoliathAbility Score Increase, +2 Strength and +1 Constitution.
  • TraitGoliathNatural Athlete, you have proficiency in Athletics.
  • TraitGoliathPowerful Build, you count as one size larger when determining carrying capacity, pushing, dragging, and lifting.
  • TraitGoliathMountain Born, you are acclimated to high altitude, and you naturally adapt to cold climates and rugged mountain conditions.
  • Criminal ContactCriminal

    You have a reliable and trusted contact who acts as your liaison to a network of criminals, fences, informants, and fixers. That contact can be called on for information, favors, or safe passage into the underworld, provided you do not betray the network's trust.

Gear

8 items

Weapons

  • Greataxe
    A massive greataxe, favored as the symbol of his authority and the final argument in negotiations.
  • 2×
    Handaxe
    Light throwing axes used for intimidation, pursuit, and finishing off fugitives.
  • 4×
    Javelin
    A set of four balanced throwing spears for patrols and ambushes.

Armor

  • Shield
    A shield painted with a bear paw emblem, used as both defense and a visible sign of his rank.

Tools

  • Crowbar
    A small crowbar for forced entry and quick leverage.

Gear

  • Explorer's Pack
    Travel gear, bedroll, mess kit, tinderbox, torches, rations, waterskin, and rope packed for long overland jobs.
  • Dark Common Clothes
    A hooded set of dark common clothes suitable for moving unnoticed through a dockside district.

Purse

  • 15×
    Gold Pieces
    A pouch containing his starting wealth from a life of organized crime.

Appearance

A towering goliath with weathered gray skin, shaved sides and a thick black topknot, a broken tusk scar across one cheek, and inked tally marks along his forearms for debts collected and debts forgiven. He wears a heavy fur mantle over practical leathers, a battered shield marked with a stylized bear paw, and a massive greataxe kept unnervingly clean. Even at rest he looks coiled, like a siege engine waiting for an order.

Mannerisms

He speaks slowly, like every sentence has already been weighed for profit. In conversation he often taps one knuckle against his shield when he is deciding whether to forgive someone. He never sits with his back to a door, and he addresses friends by practical titles like boss, cousin, or stonehearted until they earn a personal name.

Personality

Calm, deliberate, and unnervingly pragmatic, Borin treats violence as a ledger item, not an emotion. He is fiercely protective of the people who have earned his trust, and almost tender in private with those few. He enjoys simple luxuries, hot stew, clean work, and the sound of a door closing on a well-made bargain.

Ideals

Order. A city should be run like a stronghold, with clear rules, predictable prices, and consequences for betrayal. People are safer when someone strong enough to enforce peace is willing to do so, even if that someone is feared.

Bonds

His crew is his chosen clan, and he will shelter, avenge, and feed them before he spends a coin on himself. He keeps a carved river stone from the first caravan he ever protected, because it reminded him that even mountains answer to moving water. He is quietly trying to buy back the freedom of a younger sibling sold into service by the very gang that made him rich.

Flaws

Borin believes mercy is a luxury that must be earned, and he can become colder than he intends when a situation threatens his authority. He has trouble trusting anyone who gives respect too easily, because in his experience flattery is usually a knife with a clean grip. When challenged in public, he feels compelled to dominate the exchange, even if a subtler solution would serve him better.

Quirks

Keeps meticulous debt tallies on strips of cured leather.
Collects polished stones from every territory he controls.
Refuses to break bread with anyone unless they are invited to sit.
Names particularly dangerous rivals after bad weather.

Background

Borin Stoneledger was born high in the mountains where goliaths measure worth in endurance, scars, and the weight of what you can carry. He should have become a guide, a hunter, or a cliff runner. Instead, he learned how to count. Not coin, not at first, but favors, debts, threats, and loyalties. When his clan fell into a blood price with lowland smugglers, Borin was sent down as a negotiator. He returned with the smugglers' routes, their names, and their manners, then built a business out of all three. Before long, caravans paid him for protection, dock ward gangs paid him for peace, and petty thieves paid him to decide who got hurt less. Borin rules like a landslide. He does not shout unless he means to be heard, and when he says a person is under his protection, even rival crews tend to believe him. He prefers order to chaos, but he is not noble about it. His empire runs on fear, gratitude, and the unsettling fact that he is usually the strongest creature in the room. His crew calls him the Mountain King. His enemies call him the Bear in the Ledger, because if you cross him, he remembers, and if you threaten one of his people, he comes down on you with the patience of stone and the fury of an avalanche.

“He should have become a guide, a hunter, or a cliff runner.”
From their backstory
Background
Criminal

Connections

Species

Goliath

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