Bugbear barbarian backstory

Continue Edit Del Hruggek,[1][3][7][8] Grankhul[9] Darkvision,[1][3][4] Visual vision[2] Common, Goblin[1][3][4][2] Mountains,[3] underground[5] 25012350 lb (1102160 kg)[10] Yellow to maroon[6] Yellow, orange, red, brown, greenish white[6] Large, hairy, wedge-shaped ears, increased sense of smell, hard hide, claws, strong but agile Bugbears was a massive humanoid race remotely related to , but bigger and stronger than goblins and hobgoblins. Like many wizards, bugbears spoke goblin language. [10] Description[edit | edit source] Bugbears looked like hairy, feral gofts standing 7 feet (2.1 meters) tall. They took their name from their noses and claws, which corresponded to bears. [11] Their claws were not long and sharp enough to be used as weapons, so bugbears are often armored and armed with a variety of purloined gears. [3] Most often this gear was second-rate and in poor repair. Many bugbears were chaotic evil in the adaptation, favoring stealth and surprising their opponents. [10] Personality[edit | edit source] Bugbears, like other nisseoids, had a reputation for being dim-witted and brutish. This claim was not unfounded and, like their relatives bugbears, had easily provoked temper and was prone to rage. Few bugbears overcame this flaw and their culture's brutal nature. Bugbear heroes, though rare, were consulted on and could acquire considerable renal if successful. Often the motivation for this change of heart came from the rewards earned from virtue, which in the long term were more pleasant than the short-term pleasures of evil. [12] Combat[edit | edit source] Balsag and his two giant rats standing guard in an underground chamber near Thundertree. Unlike most creatures, bugbears were particularly susceptible to the effects of Bowen's flowers, which would knock them out within minutes. [13] Society[edit | edit source] Bugbears were often found in the company of other goblis, especially goblis, as strains consisting mainly of hobgoblins and bugbears tend to be wiped out quickly by other breeds as a precaution. [12] Some bugbears also functioned independently, although tribes controlled by hobgoblins were better organized and less wild. This was partly because bugbears had little patience for diplomacy or negotiation, preferring violent solutions to conflicts unless, of course, overpowered. [2] Religion[edit | edit source] Bugbears once had their own pantheon, led by Hruggek. Bugbears often decapitated their enemies as a way to honor Hruggek, who is said to do the same. [2] From the Wand to the second Sundering, Hruggek's power was diminished, and God served as an exarch of Bane, the god of tyranny. [14] But after the second sundering, bugbears began to follow bugbear-specific gods such as Hruggek again. [9] Other bugbear gods included Grankhul, bugbear deity senses, stealth, stealth, overraskelse; [15] [16] og Skiggaret. Lokale panteoner omfattede ofte en gud af jorden, en gud for frugtbarhed, og en gud for døden. [17] Historie[edit | edit source] Mange forskere fra slutningen af 1300-tallet DR mente, at bugbears og nisser begge blev avlet af hobgoblins som slaveløb, med bugbears tjener som elite soldater. [2] Ni bugbears arbejder for Xanathar Thieves 'Guild boede på Dungeon Level of Undermountain. [18] Fire bugbears arbejder for Yek boede i Arcane Chambers Level of Undermountain, samt tyve bugbears, der tjente Xanathar Thieves 'Guild. [19] Otte bugbears boede i Azrok's Hold, på Sargauth Niveau af Undermountain. [20] Bemærkelsesværdige Bugbears[edit | edit source] Tillæg[edit | edit source] Et nyttigt trick: Hvis I står over for bugbears, der har afskåret hoveder på pigge som trofæer, kaste en magi for at gøre hovederne tale. Efter dette, kan I cozen bugbears til at gøre næsten alt. Optrædener[edit | edit source] Adventures Waterdeep • Dungeon #29: Nymph's Reward • Horder af Dragonspear • The Accursed Tower • The Dungeon of Death • City of the Spider Queen • Ekspedition til Undermountain • : Angreb på Myten Drannor • Genvinding Blingdenstone • Storm King's Thunder • Fortællinger fra Gabe portalen • Vanddep: Dungeon af Mad Mage Novels Homeland • Exile • Canticle • I Sylvan Shadows • Krig i Tethyr • Sværd Spil • Summoning • Belejringen • Skyggerige: The Fallen Lands • Opløsning • Troldmanden • Fordømmelse • Forladt Hus • Aldrigfaldende • Charons claw-tegneserier Manshakas dusørsøgere • Legender of Baldur's Gate 3 Refereres kun lænker af fortiden • Shell Game Videospil Pool of Radiance • Forbandelse af Azure Obligationer • • Secret of the Silver Blades • Eye of the Beholder • Gateway til • Dungeon Hack • • Baldur's Gate : Dark Alliance • Icewind Dale II • : Demon Stone • • Neverwinter Nights 2: Mysteries of Westgate • • Baldur's Gate: Siege of Dragonspear Board Games Temple of Elemental Evil Board Card Cards AD&D Trading Cards • Dragonfire (Chaos in the Trollclaws) Organized Play & Licensed Adventures Defiance in Phlan • Eye of the Tempest Gallery[edit | edit source] External Links[edit | edit source] References[edit | edit source] ↑ 1.0 1.1 1.2 1.3 Mike Mearls, Jeremy Crawford, Christopher Perkins (2014-09-30). Monster Manuel 5. Redigeret af Scott Fitzgerald Gray. (Troldmænd af kysten), s. 33. ISBN 978-0786965614. ↑ 2.0 2.1 2.2 2.3 2.4 2.5 Mike Mearls, Stephen Schubert, James Wyatt (juni 2008). Monster Manual 4. (Troldmænd af kysten), s. 135-136. ISBN 978-0-7869-4852-9. ↑ 3.0 3.1 3.2 3.3 3.4 3.5 3.6 Skip Williams, Jonathan Tweet, Monte Cook (juli 2003). Manual v.3.5. (Wizards of the Coast), p. 29. ISBN 0-7869- 2893-X. ^ 4.0 4.1 4.2 Reynolds, Forbeck, Jacobs, Boyd (March 2003). Breeds of Faerûn. (Wizards of the Coast), p. 136. ISBN 0-7869-2875-1. ^ 5.0 5.1 5.2 5.3 5.4 Doug Stewart (June 1993). Monstrous manual. (TSR, Inc), p. 32. ISBN 1-5607-6619-0. ^ 6.0 6.1 6.2 6.3 Gary Gygax (December 1977). Monster Manual, first edition. (TSR, Inc), p. 12. ISBN 0-9356-9600-8. ^ Eric L. Boyd, Erik Mona (May 2002). Faiths and panteons. (Wizards of the Coast), p. 221. ISBN 0-7869-2759-3. ^ Reynolds, Forbeck, Jacobs, Boyd (March 2003). Breeds of Faerûn. (Wizards of the Coast), p. 137. ISBN 0-7869-2875- 1. ^ 9.0 9.1 9.2 Wizards RPG Team (2016). Volo's Guide to Monsters. (Wizards of the Coast), p. 44-45. ISBN 978-0786966011. ^ 10.0 10.1 10.2 10.3 10.4 Wizards RPG Team (2016). Volo's Guide to Monsters. (Wizards of the Coast), p. 119. ISBN 978-0786966011. ^ a ^ David Zeb Cook et al. (1989). Monstrous compendium volume 1. (TSR, Inc), p. 17. ISBN 0-8803-8738-6. ^ 12.0 12.1 Rob Heinsoo, Logan Bonner, Robert J. Schwalb (September 2008). Forgotten Realms Player's Guide. (Wizards of the Coast), p. 20. ISBN 978-0-7869-4929-8. ^ James Butler, Elizabeth T. Danforth, Jean Rabe (September 1994). The Thunder Peaks and Storm Horns. In Karen S. Boomgarden ed. Elminster's Ecologies (TSR, Inc), p. 9. ISBN 1-5607-6917-3. ^ Bruce R. Cordell, Ed Greenwood, Chris Sims (August 2008). Forgotten Realms Campaign Guide. (Wizards of the Coast), p. 180. ISBN 978-0-7869-4924- 3. ^ Carl Sargent (May 1992). Monster mythology. (TSR, Inc), p. 53. ISBN 1-5607-6362-0. ^ Eric L. Boyd (1998). Demihuman gods. (Wizards of the Coast), p. 151. ISBN 0-7869-1239-1. ^ Carl Sargent (May 1992). Monster mythology. (TSR, Inc), p. 44. ISBN 1-5607-6362-0. ^ Christopher Perkins (November 2018). Waterdep: Dungeon of the Mad Mate. Edited by Jeremy Crawford. (Wizards of the Coast), p. 13. ISBN 978-0-7869-6626-4. ^ Christopher Perkins (November 2018). Waterdep: Dungeon of the Mad Mate. Edited by Jeremy Crawford. (Wizards of the Coast), p. 33-39. ISBN 978-0-7869- 6626-4. ^ Christopher Perkins (November 2018). Waterdep: Dungeon of the Mad Mate. Edited by Jeremy Crawford. (Wizards of the Coast), p. 55. ISBN 978-0-7869-6626-4. ^ Christopher Perkins (November 2018). Waterdep: Dungeon of the Mad Mate. Edited by Jeremy Crawford. (Wizards of the Coast), p. 33. ISBN 978-0-7869-6626-4. ^ Wizards RPG Team (2014). Lost Mine by Phandelver. Dungeons & Dragons Starter Set (Wizards of the Coast), p. 40-41. ISBN 0786965592. Connections[edit | edit source] Community content is available under CC-BY-SA unless otherwise specified. 2010/07/03, 07:23 (ISO 8601) I have a lot of trouble coming up with new proper nouns... But I want my character's background to give some people and places DM can use. In Dory's words, you can never let anything happen to him. Then nothing would ever happen to him. Not much fun for little Harpo. So I don't want my BGs to be completely DM-proof. My current character's BG mishap is. Had him in 6 levels and he feels repeated now when I left no real place in his BG for growth. I want to avoid that pitfall too, if possible. I don't think I'm doing it now, but it's hard for me to say. EDIT: I've filled out the right noun now. ----- Grizz bugbear grill (I can probably expect a lot of bear themed puns at the table.) Basic story: He's been a mercenary for a while. He's enjoying the battle. But it's starting to get too easy. Maybe his abilities are too sharp? He has heard that a group in the Opal knows where to find good matches, so he travels to Opal to seek them (the party) out. (In the world of the game, the party has gotten pretty famous.) Grizz was brought up to be a warrior in the Medvedev tribe of Bugbears, led by Baribal. Baribal was the tribe's Shaman. The tribe had very primal leanings, worship spirits, with special interest in the spirits of the bear. They believed that the bear was the most powerful of animals and that there are many things to learn from the bear. Grizz still holds on to those beliefs, even though he is no longer with what is left of his tribe. His closest relatives were Gedt - Father, Inuka - Mother, Ursius - Brother. One day he comes back from sparring with one of the other fighters, Wojtek, and sees the place searched, bugbears died everywhere. Assuming that the rest of the tribe is dead and unable to track down who did it, Grizz and Wojtek eventually began selling their combat services as mercenaries nearby in Woodville. They didn't do a particularly thorough search though, as they were too wrought by anger to concentrate, and Bugbears aren't exactly known for their detective work. They initially fought together, but eventually just kinda split up. They've never been against each other on the battlefield. Grizz has sold its services to the forces of Good & Evil. He doesn't discriminate between the two. In his eyes, both are necessary for him to continue to do what he loves to do. (Fighting) He also wishes he could find out what happened to his tribe, or find any of his tribe escaped, but he assumes that neither is possible at this point. Once, long ago, he fought in a battle between Lord Quinston & Lord Taralius. Both claimed to inherit Arcteria after the death of King Arcturus. Lord Taralius hired Grizz, and then he fought. He penetrated Lord Quinston into an eater. He could kill him easily... And the fighting would be over. Then he looked back at the battlefield, on all the soldiers who fought on both sides, and decided... I can't put all these people out of work. So he tells Lord Quinston, slowly and painfully if he does not retreat. Lord Quinston refused, so Grizz hollowed out his eye (with a big waraxe, Grizz's weapon of choice). This quickly changed Lord Quinston's mind and he temporarily resigned. For this desertion, Grizz never went back to pick up his salary for this fight when he didn't do what he was hired to do to the best of his ability. He hasn't seen any of the lord since then. After another month, Grizz heard that Lord Taralius gave up and remained a lord, and Lord Quinston became king. It's the only time he's left a fight. He never returned to the region. After all, he gouged out the king's eye! Appearance: Grizz is tall and impressive, with dark brown fur. His appearance is immediately similar to an upright bear, but anyone who doesn't run at the sight of him might notice a few more Goblinoid features, such as a lack of a snout, pointy ears and an underbite with a pair of lower teeth. He has a tattoo of a bear, a marking given to all the warriors in his tribe, although it is hard to see with his fur in the way. In each of his very large hands, an axe is bigger than any human being could realistically practice. One of his axes looks more raw... It's jagged edge and unrefined wooden handles. This axe has been his since he was still in his tribe. The second looks very well sculptural and perfectly symmetrical, with a very smooth edge. The second axe, despite its size, is symmetrical and well balanced enough to throw. This axe was made for him by a Dwarven blacksmith named Harbek, who hired Grizz to escort him from the human settlement of Blackport to the Dwarven town of Stonehammer, but lacked other means of payment on arrival. Harbek told Grizz it was the biggest weapon he's ever made. ----- Here's his character sheet if his stats & decisions help at all (We get a free excellence feat, so there's an extra feat on his sheet. Also, his Waraxes will grow to Huge at 24, and Grizz body will grow from 7'2 to 14'4) So how is BG after edits? Last edited by Thajocoth; 2010-07-05 at 08:50 Avatar of me. It's Incendius Darkscale, a good Dragonborn Dragon Sorcerer, Demonskin Adept, Prince of Hell, worshipper of Platinum Dragon (Bahamut), specializing in fire and lightning, wielding a stab in each hand. 2010-07-03, 08:27 (ISO 8601) 1.) Barbarians have little to gain from using rapiers. Why not just stick to Longswords or upgrade to Bastard Swords? 2.) What happens to looking at Fullblades for a Tempest Fighter? As an eternal defender, you get to use Large Bastard Swords, not double-wield Fullblades. 07/03/2010 (ISO 8601) Originally Posted by Mando Knight 1.) Barbarians have little to gain from using rapiers. Why not just stick to Longswords or upgrade to Bastard Swords? 2.) does it happen to look at Fullblades for a Tempest Fighter? As a Perpetual Defender, You Get to Use Large Bastard Bastard not dual-wield Fullblades. 1) Defense bonus of a Rhythm Blade (light blade only). Adds 1 to my shield bonus which, thanks to a few accomplishments, is for all 4 defenses. Huge Rapiers is d12. Huge Longswords is d12. So it's the same thing. If I went for another weapon, it would be waraxe, for 2d8 in each hand. (2d6 right now, but 2d8 in a level and a half). -1 to hit, replace Agile Blade with something else, lose +1 to defense from Rhythm Blade, but add 2.5 average injuries per W... I think it's worth it... Thanks for the advice! EDIT: Edited build for Waraxes. A few large axes definitely feel more barbaric! Not incredibly happy with my holding choice though... Not seeing much better. I kinda see Durable as a complete waste. Since they only gave +1 each now instead of +2, I switched Stout Shield (Shield Bonus to Fort) and Encouraging Shield (Shield bonus for Will). Rethinking that since Durable does nothing of any distant value, and one of the other accomplishments I took adds an injury bonus to a single meeting power... 2) A large creature can swing a 2-handed Medium weapon one-handed (In PHB somewhere). The Character Builder also agrees with this, so I, as an Eternal Defender, to equip 2 Fullblades when I weild weapons as if I were 1 category major. Not that Fullblade is much better than a Big Bastardsword... Same W dice. I can't use Bastardsword's versatility with someone else in my other hand. Just adding High Crit to being a Fullblade, really. Bugbear does not get this bonus from Oversized, because of the wording of Oversized, specifically for weapons a size larger than you can otherwise practice. So a Bugbear Eternal Defender wielding 2 weapons would have a choice between 2 large one hand weapons or 2 medium two hand weapons. Last edited by Thajocoth; 2010-07-03 at 10:54 Avatar by me. It's Incendius Darkscale, a good Dragonborn Dragon Sorcerer, Demonskin Adept, Prince of Hell, worshipper of Platinum Dragon (Bahamut), specializing in fire and lightning, wielding a stab in each hand. 2010/07/03, 11:01 (ISO 8601) Originally Posted by Thajocoth 1) Defense bonus of a Rhythm Blade (light blade only). Adds 1 to my shield bonus which, thanks to a few accomplishments, is for all 4 defenses. Huge Rapiers is d12. Huge Longswords is d12. So it's the same thing. If I went for another weapon, it would be waraxe, for 2d8 in each hand. (2d6 right now, but 2d8 in a level and a half). -1 to hit, replace Agile Blade with something else, lose +1 to defense from Rhythm Blade, but add 2.5 average injuries per W... I think it's worth it... Thanks for the advice! EDIT: Edited build for Waraxes. A few large axes definitely feel more barbaric! Not incredibly happy with my holding choice though... Not seeing much better. I kinda see Durable as a complete waste. Since they only gave +1 each now at +2, I changed the Stout Shield (Shield Bonus to Fort) and encouraging Shield (Shield bonus for Will). Rethinking that since Durable does nothing of any distant value, and one of the other accomplishments I took adds an injury bonus to a single meeting power... Yes. Going so deep for just another +1 to all defence at the expense of quite a few potential injuries is kinda silly when you are a Striker. It might have been worth it if you were a Rogue (since then you're already attracted to light knives anyway), but barbarians taunt on such paltry little girly weapons. Originally posted by Thajocoth 2) A large creature can swing a 2-handed Medium weapon one-handed (In PHB somewhere). I always forget about this. 2010/07/03, 11:14 (ISO 8601) I just thought ... If I gave Grizz the feat striking resurgence and armor enchantment Armor of Enduring Health, would there be any reason at all to play Tarak over grizz? (I would have to reduce his armor to 4, as Enduring Health +5 is a higher level than he can choose, but I can put the difference in something else.) It's 2/encounter, Second Wind and make a free Melee Basic attack. So maybe change his tattoo to the one that gives an attack & injury bonus to his next attack when he Second Winds... Which would be the attack from Second Winding. Not so conditional if I can just put it on the second wind attack card. Tarak has been labelled a good attacking bonus for the occasion attack and +to hit over the Grizz. Tarak's also got low defense and lower W (with 2 sizes). Last edited by Thajocoth; 2010-07-03 at 11:20 Avatar of me. It's Incendius Darkscale, a good Dragonborn Dragon Sorcerer, Demonskin Adept, Prince of Hell, worshipper of Platinum Dragon (Bahamut), specializing in fire and lightning, wielding a stab in each hand. 2010-07-03, 11:20 (ISO 8601) Depends on what the lot needs. If it is pure DPR, then no ... Barbarians, like the Strikers, are better at DPR than the Fighters. (Warlocks and Avengers often go hang their heads in shame when reminded of this necessity, though) If you need someone with tricks and marks that can unlock enemies to keep them from fighting, then Tarak takes the lead. Barbarians who strikers can rarely get the enemy to focus on them as a Fighter can. 2010/07/03, 11:22 (ISO 8601) Originally Posted by Mando Knight Depends on what the party needs. If it is pure DPR, then no ... Barbarians, like the Strikers, are better at DPR than the Fighters. (Warlocks and Avengers often go hang their heads in shame when reminded of this necessity, though) If you need someone with tricks and marks that can unlock enemies to keep them from fighting, then Tarak takes the lead. Barbarians who strikers can rarely get the enemy to focus on them as a Fighter can. The party has one of every role without me. Fighter, Ranger (ranged), & Psion. They don't need me to be anything. My current char is is melee controller, which they have dubbed an offtank. I just want to have fun, and simple = fun. I think I'm dropping Tarak from the race. Posts edited. Tarak half-orc fighter removed from running. EDIT: Fast Grizz up some more, and chose him as the character I choose. Last edited by Thajocoth; 2010-07-04 at 11:39 Avatar of me. It's Incendius Darkscale, a good Dragonborn Dragon Sorcerer, Demonskin Adept, Prince of Hell, worshipper of Platinum Dragon (Bahamut), specializing in fire and lightning, wielding a stab in each hand. Hand.

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