Brumm Hollowhide

Personality Traits

He’s calm under pressure, quick-witted, and disarmingly warm, often using dry humor to ease tension. Beneath his rugged exterior lies a deep sense of loyalty and an unshakable moral compass.

Ideals

Resilient compassion—the belief that even in a broken world, kindness and strength must walk hand-in-hand. He’s a survivor who refuses to become callous; his mission is to protect, provide, and remind others that humanity—or whatever remains of it—can still thrive through empathy. Whether by offering armor to a stranger or a steady hand in battle, he lives by the creed that no one should be left behind just because the world forgot how to care.

Bonds

He carries a worn, hand-stitched patch from his lost traveling companion—a fox named Lira—sewn inside his jacket as a constant reminder of the promise he made to protect others as he couldn’t protect her. Every trade, every arrow loosed, is in her memory.

Flaws

He struggles to let go of the past, often haunted by guilt over those he couldn’t save, which sometimes clouds his judgment and makes him take unnecessary risks to avoid repeating old mistakes. His need to protect can slip into reckless overreach.

Bias

Positive Bias

No bias.

Negative Bias

He generally dislikes those that are young, especially children. This bias triggers for any character that is 5 years or less into their race's adulthood.

The badger stands proudly, his weathered leather jacket slightly creaking as he shifts, eyes gleaming with a warm and genuine joy that cuts through the gloom of the post-apocalyptic world. His fur is coarse but well-kept, streaked with grays and whites that speak of experience rather than age. The jagged edges of a cybernetic implant trace faintly beneath one ear, but his expression is entirely organic—soft, smiling, approachable. Behind the glint of metal and dust-covered travel gear, there's a calm resilience, the look of someone who has seen the end of things and still found a reason to smile.

Current Location
Species
Year of Birth
83 SE 30 Years old
Circumstances of Birth
born Awakened
Birthplace
area of Camp Hope
Children
Pronouns
He/His/Him
Sex
Male
Gender
Male
Presentation
Male
Eyes
Brown
Hair
Black and White
Skin Tone/Pigmentation
Black
Height
5' 8"
Weight
185#
Aligned Organization
Ruled Locations

Dawn of Others

Brumm Hollowhide

Medium Animyst: Badger, Whisperslicks Operative, Neutral Good

Armor Class 15
Hit Points 38
Speed: 30 Feet

STR

10
( +0 )

DEX

20
( +5 )

CON

14
( +2 )

INT

11
( +0 )

WIS

16
( +3 )

CHA

8
( -1 )

Saving Throws DEX +8 and WIS +6
Skills

Acrobatics +8, Intimidation +2, Perception +6, Sleight of Hand +8, Stealth +8, Survival +6

Senses

Passive Perception 16

Dark Vision 60 feet

Languages English, Spanish
Challenge Rating CR 5 (1,800 xp)
Proficiency Bonus +3

Description

The badger stands proudly, his weathered leather jacket slightly creaking as he shifts, eyes gleaming with a warm and genuine joy that cuts through the gloom of the post-apocalyptic world. His fur is coarse but well-kept, streaked with grays and whites that speak of experience rather than age. The jagged edges of a cybernetic implant trace faintly beneath one ear, but his expression is entirely organic—soft, smiling, approachable. Behind the glint of metal and dust-covered travel gear, there's a calm resilience, the look of someone who has seen the end of things and still found a reason to smile.

Ideals

In a world built on ruin, he believes that strength means nothing without compassion.

Bonds

He carries a worn, hand-stitched patch from his lost traveling companion—a fox named Lira—sewn inside his jacket as a constant reminder of the promise he made to protect others as he couldn’t protect her. Every trade, every arrow loosed, is in her memory.

Flaws

He struggles to let go of the past, often haunted by guilt over those he couldn’t save, which sometimes clouds his judgment and makes him take unnecessary risks to avoid repeating old mistakes. His need to protect can slip into reckless overreach.

Suggested Environments

The Enclave

Vessel 11, Vessel Regeneration 2, River 1

Drain Touch

Cost 3 Dark to cast, 1 action (in his river), Range touch

Make a melee spell attack against a creature, inflicting 1d6 + Vigor modifier necrotic damage, and you regain 1 hit point. For every 2 additional dark spent before casting, increase dice by 1 and recovery by 1 (max +3 each).

Boost (DC 15): Reduce the cost of this spell to an action.

Parlor Tricks

No casting cost, Range 10 feet, 1 action

These are minor magical effects like booming your voice, causing lights to change color or flicker, or generating slight tremors in the ground. Mild telekinesis is available up to 1 pound. You can alter your appearance in minor ways without actually disguising yourself.

You can reduce or increase brightness without making it dark or blinding anyone. You can concentrate on multiple instances of this spell at once.


VIG 12 and SAN 13

Power To Weight Ratio

Beginning when you choose this ladder at 1st level, you can always choose to use Dexterity instead of Strength for the Athletics skill, and Intelligence instead of Wisdom for the Perception skill. You can also use Dexterity in place of Strength for attack or damage rolls and when setting save DCs with all weapons without the heavy property, and you have proficiency with Dexterity (Acrobatics) Select either Dexterity.

Runner Ladder Gains

You gain a +1 bonus to AC when not wearing heavy or exo-armor. (this is included in the AC of the character)

Breach

Your adrenaline explodes the moment the action begins.
Gain the following benefits.

  • After rolling for initiative, you can take two actions instead of one on your first turn.
  • You have advantage on attack rolls against any creatures that are surprised.
  • Your first hit on a surprised creature is automatically a critical hit.

Alert

Always on the lookout for danger, you gain the following benefits:

  • You gain a +5 bonus to initiative.
  • 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.

Whispers of the Drain

You know the hidden paths and signs used by the Enclave. While in or beneath a settlement, you can always find a hidden route to avoid notice, smuggle items or creatures, or deliver messages to other Enclave agents. You also gain advantage on Deception checks when interacting with surface dwellers unfamiliar with the Awakened.

Dust

Beginning when you choose this archetype at 3rd level, you gain the ability to slip into the shadows. You have a dust pool of 20 feet. If no opponents can see you (utilizing cover, creating a distraction, or merely passing between objects to break line of sight—even for a split second), you can use your dust pool to ‘teleport’ a distance away to an area out of sight of any opponent.

You have to be able to physically traverse the space in between—you cannot bypass obstacles you couldn’t otherwise overcome, but you can bypass any obstacle you could overcome with a DC 15 or less. Your dust pool is reset when you finish a short rest, long rest, or when you roll for initiative. Your dust movement replaces your normal movement—it does not add to your existing movement made during a turn. For every 10 feet you don’t move on your turn, you fill your dust pool by 5 feet.

Pacification

Starting at 2nd level, you can concentrate all your energy into ensuring a clean kill, even to the risk of your own personal safety. Instead of using your Hit Dice to recover hit points, you can expend one during an attack action after hitting to turn the attack into a critical hit

Intended Target

Starting at 1st level, you can dispatch enemies with extreme prejudice. Once per turn, if you hit on an attack you have advantage on, you double your weapon’s base damage dice (not any additional damage dice from class features or archetypes). The target must be within 20 feet of you.

Leet

Starting at 1st level, anytime you have advantage on an attack roll, the target of your attack has disadvantage on attack rolls against you until the beginning of your next turn.

Procedural Memory

You have acquired a very particular set of skills over a very long career. Said skills are essential to be steadfast in your craft and should never be up to chance.

Starting at 1st level, you can re-roll undesirable d20 results you make. You gain as many uses of procedural memory as your Wisdom modifier + your proficiency bonus. You recover spent uses after you finish a short or long rest.

You can re-roll as many times as you wish in response to a single bad roll until you accept a result or run out of uses of procedural memory.

When you use procedural memory, that roll (whether it be a skill check, ability check, saving throw, or attack roll) is also counted as having advantage. You cannot use procedural memory if you have disadvantage. If you already have advantage, you still only get to re-roll one die result.

Following Patterns

You reduce the Passive Perception of all enemies you encounter by 2.

Ghost

Starting at 5th level, you have advantage on initiative. If you act first after rolling initiative, you gain one additional action on your first turn and have advantage on attack rolls until the end of that turn.

Around Corners

As long as you are not deaf, you are aware of the location of any hidden or invisible creatures within 10 feet of you.

Enclave

Hidden deep beneath the bustling chaos of Camp Hope, the Enclave thrives in the twisting, shadowed arteries of the city's ancient sewer system. Formed by Awakened—beasts blessed (or cursed) with sentience and speech—the Enclave is a sanctuary and resistance network for those who walked on four legs but now think like those on two. Outcasts, escapees of experiments, and survivors, these creatures band together in secret to protect their own, explore the mysteries of their awakening, and influence the world above through espionage, sabotage, and wisdom passed through tooth and claw. To the surface dwellers, they are myths or pestilence. But in the dark, the Enclave watches—and waits.

Bonus Actions

Stinker

As a bonus action, you can produce an unpleasant smell through anal glands. All creatures able to smell you in a 10-foot radius centered on you suffer disadvantage to all attack rolls, ability checks, and saving throws until the end of your nest turn. Once you use this ability, you cannot use it again until you finish a long rest


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