Balzdheep Innum Character in Verum | World Anvil

Balzdheep Innum

Balzdheep Innum

Slayer of Dsangir, Wielder of the Nut

Physical Description

General Physical Condition

Burly

Body Features

Dark Brown Fur with Gray Streaks

Facial Features

Amazing beard

Identifying Characteristics

Uncomfortably Manly

Special abilities

Scent (Dark Howler)

Personality Characteristics

Likes & Dislikes

Likes: Beer, smoking, and hunting

Dislikes: Feelings and sentiment

Slayer of Dsangir, Wielder of the Nut

View Character Profile
Year of Birth
1151 54 Years old
Birthplace
Dolten
Children
Current Residence
Steton
Gender
Male
Eyes
Yellow
Hair
Dark Brown with Gray Streaks
Height
8'2"
Weight
360 lbs.
Known Languages
Common (Leaf), Orclin (Brute), Wicked (Abyssal), Deep Speech (Undercommon), Draconic

Balzdheep Innum

Bugbear Race
Dark Howler Origin
Ranger 12 Class & Level
Neutral Alignment
None Deity
Steton Striders Faction
Member Rank/Position
23 Loyalty
Da Balzdheep-Love Unit (Da B.L.U.) Company

Strength 22
+6
Dexterity 16
+3
constitution 14
+2
intelligence 10
+0
wisdom 15
+2
charisma 9
-1
Total Hit Dice 10
Hit Die
1d12+2
+4 proficiency bonus
+10 Strength
+7 Dexterity
+2 Constitution
+0 Intelligence
+2 Wisdom
-1 Charisma
saving throws
+3 Acrobatics
+2 Animal Handling
+0 Arcana
+11 Athletics
-1 Deception
+0 History
+2 Insight
-1 Intimidation
+0 Investigation
+2 Martial
+2 Medicine
+4 Nature
+6 Perception
-1 Performance
-1 Persuasion
+0 Religion
+3 Sleight of Hands
+7 Stealth
+6 Survival
skills

 
66
MV
4
Prestige
3
Attunement Slots
20
Armor Class
109
Hit Points
+3
Initiative
40 ft.
Speed
WeaponAttackDamage
Force of Nature (+2 Scythe) 1d20+12 1d10+1d8+1d6+1d4+8 Bonus Action 1d6+1d6+1d4+8 Cleave 1d10+1d6
Silvered Glaive 1d20+10 1d10+1d6+1d4+6 Bonus Action 1d4+1d6+1d4+6
Fadesteel Feller's Blade 1d20+11 2d6+1d6+1d4+7
Masterwork Steton Greatbow 1d20+10 1d12+1d6+7
Attacks
Brewer's Kit
Smith's Tools
Dulcimer
Exotic Weapons: Scythe, Steton Greatbow

Languages: Orclin (Brute), Common, Wicked (Abyssal), Deep Speech (Undercommon), Draconic (Fang)
Proficiences
Hunter's Mark
Absorb Elements
Zephyr Strike
Longstrider
Pass without Trace
Lesser Restoration
Wind Wall
Spellcasting
Magic Items:

Nutmaker, Dsangirsbane
+2 Scythe - Minor Legendary (11,760gp, 118 days) - Exclusive Attunement: (Attuned)

While attuned to this item, you cannot attune to another item which would increase your Strength score.

The Forgemasters of Deaur’Geddon’s latest creation: a fine scythe of mithril-goober alloy the likes of which has rarely been seen, if ever. The blade shines a dull beige, and on the length, in small script, is carved ‘Deaur’Geddon™️ . It boasts a rather thick handle to boot, made to support its massive blade, which few could lift. But, within the weapon, lies an incredible power, which will strike down any who opposes its user and infuse them with the energy they need to face the day without going hungry. You can also unscrew the bottom of the handle, and can sometimes find goobers there.

Your Strength score is increased by 4, to a maximum equal to your ability score cap.

This weapon possesses the Reach property, and attacks made with it deal an additional 1d8 lightning damage.

By Deaur’Geddon! As a bonus action, you can draw power from goobers everywhere, as well as Deaur’s Geddon’s trademark magic, altering your form to summon the colossal energy provided to you by peanutkind. For the next minute, you gain a +2 AC bonus, as well as 30 temporary hit points for the duration. Once a round, when you successfully hit with this Scythe, you fill the handle of this weapon with a peanut, which disappear at the end of this effect. Each goober can be consumed by you or an ally within touch range as an item interaction, restoring 2 hit points per goober consumed in this way.
At the end of the duration, you suffer from one level of exhaustion, unless you have consumed at least 5 goobers produced by this weapon. You can use this ability once before finishing a long rest.

Don't flex, don't pretend. When you take the Attack action with this weapon, you can use a bonus action to crush 2 goobers to make a melee attack with the opposite end of the weapon, which deals 1d4 + your Strength modifier in bludgeoning or piercing damage. If you possess the Polearm Master feat, the damage die is 1d6 instead, the attack deals bludgeoning or piercing damage, and does not destroy goobers.

Tough Nut
+1 Masterwork Breastplate - Very Rare (3485 gp, 41 days) - Attunement (Attuned)

This breastplate proves hard to crack, much like a frozen acorn; even death finds it difficult to pierce its veil.

You smell like you have been drenched in tobacco.

You gain a +3 bonus to your Constitution score, to a maximum of 20. This is affected by ability score cap increases.

You gain resistance to cold damage.

Well Preserved. If your race's lifespan is 60 years or less, your lifespan increases by 15 years. If your race's lifespan is between 60 years and 101 years, your lifespan increases by 30 years. If your lifespan is greater than 100 years, your lifespan is doubled. If your current age is more than your race's expected lifespan and you unattune from this item, you will physically age over the next 24 hours, becoming very old within 8 hours if you are not already, and dying of old age at the end. If you attune to Tough Nut again before that happens, your physical age is reversed to what it was before you started aging.

Smokealotapotamus
Pipe (Wondrous) - Major Very Rare (62 Days, 7000 gp)

A simple looking Oom Paul pipe, as the pipe is puffed on green magical energies swirl around the bowl and stem.

Smoke Shapes. You blow smoke into intricate rings and patterns that enthrall targets. You can cast Hypnotic Pattern at 3rd level using your spell casting modifier, if you do not have a spell casting modifier your wisdom modifier is used. You can do this once, regaining the ability to do so every day at dawn.

Hotbox You quickly puff on your pipe a multitude of times, creating a Hotbox of smoke in a 10ft radius centered around you that lasts for one minute. While in the Hotbox you have access to different abilities. The Hotbox can be dispersed by magically generated winds of over 10 mph

Smoke Screen. While in true combat, as an action you can teleport yourself and all allies in your hotbox up to 30 feet away. You can do this once, regaining the ability to
do so every day at dawn.

Smoke Em’ Out. As an action you can pack medicinal herbs in your pipe dispersing invigorating properties into the smoke in your Hotbox. When this ability is activated, you gain 5 charges and may spend any number of them as part of the activation to heal yourself or an ally within your Hotbox for 1d8 per charge. You may use a bonus action on subsequent turns to consume any number of remaining charges. The effect ends after 1 minute or after you have expended all 5 charges. You can do this once, regaining the ability to do so every day at dawn.

It’s Just Too Dank! As a reaction to a creature making a melee attack on you, you can blow smoke into the face of the attacking creature. The target must make a DC 16 Constitution save. On a failed save, the target begins coughing uncontrollably and automatically misses all attacks they make until the end of the turn. You can do this twice per day, regaining the ability to do so at dawn.

Red Dragon Helmet
Steton Strider Dragon Crafting Item

  • It takes 1 minute to don or doff this helmet.
  • You gain a +1 bonus to AC while not wearing a shield. This becomes a bonus +2 to AC if a dragon skull was used in crafting this helmet.
  • You have disadvantage on Perception checks.
  • You can make a breath weapon attack as if you were a dragonborn, dealing 2d6 of the chosen chromatic dragon element damage type. If you are already a dragonborn, you can add an additional 2d6 of the helmet’s element to your breath weapon attack. If a dragon skull was used to craft this helmet, you can make your breath weapon attack as a free action on your turn. You can do this once, regaining the use at dawn.

  • Owl's Legacy
    Pauldron - Attunement (Attuned)

    A leather strap under one under arm holds an owlbear skull pauldron and pelt onto the opposite shoulder. Primal energy can be seen and felt coursing through the owlbear’s skull.

    You gain a +1 bonus on Strength ability checks, and you gain advantage on sight and smell based passive Perception. Your maximum hit points increases by 2.

    At the beginning of combat, you can activate the primal energies within the skull to empower your attacks. While empowered, your melee weapon attacks deal an additional 1d4 acid damage. This additional damage lasts until the end of combat.

    You become one with the owl's silent, predatory instincts. You gain a +1 bonus to Dexterity (Stealth) checks.

    Mr. Slappy

    This jolly fish has three useful forms!

    He can be a fine hat (helmet), an elegant belt (Belt) or a dapper fighting weapon. (Mace)

    The following effects are available in each of the different forms.

    Hat
    +1 to intelligence and you gain advantage on any check dealing with water.
    Belt
    +1 to constitution and you gain advantage to any check associated with attracting a mate
    Mace
    +1 Mace and whenever you successfully deal damage to an enemy, it takes an additonal [2d6] psychic damage as it was just hit with a fucking fish.

    Mr. Slappy disappears for 1 day if you suffer a critical hit, fail a check in which he gave you advantage on, or if any harsh language is used within earshot of him.

    Shifty Shadow-wraps
    Leg Wraps - Attunement

    Black leg wrappings with a shadowy aura and roiling with darkness.

    If a hostile creature is surprised by you, you gain a +2 bonus to your AC until the start of your next turn.

    While hidden from a creature you have a +2 bonus to Dexterity (Stealth) checks to remain hidden from that creature.

    Larry Boppin's Flying Parasol
    Umbrella

    A replica of the flying parasol used by Kalkatesh’s infamous and most manly crime-syndicate-smuggler turned nanny-mage. Larry Boppins was known particularly well for amusing children under his charge with magic tricks as well as popularizing extremely long words, but ultimately he has gone down in history for sacrificing himself to protect one particular child from his “Ego”-maniacal father.

    This functions like a mundane parasol until you open it and speak its command word, “I’m Larry Boppins Y’all!”, as an action. Until the end of your next turn, your rate of descent when falling slows to 60 feet per round. If you land before the end of your next turn, you take no falling damage and can land on your feet. Once you use this ability, you cannot do so it again until next dawn.

    Feller's Hook
    Grappling Hook

    Damage: N/A

    Special, Thrown (Range 120), Two-Handed, Finesse

    Special: While you hold the rope attached to the hook in at least one hand; a huge or smaller creature with a fly speed hit by this grappling hook cannot move outside of the range of this grappling hook with their fly speed unless they deal 5 points of slashing damage to it (AC 14) or succeed on a Strength check to break free as an action, DC determined by 8 + Your Proficiency Bonus + Your Strength Modifier. As a bonus action you can make an opposed Strength (Athletics) check against the creature, on a success pulling the creature down to an unoccupied space at least 30 feet away from you, on a failure their position does not change.

    Automatic Quill

    This quill, provided parchment, will write any words you dictate to it, in the handwriting of the speaker.

    Inventory
    (Google doc link)

    Downtime Days: X + (0 backlogged) = X Total
    Crafting Days: X + (0 backlogged) = X Total
    Crafting Tokens: 118

    Crafting Materials:

    Special Crafters:
    Equipment
    Steton Striders
    Faction
    Mad Man
    Stat Array
    Class: Ranger (Hunter Conclave)
  • Saving Throw Prof: Strength, Dexterity
  • Skill Prof: Nature, Perception, Survival
  • Favored Enemy: Monstrosity
  • Greater Favored Enemy: Dragon
  • Natural Explorer
  • Primeval Awareness
  • Fighting Style: Defense
  • Hunter Conclave Feature: Horde Breaker
  • Extra Attack
  • Escape the Horde
  • Fleet of Foot
  • Hide in Plain Sight
  • Whirlwind Attack

  • Race: Bugbear
  • Str +2, Dex +1
  • Skill Prof: Stealth
  • Darkvision (60 ft.)
  • Long-limbed
  • Powerful Build
  • Surprise Attack

  • Origin: Dolten - Dark Howler
  • Wis +1, Str +1
  • You gain a +3 bonus to saving throws vs. Fear effects.
  • You gain scent with a range of 60ft. You gain advantage on scent based Perception checks.
  • Skill Prof – Athletics
  • Corruption Effect: The traces of lupine in your blood means that you take double damage from silver or blessed weapons. If a weapon happens to be both silver and blessed, you take triple damage.

  • ASI's/Feats
    Level 4: Polearm Master
    Level 8: Sentinel
    Level 12: Mobile

    Faction: Steton Striders
  • Strength Cap +2
  • VINPC Leela Whitewolf: +2 HP
  • Walk the Halls: 15% chance to return to life upon death

  • Trial of the Starlight Tower
  • Cha -2
  • Tower's Blessing - Arcane Edge - You deal an additional 1d6 force damage with any weapon you wield.
  • Tower's Burden - Flimsy Words - The first social roll that you would make in a session you have disadvantage and it cannot be augmented in any way.
  • Class/Racial Features & Traits

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