Unsure of what else to do, Maeriks followed the crew to Poyam, where he spends a few days at St. Antiphon before slipping away into the city for a month-long drinking binge. He breaks down completely, losing himself in booze. He drinks to forget and he drinks to remember everything about Bat Hannoc. He wakes up every day in the street, mouth full of vomit, clothes caked with mud, only to crawl his way back into the nearest watering hole to drink again. He pays for a good half of his drinks by challenging others to out drink them or feats of strength.
(Carrouse!)
Weeks pass and he begins to have nightmares, vivid visions of him, a bull, charging, smashing into trees and uprooting them in a blind rage. They gradually become worse, more painful, and more real. Until one night he dreams that he runs for miles and then smashed through the door of a poor farming homestead. Inside is a family - man, wife, three daughters and two sons. He charged directly into the man, who had just stood up to confront the invader, shielding his wife. He died when his spine shattered against her skull and the cabin wall. Still raging, he turned to the screaming children, rapidly goring them and shoving their bloodied bodies around the floor and hurling them about the tiny cabin until the place was painted in the blood of his anger.
Maeriks awoke the next morning in a field outside Poyam and began crying, for he knew that it wasn't a dream. He drank so heavily that morning that he had blacked out before it was even noon. Bryn and Ivor had been hearing of Maeriks' binge and resolved to help their friend that afternoon. They found the big man and pulled him out from under a table and took him back to St. Antiphon.
Maeriks then takes up work in the kitchen at St. Antiphon. After some days with Ivor and Bryn hovering around and watching that the big Danniean doesn't slip back into the drink, Maeriks is renewed and focused on the quiet work as a cook every day. Every night, however, he remembers the dream of the farm and focuses hard on controlling that part of him that made that happen. He slowly comes to understand the rage and the instinct and the curse that he carries, and how to control it.
(Ding! Druid Level 2!)
Campaigning against the Nolgulor, Maeriks begins to train with the heavy glaive common to the Arkkadi soldiers, eventually favoring that weapon even over his glorious Reve.
(Fighter Level 5!)[ +- ] Maeriks Mac Hannoc
Norach Maeriks Mac Hannoc ✎
Vitals
Proficiency Bonus: +3
AC: 12 (12 Hide +2 DEX +0 proficiency)
HP: 63/63
Temp HP: 0
Initiative: +2
Status Effects: None
Death Saves: +0/-0
Hit Dice: 2/2 Druid, 5/5 Fighter
Weapons and Armor
Equipped
Armor: Hide (12)
Both Hands: Glaive / Attack Bonus: +7 (STR 4 + 3 proficiency) / Damage: (1d10+4) / Heavy, Two-handed, slashing
"Reave" War Club
Carried
Glaive / Attack Bonus: +7 (STR 4 + 3 proficiency) / Damage: (1d10+4) / Heavy, Two-handed, slashing
Maul "Reave" / Attack Bonus: +7 (STR 4 + 3 proficiency) / Damage: (2d6+4) / Heavy, Two-handed, bludgeoning
Handaxe / Attack Bonus: +7 (STR 4 + 3 proficiency) / Damage: (1d6+4) / Light, thrown (range 20/60), slashing
Dagger / Attack Bonus: +7 (STR 4 + 3 proficiency) / Damage: (1d4+4) / Finesse, light, thrown (range 20/60), piercing, lanyard
Javelin x 3 / Attack Bonus: +7 (STR 4 + 3 proficiency) / Damage: (1d6+4) / Thrown (range 30/120), piercing
Tactics
Refresh rest times noted in parentheses
Action Surge: 1/1 (short rest)
Second Wind: 1/1 (short rest) (bonus)
Savage Attacker: 1/1 (turn)
Spell Casting
---Level 1: 3/3 (long rest)
---
AB: +7, Save DC 14
Barbaric Justice:
---Must be acting on specific tenets of the Barbaric Code of Honor
---
Roll with advantage (STR, CON, Some WIS, Attack, Damage): 1/1 (day)
---
Add additional damage die on critical hit
Saving Throws
Brown text indicates proficiency
Strength: +4
Dexterity: +2
Constitution: +3
Intelligence: +1
Wisdom: +7
Charisma:-1
Feats
Savage Attacker: Once per turn, reroll damage dice and choose result to take
Great Weapon Fighting: Reroll 1s and 2s on damage dice
Improved Critical: Crit on 19 or 20
Gourmand: Detect poisoned food, prepare special meal on long rests
Polearm Master: Opportunity atk enemies coming in range. Bonus atk with offhand.
Extra Attack: Attack 2x
Skills
Brown text indicates proficiency
Acrobatics +2
Animal Handling +6
Arcana -2
Athletics +4
Deception -1
History -1
Insight +6
Intimidation -1
Investigation -2 (Passive 8)
Medicine +6
Nature +0
Perception +4 (Passive 14)
Performance -1
Persuasion -1
Religion -2
Sleight Of Hand +2
Stealth +2 (Passive 12)
Survival +6
Tool Proficiency
Cook’s utensils, Herbalism kit, Vehicles: Water
Languages
Dannein - Native
Last edited December 9, 2017 11:08 am