Early life

Qau hatched in the northside pools of Ādīsi Geneti, and was raised under the Guide Mifh-merī with 6 hatching mates. When he was younger, Qau was closest to Jik of his hatching mates, as the pair were very intelligent, and both had aims on studying pharmacology at the University of Adisi Geneti. To this end, they studied heavily, isolating themselves from others to spend more time alone with books. When they hit fourteen years old, it was time for the entrance exams. Many students were taking nootrophics, but both Qau and Jik refused believing that they should get in on their own merits.

When it came for the announcement of who had gotten in, the hatching mates were excitedly awaiting the news - they had worked hard, revised together and believed they were set to get in. But tragedy struck. While Jik achieved just well enough to get in, Qau had failed by just a hair. Where he should have congratulated his friend and long term companion, Qau, enraged, accused her of taking nootrophic drugs and left in ignominy, friendless and guildless on the streets of Adisi Geneti. As such Qau gained the name āy'ḥāk or “failed doctor”.

Lacking any kind of aim in life having had his ambition taken away from him, Qau got in contact with his old Guide, who sent him to Skri-giba-ālek of the Harvesters’ Guild in Sī’oli-zafi, a guild known for taking in drop outs for their expeditions in the deep heart of the fungal forest. Here Qau gained Guild Membership and worked as part of an expedition team to recover rare and new drugs, gaining the name āda. The once clean chameleon began to blame his failings on not taking performance enhancers, and started to dabble like many young members of the Harvesters’. Initially he worked with steroids to boost his physical strength and athleticism, and his increased size and strength went noted by the Guild who assigned him to protection duty.

Protection duty was dangerous however, and after being severely injured by an attacking jaguar, for some time Qau ended up on a strong painkiller known as “Mist” or “Crimson Mist” for the red mushroom caps it entailed. The painkiller had the additional effect of heightening aggression and bloodlust within the user for a short time after being taken. Even after his recovery, the now addicted Qau continued to use the Mist, and his fighting prowess increased further with his heightened state of aggression gaining the name “dibab” or berserker. However, this career too was not to last for Qau. After a disagreement with his supervisor over safety, the young chameleon, now seventeen, assaulted him while under the Mist’s influence. This led to his expulsion from the guild, and the removal of any purpose within his life.

Now guildless, poor, depressed and drug-addicted on the streets of Adisi Geneti, Qau had nowhere left to turn and had all but resigned himself to drinking himself to an early grave when a chance encounter with Shayla Fitzreine in Mouldtown's infamous The Emerald Lantern tavern led him to travel to the Grand Duchy of Tir to undertake an assignment for the Grand Order of Wizards. On the trip over, he spent time with Ashraiah "Ash" el Sabine, a fellow societal outcast from Adisi who had joined Shayla's troupe, and the two bonded over their shared origins and collective misery at their lot in life, quickly becoming close friends and forming an almost sibling-like connection. 

Tale of Tir and Nox, Part I

He travelled with the Band of Misfits for the rest of its original existence as a unified unit, earning the nickname "Qau the Mighty" during his travels and gaining quite the number of admirers for his skill and combat prowess. With some assistance from Ash, he managed to wean himself off of Mist and overcame his addiction completely, and as of now, he has the distinction being the only member of the team still adventuring; as his friends either died or settled down in T'Kashire, he continued to roam. 

After Tale of Tir and Nox, Part I

Qau continued to adventure after this, travelling far and wide, though going off the grid and seemingly disappearing for significant periods of time. He is known to have returned to Beti in early 3A 206 and fulfilled his promise to Ash of murdering Hayk before getting into an altercation with Ash's elder brother Magri over it. He was noted to have met Wretch "Shadowborn" while spending time with Tribe Threefinger in the Great Desert. He is easily spotted due to his height (he is unusually tall for a Chameleon) and his distinctive wolf-pelt cloak which he wears near-constantly, and has had enchanted to protect both it and himself. Since then, he has acquired two further magical items on his journeys - the Ring of Plentiful Water and the Axe of Bound Lightning.

The Axe of Bound Lightning was found by Qau while exploring a largely ruined dwarven hold on the western edge of the Dwarven Mountains. He had to fight through a hold infested with monsters and haunted by the long dead, in search of treasure to fund a voyage west. The treasure he did indeed find, including the axe, at the buried heart of the hold. However, along the way, he rescued the last living dwarf of the hold, Sten Bjorksson, who had been petrified by one of the monsters. Though initially grateful, Sten was shocked and appalled that Qau had claimed his ancestors' axe, but refused to fight the man who had saved him. Instead Sten vowed to follow Qau until he died, at which point he would reclaim the axe. Qau treats this with quiet amusement, as under Betin tradition he would pass on no inheritance anyway, and the dwarf is useful to have around - largely for carrying Qau's collection of equipment and trophies from his travels, but also for his skill in navigating complex social situations.

Qau did amass enough gold to make his voyage eventually, and headed west of Ja'Pa and finding the Portal to Neró, which he sailed through and explored the Western Isles. In return for slaying a monstrously mutated Unknown for a noble family, he was awarded the Ring of Plentiful Water, which he wears as evidence of having been to Neró. As additional evidence, a friend that Qau made while through the portal, Glaw Trwm, has accompanied him back to explore Orth in return. 

Tales of the chameleon's exploits have travelled far and wide, even in areas that he has not been. "Qau the MIGHTY!" is a common topic for bards in the taverns of Orth, especially in Beti and the Empire, and Qau has met many notable individuals who have respected his prowess and sought to capitalise on his fame. He is slightly less abrasive than when he was younger, though is still no great orator, and often comes across as foreign or strange to non-Betins. His actions have also reduced the fear and hatred of more muscular Lizardfolk in the Empire (mostly Crocodilids, despite Qau not being one), and given them a reputation more for heroism that barbarity.

Tale of Tir and Nox, Part II

On a brief stay in Mor'Koc, with the aim of returning to Tir, Qau's ship was delayed by a freak storm. Due to this he heard about a the Troll Bridge Association recruiting mercenaries to head to Balla to fight the armies of Nox. With his fame, and capability, Qau negotiated a hefty wage, and was sent with his companions on the first wave of airships to Balla, hoping to arrive in time to affect the ongoing battle...

Notes

The short form of his name is pronounced "caw" like the sound a crow makes.

Title
The Mighty, Sir

Type
Player Character

Race
Bētin Chameleon Lizardfolk

Age
25

Gender
Male

Pronouns
He/Him

Appearance

Distinctive Features
Qau is tall and muscular for a chameleon, standing at roughly 6 foot 3. He has many scars and scrapes, showing up as grey patches on his scales when they change colour, and is usually seen wearing a wolf pelt, taken as a trophy from one of his kills.

Personality
Qau can best be described at first to be antisocial, abrasive and crass, lacking in many social graces and being stubborn and gruff towards most people. He is extremely short tempered with a tendency to snap at people who talk back to him and a general resentment for people who he feels are imposing on his privacy or telling him what to do. In combat, he is terrifying to behold, seeming at times to almost enjoy tearing his foes limb from limb.
These factors often give the impression that Qau is a mindless, destructive brute but this couldn't be further from the truth. Qau is actually highly intelligent and has the heart of a knight despite seeming to be a beast on the outside, despising those who fight with no honour and exploit the weak for power or greed (though by his own admission he is "no saint".) He is also loyal and caring to those people who can break through his aggressive behaviour and befriend him, and has a sharp wit and pitch black sense of humour as well as being highly skilled in medicine and cooking as a living example that one should not judge a book by the cover.

Orientation
Heterosexual

Unorganised

Barbarian - Class

For some, their rage springs from a communion with fierce animal spirits. Others draw from a roiling reservoir of anger at a world full of pain. For every barbarian, rage is a power that fuels not just a battle frenzy but also uncanny reflexes, resilience, and feats of strength.

You must have a Strength score of 13 or higher in order to multiclass in or out of this class.

The Barbarian
Level Proficiency Bonus Features Rages Rage Damage
1st +2 Rage, Unarmored Defense 2 +2
2nd +2 Reckless Attack, Danger Sense 2 +2
3rd +2 Primal Path 3 +2
4th +2 Ability Score Improvement 3 +2
5th +3 Extra Attack, Fast Movement 3 +2
6th +3 Path feature 4 +2
7th +3 Feral Instinct 4 +2
8th +3 Ability Score Improvement 4 +2
9th +4 Brutal Critical (1 die) 4 +3
10th +4 Path feature 4 +3
11th +4 Relentless Rage 4 +3
12th +4 Ability Score Improvement 5 +3
13th +5 Brutal Critical (2 dice) 5 +3
14th +5 Path feature 5 +3
15th +5 Persistent Rage 5 +3
16th +5 Ability Score Improvement 5 +4
17th +6 Brutal Critical (3 dice) 6 +4
18th +6 Indomitable Might 6 +4
19th +6 Ability Score Improvement 6 +4
20th +6 Primal Champion Unlimited +4

Class Features

As a barbarian, you gain the following class features.

Hit Points

Hit Dice: 1d12 per barbarian level
Hit Points at 1st Level: 12 + your Constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + your Constitution modifier per barbarian level after 1st

Proficiencies

Armor: Light armor, medium armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Strength, Constitution
Skills: Choose two from Animal Handling, Athletics, Intimidation, Nature, Perception, and Survival

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a Greataxe or (b) any martial melee weapon
  • (a) two Hand Axes or (b) any simple weapon
  • An explorer's pack and four Javelins

 

Rage

In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action.

While raging, you gain the following benefits if you aren't wearing heavy armor:

  • You have advantage on Strength checks and Strength saving throws.
  • When you make a melee weapon attack using Strength, you gain a bonus to the damage roll that increases as you gain levels as a barbarian, as shown in the Rage Damage column of the Barbarian table.
  • You have resistance to bludgeoning, piercing, and slashing damage.

If you are able to cast spells, you can't cast them or concentrate on them while raging.

Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.

Once you have raged the number of times shown for your barbarian level in the Rages column of the Barbarian table, you must finish a long rest before you can rage again.

 

Unarmored Defense

While you are not wearing any armor, your armor class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.

 

Danger Sense

At 2nd level, you gain an uncanny sense of when things nearby aren't as they should be, giving you an edge when you dodge away from danger. You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can't be blinded, deafened, or incapacitated.

 

Reckless Attack

Starting at 2nd level, you can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.

 

Primal Path

At 3rd level, you choose a path that shapes the nature of your rage.

Subclass - Ancestral Guardian

Subclass - Battlerager

Subclass - Beast

Subclass - Berserker

Subclass - Juggernaut

Subclass - Raging Fortress

Subclass - Storm Herald

Subclass - Totem Warrior

Subclass - Wild Soul

 

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

 

Fast Movement

Starting at 5th level, your speed increases by 10 feet while you aren't wearing heavy armor.

 

Feral Instinct

By 7th level, your instincts are so honed that you have advantage on initiative rolls.

Additionally, if you are surprised at the beginning of combat and aren't incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.

 

Brutal Critical

Beginning at 9th level, you can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack.

This increases to two additional dice at 13th level and three additional dice at 17th level.

 

Relentless Rage

Starting at 11th level, your rage can keep you fighting despite grievous wounds. If you drop to 0 hit points while you're raging and don't die outright, you can make a DC 10 Constitution saving throw. If you succeed, you drop to 1 hit point instead.

Each time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10.

 

Persistent Rage

Beginning at 15th level, your rage is so fierce that it ends early only if you fall unconscious or if you choose to end it.

 

Indomitable Might

Beginning at 18th level, if your total for a Strength check is less than your Strength score, you can use that score in place of the total.

 

Primal Champion

At 20th level, you embody the power of the wilds. Your Strength and Constitution scores increase by 4. Your maximum for those scores is now 24.