Gruff

* Barbarian
* Triton
* Paladin

Rexsas Human (*Gailen's Gate* 34-Present)

### Class

Vengeance Paladin/Ranger (*Gailen's Gate* Sessions 1-29)Zealot Barbarian (*Gailen's Gate* Session 30 time skip - Present)

## Status

### Cause of death

Sacrificed self to resurrect Alexander Glenn

## Campaign Appearances

### Main Campaign(s)

*Gailen's Gate*, *Soul of Tyre*, *Tyre's End*, *The End Game*

### Guest Appearances

*Heart of Tyre*, *Shadow of Tyre*
*Shattered Crowns* (S3 Ep. 11)

**Gerald Wagner**, more commonly known as **Gruff**, is a player character in *Soul of Tyre*. He is played by Ster.

## Description

### Appearance

*Gailen's Gate* Ep. 1*Gailen's Gate* Ep. 21*Gailen's Gate* Ep. 26 (Artist)*Gailen's Gate* Ep. 36

### Personality

Gruff is a simpleton who instantly convinced the most obvious explanation to him is the correct answer. He's the type of guy who will catch anything if it can swim.

## History

### Background

Gruff had a small family of a Wife and Son until the divine intervention of the Gods entered his life. He was in his biggest noodling tournament yet when he spoke an earnest prayer to Gazenaroc to let him find the biggest fish anyone ever done seen - and he believes this wish was granted. He won this noodling tournament with a magnificent catch and from then on thought it was his divine purpose to wrangle the creatures of the deep.

He continued on more fishing trips and tournaments that had him traveling all over the world. Eventually, he would find that he had no home to return to. His wife would leave him because he was never around and his son Chad would leave to the Bard's College to find himself. With nowhere to go he decided to travel to the Badlands to help establish *Gailen's Gate* and fish in Twilight Bay.

## Character Information

### Abilities

#### Origin

**Bloodwave Bay**

* +1 to Dexterity
* Skill Prof – Athletics

##### Sub-Origin

**Shipwreck Diver**

* You can hold your breath for 1 hour. In addition, you reduce damage taken from bludgeoning damage by 5.
* Skill Prof – Investigation
* Tool Prof – Carpenter's Tools

#### Barbarian Abilities

**Level 1: Rage**

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 +2 bonus to the damage roll. This bonus increases as you level.

* You have resistance to bludgeoning, piercing, and slashing damage.

* You can’t cast spells 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 or taken damage since your last turn. You can also end your rage as a bonus action.

**Level 1: Unarmored Defense**

* Your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.

**Level 2: Reckless Attack**

* 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.

**Level 2: Danger Sense**

* 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.

**Level 3: Primal Path (Zealot)**

**Divine Fury**

* You can channel divine fury into your weapon strikes. While you're raging, the first creature you hit on each of your turns with a weapon attack takes extra damage equal to 1d6 + half your Barbarian level. The extra damage is necrotic or radiant; you choose the type of damage when you gain this feature.

**Warrior of the Gods**

* If a spell, such as Raise Dead, has the sole effect of restoring you to life (but not undeath), the caster doesn't need material components to cast the spell on you.n melee attack rolls against any creature within 5 feet of you that is hostile to you.

**Level 5: Extra Attack**

You can attack twice, instead of once, whenever you take the Attack action on your turn.

**Level 5: Fast Movement**

Your speed increases by 10 feet while you aren't wearing heavy armor.

**Level 6: Primal Path (Zealot)**

**Fanatical Focus**

* If you fail a saving throw while raging, you can reroll it, and you must use the new roll. You can use this ability only once per rage.

**Level 7: Feral Instinct**

* 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.

**Level 9: Brutal Critical**

* You can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack.

**Level 10: Primal Path (Zealot)**

**Zealous Presence**

* As a bonus action, you unleash a battle cry infused with divine energy. Up to ten other creatures of your choice within 60 feet of you that can hear you gain advantage on attack rolls and saving throws until the start of your next turn.

* Once you use this feature, you can’t use it again until you finish a long rest.