Name:
Krun DeathscreamRace, Class, and Level: Half-Orc Barbarian 2
Background:
Gladiatorial Combatant (Slave)Alignment: Chaotic Neutral
Languages: Common, Orcish, Dwarvish
XP: 300
STR: 17/+3 (+2 Racial Bonus)
DEX: 10/+0
CON: 16/+3 (+1 Racial Bonus)
INT: 8/-1
WIS: 10/+0
CHA: 13/+1
Initiative: +0
Speed: 30 ft.
HP: 24/24 (http://orokos.com/roll/627200)
HD: d12
AC: 13
Saving Throws: STR & CON
Proficiency Bonus: 2
Inspiration:
Skills:
Acrobatics (Dex):* +0
Animal Handling (Wis):
Arcane (Int):
Athletics (Str):* +3
Deception (Cha):
History (Int):
Insight (Int):
Intimidation (Cha):* +1
Investigation (Int):
Medicine (Wis):
Nature (Int):
Perception (Wis):* +0
Performance (Cha):* +1
Persuasion (Cha):
Religion (Int):
Sleight of Hand (Dex):
Stealth (Dex):
Survival (Wis):
Features and Traits:
-Darkvision: Thanks to your ore blood. you have superior vision in dark and dim conditions. You can see in dim tight within 60 feet of you as if it were bright light and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
-Menacing: Gain proficiency in the Intimidation skill.
-Relentless Endurance: When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can't use this feature again until you finish a long rest.
-Savage Attacks: When you score a critical hit with a melee weapon attack, you can roll one of the weapon's damage dice one additional time and add it to the extra damage of the critical hit.
-Rage: (2 rages, +2 Rage Damage to damage rolls while raging; Advantage on Strength checks and Strength saving throws; Resistance to bludgeoning, piercing, slashing.)
-Unarmored Defense (AC is 10 + Dex. Mod + Con. Mod; can still use a shield)
-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.
-Danger Sense: 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.
Other Proficiencies:
Armor: Light, Medium, Shields
Weapons: Simple, Martial
Tools: Disguise Kit
Weapons:
Maul (2d6 Bludgeoning; Heavy, Two Handed)
Handaxe x2 (1d6 Slashing; Light, Thrown; Range; 20/60)
Javelin X 4 (1d6 Piercing; Thrown; Range: 30/120)
Armor:
Equipment:
Belt Pouch
Common Clothes
Disguise Kit
Explorer's Pack
Insignia (Belt Buckle)
Carrying Capacity: 255 lbs
Push, Drag, Lift: 510 lbs
GP: 15
Description:
Age: 42
Height: 6' 8" (2.03m)
Weight: 280 lbs
Eyes: Orangish Red/Missing Left Eye
Skin: Pale Green
Hair: Light Gray
Personality:
Personality Trait: When in battle, only two things are on my mind. My enemies and my guaranteed victory.
Favored Event: Pit Fighter - You fought ferociously with weapons, and emerged victorious, in a crowded arena that smelled of death and fear.
Ideals: Liberation - I want to overthrow tyrants like the ones that kept me as a slave fighter.
Bonds: I struggle to leave behind the person that I had to be in the arena.
Flaws: Violence has kept me alive for so long it's all I know.
Background:
Krun was born into the fiery Deathscream Clan, the product of an Orc father and a Human mother. The Deathscream Clan and the Josten Clan, a human raiding tribe, had joined forces in order to terrorize the small farming communities and medium sized cities with the Zarel Empire. The arranged marriage brought together Chief Ukarsh Deathscream's first born son, Cuzar, and Chief Helmut Josten's first born daughter, Stella. Krun was the product of this marriage. From adulthood, Krun was involved in the raiding and pillaging of many small communities and cities within the Zarel Empire until an army that outmatched the raiding clans by 5 to 1 decimated the entirety of their allied tribe and took the survivors into slavery. Krun lost both his parents to the initial skirmishes and was taken prisoner back to the rcapital city to participate in the Games.
Survival was the only prize and Krun learned quickly that no one was his friend. His trust was in himself and his maul, Lak'Tuk (Orcish for "Suffering"), as he doused himself in the blood of his enemies to the delight of the citizens of the Zarel Empire. The smell of death and fear was a daily occurrence for Krun as he battled in the arena from the age of 15 until the age of 40. He made a name for himself as a ferocious pit fighter, whom would do anything to win his battle. He killed members of his own clan to survive and even members of his mother's clan as well.
One day, Krun found himself being sold to a private owner from the hands of the Empire. His new owners thought they had made a solid investment. That investment would lead to their demise. On the roads outside the capital, Krun threw himself in an Orcish Rage, massacring his new owners only scant hours after he had been sold. He broke the chains that had held him for decades and escaped into the Ironhold Mountains. For many weeks, he lived off the land, surviving as best he could, moving quietly so as not to be too suspect.
Eventually, he made his way to Aldbay, where he found work doing what he did best, pit fighting at the Trident, an large dock side inn that hosted the fights. He became involved with the Hand, a criminal organization that controlled most of the gambling, whoring, and fighting. After 2 years of making ends meet, things went quiet. The Hand had seemingly locked things up for the time being and Krun was out of work. Until a very lucrative sounding caravan guard position reared its head...
Background Feature - Renown of the Arena:
A Gladiator is in every way a fighter and a performer. In the Arena, you rouse the crowd with your displays of fighting prowess killing or maiming other combatants, and like any other well-known performer, there is rarely a dull moment in your day-to-day life --- On the streets, the people may recognize you for these feats of armed combat in the Arena. Oftentimes your fans might present you with small gifts, discounts on combat gear, a free round of drinks, or a free nights stay at the local Tavern & Inn. Sometimes you might have to deal with the occasional stalker, or other times you are the victim of an "unfortunate accident" due to vengeful fans of a fighter you've fought against.