Knuckle Crush
Oars Master
A minotaur sailor serving aboard the Angry Sea Wolf. Knucklecrush was abandoned by Adventure Team Grimm in Potamon Bay. He eventually caught up with them in Copenhaus and challenged Hops to fight. A Fight he lost.
Physical Description
General Physical Condition
Race: Minotaur (Krynn-born)
Class & Level: Fighter 4 (Battle Master)
Background: Pirate
Alignment: Neutral Good
Experience: 2,916 xp
ABILITY SCORES & ABILITIES
(* includes +2 proficiency bonus; ** includes expertise, if any)
Strength 19
+4 ... Strength Ability Checks
+6 ... Strength Saving Throws *
+6 ... Athletics Skill *
285 lbs. ... Maximum Carrying Capacity
570 lbs. ... Max. Push or Drag (Speed -5 ft.)
570 lbs. ... Maximum Lift
Dexterity 13
+1 ... Dexterity Ability Checks
+1 ... Dexterity Saving Throws
+1 ... Acrobatics Skill
+1 ... Sleight of Hand Skill
+1 ... Stealth Skill (Disadv.)
Constitution 15
+2 ... Constitution Ability Checks
+4 ... Constitution Saving Throws *
Intelligence 10
+0 ... Intelligence Ability Checks
+0 ... Intelligence Saving Throws
+0 ... Arcana Skill
+2 ... History Skill *
+0 ... Investigation Skill
+0 ... Nature Skill
+0 ... Religion Skill
Wisdom 12
+1 ... Wisdom Ability Checks
+1 ... Wisdom Saving Throws
+3 ... Animal Handling Skill *
+1 ... Insight Skill
+1 ... Medicine Skill
+3 ... Perception Skill *
+1 ... Survival Skill
Charisma 8
-1 ... Charisma Ability Checks
-1 ... Charisma Saving Throws
-1 ... Deception Skill
+1 ... Intimidation Skill *
-1 ... Performance Skill
-1 ... Persuasion Skill
COMBAT [PHB p. 189]
13 ... Passive Perception
+1 ... Initiative Modifier
Armor Class 18 ... Armor worn: chain mail, shield
30 ft. Speed ... Base distance per move
36 hit points ... 4d10 Hit Dice
Greataxe. Melee Weapon Attack: +6 to hit, reach 5 ft. Hit: 1d12+4 slashing damage. (Must be used two-handed.)
Javelin. Melee Weapon Attack: +6 to hit, reach 5 ft. Hit: 1d6+4 piercing damage. (If thrown, normal range to 30 ft.; disadvantage long range 31 to 120 ft.)
Fighting Style: Great Weapon Fighting. Reroll 1 or 2 on damage dice with two-handed melee weapons.
FEATURES, TRAITS, SPECIAL ABILITIES
Pirate Background [PHB p. 139]
• Feature: Bad Reputation.
• Traits: Can read weather like a book. Sleepy manner.
• Ideal: Recognize that everything has a spirit.
• Bond: Seeks to rise up in crew ranks.
• Flaw: Greed wins over smarts.
Proficiencies & Languages
• Proficiency Bonus: +2
• Armor: light armor, medium armor, heavy armor, shields
• Weapons: simple weapons, martial weapons
• Tools: navigator's tools, vehicles (water), navigator's tools, vehicles (water)
• Saving Throws: Strength, Constitution
• Skills: Animal Handling, Athletics, History, Intimidation, Perception
• Languages: Common, Minotaur
Minotaur Traits [UA May 2015]
• Age: 25 years old
• Medium Size (7' 1", 371 lbs.)
• Horns (proficient as melee weapon that deals 1d10+4 piercing damage; horns also grant adv. on all checks made to shove a creature, but not to avoid being shoved yourself)
• Goring Rush (on Dash action, make melee attack with horns as a bonus action)
• Hammering Horns (on Attack with melee attack, attempt to shove a creature with your horns as a bonus action; cannot use this shove attempt to knock a creature prone)
• Labyrinthizne Recall (perfectly recall any path you have traveled)
Fighter Class Features [PHB p. 70]
• Fighting Style (Great Weapon Fighting)
• Second Wind (regain 1d10+4 h.p.)
• Action Surge (extra action in turn once betw. short rests)
Combat Superiority
• four 1d8 Superiority dice per short or long rest
• Maneuver Save DC 14
Maneuvers Known [PHB p. 74]
• Feinting Attack (bonus action to gain adv. on attack)
• Precision Attack (add die to attack)
• Riposte (reaction attack when foe misses)
EQUIPMENT & TREASURE
Carried Gear (PHB, p. 143): chain mail armor (AC 16), shield (AC +2), greataxe, javelin, smith's tools (anvil, hammers, tongs, etc.), belt pouch, set of common clothes, rope (silk, 50 feet), belaying pin (club), a non-magical lucky charm. (This load is about 147 lbs.; add 1 lb. per 50 coins carried.)
Coins & Gems: 13 gold pieces (gp
Mental characteristics
Personal history
Knuckle Crush comes from a tribe of Minotaurs front he central region of Ventenheim. A dying race they frequently clash with the Tabaxi kingdoms that hold most of the power in Ventenheim. He has a resentment of any Tabaxi and elves and half-elves. He was exiled from the continent after a battle with a group of tabaxi royals. His small band of terrorists was called the Cloven Clan. They were defeated in 2982 when Knuckle was still just 20 years old. He fled the continent and found work amongst the Marid's Bones until just a few months ago. The bloodthirst and rage had begun to subside and he began looking for a new path.
Species
Children
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