Orbus Klang
Name: Orbus Klang
Race: Minotaur (Krynn-born)
Class & Level: Fighter 3 (Battle Master)
Background: Outlander
Alignment: Neutral
Experience: 963 xp
ABILITY SCORES & ABILITIES
(* includes +2 proficiency bonus; ** includes expertise, if any)
Strength 17
+3 ... Strength Ability Checks
+5 ... Strength Saving Throws *
+5 ... Athletics Skill *
255 lbs. ... Maximum Carrying Capacity
510 lbs. ... Max. Push or Drag (Speed -5 ft.)
510 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 14
+2 ... Constitution Ability Checks
+4 ... Constitution Saving Throws *
Intelligence 8
-1 ... Intelligence Ability Checks
-1 ... Intelligence Saving Throws
-1 ... Arcana Skill
-1 ... History Skill
-1 ... Investigation Skill
-1 ... Nature Skill
-1 ... Religion Skill
Wisdom 12
+1 ... Wisdom Ability Checks
+1 ... Wisdom Saving Throws
+1 ... Animal Handling Skill
+3 ... Insight Skill *
+1 ... Medicine Skill
+1 ... Perception Skill
+3 ... Survival Skill *
Charisma 10
+0 ... Charisma Ability Checks
+0 ... Charisma Saving Throws
+0 ... Deception Skill
+2 ... Intimidation Skill *
+0 ... Performance Skill
+0 ... Persuasion Skill
COMBAT [PHB p. 189]
11 ... Passive Perception
+1 ... Initiative Modifier
Armor Class 19 ... Armor worn: Chain mail and shield
30 ft. Speed ... Base distance per move
28 hit points ... 3d10 Hit Dice
Battleaxe. Melee Weapon Attack: +5 to hit, reach 5 ft. Hit: 1d8+3 slashing damage. (If used two-handed in melee, does 1d10+3 damage.)
Javelin. Melee Weapon Attack: +5 to hit, reach 5 ft. Hit: 1d6+3 piercing damage. (If thrown, normal range to 30 ft.; disadvantage long range 31 to 120 ft.)
Fighting Style: Defense. In armor, gain +1 to AC.
FEATURES, TRAITS, SPECIAL ABILITIES
Proficiencies & Languages
• Proficiency Bonus: +2
• Armor: light armor, medium armor, heavy armor, shields
• Weapons: simple weapons, martial weapons
• Tools: one type of musical instrument, navigator's tools, vehicles (water)
• Saving Throws: Strength, Constitution
• Skills: Athletics, Insight, Intimidation, Survival
• Languages: Common, Giant
Minotaur Traits [UA May 2015]
• Age: 20 years old
• Medium Size (6' 11", 357 lbs.)
• Horns (proficient as melee weapon that deals 1d10+3 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)
• Labyrinthine Recall (perfectly recall any path you have traveled)
Fighter Class Features [PHB p. 70]
• Fighting Style (Defense)
• Second Wind (regain 1d10+3 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 13
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)
Outlander Features [PHB p. 136]
• Wanderer
EQUIPMENT & TREASURE
Carried Gear: chain mail armor (AC 16), shield (AC +2), battleaxe, javelin, smith's tools (anvil, hammers, tongs, etc.), belt pouch, set of traveler's clothes, hunting trap, a staff, a trophy from an animal you killed
Coins & Gems: 12 gold pieces (gp 75 silver pieces (sp 58 copper pieces (cp 4 gems (worth 10 gp each)
Current Location
Children
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