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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)
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