Thalai Longrunner Katho-Olavi, Barbarian (7)
Fra Ravneklippen
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Personality traits:
* Competitive. If he's going anywhere with somebody, he will quickly make it into a race to see who can get there first.
* Having a hard time staying anywhere for long. After a week somewhere, he will begin to plan moving on.
* Reckless. If the group needs to jump over a casym, and they're debating how, he will simply run for it and jump, and worry about the consequences afterwards.
* Fear of commitment. He has a hard time committing to anybody on an emotional and personal level. While he might follow a group, it takes considerable time or extraordinary circumstances for him to personally commit to the group. (personal commitment isn't the same as security of the group, and keeping guard and helping group members).
* Quite. Prefers to be asked for his opinion, rather than speak it freely. If people do something he finds wrong, he will simply stay behind while they do it.
* Mocks people. When people group together under structures of power, politics or religion Thalai is puzzled, and he will mock them for that when possible.
Str: 16 (3) = 14 [base] + 2 [race] \\ Dex: 14 (2) = 14 [base] \\ Con: 18 (4) = 14 [base] + 1 [race] +1 [feat] +2 [lvl] \\ Int: 8 (0) = 8 [base] \\ Wis: 12 (1) = 12 [base] \\ Cha: 10 (0) = 10 [base]
Bonus: +3
Hit Dice (d12): 93 = 12+10+10+8+7+8+10[d12] + 7×4[con] — x2 con bonus when healing, rage resistance, bear resistance \\ AC: 16 = 10 [base] + 2 [dex] + 4 [con] \\ Saving throws: Strength, Constitution, Dexterity
Attacks:
* Great Axe (2 attacks): d20 + bonus + str [1d12 + str+ rage]
* Pyroportation Axe (2 attacks): d20 + bonus + str [1d12 + 2(fire) + str + rage] — All damage is fire
Proficiencies:
* Armour: Light, medium
* Weapons: Simple, Martial
* Tools: Musical instrument
Race abilities:
* Stone’s endurance: Subtract d12 + con modifier from damage taken as reaction (1 / rest)
* Powerful build: Count as one size larger
Class abilities:
* Rage (4 / day): Resist bludgeoning, piercing and slashing damage. Advantage og strength checks and saving throws. +2 to damage rolls.
* Unarmored defence
* Reckless attack: Advantage on str attack rolls. Enemy gains advantage against you.
* Danger sense
* Primal path: Totem warrior — Bear / wolf
* +10 ft speed
* Feral instinct: Advantage on Initiative rolls. Act first if surprised, when going into rage immediately.
Bear totem:
* Resistance to all damage except physical.
* Speak with animals as ritual
wolf totem:
* track at fast pace
* stealth at normal pace
Feats:
* Durable: +1 con, Gain 2x con mod when healing on short rest.
* Sentinel: Opportunity attack causes enemy speed to become 0 for the turn. Enemies provoke opportunity attacks even when disengaging. Use reaction to attack enemy within 5 ft. that attacks someone other than you.
* Great weapon master: When scoring critical or reducing enemy to 0 hp, make a free melee weapon attack as a bonus action. Also -5 to hit, +10 to damage.
* Tough: Gain +2 hp per level (both going forward and retroactively)
* Resilient (dex): +1 to dex. Proficiency in dex.
Skills:
* Athletics (str) — advantage while raging
* Survival (wis)
* Nature (wis)
* Animal handling (wis)
* Religion (wis)
* Intimidate (cha)
Languages: Common, Giant, Orc
Background: Outlander
* Personality: Driven by wanderlust
* Ideal: Change
* An injury to the unspoiled wilderness of my home is an injury to me
* There’s no room for caution in a life lived to the fullest
Equipment: 9 gp, 2 sp
* Great-axe (starting equipment), heavy, two-handed
* Spear (starting equipment)
* Explorers pack (starting equipment)
* Javelin (x4, starting equipment)
* Hunting trap (starting equipment)
* Travelers clothes (starting equipment)
* Waterskin (2 sp)
* Backpack, 2 gp (explorer's pack)
* Bedroll, 1 gp (explorer's pack)
* Mess Kit, .2 gp (explorer's pack)
* Tinderbox, .5 gp (explorer's pack)
* 10 x Torches, .1 gp (explorer's pack)
* 10 x Rations (1 day), 5 gp (explorer's pack)
* Waterskin, .2 gp (explorer's pack)
* 50' Hemp Rope, 1 gp (explorer's pack)
* Aquarius, Spear: Once per day, you can throw the spear into the ocean or a lake, and it will seek out a good meal of fishes, grab them, and come back up with them. While wearing the spear, you know instinctively how to swim, he can take 10 on normal swimming checks, and when swimming his speed increases by +10 ft. The wearer retains these benefits for 5 minutes after wearing the spear. The wearer needs to have carried the spear for 5 minutes for this benefit to kick in.
* Amazing Healers Kit 8/10 uses: \\ Works as normal healers kit, but also: \\ Using 1 minute, you can spend one use of a healer’s kit to tend to a creature and restore 1d6 + 5 hit points to it. The creature can’t regain hit points from this feat again until it finishes a short or long rest. Does not require the “Healer” Feat.
* Axe of Pyroportation: Can activate it to set the axehead on fire, When on fire the axe deals +2 damage, and all damage is converted into fire damage, can deactivate again at will. As an action, you can use this to cast the dimension door spell, When you disappear, you leave behind a cloud of smoke, and you appear in a similar cloud of smoke at your destination. The smoke lightly obscures the space you left and the space you appear in, and it dissipates at the end of your next turn. A light or stronger wind disperses the smoke. - After using this, you must complete a long rest before being able to use it again.
* Large longbow
* belt with trophies: belt of silent stalker - things in belt are silenced