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>Ulf Elkhardt
>Urgoth Thickbones

^Characters

>Sandcat RPG stuff >Curse of Strahd 2017 >Characters >Urgoth Thickbones

Urgoth Thickbones
Class
Fighter
Race
Orc
Level
7
Gender
Male
Alignment
Neutral
Age
23
Background
Mercenary
Height
1.98m
Weight
108 kg
Archetype
Eldritch Knight
Hair
Black
Eyes
Green
STR
DEX
CON
INT
WIS
CHA
20
13
16
10
10
8
+5
+1
+3
+0
+0
-1
Saving Throws
+9
+2
+7
+1
+1
+0
AC
19
Initiative
+1
Speed
30
Hit Dice
7d10
Proficiency
+3
Passive Perc.
13
Hit Points
TEMPORARY
CURRENT
MAXIMUM
67
Inspiration
 
XP
14000
Skills
+4: Acrobatics (Dex)
0: Animal Handl. (Wis)
0: Arcana (Int)
+8: Athletics (Str)
-1: Deception (Cha)
0: History (Int)
0: Insight (Wis)
+2: Intimidation (Cha)
0: Investigation (Int)
0: Medicine (Wis)
0: Nature (Int)
+3: Perception (Wis)
-1: Performance (Cha)
+2: Persuasion (Cha)
0: Religion (Int)
+1: Sleight of Hand (Dex)
+1: Stealth (Dex)
0: Survival (Wis)
Background
Personality Traits: I face problems head on. A simple, direct solulion is the best path to success.

Ideals: Live and Let Live. Ideals aren't worth killing over or going to war for.
Bonds: Those who fight beside me are those worth dying for.
Flaws: I'd rather eat my armor than admit when I'm wrong.
Heraldic Sign: Two crossed bones
Instructor: Weapon Master
Signature Style: Energetic
Features & Traits
Armor Proficiencies:
All armor, shields
Weapon Proficiencies:
Simple weapons, martial weapons
Tool Proficiencies:
Towers gaming set, vehicles
Languages:
Common, Orc
Darkvision:
Thanks to your orc blood. you have superior vision in dark and dim conditions. You can see in dim light 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.
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 unti! 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.
Second Wind:
You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level. Once you use this feature, you must finish a short or long rest before you can use it again.
Action Surge:
You can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action on top of your regular action and a possible bonus action.
Extra attack:
You can attack twice, instead of once, whenever you take the Attack action on your turn.
Feats
Orcish Fury:
Your fury burns tirelessly.
- When you hit with an attack made with a simple or martial weapon, you can roll one of the weapon’s damage dice an additional time and add it as extra damage of the weapon’s damage type. Once you use this ability, you can’t use it again until you finish a short or long rest.
- Immediately after you use your Relentless Endurance trait, you can use your reaction to make one weapon attack..
Death saves
Successes:
 
 
 
Failures:
 
 
 
Long Sword - Melee
ATTACK
+8
DAMAGE
1d8+7
TYPE
Slash
RANGE
5 feet
 
Battleaxe - Melee
ATTACK
+9
DAMAGE
1d8+8
TYPE
Slash
RANGE
5 feet
 
Battleaxe - 2handed - Melee
ATTACK
+9
DAMAGE
1d10+6
TYPE
Slash
RANGE
5 feet
 
Greatsword - 2handed - Melee
ATTACK
+10
DAMAGE
2d6+7
TYPE
Slash
RANGE
5 feet
 
Light Crossbow - Ranged
ATTACK
+4
DAMAGE
1d8+1
TYPE
Pierc
RANGE
80/320
 
Equipment
GP: 10
Long Sword (1d8)
Battleaxe of (1d8), half weight, +1d8 plant(like) creatures
Metal Shield (+2 AC)
Chain Mail
Pouch
Free Company's uniform
Battle Leader Insignia
Tower gaming set
Explorer's pack (Backpack, Bedroll, Mess Kit, Tinderbox, 10 Torches, 10 Days Rations, Waterskin, 50' Hemp Rope)
Magic Items

 

Spells

Spells Prepared
7
Spellcasting Ability
Int
Spell Save DC
11
Spell Attack Bonus
+3
Level 0 (∞ Spell Slots) School Cast time Range Comp. Duration Description
Blade Ward abjuration action self V, S 1 round You extend your hand and trace a sigil of warding in the air. Until the end of your next turn, you have resistance against bludgeoning, piercing, and slashing damage dealt by weapon attacks.
True Strike divination action 30 Feet S Concentration, up to 1 round You extend your hand and point a finger at a target in range. Your magic grants you a brief insight into the target's defenses. On your next turn, you gain advantage on your first attack roll against the target, provided that this spell hasn't ended.
Level 1 (4 Spell Slots) School Cast time Range Comp. Duration Description
Expeditious Retreat transmutation 1 bonus action self V, S Concentration, up to 10 minutes This spell allows you to move at an incredible pace. When you cast this spell, and then as a bonus action on each of your turns unlil the spell ends, you can take the Dash action.
Protection from Evil and Good abjuration action Touch V, S Concentration, up to 10 minutes Until the spell ends, one willing creature you touch is protected against certain types of creatures: aberrations, celestiais, elementals, fey, fiends, and undead. The protection grants several benefits. Creatures of those types have disadvantage on attack rolls against the target. The target also can't be charmed, frightened, or possessed by them. If the target is already charmed, frightened, or possessed by such a creature, the target has advantage on any new saving throw against the relevant effect.
Shield abjuration 1 reaction Self V, S 1 round An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile.
Mage Armor abjuration 1 action Touch V, S, M 8 hours You touch a willing creature who isn’t wearing armor, and a protective magical force surrounds it until the spell ends. The target’s base AC becomes 13 + its Dexterity modifier. The spell ends if the target dons armor or if you dismiss the spell as an action.
Absorb Elements abjuration 1 reaction Self S 1 round When hit with acid, cold, fire, lightning, or thunder damage, you can use your reaction to have resistance to it until the start of your next turn, including against the triggering attack. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 of the damage type.
Level 2 (2 Spell Slots) School Cast time Range Comp. Duration Description
Darkness abjuration 1 action Touch V, M Concentration, up to 10 mins Darkness spreads to fill a 15-foot-radius sphere for the duration. The darkness goes around corners. A creature with darkvision can't see through this darkness, and nonmagical light can't illuminate it. If the point the darkness spreads from is an object you're holding or one that isn't being worn or carried, the darkness comes from and moves with the object. Completely covering the object with something opaque blocks the darkness. If this spell's area overlaps with light created by a 2nd-level spell or lower, the spell and light is dispelled.
Warding Wind evocation 1 action Touch V Concentration, up to 10 mins A strong wind encircles you in a 10-foot radius extinguishing unprotected flames torch-sized or smaller, deafening you and any creatures in its area, ranged attacks that pass through are rolled with disadvantage, disperses vapor, gas, and fog that can be affected by a strong wind, and the area becomes difficult terrain for others.


Background story

I am second in command of the Free Company, well maybe third or forth, depends on who you ask. But the most important part is that I led our main attacks, always in the front, always first to draw blood. Cedric led from the rear with his tactics and I led our fighters in the field. They never invited me to mission briefings, or tactics, or drinks, or anything actually. But that does not matter, I am a grunt, I belong around my fellows. This gives me insight in their ways and how to properly handle them when battle starts again. For Glory!

The company has always been my life, me being an Orc and growing up fast allowed me to join the fights at what the others thought an early age. Wielding a sword proficiently at 10, my first kill at 11 and my first company battle at 13.

We made our camp on the fields outside Daggerford having done a job for the Duchess. We were ragarded as friends now, we'll Cedric was regarded as a friend I guess, though the words Cedric said about the Duchess never sounded too friendly. And us lowly weapon wielding bastards had no role in being friends either. At least that was what I thought before. I was sent to the Duchess as a friend to help him out with something. A task from Cedric was always an important task, me being a friend and a representative of the Free Company. I would do Cedric much honor! Little did I know that I was meant as an insult.


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