Post by moralhazard on Mar 31, 2019 11:03:51 GMT
Character Information
Character Name: Kara Bellringer
Character Level: 8
Race: Human (Variant)
Gender: Female
Alignment: Neutral Good
Deity: Helm
Size: Medium
Hair: Black
Eyes: Blue-gray
Weight: 95 lbs
Height: 4'11"
Age: 21 years old
Appearance: Kara is small and wiry; nearly every spare ounce of her body is hard muscle. She has thick dark hair, down to her shoulder blades on the left side of her head, and shaved down to the scalp but for two long strips on the right side of her head. She has an odd assortment of scars, including nicks and calluses on her hands from fighting and marks on her torso and legs from blows by blades and axes. Both of her wrists are circled with thin, chafed-looking scars. She is most comfortable in armor, and generally values the utility of her clothing over its appearance, although she always keeps her kit extremely clean and neat.
History: Kara grew up in Sundabar. At 15, bright and eager, she followed family tradition by joining the Stone Shields, Sundabar’s City Watch, just in time to be conquered by the warlord Hartusk’s orc army in 1484, during the early days of the War of Silver Marches. She survived the war and stayed in the Stone Shields for the early days of Sundabar’s recovery. Before long, though, she couldn’t bear to remain in Sundabar and briefly joined a mercenary company in Everlund, before deciding to stay in Waterdeep after an assignment took her there.
Personality: Kara cannot stand bullies, and generally could be said to care more about protecting those who are vulnerable than she does about protecting herself. She prefers to charge into a situation headfirst, and will never back down from a challenge that touches something she cares about, no matter the odds. She has a hard time getting close to others; she cares, but usually doesn’t know how to express it. In general, she prefers her own company, and she is awkward and uncomfortable in social situations. She tends towards grumpiness at the best of times. She has a deep and vicious hatred for orcs and is heavily prejudiced against half-orcs as well. Once crossed, she never forgets or forgives. When angry, she is icy-cold and utterly efficient, with an incredibly single-minded focus on the goal in front of her.
Character Stats:
Total Exp: 38,345/48,000
HP: 93 | AC: 16 (with half-plate)
Speed: 40 feet
Initiative: +1
Ability Scores:
Strength: | 16 (+3) |
Dexterity: | 12 (+1) |
Constitution: | 18 (+4) |
Intelligence: | 10 (+0) |
Wisdom: | 10 (+0) |
Charisma: | 9 (-1) |
Skills:
+4 Acrobatics | +0 Animal Handling | +0 Arcana |
+6 Athletics | -1 Deception | +0 History |
+0 Insight | +2 Intimidation | +0 Investigation |
+0 Medicine | +0 Nature | +3 Perception |
-1 Performance | -1 Persuasion | +0 Religion |
+1 Sleight of Hand | +1 Stealth | +3 Survival |
Languages:
Common | Dwarvish | Elvish | Orcish |
Proficiencies:
Tools | Vehicles (land), dice |
Armor | Light armor, medium armor, shields |
Weapons | Simple weapons, martial weapons |
Background:
Background: Soldier
Military Rank: You have a military rank from your career as a soldier. Soldiers loyal to your former military organization still recognize your authority and influence, and they defer to you if they are of a lower rank. You can invoke your rank to exert influence over other soldiers and requisition simple equipment or horses for temporary use. You can also usually gain access to friendly military encampments and fortresses where your rank is recognized.
Abilities:
Class Abilities:
Rage | On your turn, you can enter a rage as a bonus action. While raging, you gain the following benefits if you aren't wearing heavy armor:
If you are able to cast spells, you can't cast them or concentrate on them while raging. Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action. Once you have raged 4 times, you must finish a long rest before you can rage again. |
Unarmored Defense | While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit. |
Reckless Attack | Starting at 2nd level, when you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on all melee weapon attack rolls using Strength during that turn, but attack rolls against you are rolled with advantage until the beginning of your next turn. |
Danger Sense | At 2nd level, you have advantage on Dexterity saving throws against effects that you can see, such as traps or spells. You do not gain this benefit if you are blinded, deafened, or incapacitated. |
Spirit Seeker | You gain the ability to cast the Beast Sense and Speak with Animals spells, but only as rituals. |
Totem Spirit | At 3rd level, when you adopt this path, you choose a totem spirit and gain its feature. You must make or acquire a physical totem object that incorporates a part of the totem animal. Bear: While raging you have resistance to all damage except psychic damage. |
Extra Attack | Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. |
Fast Movement | Starting at 5th level, your speed increases by 10 feet while you aren't wearing heavy armor. |
Aspect of the Beast | At 6th level, you gain a magical benefit based on the totem animal of your choice. Bear: You gain the might of a bear. Your carrying capacity (including maximum load and maximum lift) is doubled, and you have advantage on Strength checks made to push, pull, lift, or break objects. |
Feral Instinct | By 7th level, your instincts are so honed that you have advantage on initiative rolls. Additionally, if you are surprised at the beginning of combat and aren't incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn. |
Feats:
Polearm Master (human variant) | You can keep your enemies at bay with reach weapons. You gain the following benefits:
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Sentinel |
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Equipment:
Weapons: Glaive +1; quarterstaff; four javelins; four daggers
Armor: Half-plate armor
Magic Items: Horn of the Lookout, Goggles of the Night
Gear: An insignia of rank from the Stone Shields; a shard of a black iron shortsword; a set of bone dice; common clothes; backpack (empty); bedroll; mess kit; tinderbox; 10 torches; 10 days of rations; a waterskin; 50 feet of hempen rope; bear totem token; healer's kit; manacles; fishing tackle; 2 signal whistles; 7 sheets of parchment; soap; 10 foot pole; 3 candles
Current Cash: 4,645 gp