Amber Strakeln's page

197 posts. Alias of inxpitter.

Full Name

Amber Strakeln


Init +2 | AC 15 | HP 35/35 | Saves: S+3/D+2/C+3/I-1/W+1/C+0 | Raging : [1/2 damage except psychic, +2 damage] | Rages : [2/3] | Percp. +3



Strength 16
Dexterity 14
Constitution 16
Intelligence 8
Wisdom 12
Charisma 10

About Amber Strakeln

Amber Strakeln
Female Dwarf Barbarian
Perception +3

Str 16, Dex 14, Con 16, Int 8, Wis 12, Cha 10

Skills: Athletics, Perception, Survival, Animal Handling
Tools: Brewer's Supplies, Musical Pipes
Proficiencies (+2): Light armor, medium armor, shields, simple weapons, martial weapons,
Languages: Common, Dwarven

Rages: 3 uses, +2 Damage, [1/2] Damage except from psychic

Greataxe +5 (1d12+3)
Handaxe +4 (1d6,20/60)
Javelin +4 (1d6,30/120)

HP: 35 3d12 + Con
AC: 15 (+3 Con, +2 Dex, +10 Armor)
Saving Throws: Strength, Constitution

Handaxes, 2
Explorer's Pack
Javelins, 4
Hunting trap
Bear claw necklace
Traveler's Clothes

10 gp

Special Abilities:

Special Abilities


In battle, you fight with primal ferocity. 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:

You have advantage on Strength checks and Strength saving throws.
When you make a melee weapon attack using Strength, you gain a bonus to the damage roll that increases as you gain levels as a barbarian, as shown in the Rage Damage column of the Barbarian table.
You have resistance to bludgeoning, piercing, and slashing damage.
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 the number of times shown for your barbarian level in the Rages column of the Barbarian table, 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, you can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.

Danger Sense
At 2nd level, you gain an uncanny sense of when things nearby aren’t as they should be, giving you an edge when you dodge away from danger.

You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can’t be blinded, deafened, or incapacitated.

Primal Path - Totem Warrior Bear
At 3rd level, you choose a path that shapes the nature of your rage. The Path of the Berserker is detailed at the end of this page. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th levels. Additional paths are available in the original source material.

-Spirit Seeker
Yours is a path that seeks attunement with the natural world, giving you a kinship with beasts. At 3rd level when you adopt this path, you gain the ability to cast the beast sense and speak with animals spells, but only as rituals, as described in chapter 10.

-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- an amulet or similar adornment—that incorporates fur or feathers, claws, teeth, or b ones of the totem animal. At your option, you also gain minor physical attributes that are reminiscent of your totem spirit. For example, if you have a bear totem spirit, you might be unusually hairy and thick-skinned, or if your totem is the eagle, your eyes turn bright yellow. Your totem animal might be an animal related to those listed here but more appropriate to your homeland. For example, you could choose a hawk or vulture in place of an eagle.

While raging, you have resistance to all damage except psychic damage. The spirit of the bear makes you tough enough to stand up to any punishment.

Dwarf - Mountain
Ability Score Increase: Your Constitution score increases by 2.

Age: Dwarves mature at the same rate as humans, but they’re considered young until they reach the age of 50. On average, they live about 350 years.

Alignment: Most dwarves are lawful, believing firmly in the benefits of a well-ordered society. They tend toward good as well, with a strong sense of fair play and a belief that everyone deserves to share in the benefits of a just order.

Size: Dwarves stand between 4 and 5 feet tall and average about 150 pounds. Your size is Medium.

Speed: Your base walking speed is 25 feet. Your speed is not reduced by wearing heavy armor.

Darkvision: Accustomed to life underground, 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.

Dwarven Resilience: You have advantage on saving throws against poison, and you have resistance against poison damage.

Dwarven Combat Training: You have proficiency with the battleaxe, handaxe, light hammer, and warhammer.

Tool Proficiency: You gain proficiency with the artisan’s tools of your choice: smith’s tools, brewer’s supplies, or mason’s tools.

Stonecunning: Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.

Languages: You can speak, read, and write Common and Dwarvish. Dwarvish is full of hard consonants and guttural sounds, and those characteristics spill over into whatever other language a dwarf might speak.

Ability Score Increase: Strength +2.

Dwarven Armor Training: Light and medium armor proficiency.

Background - Outlander:

Origin - Hunter Gatherer

Feature - Wanderer: You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you.
In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.

Personality: I place no stock in wealthy or well-mannered folk. Money and manners won’t save you from a hungry owlbear.

Ideal: I must earn glory in battle, for myself and my clan.

Bond: Ontharr Frume, a crusading warrior and champion of good, is my friend and mentor. He has asked you to travel to Greenest in search of rumors of increased Dragon activity.

Flaw: I am too enamored of ale, wine, and other intoxicants.

While most dwarves were nursing their rocks and gems underground, Amber was raised alone by her mother in the hinterlands of the north. It was a simple life, but a happy one. As such Amber grew to not only survive, but thrive outdoors. She did learn the city comforts, finding delicious drink and useful amenities, but no matter the comfort she'd hear the wilds calling to her once more.

Eventually, Amber's mother let her go. She was to find her own wilderness to call home and decide for herself where her heart would eventually settle. And so her journey's began to find a new place to call home. Over the course of thenext few decades she had many adventures and met many new friends. One such brawl almost landed her on the executioners block, were it not for Ontharr Frume. One word from him and she was cleared from all wrongdoing and given a chance to help him with a problem. She eagerly accepted.

Having left him years ago, she found him once more on the road. He called in an old favor, and with the promise of lands the like of which she hasn't seen, she departed to the small town of Greenest. Oh, and there was something she was supposed to do while she was there..... Ah well, she'll probably remember eventually.


Amber doesn't take to armor well, and as such rarely wears any. Her muscular arms and back show the years of trekking through mountains and forests, and the three gashes across her chest mark her proudest achievement of taking down a wild bear alone. Her hair is a dark red, and her largest smiles come from ale and fighting. You would be hard pressed to find someone who is so full of life with the simplest of means.