Krun Thuul

Kraz Thadoom's page

475 posts. Alias of WerePox47.


Race

HP 16/39 | AC 15 | Init +2 | Passive Perc: 13

Classes/Levels

Usable:
Rage 2/3, Short Rest HD 3/3(1d12+2)

Gender

Saves:
Str +5, Dex +2, Con +4, Int -1, Wis +1, Cha -1

Age

Inspiration (x)

About Kraz Thadoom

Kraz Thadoom
Half-Orc Barbarian 3
Alignment Chaotic Good
HP 39, AC 15(+5 Armor, +2 Dex), Initiative +2, Speed: 30', Proficiency +2

STR 17 (+3) DEX 14 (+2) CON 15 (+2) INT 8 (-1) WIS 12 (+1) CHA 8 (-1)

Attacks:

Greatsword +5 (2d6+3)/Rage +5 (2d6+5), +3d6 damage on Crit, slashing
Handaxe +5 (1d6+3)/Rage +5 (1d6+5), +2d6 damage on Crit, (range 20/60), slashing
Javelin +5 (1d6+3)/Rage +5 (1d6+5), +2d6 damage on Crit, (range 30/120), piercing

Proficiencies:

Saving Throws Str +5, Dex +2, Con +4, Int -1, Wis +1, Cha -1
Skill Proficiencies Acrobatics +2, Athletics +5, Insight +1, Intimidation +1, Nature +1, Perception +3, Stealth +2, Survival +3

Armor Light Armor, Medium Armor, Shields
Languages Common, Goblin, Orc
Tool Proficiencies War Drum
Weapons Simple Weapons, Martial Weapons

Class, Racial, Other Features:

RACE FEATURES
Darkvision 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.
Menacing You gain proficiency in the Intimidation skill.
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 until 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.

CLASS FEATURES Path of the Berserker!
Danger Sense 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.
Frenzy For the duration of your rage you can make a single melee weapon attack as a bonus action on each of your turns. When your rage ends, you suffer one level of exhaustion.
Rage (3/day, Bonus Action) Advantage on Str checks, Str saving throws, +2 Damage bonus on attacks, and resistance to bludgeoning, piercing, and slashing damage. Last one minute and must finish a long rest to regain uses.
Reckless Attack 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.
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.

OUTLANDER FEATURES
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.
Origin Exiled/Escaped from Bonechewer Tribe etc..
Personality I’m always picking things up, absently fiddling with them, and sometimes accidentally breaking them.
Ideal It is each person’s responsibility to make the most of their life. You cannot rely on others for everything.
Bond I will bring terrible wrath down on the evildoers who destroyed my homeland or harm my friends.
Flaw I am too enamored of ale, wine, and other intoxicants.

Inventory:

Adamantine Chain Shirt(Immune to Critical Hits)
+1 Warhammer
Superior Healing Potion(4d4+4)
Healing Potion(2d4+2)
Greatsword
Handaxe(2)
Javelins(4)
Hunting Trap
War Drums
Traveler's Clothes(fur)
Explorer's Pack(backpack, bedroll, mess kit, tinderbox, torches(10), rations(10), waterskin)
Hemp Rope(50')
An empty wine bottle bearing a pretty label that says, “The Wizard of Wines Winery, Red Dragon Crush, 331422-W"
Belt Pouch(7gp, 39sp)

Backstory:

Hailing from the Desertsmouth Mountains, Kraz was born into slavery. His mother a human slave of the Bonechewer tribe of orcs. His father was not the chief of the tribe, but was one of it's prominent members so by default he was given a bit more leeway than some of the other slaves. He was taught the way of steel and like his father was overtaken with the fury lust when in battle. He was different though in that he was not as savage and evil as his masters. He saw how his mother and the other slaves were poorly treated and sometimes even killed for sport. This blossomed into a hatred for orcs and their ilk, hobgoblins and goblins alike. A hatred that eventually urged him to escape his bonds and attempt a normal life. He bided his time and when the time was right he took his mother and escaped in the night. In the end though she was too weak and died shortly after. This only caused his rage to grow and for months he roamed the country side killing orcs and the like.

Things were not all a loss as he learned the necessary skills for survival, hunting, trapping, and foraging. As time went on he eventually made his way to Shadowdale. The city was all very strange to him and he had trouble fitting in. People were mean and harsh to things they did not understand and in the end this led to him becoming a depressed alcoholic. He turned back to what he knew, fighting. He began participating in the underground fight scene in the city to pay for his addiction. Months turned to a year in this endless cycle of pain for pleasure, until eventually he made a name for himself. Tired of the repeating cycle he used his contacts to join a group of adventurers in hopes of a new start.

Description/Personality:

Kraz is tall, 6'5", with muddled brown skin and short black hair. His eyes are red and he has a pair of tusk that protruded from his lower jaw. He has many scars and several tribal tattoo's as well. He wears a set of fur travel clothes, no armor, and carries an assortment of weapons, the most visible being a large greatsword.. His rippling muscles and sour demeanor make him appear a bit intimidating..

Kraz is not over bright and this tends to add to his already over the top bruteness. He's not overly friendly either as several unfortuante folks have found out. He is however very loyal and strict in his principles. This makes him an excellent companion if you can break through the tough exterior. He loathes authority and would rather see street justice than a gavel.