Kellid

Kurgu's page

220 posts. Alias of Decimus Observet.


Full Name

Kurgu

Race

HP: 14/14 | Temp HP: 0/0 | HD 1/1 (d12+2) | Rage 2/2 | PP 13

Classes/Levels

Stats:
AC 14 | Str +5* Dex +2 Con +4* Int +0 Wis +1 Cha -1 | Initiative +2 | Perception +3 | Insight +1 | Inspiration? No
Conditions: None

Gender

Human Barbarian 1

Age

22

Alignment

Chaotic Good

Languages

Common, Dwarvish, Orcish

Occupation

Tribe of the One Eye

Strength 16
Dexterity 14
Constitution 15
Intelligence 10
Wisdom 13
Charisma 9

About Kurgu

Race: Human Background: Hero of the Wastes Class: Barbarian (Berserker) 1
STR 16 (+3) DEX 14 (+2) CON 15 (+2) INT 10 (+0) WIS 13 (+1) CHA 9 (-1)
HP 14 (HD: 1/1 1d12+2)
AC 14 (unarmoured defense)
Initiative +2
Speed: 30' Land
Proficiency +2
Alignment: CG

Proficiencies:

Armor: Light armor, medium armor, shields
Weapons: Simple weapons, martial weapons
Tools: Herbalism Kit
Saving Throws: Strength, Constitution
Skills: Athletics, Intimidation, Perception, Survival
Languages: Common, Dwarfish, Orcish

Class & Race Abilities:

Class Features:

Rage
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.

Race Features:
Ability Score Increase. Your ability scores each increase by 1.

Feats:
Fell Handed (UA)
You master the handaxe, battleaxe, greataxe, warhammer, and maul. You gain the following benefits when using any of them:

• You gain a +1 bonus to attack rolls you make with the weapon.

• Whenever you have advantage on a melee attack roll you make with the weapon and hit, you can knock the target prone if the lower of the two d20 rolls would also hit the target.

• Whenever you have disadvantage on a melee attack roll you make with the weapon, the target takes bludgeoning damage equal to your Strength modifier (minimum of 0) if the attack misses but the higher of the two d20 rolls would have hit.

• If you use the Help action to aid an ally’s melee attack while you’re wielding the weapon, you knock the target’s shield aside momentarily. In addition to the ally gaining advantage on the attack roll, the ally gains a +2 bonus to the roll if the target is using a shield.


Inventory:

Coins & Gems:
GP 10
EP 0
SP 0
CP 0

Maul
Two handaxes
Four javelins
An explorer's pack
A staff
A hunting trap
A trophy, a piece of a metal face from an construct you killed
A set of traveller's clothes

Maul
Cost: 10 Gp
Damage: 2D6 Bludgeoning
Weight: 10 Lbs
Properties: Heavy, Two-Handed

Handaxe
Cost: 5 Gp
Damage: 1D6 Slashing
Weight: 2l Lbs
Properties: Light, Thrown (20/60)

Javelin
Cost: 5 Sp
Damage: 1D6 Piercing
Weight: 2 Lbs
Properties: Thrown (30/120)

Items acquired in game:

Background: Hero of the Wastes:

Skill Proficiencies: Athletics, Survival
Tool Proficiencies: Herbalism Kit
Language: Dwarfish

Feature: Defining Event - I stood alone against a terrible monster
You previously pursued a simple profession among the peasantry, perhaps as a farmer, miner, servant, shepherd, woodcutter, or gravedigger. But something happened that set you on a different path and marked you for greater things. Choose or randomly determine a defining event that marked you as a hero of the people.

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 Trait 1: When I set my mind to something, I follow through no matter what gets in my way.
Personality Trait 2: I'm driven by a wanderlust that led me away from home.
Ideal: Change. Life is like the seasons, in constant change, and we must change with it. (Chaotic)
Bond: I am the last of my tribe, and it is up to me to ensure their names enter legend.
Flaw: Violence is my answer to almost any challenge.

Appearance:

At first glance, Kurgu appears a lean, tattooed savage, his hair and eyes as brown as his armour, his skin a deep tan from the wasteland sun. But that skin bears red kill-mark tattoos to show his success against the metal monsters that he has slain.

Personality:

Kurgu is optimistic. He said that "The flesh of men is stronger than their iron.", a saying lodged in his mind from his grandfather Isu, a legendary warrior of the tribe. Kurgu - and others - lived, and Kurgu can still bring honour to his tribe's name.

Background:

Kurgu hails from the Tribe of the One Eye, dwellers in a poor wasteland in a forgotten corner of the Empire. They are semi-nomadic, scratching a hard existence from their home territories. Kurgu was one of their scouts and warriors, ready to battle rival tribes or those who would steal from his people.

Then one fateful day, the tribe found the ruins. No one knew what started what happened next, mainly as so few survived. Metal constructs emerged from under the ancient rubble and broken buildings, seemingly driven by bloodlust. Kurgu and his fellow tribals fought with everything they had, and it was barely sufficient.

Kurgu and a handful of others stood over ground covered in blood, bodies, and broken metal things. The others declared that with so many dead, the Tribe of the One Eye was gone, and that they would travel to another tribe and petition to join. Kurgu decided that he would make his own way, as the very last of the Tribe of the One Eye...

Inspirational Text:

"Do not go gentle into that good night,
Old age should burn and rave at close of day;
Rage, rage against the dying of the light."

***********************************

"From the mountainous regions
Awakens the day
Shining armours and horses
Head to the battlefields
It's a great day for fire
It's a great day for wrath
A man's fate is his own
The world's at an end"