Bard

Oghren Battlehammer's page

95 posts. Alias of stigand.


Race

Dwarf CG Fighter(Champion) 3 | HP 22/30 | AC:16 | *Str+5, Dex+0, *Con+5, Int+0, Wis+1, Cha-1 | Init+0 | Passive Perc: 13 | Speed: 25 | Active conditions: None

Classes/Levels

| Action Surge: 1/1 | Second Wind: 1/1

Strength 17
Dexterity 10
Constitution 17
Intelligence 10
Wisdom 13
Charisma 8

About Oghren Battlehammer

Faction: Order of the Gauntlet
Experience 900

Proficiency skills have *

--------------------
STATISTICS
--------------------
Str 17(+3), Dex 10, Con 17(+3), Int 10, Wis 13(+1), Cha 8(-1)

--------------------
OFFENSE
--------------------
Feats: Great Weapon Fighting, Second Wind, Action Surge, Improved Critical(19 or 20)

Melee: *Great Axe (+5atk | 1d12+3)
. . [dice=Attack]1d20 + 5[/dice] | [dice=Damage]1d12 + 3[/dice]
. .
. . *Warhammer (+5atk | 1d8+3)
. . [dice=Attack]1d20 + 5[/dice] | [dice=Damage]1d8 + 3[/dice]
. .
. . *Warhammer(2-handed/versatile) (+5atk | 1d10+3)
. . [dice=Attack]1d20 + 5[/dice] | [dice=Damage]1d10 + 3[/dice]
. .
. . *Hand Axe (+5atk | 1d6+3)
. . [dice=Attack]1d20 + 5[/dice] | [dice=Damage]1d6 + 3[/dice]

Ranged: . . *Hand Axe | Range: 20/60 (+5atk | 1d6+3)
. . [dice=Attack]1d20 + 5[/dice] | [dice=Damage]1d6 + 3[/dice]

--------------------
TRAITS
--------------------
Darkvision: 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: Brewer’s supplies
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: Common and Dwarvish
Dwarven Armor Training: You have proficiency with light and medium armor.

--------------------
FEATS
--------------------
Proficiency Bonus: +2
Hit Dice: 1d10 per fighter level
. . Proficiencies
Armor: All armor, shields
Weapons: All weapons
Tools: None
Saving Throws: Strength, Constitution
Skills: Athletics, Perception
Second Wind: At first level, 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: Starting at second level, on your turn, you can take one additional action on top of your regular action and a possible bonus action. Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.
Improved Critical: Starting at 3rd level, your weapon attacks score a critical hit on a roll of 19 or 20.
. . Fighting Style
Great Weapon Fighting: When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

--------------------
Clan Crafter
--------------------
Skill Proficiencies: History, Insight
Tool Proficiencies: Smith's tools
Languages: Giant
Tools: Smith's tools
Equipment: A set of artisan's tools with which you are proficient, a maker's mark chisel used to mark your handiwork with the symbol of the clan of crafters you learned your skill from, a set of traveler's clothes, and a pouch containing 5 gp and a gem worth 10 gp
Respect of the Stout Folk: As well respected as clan crafters are among outsiders, no one esteems them quite so highly as dwarves do. You always have free room and board in any place where shield dwarves or gold dwarves dwell, and the individuals in such a settlement might vie among themselves to determine who can offer you (and possibly your compatriots) the finest accommodations and assistance.
Personality Trait: I'm a pack rat who never throws anything away.
Ideal: Freedom. Everyone should be free to pursue his or her own livelihood. (Chaotic)
Bond: The common folk must see me as a hero of the people.
Flaw: When I'm not exploring dungeons or ruins, I get jittery and impatient.

--------------------
SKILLS | (* denotes proficiency)
--------------------
Acrobatics(dex): 0
Animal Handling(wis): +1
Arcana(int): 0
*Athletics(str): +5
Deception(cha): -1
*History(int): +2
*Insight(wis): +3
Intimidation(cha): -1
Investigation(int): 0
Medicine(wis): +1
Nature(int): 0
*Perception(wis): +3
Performance(cha): -1
Persuasion(cha): -1
Religion(int): 0
Slight of Hand(dex): 0
Stealth(dex): 0 Armor Disadvantage
Survival(wis): +1

--------------------
COMBAT GEAR
--------------------
Chain mail
Hand Axe(2)
Great Axe
Warhammer

--------------------
GEAR
--------------------
Explorer's pack
Travelers Outfit
Bedroll
Mess kit
Tinderbox
Waterskin
Grappling Hook
Whetstone
Soap
Torches(10)
Rations(10)
Hemp Rope(50ft)
Pair of knucklebone dice, with a skull symbol replacing the six pips(trinket)

--------------------
Currency
--------------------
G: 204
S: 9
C: 7
Gems: