Age 18 Height 6-ft, 11-in Weight 295 lb.
Hair black Eyes beady black
APPEARANCE:
This half-orc towers above civilized humanoids at close to seven feet tall. While he has characteristic gray skin, pointed ears, and a toothy under-bite, he has a nose ring, a gold canine tooth, and short black hair with a chinstrap beard.
He wears the biggest suit of chain mail you've ever seen and shoulders a greataxe, heavy crossbow, quiver and backpack with a coil of rope strapped to it. His weapons belt carries matching handaxes.
PERSONALITY:
Personality Traits
1. My friends know they can rely on me, no matter what.
2. To me, a tavern brawl is a nice way to get to know a new city.
Ideal = Challenge. Aspiration. Someday I'll own my own ship and chart my own destiny.
Bond In a harbor town, I have a paramour whose eyes nearly stole me from the sea.
Flaw I can't help but pocket loose coins and other trinkets I come across.
BACKGROUND:
Ordrud's mother is Jorma Mulekicker, a very tough mercenary. She made Ordrud to settle a bet. Jorma wasn't very maternal, so Ordrud was raised by the band's groupies on tour.
At nine years old, he was his mother's height. By 12 years old, he was almost full grown. At fourteen, he was full grown and finally joined the band part time in clean up and crowd control. After another year in his mother's shadow, he started a new band with the PCs.
Race Half-orc
Gender Male
Alignment Chaotic Neutral
Class Fighter (Eldritch Knight) 3
Background Pirate
Initiative +0
Senses Passive Perception 11, Darkvision 60 ft
==DEFENSE==
AC 16 (16 armor)
HP 31 = 10 +6 +6 +3x(+3 Con)
Strength +5, Dexterity +0, Constitution +5
Intelligence +0, Wisdom +1, Charisma +0
Armor Chain mail
Defensive Abilities
- Heavy Armor Master: While you are wearing heavy armor, bludgeoning, piercing, and slashing damage that you take from non-magical weapons is reduced by 3.
==OFFENSE==
Speed 30 ft
Melee Unarmed +5 (4) Bludgeoning
Melee Club +5 (1d6+3) Bludgeoning
Melee Greataxe* +5 (1d12+3) Slashing, heavy, two-handed
Melee & Ranged Handaxe +6 (1d6+3) Slashing, Thrown (20/60)
Ranged Heavy Crossbow* +2 (1d10) Piercing (100/400), heavy, two-handed
Special Attacks
- Weapon Bond (Greataxe & Heavy Crossbow) You can have up to two bonded weapons, but can summon only one at a time with your bonus action. You can’t be disarmed of that weapon unless you are incapacitated.
==STATISTICS==
Str 17, Dex 10, Con 16, Int 10, Wis 13, Cha 10
Proficiency +2
Darkvision. Thanks to your orc blood, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet o f you as if it were bright light, and in darkness as if it w ere 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.
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.
Second Wind You have a limited well of stamina that you can draw on to protect yourself from harm. 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 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action on top of your regular action and a possible bonus action.
Weapon Bond. At 3rd level, you learn a ritual that creates a magical bond between yourself and one weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond. Once you have bonded a weapon to yourself, you can’t be disarmed of that weapon unless you are incapacitated. If it is on the same plane of existence, you can summon that weapon as a bonus action on your turn, causing it to teleport instantly to your hand. You can have up to two bonded weapons, but can summon only one at a time with your bonus action. If you attempt to bond with a third weapon, you must break the bond with one of the other two.
4th – Heavy Armor Master
• Increase your Strength score by 1, to a maximum of 20.
• While you are wearing heavy armor, bludgeoning, piercing, and slashing damage that you take from non-magical weapons is reduced by 3.
Feature = Pirate No matter where you go, people are afraid of you due to your reputation. When you are in a civilized settlement, you can get away with minor criminal offenses, such as refusing to pay for food at a tavern or breaking down doors at a local shop, since most people will not report your activity to the authorities.
==SPELL CASTING ==
DC 10 = 8 +2 Proficiency +0 Int
Spells = 1st level 2/day
Spells Known = 3 Absorb Elements (rS), Magic Missile (aVS), Featherfall (rVM)