Male Human Barbarian (Outlander- Zealot of Saxwyn)(CN)/3, HP 35/39: , AC: 16 , Saves: STR +6 CON +6, Initiative: +2, Passive Perception: 14: Rage Remaining 1/2
About Shenkt "Hack" Corchran
SHENKT "HACK" CORCHRAN
Male Human Barbarian (Zealot of Saxwyn)/3
Chaotic Neutral
EXP: 0
INSPIRATION: 1
Ht: 6'6"; Wt: 238 lbs.; Hair: Brown; Eyes: Brown
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DEFENSE
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AC 16 = Studded Leather 14 + 2 DEX 15 (No Armor)
HP 39
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OFFENSE
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Speed 30'
Melee
Greataxe +7 1d12+4 (+2 Rage)
Ranged
2 Handaxes +7 1d6+4 (+2 Rage) (20/60)
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STATISTICS
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Str 18(+4), Dex 15(+2), Con 16(+3), Int 12(+1), Wis 15(+2), Cha 12(+1)
Proficiency Bonus +2
Saving Throws Strength, Constitution, Advantage on some Dexterity Saves
ToolsMusical Instrument (Horn)
Skills Athletics +6, Nature +3, Perception +4, Stealth +4, Survival +4
Languages Common, Dwarven
Feats Fell Handed
Gear Explorer's Pack(backpack, bedroll, tinderbox, mess kit, 10 torches, 5 days rations, waterskin, 50' hempen rope), Hunting Trap, belt pouch, Traveler's Clothes made of buckskin.
Coin
PP:
GP: 43
EP:
SP:
CP:
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CLASS FEATURES/RACIAL TRAITS
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Rage 1 Minute (10 Rounds)/2X Before long Rest/+2 damage: On your turn, you can enter a Rage as a bonus action. If not wearing heavy Armor: you have advantage on strength checks and strength saving throws, when you make a melee att using strength, you gain a +2 bonus to the damage roll, and you have resistance to bludgeoning, piercing and slashing damage (damaged halved after multipliers). The Rage lasts for 10 Combat Rounds. It ends if you are knocked unconscious, or if your combat round ends and you have not attacked an enemy since your last combat round or taken damage. You can also end your Rage as a bonus action. Once you have Raged a number of times on the table, then you must complete a long rest before raging again.
Fell Handed 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.
Unarmored Defense: When wearing no armor, your AC equals 10+Dex(2)+ Con(3) = 15
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.
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.
Primal Path - Path of the Zealot - Saxwyn, The Warrior Son of Amren, worshiped in Mead Halls of the Highlands, red and white, rewards heroic deeds in battle.
Divine Fury Starting when you choose this path at 3rd level, you can channel divine fury into your weapon strikes. While you're raging, the first creature you hit on each of your turns with a weapon attack takes extra damage equal to 1d6 + half your Barbarian level. The extra damage is necrotic or radiant; you choose the type of damage when you gain this feature.
Warrior of the Gods At 3rd level, your soul is marked for endless battle. If a spell, such as Raise Dead, has the sole effect of restoring you to life (but not undeath), the caster doesn't need material components to cast the spell on you.
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BACKGROUND - OUTLANDER (Tribal Marauder)
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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 others each day, provided that the land offers berries, small game, water and so forth.
Personality Trait I watch over my friends as if they were a litter of newborn pups.
Ideal I must earn glory in battle, for myself and my clan.
Bond My family, clan or tribe is the most important thing in my life, even when they are far from me.
Flaw Violence is my answer to almost any challenge.
Background/History:
Hack was born and raised in the forested foothills of the southeastern Grumorjak Mountains in the Highland Realm. He is a member of Clan Ghaundar. He became a "named man" when his normal forestry abilities with an axe became relevant in a battle with invading orcs. They say he felled the orcs as if he were merely chopping wood!
Hack is young to be "named", but he has proven himself in battle against mighty foes. He takes on all comers, and he does not care much for anything other than proving himself in battle.
He moved with his brothers in sorties to plunder the weaker lowlands. After several successful excursions, they began to meet resistance the further inland they ventured into Republic territories once their own. In one such skirmish, Hack was separated from his northern shield brothers, but he escaped to the forest. He never caught up with his shield brothers, and since leaving the tribe, has begun seeking fame and fortune throughout the lands. He has discovered that working in concert with others may actually be the best way to have his name sung in the sagas of the Highland Realm, as well as across the lands.
Appearance
Hack is a behemoth of a man, standing 6 and 1/2 feet tall with long, unkempt brown hair and eyes. Muscles bulge across his torso, and the axes that he carries are prevalent for all to see. He is scarred on his arms, torso and even his face. These are remnants from the many battles that he has fought in his young existence. He carries himself with the air of someone who is older than his age.