Corsair

Uruk K'al-xad's page

155 posts. Alias of PirateDevon.


Race

Male Half-Orc Wizard (Far Traveler)/1, HP: 10/10, AC: 12(15) , Saves: INT +5, WIS +3, Initiative: +2, Perception: +3

Classes/Levels

Spell Save: 12, Spell Attack Modifier: +4, Cantrips: Fire Bolt, Mending, Minor Illusion,

About Uruk K'al-xad

Level 1 Half-Orc Wizard Yes, Wizard.
Neutral Good

STR 12 DEX 14 CON 11 INT 15 WIS 13 CHA 10

Saving Throws: Intelligence, Wisdom

Proficiency Bonus: +2
Proficiencies:
Languages: Common, Orc, Drow
Weapons: Daggers, darts, slings, quarterstaffs, light crossbows
Armor:
Tools: Gaming Set [Dice]
Skills: Arcana, Initmidation, Insight, Investigation, Perception

Abilities

Speed: Your base walking speed is 30 feet.
Darkvision: Thanks to your orc blood, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it w ere bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades o f 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.

All Eyes on You:

Your accent, mannerisms, figures of speech, and perhaps even your appearance all mark you as foreign. Curious glances are directed your way wherever you go, which can be a nuisance, but you also gain the friendly interest of scholars and others intrigued by far-off lands, to say nothing of everyday folk who are eager to hear storied of your homeland.
You can parley this attention into access to people and places you might not otherwise have, for you and your traveling companions. Noble lords, scholars, and merchant princes, to name a few, might be interested in hearing about your distant homeland and people.

Magic:

Spells List Value: 3 2 modifier + 1 per level
Spell Slots per Level: 1-3
Spell Save: 12
Spell Attack Modifier: +4
Arcane Recovery Value (1/per day): 1
Cantrips [3] Fire Bolt, Mending, Minor Illusion, Lightning Lure
1st Level [6] Alarm, Comprehend Languages, Disguise Self, Detect Magic, Mage Armor, Magic Missile, Shield

Spellbook Uruk's spellbook is more a mass of papers than anything particularly well bound. Though ordered in its own way, the wizard's years in captivity led to papers of differing in sizes, dimensions and textures being put together and carried through with arcane insight written in rough dwarven symbols, drow related imagery and phonic representations of the half-orcs thoughts of magic, the Weave and the nature of a his ability to connect with such concepts...

Arcane Tradition - Abjuration - Starting at 2nd level, you can weave magic around
yourself for protection. When you cast an abjuration
spell o f 1st level or higher, you can simultaneously use a
strand of the spell’s magic to create a magical ward on
yourself that lasts until you finish a long rest. The ward
has hit points equal to twice your w izard level + your
Intelligence modifier. Whenever you take damage, the
ward takes the damage instead. If this damage reduces
the ward to 0 hit points, you take any remaining damage.
While the ward has 0 hit points, it can’t absorb
damage, but its magic remains. Whenever you cast an
abjuration spell o f 1st level or higher, the ward regains a
number o f hit points equal to twice the level o f the spell.
Once you create the ward, you can't create it again
until you finish a long rest.

Gear:

Encumbrance: of 180lbs
Traveler's Clothes
Gaming Set [Dice]
Spider Shaped Necklace [10 GP]
Pouch w/ 5 gp
4 rocks (one white, one black, one red, one grey)
1 dagger
1 Arcane Focus [Crystal Rod]
Explorer’s Pack (10 gp): Includes a backpack, a bedroll, a mess kit, a tinderbox, 10 torches, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it.
Spellbook [3 Cantrips, 6 1st Level]

"Background" Far Traveller
Personality Trait
I begin or end my day with small traditional rituals that are unfamiliar to those around me. See BAckground for detail on the "Stone Ritual"

Ideals
Everything is new but I have a thirst to learn.

Bonds
My freedom is my most precious possession. I'll never let anyone take it from me again.

Flaw
I don't take kindly to some of the actions and motivations of the people of this land, because these folk are different than me.

About Uruk:

Uruk was born to half-orc parents who had chosen to master the untamed, living on the move and away from the bonds of civilzation. Taught to hunt and track, guide and trade Uruk though that his life was meant to be as his parents; alive under the stars with nature and family as guide. He was schooled in the hunt and taught the "stone ritual" to always remember his place amongst his family.

Such a life, of family and the hunt, was not to pass. Barely the age of 8 Uruk was set upon while on the hunt by lithe attackers with dark complexions and bone white hair. The young half-orc had heard of elves but had never seen this sort. The drow netted the young half-orc and attacked him. Failing to understand the enormity of his situation the young half-orc sough to fight and was wounded gravely when struck in the back of the head. When he awoke all his family, and many others were wrapped in chains and ropes headed underground to a world without stars. It was only by shear luck and the ferocity of his blood that the wounds on his head did not kill him.

At first Uruk had his parents but soon in the myriad trading and selling of those in bondage, the harsh abuse and torture of slavery, the perished. As Uruk grew it was clear that he was not as strong as many of his kind but was stronger still than the many humans and elves the drow had taken prisoner. Uruk grieved for the loss of his family but practiced the stone ritual still to honor his parents and have faith in their connection.

Uruk was keen eyed and smart and excelled as a slave of the house. His masters prided themelves that he was capable of more sophisticated tasks but it was always the vain pride of the drow that this was due to their mastery, and not to the unique intelligence of the maimed half-orc.

Eventually, by the age of 12, Uruk found himself in the house of some minor noble, tasked to run errands and aid other slaves in affairs of the house. One such slave was a human named Aleth Mayerton, a human of some advanced years and once, or so the man would say, a wizard of some skill.

In time Aleth saw the spark of intelligence of the half-orc and reached out to the boy as a companion. The older human was given much trust for his frailty made it clear he would not escape. His lack of arcane implements ensured his lack of casting and, more importantly, his long time in bondage had sapped his defiance and earned him and odd sort of trust amongst his drow masters.

Alett, however, found in Uruk a sort of renewed hope to defy. Aleth spent their time toghether to tell Uruk of Mystra, the Weave, the great wizards of ages past and of the world above. Uruk remembered the stars of his youth and found the stories fascinating. Uruk told Aleth of his family. He showed the old man the ritual of his parents. He made scribbles and asked questions and one day Aleth realized that Uruk could be a wizard if only he had the resources and his freedom.

Over time Aleth taught Uruk his first cantrip. Aided him in finding a crystal rod that might serve as a focus and pages and supplies to scribble his first spell and eventually abused the trust of their masters to see Uruk set free with some minor amount of money and a clear path to the surface. The pair knew it was the death of Aleth but the old man implored the half-orc to find a place he could call home. The half-orc left begrudgingly, sad to leave a man he saw as a second father.

2 years free Uruk has heard of Waterdeep, a place where his kind number in the hundreds, where his kind seem to be allowed to interact and be treated with some modicum of respect, where others like him might have a life. Hoping to learn more of his craft Uruk has found the surface as strangely alien and unwelcoming as the world below. Yet armed with his magic the half orc hopes that he can make a way for himself.

The Stone Ritual:
The stone ritual is a simple spiritual pratice taught by Uruk's parents. A stone of differing characteristics is thoughtfully arranged every night before bed so as to represent how the practitioner "feel" about themselves in relation to the other members of the family. For many years Uruk had three stone, one for him and his parents but added a fourth for Aleth after a couple of years. Uruk often notes the configurations of the stones and the sky as a basis for some his arcane musings and investigations, seeing it as a combination of mental and spiritual exercise

Appearance:
Uruk tends to kep his head covered as the back of his skull is mangled from the axe that threatened his life. Otherwise Uruk tends to simple clothes that fits his life on the move. Such clothing tends to reveal that much of Uruk's upper arms and back are knotted with dark green to black and ivory stretches of scar tissue punctuated with deep blossoms on his chest and back. The effevt can give his skin a marbled color at a casual glance.

Personality:
Uruk can tend to distrust others given his history. That said Uruk believes that those who need help should get it if he can give it. He has no love of "laws" or civilization seeing them purely as a thing to tolerate and having witnessed how strong organizations of people can create oppression. A stranger in the world above (in many ways even more so than normal half-orcs) Uruk bristles sometimes at the lack of tolerance about his race or about his presumed lack of intellect. As such he is happy to use his natural and presupposed intimidating aura to remove obstacles that annoy him. At his core, however, Uruk ultimately longs for something akin to a romantic nature of "something more". That something more could be love, friendship or camaraderie, Uruk isn't sure but he knows that if he can esape bondage the way he did there must be a chance for some version of happiness.

Uruk is observant, reserved and secretly optimistic

RP Sample:
Uruk shuffles through his spellbook pages and makes notes. The stack of papers served as much as a journal as it did the srouce of his spells...but in his frustration things have gotten out of order.

The half-orc pinches his eyes thinking back on the interview. Had he been too gruff? He hadn't thought so but everyone was so sensitive to the accent, his size...his complexion. Though the man didn't seem in any way fearful or put off.

Uruk makes a mental shrug and moves back the spellbook. What spells tomorrow? What makes the most sense? How many people did they hire today? Will THEY care about him being a half-orc. Uruk scoops the pages into his bag and stands. This was doing him no good. He would just need to stay quiet, pay attention and do his part and it would work out fine. If someone got in his face he would just have glare at him. Flash a fang or something...or throw a bolt of fire at them...they probably wouldn't expect that from him.

The half-orc smiles to himself as he moves to leave. He needed to find a place under the stars to clear his mind and cast his stones before rest could take him and his next life could start with the sun.

DM Layout Instructions:
In Character Game Post Preferred Template.
(You do not have to use this exact layout but it must include the relevant information listed here.)

Character actions go here.

"Use Quotes and bold for speech."
Italics for thoughts not spoken.

OOC: Show
Mechanics: Show
Active Effects: Show
Equipment Layout: Hide

Right Hand= Item in right hand.
Left Hand= Item in left hand.
* Note if a shield is in hand it can be used to defend if you have something else in that hand then your shield provides no combat bonus. You would list that hand as shield plus lantern for example. That would tell me that you have your shield equipped but are currently using that hand to hold a lantern so no shield bonus to AC is available. Also please remember it takes a action to don or doff a shield.
Readied Weapons= Readied Weapon list go here.
*6 slots available, readied weapons are weapons that are on your person that can be made available for use with your manipulate object action each round. You have 6 slots available, 20 arrows, 10 bolts, 5 daggers or 5 darts fill only one slot. One handed weapons fill one slot, two handed weapons and all bows fill two slots except for a hand crossbow.
Example layout might include: Longbow, 20 Arrows, Longsword, Dagger, Maul
Readied Items= Readied item list goes here.
*4 slots available, readied items are items that are basically on a belt, in a pouch, on a bandolier, etc. That can be drawn using your manipulate object action each round. You have 4 slots available, any item weighing 5 pounds or less can be readied in this way.
Example layout might include: torch, potin of healing, healers kit, holy symbol (or focus)
Note that spellcasters requiring components must either have their spell puch in a readied slot or their focus to be able to cast spells, so one slot will always be taken up by it.
All other items in your equipment list are considered to be stored in your backpack or strapped to it, etc and takes a standard action to retrieve instead of a manipulate object action.

Post Template:

Right Hand: Empty
Left Hand: Empty
Readied Weapons [6]: Dagger
Readied Items [4]: Arcane Focus (Crystal Rod), Torch, Tinder Box, Spellbook
Spell List for Day [3]: Alarm, Detect Magic, Magic Missile,

Other GM Related Fun:

Dark Gift: Hunchback
Difficulty of movement reduces your speed to only 15 feet per move. Also, your bones become brittle, causing vulnerability to bludgeoning damage. Climbing over obstacles is no longer difficult terrain for you and falls up to 20 feet do not cause any damage to you. You also gain advantage on any save against being knocked prone.

Mechanics
- Speed reduced to 15 feet.
- Vulnerability to bludgeoning damage (bludgeoning damage is always doubled against you.)
- Ignore difficult terrain.
- Fall up to 20 feet with no damage.
- Advantage on saves versus being knocked prone.

Story Award:Touched by the Mists.[/b]
The Dark Powers of Ravenloft raised you from the dead for purposes unknown. The experience has placed a heavy burden on your soul, leaving you tainted by evil. Now cats hiss as you approach and milk sours at your touch. You detect as an evil undead to the detect evil and good spell.

Mechanics
- Detect as evil undead to a detect evil/good spell.
- Alignment shifts from neutral good to neutral.

Removal
The hunchback condition can be removed with a remove curse spell. the Touched by the Mists story award can not be removed and is permanent.