Half-orc, Chaotic Good, 7th level Fighter
Hit points: 72 || Armor Class: 21 (with shield)
STR | DEX | CON | INT | WIZ | CHA |
19 (+4) | 15 (+2) | 16 (+3) | 13 (+1) | 14 (+2) | 13 (+1) |
Skills: Acrobatics, Athletics, Intimidation, Performance, Survival.
Languages: Common, Orc
Equipment
Half plate +1
Shield +1/+2 vs Humans (round Orcish shield made of hardened snow wood covered with hide from a giant gray lizard, and blessings painted with human blood)
Long Sword +1 (Excellent balance, silver workings, dwarven work, runes marking it as work from the Brightblade clan)
Heavy crossbow, and arrows,
Actions
Protection; When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
Relentless endurance if reduced to 0 hit points but not killed outright, drop to 1 HP, regain ability after a long rest.
Savage Attacks critical hits with a melee weapon attack allows one additional roll of one of the weapon’s damage dice and add to the damage of the critical hit.
Long Sword. Melee Weapon Attack: +8 to hit, Hit: 1d8+5 slashing damage.
Crossbow: Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target, Hit: 1d8+2 piercing damage.
Second wind. 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. 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.
Feats
Inspiring Leader
Spend 10 minutes inspiring companions, shoring up their resolve to fight. Choose up to six friendly creatures (which can include yourself) within 30ft who can see or hear you and can understand you. Each creature can gain 7 temporary hit points.
A creature can’t gain temporary hit points from this feat again until after a short or long rest
Alert
Gain a +5 bonus to initiative – Can’t be surprised while conscious – Other creatures don’t gain advantage on attack rolls against you as a result of being hidden
Traits
Trait: I only ever speak about myself in the third person.
Flaw: I have a hard time trusting people, feeling that everyone is always trying to use you in some way.
Ideal: Friendship: Material goods come and go. Bonds of friendship last forever. (Good)
Bonds: I have sworn to oppose the person, organization, or government that forced me into the gladiatorial life.
Ring name: Flamma Menace from the North
Relationships
Ventric #Fellowship #one is the brain, one is the brawn #Hero
Hamron #War #That old time religion #To get respect
Gus – only just met him
Bax – met him in Hluthvar
Background
Born close to Mulmaster. The first “father” Urog remembers was his teacher in the “noble art” of being a gladiator fighter.
Had Urog been born further South, songs might have been written about his magnificent fights in the gladiatorial arena, but there are no great arenas in Mulmaster, only hard and dirty fights in what is little more than fighting pits.
Urog’s entire life has been centered around training for battle, or being in battle.
Facial tattoos are the evidence of multiple owners. He last tattoo was that of “freed slave”. It is not “authentic” but it matches what he remembers it looked like, he does not know if it will pass a real scrutiny in Mulmaster.
Urog realised at an early age, that if he was ever to become master of his own destiny, he needed to free himself from the life of a gladiator fighter.
The chance to do so came one night, when a drunken guard had forgotten to lock his cell properly.
Urog took the chance and fled. He sneaked aboard a ship in the hope of finding a better life in a new place far from Mulmaster.
Faith had it that the ship ended up in a storm, was shipwrecked and went under.
Urog survived and was washed up on the shores of Cormanthor. Here he followed a river South, where he was attacked by a group of orcs.
Maybe they didn’t kill him because they could tell that he had orc ancestors. But instead of killing him outright, they made him a slave and a pack animal.
For a while Urog endured the hardships of the orcish life, until a new opportunity to flee arose.
Again he went on the run, and he continued South, where he by chance and luck ended up being part of the Cormyrean army in the battle against the forces of Sembia and the Netheril.
When the fighting ceased he turned to a life of adventuring and caravan guard, and did so for a short while until he happened upon his old acquaintances – Ventic and The Morninglord.