Character Combat Info
Great Axe +6 1d12+4
+1 Great Sword +7 2d6+5
Long Bow +4 1d8+2
Targul stands a good 6' tall and weighs in at almost 250 lbs, and that's without any equipment. With his splint mail and great axe, he's a down right mountain.
Targul has three basic moods: loud and boisterous such as with friends entering a bar in a new town to have a drink and a good time, angry and aggressive such as ten minutes later when he's getting into his first bar fight, and staring off into space without a real thought in his head such as almost every other moment that doesn't fit the first two.
The earliest memories that Targul has are of his mother trying to raise him in a small village on the island of Shattered Rock. Even in a small village, he still felt the sting of prejudice against his mixed race. No matter what Targul did, he never fit in with the humans that he was growing up around. It didn't help that he was a bit slower than the other kids mentally and that he still didn't fully understand how to control his great strength. He kept getting into trouble for breaking things or hurting the other children when he was just trying to help out.
The final straw came when Targul was out wandering the woods on his own. He came across one of the girls from the village who had fallen into the river. He tried his best to save her, but was unable to. Just as she was slipping away, several boys from the village showed up and started accusing him of drowning her. Fearing that the village would believe them and not him, Targul ran.
Eventually he found a group that welcomed him as one of their own and did not question his heritage but rather praised it. Targul had found a band of pirates. They were free on the open seas and did what they wanted without anybody ridiculing them, except for the occasional military ship, of course.
Targul found that he fit right in with his new friends. He was free to be himself with no criticism or prejudice from anybody in the crew. He learned the sailor skills quickly and his great strength and skill in battle allowed him to rise in the ranks of the pirate crew quickly. He even learned the joy of camaraderie and what it was like to work as and be part of a team.
But, as fate would have it, the good times soon ended. An ill fated raid on an elfin village saw the destruction of his ship and crew. He, for some fated reason, was spared and taken captive, presumably to face justice for his crimes. But, instead of jail and the executioner's axe, Targul was offered a chance at redemption. An organization called 'the harpers' was looking for somebody to help one of their teams on a mission that required a little muscle. Having more than enough to spare, Targul accepted their offer and never looked back.
Character Magick / Spells / Powers
Feat: Heavy Armor Master
You can use your armor to deflect strikes that would kill others. You gain the following benefits:
Increase your Strength score by 1, to a maximum o f 20.
While you are wearing heavy armor, bludgeoning, piercing, and slashing damage that you take from non magical weapons is reduced by 3.
- My friends know they can rely on me, no matter what.* The content here is exposed unless you get a Guardian to protect it.
- To me, a tavern brawl is a nice way to get to know a new city.
- Freedom. The sea is freedomthe freedom to go anywhere and do anything. (Chaotic)
- Im loyal to my captain and crew first, everything else second.
- Once someone questions my courage, I never back down no matter how dangerous the situation.
+1 Great Sword
Silvered Great Axe
14 days rations
50' hemp rope
Tent, 2 person
Barrel of Questionable Meat
Was never one for keeping much that couldn't fit on person.
Game Master Notes*
Nice one Falrun, your character is starting to take form, thank you for joining my game. * The Game Master's notes to you are exposed, get a Guardian to protect it.
Last nag (warning): --
At some point in this Character's life a foe became known - the history behind this rival can be written here.
Fighter (Champion) Level 4
Str 18 (4)
Dex 14 (2)
Con 14 (2)
Wis 12 (1)
Int 8 (-1)
Cha 10 (0)
Great Axe +6 1d12+3
Proficiency Bonus: +2
- Athletics: +6
- Perception: +3 (Passive: 13)
- Intimidation: +2
- Survival: +3
- Animal Handling: +3
- Navigator's Tools
- Vehicles, water
- Dark-vision to 60'
- Relentless Endurance. When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You cant 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 weapons damage dice one additional time and add it to the extra damage of the critical hit.
- Great Weapon Fighting
- Second Wind
- Action Surge
- Improved Critical: Score a 'Critical Hit' on 19 or 20