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Marcus Wasteland Orc Wandering Swordsman


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Still fleshing out the background.

Marcus

Wandering Swordsman former Wasteland Raider

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"Everyone deserves a chance at Redemption"

 

Barbarian 5


Medium humanoid male (Wasteland Orc), true neutral


Armor Class 14

Hit Points 50 ( 5d12 + 10 )
Speed 40' ft.


Senses darkvision, passive perception 20' ft.

Languages common, orcish, undercommon

Proficiency Bonus +3

 

ABILITIES & SKILLS
Proficiency Bonus: +3


Strength 18 (+4)
Save +7
Athletics +7


Dexterity 14 (+2) 
Save +2
Acrobatics +2 | Sleight of Hand +2 | Stealth +5


Constitution 14 (+2)
Save +5 
No skills associated.


Intelligence 10 (+0)
Save +0
Arcana +0 | History +0 | Investigation +0 | Nature +0 | Religion +0


Wisdom 10 (+0)
Save +0
Animal Handling +0 | Insight +0 | Medicine +0 | Perception +3Survival +3


Charisma 10 (+0)
Save +0
Deception +0 | Intimidation +3 | Performance +0 | Persuasion +0

Bold denotes proficiency.

 

PROFICIENCIES & ABILITIES


PROFICIENCIES

  • Tools Thieves' Tools
  • Weapons Simple Weapons, Martial Weapons 
  • Armors Light Armor, Medium Armor, Shields

BARBARIAN CLASS ABILITIES
Battle Meditation (Rage)In battle, you fight with disciplined calm. On Your Turn, you can enter meditation as a Bonus Action.

While meditating, you gain the following benefits if you aren't wearing heavy armor:

• You have advantage on Strength Checks and Strength Saving Throws.
• When you make a melee weapon Attack using Strength, you gain a +2 bonus to the damage roll. This bonus increases as you level.
• You have Resistance to bludgeoning, piercing, and slashing damage.

If you are able to cast Spells, you can't cast them or concentrate on them while meditating.

Your meditation lasts for 1 minute. It ends early if you are knocked Unconscious or if Your Turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your meditation on Your Turn as a Bonus Action.
 | Unarmored DefenseWhile you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a Shield and still gain this benefit. | 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 AttackStarting 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. | Totem SpiritAt 3rd level, when you adopt this path, you choose a totem spirit and gain its feature. You must make or acquire a physical totem object – an amulet or similar adornment – that incorporates fur or feathers, claws, teeth, or bones of the totem animal. At your option, you also gain minor physical attributes that are reminiscent of your totem spirit. For example, if you have a bear totem spirit, you might be unusually hairy and thick-skinned, or if your totem is the eagle, your eyes turn bright yellow.

Your totem animal might be an animal related to those listed here but more appropriate to your homeland. For example, you could choose a hawk or vulture in place of an eagle.

Bear . While raging, you have resistance to all damage except psychic damage. The spirit of the bear makes you tough enough to stand up to any punishment.
 | Spirit SeekerYours is a path that seeks attunement with the natural world, giving you a kinship with beasts. At 3rd level when you adopt this path, you gain the ability to cast the Beast Sense and Speak with Animals spells, but only as rituals.

Beast Sense
Source: Player's Handbook
2nd-level divination (ritual)
Casting Time: 1 action
Range: Touch
Components: S
Duration: Concentration, up to 1 hour

You touch a willing beast. For the duration of the spell, you can use your action to see through the beast’s eyes and hear what it hears, and continue to do so until you use your action to return to your normal senses.

Speak with Animals
Source: Player's Handbook
1st-level divination (ritual)
Casting Time: 1 action
Range: Self
Components: V, S
Duration: 10 minutes

You gain the ability to comprehend and verbally communicate with beasts for the duration. The knowledge and awareness of many beasts is limited by their intelligence, but at minimum, beasts can give you information about nearby locations and monsters, including whatever they can perceive or have perceived within the past day. You might be able to persuade a beast to perform a small favor for you, at the DM’s discretion.


RACIAL TRAITS
Darkvision | AggressiveYou can use your bonus action to move up to your speed toward a hostile creature that you see. | Chaos ResistanceYou have advantage on saving throws against spells another magical effects that have the chaos descriptor and against the special attacks and spell-like abilities of chaotic aberrations and fiends. | Wasteland AwarenessYou have proficiency in the Wisdom (Survival) skill. In addition, you apply double your proficiency bonus to checks for this skill when you try to locate fresh, unpolluted drinking water or when you want to determine whether an area os free of dangerous creatures or hazards.  | Wasteland ResilienceYou can survive for extended periods without sustenance. You can go without food or water for a number of days equal to 6 + twice your Constitution Modifier before you begin to suffer effects of exhaustion. In addition, the heavy folds of skin around your eyelids grant you advantage on saving throws against the effects of airborne dust particles and similar substances that could cause blindness or otherwise impair your vision


FEATS
Tavern BrawlerAccustomed to the rough-and-tumble fighting using whatever weapons happen to be at hand, you gain the following benefits:

Increase your Strength or Consititution score by 1, to a maximum of 20.

You are proficient with improvised weapons.

Your unarmed strike uses a d4 for damage.

When you hit a creature with an unarmed strike or an improvised weapon on your turn, you can use a bonus action to attempt to grapple the target.


Background Feature
A Reavers LifeYour life as a brigand or outlaw has brought you a certain notoriety. You have advantage on Charisma (Intimidate) checks against those aware of your past, and most criminals and bandits will have a starting attitude of indifference toward you. On the other hand, people like lawmakers and town guards will initially be hostile toward you until you can prove yourself to be trustworthy.
You also know the location of various places within the wastes where you can hide or seek shelter. These locations should be relatively well-hidden and free of monsters, hazards, and traps. You can choose up to three such locations when you take this background.

 

WEAPONS


WEAPONS

  • +1 Greatsword +8 to hit for (2d6+5) slashing, magic damage.
  • Bokken (Great Club) +7 to hit for (1d8+4) bludgeoning damage
  • Handaxe +7 to hit for (1d6+4) slashing damage range 20/60 ft
  • Dagger +7 to hit for (1d4+3) piercing damage. | Finesse, light, thrown (20/60)
  • Unarmed Strike +7 to hit for (1d4+4) bludgeoning damage

Battle Meditation

  • +1 Greatsword +8 to hit for (2d6+7) slashing, magic damage.
  • Bokken (Great Club) +7 to hit for (1d8+6) bludgeoning damage
  • Handaxe +7 to hit for (1d6+6) slashing damage range 20/60 ft
  • Dagger +7 to hit for (1d4+6) piercing damage. | Finesse, light, thrown (20/60)
  • Unarmed Strike +7 to hit for (1d4+6) bludgeoning damage

 

SPELLS


RITUAL TOTEM BARBARIAN SPELLS

Beast SenseSource: Player's Handbook
2nd-level divination (ritual)
Casting Time: 1 action
Range: Touch
Components: S
Duration: Concentration, up to 1 hour

You touch a willing beast. For the duration of the spell, you can use your action to see through the beast’s eyes and hear what it hears, and continue to do so until you use your action to return to your normal senses.
 | Speak with AnimalsSource: Player's Handbook
1st-level divination (ritual)
Casting Time: 1 action
Range: Self
Components: V, S
Duration: 10 minutes

You gain the ability to comprehend and verbally communicate with beasts for the duration. The knowledge and awareness of many beasts is limited by their intelligence, but at minimum, beasts can give you information about nearby locations and monsters, including whatever they can perceive or have perceived within the past day. You might be able to persuade a beast to perform a small favor for you, at the DM’s discretion.

 

EQUIPMENT & ENCUMBERANCE


TOTAL ENCUMBERANCE (94.62 lbs.)

  • Weight: 94.62 lbs. / 270 lbs. max. (15 x STR Score)
  • Status: Unencumbered
  • Penalty: None

MONEY POUCH (1.12 lbs.)

Copper: 0 | Silver: 8Gold: 48Obsidian: 0 | Platinum: 0

(56 Coins x .02 lbs. = 1.12 lbs. Total Weight)


EQUIPEMENT READIED (24 lbs.)

Equipped items can be retrieved with a manipulate item interaction.

  • Armor (4 lbs.) Traveler's Clothes - 4 lbs.
  • Weapons (19 lbs.) +1 Greatsword - 6 lbs. | Dagger - 1 lb. | Hatchet - 2 lbs.  | Bokken - 10 lbs
  • Readied Items (1 lbs.) Thieves' Tools 1lbs

EQUIPMENT STORED (27 lbs.)

Stored items can be retrieved with an action.

  • In Backpack (28.5 lbs.) Backpack - 5 lbs. | Mess Kit - 1 lbs. | Clothes Common - 3lbs | Mirror, Steel - .5lbs | Potion of Healing (x6) - 3lbs | Rations x10 20lbs | Tinderbox - 1lbs |
  • Strapped to Backpack (35 lbs.) Waterskin - 5 lbs. | Rope, hempen - 10 lbs. | Bedroll & Blanket - 10 lbs. | Torche x10 - 10lbs
  • Pouch (2.12 lbs) Money - Thieves Tools - 1lbs

EQUIPMENT NOT CARRIED (--)

* Denotes magic item (see below)

 

MAGIC ITEMS


NON-ATTUNED

+1 Greatsword


ATTUNED (0/3)

 

 

APPEARANCE


Age 20 | Height 7' 9" | Weight 356 lbs. | Hair Black| Eyes Grey | Complexion Green


Marcus is a tall lean man of corded muscles, his moves are fluid and confident. His hair is kept pulled loose behind his head. His clothes are well-tended if a little threadbare. He travels with two swords, one in a sheath, a large blade, and another just tied with a cord, A large wooden practice sword. He is neither loud nor boisterous, but instead soft-spoken, using his sword to speak for him in combat with an earned confidence.

Marcus is a serious man, he knows that he is not the greatest thinker or the life of a party. Though he knows that he is a weapon, an artist of violence. He has a soft spot for children and though he has no affinity for it, animals. He speaks softly and has a noticeable longing. He seems to be both guarded around people while yearning to be a part of something again. He does not consider himself a lone wolf, he is happy to listen to those with better knowledge or tactics. He is willing to speak his mind, but only cares to fight someone if they are awake, facing him and armed.

 

BACKGROUND


Wasteland Raider
Source Wastes of Chaos


  • Personality Traits: I live every day to the fullest because it could be my last, The Wastes reward those who are prepared
  • Ideals: Honor - I leave my past behind me to take on the role of protector rather than predator
  • Bonds: A nobile took pity on me and freed me from the gallows.
  • Flaws: Hunted By My Past - Someone knows about my past, and they’re hunting me.

Background Feature: A Reavers LifeYour life as a brigand or outlaw has brought you a certain notoriety. You have advantage on Charisma (Intimidate) checks against those aware of your past, and most criminals and bandits will have a starting attitude of indifference toward you. On the other hand, people like lawmakers and town guards will initially be hostile toward you until you can prove yourself to be trustworthy.
You also know the location of various places within the wastes where you can hide or seek shelter. These locations should be relatively well-hidden and free of monsters, hazards, and traps. You can choose up to three such locations when you take this background.


BACKSTORY

Marcus was once a member of Wasteland Raiders, and Marcus was ordered to kill many people. In the service of a men he did not care for, but having the opportunity to perfect his skill with a blade Marcus did not put much thought into whom he served or what he was doing. But he was very good at it. When raiding, fighting was just a part of what you did. But one day his world was rocked.

The Raiders went into a border town that they thought would be easy pickings, but instead, it was a trap. The raiding party was descended upon by a small militia supported by mercenaries. It was a slaughter, and those not killed were taken prisoner.

After a forced march the raiders were forced to fight in pits for the amusement of the mercenaries and others. Marcuse reveled in the fight for his life every time he entered the arena. Marcus rose to the top of the pits and eventually caught the eye of a Noble. After a few visits, the Noble saw something in Marcus beyond that of a mindless raider. He was more dedicated to the art of fighting than raiding and pillaging.

After a brief stint as the Noble's guard, the Noble let him go. He sensed that his service constrained Marcus, holding him back from honing his battle skills where they belonged, in battle.

Marcus now wanders the Waste looking for a scrap, he sells his services to pilgrims and caravans seeking to cross the wastes knowing that such tempting targets will bring him his desired fights.

Edited by Streetrat (see edit history)
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Posted (edited)
PC

Marcus Wasteland Orc Wandering Swordsman 5spacer.png
image.png.30b924e658ca3da1577a1e996d5a58f6.png


AC: 14 (Chest and Chesthair) | HP: 50/50 | Initiative: +2 | Passive Perception: 13 
Battle Meditation: 3/3 | DM Inspiration: 1/1


Post goes here.

"Speech"

thoughts in italics

Mechanics

Main Hand: +1 Greatsword
Off Hand: Empty


Action: Your action goes here.
Bonus Action: Your bonus action goes here.
Move: Your movement goes here.
Manipulate: Your one free object interaction goes here.

     

Posting Code

<div class="ipsQuote_contents ipsClearfix">
    <fieldset class="mw-fieldset">
        <legend class="mw-fieldset-legend"><span style="font-size:20px;"><strong>PC</strong></span></legend>
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                <span style=""><span style="font-family:Century Gothic,sans serif;"><span style="font-size:18px;"><strong>Marcus</strong></span><span style="font-size:20px;"><em>&nbsp;</em></span></span></span><em style="font-size:14px;">Wasteland Orc Wandering Swordsman 5</em><img alt="spacer.png" class="ipsImage ipsAttachLink_image ipsAttachLink_right" data-loaded="true" data-ratio="97.33" data-src="https://i.ibb.co/pPKLFYJ/Marcus-crop.png" height="219" src="https://www.myth-weavers.com/applications/core/interface/js/spacer.png" style="height:auto;width:225px;float:right;" width="225"><br>
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            <hr>
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                <span style="font-size:12px;"><strong>AC: </strong>14 (Chest and Chesthair) | <strong>HP: </strong>50/50 | <strong>Initiative:</strong> +2 | <strong>Passive Perception: </strong>13&nbsp;<br>
                <strong>Battle Meditation: </strong>3/3 | <strong>DM Inspiration:</strong> 1/1</span>
            </p>

            <hr>
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                <span>Post goes here.</span><br>
                <br>
                <span style=""><strong><span style="">&quot;</span>Speech<span style="">&quot;</span></strong><br>
                <br>
                <em>thoughts in italics</em></span>
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                                        <p>
                                            <strong>Mechanics</strong>
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                                            <strong>Main Hand: </strong>+1<strong> </strong>Greatsword<br>
                                            <strong>Off Hand:</strong>&nbsp;Empty
                                        </p>

                                        <hr>
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                                            <strong>Action: </strong>Your action goes here.<br>
                                            <strong>Bonus Action: </strong>Your bonus action goes here.<br>
                                            <strong>Move: </strong>Your movement goes here.<br>
                                            <strong>Manipulate: </strong>Your one free object interaction goes here.
                                        </p>
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                            &nbsp;
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Edited by Streetrat (see edit history)
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Persons of Interest

Duke Reagansford - An idealist noble on the borderlands on the Wastes. Duke Reagansoford sees the good in people, and much to his Son's dismay is very generous and caring of those in his holds. Duke Reagonsford was the one who found Marcus in the gladiatorial pits to be a bodyguard and eventually freeing him to roam the wastes with an admonition to go and protect people who are not able to protect themselves in the wastes.

Tearen Reagansford - The firstborn of Duke Reagansford and a greedy penny-pinching petulant man who cannot wait to become Duke and change how things are run around here!

John and Alexandra Cameron - The Cameron's had served 7 years of indentured servitude to be provided with a small plot of land bordering the wastes. It is not much, but between a small farm plot and trapping allow them to carve out a hard, but free life for themselves. Marcus will often visit and stay for a short spell to help John with trapping, harvest and the occasional bandit.

Eagen Bloodfang - Eagan was the leader of his Wasteland Ravagers. He was brutal, ruthless and did not think twice about killing one or more of his own to get what he wanted. He survived the ambush and went to the pits with Marcus. He was very upset that Marcus's freedom was paid for and not his own.

Grogar - What Marcus could consider a friend while out as a Reaver. His skill with a blade awarded him a bit of respect and space, but only Grogar, a boisterous, gregarious and good-natured Orc. When not killing settlers or pilgrims who the Reavers came across. Marcus thought Grogar dead as he did not see him in the gladiatorial pits after the ambush. His status of alive or dead is yet unknown.

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