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Karrl Character Sheet (Under Construction)

Karrl
chaotic good
male Half-Orc (Medium humanoid)
Babarian
(Path of the Totem Warrior, Bear Spirit)
Background: Outlander



Proficiency Bonus: +2 for lvl1

Score (Modifier) (Save)
Strength 18 (+4) (+6)
Dexterity 12 (+1) (+1)
Constitution 18 (+4) (+6)
Intelligence 8 (-1) (-1)
Wisdom 8 (-1) (-1)
Charisma 8 (-1) (-1)

Hit Dice 1d12
--> hit points 16 (starting 12 + 4 ConstMod)

Armor Class (Unarmored Defense Feature) 15

-Unarmored Def Feature: 10+DexMod+ConstMod

-Armor class with Armor: would always be below 15 since heavy armor not allowed)

when lvl 2:Also see Danger Sense barbarian feature???

Initiative: +1 (is this the DexMod???)

base speed: 30 feet
height: 5-6 foot
weight: 180-250 pounds



P r o f i c i e n c i e s

because of Babarian class:

Armor: Light armor, medium armor, shields

Weapons: Simple weapons, martial weapons

because of Outlander Background:

Tool Proficiency: Pan Pipes (Instrumente)



S k i l l s:

Athletics (Strength) +2 +4 =+6
Survival (wisdom) +2 - 1=+1
Intimidation (charisma) +2 - 1 +2 =+3
Perception (wisdom) +2 - 1=+1
(all others, apply ability modifier only)

-Barbarian:
Choose two from Animal Handling, Athletics, Intimidation, Nature, Perception, and Survival

-Outlander background:
Skill Proficiencies: Athletics, Survival

Calculate Score for Skill:
-AbilityMod +ProficiencyBonus for chosen skills

-Barbarians proficient in Strength and Constitution.

-Half-Orcs proficient in:
Intimidation, thus +2? My app didn't do it??????????



Languages: common, orcish, dwarish [spoiler=comment languages](2 because of race half-orc, 1 additional one because of outlander background)



A c t i o n s - A t t a c k s

Proficiency +2 lvl 1
StrengthMod +4
-->x to hit

'x-to hit' is the number added to 1d20 which then has to be higher than AC of opponent)

Bonus Actions:

Barbarian feature Rage 2x per day lvl1:

-rage bonus to the damage roll = +2 in lvl 1

lvl 1 see half-orc traits when:
-down to 0 hitpoints
-when critical hit

Greataxe
-Melee Weapon, reach 5 ft., one target., slashing damage
-Attack: d20 +6 to hit
-Hit Damage: 1d12 + 4 (or +6 if raging)

Handaxe
-Melee or Ranged Weapon, reach 5 ft. or range, 20/60 ft., one target, slashing damage
-Attack: d20+6 to hit,
-Hit Damage: 1d6 + 4 (or +6 if raging and used
in melee)

Javelin
-Melee or Ranged Weapon, reach 5 ft. or range 30/120 ft., one target, piercing damage
-Attack: d20+6 to hit
-Hit Damage: 1d6 + 4 (or +6 if raging and used
in melee)

quarterstaff
-Melee, reach 5 ft., one target, bludgeon damage
-Attack: d20+6 to hit
-Hit Damage: 1d6 + 4 (or +6 if raging and used
in melee): d20+6 to hit

Unarmed Strike
-Melee, reach 5 ft., one target, bludgeon damage
-Attack: d20+6 to hit
-Hit Damage: 5 (rage effect???)
(just for Monks?)



E q u i p m e n t

barbarian equipment

- a greataxe
- two handaxes
- An explorer’s pack
- four javelins

background equipment

-a staff (=quarterstaff)
-a hunting trap
-a trophy from an animal you killed
-a set of traveler’s clothes
-a belt pouch

Money:
10 gp



F e a t u r e s

Outlander Background Features

-Wanderer Feature:
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 other people each day, provided that the land offers
berries, small game, water, and so forth.

Origin:
Exile or outcast (see Personal History) just for roleplay, or of significance

Half-Orc Traits/features
(ability score increase +2 Strength, +1 constitution already added).

1. 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 w ere dim light. You can't
discern color in darkness, only shades of gray.

2. Menacing. You gain proficiency in the
Intimidation skill.
?????!? Does this mean +2 in Intimidation, according to proficiency bonus lvl 1 babarian???!

3. 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.

4. 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.

Barbarian Features
...
Unarmored Defense. While you are
wearing no armor, but even if you’re
using a shield, your Armor Class equals
10 + your Dexterity modifier (1) + your
Constitution modifier (+4) = 15[/sub]

R a g e
In battle, you fight with primal ferocity. On your turn,
you can enter a rage as a bonus action.
While raging, you gain the following benefits [/i]if you
aren’t wearing heavy armor[/i]
1.You have advantage on Strength checks and Strength saving throws.
2. When you make a melee weapon attack using Strength, you gain a bonus (?? proficiency bonus +2 for lvl1???) to the damage roll that increases as you gain levels as a barbarian, as shown in the Rage Damage column of the Barbarian table.
3. 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 raging.
Your rage 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 rage on your turn as a bonus action.
Once you have raged the number of times shown for your barbarian level in the Rages column of the Barbarian table, you must finish a long rest before you can rage again.


Personal Character Background:
When you ask Karrl about his past, he will tell ypu...

Karrl was born in a human Babarian tribe which already had orcish bloodlines intermixed here and there.

Personal Traits:
I watch over my friends as if they were a litter of
newborn pups.

I’m always picking things up, absently fiddling with
them, and sometimes accidentally breaking them.

Ideal
Friends...

Bond
Friends...
Flaw
...

Personal History:
Karrl was born and grew up in a human Babarian tribe. The tribe members don't care much about education and don't know much about the big world but are rather concerned with local things. And they know how to fight. Karrl is a chaotic but good guy who definitely had a few good friends in his tribe. He won't really realize if somebody doesn't like him.At least he would never admit....
Karrl recently went through the rituals conducted in his tribe when young men reach manhood. Now he was told that old traditions suggest to travel a few years through the world. So they packed him a backpack and send him out. He happily went away, even if rumor has it that this 'old traditions' were solely invented or reactivated to give all other tribe members a break from Karrl....

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