<div class="floatright">(http://i.imgur.com/VqOeXrZ.jpg)</div><strong><span class="bbc_u">Geran Wolfclaw</span></strong>played by Styracosaur<br/>Class & Level: Level 1 Barbarian<br/>Background: Outlander<br/>Race: Half-Orc<br/>Alignment: Chaotic Good<br/>Gender: Cismale<br/>Orientation: Heterosexual<br/>Height: 5'11"<br/>Weight: 231 lbs<br/>Age: 18<br/>XP: 0<br/><br/><strong>Abilities</strong><br/>STR: 17 +3 (Saving Throw +2)<br/>DEX: 13 +1<br/>CON: 15 +2 (Saving Throw +2)<br/>INT: 10<br/>WIS: 12 +1<br/>CHA:  8 -1<br/><br/>Proficiency Bonus: +2<br/>Armor Class: 13 (Unarmored)<br/>Initiative: +1<br/>Speed: 30 ft.<br/>Hit Points: 14/14<br/><br/><strong>Skills</strong><br/>Languages: Imperial, Sindarin, Turgon<br/><br/>STR<br/>Athletics +5 (Prof)<br/><br/>DEX<br/>Acrobatics +1<br/>Sleight of Hand   +1<br/>Stealth +1<br/><br/>INT<br/>Arcana<br/>History<br/>Investigation<br/>Nature +2 (Prof)<br/>Religion<br/><br/>WIS<br/>Animal Handling   +1<br/>Insight +1<br/>Medicine +1<br/>Perception +3 (Prof)<br/>Survival +3 (Prof)<br/><br/>CHA<br/>Deception -1<br/>Intimidation +1 (Prof)<br/>Performance -1<br/>Persuasion -1<br/><br/>Passive Perception  13<br/><br/>Tool Proficiencies:<br/>Musical Instrument - Flute<br/><br/>Weapon Proficiencies:<br/>Simple Weapons<br/>Martial Weapons<br/><br/>Armor Proficiencies:<br/>Light<br/>Medium<br/>Shields<br/><br/><strong>Equipment</strong><br/>Greatsword<br/>Two Handaxes<br/>Four Javelins<br/>Staff<br/><br/>Backpack<br/>Bedroll<br/>Mess Kit<br/>Tinderbox<br/>10 Torches<br/>10 Days of Rations<br/>Waterskin<br/>50 feet hemp rope<br/>Hunting Trap<br/>Wolf Pelt<br/><br/>Set of Traveler's Clothes<br/><br/>Belt Pouch<br/>10 gp<br/><br/><br/><strong>Weapon Attacks</strong><br/><br/>Weapon: Greatsword (Heavy, 2-Handed)<br/>Type:  Slashing<br/>Range: Melee<br/>Atk Bonus: +5 (str+prof)<br/>Damage: 2d6+3 (str)<br/>Raging Damage: 2d6+5 (str+2)<br/><br/>Weapon:    Hand Axe (light, thrown)<br/>Type: Slashing<br/>Range: 20/60<br/>Atk Bonus: +5 (str+prof)<br/>Damage: 1d6+3 (str)<br/><br/>Weapon:    Javelin<br/>Type: Piercing<br/>Range: 30/120<br/>Atk Bonus: +5 (str+prof)<br/>Damage: 1d6+3 (str)<br/><br/>Weapon:    Staff<br/>Type: Bludgeoning<br/>Range: Melee<br/>Atk Bonus: +5 (prof+str)<br/>Damage: 1d6/1d8+3 (2-h)(str)<br/>Raging Damage: 1d6/1d8 +5 (2-h)(str+2)<br/><br/><br/><strong>Features</strong><br/><br/>Darkvision - 60'<br/><br/>Rage - Can enter rage as a bonus action. If not wearing heavy armor<br/>- Advantage on STR checks and saving throws<br/>- Bonus Damage with melee weapons - +2<br/>- Resistance to Bludgeon, Piercing, Slashing damage<br/>- No spellcasting or concentration<br/>- Lasts for 1 minute, ends if knocked out or turn ends without attacking a hostile or taking damage, or can end by choice as bonus action<br/>- Can rage twice before must recharge with a long rest<br/><br/><br/>Relentless Endurance - When reduced to 0 hp but not killed, drops to 1 hp instead. Needs a long rest to recharge.<br/><br/>Savage Attacks - If you crit with a melee weapon, roll one of the weapon's damage dice an additional time.<br/><br/>Unarmored Defense - Get CON as a bonus to AC when unarmored, can use a shield and get this benefit.<br/><br/>Wanderer - Excellent memory of maps and geography, can always recall general layout of terrain, settlements, and features. Can find fresh food and water for self and up to five others each day provided the land has it.<br/><br/><strong>Spells</strong><br/><br/>Spellcasting Ability: None<br/>Spell Save DC: N/A<br/>Spell Attack Bonus: N/A<br/><br/><br/><strong>Misc Notes</strong><br/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Bio</div><div class="spoiler_body">The northern reaches of the collapsing Empire are a wild patchwork of nominal Wolf Legion outposts and orcish warlords who struggle to maintain control over anything more than a day or two's travel away.  With the addition of raids from Grunheim and the drive to spill blood in the name of Graz, the normal battles for territory escalate into desperate battles for survival, tinged with religious fervor.  In every battle, there is at least one loser (if not two, as the victor is in turn preyed upon) - so for every warrior with a tent full of booty and a train of captured servants, there are two or three refugees fleeing the incessant violence.<br/><br/>Geran Wolfclaw is the child of such refugees.  <br/><br/>Allied to the Wolf Legion, their tribe was attacked by their wilder kin, seeking to spill the blood of the Empire's lackeys in the name of Graz (no matter that those lackeys also worshipped Graz).  Taken by surprise and facing annihilation, Geran's father fled the battle with several pregnant women (including his own wife) and younger children.  They traveled through the wilderness for long months, seeing the loss of several of their number to the wilds, although his own son was born safely.  Once they reached Riverbend, he left his belongings with his erstwhile refugee family, went out into the wilderness, and killed himself, attempting to purge the shame of his cowardice with one last offering to Graz.<br/><br/>Amidst this mishmash of families, Geran grew, all of them living in one sizeable farmhouse on the outskirts of the farm belt around North Riverbend.  While Mayor Alfana welcomed them, they were still reluctant to mix with the other townsfolk, and vice-versa.  The older children and younger wives taught them all the ways of the woods, bringing in game and hides and herbs to trade with the townsfolk.  They also were taught the stories of the Turgon tribes, and more than a few of them began the journey back to the north, to try to win a place back with one of those groups.  Geran stayed, though, rejecting the god of his people and their bloodthirsty ways, the ways which had driven his family from their home and claimed his father.  The ways of Malala, of the Reaper, of Thaliya, those he blended in his own way.  As most of the refugees either found new mates or left to go north, the 'family' home gradually emptied, their lands given or sold away, growing enough food to mostly sustain the few remaining residents, while Geran and a few others made their trips into the woods to hunt and forage.<br/><br/>But still . . . even though he had no desire to go back to the north, he wondered if life in an oversized farmhouse on the outskirts of a small town was really all that there was to be to his life.</div></div><br/>