<div class="floatleft">(http://i.imgur.com/uYRemnG.png)</div><br/><strong>Name</strong>: Aengus Sainglend<br/><strong>Age:</strong>35<br/><strong>Race:</strong>Half-Orc<br/><strong>Size:</strong>Medium (6'5" tall, 285 lbs)<br/><strong>Languages:</strong>Common, Orc, Elven, Dwarven<br/><strong>Class/Level:</strong>Barbarian 3<br/><strong>Alignment:</strong>Lawful/Light<br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Background: Sage</div><div class="spoiler_body">Skill Proficiencies: Arcana, History<br/>Languages: Two of your choice<br/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Feature: Researcher</div><div class="spoiler_body">When you attempt to learn or recall a piece of lore, if you<br/>do not know that information, you often know where and<br/>from whom you can obtain it. Usually, this information<br/>comes from a library, scriptorium, university, or a sage<br/>or other learned person or creature. Your DM might<br/>rule that the knowledge you seek is secreted away in an<br/>almost inaccessible place, or that it simply cannot be<br/>found. Unearthing the deepest secrets of the multiverse<br/>can require an adventure or even a whole campaign.</div></div> <br/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">History</div><div class="spoiler_body"> Aengus came to Antioch nearly ten years ago and has been Engla's assistant, bouncer, confidante, and some say her lover ever since. The Half-Orc seems to be very worldly and knowledgeable, but details about his past are hard to get out of him. While he is generally patient and slow to anger, there have been a handful of time when someone (usually Engla) pushed the gentle giants patience to its very limit, and it took weeks to repair the damage done to Engla's tavern.</div></div></div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">HP and other vitals</div><div class="spoiler_body"><strong>Hit Points:</strong> 35<br/><strong>Hit Die:</strong> D12<br/><strong>Armor Class:</strong> 17 (15 Without shield)<br/><strong>Passive Insight:</strong> 10<br/><strong>Passive Perception:</strong> 10 <br/><strong>Initiative:</strong> 2<br/><strong>Speed:</strong> 30 ft.<br/><strong>Rage:</strong> 3  <strong>Rage Damage:</strong> +2<br/><strong>Proficiency Bonus:</strong> +2<br/><span class="bbc_u"><strong>Proficiencies</strong></span><br/><strong>Saves:</strong> Strength, Constitution<br/><strong>Skills:</strong> Arcana, Athletics, History, Intimidate, Nature<br/><strong>Tool:</strong> None<br/></div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Ability Scores</div><div class="spoiler_body"><strong>Strength</strong>: 16/+3<br/>- Saving Throw: +5<br/>- Athletics:  +5<br/><strong>Dexterity</strong>: 14/+2<br/>-Saving Throw: +2<br/>- Acrobatics:  +2<br/>- Sleight of Hand: +2<br/>- Stealth: +2<br/><strong>Constitution</strong>: 16/+3 <br/>- Saving Throw: +5<br/><strong>Intelligence</strong>: 12/+1<br/>- Saving Throw: +1<br/>- Arcana:+3<br/>- History: +3<br/>- Investigation: +1<br/>- Nature: +3<br/>- Religion: +1<br/><strong>Wisdom</strong>: 10/+0<br/>- Saving Throw: +0<br/>- Animal Handling: +0<br/>- Insight: +0<br/>- Medicine: +0<br/>- Perception: +0<br/>- Survival: +0<br/><strong>Charisma</strong>: 8/-1<br/>- Saving Throw: -1<br/>- Deception: -1<br/>- Intimidation: +1<br/>- Performance: -1<br/>- Persuasion: -1<br/></div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Racal Features and Feats</div><div class="spoiler_body"><strong>Speed</strong>. Your base walking speed is 30 feet.<br/><br/><strong>Darkvision</strong>. 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 were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.<br/><br/><strong>Menacing</strong>. You gain proficiency in the Intimidation skill.<br/><br/><strong>Relentless Endurance</strong>. 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.<br/><br/><strong>Savage Attacks</strong>. 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.<br/><br/><strong>Languages</strong>. You can speak, read, and write Common and Orc .<br/></div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Class Features and Feats</div><div class="spoiler_body"><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Class Features</div><div class="spoiler_body"><strong>Rage</strong><br/>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 if you aren’t wearing heavy armor:<br/>• You have advantage on Strength checks and Strength saving throws.<br/>• When you make a melee weapon attack using Strength, you gain a bonus to the damage roll that increases as you gain levels as a barbarian, as shown in the Rage Damage column of the Barbarian table.<br/>• You have resistance to bludgeoning, piercing, and slashing damage.<br/><br/>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.<br/><br/>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.<br/><br/><strong>Unarmored Defense</strong><br/>While 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.<br/><br/><strong>Reckless Attack</strong><br/>Starting 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.<br/><br/><strong>Danger Sense</strong><br/>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.<br/><br/><strong>Spirit Seeker</strong><br/>Yours 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, as described in chapter 10.<br/><br/><strong>Totem Spirit</strong><br/>At 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. <br/><br/><strong>Bear:</strong> 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.<br/><br/></div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Feats</div><div class="spoiler_body"> Tavern Brawler<br/>Accustomed to rough-and-tumble fighting using whatever weapons happen to be at hand, you gain the following benefits:<br/>• Increase your Strength or Constitution score by 1, to a maximum of 20.<br/>• You are proficient with improvised weapons and unarmed strikes.<br/>• Your unarmed strike uses a d4 for damage.<br/>• 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. </div></div><br/></div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Equipment</div><div class="spoiler_body">Equipment: <br/>• An explorer’s pack and four javelins<br/>• A Shield and Warhammer<br/>A bottle of black ink, a quill, a small knife, have not yet been able to answer, a set of common clothes, a bearskin cloak, and a belt pouch containing 10 gp.<br/></div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Combat Information</div><div class="spoiler_body">Warhammer: Atk +5 dam 1d8+3(1d10+3 two-handed) bludgeoning, versatile.<br/>Javelin: Atk +5, dam 1d6+3 piercing. Thrown, Range 30/120.<br/>Unarmed Strike: Atk +5, Dam 1d4+3 bludgeoning.<br/></div></div>