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Rundar Garsareth - AI-generated fantasy Character

Rundar Garsareth

Human · Barbarian (Path of the Berserker) · Level 20 · Outlander

Rundar Garsareth

Rundar is loud, direct, fiercely generous, and uncomfortable with quiet rooms.
AC17
HP225/225
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 17 · HP 225 · 40 ft.
AlignmentChaotic NeutralGenderMaleAge42 years old
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

  • AcrobaticsDEX
  • Animal HandlingWIS
  • ArcanaINT
  • AthleticsSTR
  • DeceptionCHA
  • HistoryINT
  • InsightWIS
  • IntimidationCHA
  • InvestigationINT
  • MedicineWIS
  • NatureINT
  • PerceptionWIS
  • PerformanceCHA
  • PersuasionCHA
  • ReligionCHA
  • Sleight of HandSTR
  • StealthDEX
  • SurvivalWIS

Armor

Light armor,
Medium armor,
Shields

Weapons

Simple weapons,
Martial weapons

Tools

One musical instrument

Languages

Common,
Giant

Features

29 features

Bonus action

  • RageLevel 1

    Rundar can enter a rage as a bonus action. While raging, he has advantage on Strength checks and Strength saving throws, a bonus to melee weapon damage, resistance to bludgeoning, piercing, and slashing damage, and cannot cast or concentrate on spells. He can rage 6 times per long rest, and his rage bonus is +4 damage.

  • Unarmored DefenseLevel 1

    Rundar has advantage on Strength (Athletics) checks and can make an unarmed strike as a bonus action after attacking with a handaxe or other suitable weapon.

  • Path of the Berserker, FrenzyLevel 3

    Rundar can make one additional attack as a bonus action while raging. If he does so, he suffers one level of exhaustion when the rage ends.

  • Mindless RageLevel 6

    Rundar can use a bonus action to enter a rage even while frightened or charmed. If already frightened or charmed, the effect ends when he enters his rage.

Reaction

  • Blood for Blood

    When A creature within 5 feet damages Rundar

    When struck by a nearby enemy, Rundar immediately answers with a brutal axe blow.

  • Reckless AttackLevel 2

    Rundar gains proficiency with Strength and Constitution saving throws. He can also use a reaction to reroll a failed Strength or Constitution saving throw, but must use the new roll.

Always on

  • Berserker's Twin Storm

    When While raging and using two handaxes

    Rundar attacks twice with his paired handaxes, then makes two additional off-hand attacks through Frenzy and two-weapon fighting when raging.

  • Ravenous Challenge

    When Before making a melee attack using Strength

    Rundar attacks recklessly, gaining advantage on Strength-based melee attacks while granting advantage to attacks against him until his next turn.

  • Jarl's Dread Cry

    When As an action against a creature that can see or hear him

    Rundar lets out a war cry that can shake the courage of one creature within 30 feet.

  • The Last Breath

    When Damage would reduce Rundar to 0 hit points

    Rundar refuses to fall, remaining standing at 1 hit point through sheer stubbornness.

  • Fast MovementLevel 5

    Rundar's speed increases by 10 feet while he is not wearing heavy armor.

  • Extra AttackLevel 5

    Rundar can make one additional weapon attack when he takes the Attack action.

  • Mindless RageLevel 6

    Rundar can make a DC 10 Constitution check to remain at 1 hit point instead of dropping to 0 hit points. The DC increases by 5 each time he uses this feature until he finishes a short or long rest.

  • Danger SenseLevel 2

    Rundar can choose to gain advantage on a Strength check, Strength saving throw, or attack roll using Strength, but attacks against him have advantage until his next turn.

  • Intimidating PresenceLevel 10

    Rundar can frighten one creature within 30 feet that can see or hear him with a successful Charisma (Intimidation) check contested by the creature's Wisdom saving throw. A creature that succeeds is immune for 24 hours.

  • Extra Attack ImprovementLevel 11

    Rundar can make one additional attack when he takes the Attack action on his turn.

  • RetaliationLevel 14

    When a creature within 5 feet damages Rundar, he can use his reaction to make a melee weapon attack against that creature.

  • Ability Score Improvement, Dual WielderLevel 4

    Rundar can make a second attack with his off-hand weapon when using two-weapon fighting, and he adds his ability modifier to the damage of that attack.

  • Ability Score Improvement, ResilientLevel 8

    Rundar gains proficiency in Wisdom saving throws and increases his Wisdom by 1.

  • Primal ChampionLevel 20

    Rundar increases his Strength by 4 and Constitution by 4. His maximum for both scores becomes 24.

  • Brutal CriticalLevel 9

    Rundar gains one additional weapon damage die when determining the extra damage from a critical hit.

  • Brutal Critical ImprovementLevel 13

    Rundar gains a second additional weapon damage die when determining the extra damage from a critical hit.

  • Brutal Critical ImprovementLevel 17

    Rundar gains a third additional weapon damage die when determining the extra damage from a critical hit.

  • Ability Score ImprovementsLevel 4

    Rundar increases his Strength by 4 and Constitution by 2 through his ability score improvements.

  • Ability Score IncreaseHumanStrength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma each increase by 1.
  • SizeHumanMedium.
  • SpeedHuman30 feet.
  • LanguagesHumanCommon and one extra language, Giant.
  • WandererOutlander

    Rundar has an excellent memory for maps and geography, and can always find food and fresh water for himself and up to five other people each day, provided the land offers natural resources.

Gear

9 items

Weapons

  • Greataxe
    A heavy two-handed steel axe marked with a knotwork wolf design.
  • 2×
    Handaxe
    Balanced steel handaxes used in pairs, each painted with blue and orange bands.
  • 4×
    Javelin
    Long ash-shafted spears for throwing or forming a defensive line.

Tools

  • Staff
    A carved ash walking staff taken from his homeland's oldest pine grove.

Gear

  • Explorer's Pack
    Rundar's standard wilderness travel gear, including bedroll, mess kit, tinderbox, torches, rations, waterskin, and rope.
  • Hunting Trap
    A sturdy iron trap used for hunting game and restraining prey.
  • Trophy from a Slain Animal
    The antlered skull of a great northern bear, kept as a spiritual and personal trophy.
  • Traveler's Clothes
    Rough but durable clothing suitable for a wandering northern warrior.

Purse

  • 10×
    Gold Pieces
    Coins kept in a weatherproof leather pouch.

Appearance

Rundar Garsareth is a massive human warrior with a weather-darkened complexion, a broad red-brown beard, and long ash-blond hair bound beneath a heavy bear-skin hood. Blue and orange warpaint frames his eyes and runs in sharp lines across his cheeks. He wears layered steel-and-leather Viking armor, decorated with iron rings, carved bone, and strips of faded sailcloth. He carries a steel axe in each hand when battle is near, and his presence seems to fill whatever space he enters. Within a minute of meeting him, most people notice the smell of pine smoke, oiled iron, and old leather that follows him everywhere. Rundar knows he smells this way and considers it proof that he has lived correctly.

Mannerisms

Rundar plants his feet wide even when standing still, taking up more room than he needs. He taps the flat of one axe against his palm while thinking, leans close when someone whispers, and laughs with his whole chest. Before a dangerous fight, he pulls the bear hood over his head and becomes completely silent for three breaths.

Personality

Rundar is loud, direct, fiercely generous, and uncomfortable with quiet rooms. He treats strangers as potential allies until they prove themselves dishonorable, then treats them as future enemies. He loves contests of strength, long meals, dark humor, and anyone brave enough to contradict him to his face. Despite his reputation as a berserker, he is observant in the wilderness and remembers small kindnesses for decades.

Ideals

Freedom. No king, god, law, or ancestor owns the spirit of a living person. A leader earns loyalty by standing in the mud with everyone else.

Bonds

The people of Rundar's coastal hall are his chosen family. He will cross any distance, challenge any ruler, and risk his life without hesitation to protect them. He also keeps one broken iron ring from his father's shield, worn on a cord beneath his armor.

Flaws

Rundar mistakes restraint for weakness and often escalates a dispute simply because backing down would be embarrassing. He is suspicious of polished nobles, written contracts, and anyone who speaks too carefully. When victory is within reach, he may continue fighting long after prudence has left the field.

Quirks

He smells his axe blades before battle, claiming the steel tells him whether the coming fight will be honorable.
He gives every campfire a name and becomes irritated when companions fail to use it.
He counts doorways and windows automatically whenever he enters a building.
He leaves the first bite of every meal near the fire for the dead.
He collects unusual pieces of blue glass and orange stone from every land he crosses.

Background

Rundar was born beneath the northern lights in a coastal longhouse where every child learned to row, hunt, fight, and remember the names of the dead. His father was a jarl whose authority rested less on ceremony than on the certainty that he would stand in the shield wall beside his people. Rundar inherited the title young, after a winter raid went wrong and left the old hall leaderless. He did not become lord by speaking prettily. He became lord by carrying the wounded through the snow, breaking the raiders at the riverbank, and sharing the last winter stores before taking a bite himself. For years, Rundar traveled beyond his people's fjords, crossing tundra, ancient forests, and enemy kingdoms as an outlander and war-chief. He learned that the wilderness was not empty, but crowded with spirits, predators, old roads, and hungry men. His rage became a weapon he could summon like a storm, and he adopted the bear hood as a reminder that a lord must be both protector and beast when his people are threatened. Now he wanders far from home, seeking worthy battles, lost routes, and stories strong enough to carry back to his hall. He claims he is searching for glory, but beneath the boasting lies a quieter purpose, to find a future worth defending before age takes his strength.

“His father was a jarl whose authority rested less on ceremony than on the certainty that he would stand in the shield wall beside his people.”
From their backstory
Background
Outlander

Connections

Species

Human

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