Khurdan Pell
Khurdan Pell
Sheet
AC 11 · HP 15 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingSTR
- ArcanaINT
- AthleticsSTR
- DeceptionINT
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
9 featuresBonus action
- RageLevel 1
When When entering dangerous combat
As a bonus action, enter a battle fury for up to 1 minute. While raging, gain advantage on Strength checks and Strength saving throws, a bonus to melee weapon damage using Strength, and resistance to bludgeoning, piercing, and slashing damage. You can use this feature twice per long rest.
- AggressiveOrcAs a bonus action, move up to your speed toward a hostile creature that you can see or hear. You must end this move closer to the enemy than you started.
Always on
- Unarmored DefenseLevel 1
While you are not wearing armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.
- DarkvisionOrcYou can see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light. You cannot discern color in darkness, only shades of gray.
- MenacingOrcYou gain proficiency in the Intimidation skill.
- Powerful BuildOrcYou count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
- Relentless EnduranceOrcWhen reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You cannot use this feature again until you finish a long rest.
- Orcish ResilienceOrcYou have advantage on saving throws against becoming frightened.
- WandererOutlander
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 the land offers berries, small game, water, or similar resources.
Gear
11 itemsWeapons
- GreataxeA large two-handed martial axe suitable for brutal close combat.
- 2×HandaxeLight thrown axes, each dealing 1d6 slashing damage.
- 4×JavelinSimple spears suitable for throwing or close combat.
Tools
- Hunting TrapA practical trap for catching small or medium game.
- Bone WhistleA bone whistle with a low, carrying tone, used by Khurdan to signal across open ground.
Gear
- Explorer's PackA pack containing basic adventuring supplies, including bedroll, mess kit, tinderbox, torches, rations, waterskin, and rope.
- StaffA sturdy walking staff used for travel and finding footing in rough country.
- Trophy from an AnimalA preserved antler from a mountain elk, kept as a reminder of the first trail Khurdan ever led alone.
- Traveler's ClothesPlain traveling clothes, repeatedly repaired with mismatched thread.
- Belt PouchA small leather pouch containing starting coin.
Purse
- 10×Gold PiecesStarting currency from the Outlander background.
Appearance
A broad-shouldered gray-green orc with a heavy build, thick black hair tied back with plain cord, and a carefully maintained beard trimmed close along the jaw. His clothing is practical and repeatedly mended, with strips of faded red cloth wrapped around one wrist. He rarely looks directly at faces. Instead, his attention moves to hands, doorways, weapons, and the nearest path out of a room. His posture is steady and economical, as if every movement has already been measured.
Mannerisms
Khurdan checks the nearest exit whenever he enters a room, tests unfamiliar ground with the heel of his foot, and pauses before answering difficult questions as if listening for distant weather.
Personality
Quietly observant and patient, Khurdan speaks in short, practical sentences and dislikes promises that cannot be measured. He is more comfortable repairing a strap, studying tracks, or sharing a silent meal than making conversation. Beneath his reserve is a dry sense of humor and a firm instinct to protect anyone who is lost, outnumbered, or being treated as lesser.
Ideals
Freedom. No person owns the road, the sky, or the next place beyond the ridge. People should be judged by what they do when no one is watching.
Bonds
I carry the memory of my younger cousin, Durgan, and will not abandon travelers who have trusted me to lead them safely.
Flaws
I assume enclosed places are traps, and I become stubborn or openly hostile when someone tries to hurry me through one.
Quirks
Background
Khurdan grew up among an orc hunting band that followed the high grasslands between settled farms and the old mountain roads. His people were neither conquerors nor exiles. They moved because the herds moved, because winter changed the ground, and because a place that welcomed them one season might raise spears the next. Khurdan learned early to read a trail by crushed stems, cold ash, and the direction birds refused to fly. He also learned that anger was useful only when given a direction. His elders taught him to hold it like a stone in the mouth, hard, heavy, and silent until the moment came to throw it. As he grew older, Khurdan became a pathfinder for caravans and isolated villages, guiding travelers through country where roads had vanished and old border markers had fallen. A bandit ambush left several people dead, including his younger cousin, and Khurdan discovered that his rage could carry him through fear, pain, and exhaustion. Since then, he has traveled beyond his people's usual routes, taking work as a guard, guide, and hunter. He does not seek glory or revenge. He wants to understand why some people build walls around every patch of earth, while others can cross a whole world and still call themselves free.
“They moved because the herds moved, because winter changed the ground, and because a place that welcomed them one season might raise spears the next.”
- Background
- Outlander
Connections
Species
Orc
Media
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