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Orgrin Onetusk - AI-generated fantasy Character

Orgrin Onetusk

Half-Orc · Fighter · Level 1 · Outlander

Orgrin Onetusk

Orgrin is a stoic individual who prefers the quiet rustle of leaves to the boisterous noise of a tavern.
AC18
HP13/13
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 18 · HP 13 · 30 ft.
AlignmentChaotic NeutralGenderMaleAge24
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
  • ReligionINT
  • Sleight of HandDEX
  • StealthDEX
  • SurvivalWIS

Armor

Light Armor,
Medium Armor,
Heavy Armor,
Shields

Weapons

Simple Weapons,
Martial Weapons

Tools

Pan Flute

Languages

Common,
Orc,
Giant

Features

7 features

Bonus action

  • Second WindLevel 1

    On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level. Once you use this feature, you must finish a short or long rest before you can use it again.

Always on

  • Fighting Style: DuelingLevel 1

    When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

  • TraitHalf-OrcDarkvision
  • TraitHalf-OrcMenacing (Proficiency in Intimidation)
  • TraitHalf-OrcRelentless Endurance (When reduced to 0 HP, drop to 1 instead once per long rest)
  • TraitHalf-OrcSavage Attacks (Extra damage die on melee critical hits)
  • 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. Additionally, 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.

Gear

8 items

Weapons

  • Battleaxe
    A heavy-headed axe dealing 1d8 slashing damage.
  • Light Crossbow
    A mechanical bow dealing 1d8 piercing damage. Range 80/320.

Armor

  • Chain Mail
    A suit of interlocking metal rings, granting 16 AC.
  • Shield
    A wooden or metal shield, providing a +2 bonus to AC.

Tools

  • Hunting Trap
    A heavy metal trap used for catching game.

Gear

  • 20×
    Crossbow Bolt
    Short, heavy projectiles.
  • Explorer's Pack
    Includes backpack, bedroll, mess kit, tinderbox, 10 torches, 10 days of rations, and waterskin.
  • Talisman
    The jagged shard of his own broken left tusk.

Appearance

Orgrin is a towering half-orc with skin the color of weathered stone and deep, moss-green eyes. His defining feature is his missing left tusk, which was broken off at the root during a violent skirmish, leaving his lower jaw slightly asymmetrical. He wears thick, battle-scarred chainmail that has been repaired with leather straps. His movements are deliberate and animalistic, carrying the poise of a predator that is always aware of the wind direction.

Mannerisms

He tends to run his thumb over the jagged stump of his left tusk when he is assessing a threat.

Personality

Orgrin is a stoic individual who prefers the quiet rustle of leaves to the boisterous noise of a tavern. He is suspicious of high walls and soft beds, believing that comfort makes a person weak. He speaks in short, direct sentences and rarely hides his true feelings. Though he may appear cold, he has a deep-seated protective streak for those who have been cast out by society.

Ideals

Freedom. The world is a wide place and no man has the right to cage another or dictate how they should live under the sky.

Bonds

I carry a shard of my broken tusk to remind me of the family I lost and the resilience it took to survive that day.

Flaws

I have an instinctive distrust of anyone who wears silk or holds a position of hereditary power, often reacting with open hostility.

Quirks

He sleeps on the ground even if a bed is available.
He sharpens his battleaxe every morning at dawn, regardless of its condition.

Background

Born of an orc mother and a human father, Orgrin grew up in the desolate grey-lands between the Spine of the World and the civilised south. His parents were both outcasts who found peace in the wilderness, teaching him that the only laws that matter are the laws of survival. His peaceful isolation ended when a marauding band of mercenaries raided their homestead, leaving Orgrin as the sole survivor and costing him half of his lower tusks. After spending weeks tracking the men through the mountains, he realised that seeking blood for blood would only leave him hollow. He chose instead to turn his strength into a shield for those living on the fringes. He has spent the last five years as a guide and a mercenary for small settlements, moving like a ghost through the high passes. He remains a man of the wild, driven by the belief that nature is a fair judge of a person's worth, unlike the corrupt institutions of men.

“His parents were both outcasts who found peace in the wilderness, teaching him that the only laws that matter are the laws of survival.”
From their backstory
Background
Outlander

Connections

Species

Half-Orc

Media

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