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       #Post#: 336--------------------------------------------------
       Victor Maxim
   DIR By: darkpluribus
       Date: November 3, 2019, 10:07 am
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       [img]
  HTML https://imgur.com/a/ppRAmQa[/img]
       Name: Victor Maxim
       Epithet: -
       Race: Human
       Gender: Male
       Age: 25
       Height: 5'11"
       Weight: 180 lbs
       Eyes: Brown
       Skin: Pale
       Hair: Brown
       
       Personality: Brutish
       Background:
       Bounty Hunter
       Country: Swords Coast
       Town: Baldur's gate
       Languages: Common, Undercommon, Primordial
       Professional Info
       Class: Barbarian - Path Of The Totem Warrior
       Features
       Rage Number of Charges: 2
       In battle, you fight with a primal ferocity. On your turn, you
       can enter a rage as a bonus action. While raging, you gain the
       following benefits, as long as you aren't wearing heavy armor.
       You have advantage on Strength check and Strength saves.
       When you make a melee weapon attack using Strength, you gain a
       +2 to the damage roll. This bonus increase to +3 at 9th level,
       and +4 at 16th level.
       You have resistance to bludgeoning, piercing, and physical
       damage.
       If you can cast spells, you can't cast them or concentrate on
       them while raging.
       You rage lasts 1 minute. It ends early if you are knocked
       unconscious or if your turn ends without you having attacked a
       hostile creature or taken any damage since your last turn. You
       can also end your rage on your turn as a bonus action.
       Once you have raged a number of time shown for your barbarian
       level on the table above, you must finish a long rest before you
       can rage again.
       Names, Faces, and Places
       Though many claim the role of a bounty hunter, few actually
       excel at the profession save those with a keen eye for
       observation. Among the adept are those who are truly gifted,
       having an almost preternatural talent for anticipating the
       behavior of their targeted mark. Being among their ranks, you
       have an uncanny ability to recall specific details of
       conversation and names you overhear or participate in as it
       relates to your bounty, or otherwise see written, even if only
       for a moment or two. You can also sketch out faces and general
       locations you've seen with accuracy, possessing exceptional
       recollection. In addition, you often effortlessly identify clues
       when tracking your bounty's movements and disposition that would
       be otherwise lost on lesser pursuers.
       Unarmored Defense
       When you aren't wearing any armor, your Armor Class is 10 + your
       Dexterity modifier + your Constitution modifier. You can use a
       shield and still gain this benefit.
       Proficiency
       Armor: Light armor, medium armor, shields
       Weapons: Simple weapons, martial weapons
       Tool Proficiency
       Thieves' Tools
       Feat
       Great Weapon Master
       On your turn, when you score a critical hit with a melee weapon
       or reduce a creature to 0 hit points with one, you can make one
       melee weapon attack as a bonus action.
       Before you make a melee attack with a heavy weapon with which
       you are proficient, you can choose to take a -5 penalty to the
       attack roll. If you do so and the attack hits, it deals +10
       damage.
       Danger Sense
       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.
       Reckless Attack
       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.
       Skills
       Intimidate, Deception, Athletics, Perception, Survival
       Saving Throws
       Strength, Constitution
       Inventory
       Carrying Capacity: 240
       Weight: 71
       AC: 13
       Gold: 0
       Silver: 2
       Copper: 6
       Equipped Gear
       Helm:
       Torso: Chain shirt AC 13 + Dex modifier (max 2) 20 lbs
       Arms:
       Legs:
       Feet:
       Right Hand: Great Axe ( 1/12 damage) 7lbs
       Left Hand: -
       Back:
       Backpack: 5 lbs
       • Health Potion x2
       • a Crowbar lbs 5
       • a Hammer lbs 3
       • 10 pitons lbs 1 each
       • 10 torches  lbs 1 each
       • a Tinderbox  lbs 1
       • 10 days of Rations
       • a Waterskin
       • 50 feet of Hempen rope 10 lbs
       Stat Bonuses:
       Human: +1 Strength, +1 Constitution
       Base Attributes
       HP: 12
       Strength: 15
       Dexterity: 13
       Constitution: 14
       Intelligence: 8
       Wisdom: 12
       Charisma: 10
       Attributes
       HP: 14
       Strength: 16
       Dexterity: 13
       Constitution: 15
       Intelligence: 8
       Wisdom: 12
       Charisma: 10
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