Earthynn

Mord

Half-orc Knight with an uncanny abilitly to channel his fury...until battle begins, then he just goes crazy.

Mord

Description

Bio

Mord was the product of a brutal rape. His mother died shortly after his birth. Her final words, “let him live”. Raised by his maternal grandfather, the brash and impetuous youth was a terror to his family and his town. The elders of the town only allowed him to stay out of respect for his mother’s dying wish. Everything changed the day his grandfather asked him to accompany a group of militia soldiers on a scouting mission. Orcs had once again come to the area…the same band of orcs that had ravaged the town and raped Mord’s mother. Upon learning this information, Mord vowed that day to protect his town. His overpowering rage and ferocity would be saved for the battlefield. Mord joined the local militia and defended the town from the orcs. The hatred and brutal nature he had gained from his orc side had served him well. I see Mord as a small town cop. He loves where he grew up and wants to serve and protect it. He is an intimidating creature but has learned to subdue his ferocious nature until battle begins. He has become a well standing member in his town. He is honest with those he trusts and takes pride in flushing out those that break town law. The children of the town never want to be caught by Mord if they are doing ill-conceived things. Mord is lawful in his militia role, but outside of that role he honors his companions and certain rules of combat (Be strong, but do not use strength for wanton destruction. Be brave and scorn cowardice. Prove your might in battle to win glory and renown.) His enemies beware…especially orcs. When Mord leaves town to join the companions, he does so knowing that is it vital to the protection of his town. His driving force as always is to “protect and serve” and “complete the mission”. Once he concludes these “high profile cases” with his companions, he hopes to go back home to resume his “local sheriff role”. Not the best or most inventive idea ever, but it does sum up his somewhat calm yet intimidating demeanor until battle comes…then he just flips out.
Character Name Level Class Paragon Path Epic Destiny Total XP Race Size Age Gender Height Weight Alignment Deity Affiliation
INITIATIVE
Score Dex ½Lv Misc
Initiative
Conditional Modifiers +
ABILITY SCORES
Score Mod M+½
Strength
Constitution
Score Mod M+½
Dexterity
Intelligence
Score Mod M+½
Wisdom
Charisma
HIT POINTS
Max HP Bloodied Surge Value Surges Current HP Temp HP Surges Used Death Saves Resistances +
SAVE MODIFIERS
Modifiers +
SKILLS
Bonus A+½ Trnd Arm Misc
Acrobatics Dex
Arcana Int
Athletics Str
Bluff Cha
Diplomacy Cha
Dungeoneering Wis
Endurance Con
Heal Wis
History Int
Insight Wis
Intimidate Cha
Nature Wis
Perception Wis
Religion Int
Stealth Dex
Streetwise Cha
Thievery Dex
NOTES
Note +
DEFENSES
Score 10+½ Abil Cls Feat Enh Misc Misc
AC
Conditional Bonuses +
Score 10+½ Abil Cls Feat Enh Misc Misc
Fort
Conditional Bonuses +
Score 10+½ Abil Cls Feat Enh Misc Misc
Ref
Conditional Bonuses +
Score 10+½ Abil Cls Feat Enh Misc Misc
Will
Conditional Bonuses +
ACTION POINTS
Points MSs
Action Points
Additional Action Point Effects +
RACE FEATURES
Feature +
CLASS FEATURES
Feature +
FEATS
Feat +
LANGUAGES KNOWN
Language +
BACKGROUNDS
Background +
MOVEMENT
Speed Base Arm Item Misc
Speed
Special Movement +
SENSES
Score Base Skill
Passive Insight 10 +
Passive Perception 10 +
Special Senses +
COMBAT WORKSPACE
+
Attack Type
Attack
½Lv
Abil
Cls
Prof
Feat
Enh
Misc
Damage
Abil
Feat
Enh
Misc
Misc
 
AT-WILL POWERS
Power +
ENCOUNTER POWERS
Power +
DAILY POWERS
Power +
EQUIPMENT
Item +
Character By • Sheet By