Eiche Gildenbough

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Eiche
Eiche01.jpg
Race: Half-Orc, Class: Fighter (Battle Master)
Background: City Watch (Soldier Variant), Alignment: Lawful Neutral
Patron Deity: Elebrin Liothiel
Factions: {{{Factions}}}
Ability Scores
Strength 20 (+5), Dexterity 14 (+2), Constitution 15 (+2);
Intelligence 11 (0), Wisdom 14 (+2), Charisma 12 (+1)
Proficiencies
Bonus: +3
Saving Throws: Strength & Constitution
Skills: Athletics, Insight, Intimidation, Perception, Survival
Tools: None
Languages: Alzhedo, Common, Daraktan (maybe), Espruar,
Armor: Light armor, Medium armor, Heavy armor, Shields
Weapons: Simple weapons, Martial weapons
Traits
Fighting Style (Two-Weapon Fighting), Second Wind, Action Surge, Martial Archetype (Battle Master), Extra Attack
Feats
Heavy Armor Master, Dual Wielder
Combat
Attacks:Battleaxe: +8 to hit, 1d8+5 Slashing Damage •Handaxe: +8 to hit, 1d6+5 Slashing Damage (20/60) •Longbow: +5 to hit, 1d8+2 Piercing Damage (150/600)
Armor Class: 19 (Plate), Initiative: +2, Speed: 30 ft
Hit Points: x, Hit Dice: 5d10
Social
Personality Traits: {{{Personality}}}
Ideals: xxx
Bonds: xxx
Flaws: xxx

Origin

One day, the desert winds swept up Doloro Gildenbough, master gardener of the House of Persimmon Blushes. Sometimes the winds were djinni or sphinxes or rocs, but this time, they were an orc raider named Juna the Pyreblade. The rising perfume of the House's pink limes, blood figs, pistachios, and most of all the precious rose persimmons tempted her from the sky, and she fell in a tumult to the orchards. When the sandstorm of her fall passed, Doloro was gone. He returned more than a year later husband to the pyre and father to newborn Eiche.

At least, these were the stories Eiche Gildenbough was told as a child. His father Doloro returned to his duties, and fierce Juna rose quickly in rank until she was Vizier of the House. Whatever men objected to her status found their own fall at her blade. Doloro, a half-elf, had already grown accustomed to a place in between worlds, so he knew well how to shield his child, and Juna's defiance of convention protected Eiche further. He learned his father's elven lore in the orchards alongside his mother's mastery of steel. The estate was never so well protected as under Juna's hand, and Eiche patrolled its borders at her side from an early age.

Appearance

Traits

Background Traits

  • Civic Authority: You are invested with the authority of law enforcement in your community. You can arrest law-breakers and call for the aid of your fellow watchfolk. While you are not yourself above the law, the fact is that watchmen then do favor their own, so you're likely to get out of any scrapes with the local law with little more than a fine and a solid dressing-down by your commanding officer.

Fighter Traits

  • Fighting Style
    • Two-Weapon Fighting - When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
  • Second Wind - 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.
  • Action Surge - On your turn, you can take one additional action on top of your regular action and a possible bonus action. Once you use this feature, you must finish a short or long rest before you can use it again.
  • Martial Archetype
    • Battle Master
  • Extra Attack - You can attack twice, instead of once, whenever you take the Attack action on your turn.

Battle Master Traits

  • Maneuvers
    • Goading Attack - When you hit a creature with a weapon attack, you can expend one superiority die to attempt to goad the target into attacking you. You add the superiority die to the attack's damage roll, and the target must make a Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn.
    • Riposte - When a creature misses you with a melee attack, you can use your reaction and expend one superiority die to make a melee weapon attack against the creature. If you hit, you add the superiority die to the attack's damage roll.
    • Trip Attack - When you hit a creature with a weapon attack, you can expend one superiority die to attempt to knock the target down. You add the superiority die to the attack's damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you knock the target prone.

Feats

  • Heavy Armor Master: • Increase your Strength score by 1, to a maximum of 20 • While you are wearing heavy armor, bludgeoning, piercing, and slashing damage that you take from non-magical weapons is reduced by 3.
  • Dual Wielder: • You gain a +1 bonus to AC while you are wielding a separate melee weapon in each hand. • You can use two-weapon fighting even when the one-handed melee weapons you are wielding aren't light • You can draw or stow two one-handed weapons when you would normally be able to draw or stow only one.

Resources

  • Moneys: x pp, x gp, x ep, x sp, x cp
  • Gems:
  • Carried Equipment:
  • Stored Equipment:
  • Lifestyle:
  • Typical Downtime:

Locations

Important Individuals

Projects, Goals and/or Downtime

  • x

Experience Points

Total: xxx xp