Post by Ossular on Jan 17, 2019 18:15:39 GMT
Character Name:
James Aliester
Character Level:
3
Race:
Human (Variant)
Gender:
Male
Alignment:
Neutral Good
Deity:
TBD
Size:
Medium
Hair:
Dark brown; kept shaved on the sides with a wide mohawk that's always pulled back into a braided tail which runs down to his shoulders.
Eyes:
Blue like the frozen waters of Icewind Dale
Height:
6'1", 73 inches; 1.85 meters
Weight:
210 lbs; 95.2 kg
Age:
29 years old
Appearance:
With skin tanned with various years of travel and features carved from the hardships of training, Mr. Aliester walks with the trained confidence of a town guard. His pale lips are usually pressed flat, surrounded by the stubble that runs his jawline, and his eyes are usually focused on something, be it an individual that caught his attention, a blade he may be sharpening or a book he may be reading. His figure is fit and impressive, with several scars loitered throughout, but no tattoos or brands of note. That figure is usually encapsulated within a set of worn but well-kept heavy armor and strapped with a great-sword (and several smaller weapons and armaments) to match.
History:
Originally born in the Inner Sea near Phlan, the first span of Mr. Aliester's life was spent traveling to and fro. He grew up in a caravan, traveling various trade routes with his merchant father and his bodyguard, Aliester's mother, until one journey brought them all of the way to the Sword Coast, first to Luskan, then south. While taking various jobs within the caravan itself, he was never recognized by his father, and upon arriving in Waterdeep, his mother fell ill, while his father simply hired another bodyguard and set off once again.
Aliester cared for his mother until her passing, then, after mourning, took her last name and set out into Waterdeep itself, eventually finding his way into the City Guard, which lead him to a wizard that caught his interest. He took up reading in his spare time, which lead to him dabbling in the arcane arts. Through all of this, though, Aliester watched as adventurers of all kinds and races went on epic journeys and claimed magic weapons and artifacts. Eventually the call was too great, and after years in a position with the City Guard, left in order to become an adventurer.
Personality:
Aliester carries himself well with purpose and focus, and is always respectful and understanding to the best of his ability. His calm demeanor can shift, and in combat or conversation, no matter the threat, Aliester can stare it down without flinching, keeping his composure in a way that most can't (unless affected by outside means, of course). His time with the guard instilled a sense of law and purpose, and he will always obey an authority that he believes is just and proper. Ultimately, Aliester wants to do the right thing, and would fight for those who couldn't defend themselves, and being able to be outside the rules and edicts of the law gives him just enough flexibility to do that.
Character Statistics:
Ability Scores:
Class:
Class Abilities:
Spells: (Spell Attack: +4; Spell Save DC: 12)
Cantrips:
Blade Ward, Fire Bolt
1st. Lv.:
Magic Missile, Shield, Sleep
Skills:
Arcana (Racial)
Athletics (Background)
Intimidation (Background)
Perception (Class)
Survival (Class)
Proficiencies & Languages:
Dragonchess (Background)
Land Vehicles (Background)
Common, Elvish (Racial)
Background: Soldier (Infantry)
[Military Rank]: You have a military rank from your career as a soldier. Soldiers loyal to your former military organization still recognize your authority and influence, and they defer to you if they are of a lower rank. You can invoke your rank to exert influence over other soldiers and requisition simple equipment or horses for temporary use. You can also usually gain access to friendly military encampments and fortresses where your rank is recognized.
Feats:
Human Bonus Feat: Athlete
Aliester has undergone extensive physical training to gain the following benefits:
Weapons:
Battleaxe
Handaxes (x2)
Longbow (w/ x20 arrows)
Greatsword
Dagger
Armor:
Splint Mail (Heavy, +7 AC; No DEX Bonus; Disadvantage on Stealth Checks; Req. STR 15)
Shield (+2 AC when used)
Gear:
Backpack, Bedroll, Climber's Kit, Mess Kit, Rations (x15), Hempen rope (50 ft), Tankard, Tinderbox, Torch (x10) Waterskin
Background Items:
Waterdeep Insignia of Rank, Dagger, a deck of cards, common clothes
Money:
29 GP, 4 SP, 8 CP
James Aliester
Character Level:
3
Race:
Human (Variant)
Gender:
Male
Alignment:
Neutral Good
Deity:
TBD
Size:
Medium
Hair:
Dark brown; kept shaved on the sides with a wide mohawk that's always pulled back into a braided tail which runs down to his shoulders.
Eyes:
Blue like the frozen waters of Icewind Dale
Height:
6'1", 73 inches; 1.85 meters
Weight:
210 lbs; 95.2 kg
Age:
29 years old
Appearance:
With skin tanned with various years of travel and features carved from the hardships of training, Mr. Aliester walks with the trained confidence of a town guard. His pale lips are usually pressed flat, surrounded by the stubble that runs his jawline, and his eyes are usually focused on something, be it an individual that caught his attention, a blade he may be sharpening or a book he may be reading. His figure is fit and impressive, with several scars loitered throughout, but no tattoos or brands of note. That figure is usually encapsulated within a set of worn but well-kept heavy armor and strapped with a great-sword (and several smaller weapons and armaments) to match.
History:
Originally born in the Inner Sea near Phlan, the first span of Mr. Aliester's life was spent traveling to and fro. He grew up in a caravan, traveling various trade routes with his merchant father and his bodyguard, Aliester's mother, until one journey brought them all of the way to the Sword Coast, first to Luskan, then south. While taking various jobs within the caravan itself, he was never recognized by his father, and upon arriving in Waterdeep, his mother fell ill, while his father simply hired another bodyguard and set off once again.
Aliester cared for his mother until her passing, then, after mourning, took her last name and set out into Waterdeep itself, eventually finding his way into the City Guard, which lead him to a wizard that caught his interest. He took up reading in his spare time, which lead to him dabbling in the arcane arts. Through all of this, though, Aliester watched as adventurers of all kinds and races went on epic journeys and claimed magic weapons and artifacts. Eventually the call was too great, and after years in a position with the City Guard, left in order to become an adventurer.
Personality:
Aliester carries himself well with purpose and focus, and is always respectful and understanding to the best of his ability. His calm demeanor can shift, and in combat or conversation, no matter the threat, Aliester can stare it down without flinching, keeping his composure in a way that most can't (unless affected by outside means, of course). His time with the guard instilled a sense of law and purpose, and he will always obey an authority that he believes is just and proper. Ultimately, Aliester wants to do the right thing, and would fight for those who couldn't defend themselves, and being able to be outside the rules and edicts of the law gives him just enough flexibility to do that.
Character Statistics:
Ability Scores:
Strength: | 16 (+3) |
Dexterity: | 12 (+1) |
Constitution: | 14 (+2) |
Intelligence: | 14 (+2) |
Wisdom: | 10 (+0) |
Charisma: | 10 (+0) |
Class:
Fighter (Eldritch Knight): | Lv. 3 |
Overall Level | 3 |
Class Abilities:
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. |
Fighting Style - Great Weapon Fighting: When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can re-roll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit. |
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. |
Weapon Bond: Over the course of one hour, you can bond a weapon to you. Once bonded, you cannot be disarmed unless you are incapacitated. If the weapon is on the same plane of existence, you can summon it to your hand as a bonus action. You can bond up to two weapons at once. |
Spellcasting: An Eldritch Knight starts with 2 cantrips from the Wizard spell list, gaining another at level 10. They also know three 1st-level Wizard spells; two must come from the evocation and abjuration spell schools. The third spell can be from any school of magic. The spells learned at 8th, 14th, and 20th level can come from any school of magic- every other spell must be from the evocation or abjuration schools. |
Cantrips:
Blade Ward, Fire Bolt
1st. Lv.:
Magic Missile, Shield, Sleep
Skills:
Arcana (Racial)
Athletics (Background)
Intimidation (Background)
Perception (Class)
Survival (Class)
Proficiencies & Languages:
Dragonchess (Background)
Land Vehicles (Background)
Common, Elvish (Racial)
Background: Soldier (Infantry)
[Military Rank]: You have a military rank from your career as a soldier. Soldiers loyal to your former military organization still recognize your authority and influence, and they defer to you if they are of a lower rank. You can invoke your rank to exert influence over other soldiers and requisition simple equipment or horses for temporary use. You can also usually gain access to friendly military encampments and fortresses where your rank is recognized.
Feats:
Human Bonus Feat: Athlete
Aliester has undergone extensive physical training to gain the following benefits:
- Increase Strength by 1, to a maximum of 20.
- When Aliester is prone, standing up only uses 5 feet of his movement.
- Climbing doesn't cost Aliester extra movement.
- Aliester can make a running long jump or a running high jump after moving 5 feet rather than 10 feet.
Weapons:
Battleaxe
Handaxes (x2)
Longbow (w/ x20 arrows)
Greatsword
Dagger
Armor:
Splint Mail (Heavy, +7 AC; No DEX Bonus; Disadvantage on Stealth Checks; Req. STR 15)
Shield (+2 AC when used)
Gear:
Backpack, Bedroll, Climber's Kit, Mess Kit, Rations (x15), Hempen rope (50 ft), Tankard, Tinderbox, Torch (x10) Waterskin
Background Items:
Waterdeep Insignia of Rank, Dagger, a deck of cards, common clothes
Money:
29 GP, 4 SP, 8 CP