About Horat "The Bulwark"Race: Human (Variant, Unther) Background: Far Traveller Class combo: Fighter (battle master) // Wizard (war magic) 6
Proficiencies:
Saving Throws: Strength, Constitution, Intelligence, Wisdom
Skills: Arcana, Athletics, Insight, Investigation, Perception Armor: All armor, shields Weapons: All weapons Tools: Calligrapher's Tools, Cards Languages: Common, Untheric, Abyssal Spellcasting:
Spell Attack: +6
Spellcasting DC: 14 Spell Slots 1st Level: 4. Prepared: Absorb Elements, Earth Tremor, Grease, Shield 2nd Level: 3. Prepared: Levitate, Misty Step, Web 3rd Level: 3. Prepared: Counterspell, Fly, Magic Weapon 4th Level: 0 Cantrips Known (): Booming Blade, Chill Touch, Green Flame Blade, Prestidigitation 1st Level Known: Absorb Elements, Chromatic Orb, Earth Tremor, Fog Cloud, Grease, Protection from Evil and Good, Shield, Snare 2nd Level Known: Cloud of Daggers, Levitate, Misty Step, Web 3rd Level Known: Counterspell, Fly, Magic Weapon, Sleet Storm Class & Race Abilities:
Class 1 Features:
Skills: Lang: Spellcasting (See spells known) Other features Fighting Style
Second Wind
Action Surge
Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn. Martial Archetype: Battle Master Maneuvers learned: Precision Attack
Superiority Dice: 4 d8 Maneuver save DC: 14 = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice) Student of War Proficiency in Calligrapher's Tools Extra Attack (x1) Class 2 Features:
Arcane Recovery
For example, if you're a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots. Arcane Deflection
When you use this feature, you can’t cast spells other than cantrips until the end of your next turn. Tactical Wit
Power Surge
You can store a maximum number of power surges equal to your Intelligence modifier (minimum of one). Whenever you finish a long rest, your number of power surges resets to one. Whenever you successfully end a spell with Dispel Magic or Counterspell, you gain one power surge, as you steal magic from the spell you foiled. If you end a short rest with no power surges, you gain one power surge. Once per turn when you deal damage to a creature or object with a wizard spell, you can spend one power surge to deal extra force damage to that target. The extra damage equals half your wizard level. Race Features:
Polearm Master
Inventory:
Coins & Gems: GP 10 EP 0 SP 0 CP 0 Armor:
Weapon: A light crossbow with 20 bolts, two martial weapons, a dagger Halberd 20 gp 1d10 slashing 6 lb. Heavy, reach, two-handed Flail 10 gp 1d8 bludgeoning 2 lb. Dagger 2 gp 1d4 piercing 1 lb. Finesse, light, thrown (range 20/60) Crossbow, light 25 gp 1d8 piercing 5 lb. Ammunition (range 80/320), loading, two-handed Trinkets: Other Items: component pouch, explorer's pack, scholar's pack, spellbook One set of traveler's clothes, any one musical instrument or gaming set you are proficient with, poorly wrought maps from your homeland that depict where you are in Faerun, a small piece of jewelry worth 10 gp in the style of your homeland's craftsmanship Items acquired in game: Background:
Far Traveller
Prof: Insight, Perception Language: Any one Tools: Cards Why Are You Here?: Exile from Mulhorand (Unther) Feature: Feature: All Eyes On You
Trait: I have a strong code of honor or sense of propriety that others don't comprehend. Ideal: Reserved. As someone new to these strange lands, I am cautious and respectful in my dealings. (Lawful) Bond: The gods of my people are a comfort to me so far from home. Flaw: I am secretly (or not so secretly) convinced of the superiority of my own culture over that of this foreign land. Backstory and Character Description:
Horat was born during the Untherite time in Abeir, coming of age as a young noble among a people girding themselves for war. Led by the reborn God-King Gilgeam, the Untherites would pay any price for freedom from domination by others. Especially the godless lizards, the self-titled “dragonborn”. Horat was a gifted student of war. And he showed some magical potential that in another culture would have been tapped into. But he was directed to instead focus on the martial arts and thus he did gladly. He was proud to be part of the great uprising, the army that would free his people. And then he realised that army would include a contingent of demons. Horat was stunned. Surely the God-King would not countenance such a foul alliance? And yet, the demons remained. And shortly after, they were torn along with the Untherites back to Toril, the homeworld which Horat had never known. The God-King launched the war regardless. After all, the lizards held Untherite land. Part of the original Unther. Horat fought, finding a niche as a defender of his companions. Though he made certain to avoid the demons, and “missed” lizards who had made said demons their priority. Better a demon be purged than an Untherite fall. He earned the title of “The Bulwark” from the Untherites who fought with him. But his actions were noticed and filed away by unfriendly eyes. The demon contingent was destroyed at Djerad Thymar by a lizard-devil alliance, and Horat was not displeased, even if it meant that the Untherites would have to withdraw. During the final clashes, a mercenary wizard threatened his squad. Horat brought the mage down, and took his effects as booty. Back in Unthalass, a reckoning came. The armies of the God-King had been insufficient, and someone would pay. Those regarded as insufficiently obedient were made examples of. And that included Horat. Allowing allies to perish demons!, and studying the ways of wizardry there is power there!, he was touted as an example of what had gone wrong. To “spare his family further shame”, he was told to leave Unther immediately, never to return, taking only what he carried. Why are you in Waterdeep?
What are you doing here? Horat has been engaging in mercenary work. But he is choosey about how he uses his talents. He strictly helps enforce a just order, not oppose it. And he has been learning about magic, trying to decipher the mysteries of his spell book. How did you respond to the angelic vision? Surprise. Horat did not expect to have such a vision, not after his exile. Why would you agree to help defeat a demonic cult? Horat fundamentally wants to do the right thing, the just thing. And defeating monsters and demons is about as close to a pure example of that as he can think of. He *will* fight demons, and face-to-face at that! Character description:
Horat is a slim 6’, with sallow skin and deep brown eyes. As an Untherite noble, he shaves all hair from his body. He is very exact in his movements, if slow. And Even in exile, one must not let their standards slip. What does your character like? Horat believes in a hierarchy in which all have a place. A just reign. His faith in the Unther version of such has been shaken but not shattered. What does he/she dislike? The mad. The cruel. The godless lizards. The poor and the ignorant are no picnic to deal with. But at least they have a place in the world. What kinds of people/behaviors are he/she more or less likely to get along with? Those who believe in law and order. Servants of the divine, at least those similar to paladins. Strength of character and righteousness, hand in hand. Example post: Give me an example post of your character interacting with an NPC in Waterdeep.
M: ”???” H: ”I shall speak more clearly. Greetings…” M: ”Fine, I’ll sell you stuff.”
Notes:
Spell Notes:
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