Drace Krennit

Horat "The Bulwark"'s page

692 posts. Alias of Decimus Observet.


Race

Combat:
Superiority Dice: 4/4 | Second Wind: 1/1 | Action Surge: 1/1 | 1st: 1/4 | 2nd: 3/3 | 3rd: 1/3

Classes/Levels

HP 57/52 (57 with aid)| AC 18 | Saves STR +8 DEX -1 CON +5 INT +6 WIS +3 CHA -1 | spd 30 | Perc. +3; Pass. 13 | LG Human Fighter / Wizard 5 | HD 1/5 1d10+2 | Insp. 0/1 | Init: +2 | Effects: Prone

Strength 20
Dexterity 8
Constitution 14
Intelligence 16
Wisdom 10
Charisma 8

About Horat "The Bulwark"

Race: Human (Variant, Unther) Background: Far Traveller Class combo: Fighter (battle master) // Wizard (war magic) 6
STR 20 (+5) DEX 8 (-1) CON 14 (+2) INT 16 (+3) WIS 10 (+0) CHA 8 (-1)
HP 52 (HD: 5/5 1d10+2)
AC 18 (Splint Mail + Defense Style)
Initiative +2
Speed: 30' Land
Proficiency +3
Alignment: LG

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
Defense: While you are wearing armor, you gain a +1 bonus to AC.

Second Wind
At first level, 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
Starting at 2nd level, you can push yourself beyond your normal limits for a moment. 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. 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
Riposte
Trip 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:
Skills:
Lang:
Spellcasting (See spells known)
Other features

Arcane Recovery
You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher.

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
At 2nd level, you have learned to weave your magic to fortify yourself against harm. When you are hit by an attack or you fail a saving throw, you can use your reaction to gain a +2 bonus to your AC against that attack or a +4 bonus to that saving throw.

When you use this feature, you can’t cast spells other than cantrips until the end of your next turn.

Tactical Wit
Starting at 2nd level, your keen ability to assess tactical situations allows you to act quickly in battle. You can give yourself a bonus to your initiative rolls equal to your Intelligence modifier.

Power Surge
Starting at 6th level, you can store magical energy within yourself to later empower your damaging spells.

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:
Ability Score Increase: Two different ability scores of your choice increase by 1.
Skills: You gain proficiency in one skill of your choice. Investigation
Feat: You gain one feat of your choice.
Other racial features:

Polearm Master
You can keep your enemies at bay with reach weapons. You gain the following benefits:
When you take the Attack action and attack with only a glaive, halberd, or quarterstaff, you can use a bonus action to make a melee attack with the opposite end of the weapon. This attack uses the same ability modifier as the primary weapon. The weapon's damage die for this attack is a d4, and the attack deals bludgeoning damage.
While you are wielding a glaive, halberd, pike, or quarterstaff, other creatures provoke an opportunity attack from you when they enter the reach you have with that weapon.


Inventory:

Coins & Gems:
GP 10
EP 0
SP 0
CP 0

Armor:
Splint Mail AC 17
chain mail ac 16

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
Your accent, mannerisms, figures of speech, and perhaps even your appearance all mark you as foreign. Curious glances are directed your way wherever you go, which can be a nuisance, but you also gain the friendly interest of scholars and others intrigued by far-off lands, to say nothing of everyday folk who are eager to hear stories of your homeland. You can parley this attention into access to people and places you might not otherwise have, for you and your traveling companions. Noble lords, scholars, and merchant princes, to name a few, might be interested in hearing about your distant homeland and people.

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?
Waterdeep, “The City of Splendours”, and perhaps the best chance for an exile to make something of himself, do some good. And given that he has offended servants of the God-King, to die in one day, far from home.

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:
Describe your character's appearance and mannerisms.

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.
H: ”Greetings, Illuskan merchant. I would see the wares of Waterdeep.”

M: ”???”

H: ”I shall speak more clearly. Greetings…”

M: ”Fine, I’ll sell you stuff.”

Notes:

Spell Notes: