Ulrich (Character)

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Steel Realms
Player: Alanna Grenier (original created 1/2022)

Class: Fighter 3 levels (Battlemaster archetype)

Sanity = 11 [+0]

Strength = 16 [+3]

Intelligence = 10 [+0]

Wisdom = 12 [+1]

Dexterity = 14 [+2]

Constitution = 13 [+1]

Charisma = 10 [+0]

Essence: 11 (San) + 7 (mods) = [18 current]

Proficiency +2 bonus @ 3rd level

Skills: Athletics, History, Intimidation, Perception, Survival

Lores:

Tools: Gaming set: cards (Tonk), Vehicles (Land; horses)

Weapon: Simple, Martial

Armor: All armor, Shields

Saves: Strength, Constitution

Communication: Gladnorian (Spoken + Literate)

Feats: Sentinel

Combat

Hit Points: [HD: 10, 6, 6] +3 (con) = 25
ARMOR CLASS =

Typical Tactics/Setup:

FIGHTING STYLE(s) > Superior Technique: You learn one maneuver of your choice from among those available to the Battle Master archetype. If a maneuver you use requires your target to make a saving throw to resist the maneuver’s effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice.) (Commander’s Strike)
You gain one superiority die, which is a d6 (this die is added to any superiority dice you have from another source). This die is used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest.

FEAT > Sentinel: You have mastered techniques to take advantage of every drop in any enemy’s guard, gaining the following benefits.
1) When you hit a creature with an opportunity attack, the creature’s speed becomes 0 for the rest of the turn; 2) Creatures provoke opportunity attacks from you even if they take the Disengage action before leaving your reach; 3) When a creature within 5 feet of you makes an attack against a target other than you (and that target doesn’t have this feat), you can use your reaction to make a melee weapon attack against the attacking creature.

Second wind: You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10/5 + 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. 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.

Student of war: Fighting Style: Superior Technique uses Battle Master superiority dice; Military Service

Combat Superiority

When you choose this archetype at 3rd level, you learn maneuvers that are fueled by special dice called superiority dice.
Maneuvers. You learn three maneuvers of your choice. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack. You learn two additional maneuvers of your choice at 7th, 10th, and 15th level. Each time you learn new maneuvers, you can also replace one maneuver you know with a different one.

Superiority Dice. You have four superiority dice, which are d8s. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest. You gain another superiority die at 7th level and one more at 15th level. Saving Throws. Some of your maneuvers require your target to make a saving throw to resist the maneuver’s effects. The saving throw DC is calculated as follows:

Maneuver save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)

Maneuvers: Superiority dice D8/4 avg. x 5

Commander’s Strike: When you take the Attack action on your turn, you can forgo one of your attacks and use a bonus action to direct one of your companions to strike. When you do so, choose a friendly creature who can see or hear you and expend one superiority die. That creature can immediately use its reaction to make one weapon attack, adding the superiority die to the attack’s damage roll.

Disarming Attack: When you hit a creature with a weapon attack, you can expend one superiority die to attempt to disarm the target, forcing it to drop one item of your choice that it’s holding. You add the superiority die to the attack’s damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet.

Lunging Attack: When you make a melee weapon attack on your turn, you can expend one superiority die to increase your reach for that attack by 5 feet. If you hit, you add the superiority die to the attack’s damage roll.
Parry: When another creature damages you with a melee attack, you can use your reaction and expend one superiority die to reduce the damage by the number you roll on your superiority die + your Dexterity modifier.

Equipment

Armor:

Weapons:

@ Start: An insignia of rank, a trophy taken from a fallen enemy (a dagger, broken blade, or piece of a banner), a set of bone dice or a deck of cards, a set of common clothes

Item Prep:

Bannermen Signifiers

Duke of Dunstrand: (patch; left arm) The ducal heraldry is a red (blood) outlined white pine tree overlaid on a yellow triangle (mountain). A green background is cut diagonally from left to right – the left has the tree and the right a stone chair – the chair of Innis Dunstrand.

House Malor: (patch; right arm) – A White Pigeon on a diagonal red slash, leaning right and gripping a scroll.

Gallantine: (tabard – full chest and back display) The bird is a phoenix, facing right, wearing a helm – symbolizing rebirth and majesty/a noble defender. The background is black – symbolizing the evil of the world. A green vertical strip on the right symbolizing life, with a sword tip down. A yellow vertical strip on the right symbolizing the rising sun, with a sword tip up. The phoenix is covered by a shield on its breast, with a blue lightning bolt superimposed over it – symbolizing strength in arms, and the divine power of righteousness.

Tracking of Gallantine Items

Crestwold Inventory

History

> Born Omsara (Steel Souled) of the Steel Realms.

Current state of the campaign, post Blackwells.

CURRENTLY COURTING Penny Marshal, of the MArshal family that owns the MArshal Ferry Crossing outside of Torrelsons Ford.

Oaths (Current)

OATH > HOUSE MALOR: (Oath of Erudition – the ‘least’ oath to the mages order) “I hereby swear, upon penalty of censure, exile, and even death if it betrays the ducal interests and leads to death, mayhem, and division, that… The magic I practice, acquire, and that which I witness, shall be reported to authorities of House Malor along with any impressions and ideas that said magic may be against the betterment of the Ducal family and/or the stability of their lands.


SERVICE: Entered into the Military Service in the Steel Realms. Military Rank / Specialty: Standard bearer; 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.

Starting Location: Crestwold is a barony in the Earldom of Bar-Innis, part of the Duchy of Dunstrand in the Steel Realms.

Youth: I was There

BOND: You were there years ago (as a kid) when the Umbakians tried to exploit the war with Gwinn and drive a wedge up the coast of western Dunstrand. The barony of Crestwold was cut off. The Umbakians staged a crusade to kill the goblins of Dwindor Swamp. They invaded the earldom of Bar-Innis. Gides Gallants rode tall, and rallied the people and routed them in Dogwood Flats. War with the goblins was averted, and Umbak was driven back. Your parents’ land was spared – as were their lives. The politics of the Earldom be damned, they did right and now enjoy a prominent place under the duke now! You want to be part of that, it has been your life goal to be able to pledge to the Gallantine tradition.

Description

Description: Race: Human, Size: Medium, sex: male, age: 22, hair: brown, eyes: steel blue, skin: tanned, handed: right

Background: Soldier

Personality Trait: I’m always polite and respectful

Ideal: When people follow orders blindly, they embrace a kind of tyranny. (Chaotic)

Bond: I fight for those who cannot fight for themselves.

Flaw: By my words and actions, I often bring shame to my family.
> I am openly loud and quick to champion causes that appear righteous on the surface but are not as they seem! I almost always vociferously root for the underdog – even in something as trivial as a game of cards!

Ulrich’s parents did not want him to be a soldier – they wanted him to grow up aiding them on the land and being a part time hunter like his father. He is eldest of 2 brothers and 3 (only 1 yet lives) sisters.
His father hunted snakes and swamp rats in “the mighty” Dwindor Swamp on the edge of Dogwood Flats.

Ulrich grew up strangely unafraid of goblins – there were never any raids from the Orrish of Dwindor, in fact once his father and him got lost and the goblins lit torches in the distance and guided them out after sundown. Its well known in Dogwood Flats that the goblins of the swamp feel beholden to the locals for fighting the Umbakian crusaders.

Ulrich, with dreams filling his head, stole a horse and ran away after his name day at 13. He rode to the Companions Library and stole a standard and a couple battle damages weapons from a display, continuing SE. To this day, there is now a iron grate closing off the exhibit – no one had dared steal until this time.

East and south landed him on the edges of the barony of Fandelok and its border with Umbak. Ulrich skirted the edge of the Fahyl Forest, and eventually was spotted and pursued by an Umbakian patrol. Into the forest he fled, eventually running his horse ragged and it coming up lame in charging the the dense trunks and roots in deep shadow. He was rescued by the Faivelaugh Elves – who had watched the entire pursuit.

The next 7+ years (DEPENDS ON MILITARY SERVICE RECORD RESULTS) he fought the Umbakians and Prinzes of the Southern Merchant Cities – fighting in Falcon Reach (Eastern Umbak) with the elves or Torgrim Reach with the Grollen in border and resource disputes. Always fighting for the underdog!
> [******* I LIKE THE “bounced around training with X, Y, and Z of the old background – add some similar text, maybe there is a contact in the area that comes out of it – like “The Old Commander”. *********]

Returned to Duchy of Dunstrand and repaid double his debts, both ashamed and proud.

There is a general call going out for all able warriors to assemble in Mev, capital of the Eraldom of Bar-Innis (his home of Dogwood Flats is part of this). Lots of rumors are circulating, and this could be the big chance to prove to his family that all his decisions had been worth it.

The Villa Neroway is the Gallant’s home base, rented from the land holder Lady of Dogwood Flats (Lady Mary)

Next group of adventurers from 9-2022/Crestwold continuation as Pin Feathers (campaign tale of Dunstrand Rising):
(Ben) Asil Omari – paladin
(Rocky) Danoir – rogue
(Alanna) Ulrich – fighter
(Earl) – Atreus – cleric
(Corey) Krespar Dubrov – ranger
(Arabus) Jesse Baldwin – Rogue/wizard
(Arabus) Asaui (ah-sigh) – warlock (DEAD)

CY 9168, participated in the baptism of Ssisslenn.


10/26/2023 – For the next session, please DM me (not the group) with the following for your character… Top 3 Current Goals (in order)

Greatest Personal Desire: