Race: Human
Class: Fighter 3 levels
HD: 10, 6, 6 +3 = 25
Essence: 11 (San)+7 (mods) [18 ]
Sanity 11 [+0]
Strength 16 [+3] Intelligence 10 [+0]
Wisdom 12 [+1] Dexterity 14 [+2]
Constitution 13 [+1] Charisma 10 [+0]
Proficiency +2 bonus @ 3rd level
Skills: Athletics, History, Intimidation, Perception, Survival
Lores
Tools: Gaming set: cards (Tonk), Vehicles (Land)
Weapon: Simple, Martial
Armor: All armor, Shields
Saves: Strength, Constitution
Communication:
Powers/Feats
Sentinel: You have mastered techniques to take advantage of every drop in any enemy’s guard,
gaining the following benefits.
When you hit a creature with an opportunity attack, the creature’s speed becomes 0 for the rest of the turn.
Creatures provoke opportunity attacks from you even if they take the Disengage action before leaving your reach.
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.
Fighting Style: 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.
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 + 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.
Battlemaster
Student of war: Artisans tools or Exceptional Military Training. (If Military Training is gained from background or tour of duty then additional lores would be preferred.)
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 D6=1
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.
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.
Combat
Tactics/Setup:
Armor: = ARMOR CLASS =
Item Prep:
Magic
Spell SAVE DC = 8 + prof + =
Spell Attack > prof + =
Feat –
Cantrip
1st
2nd
3rd
Equipment
Armor:
Weapons:
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,
History
Description:
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.
Rough outline
Ulrich, the son of a soldier. A young man who has dedicated his short life training to be the best fighter. Ulrich’s father was a unit leader in the last war. His childhood was spent training to fight, running group tactics with his brothers and learning the histories of the surrounding cities. As Ulrich neared adulthood he was sent out to train with his father’s war buddies to learn other tactics and regional skills. The first was a half elf in the outskirts of Montvine. Ulrich traveled with a group of merchants for 4 weeks to reach him only to find that he had died the day before from dysentery. Not to be deterred, Ulrich traveled on to another of his father’s friends. Friend after friend he tried, each one dying of natural causes within days of Ulrich’s arrival. Tired of traveling and odd jobs mucking out stables for food, the young man made a last ditch effort to reach the only friend of his fathers that he knew was alive. The old Commander. The grumpy, battle scarred bastard who made every soldier’s life a living hell. Last Ulrich had heard, the Bastard was serving a Lord Decanth in Merroway Cove. Ulrich arrived in Merroway, seeking out the Lord to make his search easier. Asking at the Lord’s manor for the old Bastards whereabouts he unfortunately discovered the man he sought was on his deathbed, having been stabbed in a bar fight after insulting a freakish lizard man. Dismayed, hungry and without other options, he begged the Lord Decanth for work and a place to rest. The unfortunate man was accepted into the lord’s service.