Ulric the Bastard
Fighter – Half Elf – Battle Master archetype, 3rd level
Ulric never knew his father, he barely knew his mother. He was orphaned at an early age and came to the care of a local temple with other orphans. His "half-breed" status was mostly overcome by being able to fight back against any bullying or intimidation. Ulric learned to mistrust the temple priests. He often thought that they were hypocrites. Ulric hated the opulence they had while he and the other orphans barely ate. Ulric became ambivalent towards the gods because of this and his later experiences on the battlefield.
From his teenage years on, after seeing an army one day, Ulric knew that he could find a new home as a soldier.
Ulric fought in several wars; he had a perfect sense for war and the military life. He proved himself to his men and to his superiors and was rewarded with promotion.
...and then came the day where he was ordered to take his men into an impossible fight by an incompetent commander. Ulric's military sensibilities told him to obey this order, no matter what. He did as he was told.... all but a handful of his men died, those that lived where saved by Ulric's ferocity in defending them as they fell back; as his four wounds attested to. Yet on that day "Ulric the Bastard" became a local hero for his deeds, though he declined any public honors.
For all of that, he got a commendation and his normal pay/bonus. Ulric also loves a good game of dice... gambling is one of the few things that make him happy.
After seeing his men cut to pieces, Ulric left the army, with honor. He is utterly disillusioned and life as a mercenary is preferable, and far more profitable.
He has come to Ugaland seeking his fortune and a large amount of loot.
Fighter – Half Elf – Battle Master archetype
Half Elf Traits:
2 skill proficiencies: Survival, Perception
Dark vision
Advantage on saves vs. Charm, cannot be put to sleep magically
Languages: Elven and Common
Stats: (+1 to Str. and Dex and +2 to Charisma) 27 pts.
Str. – 16: +3
Dex. – 14: +2
Con. – 14: +2
Int. – 10
Wis. – 12: +1
Cha. – 10
Background – soldier (disaffected, but not a deserter)
Skills: Athletics and Intimidation
Tools: dice set (games), vehicle (land) – war horse?
Rank: Sergeant
Fighter traits:
Saves – Str. and Dex.
Skills- Insight and Acrobatics
Great Weapon fighting
Second Wind
Action Surge
Battle Master
Maneuvers: Maneuvering Attack, Pushing Attack, Sweeping Attack
Superiority Dice: 4 - 1d8, Save DC: 13
Student of War - Artisan's Tools - Smith's Tools
Prof. Bonus: +2
Initiative Bonus: +2
Proficiencies: All weapons, armor and shields. Strength and Constitution
Skills:
Athletics +5
Acrobatics +4
Insight +3
Intimidation +2
Perception +3
Survival +3
Light crossbow – 40 bolts – 1d8 damage, +4 to hit
+1 Great Sword - +6 to hit, Damage: 2d6+4 (re-roll 1s and 2s)
Warhammer - + 5 to hit, 1d8 +3 damage, (1d10 if two handed)
Halberd - +5 to hit, 1d10 +3 damage, reach
Lance - +5 to hit, 1d12 damage +3, reach
2 daggers, + 5 to hit, 1d4 +3 damage
Armor – Full Plate and Shield
AC: 18 or 20
Gear:
Explorer’s pack (Includes a backpack, a bedroll, a mess kit, a tinderbox, 10 torches, 10 days of rations, and a water skin. The pack also has 50 feet of hempen rope strapped to the side of it.
One healing potion
2 bags of caltrops
2 bags of ball bearings
2 iron spikes, 4 pitons
50’ of silk rope (replaces hempen rope in the explorer’s pack)
1 antidote dose
1 alchemist’s fire
Warhorse –“Fritz”
Military saddle, 2 saddle bags
Gold - 290
Fighter – Half Elf – Battle Master archetype, 3rd level
Ulric never knew his father, he barely knew his mother. He was orphaned at an early age and came to the care of a local temple with other orphans. His "half-breed" status was mostly overcome by being able to fight back against any bullying or intimidation. Ulric learned to mistrust the temple priests. He often thought that they were hypocrites. Ulric hated the opulence they had while he and the other orphans barely ate. Ulric became ambivalent towards the gods because of this and his later experiences on the battlefield.
From his teenage years on, after seeing an army one day, Ulric knew that he could find a new home as a soldier.
Ulric fought in several wars; he had a perfect sense for war and the military life. He proved himself to his men and to his superiors and was rewarded with promotion.
...and then came the day where he was ordered to take his men into an impossible fight by an incompetent commander. Ulric's military sensibilities told him to obey this order, no matter what. He did as he was told.... all but a handful of his men died, those that lived where saved by Ulric's ferocity in defending them as they fell back; as his four wounds attested to. Yet on that day "Ulric the Bastard" became a local hero for his deeds, though he declined any public honors.
For all of that, he got a commendation and his normal pay/bonus. Ulric also loves a good game of dice... gambling is one of the few things that make him happy.
After seeing his men cut to pieces, Ulric left the army, with honor. He is utterly disillusioned and life as a mercenary is preferable, and far more profitable.
He has come to Ugaland seeking his fortune and a large amount of loot.
Fighter – Half Elf – Battle Master archetype
Half Elf Traits:
2 skill proficiencies: Survival, Perception
Dark vision
Advantage on saves vs. Charm, cannot be put to sleep magically
Languages: Elven and Common
Stats: (+1 to Str. and Dex and +2 to Charisma) 27 pts.
Str. – 16: +3
Dex. – 14: +2
Con. – 14: +2
Int. – 10
Wis. – 12: +1
Cha. – 10
Background – soldier (disaffected, but not a deserter)
Skills: Athletics and Intimidation
Tools: dice set (games), vehicle (land) – war horse?
Rank: Sergeant
Fighter traits:
Saves – Str. and Dex.
Skills- Insight and Acrobatics
Great Weapon fighting
Second Wind
Action Surge
Battle Master
Maneuvers: Maneuvering Attack, Pushing Attack, Sweeping Attack
Superiority Dice: 4 - 1d8, Save DC: 13
Student of War - Artisan's Tools - Smith's Tools
Prof. Bonus: +2
Initiative Bonus: +2
Proficiencies: All weapons, armor and shields. Strength and Constitution
Skills:
Athletics +5
Acrobatics +4
Insight +3
Intimidation +2
Perception +3
Survival +3
Light crossbow – 40 bolts – 1d8 damage, +4 to hit
+1 Great Sword - +6 to hit, Damage: 2d6+4 (re-roll 1s and 2s)
Warhammer - + 5 to hit, 1d8 +3 damage, (1d10 if two handed)
Halberd - +5 to hit, 1d10 +3 damage, reach
Lance - +5 to hit, 1d12 damage +3, reach
2 daggers, + 5 to hit, 1d4 +3 damage
Armor – Full Plate and Shield
AC: 18 or 20
Gear:
Explorer’s pack (Includes a backpack, a bedroll, a mess kit, a tinderbox, 10 torches, 10 days of rations, and a water skin. The pack also has 50 feet of hempen rope strapped to the side of it.
One healing potion
2 bags of caltrops
2 bags of ball bearings
2 iron spikes, 4 pitons
50’ of silk rope (replaces hempen rope in the explorer’s pack)
1 antidote dose
1 alchemist’s fire
Warhorse –“Fritz”
Military saddle, 2 saddle bags
Gold - 290
Last edited by whit10 on Thu Oct 19, 2017 3:49 pm; edited 10 times in total