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Faro Veyr - AI-generated fantasy Character

Faro Veyr

Human · Fighter (Champion) · Level 18 · Soldier

Faro Veyr

Gruff, practical, and unshakably loyal, Faro speaks in a low rumble and wastes few words.
AC16
HP116/116
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 16 · HP 116 · 30 ft.
AlignmentLawful NeutralGenderMaleAge58 years old
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

  • AcrobaticsDEX
  • AthleticsSTR
  • DeceptionCHA
  • HistoryINT
  • InsightWIS
  • IntimidationCHA
  • InvestigationINT
  • MedicineWIS
  • NatureINT
  • PerceptionWIS
  • PerformanceCHA
  • PersuasionCHA
  • ReligionINT
  • Sleight of HandDEX
  • StealthDEX
  • SurvivalWIS

Armor

Light armor,
Medium armor,
Heavy armor,
Shields

Weapons

Simple weapons,
Martial weapons

Tools

One gaming set,
Land vehicles

Languages

Common,
Orc

Features

29 features

Action

  • Extra Attack and Tactical ShiftLevel 5

    You can attack twice instead of once whenever you take the Attack action on your turn. You can also move up to half your Speed immediately after using Second Wind without provoking Opportunity Attacks.

  • Three Extra AttacksLevel 11

    You can make three attacks instead of two whenever you take the Attack action on your turn.

Bonus action

  • Tactical Recovery

    When When Faro needs healing or must withdraw safely.

    Faro spends a Bonus Action to recover his breath, regain hit points, and reposition without provoking Opportunity Attacks.

  • Second WindLevel 1

    You can regain hit points as a Bonus Action by expending one use of Second Wind. You regain uses when you finish a Short or Long Rest, and regain one use whenever you roll Initiative if you have none remaining.

Always on

  • Critical Breach

    When When Faro rolls a 19 or 20 on a greatsword attack.

    Faro drives his greatsword through an opening in the enemy's guard, exploiting his Champion training to land a devastating critical strike.

  • Hold the Line

    When When a creature within Faro's reach provokes an Opportunity Attack or attacks an ally nearby.

    Faro's disciplined attacks and trained reactions punish enemies that move carelessly or attack his allies.

  • Measured Correction

    When After Faro misses a creature with an attack.

    Faro studies a missed target and adjusts his stance, gaining Advantage on his next attack against that creature.

  • Weapon MasteryLevel 1

    You gain proficiency with martial weapons and can use weapon mastery properties with four weapons of your choice. Faro has mastered the greatsword, spear, shortbow, and flail.

  • Fighting StyleLevel 1

    You gain a Fighting Style feat. Faro has the Great Weapon Fighting style, allowing him to reroll a 1 or 2 on a damage die for an attack made with a melee weapon wielded in two hands, using the new roll.

  • Tactical MindLevel 2

    Once per turn, when you fail a D20 Test, you can expend a use of Second Wind and add 1d10 to the roll, potentially turning failure into success.

  • Improved CriticalLevel 3

    Your weapon attacks score a critical hit on a roll of 19 or 20.

  • Ability Score ImprovementLevel 4

    You gain one Ability Score Improvement or another feat for which you qualify. Faro selected Great Weapon Master.

  • Ability Score ImprovementLevel 6

    You gain another Ability Score Improvement or feat. Faro selected Sentinel.

  • Remarkable AthleteLevel 7

    You can add a d20 roll to any Strength, Dexterity, or Constitution check that does not already use your Proficiency Bonus. You also gain a Climb Speed equal to your Speed.

  • Ability Score ImprovementLevel 8

    You gain another Ability Score Improvement or feat. Faro selected Tough.

  • IndomitableLevel 9

    You can reroll a failed saving throw, using the new roll. You can use this feature once per Long Rest, and gain additional uses at higher Fighter levels.

  • Additional Fighting StyleLevel 10

    You gain a second Fighting Style feat. Faro selected Defense, granting a +1 bonus to Armor Class while wearing armor.

  • Ability Score ImprovementLevel 12

    You gain another Ability Score Improvement or feat. Faro selected Mobile.

  • Studied AttacksLevel 13

    When you make an attack roll against a creature and miss, you have Advantage on your next attack roll against that creature before the end of your next turn.

  • Ability Score ImprovementLevel 14

    You gain another Ability Score Improvement or feat. Faro selected Alert.

  • Heroic WarriorLevel 15

    When you roll Initiative, you gain Heroic Inspiration if you do not already have it.

  • Ability Score ImprovementLevel 16

    You gain another Ability Score Improvement or feat. Faro selected Resilient, choosing Wisdom and increasing Wisdom to 16.

  • Indomitable ImprovementLevel 17

    You gain another use of Indomitable and can use it to reroll a failed saving throw with Advantage.

  • SurvivorLevel 18

    At the start of each of your turns, you regain hit points equal to 5 plus your Constitution modifier if you have no more than half your Hit Points and have at least 1 Hit Point.

  • ResourcefulHumanWhen Faro finishes a Long Rest, he gains Heroic Inspiration.
  • SkillfulHumanFaro gains proficiency in Perception.
  • VersatileHumanFaro gains an additional Origin feat, chosen here as Alert.
  • TraitHumanMedium humanoid with a Speed of 30 feet.
  • Military RankSoldier

    You can invoke your military rank and experience to secure basic assistance from soldiers, veterans, and military organizations that recognize your service. Such aid may include temporary shelter, basic equipment, information, or access to a military camp, though it does not guarantee obedience or unconditional support.

Gear

10 items

Weapons

  • Greatsword
    A massive two-handed martial weapon used by Faro as his primary close-combat weapon.
  • Spear
    A versatile thrusting weapon carried as Faro's backup weapon.
  • Shortbow
    A ranged martial weapon used for silent or long-distance attacks.
  • Flail
    A flail used for close-quarters combat and weapon mastery practice.

Armor

  • Chain Mail
    Heavy armor composed of interlocking metal rings. Faro wears it beneath a modern tactical vest.

Tools

  • Gaming Set
    A gaming set used to maintain morale and remember fellow soldiers.

Gear

  • 20×
    Arrows
    Ammunition for the shortbow.
  • Dungeoneer's Pack
    A pack containing bedroll, mess kit, tinderbox, torches, rations, waterskin, and rope.
  • Military Insignia
    A worn military insignia and service identification from Faro's former unit.

Purse

  • 14×
    Gold Pieces
    A small reserve of starting currency.

Appearance

Faro is a stocky human man who stands six feet two inches tall, with a barrel-like frame built from solid muscle and bone. His weathered, tanned skin bears old scars and faint lines from decades spent outdoors and in combat. Close-cropped silver hair exposes the strong lines of his skull, while a thick, carefully groomed silver beard frames his stern mouth. His pale blue eyes are sharp and watchful. A broad, once-broken nose gives his face a rugged, battle-hardened appearance. In casual settings he wears a dark gray henley, a battered leather vest, heavy canvas work pants, and scuffed steel-toed boots. In combat he wears chain mail beneath a matte black tactical vest, reinforced dark trousers, combat boots, gloves, and a headset. His greatsword is carried like a military rifle, and his spear and shortbow are maintained with professional precision.

Mannerisms

Faro speaks in short, clipped sentences and rarely raises his voice. He checks exits whenever he enters a room, keeps his back to a wall when possible, and cleans his weapons before eating. When angry, he becomes quieter rather than louder. He addresses people by rank or surname until they earn the right to something more personal.

Personality

Gruff, practical, and unshakably loyal, Faro speaks in a low rumble and wastes few words. He has little patience for politics, theatrics, or people who mistake confidence for competence. He respects courage, preparation, and anyone who keeps their word. Once someone earns his loyalty, Faro protects them with absolute commitment.

Ideals

Duty. A soldier's word is a wall between the innocent and the things that hunt them. If Faro gives his word, he will fulfill it regardless of cost.

Bonds

Faro still carries the plain silver ring of the first soldier he failed to bring home. He has sworn that no one under his protection will be abandoned while he is still able to stand.

Flaws

Faro distrusts authority that has not been tested by danger. He can become needlessly confrontational with officers, officials, and commanders he considers incompetent. He also believes that asking for help is a form of weakness, even when doing so would protect the people depending on him.

Quirks

Counts doorways and windows under his breath.
Keeps a plain silver ring polished despite its age.
Refuses to sit with his back toward an entrance.
Names every weapon he carries, but never tells anyone the names.
Taps the hilt of his greatsword twice before entering combat.

Background

Faro was raised in a hard-working human settlement where competence mattered more than charm and every able-bodied adult learned how to defend the community. He enlisted young, drawn by the clarity of military life. Orders were given, duties were completed, and a soldier's worth was measured by whether the people beside him came home. Decades of service turned him into a disciplined field leader, a master of heavy weapons, and the soldier others trusted to hold the line when plans collapsed. He earned his reputation through endurance rather than spectacle, advancing through danger with a grim certainty that made younger troops follow him.

“He enlisted young, drawn by the clarity of military life.”
From their backstory
Background
Soldier

Connections

Species

Human

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