althrow
althrow
Sheet
AC 13 · HP 14 · 30 ft., fly 30 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- ArcanaINT
- AthleticsSTR
- DeceptionSTR
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
9 featuresBonus action
- RageLevel 1
When Bonus Action
As a Bonus Action, enter a rage if not wearing Heavy Armor. While raging, gain resistance to Bludgeoning, Piercing, and Slashing damage, and gain +2 damage on Strength-based attacks. Rage lasts up to 10 minutes under its normal conditions.
Always on
- Unarmored DefenseLevel 1
While you are not wearing any armor, your base Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a Shield and still gain this benefit.
- Weapon MasteryLevel 1
You gain mastery with two kinds of Simple or Martial weapons of your choice. When you attack with a weapon whose mastery property you can use, you can apply that property once per turn. Althrow has mastery with the Greataxe and Javelin.
- FlightAarakocraYou have a Fly Speed equal to your Speed. You cannot use this Fly Speed while wearing Medium or Heavy Armor.
- TalonsAarakocraYour talons are natural weapons, which you can use to make Unarmed Strikes. On a hit, they deal 1d6 + your Strength modifier Slashing damage instead of the normal Unarmed Strike damage.
- Creature TypeAarakocraYou are a Humanoid.
- SizeAarakocraYou are Medium.
- DarkvisionAarakocraYou can see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light. You discern colors in darkness only as shades of gray.
- Military RankSoldier
You have served in a military organization and can recognize the insignia, ranks, and customs of soldiers. You can find the nearest military organization or veterans' gathering in a settlement, and you can secure temporary shelter and basic assistance from them, subject to the discretion of the group's leaders.
Gear
9 itemsWeapons
- GreataxeA heavy two-handed martial weapon with a broad chopping blade.
- 4×HandaxeLight thrown martial axes suitable for close combat or throwing.
- 6×JavelinA long spear useful in melee or as a thrown weapon. Althrow has Weapon Mastery with the Javelin, not the Spear.
Tools
- Gaming SetA small collection of dice and gaming pieces used by soldiers during idle hours.
Gear
- Explorer's PackA pack containing basic adventuring gear, including a bedroll, mess kit, tinderbox, torches, rations, and a waterskin.
- Healer's KitA compact kit containing bandages, salves, and basic medical supplies.
- QuiverA quiver containing twenty arrows.
- 20×ArrowStandard military ammunition for a bow.
Purse
- 10×Gold PiecesUnspent coin from his military and mercenary work.
Appearance
Althrow is a broad-winged male aarakocra with russet-and-cream plumage, a dark bronze beak, and sharp amber eyes. His feathers are carefully preened around the head and neck, while the rest are often wind-tossed from travel. He wears a soldier's battered leather harness over a sleeveless wool tunic, with several uneven repairs made from mismatched cloth. His left shoulder guard is polished far more carefully than the rest of his equipment, and small wooden beads tied into his flight feathers click softly when he moves. Before speaking, he pauses, draws a measured breath through his beak, and gives a quiet throat-click.
Mannerisms
Althrow pauses before answering, inhales audibly, and makes a soft clicking sound in his throat when considering a question. He angles his body toward the nearest open space, even indoors, and instinctively checks ceilings, rafters, and high ground before sitting down.
Personality
Althrow is quiet, observant, and intensely practical. He prefers clear plans, short conversations, and people who do what they say. He is not naturally warm, but he notices who is tired, who is frightened, and who has been left behind. In battle he becomes startlingly direct, using his wings and reach to control space rather than chasing glory.
Ideals
Duty. A promise made under pressure is still a promise, but authority must earn obedience through responsibility.
Bonds
He carries his squad's polished shoulder guard and will risk himself to protect soldiers, refugees, and civilians abandoned by their commanders.
Flaws
He obeys clear orders even when his instincts tell him the order is wrong, then broods over the consequences afterward. He is also suspicious of anyone who speaks too confidently about sacrifice.
Quirks
Background
Althrow was hatched above a chain of wind-carved mesas where aarakocra scouts guarded the high passes against raiders and monsters. He learned early that the sky rewards discipline. A careless wingbeat could betray a patrol, while a well-timed dive could save an entire formation. He became a soldier not because he loved banners or commanders, but because the watch gave shape to the open sky. His squad knew him as a steady spear carrier who could hold a narrow ledge long after others had retreated. His military service ended when his unit was ordered to abandon a mountain settlement during a winter evacuation. Althrow obeyed, but he has never accepted the commander's claim that the losses were necessary. Since then, he has traveled as a sellsword and caravan guard, taking work where his strength and wings are useful. He seeks no grand army and no permanent cause. Instead, he follows practical loyalties, protects those who stand beside him, and quietly keeps a list of officers whose decisions he believes should someday be questioned.
“A careless wingbeat could betray a patrol, while a well-timed dive could save an entire formation.”
- Background
- Soldier
Connections
Species
Aarakocra
Media
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