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Jabr Naim - AI-generated fantasy Character

Jabr Naim

Variant Human · Fighter (Champion) · Level 3 · Soldier

Jabr Naim

Quiet, observant, and dryly humorous, Jabr treats every new group like a unit that has not yet learned how to function.
AC18
HP25/25
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 18 · HP 25 · 30 ft.
AlignmentNeutral GoodGenderMaleAge28 years old
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

  • AcrobaticsDEX
  • Animal HandlingWIS
  • ArcanaINT
  • AthleticsSTR
  • HistoryINT
  • InsightWIS
  • IntimidationCHA
  • InvestigationINT
  • MedicineWIS
  • NatureWIS
  • PerceptionWIS
  • PerformanceCHA
  • PersuasionCHA
  • ReligionWIS
  • Sleight of HandDEX
  • StealthDEX
  • SurvivalCHA

Armor

All armor,
Shields

Weapons

Simple weapons,
Martial weapons

Tools

One gaming set, playing cards,
Land vehicles

Languages

Common,
Draconic

Features

13 features

Action

  • Action SurgeLevel 2

    When On your turn when an extra burst of effort is needed

    Take one additional action on your turn. Available once per short or long rest.

Bonus action

  • Second WindLevel 1

    When On your turn when injured

    As a bonus action, regain 1d10 + 3 hit points. Available once per short or long rest.

Always on

  • Improved CriticalLevel 3

    Your martial focus sharpens your instincts. Your weapon attacks score a critical hit on a roll of 19 or 20.

  • Soldier TrainingLevel 3

    You gain proficiency in one type of gaming set, playing cards. You are also proficient with land vehicles.

  • Ability Score IncreaseVariant HumanIncrease two different ability scores by 1, Strength and Constitution.
  • AgeVariant HumanHumans reach adulthood in their late teens and usually live less than a century.
  • AlignmentVariant HumanHumans tend toward no particular alignment.
  • SizeVariant HumanMedium.
  • SpeedVariant Human30 feet.
  • LanguagesVariant HumanCommon and one additional language, Draconic.
  • Skill VersatilityVariant HumanProficiency in Acrobatics.
  • FeatVariant HumanAlert. You gain a +5 bonus to initiative, cannot be surprised while conscious, and creatures do not gain advantage on attack rolls against you as a result of being unseen.
  • Military RankSoldier

    You retain your military rank and can invoke that authority over soldiers loyal to your former organization. You can also recognize military insignia, ranks, and field protocols, and you can secure basic shelter or assistance from sympathetic military personnel.

Gear

11 items

Weapons

  • Longsword
    A versatile one-handed martial weapon with a broad, well-balanced blade.
  • Light crossbow
    A ranged weapon with a case of twenty bolts.

Armor

  • Chain mail
    Heavy interlocking metal armor, worn and maintained with military discipline.
  • Shield
    A sturdy wooden shield bearing a faded red unit cord.

Gear

  • 20×
    Crossbow bolts
    Ammunition for the light crossbow.
  • Dungeoneer's pack
    A pack containing a backpack, bedroll, mess kit, tinderbox, ten torches, ten days of rations, and a waterskin.
  • Insignia of rank
    A small metal insignia from his former military unit.
  • Trophy from a fallen enemy
    A broken buckle taken from a fallen enemy, kept as a reminder of war's cost.
  • Playing cards
    A worn deck of marked playing cards.
  • Common clothes
    Simple, serviceable clothing suitable for travel.

Purse

  • Pouch of gold
    Loose coin saved from military pay.

Appearance

A compact, weathered human with sun-browned skin, close-cropped black hair, and a narrow scar crossing the left eyebrow. He has dark, steady eyes and a practical build shaped by marching rather than showy strength. His chain mail is carefully maintained, while a faded red cord is tied around his sword arm as a quiet remembrance of his old unit.

Mannerisms

Jabr checks exits whenever he enters a room, rests his thumb along the edge of his shield when thinking, and gives quiet hand signals instead of raising his voice. Before making a difficult decision, he rubs the faded red cord on his sword arm.

Personality

Quiet, observant, and dryly humorous, Jabr treats every new group like a unit that has not yet learned how to function. He is protective toward inexperienced companions, distrustful of grand promises, and more comfortable repairing gear than discussing grief. Once he gives his word, he follows through even when the promise becomes inconvenient.

Ideals

Responsibility. A person with power is responsible for those placed in their care, especially when the rules fail them.

Bonds

He is determined to find the surviving families of the caravan guards and repay every debt owed to them. He also protects frightened recruits and refugees with a fierce loyalty that borders on recklessness.

Flaws

He cannot tolerate cowardice in people who hold authority, and he will openly challenge commanders even when obedience would be safer. He also keeps score of every betrayal and finds forgiveness harder than he admits.

Quirks

Counts doorways and windows under his breath.
Names each piece of his armor as if it were a squad member.
Refuses to sit with his back exposed, even among friends.
Collects broken buckles, buttons, and insignia from battlefields.

Background

Jabr Naim grew up in a dry border town where every family knew the sound of marching boots. He joined the town militia young, not from patriotism, but because the militia offered regular meals and a place for a boy who had no talent for farming. He proved patient under pressure, good at reading a road, and unusually difficult to frighten. During a disastrous escort mission, his commander abandoned a caravan to save the officers, leaving Jabr and a handful of recruits to bring the civilians through the pass. They succeeded, but only three soldiers returned. Jabr kept the unit's red cord and the commander’s insignia, though he wears neither with pride.

“He proved patient under pressure, good at reading a road, and unusually difficult to frighten.”
From their backstory
Background
Soldier

Connections

Species

Variant Human

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