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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.
AC14
HP220/220
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 14 · HP 220 · 30 ft.
AlignmentLawful NeutralGenderMaleAge52 years old
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

  • AcrobaticsDEX
  • Animal HandlingWIS
  • AthleticsSTR
  • DeceptionCHA
  • HistoryINT
  • InsightWIS
  • IntimidationCHA
  • InvestigationINT
  • 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

Languages

Common,
Dwarvish,
Orcish

Features

36 features

Action

  • Controlled Burst

    When When Faro takes the Attack action

    Faro takes the Attack action with his magical FN-FAL, making three attacks, or four attacks when using Action Surge for another Attack action.

Bonus action

  • Combat Reposition

    When When Faro activates Second Wind

    Faro uses Second Wind, then advances up to half his Speed without provoking Opportunity Attacks.

  • Second WindLevel 1

    As a Bonus Action, regain 1d10 plus 18 Hit Points. Faro has four uses, regaining one expended use on a Short Rest and all uses on a Long Rest.

  • Tactical ShiftLevel 5

    Whenever Faro activates Second Wind with a Bonus Action, he can move up to half his Speed without provoking Opportunity Attacks.

Reaction

  • Indomitable Will

    When When Faro fails a saving throw

    Faro rerolls a failed saving throw, adding his Fighter level to the new roll.

Always on

  • Break Contact

    When After Faro scores a Critical Hit

    After scoring a Critical Hit, Faro moves up to half his Speed without provoking Opportunity Attacks.

  • Savage Shot

    When Once per turn when Faro hits with a weapon

    Faro rolls weapon damage twice on a hit and uses either result.

  • Fighting StyleLevel 1

    Choose a Fighting Style feat. Faro selected Archery, gaining a +2 bonus to ranged weapon attack rolls.

  • Weapon MasteryLevel 1

    Use the mastery properties of six chosen Simple or Martial weapons. Faro commonly trains with the FN-FAL, handaxe, javelin, light crossbow, shortsword, and spear.

  • Action SurgeLevel 2

    Take one additional Action on your turn, except the Magic action. Faro can use this twice per rest, but only once on a turn.

  • Tactical MindLevel 2

    When Faro fails an ability check, he can expend a Second Wind use to roll 1d10 and add it to the check. If the check still fails, the use is not expended.

  • Improved CriticalLevel 3

    Faro's weapon attacks and Unarmed Strikes score a Critical Hit on a roll of 19 or 20.

  • Remarkable AthleteLevel 3

    Faro has Advantage on Initiative rolls and Strength (Athletics) checks. After scoring a Critical Hit, he can move up to half his Speed without provoking Opportunity Attacks.

  • Ability Score ImprovementLevel 4

    Faro gains the Tough feat, increasing his maximum Hit Points by 36.

  • Extra AttackLevel 5

    Faro can attack twice instead of once whenever he takes the Attack action.

  • Ability Score ImprovementLevel 6

    Faro gains the Alert feat, adding his Proficiency Bonus to Initiative rolls and allowing him to swap Initiative with a willing ally at the start of combat.

  • Additional Fighting StyleLevel 7

    Faro gains another Fighting Style feat. He selected Defense, gaining a +1 bonus to AC while wearing armor.

  • Ability Score ImprovementLevel 8

    Faro gains the Sharpshooter feat, improving his ranged weapon attacks and allowing them to ignore the Disadvantage imposed by Long Range.

  • IndomitableLevel 9

    When Faro fails a saving throw, he can reroll it with a bonus equal to his Fighter level. He can use this three times per Long Rest.

  • Tactical MasterLevel 9

    When attacking with a weapon whose mastery property he can use, Faro can replace that property with Push, Sap, or Slow for that attack.

  • Heroic WarriorLevel 10

    During combat, Faro can give himself Heroic Inspiration whenever he starts his turn without it.

  • Two Extra AttacksLevel 11

    Faro can attack three times instead of once whenever he takes the Attack action.

  • Ability Score ImprovementLevel 12

    Faro gains the Observant feat, sharpening his battlefield awareness and improving his ability to read threats.

  • Studied AttacksLevel 13

    If Faro misses a creature with an attack roll, he has Advantage on his next attack roll against that creature before the end of his next turn.

  • Ability Score ImprovementLevel 14

    Faro gains the Resilient feat, increasing Constitution by 1 and granting proficiency in Constitution saving throws. His Constitution score is already represented as 18 in the supplied final scores.

  • Superior CriticalLevel 15

    Faro's weapon attacks and Unarmed Strikes score a Critical Hit on a roll of 18, 19, or 20.

  • Ability Score ImprovementLevel 16

    Faro gains the Lucky feat, granting limited control over attack rolls, ability checks, and saving throws.

  • SurvivorLevel 18

    Faro has Advantage on Death Saving Throws. On a Death Saving Throw of 18, 19, or 20, he gains the benefit of rolling a 20. At the start of each turn while Bloodied and at least 1 Hit Point, he regains 5 Hit Points.

  • Creature TypeHumanHumanoid
  • SizeHumanMedium
  • SpeedHuman30 feet
  • ResourcefulHumanAfter a Long Rest, Faro gains Heroic Inspiration.
  • SkillfulHumanFaro gains proficiency in one additional skill, Perception.
  • VersatileHumanFaro gains an additional Origin feat. He selected Alert.
  • Two additional languages of Faro's choiceHumanDwarvish and Orcish.
  • Savage AttackerSoldier

    You gain the Savage Attacker Origin feat. Once per turn when you hit a target with a weapon, you can roll the weapon's damage dice twice and use either result.

Gear

10 items

Weapons

  • Magical FN-FAL assault rifle
    A custom magical FN-FAL assault rifle with a polished wooden stock, glowing runes along the barrel, and ammunition appropriate to the campaign's modern setting. Treat as a magical martial ranged weapon.
  • Suppressed pistol
    A suppressed sidearm used for close security work. Treat as a light crossbow or other approved ranged weapon unless the DM provides firearm rules.
  • Combat knife
    A close-combat blade worn at the ankle.

Armor

  • Tactical gear
    Matte-black tactical armor and bodysuit. For rules purposes, this outfit provides no armor bonus unless the DM designates it as armor.

Tools

  • Gaming set
    A gaming set learned during military service.

Gear

  • Healer's kit
    Compact medical supplies for stabilizing injured allies.
  • Traveler's clothes
    Durable field clothing suitable for travel and patrol.
  • Dungeoneer's pack
    A field pack containing basic adventuring supplies, rations, rope, tinder, and utility equipment.
  • Silver ring
    A plain silver ring kept as a memorial.
  • 100×
    Ammunition
    Ammunition for the magical rifle and sidearm.

Appearance

Faro is a stocky human man standing six feet two inches tall, with a barrel-shaped frame built from solid muscle and bone. His weathered, tanned skin is marked by old scars, and his close-cropped silver hair matches the thick, neatly maintained beard covering his jaw. Pale blue eyes watch everything with cold precision. His broad, once-broken nose and severe expression give him a permanently battle-hardened appearance. In casual settings, he wears a dark gray henley, battered leather vest, reinforced canvas pants, steel-toed boots, and a plain silver ring. In combat, he wears matte-black tactical armor over a close-fitting bodysuit, reinforced cargo pants, combat boots, gloves, headset, and a rune-etched magical FN-FAL assault rifle slung across his chest.

Mannerisms

Faro speaks in clipped sentences and a low rumble. He checks exits before sitting, counts ammunition by touch, and silently rehearses hand signals when thinking. When irritated, he rubs the plain silver ring on his right hand. He rarely raises his voice, because he has learned that the quietest order is often the one people obey.

Personality

Gruff, practical, and unshakably loyal. Faro speaks plainly, distrusts unearned rank, and respects courage, competence, and people who keep their word. He is calm under pressure and prefers decisive action over debate, but beneath the hard discipline is a protective instinct he cannot turn off.

Ideals

Loyalty. A promise made under fire is worth more than any contract. Competence matters, but keeping faith with the people beside you matters more.

Bonds

The soldiers under Faro's command are still his responsibility, whether they are alive, missing, or dead. He keeps the plain silver ring as a reminder of the only squadmate who ever pulled him out of a burning transport. He will not abandon a comrade who can still be saved.

Flaws

Faro assumes that authority is incompetent until proven otherwise. He can become dangerously inflexible when a plan changes, and he has little patience for people who hesitate after making a commitment. He sometimes mistakes emotional vulnerability for weakness, including in himself.

Quirks

He names every rifle he carries, but never tells anyone the names.
He sleeps facing the door with his boots within reach.
He taps the magazine twice before entering a dangerous room.
He remembers everyone's preferred ammunition and emergency contact details.
He keeps a meticulous handwritten record of every person he failed to protect.

Background

Faro began training for war as soon as he reached adulthood. He remembers little of the life before drills, field exercises, and the hard arithmetic of ammunition, distance, and survival. In an elite military unit, he learned that victory rarely belonged to the strongest individual. It belonged to the team that moved together, trusted its signals, and kept functioning after everything went wrong. His silver hair came early, the result of years spent sleeping badly, fighting constantly, and carrying responsibility for people who did not always come home.

“He remembers little of the life before drills, field exercises, and the hard arithmetic of ammunition, distance, and survival.”
From their backstory
Background
Soldier

Connections

Species

Human

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