Raff
Raff
Sheet
AC 16 · HP 13 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- AthleticsSTR
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- PerceptionWIS
- PersuasionCHA
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
8 featuresBonus action
- Second WindLevel 1
When Bonus Action
Raff regains 1d10 + 1 hit points as a Bonus Action. He can use this twice and recovers one use on a Short Rest and all uses on a Long Rest.
Always on
- Fighting Style: DefenseLevel 1
Raff chooses the Defense Fighting Style. While wearing armor, he gains a +1 bonus to Armor Class.
- Weapon MasteryLevel 1
Raff has learned mastery with four weapons: longsword, warhammer, dagger, and javelin. He can use the Weapon Mastery properties of those weapons when wielding them.
- ResourcefulHumanRaff gains Heroic Inspiration whenever he finishes a Long Rest.
- SkillfulHumanRaff gains proficiency in one skill, Persuasion.
- VersatileHumanRaff gains one Origin feat in addition to the feat granted by his background. Raff chooses Alert.
- AlertHumanRaff adds his Proficiency Bonus to Initiative rolls. He can also swap his Initiative with a willing companion after rolling Initiative, provided neither is Incapacitated.
- Military RankSoldier
Raff retains the respect and practical authority associated with his former military service. Soldiers, guards, and veterans recognize his bearing, and he can usually secure shelter, basic aid, or assistance from them when his conduct does not dishonor his rank.
Gear
17 itemsWeapons
- LongswordA versatile martial blade worn across Raff's back and secured to his dagger bandolier by a magnetic clasp.
- WarhammerA heavy-headed bludgeoning weapon worn on Raff's hip.
- 3×DaggerThree balanced blades carried on a front-mounted bandolier.
Armor
- Scale mailA suit of well-maintained scale mail, fitted over a padded foundation.
- ShieldA broad shield is not currently carried, though Raff is proficient with shields.
Tools
- Gaming setA set of gaming dice used with Raff's playing cards and for informal camp games.
- Land vehiclesTraining and service have taught Raff to operate ordinary carts, wagons, and other land vehicles.
Gear
- BackpackA sturdy travel pack with reinforced straps.
- BedrollA rolled bedroll for resting during patrols and travel.
- 3×Flask of oilSmall flasks of lamp oil, useful for lighting, sabotage, or emergency fire.
- Playing cardsA worn deck used to pass time, read opponents, and keep nervous recruits occupied.
- 2×Potion of healingPrepared healing draughts kept in padded containers.
- 10×RationsTravel rations sufficient for several days on the road.
- RopeA strong hempen rope, carefully coiled and inspected for fraying.
- TinderboxA compact box containing flint, steel, and tinder.
- 10×TorchWax-wrapped torches for patrols and camp use.
- WaterskinA sealed leather container for drinking water.
Appearance
Raff stands 6 feet tall and weighs approximately 195 pounds. He has dark skin, a massive, bear-like build, and large, well-defined muscles that make his scale mail seem almost undersized. His longish hair is cut short on the sides and worn with two practical warrior braids. A small scar crosses above one eye, the result of a training accident rather than a battlefield wound. His clothing and traveling gear are worn but carefully maintained. He carries three daggers across the front of his armor on a bandolier, a warhammer at his hip, and a longsword across his back, secured to the bandolier by a discreet magnetic clasp. Raff's presence is difficult to ignore, but his grooming, equipment, and posture show deliberate discipline rather than vanity.
Mannerisms
Raff walks with a confident, measured stride and keeps one eye on the surrounding crowd even during casual conversation. When tension rises, he lowers his voice instead of raising it. He checks the buckles, edges, and straps of his equipment whenever he has a quiet moment, often without looking down. Before entering an unfamiliar room, he pauses just long enough to identify exits, cover, and the person most likely to cause trouble.
Personality
Raff is confident, observant, and unexpectedly approachable for a man built like a siege engine. He speaks plainly, listens carefully, and prefers to defuse trouble before drawing steel. He enjoys simple contests of strength, card games, and practical jokes that do not humiliate anyone. Raff is comfortable taking command when danger appears, but he respects people who can tell him when his plan is foolish.
Ideals
Protection. Strength is a responsibility. If Raff has the power to stop harm and chooses not to use it, then he shares responsibility for the result.
Bonds
The people of his old district still regard Raff as one of their protectors. He sends part of every reward home and will risk himself to defend civilians caught between powerful enemies.
Flaws
Raff assumes he can handle problems himself and is slow to admit when he needs help. He can become overprotective, especially when someone reminds him of frightened civilians from his guard years. He also has a dangerous habit of stepping into the center of a confrontation before he has fully understood who started it.
Quirks
Background
Raff was raised in a crowded district where a calm voice could prevent a street dispute from becoming a riot. His mother served as a watch sergeant, and his father repaired armor for the city garrison. From them he learned that strength was not measured by how hard a person could strike, but by how much danger they could absorb without passing it on to someone weaker. Raff joined the city guard young, quickly becoming the person sent to stand between angry crowds and frightened civilians. His size gave him an imposing silhouette, while his confidence and unexpectedly patient manner let him speak to people before fear turned into violence. During a winter training exercise, Raff took a practice blade above the eye when a recruit panicked. The scar remained, as did the lesson that even disciplined people can lose control when overwhelmed. Raff later served in patrols beyond the city walls, where his endurance, alertness, and knowledge of rough country made him valuable as both shield and guide. Some relatives insist that an ancestor carried the blood of a were-bear, were-badger, or were-wolverine. Raff treats the story as family folklore. He is not a lycanthrope and possesses no supernatural shifting ability, but his sudden changes in posture, expression, and ferocious intensity during a fight have convinced more than one frightened onlooker otherwise. Now Raff travels beyond the city's boundaries, carrying the habits of a guard into a wider and less predictable world. He intends to protect people before they become casualties, and to prove that a soldier's duty does not end when the uniform comes off.
“His mother served as a watch sergeant, and his father repaired armor for the city garrison.”
- Background
- Soldier
Connections
Species
Human
Media
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