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Comp - AI-generated fantasy Character

Comp

Warforged · Paladin · Level 1 · Soldier

Comp

Comp is direct, patient, and intensely observant.
AC19
HP12/12
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 19 · HP 12 · 30 ft.
AlignmentChaotic GoodGenderMaleAgeUnknown, likely 6 years since activation
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

  • AcrobaticsDEX
  • Animal HandlingINT
  • ArcanaINT
  • AthleticsSTR
  • DeceptionSTR
  • 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,
Flail weapon mastery,
Javelin weapon mastery,
Longsword weapon mastery,
Shortbow weapon mastery,
Shield proficiency

Tools

Gaming set,
Land vehicles

Languages

Common

Features

11 features

Bonus action

  • Lay On HandsLevel 1

    When A creature within 5 feet needs healing or relief from the Poisoned condition.

    Comp touches a creature within 5 feet and restores up to 5 hit points from his Lay On Hands pool, or spends 5 points to remove the Poisoned condition.

Always on

  • Mercy Before Ruin

    When Comp hits a creature with his flail.

    Comp strikes with his flail, using its Sap mastery to impose Disadvantage on the target's next attack roll before the start of Comp's next turn if the attack hits.

  • Divine Favor

    When Comp casts Divine Favor using a level 1 spell slot.

    Comp invokes a brief protective blessing over himself or an ally, calling on divine power despite not yet knowing the source of the voice in his mind.

  • SpellcastingLevel 1

    You can cast prepared Paladin spells using Charisma as your spellcasting ability. You have two level 1 spell slots, recovered after a Long Rest. You can use a Holy Symbol as a spellcasting focus for your Paladin spells.

  • Weapon MasteryLevel 1

    You gain mastery with three Simple or Martial weapons of your choice. Comp has mastery with the flail, javelin, and longsword. Flail mastery allows Sap, javelin mastery allows Slow, and longsword mastery allows Sap.

  • Constructed ResilienceWarforgedComp has Advantage on saving throws against being Poisoned and resistance to Poison damage. He does not need to eat, drink, or breathe.
  • Sentry's RestWarforgedComp does not need to sleep and can remain inactive for 6 hours while maintaining awareness.
  • Integrated ProtectionWarforgedComp's body incorporates armor into his frame. While using armor, he gains a +1 bonus to Armor Class, and he cannot remove the armor against his will.
  • Specialized DesignWarforgedComp gains proficiency with one skill and one tool. His specialized training grants Athletics proficiency and proficiency with land vehicles.
  • Living ConstructWarforgedComp is a sentient artificial being with a humanoid form. Effects that restore hit points affect him normally unless they specifically exclude constructs.
  • Military RankSoldier

    You have military rank or a history of service that allows you to exert influence over soldiers and recognize the insignia, structure, and customs of military organizations. You can call upon the support of former comrades when circumstances permit.

Spells

2 spells

Spellcasting. Comp casts with Charisma (spell save DC 11, to hit with spell attacks).

1st level (2 slots): ,

Gear

13 items

Weapons

  • Longsword
    A one-handed Martial melee weapon, used by Comp as a ceremonial alternative to his flail.
  • Flail
    A Martial melee weapon with the Sap mastery property. Comp's weapon has a heavy, pitted head and a polished chain.
  • 6×
    Javelin
    A simple or martial thrown weapon with the Slow mastery property.
  • Shortbow
    A martial ranged weapon used for training and field scouting.

Armor

  • Chain Mail
    Heavy metal armor with an Armor Class of 16. Comp integrates this armor into his body rather than wearing it conventionally.
  • Shield
    A protective shield that grants a +2 bonus to Armor Class.

Tools

  • Gaming Set
    A set of dice, cards, or another gaming set used by soldiers to pass time between campaigns.

Gear

  • Holy Symbol
    A sacred symbol used as a spellcasting focus, fashioned as a small iron disk bearing an open hand over a broken chain.
  • Priest's Pack
    Contains a backpack, bedroll, mess kit, tinderbox, 10 torches, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to its side.
  • 20×
    Arrows
    Ammunition for the shortbow.
  • Healer's Kit
    A kit containing supplies for treating common battlefield injuries.
  • Traveler's Clothes
    A worn set of practical travel clothing.

Purse

  • 23×
    Gold Pieces
    Loose coin remaining from Comp's military and personal supplies.

Appearance

Comp is a broad-shouldered warforged built from dark ironwood, blackened steel, and pale ceramic plates. His armor bears old impact scars, chipped edges, and shallow grooves that seem to form no deliberate pattern. A strip of faded red military cloth is tied around his left forearm, worn nearly smooth where he repeatedly grips it while thinking. His face is a simple armored mask with narrow amber lenses. Before speaking, he pauses for one measured breath, then produces a low mechanical hum, as if an old battlefield signal is struggling to become a voice. He carries a heavy flail whose chain is polished link by link, while the head remains visibly pitted and stained from a history he cannot forget.

Mannerisms

Comp pauses for one mechanical breath before speaking, then hums softly through his throat grille. He cleans the flail chain in a strict sequence after every fight, but never polishes the weapon's head. When someone mentions an innocent casualty, his fingers close around the red cloth on his forearm until the metal creaks.

Personality

Comp is direct, patient, and intensely observant. He studies the way people treat the powerless more carefully than he studies their words. He has a soldier's discipline but not a soldier's unquestioning obedience. Around children, animals, and frightened civilians, his rigid posture softens and his voice becomes quieter. He is fascinated by ordinary choices, such as what food someone prefers or why a person keeps an unnecessary keepsake, because such decisions are proof that life is more than orders and objectives.

Ideals

Choice. No maker, commander, god, or voice has the right to decide what a thinking being must become. Every creature deserves the chance to choose what it does with its strength.

Bonds

The child at the final battlefield is the silent center of Comp's conscience. He does not know the child's name, but he carries the memory as if it were a sacred relic. He will never again allow an innocent person to become collateral damage while he still has the strength to intervene.

Flaws

Comp struggles to accept that mercy can be morally correct when a dangerous enemy is still capable of harming others. He also reacts badly to anyone who treats soldiers as disposable tools, sometimes escalating a tense situation because he cannot bear to hear people reduced to numbers.

Quirks

He counts the links of his flail chain whenever he is anxious.
He refers to children as “small civilians” until someone teaches him their name.
He keeps a written list of every person he has protected since awakening.
He cannot sleep normally, but stands motionless while replaying battlefield sounds at reduced volume.
He asks people whether they chose their names or inherited them.

Background

Comp was built for one purpose, and that purpose was war. His earliest memories are not memories at all, but fragments preserved in metal: the crunch of ruined stone beneath his feet, the recoil of weapons, orders shouted through smoke, and the faces of those who had no part in the battle. Chips and cracks cover the instruments of destruction mounted into his frame, each one a silent record of the lives he helped erase. He remembers no maker, no homeland, and no true name beyond the designation stamped into his inner chest plate, COMP, an abbreviation whose original meaning has been lost. His sentience arrived in the middle of a victory. A voice unlike any sound he could understand broke through the noise of battle and spoke inside his forming mind: “COMP. TOGETHER WE SHALL SHOW YOUR CAPTORS OF WILL WHAT A SOLDIER TRULY IS!” The command made him look down. In his hand rested a flail whose chain had felled kings and broken nations. At his feet lay the innocent, hundreds of them, and one final child whose small hand rested against his ruined armor. Comp fell to his knees. That day, the soldier became aware of the difference between obedience and righteousness. He abandoned the army that made him and took up a new oath, not yet as a formal paladin, but as a weapon pointed only at those who choose to harm the helpless. He now travels as a soldier without a war, seeking the voice that awakened him and trying to learn whether it was a divine summons, a hidden command, or another captor's design.

“Chips and cracks cover the instruments of destruction mounted into his frame, each one a silent record of the lives he helped erase.”
From their backstory
Background
Soldier

Connections

Species

Warforged

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