Kettig Ardan
Kettig Ardan
Sheet
AC 17 · HP 94 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- AthleticsSTR
- DeceptionCHA
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
28 featuresBonus action
- Second WindLevel 1
Kettig can use a bonus action to regain 1d10 + 10 hit points. He can use this feature three times and regains expended uses after a short or long rest.
- Tactical ShiftLevel 5
When Kettig uses Second Wind as a bonus action, he can move up to half his Speed without provoking opportunity attacks.
- Know Your EnemyLevel 7
As a bonus action, Kettig can study a creature he can see within 30 feet, learning whether it has any damage immunities, resistances, or vulnerabilities and whether it has any Fighter levels or equivalent combat training.
Always on
- Disarming Attack
When After hitting with a weapon attack
When Kettig hits a creature with a weapon attack, he can expend a superiority die to deal extra damage and force the target to make a Strength saving throw. On a failure, the target drops one held object.
- Precision Attack
When When making a weapon attack roll
When Kettig makes a weapon attack roll, he can expend a superiority die and add it to the roll, potentially turning a miss into a hit.
- Riposte
When When a creature misses Kettig with a melee attack
When a creature misses Kettig with a melee attack, he can use his reaction and expend a superiority die to make a melee weapon attack against that creature, adding the die to the damage roll.
- Trip Attack
When After hitting with a weapon attack
When Kettig hits a creature with a weapon attack, he can expend a superiority die to deal extra damage and force a Strength saving throw. On a failure, the target is knocked Prone.
- Commander's Strike
When When taking the Attack action
When Kettig makes a melee weapon attack, he can expend a superiority die to allow an ally who can see or hear him to use its reaction to make one weapon attack, adding the superiority die to the damage roll.
- Tactical Assessment
When When making an Intelligence, Wisdom, or Charisma check
When Kettig makes a Dexterity, Intelligence, Wisdom, or Charisma check, he can expend a superiority die and add it to the check.
- Ambush
When When rolling initiative or making a Stealth check
When Kettig rolls initiative, he can expend a superiority die and add the result to the roll.
- Menacing Attack
When After hitting with a weapon attack
When Kettig hits a creature with a weapon attack, he can expend a superiority die to deal extra damage and force a Wisdom saving throw. On a failure, the target is Frightened of Kettig until the end of his next turn.
- Saving Throw ProficienciesLevel 1
Kettig adds his proficiency bonus to Strength and Constitution saving throws.
- Fighting Style: DefenseLevel 1
Kettig chooses the Defense Fighting Style, gaining a +1 bonus to Armor Class while wearing armor.
- Weapon MasteryLevel 1
Kettig can use the mastery properties of weapons with which he has mastery. He has mastery with the greatsword, flail, javelin, and spear. Greatsword uses Graze, flail uses Sap, javelin uses Slow, and spear uses Sap.
- Extra AttackLevel 5
Kettig can attack twice whenever he takes the Attack action on his turn.
- Tactical MindLevel 2
When Kettig fails an ability check, he can expend a use of Second Wind to add 1d10 to the check, potentially turning failure into success.
- Action SurgeLevel 2
Kettig can take one additional action on his turn. He can use this feature twice and regains one expended use after a short rest and all expended uses after a long rest.
- IndomitableLevel 9
Kettig can reroll a failed saving throw and must use the new roll. He can use this feature twice and regains one expended use after a short rest and all expended uses after a long rest.
- Studied AttacksLevel 9
Once per turn when Kettig misses with an attack roll against a creature, he can make another attack roll against the same creature with advantage.
- Combat SuperiorityLevel 3
Kettig gains four d8 superiority dice. He can expend one die to use a Battle Master maneuver, regaining all expended dice after a short or long rest. He knows eight maneuvers: Ambush, Commander's Strike, Disarming Attack, Menacing Attack, Precision Attack, Riposte, Trip Attack, and Tactical Assessment.
- Student of WarLevel 3
Kettig gains proficiency with smith's tools. If he already has this proficiency, he gains proficiency with another artisan's tool of his choice. He can use smith's tools to repair and maintain his own body and equipment.
- Ability Score Improvement and FeatsLevel 4
Kettig gains the Alert Origin feat, the Tough feat, the Sentinel feat, and the Polearm Master feat. These feats represent his battle awareness, reinforced construction, defensive discipline, and training with reach weapons.
- Origin Feat: Savage AttackerLevel 1
Kettig gains the Savage Attacker Origin feat from his Soldier background. Once per turn when he hits with a weapon attack, he can roll the weapon's damage dice twice and use either result.
- Constructed ResilienceWarforgedKettig has advantage on saving throws against being poisoned, resistance to poison damage, and immunity to disease. He does not need to eat, drink, or breathe.
- Sentry's RestWarforgedKettig can enter a motionless state for six hours instead of sleeping. During this state, he remains conscious and can see and hear normally.
- Integrated ProtectionWarforgedKettig gains a +1 bonus to Armor Class while wearing armor. He can don or doff armor by integrating it into or emerging it from his body.
- Specialized DesignWarforgedKettig gains proficiency with smith's tools and one skill of his choice, represented by his Acrobatics training.
- Military TrainingSoldier
Kettig can identify the insignia, rank structure, and general customs of military organizations. He can secure basic assistance from soldiers and recognize military installations, equipment, and procedures. This feature is represented by his Soldier background training and Origin feat, Savage Attacker.
Gear
14 itemsWeapons
- GreatswordTwo-handed martial weapon with a broad, practical blade.
- FlailFlail with a weighted iron head, used when control matters more than reach.
- 8×JavelinThrown weapons useful for opening an engagement or slowing a retreat.
- SpearSimple polearm issued during Kettig's infantry training.
- ShortbowRanged backup weapon.
Armor
- Chain mailHeavy armor of interlocking metal rings, maintained with meticulous care.
Tools
- Gaming setA small set used to play the soldier's tactical dice game, Nine Gates.
- Smith's toolsTools used to repair armor fittings, weapons, and damaged warforged components.
Gear
- Dungeoneer's packCompact pack containing gear for underground and wilderness travel.
- 20×ArrowsArrows for the shortbow.
- Healer's kitSupplies for treating battlefield injuries.
- QuiverContainer for the shortbow's arrows.
- Traveler's clothesPlain, durable clothing suitable for travel and military camps.
Purse
- 14×Gold piecesRemaining starting money from Kettig's Soldier background.
Appearance
Kettig is a tall warforged built from dark ironwood, blackened steel, and bands of dull brass. His face is a smooth angular mask with a narrow amber crystal set where a left eye would be, while the right side bears a jagged repair seam from brow to jaw. He wears well-maintained chain mail over a reinforced military frame, with a faded unit sash tied around one shoulder. His greatsword is plain, broad, and carefully balanced, marked with the names of soldiers he failed to bring home.
Mannerisms
Kettig turns his head in precise, segmented movements when listening. Before entering a room, he silently counts its exits. When angry, he becomes quieter and taps two fingers against the brass plate over his heart in the rhythm of an old marching cadence.
Personality
Kettig is disciplined, observant, and unexpectedly gentle with frightened people and damaged objects. He speaks in short, exact sentences, keeps meticulous records, and prefers practical solutions over displays of emotion. Although he claims not to understand humor, he occasionally delivers perfectly timed dry remarks and then waits several seconds to see whether anyone noticed.
Ideals
Duty. A promise made to the powerless is more binding than any order issued by the powerful.
Bonds
The names of Kettig's lost unit are engraved inside his chest cavity. He will risk himself to protect anyone abandoned by an institution that promised to keep them safe.
Flaws
Kettig treats hesitation as a moral failure and often commits to a plan before he has considered what it will cost others. He has little patience for civilians who speak casually about war, and he can become rigid, cold, or frightening when confronted by disobedience.
Quirks
Background
Kettig was assembled in a field workshop during the final year of a brutal border war. His first memories are not of a creator or a home, but of rain striking canvas, oil being poured into his joints, and a sergeant shouting the same three commands until they became instinct. He was assigned to carry shields, drag the wounded, and hold breaches that living soldiers could not. Over time, he became a line fighter of unusual patience, learning that the difference between courage and wastefulness was often a single measured breath. When the war ended, Kettig discovered that his unit had been erased from official records after a disastrous retreat. The army called them missing. Kettig remembers every name, every position, and the exact moment each comrade disappeared. He now travels as a soldier without a state, taking contracts that protect ordinary people while searching for the officer who abandoned his unit. He does not seek revenge in the abstract. He wants the truth placed before witnesses, recorded where no commander can quietly revise it.
“He was assigned to carry shields, drag the wounded, and hold breaches that living soldiers could not.”
- Background
- Soldier
Connections
Species
Warforged
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