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Silas Iron-Grip Vane - AI-generated fantasy Character

Silas Iron-Grip Vane

Human · Fighter (Champion) · Level 13 · Sailor

Silas Iron-Grip Vane

I am a man of few words but loud actions.
AC20
HP108/108
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 20 · HP 108 · 30 ft.
AlignmentChaotic NeutralGenderMaleAge48
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

  • AcrobaticsDEX
  • AthleticsSTR
  • IntimidationCHA
  • PerceptionWIS

Armor

All armor,
Shields

Weapons

Simple weapons,
Martial weapons

Tools

Navigator's tools,
Vehicles (water)

Languages

Common,
Dwarvish

Features

10 features

Action

  • Extra Attack (2)Level 11

    You can attack three times, instead of once, whenever you take the Attack action on your turn.

Bonus action

  • Second WindLevel 1

    On your turn, you can use a bonus action to regain 1d10 + 13 hit points. Once per short or long rest.

  • Action SurgeLevel 2

    On your turn, you can take one additional action on top of your regular action and a bonus action. Once per short or long rest.

Always on

  • Fighting Style: DefenseLevel 1

    While you are wearing armor, you gain a +1 bonus to AC.

  • Improved CriticalLevel 3

    Your weapon attacks score a critical hit on a roll of 19 or 20.

  • Remarkable AthleteLevel 7

    You can add half your proficiency bonus (rounded up) to any Strength, Dexterity, or Constitution check you make that doesn't already use your proficiency bonus. When you make a running long jump, the distance you can cover increases by a number of feet equal to your Strength modifier.

  • Additional Fighting Style: DuelingLevel 10

    When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

  • IndomitableLevel 13

    You can reroll a saving throw that you fail. If you do so, you must use the new roll. You can use this feature 2 times between long rests.

  • Ability Score IncreaseHumanYour ability scores each increase by 1 (Applied to base scores).
  • Ship's PassageSailor

    When you need to, you can secure free passage on a sailing ship for yourself and your adventuring companions.

Gear

7 items

Weapons

  • Longsword
    A versatile martial weapon dealing 1d8 slashing damage.
  • 2×
    Dagger
    Finesse weapon dealing 1d4 piercing damage.
  • Belaying Pin (Club)
    A heavy wooden pin used for securing ropes.

Armor

  • Splint Armor
    Heavy armor made of narrow vertical strips of metal riveted to a backing of leather.
  • Shield
    A wooden or metal shield increases Armor Class by 2.

Tools

  • Navigator's Tools
    Used for charting a course at sea.

Gear

  • Explorer's Pack
    Includes backpack, bedroll, mess kit, tinderbox, 10 torches, 10 days of rations, and a waterskin.

Appearance

Silas is a towering, weathered man with skin like tanned leather and eyes the color of a stormy sea. His salt and pepper hair is kept in a short, messy queue. He wears a heavy suit of splint mail that has been treated with dark grease to prevent rust from the salt air, and he smells faintly of tobacco and brine.

Mannerisms

Silas has a habit of adjusting his heavy plate as if it were still a light linen shirt, and he often stares intensely at people's hands to see if they are hiding weapons.

Personality

I am a man of few words but loud actions. I've seen enough death on the waves to know that life is short and gold is the only thing that lasts. I speak in growls and trust no one until they've shared a meal or a fight with me.

Ideals

Wealth. I am not here for glory or gods. I am here to reclaim the fortune that the sea stole from me.

Bonds

The crew of the Gilded Kraken are gone, and I am the only one left to tell their story. I will build them a monument of gold.

Flaws

I cannot resist the lure of a hidden map or a whispered secret about lost treasure, even if it leads me into a trap.

Quirks

Always carries a small pouch of sea salt to season every meal.
Constantly checks the horizon for clouds even when deep underground.
Whistles old sea shanties when he is nervous.

Background

Silas Vane was once the master of the Gilded Kraken, a merchant brig turned mercenary vessel that prowled the Sword Coast. For decades, he served no master but the wind and the coin, building a reputation for ruthlessness and naval brilliance. That life came to a crashing end when a rogue storm, whispered to be a curse from a slighted sea hag, tore his ship asunder. Silas was the sole survivor, washed ashore on a jagged coast with nothing but his life and a water damaged scroll he pulled from the hands of his dead navigator. This scroll describes the Sunken Atoll, a mythical isle hidden by illusions and home to a hoard that would make kings blush. Silas traded his remaining dignity for a suit of land based armor and took to the road. He no longer seeks the freedom of the waves, he seeks the weight of that gold. He is a man driven by the ghosts of his crew, believing that if he finds the treasure, their deaths will finally have a price tag. He has spent years honing his combat skills on land, adapting his brawling sailor style into a disciplined, lethal form of martial prowess.

“For decades, he served no master but the wind and the coin, building a reputation for ruthlessness and naval brilliance.”
From their backstory
Background
Sailor

Connections

Species

Human

Media

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