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Ekar Nidrog - AI-generated fantasy Character

Ekar Nidrog

Human · Fighter (Champion) · Level 20 · Soldier

Ekar Nidrog

Plainspoken, disciplined, and wryly amused by danger, Ekar prefers simple plans, clear lines of retreat, and people who mean what they say.
AC19
HP145/145
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 19 · HP 145 · 30 ft.
AlignmentChaotic NeutralGenderMaleAge38
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

  • AthleticsSTR
  • InsightWIS
  • InsightWIS
  • IntimidationCHA
  • PerceptionWIS
  • PerceptionWIS
  • SurvivalWIS
  • SurvivalWIS

Armor

Light armor,
Medium armor,
Heavy armor,
Shields

Weapons

Simple weapons,
Martial weapons

Tools

One Gaming Set

Languages

Common

Features

27 features

Bonus action

  • Tactical Shift

    When When Ekar uses Second Wind as a Bonus Action

    Ekar can surge into motion, moving up to half his Speed without provoking Opportunity Attacks when he uses Second Wind as a Bonus Action.

Always on

  • Mastered Weapon Strike

    When When Ekar hits with a mastered weapon

    On a hit, Ekar deals weapon damage and may apply his weapon mastery property. With Tactical Master, he can swap the property on the fly to Push, Sap, or Slow for that attack.

  • Studied Follow-Up

    When When Ekar misses a weapon attack

    When Ekar misses a weapon attack, he gains Advantage on his next weapon attack against that creature before the end of his next turn.

  • Indomitable Reprieve

    When When Ekar fails a saving throw

    Ekar can reroll a failed saving throw and add 20 to the reroll, giving him a near-legendary refusal to fall.

  • Fighting StyleLevel 1

    Choose one Fighting Style feat. Ekar favors Defense, granting a steady +1 bonus to AC while wearing armor.

  • Second WindLevel 1

    Ekar can use a burst of hard-earned stamina to regain hit points. He has 5 uses between Long Rests, and regains one use after a Short Rest. At this level, Second Wind also supports Tactical Shift later in his career.

  • Weapon MasteryLevel 1

    Choose three weapons to master. Ekar has mastered longsword, spear, and shortbow. He can use their mastery properties and swap mastered weapons after a Long Rest.

  • Tactical MindLevel 2

    When Ekar fails an ability check, he can expend a use of Second Wind to add 1d10 to the roll. If he still fails, the use is not spent.

  • Fighter SubclassLevel 3

    Ekar chooses the Champion subclass, becoming a relentless front-line combatant whose strength lies in consistency, endurance, and punishing momentum.

  • Origin FeatLevel 1

    Ekar gains an Origin feat from his background. He chose Savage Attacker, which lets him roll damage with greater force and choose the better result.

  • Soldier TrainingLevel 1

    Ekar has trained in the Soldier background, gaining practical battlefield discipline, Athletics and Intimidation training, and proficiency with one Gaming Set.

  • Heroic WarriorLevel 10

    At the start of each of Ekar's turns in combat, if he lacks Heroic Inspiration, he gains it. His confidence is self-renewing under pressure.

  • Remarkable AthleteLevel 3

    When Ekar scores a Critical Hit, he can move up to half his Speed without provoking Opportunity Attacks.

  • Additional Fighting StyleLevel 7

    At 7th level, Ekar gains an additional Fighting Style feat. He chooses Interception, allowing him to protect an ally by reducing damage from a nearby hit.

  • IndomitableLevel 9

    When Ekar fails a saving throw, he can reroll it and add a bonus equal to his Fighter level to the new roll.

  • Tactical MasterLevel 9

    When Ekar attacks with a weapon he has mastered, he can replace that weapon's mastery property with Push, Sap, or Slow for that attack.

  • Studied AttacksLevel 13

    If Ekar misses a weapon attack against a creature, he gains Advantage on his next weapon attack against that creature before the end of his next turn.

  • SurvivorLevel 18

    At 18th level, Ekar gains the Champion's improved survival instincts. He has Advantage on Death Saving Throws, and rolling an 18 to 20 on a Death Save counts as rolling a 20.

  • Extra Attack (3)Level 20

    At 20th level, Ekar can attack four times whenever he takes the Attack action.

  • Ability Score Improvement / FeatsLevel 4

    At levels 4, 6, 8, 12, 14, 16, and 19, Ekar gains feats instead of ability score increases. Chosen feats: Sentinel, Tough, Shield Master, Alert, Great Weapon Master, Mobile, and Epic Boon of Fortitude.

  • Creature TypeHumanHumanoid
  • SizeHumanMedium or Small, chosen when you select this species
  • SpeedHuman30 feet
  • TraitHumanResourceful, gain Heroic Inspiration whenever you finish a Long Rest
  • TraitHumanSkillful, gain proficiency in one skill of your choice
  • TraitHumanVersatile, gain an Origin feat of your choice
  • Military RankSoldier

    Military Rank. Ekar can invoke the respect and expectations that come with long service, allowing him to secure basic military courtesy, information, and practical assistance from lawful armed organizations and veterans who recognize his experience.

Gear

12 items

Weapons

  • Longsword
    Ekar's favored melee weapon, chosen as one of his mastered weapons.
  • Spear
    A versatile weapon and one of Ekar's mastered weapons.
  • Shortbow
    A ranged weapon and one of Ekar's mastered weapons.

Armor

  • Chain Mail
    Heavy armor providing strong protection and suited to Ekar's veteran battlefield style.
  • Shield
    A sturdy shield used to hold the line in boarding actions and close-quarters fights.

Tools

  • Gaming Set
    Gift from the Soldier background, chosen for practical wartime utility.

Gear

  • 20×
    Arrows
    Ammunition for the shortbow.
  • Dungeoneer's Pack
    A practical adventuring pack.
  • Healer's Kit
    Useful for first aid and battlefield triage.
  • Quiver
    For carrying arrows.
  • Traveler's Clothes
    Travel-worn clothes suited for hard roads and harbors.

Purse

  • 14×
    Gold Pieces
    Currency from the Soldier background.

Appearance

A weathered human veteran with salt-burned skin, a sailor's squint, and a body built for long marches and brutal boarding actions. Ekar Nidrog wears practical travel leathers beneath scarred chain mail, keeps a battered shield close at hand, and carries himself like someone who has slept in armor often enough to stop noticing. Old cuts lace his forearms, and the sea wind seems permanently to have claimed his hair, his cloak, and his patience.

Mannerisms

He unconsciously checks doors, windows, and shorelines before he sits. When discussing danger, he speaks in drill terms and naval shorthand, and he tends to point with two fingers rather than a single hand. He has a habit of polishing one thumb along the edge of his shield when thinking, as if steadying himself before a fight that has not started yet.

Personality

Plainspoken, disciplined, and wryly amused by danger, Ekar prefers simple plans, clear lines of retreat, and people who mean what they say. He is surprisingly patient with frightened commoners, but has little tolerance for bullies, liars, or anyone who mistakes cruelty for strength. In quiet moments he is more reflective than he first appears, especially when the sea is nearby.

Ideals

Duty, not obedience. Ekar believes a soldier's first loyalty is to the people who need protecting, not to titles, banners, or the vanity of commanders. He values practical courage, earned trust, and the kind of freedom that lets decent people live without fear of monsters, cults, or kings.

Bonds

He still keeps a frayed cord bracelet from a fallen deck officer who died buying time for the evacuation of a burning convoy. Ekar also feels responsible for every sailor who survived the Kraken War by following his lead, and he will cross a continent to repay a debt to anyone who stood beside him in that storm.

Flaws

Ekar hates being idle, and when left alone too long he starts assigning himself missions that no one actually asked for. He is brusque with people who waste time, suspicious of polished authority, and prone to treating a new problem like a boarding action. He also carries the quiet fear that if he ever stops moving, the memories from the Kraken War will catch up with him all at once.

Quirks

He counts steps automatically when entering a new place, like a man measuring a deck for threats.
He keeps a tiny coil of rope in one pocket and fidgets with it when bored.
He cannot resist correcting anyone who ties a knot badly.
He still says 'starboard' and 'port' when pointing left and right.

Background

Ekar Nidrog spent the last two years in a brutal, rolling war at sea, where the Cult of the Kraken tried to choke trade routes, sink harbor towns, and turn frightened sailors into sacrifices. He was never the chosen hero of the campaign, just the sort of hard-eyed fighter who held the line while others prayed, planned, or panicked. He boarded cult ships in black storms, fought in flooded holds, and watched the sea itself become a weapon in the hands of fanatics. When the cult finally broke, it was not because one champion prevailed, but because hundreds of ordinary hands, Ekar among them, refused to let the coast fall. Now he has come to Aramoor for a rest he has earned a dozen times over, intending to trade blood and brine for quiet drinks, dry sheets, and at least one week without hearing a battle horn. Unfortunately for him, trouble has a way of finding men who walk like survivors and think like soldiers. The habits that kept him alive at sea, scanning exits, counting enemies, sleeping lightly, and keeping one hand near steel, have not faded. Ekar suspects his vacation will be short-lived, and if Aramoor needs a hard-used blade with no taste for ceremony, he will probably answer before he admits he is still on duty.

“He was never the chosen hero of the campaign, just the sort of hard-eyed fighter who held the line while others prayed, planned, or panicked.”
From their backstory
Background
Soldier

Connections

Species

Human

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