Kraimer of Ethil
Kraimer of Ethil
Sheet
AC 16 · HP 44 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- ArcanaINT
- AthleticsSTR
- DeceptionCHA
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- MedicineWIS
- NatureWIS
- PerceptionWIS
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
17 featuresBonus action
- Second WindLevel 1
As a Bonus Action, Kraimer can regain Hit Points equal to 1d10 + 5. He has three uses, regaining one expended use after a Short Rest and all expended uses after a Long Rest.
- Tactical ShiftLevel 5
Whenever Kraimer activates Second Wind with a Bonus Action, he can move up to half his Speed without provoking Opportunity Attacks.
Always on
- Fighting Style: DefenseLevel 1
Kraimer gains the Defense Fighting Style. While wearing armor, he gains a +1 bonus to Armor Class.
- Weapon MasteryLevel 1
Kraimer can use the mastery properties of four Simple or Martial weapons. His chosen weapons are spear, greatsword, flail, and shortbow.
- Action SurgeLevel 2
Once per Short or Long Rest, Kraimer can take one additional action on his turn, except the Magic action.
- Tactical MindLevel 2
When Kraimer fails an ability check, he can expend a use of Second Wind to roll 1d10 and add the result to the check. If the check still fails, the use is not expended.
- Champion: Improved CriticalLevel 3
Kraimer scores a Critical Hit on a roll of 19 or 20 on the d20 when making an attack roll.
- Ability Score Improvement: SkilledLevel 4
Kraimer gains the Skilled origin feat, granting proficiency in Investigation, Medicine, and Persuasion.
- Extra AttackLevel 5
Kraimer can attack twice instead of once whenever he takes the Attack action on his turn.
- Creature TypeHumanHumanoid
- SizeHumanMedium
- SpeedHuman30 feet
- ResourcefulHumanKraimer gains Heroic Inspiration whenever he finishes a Long Rest.
- SkillfulHumanKraimer gains proficiency in one skill of his choice, History.
- VersatileHumanKraimer gains one Origin feat of his choice, Alert.
- AlertHumanKraimer adds his Proficiency Bonus to Initiative rolls and can swap Initiative with a willing ally immediately after rolling, if neither is Incapacitated.
- Military ServiceSoldier
Kraimer can recognize military ranks, customs, and formations, and can usually secure basic assistance from soldiers or veterans of organizations that respect his former service.
Gear
14 itemsWeapons
- GreatswordMartial melee weapon, 2d6 slashing damage, Heavy, Two-Handed, Graze mastery.
- FlailMartial melee weapon, 1d8 bludgeoning damage, Light, Sap mastery.
- SpearSimple melee weapon, 1d6 piercing damage, Thrown 20/60, Versatile, Topple mastery.
- ShortbowSimple ranged weapon, 1d6 piercing damage, Ammunition 80/320, Two-Handed, Vex mastery.
- Captured DaggerA dagger taken from a fallen enemy during Kraimer's last campaign.
Armor
- Chain MailHeavy armor providing AC 16 before other modifiers.
Tools
- Gaming Set, Bone DiceA set of dice used for games of chance and military wagers.
Gear
- 20×ArrowsAmmunition for the shortbow.
- Healer's KitA pouch containing ten uses of basic medical supplies. As a Utilize action, it can stabilize a creature with 0 Hit Points without a Medicine check.
- QuiverA container for carrying arrows.
- Traveler's ClothesSturdy everyday clothing suitable for travel.
- Dungeoneer's PackA compact pack containing basic adventuring supplies, including bedroll, mess kit, tinderbox, torches, rations, rope, and a waterskin.
- Military WhistleA brass whistle bearing the worn insignia of Kraimer's former unit.
Purse
- 14×Gold PiecesCoins remaining from the Soldier background equipment package.
Appearance
Kraimer is a broad-shouldered human man of medium height, with weather-darkened skin, close-cropped brown hair, and a neatly trimmed beard beginning to silver at the chin. He wears well-maintained chain mail beneath a faded blue-gray surcoat, with a spear and shortbow kept within easy reach. His voice is normally low and measured, accompanied by slow, deliberate breaths. When rattled, he stops breathing for a heartbeat, then speaks in clipped bursts. A small brass military whistle hangs from his neck on a leather cord. Its surface is polished smooth except for one worn groove where his thumb repeatedly rubs it while thinking.
Mannerisms
Kraimer speaks in short, practical sentences and pauses before answering difficult questions. He checks the fit of his gauntlets whenever conversation turns uncertain. Before entering a dangerous place, he touches the brass whistle at his chest and takes three slow breaths.
Personality
Kraimer is patient, observant, and quietly courteous, especially toward laborers, children, and frightened strangers. He dislikes boasting and tends to praise other people's courage instead of discussing his own. In camp, he is the first awake and the last to sleep, often preparing breakfast while reciting the names of everyone assigned to watch duty.
Ideals
Protection. Strength has value only when it is placed between danger and someone who cannot withstand it alone.
Bonds
He carries the brass whistle of his former unit and refuses to let the names of the abandoned villagers be forgotten. He will risk almost anything to protect soldiers, refugees, and common folk left behind by powerful commanders.
Flaws
Kraimer obeys a clear command too quickly, then spends the aftermath questioning whether he should have resisted. He is slow to forgive deserters, cowards, and officers who treat casualties as numbers. When overwhelmed, he becomes controlling, assigning tasks and correcting small mistakes because admitting fear feels more dangerous than facing it.
Quirks
Background
Kraimer of Ethil was raised in the border hamlets surrounding Ethil's old watch roads, where every adult knew how to repair a wall, carry a wounded neighbor, or stand a night watch without complaint. He entered military training soon after reaching adulthood, not from a hunger for glory, but because the army offered food, structure, and a chance to keep raiders away from the people who had raised him. His talent was not dazzling swordplay. It was steadiness. Kraimer remembered supply routes, recognized a bad bridge by the sound of wagon wheels, and could make frightened recruits hold a line simply by standing where they could see him. His company was eventually ordered to abandon a village that had become impossible to defend. Kraimer obeyed, but returned with a handful of soldiers and civilians to lead an evacuation through the marshes. The survivors lived, though his commanding officer branded the act as insubordination and stripped him of rank. Kraimer left the army carrying only his brass whistle, a captured enemy dagger, and the conviction that orders are tools, not moral absolution. Now he travels as a fighter for hire, choosing causes that protect ordinary people. He still drills every morning, still counts exits in every room, and still believes that courage is less about standing unafraid than about making certain someone else does not have to stand alone.
“His company was eventually ordered to abandon a village that had become impossible to defend.”
- Background
- Soldier
Connections
Species
Human
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