Faro Veyr
Faro Veyr
Sheet
AC 14 · HP 184 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- AthleticsSTR
- DeceptionCHA
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- PerceptionWIS
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
29 featuresBonus action
- Second WindLevel 1
Regain hit points as a Bonus Action. Faro can use Second Wind four times per Long Rest, and can regain one expended use after a Short Rest through the Fighter's recovery features.
Always on
- Fighting StyleLevel 1
Choose a Fighting Style feat. Faro knows Defense, granting a bonus to Armor Class while wearing armor, and Archery, granting a bonus to ranged weapon attack rolls. Only one Fighting Style can apply at a time when the rules require a single choice.
- Weapon MasteryLevel 1
Mastery of six weapon types, allowing Faro to use the mastery properties of those weapons. His battlefield analogues are the rifle, pistol, knife, spear, and other drilled weapon platforms.
- Action SurgeLevel 2
Take an additional action on his turn. Faro can use Action Surge twice per Long Rest, but only once on the same turn.
- Tactical MindLevel 2
When Faro fails an ability check using a skill he is proficient in, he can expend a use of Second Wind to add the d10 rolled for Second Wind to the check, potentially turning a failure into a success.
- Champion: Improved CriticalLevel 3
Faro scores a critical hit on a weapon attack roll of 19 or 20.
- Champion: Remarkable AthleteLevel 7
Faro gains proficiency in one additional skill, has Advantage on Initiative rolls, and can add his Proficiency Bonus to a failed Strength, Dexterity, or Constitution ability check once per Short or Long Rest.
- Ability Score ImprovementLevel 4
Gain a feat for which Faro qualifies. His level-based Ability Score Improvements and feats represent years of conditioning, marksmanship training, battlefield medicine, and tactical study.
- Ability Score ImprovementLevel 6
Gain another feat for which Faro qualifies.
- Ability Score ImprovementLevel 8
Gain another feat for which Faro qualifies.
- Tactical MasterLevel 9
Faro can replace a weapon's normal mastery property with Push, Sap, or Slow when attacking with a weapon whose mastery property he can use.
- Studied AttacksLevel 9
If Faro misses a creature with an attack roll, he has Advantage on his next attack roll against that creature before the end of his next turn.
- Champion: Additional Fighting StyleLevel 10
Faro can use an additional Fighting Style feat, here represented by Archery alongside Defense.
- Two Extra AttacksLevel 11
Faro can attack three times whenever he takes the Attack action.
- Ability Score ImprovementLevel 12
Gain another feat for which Faro qualifies.
- IndomitableLevel 13
Faro can reroll a failed saving throw and must use the new roll. He can use this feature twice per Long Rest.
- Ability Score ImprovementLevel 14
Gain another feat for which Faro qualifies.
- Champion: Heroic WarriorLevel 15
At the start of combat, if Faro has no Heroic Inspiration, he gains Heroic Inspiration, reflecting the instinctive confidence of an experienced combat leader.
- Ability Score ImprovementLevel 16
Gain another feat for which Faro qualifies.
- Improved Action Surge and IndomitableLevel 17
Faro can use Action Surge twice per Long Rest and Indomitable three times per Long Rest.
- Champion: SurvivorLevel 18
At the start of each of his turns while he has half his Hit Points or fewer, Faro regains 5 Hit Points. He does not gain this benefit if he has 0 Hit Points.
- Creature TypeHumanHumanoid.
- SizeHumanMedium.
- SpeedHuman30 feet.
- ResourcefulHumanAfter failing a D20 Test, Faro can expend Heroic Inspiration to add 1d6 to the roll instead of rerolling it.
- SkillfulHumanGain proficiency in one additional skill, represented here by Acrobatics.
- VersatileHumanGain one additional Origin feat, represented here by Alert.
- AlertHumanProficiency Bonus is added to Initiative rolls, and Faro can swap Initiative with a willing ally at the start of combat.
- Military RankSoldier
You can recover and maintain military equipment, identify the insignia and hierarchy of organized forces, and secure basic assistance from former comrades or sympathetic veterans when your service is known.
Gear
10 itemsWeapons
- Magical FN-FAL assault rifleMatte-black rune-etched FN-FAL assault rifle, treated as a magical martial ranged weapon with a polished wooden stock and integrated suppressor aesthetic. Its exact damage and ammunition rules are determined by the campaign's modern-weapons rules.
- Suppressed pistolMagical suppressed sidearm, represented by a hand crossbow or other campaign-approved martial ranged weapon if modern firearms are not separately defined.
- Combat knifeCombat knife, represented by a dagger under standard SRD rules.
Armor
- Tactical combat vestMagical armor may be used if approved by the DM. Without armor, Faro's calculated Armor Class is 14.
Tools
- Gaming setMilitary gaming set selected from the Soldier background options.
Gear
- Rifle ammunitionAmmunition appropriate to the campaign's firearms rules.
- Healer's kitRestores 2d6 + 2 Hit Points to a creature when used according to its rules.
- Traveler's clothesDurable field clothing suitable for travel and guard duty.
- Dungeoneer's packA standard Fighter starting package adapted to Faro's modern setting, including field rations, bedroll, mess kit, tinderbox, torches, and other basic expedition gear.
- Silver ringPlain silver band worn on the right hand, kept as a personal memorial.
Appearance
Faro is a stocky human man, six feet two inches tall, with a barrel-chested frame built from solid muscle and old discipline. His weathered, tanned skin is marked by scars, his broad nose has been broken at least once, and his close-cropped silver hair matches the thick, carefully maintained beard along his jaw. Pale blue eyes remain sharp and watchful beneath heavy brows. In casual settings he wears a dark gray henley, battered leather vest, reinforced canvas pants, steel-toed boots, and a plain silver ring on his right hand. In combat he wears matte-black tactical gear over a fitted bodysuit, with ammunition pouches, a medical kit, gloves, silent-soled boots, headset, knife, and a sleek all-black magically enhanced FN-FAL assault rifle covered in glowing runes.
Mannerisms
Faro speaks in short, clipped sentences and rarely raises his voice. He checks every exit when entering a room, rolls his shoulders before combat, and taps the rifle's magazine twice before loading it. When someone makes a promise, he holds their gaze in silence until they repeat it clearly.
Personality
Gruff, practical, and relentlessly composed. Faro respects competence, courage, preparation, and people who keep their word. His loyalty is absolute once earned, but he has little patience for posturing, corporate politics, or officers who inherited authority without earning trust. Beneath the hard exterior is a protective, almost paternal instinct that emerges whenever someone inexperienced is placed in danger.
Ideals
Duty. The mission matters, but the people beside me matter more. A command that spends lives carelessly is not worthy of obedience.
Bonds
The people under Faro's protection are his responsibility, whether they know it or not. He also keeps faith with the memory of his former unit and will risk almost anything to recover the remains, names, or records of comrades abandoned by their employers.
Flaws
Faro assumes authority is incompetent until proven otherwise. He can be needlessly harsh with recruits, refuses to discuss his own fear, and would rather take a dangerous burden alone than admit he needs help. Once he decides someone has betrayed the team, forgiveness becomes almost impossible.
Quirks
Background
Faro grew up in a hard-edged district where people learned early that promises were cheap and preparation was survival. He enlisted as soon as he was old enough, found structure in the military, and excelled in the parts of soldiering that demanded patience, endurance, and absolute control. He became a member of an elite special operations unit, where he learned to move as part of a team, trust a partner with his life, and keep functioning after fear had exhausted every other instinct. His service earned him scars, a reputation for never abandoning a position, and a plain silver ring taken from a fallen comrade whose name Faro still refuses to speak casually. After his discharge, Faro worked as a mercenary and private security specialist. He guarded convoys, dismantled hostile compounds, and accepted contracts that respectable organizations preferred not to discuss. Each job made him more effective and less trusting, especially toward executives and commanders who treated casualties as accounting figures. Eventually, a string of corporate security failures convinced him that profit could not be the only thing worth protecting. He joined the compound and its elite guard unit because its people were willing to stand and fight for one another. Faro now trains in a matte-black room beneath harsh lights, refining his Champion's timing until every movement is economical. His rune-etched FN-FAL is less a firearm than a personal doctrine, reliable, severe, and ready before trouble announces itself.
“After his discharge, Faro worked as a mercenary and private security specialist.”
- Background
- Soldier
Connections
Species
Human
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