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Howell Overland - AI-generated fantasy Character

Howell Overland

Human · Fighter (Battle Master) · Level 5 · Promissory Soldier

Howell Overland

Attentive and perceptive, Howell notices small changes in posture, tone, and routine before most people realize anything is wrong.
AC18
HP49/49
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 18 · HP 49 · 30 ft.
AlignmentLawful NeutralGenderMaleAge38 years old
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

  • AcrobaticsDEX
  • ArcanaINT
  • AthleticsSTR
  • DeceptionSTR
  • HistoryINT
  • InsightWIS
  • IntimidationCHA
  • InvestigationINT
  • MedicineWIS
  • NatureWIS
  • PerceptionWIS
  • PerformanceCHA
  • PersuasionCHA
  • ReligionINT
  • Sleight of HandDEX
  • StealthDEX
  • SurvivalWIS

Armor

All armor,
Shields

Weapons

Simple weapons,
Martial weapons

Tools

One type of gaming set, dice set,
Vehicles, land,
Calligrapher's supplies

Languages

Common

Features

16 features

Bonus action

  • Second WindLevel 1

    When Howell is injured and can use a bonus action.

    Howell can recover 1d10 + 5 hit points as a bonus action once per short or long rest.

Always on

  • Commander's Strike

    When An ally within 30 feet misses with a weapon attack.

    When an ally within 30 feet of Howell misses with a weapon attack, Howell can use his reaction and expend one superiority die to direct the ally to repeat the attack. The ally adds the superiority die to the attack's damage if it hits.

  • Maneuvering Attack

    When Howell hits a creature with a weapon attack.

    When Howell hits a creature with a weapon attack, he can expend one superiority die to add the die to the damage and choose an ally who can see or hear him. That ally can use its reaction to move up to half its speed without provoking opportunity attacks from the target.

  • Riposte

    When A creature misses Howell with a melee attack.

    When a creature misses Howell with a melee attack, he can use his reaction and expend one superiority die to make one melee weapon attack against it, adding the superiority die to the attack's damage if it hits.

  • Action SurgeLevel 2

    When Howell needs to act beyond his normal limits.

    Howell takes one additional action on his turn once per short or long rest.

  • Fighting Style, DefenseLevel 1

    Howell chooses the Defense fighting style. While wearing armor, he gains a +1 bonus to AC.

  • Martial Archetype, Battle MasterLevel 3

    Howell becomes a Battle Master, gaining superiority dice, combat maneuvers, and the ability to use tactical insight in battle. He has four d8 superiority dice, regained after a short or long rest. His maneuver save DC is 14.

  • Student of WarLevel 3

    Howell gains proficiency with calligrapher's supplies, which he uses to maintain formal orders, campaign records, and written promises.

  • Combat SuperiorityLevel 3

    Howell learns three maneuvers. Commander's Strike allows him to forgo one attack and direct an ally to attack using its reaction. Maneuvering Attack lets him deal extra superiority die damage and reposition an ally without provoking opportunity attacks. Riposte lets him use his reaction to make a weapon attack after a creature misses him, adding a superiority die to the damage.

  • Extra AttackLevel 5

    Howell can attack twice, instead of once, whenever he takes the Attack action on his turn.

  • Ability Score ImprovementLevel 4

    Howell increases his Wisdom score by 2, improving his battlefield awareness and perception.

  • Ability Score IncreaseHumanHowell's Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma each increase by 1.
  • SizeHumanHowell is Medium.
  • SpeedHumanHowell's walking speed is 30 feet.
  • LanguagesHumanHowell can speak, read, and write Common and one additional language.
  • Military RankPromissory Soldier

    Howell retains the practical privileges of military rank. Soldiers and former soldiers recognize his authority, allow him access to military camps and fortifications, and may offer him limited shelter or assistance when his conduct does not endanger them.

Gear

11 items

Weapons

  • Longsword
    A well-balanced military longsword with a plain service hilt.
  • Light crossbow
    A compact crossbow used for watch duty and signaling engagements at range.

Armor

  • Chain mail
    Dark engraved chain mail, blackened and etched with campaign marks and oath-lines.
  • Shield
    A reinforced steel shield bearing the worn insignia of the Outpost.

Tools

  • Calligrapher's supplies
    A calligrapher's kit used for copying orders, maintaining records, and formalizing promises.

Gear

  • 20×
    Crossbow bolts
    Crossbow bolts carried in a leather case.
  • Explorer's pack
    A durable pack containing bedroll, mess kit, tinderbox, waterskin, rope, rations, and basic travel gear.
  • Dice set
    A set of bone dice from Howell's military service.
  • Common uniform
    A military uniform kept in immaculate condition despite its age.
  • Battle trophy
    A trophy from the battle that gave Howell his scar, a broken cavalry insignia wrapped in oilcloth.

Purse

  • 10×
    Gold pieces
    Money saved from service and later assignments.

Appearance

Howell is a broad-shouldered human with weathered features, close-cropped brown hair, and steady gray-green eyes that rarely stop moving. A jagged scar runs from the corner of his left eye down across his cheek, pale and puckered from an old battlefield wound. He wears dark, engraved chain mail beneath a blackened steel breastplate, each plate marked with understated geometric lines recording campaigns, oaths, and names of the dead. His shield bears the insignia of the Outpost, worn nearly smooth from years of use.

Mannerisms

Howell pauses before answering difficult questions, as if checking the wording against an internal report. He touches the scar on his left cheek when considering a risk, and he habitually positions himself where he can see every entrance, window, and blind corner.

Personality

Attentive and perceptive, Howell notices small changes in posture, tone, and routine before most people realize anything is wrong. He is restrained in public, quietly protective of inexperienced soldiers, and unexpectedly patient with civilians who are frightened or confused. He prefers practical kindness to grand speeches, and he shows affection by repairing equipment, correcting watch schedules, or leaving food where someone will find it.

Ideals

Duty. A promise is a position that must be held. If people cannot trust the word given by their commander, no wall, weapon, or law will save them.

Bonds

The Outpost is not merely a posting to Howell, it is the living sum of every promise made to the people sheltering there. He would risk his life to protect Sylvaner Leone, not out of blind loyalty, but because Sylvaner once trusted him with responsibility when others saw only an old soldier with a scar.

Flaws

Howell cannot easily forgive broken promises, even when circumstances make them understandable. He also believes he can personally prevent every disaster if he remains alert long enough, which makes him controlling, sleepless, and slow to delegate.

Quirks

Keeps a small ledger of every promise made at the Outpost.
Counts doorways and windows whenever he enters a new room.
Sharpens his sword while listening to other people argue.
Uses formal military phrasing when angry, becoming more polite as his temper rises.

Background

Howell Overland was raised on the road between garrison towns, the son of a quartermaster who taught him that armies were held together by promises long before they were held together by walls. He enlisted young, not from patriotic fervor but because he understood ledgers, watches, supply lines, and the quiet obligations that kept frightened people moving in the same direction. During a border battle, a cavalry feint broke the company line. Howell stayed behind with a handful of soldiers to hold a ruined signal tower long enough for the wounded to be evacuated. He survived, but a hooked blade opened his left cheek and left him with the scar he carries today. After the campaign, Howell became known as a promissory soldier, a man who treated every pledge as a tactical position that had to be defended. His service eventually brought him to the Outpost, where Sylvaner Leone recognized that Howell could see trouble before it arrived and could make frightened recruits useful without humiliating them. Now Howell serves as Sylvaner's right hand and second in command. He keeps the Outpost functioning through watch rotations, quiet corrections, and a private record of every promise made under its roof. He does not seek command for its own sake, but he is prepared to take it whenever Sylvaner cannot.

“During a border battle, a cavalry feint broke the company line.”
From their backstory
Background
Promissory Soldier

Connections

Species

Human

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