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Faro Veyr - AI-generated fantasy Character

Faro Veyr

Human · Fighter (Champion) · Level 18 · Soldier

Faro Veyr

Gruff, practical, and unshakably loyal, Faro respects competence, courage, and people who keep their word.
AC17
HP220/220
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 17 · HP 220 · 30 ft.
AlignmentLawful NeutralGenderMaleAge58 years old
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

  • AcrobaticsDEX
  • Animal HandlingWIS
  • AthleticsSTR
  • DeceptionCHA
  • HistoryINT
  • InsightWIS
  • IntimidationCHA
  • InvestigationINT
  • MedicineWIS
  • NatureWIS
  • PerceptionWIS
  • PerformanceCHA
  • PersuasionCHA
  • ReligionINT
  • Sleight of HandDEX
  • StealthDEX
  • SurvivalWIS

Armor

Light armor,
Medium armor,
Heavy armor,
Shields

Weapons

Simple weapons,
Martial weapons,
FN-FAL assault rifle, as a modernized magical longbow adaptation, subject to DM approval.

Tools

One Gaming Set, represented by tactical cards

Languages

Common,
Orc

Features

33 features

Action

  • FN-FAL Burst

    When On Faro's turn when he takes the Attack action.

    Faro can make three attacks when he takes the Attack action. His FN-FAL attacks use ranged weapon rules and the DM-approved firearm adaptation.

Bonus action

  • Second WindLevel 1

    When On Faro's turn, as a Bonus Action.

    Faro can spend a use of Second Wind to regain 1d10 + 18 hit points.

Always on

  • Action SurgeLevel 2

    When On Faro's turn, once per Short or Long Rest.

    Faro can take one additional action on his turn.

  • Tactical MasterLevel 9

    When When Faro attacks with a weapon whose mastery property he can use.

    Faro can replace a weapon mastery property with Push, Sap, or Slow on an attack.

  • Fighting StyleLevel 1

    Faro adopts the Defense Fighting Style. While wearing armor, he gains a +1 bonus to Armor Class.

  • Weapon MasteryLevel 1

    Faro can use the mastery properties of six weapons. His magical FN-FAL is mechanically represented as a longbow and uses the Slow mastery property, subject to the DM's approval.

  • Tactical MindLevel 2

    When Faro fails an ability check, he can expend a use of Second Wind and add 1d10 to the check, potentially turning failure into success.

  • Improved CriticalLevel 3

    Faro scores a Critical Hit with a weapon or Unarmed Strike on a roll of 19 or 20.

  • Remarkable AthleteLevel 3

    Faro has Advantage on Initiative rolls and Strength (Athletics) checks. Immediately after scoring a Critical Hit, he can move up to half his Speed without provoking Opportunity Attacks.

  • Ability Score ImprovementLevel 4

    Faro gains the Alert Origin feat. He adds his Proficiency Bonus to Initiative rolls, and immediately after Initiative is rolled he can swap his Initiative with a willing ally in the same combat, provided neither is Incapacitated.

  • Extra AttackLevel 5

    Faro can attack twice instead of once when he takes the Attack action.

  • Tactical ShiftLevel 5

    After using Second Wind, Faro can move up to half his Speed without provoking Opportunity Attacks.

  • Ability Score ImprovementLevel 6

    Faro gains the Archery Fighting Style, granting a +2 bonus to attack rolls made with ranged weapons.

  • Additional Fighting StyleLevel 7

    Faro gains Heroic Warrior. During combat, he can give himself Heroic Inspiration whenever he starts his turn without it.

  • Ability Score ImprovementLevel 8

    Faro gains the Tough feat, increasing his maximum hit points by 36.

  • IndomitableLevel 9

    Faro can reroll a failed saving throw. He must use the new roll, and he can use this feature once per Long Rest.

  • Superior CriticalLevel 10

    Faro scores a Critical Hit with a weapon or Unarmed Strike on a roll of 18, 19, or 20.

  • Two Extra AttacksLevel 11

    Faro can attack three times instead of once when he takes the Attack action.

  • Ability Score ImprovementLevel 12

    Faro gains the Alert feat if it was not selected through Human versatility. Otherwise, this feature is represented by the Skilled feat, granting proficiency in three additional skills or tools.

  • Studied AttacksLevel 13

    If Faro misses an attack roll against a creature, he has Advantage on his next attack roll against that creature before the end of his next turn.

  • Indomitable ImprovementLevel 13

    Faro can reroll a failed saving throw. He can use Indomitable twice per Long Rest.

  • Ability Score ImprovementLevel 14

    Faro gains the Skilled feat, granting proficiency in three additional skills or tools. His selected proficiencies are Investigation, Medicine, and Stealth.

  • Ability Score ImprovementLevel 16

    Faro gains an Epic Boon. He has chosen Boon of Combat Prowess, allowing him to turn a missed attack into a hit once per Short or Long Rest.

  • Improved Action Surge and IndomitableLevel 17

    Faro can use Action Surge twice per Short or Long Rest and Indomitable three times per Long Rest.

  • SurvivorLevel 18

    Faro has Advantage on Death Saving Throws. If he rolls 18, 19, or 20 on a Death Saving Throw, he gains the benefit of rolling a 20. At the start of each turn while Bloodied and above 0 hit points, he regains 9 hit points.

  • Creature TypeHumanHumanoid
  • SizeHumanMedium
  • SpeedHuman30 feet
  • ResourcefulHumanAfter finishing a Long Rest, Faro gains Heroic Inspiration.
  • SkillfulHumanFaro gains proficiency in one skill of his choice, represented by Insight.
  • VersatileHumanFaro gains an Origin feat of his choice, represented by Alert.
  • TraitHumanCommon and one additional language, represented by Orc.
  • Savage AttackerSoldier

    Once per turn when Faro hits a target with a weapon, he can roll the weapon's damage dice twice and use either result.

Gear

9 items

Weapons

  • Magical FN-FAL assault rifle
    Reflavored as a matte-black rune-covered FN-FAL assault rifle. Mechanically treated as a longbow, with magical ammunition and modern appearance subject to DM approval.
  • Dagger
    A melee backup weapon, reflavored as a combat knife.

Armor

  • Studded leather armor
    Light armor reflavored as Faro's matte-black tactical vest and bodysuit.

Tools

  • Gaming set
    A chosen gaming set from Faro's military service, represented by a battered deck of tactical cards.

Gear

  • Healer's kit
    A compact field kit containing bandages, antiseptics, splints, and emergency supplies.
  • Traveler's clothes
    A durable set of modern travel and field clothing.
  • 20×
    Arrows
    Arrows are represented as specialized magical rifle ammunition for the FN-FAL.
  • Quiver
    A quiver or ammunition case for the weapon's projectiles.

Purse

  • 14×
    Gold pieces
    Cash retained from the Soldier starting package.

Appearance

Faro is a stocky human man, six feet two inches tall, with a broad, heavily muscled frame and a weathered, tanned complexion marked by old scars. His close-cropped silver hair and thick silver beard are kept in severe military order. Pale blue eyes watch everything with hard precision, and his broad nose has been broken at least once. In casual settings he wears a dark gray henley, battered leather vest, heavy canvas work pants, steel-toed boots, and a plain silver ring. In the training room, he wears a matte black tactical vest over a form-fitting bodysuit, reinforced cargo pants, black gloves, and silent-soled combat boots. His magical FN-FAL assault rifle is sleek, all black, and covered in glowing runes. The weapon is mechanically represented as a longbow for rules purposes, with its ammunition and damage adapted by the DM for the setting.

Mannerisms

Faro speaks in short, clipped sentences and rarely raises his voice. He checks exits whenever he enters a room, taps his thumb twice against the FN-FAL's stock before a dangerous operation, and automatically counts nearby people whenever a door opens.

Personality

Gruff, practical, and unshakably loyal, Faro respects competence, courage, and people who keep their word. He has little patience for politics or posturing and prefers direct action over discussion. His loyalty, once earned, is absolute, but he remains suspicious of officers, executives, and commanders who have never paid the price of their decisions.

Ideals

Duty. A promise made to the people behind you is worth more than rank, money, or survival. Competence earns respect, and loyalty must be proven through action.

Bonds

The people under Faro's protection are his responsibility, whether they know it or not. He also carries the plain silver ring of a fallen squadmate, and he will risk almost anything to recover the remains or unfinished business of those who died trusting him.

Flaws

Faro distrusts authority so deeply that he can mistake legitimate command for corruption. He refuses to retreat when someone under his protection is still exposed, even when withdrawal is the only tactically sound choice. He also has a habit of measuring every person against the impossible standard set by the soldiers he failed to bring home.

Quirks

He silently checks every weapon's chamber before speaking to its owner.
He keeps a handwritten list of fallen comrades and updates it after every mission.
He dislikes chairs that place his back toward a door.
He calls inexperienced fighters rookies until they prove themselves under pressure.

Background

Faro began military training as soon as he was old enough to carry a pack. The army taught him to move as part of a unit, to sleep lightly, to count ammunition by touch, and to trust the soldier beside him more than the officer shouting from behind the line. He became the kind of fighter commanders sent into impossible rooms, ruined compounds, and collapsing frontiers. He did not seek glory. He sought clean objectives, reliable people, and the certainty that everyone under his protection came home if he could make it happen. After leaving formal service, Faro spent years as a mercenary and private security specialist. He worked for corporations, city-states, and wealthy patrons, but each contract left him more disgusted with leaders who treated soldiers as disposable equipment. A chain of high-profile security failures finally ended his patience with corporate oversight. Faro joined the compound because it offered something rare, a cause that demanded loyalty but also earned it. Now he serves as an elite guard and combat instructor, drilling in a matte black training room with his rune-covered FN-FAL always within reach. He has no interest in politics, reputation, or medals. If a threat enters his perimeter, Faro intends to be the last obstacle it ever faces.

“He became the kind of fighter commanders sent into impossible rooms, ruined compounds, and collapsing frontiers.”
From their backstory
Background
Soldier

Connections

Species

Human

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