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Tavri Kallio - AI-generated fantasy Character

Tavri Kallio

Human · Fighter (Battle Master) · Level 20 · Soldier

Tavri Kallio

Tavri is suspicious, abrasive, and perpetually ready for an argument.
AC16
HP184/184
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 16 · HP 184 · 30 ft.
AlignmentChaotic NeutralGenderMaleAge34 years old
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

  • AcrobaticsDEX
  • AthleticsSTR
  • HistoryINT
  • InsightWIS
  • IntimidationCHA
  • InvestigationINT
  • MedicineWIS
  • PerceptionWIS
  • PersuasionCHA
  • StealthDEX

Armor

All armor,
Shields

Weapons

Simple weapons,
Martial weapons

Tools

Smith's tools,
One gaming set

Languages

Common,
Orcish,
Vaskori Military Cant

Features

39 features

Action

  • Extra AttackLevel 5

    You can attack twice, instead of once, whenever you take the Attack action on your turn.

  • Extra Attack ImprovementLevel 11

    You can attack three times, instead of twice, whenever you take the Attack action on your turn.

  • Ability Score ImprovementLevel 19

    You gain an Ability Score Improvement and select the Sentinel feat. When you hit a creature with an opportunity attack, its speed becomes 0 for the rest of the turn. Creatures provoke opportunity attacks from you even if they take the Disengage action, and you can make an opportunity attack against a creature within your reach when it attacks a target other than you.

  • Extra Attack ImprovementLevel 20

    You can attack four times, instead of three, whenever you take the Attack action on your turn.

Bonus action

  • Commander's Strike

    When When taking the Attack action

    When you take the Attack action, you can forgo one attack and use a bonus action to direct one friendly creature who can see or hear you to use its reaction to make one weapon attack. Add one superiority die to the attack's damage roll if it hits.

  • Second WindLevel 1

    You have a limited reserve of stamina. On your turn, you can use a bonus action to regain 1d10 + 20 hit points. You must finish a short or long rest before using this feature again.

  • Second Wind ImprovementLevel 4

    You can use a bonus action to regain hit points equal to 1d10 + 20. You can use this feature twice between rests at level 17.

  • Ability Score ImprovementLevel 16

    You gain an Ability Score Improvement and select the Great Weapon Master feat. When you score a critical hit or reduce a creature to 0 hit points with a melee weapon, you can make one melee weapon attack as a bonus action. Before making a melee attack with a heavy weapon, you can take a -5 penalty to the attack roll to gain +10 damage if it hits.

Reaction

  • Riposte

    When When a creature misses you with a melee attack

    When a creature misses you with a melee attack, expend one superiority die to make one melee weapon attack against it as a reaction. Add the superiority die to the attack's damage roll if it hits.

  • Parry

    When When damaged by a melee attack

    When another creature damages you with a melee attack, use your reaction and expend one superiority die to reduce the damage by the superiority die plus your Dexterity modifier.

Always on

  • Menacing Attack

    When After hitting with a weapon attack

    When you hit with a weapon attack, expend one superiority die to add the die to the damage roll and force the target to make a Wisdom saving throw. On a failure, it is frightened of you until the end of your next turn.

  • Precision Attack

    When When making a weapon attack roll

    When you make a weapon attack roll, expend one superiority die and add it to the roll. You can use this maneuver before or after making the attack roll, but before any effects of the attack are applied.

  • Trip Attack

    When After hitting with a weapon attack

    When you hit with a weapon attack, expend one superiority die to add it to the damage roll. The target must succeed on a Strength saving throw or fall prone.

  • Disarming Attack

    When After hitting with a weapon attack

    When you hit with a weapon attack, expend one superiority die to add it to the damage roll. The target must succeed on a Strength saving throw or drop one object it is holding.

  • Pushing Attack

    When After hitting with a weapon attack

    When you hit with a weapon attack, expend one superiority die to add it to the damage roll. The target must succeed on a Strength saving throw or be pushed up to 15 feet away from you.

  • Bait and Switch

    When When within 5 feet of a willing creature

    When you are within 5 feet of a willing creature, expend one superiority die to switch places with it. The creature must spend at least 5 feet of movement, and neither creature provokes opportunity attacks from the movement. Add the superiority die to the AC of the creature until the start of your next turn.

  • Fighting StyleLevel 1

    Choose Great Weapon Fighting. When wielding a two-handed or versatile melee weapon with two hands, you can reroll a 1 or 2 on a damage die, using the new roll.

  • Combat SuperiorityLevel 3

    You gain four superiority dice, which are d8s. You can expend one to fuel a maneuver. You regain all expended dice when you finish a short or long rest.

  • ManeuversLevel 3

    You learn three Battle Master maneuvers. You learn additional maneuvers at levels 7 and 15. Your superiority dice become d10s at level 10 and d12s at level 18. You know nine maneuvers in total: Menacing Attack, Precision Attack, Riposte, Trip Attack, Disarming Attack, Pushing Attack, Parry, Bait and Switch, and Commander's Strike.

  • Student of WarLevel 3

    You gain proficiency with one type of artisan's tools of your choice. You are proficient with smith's tools.

  • Action SurgeLevel 5

    You can take one additional action on your turn. You can use this feature twice between rests at level 17.

  • Ability Score ImprovementLevel 6

    You gain an Ability Score Improvement. Tavri increased his Strength by 2, bringing it to 18.

  • IndomitableLevel 9

    When you fail a saving throw, you can choose to reroll it. You must use the new roll. You can use this feature once between long rests.

  • Ability Score ImprovementLevel 8

    You gain an Ability Score Improvement. Tavri increased his Strength by 2, bringing it to 20.

  • Know Your EnemyLevel 7

    You can add 1d10 to a failed Strength, Dexterity, or Constitution check, provided you are not already adding your proficiency bonus. You can do so after seeing the roll but before knowing whether it succeeds.

  • Improved Combat SuperiorityLevel 10

    Your superiority dice become d10s.

  • Ability Score ImprovementLevel 12

    You gain an Ability Score Improvement. Tavri increased his Constitution by 2, bringing it to 16.

  • Ability Score ImprovementLevel 14

    You gain an Ability Score Improvement. Tavri increased his Dexterity by 2, bringing it to 16.

  • Indomitable ImprovementLevel 13

    You gain an additional use of Indomitable.

  • Indomitable ImprovementLevel 17

    You gain an additional use of Indomitable.

  • Action Surge ImprovementLevel 17

    You can use Action Surge twice between rests.

  • Improved Combat SuperiorityLevel 18

    Your superiority dice become d12s.

  • Ability Score IncreaseHumanYour ability scores each increase by 1.
  • AgeHumanHumans reach adulthood in their late teens and live less than a century.
  • AlignmentHumanHumans tend toward no particular alignment.
  • SizeHumanHumans vary widely in height and build. Tavri is Medium.
  • SpeedHumanYour base walking speed is 30 feet.
  • LanguagesHumanYou can speak, read, and write Common and one extra language. Tavri also knows Orcish and Vaskori Military Cant from service.
  • Military RankSoldier

    You retain the respect of soldiers, mercenaries, and members of military organizations. You can recognize military ranks, camps, insignia, and common army practices. You can often secure basic shelter or assistance from soldiers who recognize your former status, though your desertion makes this dangerous if your identity is discovered.

Gear

10 items

Weapons

  • Glaive
    A long-reach military polearm with a broad blade, maintained more carefully than Tavri maintains himself. It deals 1d10 slashing damage and has the heavy, reach, and two-handed properties.
  • 2×
    Handaxe
    A battered one-handed axe used as a backup weapon or thrown in desperation. Each deals 1d6 slashing damage and has the light and thrown properties.

Armor

  • Chain Mail
    Old chain mail worn beneath thick leather and linen. It provides AC 16 and has a Strength requirement of 13.

Gear

  • Insignia of Rank
    A military insignia taken from Tavri's former regiment. It is dangerous evidence of his identity if recognized.
  • Trophy from a Fallen Enemy
    A broken piece of a former comrade's uniform button, wrapped in cloth.
  • Bone Dice
    A small set of loaded-looking but ordinary bone dice used to gamble with soldiers and test strangers.
  • Common Clothes
    A set of thick, stained civilian clothes made from leather scraps and coarse linen.
  • Belt Pouch
    A sturdy belt pouch containing his remaining travel money.
  • Explorer's Pack
    A pack containing a bedroll, mess kit, tinderbox, ten torches, ten days of rations, waterskin, and 50 feet of hempen rope.

Purse

  • 10×
    Gold Pieces
    Coin carried over from his military pay and desertion flight.

Appearance

A human man of average height and sturdy but unremarkable build. His very short dirty blonde hair is hacked close to the scalp, and his crooked nose was badly broken during military service. His face is narrow, weathered, and unpleasant to look at, with pale eyes that seem permanently irritated. He wears thick, scarred leather over layered linen clothing, with old military stitching hidden beneath the grime. His hands are callused, his left ear is nicked, and his clothes smell faintly of smoke, sweat, and boiled wool.

Mannerisms

Tavri speaks through clenched teeth and often snorts before answering, as though every question has insulted him. He stands with his back to walls, keeps one hand near his weapon, and checks exits whenever he enters a room. When frightened, he becomes theatrically aggressive, raising his voice and stepping closer instead of backing away.

Personality

Tavri is suspicious, abrasive, and perpetually ready for an argument. He assumes kindness is manipulation and interprets hesitation as treachery. Despite his contemptuous behavior, he is observant about danger and reacts quickly when someone nearby is threatened. He will insist that he protects people only because dead companions create inconvenient problems.

Ideals

Survival. Every oath is a chain, every institution eventually turns on its people, and the only honest duty is to stay alive long enough to choose your own next step.

Bonds

He keeps the cracked brass button from the uniform of Jori Metsa, the only recruit who knew Tavri was afraid and never mocked him for it. Tavri abandoned Jori during a night patrol, and he believes Jori died because of that decision. He will risk almost anything to find proof of what happened, though he tells himself he only wants to recover the button's matching half.

Flaws

He is a coward who reacts to fear with anger, cruelty, and sudden threats. He despises weakness in others because it reminds him of himself. He is sexist, xenophobic, and racist toward nearly everyone, using contempt as a wall against intimacy and accountability. When cornered, he abandons plans and allies before he admits he is afraid. He also cannot resist provoking people who might hurt him, as though punishment would prove that he deserves to live.

Quirks

Counts doors, windows, and visible exits whenever he enters a building.
Keeps his former military insignia sewn inside his shirt instead of displaying it.
Refuses to sleep without wrapping his boots and weapon together in the same blanket.
Calls every unfamiliar alcoholic drink 'horse wash' before tasting it.
Laughs once, sharply and without humor, whenever someone mentions honor.

Background

Tavri Kallio was born in the northern state of Vaskor, where every man was conscripted into the army and obedience was treated as the only reliable virtue. Women were expected to work, fight, govern, or abandon all three according to family need, while men were expected to serve without complaint. Tavri hated the barracks from the first week. He was not strong enough to enjoy the drills, not brave enough to endure the punishments, and not disciplined enough to pretend that fear was the same thing as loyalty. He survived by becoming loud. Insults, threats, and sudden violence kept other recruits from noticing how badly his hands shook before patrols.

“Women were expected to work, fight, govern, or abandon all three according to family need, while men were expected to serve without complaint.”
From their backstory
Background
Soldier

Connections

Species

Human

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