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Groth Ironbrow - AI-generated fantasy Character

Groth Ironbrow

Orc · Fighter (Battle Master) · Level 3 · Criminal

Groth Ironbrow

I am a student of war and structure.
AC17
HP25/25
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 17 · HP 25 · 30 ft.
AlignmentNeutralGenderMaleAge31 years
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

  • AcrobaticsDEX
  • AthleticsSTR
  • InvestigationINT
  • PerceptionWIS
  • Sleight of HandDEX
  • StealthDEX

Armor

Light Armor,
Medium Armor,
Heavy Armor,
Shields

Weapons

Simple Weapons,
Martial Weapons

Tools

Thieves' Tools,
Mason's Tools

Languages

Common,
Orcish

Features

13 features

Bonus action

  • Second WindLevel 1

    You have a limited well of stamina that you can draw on. Bonus action to regain 1d10 + 3 HP. 2 uses per Short or Long Rest.

  • TraitOrcAdrenaline Rush (Bonus Action Dash + 4 Temp HP, 2/day)

Always on

  • Fighting Style: DefenseLevel 1

    You gain a +1 bonus to Armor Class while you are wearing armor.

  • Weapon MasteryLevel 1

    You can use the mastery properties of Greatswords (Graze), Longbows (Slow), and Warhammers (Push).

  • Action SurgeLevel 2

    Once per Short or Long rest, you can take one additional action on your turn.

  • Tactical MindLevel 2

    When you fail an Ability Check, you can expend a use of Second Wind to add 1d10 to the roll. The use is only expended if the check then succeeds.

  • Combat SuperiorityLevel 3

    You have 4 Superiority Dice (d8s). You know the Menacing Attack, Trip Attack, and Precision Attack maneuvers. DC 12.

  • Tactical ShiftLevel 3

    When you use Second Wind, you can move up to half your speed without provoking opportunity attacks.

  • Student of WarLevel 3

    You gain proficiency with Mason's Tools.

  • TraitOrcDarkvision (120 ft)
  • TraitOrcPowerful Build
  • TraitOrcRelentless Endurance (Once per Long Rest, drop to 1 HP instead of 0)
  • Origin Feat: AlertCriminal

    You gain a +2 bonus to Initiative (Proficiency Bonus). You can also swap your initiative with a willing ally at the start of combat.

Gear

7 items

Weapons

  • Greatsword
    A massive two-handed sword. Graze property deals 2 damage on a miss.
  • Longbow
    Range 150/600. Slow property reduces target speed by 10 feet on a hit.
  • 2×
    Dagger
    Finesse, light weapon. Can be thrown.

Armor

  • Chain Mail
    Heavy armor offering AC 16. Includes a hood of mail.

Tools

  • Thieves' Tools
    A set of picks and small tools for picking locks.

Gear

  • 20×
    Arrows
    Projectiles for a bow.
  • Crowbar
    Grants advantage on Strength checks where leverage is applied.

Appearance

Groth is a hulking orc with skin the color of hammered slate and eyes like burning coals. He wears well-maintained, blackened chain mail that is surprisingly muffled for a man of his size. Unlike most of his kin, his hair is neatly tied back in a warrior's knot, and he carries a Greatsword that is etched with tactical markings.

Mannerisms

He has a habit of tapping a rhythmic pattern on his gauntlets when he is thinking, as if measuring the tempo of an upcoming fight.

Personality

I am a student of war and structure. Every lock is a riddle, every battle is a geometric problem. I speak only when necessary and prefer the quiet scraping of a whetstone over the rowdy boasting of the tavern.

Ideals

Strategy. A battle is won long before the first blow is landed through superior positioning and careful observation.

Bonds

I still look for the turncoat who sold out my former crew. I do not seek revenge out of anger, but to correct a fatal error in my history.

Flaws

I trust my own calculations above all else and rarely listen to the 'intuition' of others.

Quirks

He reads dense books on architecture during long rests.
He always counts the number of windows and exits in every new room.

Background

Groth was never suited for the chaotic raiding parties of his tribe. He possessed a mind for architecture and planning that his elders mistook for cowardice. Banished at a young age, he found a new home in the criminal syndicates of the southern ports. There, he became a specialist, a 'ghost' in heavy armor who could breach a manor house or a vault with surgical precision. He learned that fear is a tool and silence is a weapon. His criminal career came to a sharp halt when his syndicate was betrayed from within. Groth was the only one who calculated the escape route correctly, leaving his comrades behind to save himself. Since then, he has lived as a mercenary for hire. He treats every contract with the professional coldness of a master mason building a cathedral. He does not kill for bloodlust, he kills because it was the logical conclusion of the engagement. Now, Groth seeks to test his theories of combat in the wider world. He carries his thieves' tools alongside his greatsword, viewing them as two halves of the same trade. To Groth, life is a series of fortifications, and he is the one born to dismantle them piece by piece.

“He possessed a mind for architecture and planning that his elders mistook for cowardice.”
From their backstory
Background
Criminal

Connections

Species

Orc

Media

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