Faro Veyr
Faro Veyr
Sheet
AC 16 · HP 152 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- ArcanaINT
- AthleticsSTR
- DeceptionCHA
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- MedicineWIS
- NatureWIS
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionWIS
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
32 featuresBonus action
- Combat Recovery
When Faro is wounded or must relocate
Faro uses Second Wind as a Bonus Action, recovering 1d10 + 18 Hit Points and moving up to half his Speed without provoking Opportunity Attacks.
- Second WindLevel 1
As a Bonus Action, Faro can regain 1d10 + 18 Hit Points. He has four uses, regaining one use after a Short Rest and all uses after a Long Rest.
- Tactical ShiftLevel 5
Faro can move up to half his Speed without provoking Opportunity Attacks whenever he activates Second Wind with a Bonus Action.
Always on
- Controlled Burst
When Faro takes the Attack action
Faro makes three ranged weapon attacks with his runed FN-FAL assault rifle when he takes the Attack action.
- Second Magazine
When Faro needs decisive firepower
Faro uses Action Surge to take another action, normally making three additional rifle attacks or repositioning under cover.
- Studied Correction
When Faro misses an attack
After missing a target, Faro studies its movement and gains Advantage on his next attack against that creature before the end of his next turn.
- Survivor Protocol
When Faro is Bloodied and has at least 1 Hit Point
When bloodied, Faro recovers 9 Hit Points at the start of each turn and continues fighting with grim precision.
- Fighting Style: DefenseLevel 1
Faro gains the Defense Fighting Style, granting a +1 bonus to Armor Class while wearing armor.
- Weapon MasteryLevel 1
Faro can use the mastery properties of six Simple or Martial weapons, chosen after each Long Rest. His practiced weapons are the FN-FAL assault rifle, longsword, spear, handaxe, light crossbow, and dagger.
- Action SurgeLevel 2
Faro can take one additional action on his turn, except the Magic action. He can use this twice, but only once per turn, regaining all uses after a Short or Long Rest.
- Tactical MindLevel 2
When Faro fails an ability check, he can expend a use of Second Wind to roll 1d10 and add it to the check. If the check still fails, the use is not expended.
- Champion: Improved CriticalLevel 3
Faro scores a Critical Hit with a weapon or Unarmed Strike on a roll of 19 or 20.
- Savage AttackerLevel 4
Faro gains the Savage Attacker Origin feat. Once per turn when he hits with a weapon attack, he can roll the weapon's damage dice twice and use either result.
- Champion: Additional Fighting StyleLevel 7
Faro gains an additional Fighting Style. He chooses Archery, gaining a +2 bonus to attack rolls with ranged weapons.
- Champion: Remarkable AthleteLevel 7
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.
- Two Extra AttacksLevel 11
Faro can make three attacks whenever he takes the Attack action.
- Champion: Heroic WarriorLevel 10
During combat, Faro can give himself Heroic Inspiration whenever he starts his turn without it.
- Tactical MasterLevel 9
When Faro attacks with a weapon whose mastery property he can use, he can replace that property's effect with Push, Sap, or Slow for that attack.
- IndomitableLevel 17
Faro can reroll a failed saving throw, adding +18 to the new roll. He must use the new roll. He can use this three times per Long Rest.
- Studied AttacksLevel 13
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.
- AlertLevel 12
Faro gains the Alert Origin feat. He adds his Proficiency Bonus to Initiative rolls and can swap Initiative with a willing ally immediately after Initiative is rolled, provided neither is Incapacitated.
- ToughLevel 14
Faro gains the Tough feat, increasing his Hit Point maximum by twice his character level, for a total increase of 36 Hit Points.
- SharpshooterLevel 16
Faro gains the Sharpshooter feat. He ignores Disadvantage from attacking at long range, ignores half and three-quarters cover for ranged attacks, and can make a ranged weapon attack without Disadvantage while within 5 feet of a hostile creature.
- Champion: Superior CriticalLevel 15
Faro scores a Critical Hit with a weapon or Unarmed Strike on a roll of 18, 19, or 20.
- Champion: SurvivorLevel 18
Faro has Advantage on Death Saving Throws. On a Death Saving Throw roll of 18, 19, or 20, he gains the benefit of rolling a 20. At the start of each turn while Bloodied and at least 1 Hit Point, he regains 9 Hit Points.
- Creature TypeHumanHumanoid
- SizeHumanMedium
- SpeedHuman30 feet
- ResourcefulHumanFaro gains Heroic Inspiration whenever he finishes a Long Rest.
- SkillfulHumanFaro gains proficiency in Insight.
- VersatileHumanFaro gains an Origin feat of his choice, represented here by the Alert feat.
- Military ServiceSoldier
Faro can draw on his military experience to recognize soldiers, mercenaries, military installations, ranks, insignia, and battlefield procedures. His Soldier origin also grants the Savage Attacker feat, proficiency in Athletics and Intimidation, and proficiency with one gaming set.
Gear
11 itemsWeapons
- Runed FN-FAL Assault RifleA magical all-black FN-FAL assault rifle with a polished wooden stock, glowing runes, and a suppressed firing mechanism. Treat as a martial ranged weapon at the DM's discretion.
- Suppressed PistolA suppressed magical sidearm, mechanically treated as a hand crossbow or other suitable ranged weapon by the DM.
- Combat KnifeA combat knife, mechanically treated as a dagger.
- SpearA spear and twenty arrows, retained from Faro's Soldier training and used for field exercises or emergency ammunition.
Armor
- Chain Mail Tactical ArmorMechanically treated as heavy armor. In Faro's modern setting, this is represented by a reinforced matte black tactical vest and armored bodysuit.
Tools
- Playing CardsA gaming set selected as Faro's background tool proficiency.
Gear
- Healer's KitA compact medical kit suitable for battlefield treatment.
- Traveler's ClothesDurable clothing for travel and off-duty use.
- Silver Unit RingA plain silver ring bearing no crest, but kept as a reminder of his former unit.
- Dungeoneer's PackA worn military pack containing field rations, maintenance tools, spare ammunition, and basic camp equipment.
Purse
- 50×Gold PiecesStarting funds retained from his Soldier equipment package.
Appearance
Faro is a stocky human man standing six feet two inches tall, with a broad, barrel-like frame built from dense muscle and old injuries. His weathered, tanned skin is marked by pale scars, and his close-cropped silver hair matches the thick, carefully maintained beard framing his hard, rarely smiling mouth. His pale blue eyes are sharp and watchful. His broad nose has been broken at least once. In casual settings he wears a dark gray henley, battered leather vest, reinforced canvas pants, steel-toed boots, and a plain silver ring. In combat he wears a matte black tactical vest over a fitted bodysuit, dark cargo pants, silent-soled tactical boots, gloves, headset, medical kit, ammunition pouches, knife, and sidearm. His signature weapon is a sleek all-black magical FN-FAL assault rifle with glowing runes etched along the barrel and a polished wooden stock.
Mannerisms
Faro speaks in short, clipped sentences and rarely raises his voice. He checks doorways, windows, and ceiling corners whenever he enters a room. When thinking, he taps two fingers against the FN-FAL's wooden stock in a slow, steady rhythm. He cleans his rifle before eating, even after uneventful drills, and addresses trusted allies by their surnames until they have shared a real battle.
Personality
Gruff, practical, and unshakably loyal, Faro prefers action and results to politics or posturing. His voice is a low rumble, his humor dry and infrequent. He respects competence, courage, and people who keep their word. He is slow to trust but absolute once trust is given, and he instinctively places himself between danger and the people under his protection.
Ideals
Loyalty is earned through action, not demanded by rank. A promise made under fire matters more than a dozen orders written in comfort.
Bonds
The compound is the first organization Faro has served that he believes might be worth dying for. He is also bound to the memory of his former unit, especially the soldiers who died because an officer ignored their warnings. He carries their old unit ring alongside his own and refuses to let their names be forgotten.
Flaws
Faro distrusts authority until it proves itself, and he can mistake compromise for cowardice. He has difficulty forgiving mistakes that endanger others, especially when those mistakes come from officers or people who hide behind rank. Once he decides someone is unreliable, changing his mind is nearly impossible. He also believes he must remain useful at all times, so he hides pain, exhaustion, and fear until they become dangerous.
Quirks
Background
Faro was raised in a hard frontier district where every adult knew how to repair a weapon, bind a wound, or hold a defensive line. He entered military service as soon as he was old enough, quickly earning a place in an elite special operations unit. He was never the loudest soldier or the most decorated officer, but he was the one commanders sent into collapsing situations when failure was not acceptable. His training taught him to trust preparation, overlapping fields of fire, and the person beside him more than any speech from a distant superior. He became a Champion Fighter through relentless physical discipline, turning endurance, marksmanship, and controlled aggression into a single practical craft. After discharge, Faro became a mercenary and private security contractor. He guarded convoys, hunted saboteurs, and dismantled threats that corporations preferred not to acknowledge. Each contract added contacts, scars, and another reason to distrust polished authority. His custom FN-FAL was assembled from battlefield salvage and enchanted by a weaponsmith who owed him a life. The runes along its barrel glow when the rifle is brought to bear, as though the weapon remembers every line Faro has ever held. He eventually joined the compound after a string of corporate security failures convinced him that profit was a poor substitute for loyalty. In the training room, beneath stark lights and over a matte black floor, Faro drills until every movement is silent, economical, and final. He protects the people who have earned his trust, and he expects them to do the same.
“He entered military service as soon as he was old enough, quickly earning a place in an elite special operations unit.”
- Background
- Soldier
Connections
Species
Human
Media
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