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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 prefers action and results to politics or posturing.
AC16
HP152/152
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 16 · HP 152 · 30 ft.
AlignmentLawful NeutralGenderMaleAge52 years
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

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

Armor

Light armor,
Medium armor,
Heavy armor,
Shields

Weapons

Simple weapons,
Martial weapons,
Firearms, if permitted by the setting or Dungeon Master

Tools

Playing cards

Languages

Common,
One additional language of choice

Features

32 features

Bonus 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 items

Weapons

  • Runed FN-FAL Assault Rifle
    A 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 Pistol
    A suppressed magical sidearm, mechanically treated as a hand crossbow or other suitable ranged weapon by the DM.
  • Combat Knife
    A combat knife, mechanically treated as a dagger.
  • Spear
    A spear and twenty arrows, retained from Faro's Soldier training and used for field exercises or emergency ammunition.

Armor

  • Chain Mail Tactical Armor
    Mechanically treated as heavy armor. In Faro's modern setting, this is represented by a reinforced matte black tactical vest and armored bodysuit.

Tools

  • Playing Cards
    A gaming set selected as Faro's background tool proficiency.

Gear

  • Healer's Kit
    A compact medical kit suitable for battlefield treatment.
  • Traveler's Clothes
    Durable clothing for travel and off-duty use.
  • Silver Unit Ring
    A plain silver ring bearing no crest, but kept as a reminder of his former unit.
  • Dungeoneer's Pack
    A worn military pack containing field rations, maintenance tools, spare ammunition, and basic camp equipment.

Purse

  • 50×
    Gold Pieces
    Starting 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

Keeps the silver unit ring polished but never discusses its history.
Counts exits and potential firing positions in every room.
Refers to his enchanted rifle as Old Reliable.
Sleeps lightly and wakes at the sound of unfamiliar footsteps.
Refuses to waste ammunition, food, or words.

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.”
From their backstory
Background
Soldier

Connections

Species

Human

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