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Walter Texas - AI-generated fantasy Character

Walter Texas

Aasimar · Ranger (Hunter) · Level 3 · Soldier

Walter Texas

Tex is blunt, protective, and impossible to intimidate for long.
AC16
HP27/27
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 16 · HP 27 · 30 ft.
AlignmentChaotic GoodGenderMaleAge32 years old
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

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

Armor

Light armor,
Medium armor,
Shields

Weapons

Simple weapons,
Martial weapons

Tools

One type of gaming set,
Land vehicles

Languages

Common,
Celestial,
Giant

Features

16 features

Bonus action

  • Celestial RevelationAasimarStarting at level 3, use a Bonus Action to reveal your celestial nature for 1 minute. Once per Long Rest, you gain a flying speed and choose Radiant Soul or Necrotic Shroud. Radiant Soul adds radiant damage to one attack per turn, while Necrotic Shroud can frighten nearby creatures and adds necrotic damage to one attack per turn.

Always on

  • Sap

    When Hit a creature with a qualifying weapon attack

    When Tex hits a creature with a weapon attack, he can use the Sap mastery property with a qualifying weapon, imposing disadvantage on the target's next attack before the start of Tex's next turn.

  • Vex

    When Hit a creature with a qualifying weapon attack

    When Tex hits a creature with a weapon attack, he can use the Vex mastery property with a qualifying weapon, granting himself advantage on his next attack against that creature before the end of his next turn.

  • Celestial Revelation

    When Bonus Action

    Tex invokes a radiant transformation, gaining a flying speed and either dealing extra radiant damage with attacks or frightening nearby creatures, depending on the form chosen.

  • Favored EnemyLevel 1

    You always have the Hunter's Mark spell prepared. You can cast it a certain number of times without expending a spell slot, and you regain all expended uses when you finish a Long Rest. You can also cast it normally using spell slots.

  • Weapon MasteryLevel 1

    You gain mastery with three weapons of your choice. You can use the mastery properties of those weapons. Tex chooses the longbow, spear, and shortsword.

  • Deft ExplorerLevel 1

    You gain Expertise in one skill you are proficient with. You also learn two languages of your choice. Tex gains Expertise in Survival and learns Celestial and Giant.

  • Fighting StyleLevel 2

    You adopt a Fighting Style feat. Tex chooses Defense, gaining a +1 bonus to Armor Class while wearing armor.

  • SpellcastingLevel 2

    You gain the ability to cast prepared Ranger spells, using Wisdom as your spellcasting ability. Hunter's Mark is always prepared through Favored Enemy.

  • Hunter's LoreLevel 3

    When you deal damage to a creature marked by your Hunter's Mark, you know whether that creature has any immunities, resistances, or vulnerabilities, and if it does, you know what they are.

  • Hunter's Prey, Colossus SlayerLevel 3

    Once on each of your turns, when you hit a creature with a weapon attack, the attack deals an extra 1d8 damage if the target is missing any of its hit points.

  • Celestial ResistanceAasimarResistance to Necrotic and Radiant damage.
  • DarkvisionAasimarYou can see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light.
  • Healing HandsAasimarAs a Magic action, touch a creature and restore hit points equal to your proficiency bonus. Once used, this trait cannot be used again until you finish a Long Rest.
  • Light BearerAasimarYou know the Light cantrip, using Charisma as the spellcasting ability.
  • Military RankSoldier

    You can recognize the military rank and insignia of soldiers from any organized force, and you can find the basic necessities of shelter, food, and healing for yourself and your companions at military encampments, barracks, or similar locations. You can also generally secure the aid of soldiers who recognize you as a former comrade.

Spells

3 spells

Spellcasting. Walter Texas casts with Wisdom (spell save DC 10, to hit with spell attacks).

1st level (3 slots): , ,

Gear

12 items

Weapons

  • Spear
    A versatile martial weapon with the Sap mastery property.
  • Longbow
    A martial ranged weapon with the Vex mastery property.
  • 2×
    Shortsword
    A martial weapon with the Vex mastery property.
  • Shortbow
    A ranged weapon with the Vex mastery property.

Armor

  • Scale Mail
    Medium armor that grants an Armor Class of 14 plus Dexterity modifier, to a maximum of +2.

Tools

  • Gaming Set
    A military gaming set used to pass time and settle disputes among soldiers.

Gear

  • 20×
    Arrows
    Ammunition for the longbow.
  • Quiver
    A container for carrying arrows.
  • Dungeoneer's Pack
    A pack containing equipment useful for underground exploration, including a backpack, crowbar, hammer, pitons, hooded lantern, tinderbox, 10 torches, 10 days of rations, and a waterskin.
  • 20×
    Arrows
    A spare set of arrows for the shortbow.
  • Healer's Kit
    A kit containing supplies for treating wounds and stabilizing the dying.

Purse

  • 10×
    Gold Pieces
    Currency remaining from his military service and travel.

Appearance

Walter Texas is a broad-shouldered, heavily built aasimar with sun-browned skin, close-cropped dark hair, and faintly luminous gold irises. His jaw is square and prominent, with slightly oversized canine teeth that show whenever he grins or tears into a meal. He wears battered scale mail beneath a weather-stained green cloak, and his celestial radiance appears as pale silver fire around his shoulders when he invokes his inner light. He carries himself like a veteran expecting trouble, taking up more room than he realizes and often standing far too close during conversation.

Mannerisms

Tex plants his feet wide, leans forward when listening, and gestures with his whole arm when making a point. He taps the butt of his spear twice before entering a dangerous place. When eating, he tears food with his conspicuously sharp canines, then pauses as if expecting someone to challenge his table manners.

Personality

Tex is blunt, protective, and impossible to intimidate for long. He treats strangers like potential comrades until they prove themselves cruel. He has a soldier's eye for exits, supplies, and who is being ignored in a room, but very little patience for etiquette that delays helping someone in danger. Despite his rough manner, he is unexpectedly gentle with children, animals, and frightened recruits.

Ideals

Freedom. No banner, throne, god, or army has the right to make a person helpless. If a rule crushes the innocent, breaking it is the lawful act.

Bonds

The displaced and forgotten are his people. He will cross worlds, betray commanders, and face impossible odds to protect a refugee caravan or a soldier who has finally refused an unjust order.

Flaws

He is convinced that hesitation is a luxury paid for by other people's suffering. He breaks laws quickly, often without understanding the local customs, and becomes defensive when anyone suggests that his personal code might be as dangerous as the authorities he opposes.

Quirks

Keeps a private list of unjust laws and the people harmed by them.
Names every campfire before leaving it, claiming it deserves proper closure.
Calls strangers 'soldier' regardless of their occupation.
Collects broken insignia from defeated tyrants.
Shares the best portion of his meal with the quietest person present.

Background

Walter Texas was born somewhere beyond any map used by mortal astronomers, in a borderland of the cosmos where rival celestial courts, infernal legions, and mortal warbands fought over passages between worlds. He remembers no cradle and claims no single homeland. Instead, he was raised in succession by armies that each believed discipline meant obedience, while Tex learned a different lesson. Rules were useful only when they protected people who had no power to write them. When commanders used law to justify starvation, conscription, or the burning of civilian districts, Walter broke ranks, stole supplies, and turned his weapons on the officers who hid behind their authority. Eventually, he became a wandering ranger, scouting war zones, tracking deserters who needed protection, and hunting monsters that preyed upon refugees moving between battlefronts. His aasimar heritage manifests not as serene wisdom, but as a stubborn celestial spark that refuses to let him accept cruelty as inevitable. He calls himself Walter Texas because the name was given to him by a dying caravan guard who thought every soldier needed a place to stand. Tex has been carrying that place with him ever since, enforcing the rules as he sees fit, especially when the official rules have failed the downtrodden.

“He remembers no cradle and claims no single homeland.”
From their backstory
Background
Soldier

Connections

Species

Aasimar

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