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althrow - AI-generated fantasy Character

althrow

Aarakocra · Barbarian · Level 1 · Soldier

althrow

Althrow is blunt, observant, and unexpectedly patient with frightened civilians and inexperienced adventurers.
AC18
HP14/14
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 18 · HP 14 · 30 ft., fly 30 ft.
AlignmentTrue NeutralGenderMaleAge24 years
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

  • AcrobaticsDEX
  • Animal HandlingINT
  • ArcanaINT
  • AthleticsSTR
  • DeceptionCHA
  • HistoryINT
  • InsightWIS
  • IntimidationCHA
  • InvestigationINT
  • MedicineWIS
  • NatureINT
  • PerceptionWIS
  • PerformanceCHA
  • PersuasionCHA
  • ReligionINT
  • Sleight of HandDEX
  • StealthDEX
  • SurvivalWIS

Armor

Light armor,
Medium armor,
Shields

Weapons

Simple weapons,
Martial weapons,
Weapon Mastery with selected weapons: Cleave, Graze, and Sap

Tools

One gaming set,
Vehicles, land

Languages

Common,
Aarakocra

Features

7 features

Bonus action

  • RageLevel 1

    Althrow can enter a rage as a Bonus Action. While raging and not wearing Heavy armor, he has Advantage on Strength checks and Strength saving throws, gains a +2 bonus to melee weapon damage using Strength, and has Resistance to Bludgeoning, Piercing, and Slashing damage. His rage lasts up to 10 minutes, ending early if he dons Heavy armor, becomes incapacitated, or ends his turn without attacking, forcing an enemy to make a saving throw, or using a Bonus Action to extend it. He can use Rage twice per Long Rest.

Always on

  • Unarmored DefenseLevel 1

    While not wearing armor, Althrow's base Armor Class equals 10 + his Dexterity modifier + his Constitution modifier. He can use a shield and still gain this benefit.

  • Weapon MasteryLevel 1

    Althrow has mastered the Cleave, Graze, and Sap weapon mastery properties with appropriate weapons. Cleave lets him make an extra attack against another creature within 5 feet after hitting, once per turn. Graze deals his weapon's ability modifier in damage on a miss. Sap gives the target Disadvantage on its next attack roll before the start of his next turn after he hits.

  • FlightAarakocraAlthrow has a Fly Speed of 30 feet. He cannot use this Fly Speed while wearing Medium or Heavy armor.
  • TalonsAarakocraAlthrow's talons are natural weapons that deal 1d6 Slashing damage on an unarmed strike instead of the normal Bludgeoning damage.
  • Creature TypeAarakocraAlthrow is a Humanoid.
  • Savage AttackerSoldier

    Althrow gains the Savage Attacker Origin feat. Once per turn when he hits with a weapon, he can roll the weapon's damage dice twice and use either result.

Gear

13 items

Weapons

  • Greataxe
    Heavy two-handed martial weapon, used as Althrow's primary battlefield weapon.
  • 4×
    Handaxe
    Light melee weapon suitable for throwing or close combat.
  • Spear
    Long thrusting weapon issued for formation fighting.
  • Shortbow
    Ranged weapon used during scouting and skirmishing.

Armor

  • Scale Mail
    Protective scale armor issued by the regiment.
  • Shield
    Wooden shield reinforced with an iron rim.

Tools

  • Gaming Set
    A set of gaming pieces used for military gambling and tactical exercises.

Gear

  • Explorer's Pack
    A pack containing basic adventuring supplies, including bedroll, mess kit, rope, torches, tinderbox, rations, and waterskin.
  • 20×
    Arrows
    Ammunition for the shortbow.
  • Healer's Kit
    Supplies for stabilizing and treating battlefield injuries.
  • Quiver
    Container for carrying arrows.
  • Traveler's Clothes
    Rugged clothing suitable for travel and military service.

Purse

  • 14×
    Gold Pieces
    Unspent starting currency.

Appearance

Althrow is a tall, broad-winged male aarakocra with rust-red and charcoal feathers, a pale hooked beak, and powerful golden talons. His flight feathers are carefully preened, but the outermost primary on his left wing is permanently bent from years of military drills and rough landings. He wears practical scale mail, a weathered red scarf tied around one ankle, and a battered bronze gaming token threaded onto a cord around his neck. His voice is a low, dry rasp that becomes a rapid clicking trill when he is excited or angry.

Mannerisms

Althrow keeps his head slightly angled whenever someone speaks, as if judging the distance to the nearest exit or landing place. He taps the bronze gaming token against his beak before making a decision. In calm conversation his breathing is slow and audible, but when angered it becomes a harsh clicking rattle followed by a sudden burst of words.

Personality

Althrow is blunt, observant, and unexpectedly patient with frightened civilians and inexperienced adventurers. He prefers clear promises to elaborate explanations and respects people who admit fear without allowing it to control them. He is comfortable in silence, but he becomes intensely animated when discussing formations, weather, or the proper care of weapons.

Ideals

Duty. A promise made to the vulnerable is more binding than any law, rank, or command.

Bonds

He carries the bronze gaming token of a fallen squadmate who taught him that a soldier's promises matter more than orders. Althrow will risk himself to recover the bodies of abandoned comrades, even when retreat would be wiser.

Flaws

Althrow has little patience for hesitation and often treats a complicated problem as if it only needs to be hit harder. He is suspicious of polished officers, aristocrats, and anyone who gives an order without sharing the danger. When frightened, he becomes louder and more aggressive, which can turn a manageable disagreement into a needless fight.

Quirks

He counts doors, windows, and possible landing spots whenever he enters a building.
He refuses to gamble with coins, using his battered bronze token instead.
He gives comrades short birdlike nicknames based on their walking gait.
He preens the same three wing feathers whenever he is trying not to interrupt someone.

Background

Althrow was hatched among a highland aarakocra watch-clan that served as scouts, messengers, and battlefield observers for settlements far below the clouds. He learned early that strength was not merely the power to strike, but the ability to carry an injured comrade through dangerous air and land without dropping them. When raiders began using the mountain passes, Althrow joined a ground regiment so he could protect the people his clan had always watched from above. The soldiers taught him spear formations, supply discipline, and the rough camaraderie of shared danger. He repaid them with an intimidating battle cry and an uncanny talent for appearing over the enemy's shoulder at precisely the wrong moment.

“When raiders began using the mountain passes, Althrow joined a ground regiment so he could protect the people his clan had always watched from above.”
From their backstory
Background
Soldier

Connections

Species

Aarakocra

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