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Gwynevere, Half-Orc Fighter


Kyoh

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15db87f7234cb3659c849826814290cf.jpgName: Gwynevere, or "Gwen"
Race: Half-Orc
Class: Fighter (Battle Master)
Background: Soldier
- Background Feat: Tough
Pronouns: She/Her
Alignment: Neutral Good
Deity: Helm
Faction: Former/Disgraced Hellrider
Lifestyle: Average
Region of Origin: Eltugard

Description: Gwen is an imposing figure, even without her arms and armaments. Taller than most Men, she possesses the powerful stature typical of her orcish lineage. Her skin bears a mossy green hue, marked by a few battle scars that tell the tales of her numerous skirmishes. Her piercing amber eye gleams with a fierce intelligence not found in her full-blooded kin, framed by her long gray hair, while the other side of her face is concealed by a leather eye patch, a testament to her past battles.

Despite her intimidating exterior, Gwen possesses a sense of honor and loyalty that runs as deep as her determination, borne of her faith in Helm. She fights not for the glory of battle but to protect those who cannot protect themselves. Her rough exterior conceals a compassionate heart, and she is known to offer aid and protection to those who earn her trust.

Gwen is a warrior with a complex mix of qualities—fierce, unyielding, and fiercely protective. She has the temperament of a wary veteran, not susceptible to rash action, but the ferocity of an Uthgardt barbarian when threatened. The eye patch over her one eye only adds to her mystique and showcases her resilience in the face of adversity.

Past is Prologue: Gwen is an Eltugardian born and raised. Like many half-orcs, she did not grow up with a typical family. In fact, she had none and was instead raised in an orphanage. Lady Euphilia Mintward's Orphanage For Children Of Extraordinary Fate it was called. There was nothing special about the place or the orphans therein; Euphilia believed that slapping a fancy name on things would help it "sell" better, and her product was children in need of adoption. There's a joke that you can always tell a Mintward child because they have a ridiculously pretentious name and no manners, like Gwen's best friend and love, Reginald Archibald Fitzroy, but everyone just calls him "Raf". We'll get to him later.

As soon as Gwen could, she joined the Hellriders. Being the strongest kid in the orphanage, Gwen learned how she could use her strength to protect herself and those she cared about. Fighting was also the thing she was best at, so the Hellriders seemed like the best place for her short of joining the Order of the Companion, but Gwen's heart was in keeping the peace and protecting folks rather than pledging oneself to the service of a deity (no matter what the Companions say about serving the realm first). Gwen quickly proved a capable Hellrider and eventually became an officer.

It was around this time that she reconnected with her friend from the orphanage, Reginald Archibald Fitzroy, "Raf". Raf was ever the charmer and had schmoozed his way into Elturel's high society as a respected artist. Raf courted Gwen and the two fell in love. They were, at the best, an odd couple; a stunningly handsome man and refined artist with a one-eyed half-orc infantryman. But Gwen was happy and, soon, engaged.

Shortly after their engagement, though, Gwen's career with the Hellriders came to an end. Entrusted with the protection of caravan of valuables, Gwen was sacked from the job after the caravan was raided. It was a crushing and humiliating moment, made all the more painful by loss of her squadmates in the bloody raid.

At the same time, Raf became more and more consumed with anxiety. He had made powerful enemies, he confessed, in his early life and now they were coming to collect on what he owed. Rather than let Gwen help him, he fled Elturel, promising to return as soon as he paid off his debt. In a letter, he assured Gwen it would be only a short time as he was confident he could sell his art in Baldur's Gate or Waterdeep for a fortune. "Wait for me," his letter urged. "This time apart will be but a note in the ballad of our love."

But as the months passed, Gwen needed to find new work. And since Elturel had grown increasingly difficult to live in after her fallout with the Hellriders, Gwen set up shop just outside the city. She took over and renovated a dilapidated tavern on the road outside the city gates. It took a lot of hard work, but within a year Gwen was the proprietor of a humble tavern, which she dubbed What Ale's Ye.

For a couple of years, Gwen enjoyed running a tavern. She befriended travelers and had a steady handful of regulars. The coin was barely enough to keep the place open, but Gwen was banking on Raf's imminent return to solve that. His correspondences were few and far between since he was traveling so often. The art world wasn't quite ready for his brilliance, it seemed, and so it would take a little more time than he anticipated to pay off his enemies.

That's when the Nine Hells broke loose. Or, rather, when Elturel broke into the Nine Hells. The catastrophic event caused lots of destruction to the area around Elturel, including Gwen's tavern, which burned to the ground in the ensuing chaos. With no place to actually wait for Raf to return, and with many displaced peoples in need of help, Gwen took up arms once more to be the champion people need. Perhaps when she gets to Baldur's Gate she'll have news of Raf? Perhaps his enemies were in Elturel and are as good as gone so they can be together once more! Only time will tell.

Adventure Hook: Eltugardian Survivor

 

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Wow, a lot to dig in with here! Given the Hellrider's religious nature, how devoted is she to Tempus? He wouldn't be unwelcomed among the Hellriders, but what does her devotion look like? Has it survived her sacking? Did the Hellriders imply she was the reason the caravan was attacked? 1917 has a very underrated soundtrack, so good call on this one.

Your sheet doesn't appear to be quite done, as it's lacking equipment and Background details aside from which background and the feat, but otherwise everything seems in order.

 

Edited by Gregorotto (see edit history)
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You know, I think Helm actually fits her best as a deity since she's more concerned with using strength for protecting herself and others, so I think I'll retcon that before it comes up in-game. But, yeah, I think Gwen feels like she failed to uphold the tenets of her faith in that she failed in her duties as a HellRider (her fault or no). Being discharged has been a huge blow to her morale and I think she desires a chance at redemption, though she so far has found no opportunity.

I like the idea that the HellRiders believe that Gwen betrayed them by selling out information on the caravan to the raiders. Awfully convenient that they knew the details of the protection and that Gwen was one of the only survivors. Though they have no proof to really prosecute her, they used her failure as reason enough to discharge her from their ranks.

I'll work on getting the rest of her sheet finalized this week.

 

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  • 4 weeks later...

Level 2!

HP Gained: (Fighter average 6 + Con + Toughness = 11)

Action Surge: Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action. Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.

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  • 4 months later...

Level 3!

HP Gained: (Fighter average 6 + Con + Toughness = 11)

Martial Archetype: Battle Master

Combat Superiority
When you choose this archetype at 3rd level, you learn maneuvers that are fueled by special dice called superiority dice.

  • Maneuvers. You learn three maneuvers of your choice. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack. You learn two additional maneuvers of your choice at 7th, 10th, and 15th level. Each time you learn new maneuvers, you can also replace one maneuver you know with a different one.
  • Superiority Dice. You have four superiority dice, which are d8s. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest. You gain another superiority die at 7th level and one more at 15th level.
  • Saving Throws. Some of your maneuvers require your target to make a saving throw to resist the maneuver's effects. The saving throw DC is calculated as follows:
  • Maneuver save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)

Maneuvers Known

  • Menacing Attack. When you hit a creature with a weapon attack, you can expend one superiority die to attempt to frighten the target. You add the superiority die to the attack's damage roll, and the target must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn.
  • Precision Attack. When you make a weapon attack roll against a creature, you can expend one superiority die to add it to the roll. You can use this maneuver before or after making the attack roll, but before any effects of the attack are applied.
  • Riposte. When a creature misses you with a melee attack, you can use your reaction and expend one superiority die to make a melee weapon attack against the creature. If you hit, you add the superiority die to the attack's damage roll.

Student of War: At 3rd level, you gain proficiency with one type of artisan's tools of your choice. (Woodcarver's tools)

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