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Bastion Wrencrest


Gregorotto

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"There's more to being a knight than swinging a sword and oath-taking."

Character Sheet

1 2 3 4 5

Concept: A scion of the Knights of Solamnia seeks to take up his parents' honor after a grave dishonor was heaped upon their family name

Description: Scrawny and small, Bastion looks younger than he is, and he's very young. At nearly sixteen, the young squire of Solamnia looks more like a twelve year old, with a child's face and muscles that have not yet developed. Yet this is to his advantage: he knows how to move, how to be quick, and he knows the gift of precision when necessary. Bastion wears what is required of him, yet prefers lighter wear, leathers to metal and simple cloth of earthen tones to complex colors and heraldry. Bastion is dirty, and he prefers to be dirty: with short-cropped brown-black hair and eyes of hazel, he favors his mother more than his father, including in temperament.

Bastion is quiet, perceptive, and prone to moods, but to those he feels comfortable with, he is a practical joker and trickster, traits derived from his father. The eldest of four siblings, all of whom are with relatives, Bastion is still a child at heart who has not seen the worries of the world or the horrors of a marching army of evil in the service of the Dragon Queen herself. He prefers simple foods, complex games, and reads only when forced to, as the words tend to move on him when he tries to read. He wears a locket about his neck, within which is a crest: a wren carrying a sword, the crest of his house and all that remains of the honor of House Wrencrest.

Origin: Bastion has done exceedingly little traveling, except where his parents have moved with him. He was born in Volger, and at the rate he is going, he will die in Volger. He has seen more roads than towns, and seen more cobblestones than trees. Coming back to Volger is a return home, as far as he is concerned.

Why Do You Fight? Honor demands it. Not that he's sure he believes in honor, exactly, but it's what he was raised to believe, and honor drives him over the jeers of those who think the Knights of Solamnia are to blame for all the troubles since the Cataclysm. Honor demands that evil not get any more of a foothold on the world than it has: and so, he fights, for fear of never seeing his parents again, for fear that further dishonor will befall them, that he will perish in the face of dragonkin.

Deity: As he has not chosen between the two orders of his parents (Knights of the Sword for his mother, Knights of the Rose for his father), he has not chosen between Paladine and Kiri-Jolith. He believes in both, or at least the ideals that they represent. But between the two of them, he isn't sure which he likes more: after all, with the gods so distant, he doesn't feel especially pressed to choose.

Edited by Gregorotto (see edit history)
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  • 2 weeks later...

  

Bastion

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My words | My thoughts | My Actions
AC 14 HP 9/9 Speed 40 ft., PP 13
Sneak Attack 1d6 Precise Strike 2/2

Attacks and Scores

 

 

Scores Skills
Strength 8 (-1)
Save -1
  • Athletics +1

Dexterity 16 (+3)
Save +5

  • Acrobatics +5
  • Sleight of Hand +7
  • Stealth +7
Constitution 13 (+1)
Save +1
 
Intelligence  15 (+2)
Save +4
  • Arcana +2
  • History +2
  • Investigation +4
  • Nature +2
  • Religion +2
Wisdom 12 (+1)
Save +1
  • Animal Handling +1
  • Insight +1
  • Medicine +1
  • Perception +3
  • Survival +3
Charisma 10 (+0)
Save +0
  • Deception +0
  • Intimidation +0
  • Performance +0
  • Persuasion +0

Dagger Melee or Ranged Weapon Attack: +5 to hit, reach 20/60 ft., one target. Hit: 1d4+3 piercing damage, Simple, Finesse, Light, Thrown, 2 total

Shortbow. Ranged Weapon Attack: +5 to hit, ranged 80/320 ft., one target. Hit: 1d6+3 piercing damage, Simple, Two-Handed, Ammunition

Unarmed Strike. Melee: +1 to hit, reach 5 ft., one target. Hit: 0 bludgeoning damage.

Class and Race Abilities

Mobile
Your speed increases by 10 feet. When you use the Dash action, difficult terrain doesn't cost you extra movement on that turn. When you make a melee attack against a creature, you don't provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not.

Squire of Solamnia
Your training in the ways of the Knights of Solamnia grants you these benefits:

  • Mount Up. Mounting or dismounting costs you only 5 ft. of movement.

  • Precise Strike. Once per turn, when you make a weapon attack roll against a creature, you can cause the attack roll to have advantage. If the attack hits, you roll a d8 and add the number rolled as a bonus to the attack’s damage roll. You can use this benefit 2 times per long rest, but a use is expended only if the attack hits.

Expertise
Your proficiency bonus is doubled for any ability check you make for two chosen proficiencies. Choose two additional proficiencies.

  • Stealth
  • Sleight of Hand

Sneak Attack
1 per turn
Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack with a finesse or ranged weapon if you have advantage on the attack roll. You don’t need advantage on the attack roll if another enemy of the target is within 5 ft. of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll.

Magic Awareness. As an action, you can open your awareness to the presence of concentrated magic. Until the end of your next turn, you know the location of any spell or magic item within 60 ft, of you that isn’t behind total cover. When you sense a spell, you learn which school of magic it belongs to.

X

Out of Character

Situational:
Move:
Action:
Bonus Action:
Reaction:
Ongoing Effects/Conditions:

Edited by Gregorotto (see edit history)
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  • 3 months later...

Level up! 2nd level Rogue

6 rolled on HP, to a new max of 16.

New ability-Cunning Action: Starting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.

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  • 6 months later...

Level up!

Bastion is taking the Scout subclass, and rolled 6 in Discord, for a new maximum of 22!

New Ability: Skirmisher-Starting at 3rd level, you are difficult to pin down during a fight. You can move up to half your speed as a reaction when an enemy ends its turn within 5 feet of you. This movement doesn’t provoke opportunity attacks.

New Ability: Survivalist-When you choose this archetype at 3rd level, you gain proficiency in the Nature and Survival skills if you don’t already have it. Your proficiency bonus is doubled for any ability check you make that uses either of those proficiencies.

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