Sir Elric

From The Z-Team Wiki
Jump to navigation Jump to search
Ser Elric with his armor off.
D&D 5th Edition
D&D on White.png
GM
Mark
Milestone
Level 13
Characters
Sir Elric, Human Champion
Marigold Banks, Halfling Attendent
Gleeman Alastar, Tiefling Harald
Lady Aldreda, Half-Elf Schemer
Gion of Velen, Human Mystery
Sir Farin Quarrymeade Dwarf Noble
Ser Elric in his customary armor, shield and sword.

Ser Elric is a lawful good level 8 Human fighter with the cavalier archetype.

Description

Elric Stormbringer is a human male knight, a member of the nobility. Standing six feet tall, with his father’s trademark blonde hair. His features are uncommonly good, with a strong and stout body to match a sharp mind. Where Elric doesn’t excel is with a bow (having been outshot by numerous others). His personality is normally gregarious with a streak of “doing the right thing”, much to the chagrin of those he travels with. He is also well known for keeping the company of wenches and chambermaids, and even his own one-time squire.

When not in armor or gamebeson, Elric can be found in clothing appropriate to his station. Ser Elric is fluent in Common, Dwarven and Draconic.

Baron Elric in his newly built full plate.

History

Elric is the third son of Duke Taewynn, House Stormbringer with two older brothers. The eldest brother, now married, obviously meant to inherit his father’s title. As the title is inherited via primogeniture, the second oldest son entered the priesthood (Pelor in this instance). By the time Elric was born, taking his mother’s life with it, his family had little clue what to do with the boy. With precious little emotional support from his family barring his sister Aldreda with whom he grew up, Elric threw himself into martial practices. He kept remarkable pace with his sister through their academic and courtly studies, with Elric better at the books and Aldreda talking everyone in circles at court. Their father remarked that both siblings working together towards a common goal would be a force to be reckoned with, if the two could ever agree on an approach to take. This is due to the philosophical differences between them rather than any true rancor.

Upon reaching his twentieth birthday, Elric discovered an ancient deed to a piece of land their family owned in an old history book, but was not listed upon any current holdings. The young knight took this before his father, citing his evidence that he could venture forth to claim this holding for the family. It was only Aldreda’s quick talking that ensured Elric’s right to the seat of this holding should it be discovered. The court thought it a fool’s errand, however this only increased Elric’s resolve.

Now Baron Elric took great delight in detailing the discovery of Dragonmarsh to his sister, trusting she would spread the word appropriately through his father’s court.]

Character Statistics

Basic Statistics

Passive Skills: Insight: 12
Perception: 12

Speed: 30 feet
Maximum Hit Points: 86
Armor Class: 21

Attributes

Strength 19 (+4)   Dexterity 13 (+1)   Constitution 20 (+5)
Intelligence 16 (+3)   Wisdom 14 (+2)   Charisma 17 (+3)

Proficiency

Proficiency bonus: +3

Proficient Saves

  • Strength
  • Constitution

Proficient Weapons & Armor

  • Simple Weapons
  • Martial Weapons
  • Light Armor
  • Medium Armor
  • Heavy Armor

Proficient Skills

  • Animal Handling
  • History
  • Intimidation
  • Persuasion

Background Points

  • Noble Bearing: Anyone can look at me and immediately tell that I am of the nobility by looking upon my regal bearing.

“I’m told that my mother was most fair and I take after her.”

  • Blood runs thicker than water. (Duty to family)

“My family is everything to me, even those not strictly of my blood.”

  • My house's alliance with the Dwarves of the Iron Mountains must be kept at all costs.

“My family’s allegiance with the Dwarves has always been fruitful, and we take great pains to keep it that way.”

  • I have an instiable desire for carnal pleasures

“So, your name is Silverwing?”

Special Rules

Position of Privelege: Ser Elric is the third son of Baron Elric, and other Nobles will recognize Ser Elric as one of their own.(Background)
Second Wind: Once per combat, Ser Elric may exhaust an action to heal himself 1d10+fighter levels in hit points. Exhausted after use, replenishes after a short or long rest. May only be used once per day.
Fighting Style: Defensive: Ser Elric is accustomed to wearing heavy armor in combat and knows how to turn it to his advantage. +1 AC when wearing heavy armor.
Action Surge: Exhaust to gain one immediate additional action while in combat once per day. Refreshed after a short or long rest.
Extra Attack: At fifth level, the fighter gains an additional attack per action.

Martial Archetype: Cavalier

  • Bonus Proficiency: When you choose this archetype at 3rd level, you gain proficiency in one of the following skills of your choice: Animal Handling, History, Insight, Performance, or Persuasion. Alternatively, you learn one language of your choice. Elric chose Insight.
  • Born to the Saddle: Starting at 3rd level, your mastery as a rider becomes apparent. You have advantage on saving throws made to avoid falling off your mount. If you fall off your mount and descend no more than 10 feet, you can land on your feet if you’re not incapacitated. Finally, mounting or dismounting a creature costs you only 5 feet of movement, rather than half your speed.
  • Unwavering Mark: Starting at 3rd level, you can menace your foes, foiling their attacks and punishing them for harming others. When you hit a creature with a melee weapon attack, you can mark the creature until the end of your next turn. This effect ends early if you are incapacitated or you die, or if someone else marks the creature. While it is within 5 feet of you, a creature marked by you has disadvantage on any attack roll that doesn't target you. In addition, if a creature marked by you deals damage to anyone other than you, you can make a special melee weapon attack against the marked creature as a bonus action on your next turn. You have advantage on the attack roll, and if it hits, the attack's weapon deals extra damage to the target equal to half your fighter level. Regardless of the number of creatures you mark, you can make this special attack a number of times equal to your Strength modifier (a minimum of once), and you regain all expended uses of it when you finish a long rest.
  • Warding Manuver: At 7th level, you learn to fend off strikes directed at you, your mount, or other creatures nearby. If you or a creature you can see within 5 feet of you is hit by an attack, you can roll 1d8 as a reaction if you're wielding a melee weapon or a shield. Roll the die, and add the number rolled to the target's AC against that attack. If the attack still hits, the target has resistance against the attack's damage. You can use this feature a number of times equal to your Constitution modifier (a minimum of once), and you regain all expended uses of it when you finish a long rest.

Feats

  • Heavy Armor Master: While you are wearing heavy armor, bludgeoning, piercing, and slashing damage that you take from non magical weapons is reduced by 3. +1 Strength.
  • Mounted Combatant: You have advantage on melee attack rolls against any unmounted creature that is smaller than your mount. You can force an attack targeted at your mount to target you instead. If your mount is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
  • Savage Attacker: Once per turn when you roll damage for a melee weapon, you can reroll the damage and keep either total.
  • Durable: When you roll a Hit Die to regain hit points, the minimum number of hit points you regain from the roll equals twice your Constitution modifier (minimum of 2). +1 Consitution.

Equipment

Encumbrance: 100lb (Light, -10); 200lb (Heavy, -20); 300lb (Maximum)
Carried: 66lb on person, +60 Personal, +135 Pack. )

Weapons

  • Longsword {10 sp, 3lb}

[1d8/1d10, Versatile]

  • Lance {20 sp, 5 lb]

[1d12, Reach, Two-Handed*]

  • Light Crossbow {10 sp, 3lb}

[1d8, Reload,]

  • Dagger {50 sp, 2lb}

[1d4, Light, Thrown]

Armor

  • Full Plate {1500 gp, 65lb}

[18 AC, Stealth Penalty]

  • Kite Shield

[+2 AC]

Gear

  • Backpack {20 sp, 5lb}
  • Bedroll {10 sp, 7lb}
  • Fine Clothes {20 sp, 4lb}
  • Scroll of Pedigree {250 sp, 2lb}
  • Signet Ring {0.2 sp, 1lb}
  • Torches {50 sp, 3lb}
  • Two-person Tent {50 sp, 0lb}
  • Mess kit {2 sp, 1lb}
  • Dragonchess Set
  • Whetstone
  • Tinderbox {5 sp, 1lb}
  • Waterskin (Full) x2 {4 sp, 10lb}
  • Rations (10 day) {50 sp 20lb}
  • Rope (50 feet) {10 sp, 10lb}
  • Deed to a piece of land
  • Purse (186 gp, 114 sp, 9 cp) {3lb}

Palen

War Horse (Palen):

  • Riding Horse {100 sp, 0lb}
  • Military Saddle {50 sp, 25lb}
  • Saddlebags {4 sp, 8 lb}
  • Bit and Bridle {5 sp. 100 lb}
  • Scale Barding
Statistics

Large beast, unaligned)
Speed 60 ft. )
Armor Class 15)
Hit Points 24 (3d10+3) )

Strength 18 (+4)   Dexterity 12 (+1)   Constitution 13 (+1)
Intelligence 2 (-4)   Wisdom 12 (+1)   Charisma 7 (-2)

Perception (passive) 11)
Encumbrance: 180lb. (Light -10ft), 360lb. (Heavy -20ft), 540lb. (Maximum) )
Kick: Melee Attack +4, 2d6+4 damage, Reach 5 ft. )
Sure Footed: Palen has advantage on Strength and Dexterity saving throws made against effects that would knock him prone.
Trampling Charge: If the horse moves at least 20 feet straight toward a creature right before hitting it with a hooves attack, the target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the horse can take a bonus action to make another attack with its hooves against the target.

Name

Riding Wyvern (Name):

  • Riding Wyvern {100 sp, 0lb}
  • Military Saddle {50 sp, 25lb}
  • Saddlebags {4 sp, 8 lb}
  • Bit and Bridle {5 sp. 100 lb}
  • Scale Barding
Statistics

Large beast, unaligned
Speed 20 ft. (80 ft. Flying)
Armor Class 13
Hit Points 110

Strength 19 (+4)   Dexterity 10 (+0)   Constitution 16 (+3)
Intelligence 5 (-3)   Wisdom 12 (+1)   Charisma 6 (-2)

Perception (passive) 11)
Encumbrance: 180lb. (Light -10ft), 360lb. (Heavy -20ft), 540lb. (Maximum) )
Kick: Melee Attack +4, 2d6+4 damage, Reach 5 ft. )
Sure Footed: Palen has advantage on Strength and Dexterity saving throws made against effects that would knock him prone.
Trampling Charge: If the horse moves at least 20 feet straight toward a creature right before hitting it with a hooves attack, the target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the horse can take a bonus action to make another attack with its hooves against the target.

Musical Inspiration

Sabaton - Man of War