Legacy of Zanzer Tem
A tiny dynamo of foul language and bloody revenge
Class: Fighter 5 (Battle Master); Experience Points: 6,500+
Race: Halfling (Stout); Background: Wharf Rat; Alignment: Neutral
Initiative: + 5; Speed: 30; Armor Class: 19; Hit Dice: 5d10 + 15; Hit Points: 49
STR: 14 (+ 2), DEX: 20 (+ 5), CON: 16 (+ 3), INT: 11 (+ 0), WIS: 11 (+ 0), CHA: 11 (+ 0)
Proficiencies (+ 3)
- Saves: Constitution, Strength
- Skills: Acrobatics, Athletics, Sleight of Hand, Stealth
- Tools: Cooking Utensils, Dice Set, Vehicles (Water)
- Weapons: Simple and Martial weapons
- Armor: All Armor and Shields
- Languages: Common, Halfling
Feats: Dual Wielder
Halfling Traits: Brave, Halfling Nimbleness, Lucky, Stout Resilience
Background Features: Criminal Contact
Class Features: Fighting Style (Two-Weapon Fighting), Second Wind (1d10 + 5), Action Surge, Martial Archetype (Battle Master), Superiority Dice (4d8), Maneuvers (Lunging Attack, Maneuvering Attack, Parry), Student of War (Cooking Utensils), Extra Attack
Adventuring Equipment (39.24 lbs.): Common Clothes (3), Dragonskin Vest (2), Rapiers x2 (4), Whips x2 (6), Light Hammer (2), Shortbow (2); (1) containing Arrows x18 (1); (1) containing Sling (–), Sling Bullets x19 (1.5); (1) containing Tinderbox (1), Candles x4 (–), Signal Whistles x2 (–), Chalk x10 (–), Trinket: a pair of knucklebone dice, each with a skull symbol on the side that would normally show six pips (–), Coins: 9 gp, 6 sp (0.24), Elf Challenge Coin (–), 2 Elf Scones (potion of healing or 10 meals each) (1), wand of magic missiles (0); (5) containing Iron Spikes x5 (2.5), continual flame Bullseye Lantern (2), Sacks x6 (3)
Backup Equipment (80 lbs.): (8) containing Studded Leather (13), Mess Kit (1), Cook’s Utensils (2), Days of Rations x5 (10), Full Waterskin (5), Torches x5 (5), Bedroll (7), Grappling Hook (4), Pitons x20 (5), Block and Tackle (5), with exterior straps for Silk Rope 150’ (15)
Dragonskin Vest. (Requires attunement.) This strangely designed vest is made of an unidentified leather. The wearer is under the effects of a mage armor spell at all times. The wearer get’s + 1 to AC and saves against dragons. All benefits of this item cease to function within 30 feet of a plant creature. With a command the item can shed bright light for 10 feet, and dim light for an additional 10 feet, or cease to shed light. Seems to be able to sense dragon remains/bones.
Brave: You have advantage on saving throws against being frightened.
Halfling Nimbleness: You can move through the space of any creature that is of a size larger than yours.
Lucky: When you roll a 1 on the d20 for an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.
Stout Resilience: You have advantage on saving throws against poison, and you have resistance against poison damage.
Criminal Contact: You have a reliable and trustworthy contact who acts as your liaison to a network of other criminals. You know how to get messages to and from your contact, even over great distances; specifically, you know the local messengers, corrupt caravan masters, and seedy sailors who deliver messages for you.
Two-Weapon Fighting: When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Second Wind: You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level. Once you use this feature, you must finish a short or long rest before you can use it again.
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 on top of your regular action and a possible bonus 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.
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.
Maneuvers: You learn three maneuvers of your choice, which are detailed under “Maneuvers” below. Many maneuvers enhance an attack in some way. You can only use 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.
- Lunging Attack: When you make a melee weapon attack on your turn, you can expend one superiority die to increase your reach for that attack by 5 feet. If you hit, you add the superiority die to the attack’s damage roll.
- Maneuvering Attack: When you hit a creature with a weapon attack, you can expend on superiority die to maneuver one of your comrades into a more advantageous position. You add the superiority die to the attack’s damage roll, and you choose a friendly creature who can see or hear you. That creature can use its reaction to move up to half its speed without provoking opportunity attacks from the target of your attack.
- Parry: When another creature damages you with a melee attack, you can use your reaction and expend on superiority die to reduce the damage by the number you roll on your superiority die + your Dexterity modifier.
Student of War: At 3rd level, you gain proficiency with one type of artisan’s tools of your choice.
Dual Wielder: You master fighting with two weapons, gaining the following benefits: You gain a + 1 bonus to AC while you are wielding a separate melee weapon in each hand. You can use two-weapon fighting even when the one-handed melee weapons you are wielding aren’t light. You can draw or stow two one-handed weapons when you would normally be able to draw or stow only one.
“Wharf Rat” (Criminal) Background
- Skill Proficiencies: , Stealth
- Tool Proficiencies: ,
- Equipment: N/A
- Feature: Criminal Contact
- Ideal: People. I’m committed to my crewmates, not ideals. (Neutral)
- Bond: Ruthless pirates murdered my captain and crewmates, plundered our ship, and left me to die. Vengeance will be mine.
- Flaw: My pride will probably lead to my destruction.
- Personality Traits: (1) My friends know they can rely on me, no matter what. (2) My language is as foul as an otyugh nest.
Calcey grew up as an orphan in Aberdal, a notorious pirate stronghold. Her family was part of a crew of river merchants that was killed in a brutal raid by an infamous pirate captain (“Black Eyed” Aegyrs).
After escaping her captors, Calcey lived rough on the streets, her obsession with revenge pushing her to survive. She associated with a crew of pickpockets run by Aaron the Bungling and his lieutenant Larry Marek.
Some years later, teen-aged Calcey’s uncle (Klifton Roundhome) found her and brought her to live with his family in Middlebow, between Melinir and Edgewater. The tiny community is just six halfling families that subsist by fishing Lake Ganif and farming in the hills.
The halflings of Middlebow were not ready for Calcey’s rough manners and simmering temper. They had no expectation that she could help with the crops (though she had no trouble handling the fishing boats). Instead, Calcey spent her time watching travelers that wandered the road. One day she met an old human beggar on his way to Melinir. The two became fast friends and Calcey’s life changed.
The old man (Edwolf Sir Greentop) claimed to have lived in Castle Kraal before its destruction. Recognizing Calcey’s commitment to revenge, he mentored the young halfling, teaching her the secret fighting arts of Sir Jameson’s fabled academy.
After her training, or rather, as part of it, Calcey took to the road to begin a life of adventure. She has been quite successful thus far, amassing an impressive collection of weapons and adventuring gear. Calcey is preparing for the day she will return to Aberdal and find Aegyrs, the object of her revenge.