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Vander Proud-Sail

Vander Proud-Sail is a Redguard merchant, he operates a East Empire Trading Company outpost on the Karth river, just outside Dragon Bridge. He is a former mercenary sailor who is making his fortune working for the company, having progressed to an autonomous merchant operating the company's outpost. He is friendly to strangers but always keeps a watchful eye out for trouble.   Quotes:
"The East Empire Company means progress. More septims for everyone! And by everyone I mean particularly me."
"I don't get as many chances to test my steel these days. Still every once in awhile pirates, bandits and thieves give me some time to practice."
"Some smith's take issue with the companies exclusive licence to sell superior weapons and armour. Not like the lot of them could work Ebony anyways."
"I'm partial to the scimtars myself. Never duelled anyone yet knows how handle two curved blades spinning at them."
"Suppose once I've made my fortune ferrying these goods I'll retire. Dragon's Bridge seems as good a town as any. So long as it's namesakes don't burn it down first."
"Welp of a lad once bought a full set of Dwemer armour. Poor sod couldn't move a muscle wearing it. Told him all sales are final."
Vander wears a set of leather armour, a sailors hat and boots. In battle he wields two scimitars (1d6), he carries two Potion of Minor Healing, a collection of uncommon loot and gold.
Children

Warrior (lvl 5)

Medium Any race, Any

Armor Class 16 (Chain Shirt, Wooden Shield)
Hit Points 39 (6d8+12) 6d8+12
Speed: 30 ft

STR

16
( +3 )

DEX

13
( +1 )

CON

14
( +2 )

INT

10
( +0 )

WIS

12
( +1 )

CHA

10
( +0 )

Saving Throws Constitution +5
Skills Athletics +6, Perception +4, Survival +4
Senses passive Perception 14
Languages Common
Challenge Rating 1/2
Proficiency Bonus +3

Martial Role. The warrior has one of the following traits of your choice:   Attacker. The warrior gains a +2 bonus to attack rolls.   Defender. The warrior gains the Protection reaction below.   Second Wind. The warrior can use a bonus action on its turn to regain hit points equal to 1d10 + its level. If it does so, it can't use this feature again until it finishes a short or long rest.   Improved Critical. The warrior's attack rolls now score a critical hit on a roll of 19 or 20 on the d20

Actions

Steel Longsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 4) slashing damage, or 8 (1d10 + 4) slashing damage if used with two hands.   Longbow. Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 5 (1d8 + 2) piercing damage (1d20+4 Steel Arrows).

Reactions

Protection (Defender Only). The warrior imposes disadvantage on the attack roll a creature within 5 feet of it whose target isn't the warrior. The warrior must be able to see the attacker.


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