Additional Proficiencies. Vehicles (water, land)
Steady. Balasar can move twice the normal amount of time (up to 16 hours) each day before being subject to the effect of a forced march. Additionally, he can automatically find a safe route to land a boat on shore, provided such a route exists.
Cutlass. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage.
Light Crossbow. Ranged Weapon Attack: +4 to hit, range 80 ft./320 ft., one target. Hit: 6 (1d8 + 2) piercing damage.
Breath Weapon (2/day). Dexterity Saving Throw: DC 11, magical energy in a 5×30-foot line, Failed Save: 5 (1d10) cold damage, Successful Save: half damage.
Description
Balasar is a Dragonborn with chromatic ancestry, and claims the raw elemental power of white dragons. A vibrant white gleams in his scaled skin, and in the deadly energy of his breath weapon. Balasar’s breath weapon is the raw elemental fury of biting arctic winds.
Balasar is a bandit who roves in gangs sometimes led by thugs, veterans, or spellcasters. While not all bandits are evil, Balasar certainly is. It was not oppression, drought, disease, or famine that drove Balasar to a life of banditry, but the sheer pleasure he takes from his victims. He even occasionally serves aboard pirate ships as a freebooter interested only in treasure and murder. He has launched midnight raids from swift ships whose names evoke terror in the hearts of adversaries.
Formerly a marine, Balasar was trained for battle on sandy beaches and rocky shores. The water is Balasar’s second home, the rain his shelter, and the crashing waves his battle cry. Hardship in Balasar’s past has forged him into an unstoppable living weapon. No reasonable explanation can explain how he survived that one particular battle. Every arrow and bolt missed him, and he slew scores of enemies single-handedly, and led his comrades to victory.
Personal Characteristics
Traits: “I enjoy being out in nature; poor weather never sours my mood.” & “I enjoy being strong and like breaking things.”
Ideal: (Might) “The strong train so that they might rule those who are weak.”
Bond: “I’ll never forget the crushing defeat my company suffered or the enemies who dealt it.”
Flaw: “I grow combative and unpredictable when I drink.”
Equipment: A dagger that belonged to a fallen comrade, a folded flag emblazoned with the symbol of his former company, a cutlass, a light crossbow and a boltcase containing 20 crossbow bolts, a set of leathers, a set of traveler’s clothes, and a belt pouch containing 10 gp.
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