Fayett is a seasoned warrior from the great northern continent, a woman whose bearing suggests privilege, command and an upbringing far removed from the ordinary soldier’s life.
Even dressed for the road and carrying the fatigue of too many campaigns, there is something unmistakably regal about her: the way she speaks, the way others defer to her, and the quiet certainty with which she expects to be obeyed.
She is visibly weary of war. Not frightened by it, and certainly not diminished by it, but tired of the endless cycle of marching, fighting, victory and loss that has shaped so much of her adult life. Her experience has left her practical, restrained and difficult to impress. She rarely wastes words, and she has little patience for swagger, cruelty or anyone who treats battle as entertainment.
Fayett Trallias
Medium Humanoid (Human, Fighter: Level 14), Lawful Neutral
Hit Points: 144
Speed: 30ft.
20 (+5)
12 (+1)
18 (+4)
12 (+1)
15 (+2)
13 (+1)
Skills: Athletics +10, History +6, Insight +7, Intimidation +6, Perception +7, Survival +7
Damage Resistances: —
Condition Immunities: —
Senses: Passive Perception 17
Languages: Common, Trallian
Challenge: 10 Prof Bonus: +5
Actions
Multiattack. Fayett makes three attacks with her greatsword.
Greatsword. +10 to hit, reach 5 ft., one target. Hit: 12 (2d6+5) slashing damage.
Heavy Crossbow. +6 to hit, range 100/400 ft., one target. Hit: 6 (1d10+1) piercing damage.
Action Surge (1/short rest). Fayett takes one additional action on her turn.
Features
Battle Master. Fayett has five superiority dice (d10), regained after a short or long rest. Her maneuver save DC is 18.
Maneuvers. Commander’s Strike, Disarming Attack, Menacing Attack, Parry, Precision Attack, Riposte, and Trip Attack.
Extra Attack (2). Fayett attacks three times whenever she takes the Attack action.
Second Wind (1/short rest). As a bonus action, Fayett regains 1d10+14 hit points.
Indomitable (2/long rest). Fayett may reroll a failed saving throw and must use the new roll.
Great Weapon Fighting. When Fayett rolls a 1 or 2 on a damage die for an attack made with her greatsword, she may reroll the die and must use the new result.
Know Your Enemy. After observing or interacting with another creature outside combat, Fayett can assess aspects of its fighting ability compared with her own.
Equipment
Plate armor, Greatsword, Heavy crossbow, Bolts (20), Military cloak, Officer’s travelling papers, Belt pouch, Backpack, Bedroll, Rations (5 days), Waterskin
Fayett has come to Aranthaes ostensibly as a visitor, observing the island, its people and the possibilities it may hold. She asks careful questions, pays close attention to trade, military strength and political relationships, and seems particularly interested in how a wealthy society can prosper without making warfare the centre of its existence.
She is never far from her escort. Kanzar and Eliran accompany her almost everywhere, both clearly capable enough to make casual interference an exceptionally poor idea.
Fayett does not behave like someone who needs protecting, however; if anything, the arrangement suggests that her safety matters to people far beyond the island.
Despite the formality that surrounds her, she can be unexpectedly approachable with adventurers who have proven themselves competent. She respects experience, courage and plain speaking, and is far more interested in what someone has actually done than whatever titles they claim.
Those who earn her trust may discover a dry humour beneath the reserve – and occasional glimpses of someone imagining a very different future from the one she has spent most of her life serving.