Backstory

Kopiko was born near the Ice Palace in the Northern Yeti Republic, to a Yeti mother of the name Anahera Kahurangi, and an unknown Troll father known to Kopiko only as “Egbert”. The young Ice Troll has never met his father, a Troll merchant visiting the area who happened to have a one night stand with a young and attractive (at least after too much Yeti wine) Yeti on a visit. It is incredibly unlikely that “Egbert” wherever he is now is aware of the existence of his son. In the Yeti tongue, “Kopiko” means wanderer, named by his mother for his father’s way of life. Anahera was at the time an unmarried assistant in a wine brewery, though later married the brewery’s owner, a yeti by the name of Paora Ahikura. Now, Kopiko has two younger half siblings by this marriage - Paora Jr, and Aroha, who are ten and thirteen years his junior respectively.

Though not in any measure unhappy for those in a feudal society, Kopiko’s childhood was one marked by solitude and distance from his peers. Though there is a thriving Ice Troll community in the Republic, the majority can trace their last pure blood ancestry five or six generations back, and have such developed their own rather exclusionary culture, of which Anahera was not a part. Amongst the yetis, or the few unmixed Trolls who choose to live so far north, Kopiko stood out as different. With no Troll ancestry on imperial record due to his father’s lack of involvement, he could not sit the Troll Bridge Association entrance exam, and without being a full Yeti, the Proving was barred to him by Yeti custom. Therefore Kopiko followed the fate of many young bastards when he grew of age by joining the Imperial Troll Military Forces.

Unlike most Yetis, Kopiko is possessed of a strong wanderlust, and, against the wishes of his mother, chose to “go and see the world” by joining the Imperial Army. Most divisions would refuse to take a youth of dubious qualifications and heritage, but one would. Unfortunately it was the worst posting the Army had to offer - the no man’s land between The Southern Pale and The Meritocratic Republic of the United People of the Pools.

Within a month of coming of age, the young Ice Troll found himself in a military camp outside of Ska'Kil. In the intense dry heat of the Southlands, he quickly adopted the Southern Yeti Republic fashion of shaving most of his white fur, leaving him almost unrecognisable from any other Troll. Here he began to learn discipline, as well as bulking up and learning the martial form used against the UPP armies, primarily the Crocodilids - referred to in some manuals as “the barbed tortoise”. Due to the Crocs’ ferocity at close range and training in both tooth and claw in such situations, the doctrine of “the barbed tortoise” encourages use of polearms, especially the halberd, to keep them at a range and dispatch them before they close the gap. Though polearms are not unique to the Southlands armies in the Empire, this harsh and dogmatic training regime is rarely followed by individuals who have not served time in the military in the region.

Under the tutelage of Sergeant Ernholm, the young Ice Troll grew to excel at this fighting style, aided greatly by his great height and developing muscular bulk. Most of Kopiko’s service he spent under Ernholm in the 32nd Ska’kil Company. Officially an infantry company, the 32nd regularly performed double duty in patrolling and scouting no man’s land for upcoming UPP attacks. Despite the occasional skirmish, mostly started by accident than design, much of the work was tedious - drilling and patrolling the same few miles of territory, and Kopiko quickly began to become stiflingly bored by the exercise. Only his close relationship to the Sergeant, who acted as a father figure to Kopiko, kept him on the straight and narrow until he had served his time. It was at some point whilst in the army that the Ice Troll began keeping his journal - as an employee of the Empire, he had been taught to read and write common, and he filled it with sketches and details of the locations he had seen.

Nevertheless, after his six years, Kopiko’s wanderlust had overcome him once more and he was honourably discharged from his position as corporal. Before leaving, the Ice Troll asked his sergeant about his own plans for retiring to which Ernholm replied “Son, I ain’t got nobody to retire to”. In response Kopiko told him “Well if ever you do Sarg, I’ll buy you a pint somewhere”.

Since his discharge, Kopiko has travelled the world, intent on seeing new places and new wonders as he goes. He funds this from his military pay, as well as the money he makes upon the way as a guard, mercenary, or once a bouncer in a floating bar. These jobs have proved to be easy to attain for someone who served in the Imperial Army, especially such a harsh posting, and so Kopiko has rarely found himself in any great financial hardship. Many of these jobs have ended up being in the merchant navies of either The New Republic of Bēti or the Empire, and so the Ice Troll has gained significant experience in sailing.

It has been twelve years since Kopiko left the army, and nearly two decades since he has visited his homeland. Along the way, he has spent time in many lands - a dry season in Ādīsi Geneti (he would have stayed longer, but the wet season was intolerably hot and humid to one of Yeti blood), nearly a year exploring The Grand City of Mor'Koc, and even a good few months drinking with Centaurs in The Beastfolk Heartlands. The Ice Troll has made many friends and contacts in all these places, though never been able to settle in any one of them. In every place though, he keeps his journal, now three volumes long, keeping up his sketches and writings on all these strange lands. In addition, he writes back to his ex-comrades in the 32nd, never sure if they receive the letters, but telling them of the wondrous things he’s seen and enclosing sketches to remind them of something other than barren desert.

Now Kopiko aims to return to his homeland, to see his family and visit it not as a local, but as an explorer. Along the way, after a mix up with payment on a Troll tax ship who now refuse to carry him any further, he ended up in The City State of Fuk'Mar, searching for a way back to his birthplace, where he encountered Sus'To, Enki Ishkal and Sigurd Örvarson.

Equipment

Kopiko wears a Chainmail Hauberk and is armed with a Halberd, Longsword and pair of Hand Axe.

Type
Player Character

Race
Ice Troll

Gender
Male

Pronouns
He/Him

Personality
Kopiko is calm and quiet, often coming across as reticent to those who do not know him. However, after a few glasses of Yeti wine (he still insists that the best come from his stepfather), he can easily be encouraged to tell tales of his journeys. Though not easy to initially talk to, Kopiko is incredibly loyal to his friends, and is will stand up in the face of injustice if he sees it. The Ice Troll is highly curious, and is always seeking to learn more about the areas he finds himself in, especially local history, cuisine and customs.

Unorganised

Fighter - Class

Fighters share an unparalleled mastery with weapons and armor, and a thorough knowledge of the skills of combat. They are well acquainted with death, both meting it out and staring it defiantly in the face.

You must have a Dexterity or Strength score of 13 or higher in order to multiclass in or out of this class.

The Fighter
Level Proficiency Bonus Features
1st +2 Fighting Style, Second Wind
2nd +2 Action Surge (x1)
3rd +2 Martial Archetype
4th +2 Ability Score Improvement
5th +3 Extra Attack (x1)
6th +3 Ability Score Improvement
7th +3 Martial Archetype feature
8th +3 Ability Score Improvement
9th +4 Indomitable (x1)
10th +4 Martial Archetype feature
11th +4 Extra Attack (x2)
12th +4 Ability Score Improvement
13th +5 Indomitable (x2)
14th +5 Ability Score Improvement
15th +5 Martial Archetype feature
16th +5 Ability Score Improvement
17th +6 Action Surge (x2), Indomitable (x3)
18th +6 Martial Archetype feature
19th +6 Ability Score Improvement
20th +6 Extra Attack (x3)

Class Features

As a fighter, you gain the following class features.

Hit Points

Hit Dice: 1d10 per fighter level
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per fighter level after 1st

Proficiencies

Armor: All armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Strength, Constitution
Skills: Choose two skills from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival

Equipment

 

Fighting Style

You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.

  • Archery. You gain a +2 bonus to attack rolls you make with ranged weapons.
  • Blind Fighting. You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.
  • Defense. While you are wearing armor, you gain a +1 bonus to AC.
  • Dueling. When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
  • Great Weapon Fighting. When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
  • Interception. When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.
  • Protection. When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
  • Superior Technique You learn one maneuver of your choice from among those available to the Battle Master archetype. If a maneuver you use requires your target to make a saving throw to resist the maneuver's effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice.)
    • You gain one superiority die, which is a d6 (this die is added to any superiority dice you have from another source). This die is used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest.
  • Thrown Weapon Fighting. You can draw a weapon that has the thrown property as part of the attack you make with the weapon.
    • In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.
  • Two-Weapon Fighting. When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
  • Unarmed Fighting. Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren't wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8.
    • At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you.
  • Close Quarters Shooter. When making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll. Your ranged attacks ignore half cover and three-quarters cover against targets within 30 feet of you. You have a +1 bonus to attack rolls on ranged attacks.

  • Mariner. As long as you are not wearing heavy armor or using a shield, you have a swimming speed and a climbing speed equal to your normal speed, and you gain a +1 bonus to armor class.

  • Tunnel Fighter. As a bonus action, you can enter a defensive stance that lasts until the start of your next turn. While in your defensive stance, you can make opportunity attacks without using your reaction, and you can use your reaction to make a melee attack against a creature that moves more than 5 feet while within your reach.

  • Tooth and Claw. When you use a bonus action to engage in two-weapon fighting after making an unarmed strike using your Bite or Claw trait, and you attack with another unarmed strike using another natural weapon as your off-hand weapon, you can make an unarmed strike with a third natural weapon afterward. For example, if you attacked with a claw and a bite, your third natural weapon would be the other claw. You don’t add your ability modifier to the unarmed strike with your third natural weapon unless it is negative.

 

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.

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.

 

Martial Archetype

At 3rd level, you choose an archetype that you strive to emulate in your combat styles and techniques.

Subclass - Arcane Archer

Subclass - Banneret

Subclass - Battlemaster

Subclass - Brute

Subclass - Cavalier

Subclass - Champion

Subclass - Echo Knight

Subclass - Eldritch Knight

Subclass - Rune Knight

Subclass - Samurai

Subclass - Sharpshooter

 

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.

 

Indomitable

Beginning at 9th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can't use this feature again until you finish a long rest.

You can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level.