<span class="bbc_size" style="font-size: 18pt;">Sir Eiygil Vallen, the Imperial Champion</span><br/><div class="floatleft">(http://i.imgur.com/9wf9MTP.jpg)</div><div class="floatright">(http://i.imgur.com/BNlRyPA.jpg)</div><div class="floatleft">(http://i.imgur.com/JaDkJCm.jpg)<br/><strong>Name</strong>: Sir Eiygil Vallen, a.k.a. the Imperial Champion, the Peoples' Champion, the Princess' Guard, the Crimson Lion.<br/><strong>Age:</strong> 32<br/><strong>Race:</strong> Human<br/><strong>Size:</strong> Medium (7' tall, 260 lbs.)<br/><strong>Languages:</strong> Common, Dwarven<br/><strong>Class/Level:</strong> Barbarian (Path of the Totem Warrior) 6<br/><strong>Alignment:</strong> Neutral Good.<br/><strong>ons/offs:</strong> Player - On's are everything, Off's are pretty much only scat. Character - Despite being a big, strong warrior type Eiygil is very much the romantic. Sexually, he is heterosexual and is actually fairly submissive, though truthfully he has had very little sexual experience, so that could change. <br/><strong>Political Position</strong>: Imperial Champion<br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Background</div><div class="spoiler_body">Folk Hero <br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Feature: Rustic Hospitality</div><div class="spoiler_body"> Since you come from the ranks o f the common folk, you fit in among them with ease. You can find a place to hide, rest, or recuperate among other commoners, unless you have shown yourself to be a danger to them. They will shield you from the law or anyone else searching for you, though they will not risk their lives for you.</div></div> <br/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">History</div><div class="spoiler_body">Eiygil Vallen, or just Gil to most people, is the Imperial Champion and a hero to all the common people of the empire (and some of the nobility, though not quite as many of them). Eiygil rose from the ranks of the peasantry to become the Imperial Champion by spending years and years crusading against countless raiders and monsters that plague the countryside beyond the city walls, and finally gained recognition beyond the rustic farms of the rural areas when he and a companion discovered the cause of the troubles in his corner of the kingdom was a corrupt count and raised a peasant army to defeat his corrupted forces and their monstrous allies and personally slew the red dragon he had allied with before claiming the position of Count at the peoples' insistence, but later handed that title over as he knew that he was a warrior, not a ruler. <br/><br/>After freeing his county from this threat, Eiygil was hailed as the Peoples' Champion for opposing the villainous noble, and this drew the ire of the previous Imperial Champion, whose job it is to police the lands beyond the cities, causing the champion to challenge Eiygil to a duel, which the young hero happily accepted. Eiygil traveled to the capital, a place the simple country smith's son had never even dreamed of seeing with his own eyes and engaged the Imperial Champion in a titanic battle which he only barely won, crippling the older warrior but refusing to kill him and becoming the new Imperial Champion. Eiygil remained in the capital, realizing that as strong as he was he couldn't fight every threat himself, and has begun to slowly learn the arts of statecraft alongside the arts of war while serving as the voice of the commoners and the strong smiting arm of the nobility. <br/><br/>Eiygil is considered the most skilled and powerful Imperial Champion in decades, and when he takes the field in his gilded armor with his iconic glaive and lion-headed helm astride his majestic Griffon mount, enemies tend to swiftly reconsider their actions.</div></div></div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">HP and other vitals</div><div class="spoiler_body"><strong>Hit Points:</strong> 69<br/><strong>Hit Die:</strong> D12<br/><strong>Armor Class:</strong> 17 (while wearing Half Plate Armor) or 15 unarmored<br/><strong>Passive Insight:</strong> 12<br/><strong>Passive Perception:</strong> 12<br/><strong>Initiative:</strong> +2 <br/><strong>Speed:</strong> 40 feet.<br/><strong>Rage:</strong> 4/day<br/><strong>Proficiency Bonus:</strong> +3<br/><span class="bbc_u"><strong>Proficiencies</strong></span><br/><strong>Saves:</strong> Strength, Constitution<br/><strong>Skills:</strong> Animal Handling. Athletics. Intimidation. Survival. <br/><strong>Tool:</strong> Blacksmith's Tools. Land Vehicles.<br/></div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Ability Scores</div><div class="spoiler_body"><strong>Strength</strong>: 16/+3<br/>- Saving Throw: +6<br/>- Athletics:  +6<br/><strong>Dexterity</strong>: 14/+2<br/>-Saving Throw: +2<br/>- Acrobatics:  +2<br/>- Sleight of Hand: +2<br/>- Stealth: +2<br/><strong>Constitution</strong>: 16/+3<br/>- Saving Throw: +6<br/><strong>Intelligence</strong>: 11/+0<br/>- Saving Throw: +0<br/>- Arcana:+0<br/>- History: +0<br/>- Investigation: +0<br/>- Nature: +0<br/>- Religion: +0<br/><strong>Wisdom</strong>: 14/+2<br/>- Saving Throw: +2<br/>- Animal Handling: +5<br/>- Insight: +2<br/>- Medicine: +2<br/>- Perception: +2<br/>- Survival: +2<br/><strong>Charisma</strong>: 12/+1<br/>- Saving Throw: +1<br/>- Deception: +1<br/>- Intimidation: +4<br/>- Performance: +1<br/>- Persuasion: +1<br/><strong>Honor</strong>: 16/+3<br/>- Saving Throw: +3<br/></div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Class Features and Feats</div><div class="spoiler_body"><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Class Features</div><div class="spoiler_body">Rage<br/>In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action.<br/>While raging, you gain the following benefits if you aren’t wearing heavy armor:<br/>• You have advantage on Strength checks and Strength saving throws.<br/>• When you make a melee weapon attack using Strength, you gain a bonus to the damage roll that increases as you gain levels as a barbarian, as shown in the Rage Damage column of the Barbarian table.<br/>• You have resistance to bludgeoning, piercing, and slashing damage. If you are able to cast spells, you can’t cast them or concentrate on them while raging.<br/><br/>Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven’t attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.<br/><br/>Once you have raged the number of times shown for your barbarian level in the Rages column of the Barbarian table, you must finish a long rest before you can rage again.<br/><br/>Unarmored Defense<br/>While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.<br/><br/>Reckless Attack<br/>Starting at 2nd level, you can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.<br/><br/>Danger Sense<br/>At 2nd level, you gain an uncanny sense of when things nearby aren’t as they should be, giving you an edge when you dodge away from danger. You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can’t be blinded, deafened, or incapacitated.<br/><br/>Primal Path (Totem Warrior - Eagle Totem)<br/>At 3rd level, you choose a path that shapes the nature of your rage. Choose the Path of the Berserker or the Path of the Totem Warrior, both detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th levels.<br/><br/>Ability Score Improvement<br/>When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.<br/><br/>Extra Attack<br/>Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.<br/><br/>Fast Movement<br/>Starting at 5th level, your speed increases by 10 feet while you aren’t wearing heavy armor.<br/><br/>Spirit Seeker<br/>Yours is a path that seeks attunement with the natural world, giving you a kinship with beasts. At 3rd level when you adopt this path, you gain the ability to cast the beast sense and speak with animals spells, but only as rituals, as described in chapter 10.<br/><br/>Totem Spirit<br/>At 3rd level, when you adopt this path, you choose a totem spirit and gain its feature. You must make or acquire a physical totem object- an amulet or similar adornment—that incorporates fur or feathers, claws, teeth, or bones of the totem animal. <br/><br/>At your option, you also gain minor physical attributes that are reminiscent of your totem spirit. For example, if you have a bear totem spirit, you might be unusually hairy and thick skinned, or if your totem is the eagle, your eyes turn bright yellow.<br/><br/>Eagle. While you're raging and aren’t wearing heavy armor, other creatures have disadvantage on opportunity attack rolls against you, and you can use the Dash action as a bonus action on your turn. The spirit of the eagle makes you into a predator w ho can weave through the fray with ease.<br/><br/>Aspect of  the Beast<br/>At 6th level, you gain a magical benefit based on the totem animal of your choice. You can choose the same animal you selected at 3rd level or a different one.<br/><br/>Eagle. You gain the eyesight of an eagle. You can see up to 1 mile away with no difficulty, able to discern even fine details as though looking at something no<br/>more than 100 feet away from you. Additionally, dim light doesn't impose disadvantage on your Wisdom (Perception) checks.<br/></div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Feats</div><div class="spoiler_body">6th - Polearm Master<br/>You can keep your enemies at bay with reach weapons.<br/>You gain the following benefits:<br/>• When you take the Attack action and attack with only a glaive, halberd, or quarterstaff, you can use a bonus action to make a melee attack with the opposite end of the weapon. The weapon’s damage die for this attack is a d4, and the attack deals bludgeoning damage.<br/>• While you are wielding a glaive, halberd, pike, or quarterstaff, other creatures provoke an opportunity attack from you when they enter your reach.</div></div></div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Equipment</div><div class="spoiler_body">The Watchman (Glaive of Warning)- Dam 1d10 Slashing. Heavy, Reach, Two-Handed.<br/><em>This simple and unadorned but effective weapon of Eiygil, the Watchman is made from a single piece of hardened steel, a testament to the smithing skill of its maker despite its unassuming appearance. Eiygil's worried mother forged this perfectly-balanced weapon for the future hero to carry with him as a member of the local militia, and when Eiygil became an adventurer he took this massive polearm with him and wielded it against numerous villains and monsters, and still carries it to this day as his most prized possession. It is the finest work of his mother, master smith Eiyda Vallen, and she has never again succeeded at crafting anything that was equal to it, though the aging human craftswoman has no regrets since her finest creation has saved the life of her son and countless others many times over, and the weapon has even attained magical power through some unknown means, watching over its owner and his companions tirelessly as any mother would her children.</em><br/><br/>This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are<br/>sleeping naturally when combat begins.<br/><br/>Potion of Healing 2d4+2 X2<br/>Griffon-Claw Talisman.<br/>Half Plate Armor.<br/>A veritable arsenal of other mundane arms and armor.<br/>Mansion in the Emerald City. <br/>Griffon Mount, Crimson.<br/>An estate and griffon ranch near his home village just outside the Eternal Forest (usually occupied by his family members).<br/></div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Combat Information</div><div class="spoiler_body">Glaive; Attack +6; Damage 1d10+3(1d10+5 while Raging); Range melee (reach 10 ft.); Slashing; other creatures provoke an opportunity attack from you when they enter your reach. Make a bonus attack when taking the attack action.<br/>Bonus Attack: +6; Damage 1d4+3; Range melee (reach 10 ft); Bludgeoning</div></div></div>