Know Your Enemy
Rell can spend 1 minute observing or interacting with a creature to learn whether it is his superior, equal, or inferior in Strength, Dexterity, Constitution, AC, current hit points, and fighter levels, if any.
Rell can spend 1 minute observing or interacting with a creature to learn whether it is his superior, equal, or inferior in Strength, Dexterity, Constitution, AC, current hit points, and fighter levels, if any.
Rell has four superiority dice, which are d8s. He can expend a die to fuel maneuvers such as Commander's Strike, Menacing Attack, Parry, Precision Attack, Pushing Attack, and Trip Attack.
Rell maintains underworld contacts in port towns, among smugglers, and in dockside chop-houses. He can usually find a quiet buyer, a forged flag, or a crew that will not ask questions.
Rell gains proficiency with one type of artisan's tools or gaming set; he uses navigator's tools as a practical command discipline for charts, tides, and boarding lanes.
Rell is quick to spot danger and often acts before a fight turns into a rout. He has practiced maintaining initiative through constant readiness and preplanned orders.
Rell is trained to use two mastered weapons; his preferred shipboard weapons are the cutlass and handaxe, letting him apply their mastery properties when wielded.
Rell can attack twice, instead of once, when he takes the Attack action on his turn.
As a Bonus Action, Rell can regain hit points equal to 1d10 + fighter level.
On his turn, Rell can take one additional action, except the Magic action.
While wearing armor, Rell gains a +1 bonus to AC.
Rell is forced into a battle where the easiest win would cost several deckhands. He must decide whether to press the attack or break off and preserve the crew.
Order a retreat and sacrifice momentum
Push the attack and accept the losses
A ledger or coded sail-cloth proves that one of Rell’s victories was built on forged orders supplied by a third party.
Expose the conspiracy publicly
Keep the secret and use it later
Rell encounters a fortified enemy ship or cliffside battery that cannot be beaten by a frontal rush alone.
Plan a patient assault with misdirection
Attempt the direct assault anyway
Choose the crew over the ship, even if the vessel is lost or crippled.
Expose Aurex and risk destabilizing every alliance he has built.
Either take the wish by boarding the final fortress, or back a ceasefire and try to end the cycle of attrition.
Gain advantage on one morale-related or command-style check per short rest.
One crew-related ally remains loyal even after a setback.
Trade one deceptive tactic for a once-per-day reroll on an Intimidation or Insight check.
Gains resistance to being surprised in naval negotiations or ambush-like social scenes.
Standing with one major faction improves by 1 step if he helps broker peace.
One superiority die may be spent to bolster an ally’s saving throw during a parley turned combat.
Join thousands of players and create rich, detailed character backgrounds with Fable Fiesta!
Register to unlock personal quests, relationships, and narrative hooks!
Sign Up Now - It's Free!No credit card required. Start creating in minutes!