Grandmaster Tetra-Val Character in Hyrule | World Anvil
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Grandmaster Tetra-Val

Grandmaster Tetra-Val (a.k.a. Tetra or Val)

Physical Description

General Physical Condition

Tetra-Val makes sure to keep herself in peak physical condition, despite being confined to her desk a majority of the time.

Apparel & Accessories

The Grandmaster is usually seen wearing a traditional blue Warden tunic and tan pants, if not various pieces of armor and chainmail.

Mental characteristics

Personal history

Tetra-Val came from a merchant family with a loose connection to the military, namely the Castle Guard. After seeing the Guard and its shortcomings, she vowed to join the Wardens and do much more good there. She worked her way up the ranks of the Wardens, eventually being elected Grandmaster.

Gender Identity

Female, she/her/hers

Education

Tetra-Val is well versed in sword combat, as well as hand-to-hand combat, both through the Wardens.

Intellectual Characteristics

Tetra-Val is most well known for her fighting spirit, and is easily worn down by the paperwork and pleasantries that come with being the Grandmaster. What she lacks in traditional education she makes up for in instinct and intuition.

Morality & Philosophy

Wherever she goes, Tetra-Val strives to walk in the footsteps of the Hero of Time: to strike down evil and bring goodness and light across Hyrule.

Relationships

Grandmaster Tetra-Val

political aquaintance (Important)

Towards Rainald Knightwood, Mayor of Castle Town

1

Frank


Rainald Knightwood, Mayor of Castle Town

political aquaintance (Trivial)

Towards Grandmaster Tetra-Val

3

Subversive


History

Tetra-Val and Rainald know each other only very distantly, meeting only to discuss trade between their respective cities and to negotiate the level of military guard that would be provided along that trade route. There's something about Rainald that doesn't seem right to Tetra-Val, however, which leads to her trying her best to keep their meetings short and as polite as possible. Rainald views Tetra-Val with a quaint sort of fondness, though, and admires her strength and intuition, but doesn't share too much with her, assuming that she wouldn't be educated enough to understand the complex inner workings of the politics of Hyrule just yet.

Commonalities & Shared Interests

They both want to keep their respective populations strong and well-cared for in their own ways.

Current Location
Ethnicity
Honorary & Occupational Titles
Grandmaster of the Wardens of Hyrule
Year of Birth
85 PRC 35 Years old
Birthplace
Spouses
Siblings
Children
Current Residence
Eyes
Light blue
Hair
Long, blonde. Usually tied up in a bun.
Height
5' 8"
Aligned Organization
Related Plots
Known Languages
Common, Thieve's Cant
Ruled Locations

Grandmaster Tetra Venj

Fighter (Cavalier) 3 Class & Level
Soldier Background
Hylian Race
Lawful Good Alignment

Strength 14
+2
Dexterity 15
+2
constitution 15
+2
intelligence 13
+1
wisdom 8
-1
charisma 10
+0
Total Hit Dice 3
Hit Die
1d10+2
+2 proficiency bonus
+4 Strength
+2 Dexterity
+4 Constitution
+1 Intelligence
-1 Wisdom
+0 Charisma
saving throws
+2 Acrobatics
-1 Animal Handling
+1 Arcana
+4 Athletics
+0 Deception
+3 History
+1 Insight
+2 Intimidation
+1 Investigation
-1 Medicine
+1 Nature
+1 Perception
+0 Performance
+0 Persuasion
+1 Religion
+2 Sleight of Hands
+2 Stealth
-1 Survival
skills

 
14
Armor Class
28
Hit Points
+2
Initiative
30
Speed
Crossbow, Light 1d20+4 1d8+2
Longsword 1d20+4 1d8+2
Attacks
Saving Throws: Strength, Constitution
Skills: Athletics, History, Insight, Intimidation, Perception
Armor: Heavy Armor, Light Armor, Medium Armor, Shields
Weapons: Martial Weapons, Simple Weapons
Tools: Playing Card Set, Vehicles (Land)
Languages: Celestial, Common
Proficiences
Protection (Reaction): While wielding a shield and a creature you can see attacks a target other than you within 5 ft., you can use your reaction to impose disadvantage on the attack roll.
Second Wind (Bonus Action): Once per short rest, you can use a bonus action to regain 1d10+3 HP
Action Surge: You can take one additional action on your turn. This can be used once per short rest.
Born to the Saddle: You have advantage on saving throws made to avoid falling off your mount. If you fall off your mount and descend no more than 10 feet, you can land on your feet if you're not incapacitated. Finally, mounting or dismounting a creature costs you only 5 feet of movement, rather than half your speed.
Unwavering Mark: When you hit a creature with a melee weapons attack, you can mark the creature until the end of your next turn. This effect ends early if you are incapacitated or you die, or if someone else marks the creature.
While it is within 5 feet of you, a creature marked by you has disadvantage on any attack roll that doesn't target you.
In addition, if a creature marked by you deals damage to anyone other than you, you can make a special melee weapon attack against the marked creature as a bonus action on your next turn. You have advantage on the attack roll, and if it hits, the attack's weapon deals extra damage to the target equal to half your fighter level.
Regardless of the number of creatures you mark, you can make this special attack a number of times equal to your Strength modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.
Grappler: You have advantage on attack rolls against a creature you are grappling. You can use your action to try to pin a creature grappled by you by making another grapple check. If you succeed, you and the creature are both restrained until the grapple ends.
Features & Traits

Heroes Enabled

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