[sblock=Character Sheet]
Race: Dwarf
Class/Level: Ranger 3, Horizon Walker
Alignment: Chaotic Good
Size: Medium
Type (Subtype): Dwarf (mountain)
Init: +1
Speed: 25ft
Senses: Passive Perception: 14
Languages: Common, Dwarf, Gaint, Orc
Background: Outlander (Guide)
Faction: Emerald Enclave
Rank: 1 - Springwarden
Renown: 0
Inspiration: none
STATISTICS
Str 17 (+3), Dex 12 (+1) , Con 15 (+2), Int 10 (+0), Wis 14(+2), Cha 08 (-1)
AC: 15 (scalemail, dex)
HP: 28 (3d10 +6)
Prof. Bonus: +2
Proficiencies: Light and medium armor and shields, all simple and martial weapons
Tools: Mason's Tools, Djembe drum
Feats: none
Saves: STR +5, DEX +3
Special Defenses: advantage on saves vs poison, resistance to poison damage
Combat:
MELEE: Battleaxe +5 ATK, 1d8+3 slashing; versatile (1d10)
MELEE: Handaxe +5 ATK, 1d6+3 slashing; light, thrown (range 20/60)
RANGE: Handaxe +5 ATK, 1d6+3 slashing; light, thrown (range 20/60)
RANGE: Longbow +5 ATK, 1d8+1 peircing; ammunition (range 150/600), heavy, two-handed
Skills:
+1 (dex) Acrobatics
+2 (wis) Animal Handling
+0 (int) Arcana
+5 (str) Athletics
*
-1 (cha) Deception
+0 (int) History
+2 (wis) Insight
-1 (cha) Intimidation
+0 (int) Investigation
+2 (wis) Medicine
+2 (int) Nature
*
+4 (wis) Perception
*
-1 (cha) Performance
-1 (cha) Persuasion
+0 (int) Religion
+1 (dex) Sleight of Hand
+3 (dex) Stealth
* (disadvantage)
+4 (wis) Survival
*
* proficient
Racial Features:
Ability Scores: +2 CON and +2 STR
Size: Medium
Speed: 25 feet, speed not reduced by armor
Darkvision: 60 feet
Dwarven Resilience: advantage on saves vs poison, and resistance to poison damage
Dwarven Combat Training: proficiency with battleaxe, handaxe, light hammer, and warhammer
Tool Proficiency: (chose one) smith's tool, brewer's tools, mason's tools
Stonecunning: +4 to History checks related to the origin of stonework (double proficiency bonus)
Languages: Dwarven and Common
Background Features:
-
Skill Proficiencies: Athletics and Survival
-
Tool Proficiencies: One tyoe of musicial instrument
-
Language: One of player's choice
-
Feature: Wanderer - You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. in addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.
Ranger:
-
Favored Enemy: Giants - Have significant experience studying, tracking, hunting, and even talking to a certain type of enemy. Choose a type of favored enemy: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select two races of humanoid (such as gnolls and ores) as favored enemies. You have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on intelligence checks to recall information about them. When you gain this feature, you also learn one language of your choice that is spoken by your favored enemies, if they speak one at all, You choose one additional favored enemy, as well as an associated language, at 6th and 14th level. As you gain levels, your choices should reflect the types of monsters you have encountered on your adventures.
-
Natural Explorer: Mountains - You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. Choose one type of favored terrain: arctic, coast, desert, forest, grassland, mountain, swamp, or the Underdark. When you make an Intelligence or
Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you're proficient in.
While traveling for an hour or more in your favored terrain, you gain the following benefits:
• Difficult terrain doesn't slow your group's travel.
• Your group can't become lost except by magical means.
• Even when you are engaged in another activity while traveling (such as foraging, navigating, or (racking), you remain alert to danger.
• if you are traveling alone, you can move stealthily at a normal pace. When you forage, you find twice as much food as you normally would.
• While tracking other creatures, you also learn (heir exact number, their sizes, and how long ago they passed through the area.
You choose additional favored terrain types at 6th and 10th level.
-
Fighting Style: Archery - You gain a +2 bonus to attack rolls you make with ranged weapons.
-
Primeval Awareness: Can use your action and expend one ranger spell slot to focus your awareness on the region around you. For 1 minute per level of the spell slot you expend, you can sense whether the following types of creatures are present within 1 mile of you (or within up to 6 miles if you are in your favored terrain): aberrations, celestials, dragons, elementals, fey, fiends, and undead. This feature doesn't reveal the creatures' location or number.
-
Horizon Walker:
--
Spells: protection from good and evil
--
Detect Portal: Gain the ability to magically sense the presence of a planar portal. As an action, you detect the distance and direction to the closest planar portal within 1 mile of you. Once you use this feature, you can’t use it again until you finish a short or long rest.
--
Planar Warrior: Learn to draw on the energy of the multiverse to augment your attacks. As a bonus action, choose one creature you can see within 30 feet of you. The next time you hit that creature on this turn with a weapon attack, all damage dealt by the attack becomes force damage, and the creature
takes an extra 1d8 force damage from the attack. When you reach 11th level in this class, the extra damage increases to 2d8.
-
Spellcasting: (Wisdom)
--
Spells Known: jump, goodberry, protection from good and evil, longstrider
--
ATK Bonus: +4
--
Spell DC: 12
Combat Gear:
-scale armor
-battleaxe
-hand axes(2)
-longbow
-quiver w/19 arrows
Other Gear:
-dungeoneer's pack
-backpack
-crowbar
-hammer
-pitons (10)
-torches(10)
-rations(10)
-waterskin
-rope 50'(hempen)
-hunting trap
-raincatcher
-rain coat
-traveler's clothes w/leaf clasp insignia holding cloak
-belt pouch
-antitoxin
-loose coins
-petrified ogre ear
-trinket: iron holy symbol devoted to some unknown god
Treasure:
GP: 23
SP: 00
CP: 01
Carrying Capacity: 255 lbs
Push/Drag/Lift: 510 lbs
Climb: 12'
Swim: 12'
Long Jump: 17' & 8.5'
High Jump: 6' & 3'
Hold Breath: 3 minutes
Description:
-Height: 5'1"
-Weight: 162lbs
-Age: 74
-Sex: Male
-Hair: brown (worn long and braid down the back), bushy style beard - all over the place
-Eyes: Hazel almost amber
-Scars: A few minor scars here and there, missing chunk out of left ear
Personal Characteristics:
-Personality Trait: The best way to get me to do something is to tell me I can't do it.
-Personality Trait: When I set my mind to something, I follow through no matter what gets in my way.
-Ideal: I help the people who help me - that's what keeps us all alive.
-Bond: Someone died because of a mistake I made. That will never happen again.
-Flaw: Violence is my answer to almost any challenge.
Background:
"Are you sure about this.. this choice of yours?" a tall elf asked the council in dismay. His long moss colored robes swirled as he paced before a trio of elders.
"We are," the only female in the group answered confidently. The three elder elves stood upon a dais made from a large tree stump, a short set of stairs carved into it to allow access to the top.
"He has served the Enclave well in the past. With only the one incident to mar his record," the youngest elder said looking curious.
"Were you not there that day? You saw him in action, saw his abilities first hand."
"Yes I saw his recklessness, his bloodlust. If not for me he would have lost more than a piece of his ear. He would..."
"Enough," the oldest and thus leader of this council said harshly.
"Those events are past, and thus learned from. We have not made our decision lightly. Dellrak Bruttinhiem will be the Emerald Enclave's representative on this very important mission."
"He is stubborn, wild, and.. and..." the protractor started to say.
"He is a free spirit, beholden only to nature's demands," the oldest elder interjected.
"He is untested, weak, and will be out of his element, not to mention..."
"His abilities will grow, abilities needed for just this type of assignment." the younger male interrupted.
"He is a DWARF!"
"No!" the female elder cut in sharply,
"He is a survivor. And a survivor is what we need."
[/sblock]
[sblock=Treasure]
Starting gold: 10gp
first mission +10gp
second part +15gp
bought a bunny -10gp (-10gp upon delivery)
+2 gp &
crossbow, 18 quarrels from foolish thugs dropped
-4 gp bought raincoat and rain catcher
gained antitoxin[/sblock]
[sblock=Party Gear]
Treasure:
GP: 0 SP: 9 CP: 0
Misc:
Spent 10 gp on ship passage
Gear:
Canoe (donated)
cartographer's tools
cook's utensils
expoler's pack
-backpack, bedroll, messkit, tinderbox, 10 torches, 10 days rations, waterskin, 50' rope
dungeoneer's pack
-backpack, crowbar, hammer, 10 pitons, 10 torches, tinderbox, 10 days rations, waterskin, 50' rope
bedrolls x2 (to be used as slings for moving the dead or other non-sleeping purposes)
healer's kit
10' poles x2
tents x2 (2 person)
Notes:
Starting Gold: 60gp (Spent 49gp, 1 sp on gear)
3 healing potions
from Undril given to Miss Imogen
Volo's Guide to Monsters
Hidden Stash
- serpents venom (Harb)
- antitoxins(3) (Miss Imogen, Harb, Dellrak)
- potion of healing (Rodrigo)
[sblock=Venom and toxin]
Serpent Venom (Injury): A creature subjected to this poison must succeed on a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one. Injury poison can be applied to weapons, ammunition, trap components, and other objects that deal piercing or slashing damage and remains potent until delivered through a wound or washed off. A creature that takes piercing or slashing damage from an object coated with the poison is exposed to its effects.
Antitoxin: A creature that drinks this vial of liquid gains advantage on saving throws against poison for 1 hour. It confers no benefit to undead or constructs.[/sblock]
Found Gear and canoe
- canoe with one paddle (Order of the Guantlet)
- healing potion
- mess kit
- crossbow, 12 quarrels
- hammer
- hatchet
- large waterskin
[/sblock]
[sblock=Places of Interest]
Ziggurats in the old city[/sblock]