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Krigor Grove, Bugbear Ranger


BobtheWizard

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Krigor Grove

Bugbear Guide

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"Never tell me the odds!"

character sheet

 

RANGER 1

Medium humanoid male (Bugbear), Chaotic Good


Armor Class 17

Hit Points 14 ( 1/1 d10+4)
Speed 30' ft.


Senses darkvision 60'

Languages common, goblin, orc, draconic

Proficiency Bonus +2

 

ABILITIES & SKILLS 

Proficiency Bonus: +2

Strength 14 (+2)
Save +4
Athletics +2


Dexterity 20 (+5) 
Save +7
Acrobatics +7 | Sleight of Hand +5 | Stealth +9 (E)


Constitution 18 (+4)
Save +4
No skills associated.


Intelligence 11 (+0)
Save +0
Arcana +0 | History +0 | Investigation +2 | Nature +0 | Religion +0


Wisdom 15 (+2)
Save +2
Animal Handling +2 | Insight +2 | Medicine +2 | Perception +4 | Survival +4


Charisma 11 (+0) 
Save +0 
Deception +2 | Intimidation +0 | Performance +0 | Persuasion +0

Bold denotes Proficiency(E) denotes expertise

 
PROFICIENCIES & ABILITIES

 PROFICIENCIES

  • Tools thieves
  • Instruments none
  • Weapons simple weapons, martial weapons
  • Armor medium armor, shields

CLASS ABILITIES
Favored FoeThis 1st-level feature replaces the Favored Enemy feature and works with the Foe Slayer feature. You gain no benefit from the replaced feature and don't qualify for anything in the game that requires it.

When you hit a creature with an attack roll, you can call on your mystical bond with nature to mark the target as your favored enemy for 1 minute or until you lose your concentration (as if you were concentrating on a spell).

The first time on each of your turns that you hit the favored enemy and deal damage to it, including when you mark it, you increase that damage by 1d4.

You can use this feature to mark a favored enemy a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

This feature's extra damage increases when you reach certain levels in this class: to 1d6 at 6th level and to 1d8 at 14th level.
 | Deft ExplorerYou are an unsurpassed explorer and survivor, both in the wilderness and in dealing with others on your travels. You gain the Canny benefit below, and you gain an additional benefit when you reach 6th level and 10th level in this class.

Canny (1st Level)

Choose one of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make using the chosen skill.

You can also speak, read, and write 2 additional languages of your choice.

Roving (6th Level)

Your walking speed increases by 5, and you gain a climbing speed and a swimming speed equal to your walking speed.

Tireless (10th Level)

As an action, you can give yourself a number of temporary hit points equal to 1d8 + your Wisdom modifier (minimum of 1 temporary hit point). You can use this action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

In addition, whenever you finish a short rest, your exhaustion level, if any, is decreased by 1.


RACIAL TRAITS
DarkvisionYou can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray. | Fey AncestryYou have advantage on saving throws you make to avoid or end the charmed condition on yourself. | Long-LimbedWhen you make a melee attack on your turn, your reach for it is 5 feet greater than normal. | Powerful BuildYou count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. | SneakyYou are proficient in the Stealth skill. In addition, without squeezing, you can move through and stop in a space large enough for a Small creature. | Surprise AttackIf you hit a creature with an attack roll, the creature takes an extra 2d6 damage if it hasn’t taken a turn yet in the current combat.


FEATS
none

 

WEAPONS

WEAPONS

  • Longbow +7 to hit for (1d8+5) piercing | Ammunition, two-handed (150/600)
  • Shortsword +7 to hit for (1d6+5) piercing damage. | Finesse, light
  • Shortsword, offhand +7 to hit for (1d6) piercing damage. | Finesse, light

 

SPELLS

SPELL SLOTS 0/0 (1st)

  • Spell Save DC: 12 | Spell Attack Mod: +4 | Spells Known: none yet

 

FIRST LEVEL

None yet

 

EQUIPMENT

 

MONEY POUCH

Copper: 0 | Silver: 10 | Gold: 9 | Obsidian: 0 | Platinum: 0


EQUIPMENT READIED

Equipped items can be retrieved with a manipulate item interaction.

  • Armor Studded leather armor
  • Weapons Longbow, Shortsword x2
  • Readied Items  Quiver of arrows x2 (40)

EQUIPMENT STORED

Stored items can be retrieved with an action.

  • In Backpack Backpack | Mess Kit | Tinderbox | Rations x 10 | Travelers Clothes | Crowbar
  • Strapped to Backpack Waterskin | 50' Hemp Rope | Bedroll & Blanket

EQUIPMENT NOT CARRIED (--)

  • At Home  none

* Denotes magic item (see below)

 

MAGIC ITEMS

NON-ATTUNED

none


ATTUNED (0/3)

none

 

APPEARANCE

Age 25 | Height 8' | Weight 350 lbs. | Fur dark brown| Eyes black


He is tall and large even for a bugbear, standing 8' tall and 350 pounds. He has typical brown fur, dark grey eyes, and an infectious smile. He is friendly and outgoing, and willing to talk to anyone. He won't volunteer for work if he doesn't have to. But he knows he doesn't have a choice here. He can't go back to being a bandit. He is grateful to Gundren for saving his life and helping him. When he decides to do something, though, he gets straight to it. He has a big heart, but he would never admit that.

 

BACKGROUND

BANDIT (CRIMINAL/ OUTLANDER)
Source PHB


  • Personality Traits: I don't pay attention to the risks in a situation. It's not stealing if I need it more than someone else. 
  • Ideals: The poor deserve respect. The low are lifted up, and the high and mighty are brought down. Change is the nature of things.
  • Bonds: I'm trying to pay off an old debt I owe to a generous benefactor.
  • Flaws: There's no room for caution in a life lived to the fullest.

Background Feature: WandererYou 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.


BACKSTORY

Krigor was born in the Neverwinter slums, grew up in the slums, and still lives in the slums, but he always enjoyed walking around the woods outside of town, especially at night. His major accomplishment in life was joining the Rockseer Mining Company as a guide. He was also making a living as a bandit in the forests around Neverwinter, stealing from traveling nobles and rich merchants. He would have done well for himself, but he never saved his money, and instead spent it in local villages, mostly on food and drink, but also just to help out the people around him. He would never say he has a rule about giving to the poor, but he usually gives whatever he has if someone seems to need it more. 

It was inevitable that he would be caught and of course he eventually was. He tried to rob the carriage of a minor noble but missed the magical wards on the wagon. He was knocked unconscious and woke up in prison. He would certainly have been killed if Gundren hadn't paid the noble to let him go. After freeing him, Gundren informed him that he would need his help in the future for more jobs. He would need to stop stealing and only work for him. 

He agreed, thinking he could skip out of town if the deal wasn't lucrative enough for him. But it has been lucrative enough so that he hasn't felt the need to go back to his old ways. He has been able to afford a bow, some decent studded leather armor, and a couple of serviceable shortswords. In exchange, Gundren calls on him to help with small jobs, usually on his own, but sometimes as part of a crew. He always tends to show up just as Krigor is running out of money. Today was no exception.

 

Edited by BobtheWizard (see edit history)
Name
Stats 1
14,18,11,11,18,14
repeat(drop(4d6,lowest,1),6) 1,3,5,6,1,6,6,6,1,2,4,5,1,2,3,6,5,6,6,6,1,3,5,6
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Krigor Grove (Bugbear Ranger)spacer.png


AC: 17 | HP: 14/14 | Initiative: +5 | Passive Perception: 14 | FeaturesAdv. on saves vs. charm
+5' reach on my turn
+2d6 damage if hasn't acted
Favored Foe: 2 /2 LR
Hit Dice: 1 / 1d10+4 LR
Conditions: none


A very tall, very large humanoid covered in dark brown fur steps out of the shadows. He had been sitting in one of the booths near everyone else for a few minutes, listening to their conversation. He's wearing black studded leather armor and a thick, greyish-brown, wool cloak with the hood pulled up. He has a longbow strapped to his back and two long, thin daggers on his belt. It looks briefly like he might try to ambush the others, but when he reaches up and pulls the hood of his cloak down, it reveals a broad, friendly smile of a Bugbear. He nods first at the pale skinned man to his left.

"Gundren's a good man. Straightforward, honest, and no-nonsense. He saved my life. It sounds like he needs someone to go to Phandalin. I'm not sure if I'm here to guide the crew or just to help select it."

He then looks to the others and introduces himself, particularly nodding at the apparent wizard of the group.

"I'm Krigor Grove, caravan guide for the Rockseer mining company. Gundren should be here soon. I love your hat, ma'am. It looks like it would do a good job keeping the cold Neverwinter rains off your face."

 


Mechanics

Main Hand: Empty
Off Hand: Empty


Action: Your action goes here.
Bonus Action: Your bonus action goes here.
Move: Your movement goes here.
Manipulate: Your one free object interaction goes here.

     

 

Edited by BobtheWizard (see edit history)
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Thanks for the app!

How dedicated is Krigor to leaving his life of banditry behind? Is it that he doesn't have to now that he has a job or does he truly not want to? Although, actually, he had a job before, didn't he? What makes this one different? If times got hard would his agreement with Gundren stand? Is he still as free with his money now that it is his money rather than someone else's?

Bugbears aren't terribly common in the civilized societies of the Sword Coast, particularly ones who have made an effort to join that society. I think you might have heard rumors that there is another living on the outskirts of Phandalin.

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Before he was captured, his work for Gundren was very intermittent and only a small part of his earnings, but banditry was always something he did out of necessity, not something he enjoyed. At first after he was rescued, he would have left his job with Gundren for something more lucrative or interesting, but now that Gundren has both rescued him and made sure he has enough work, he is a loyal and dedicated employee with no interest to go back to banditry. Whereas before he would have targeted anyone with money, now he might be tempted only if someone has money and is cruel.

He is still free with money. He saves just enough to keep his equipment in good shape and replace his arrows and rations. The rest he usually gives away to someone who needs it. He doesn't spend freely at a tavern, but he'll drop a coin in a hat for a beggar.

He grew up an orphan in Neverwinter, so cares more for civilized people of all races than a wild bugbear. In the slums, people take care of each other, no matter the race. He likely won't have anything in common with a bugbear living in the wild.

 

Edited by BobtheWizard (see edit history)
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