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Les Hiddins, Bushcrafter and Survivalist


Gwyn-finity

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Les Hiddinsspacer.png
Goblin Figher 2 N 

AC 12 HP 25 Speed 30ft 

Str 13 (1) Dex 15 (2) Con 16 (3) Wis 12 (1) Int 12 (1) Cha 8 (-1)

Attacks
Bushcrafter's Ax 1d20+3 1d8+1
Bushcrafter's Ax 2 Hands 1d20+3 1d10+1
Handax, Close 1d20+3 1d6+1
Handax (20/60) 1d20+3 1d6+1



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.


Size

Goblins are between 3 and 4 feet tall and weigh between 40 and 80 pounds. Your size is Small.

 

Darkvision

You 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 can't discern color in darkness, only shades of gray.

 

Fury of the Small

When you damage a creature with an attack or a spell and the creature's size is larger than yours, you can cause the attack or spell to deal extra damage to the creature. The extra damage equals your level. Once you use this trait, you can't use it again until you finish a short or long rest.

 

Nimble Escape

You can take the Disengage or Hide action as a bonus action on each of your turns.


Great Weapon Fighting, PHB p72

When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.


Second Wind, PHB p72
You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level.

Once you use this feature, you must finish a short or long rest before you can use it again.


Action Surge, PHB p72
Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action.

Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.



 

Edited by Gwyn-finity (see edit history)
Name
Hp for level 2
9
1d10 [[9]]
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  • Born in surrounds of Balder's Gate
  • Disliked the city, loved the wilds
  • Began to learn survivable and bush-crafting skills
  • Spent 10 years traveling with and learning from someone
  • Ended their 10-year journey together near Waterdeep
  • Les found his way to the caravan, got hired on as security and a little bit of scouting / survival skill
Edited by Gwyn-finity (see edit history)
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  • 2 weeks later...

Les was actually born in a city, the outskirts of Balder's Gate to be precise. She hated it. Ever since they could remember Les hated the busy streets, the noise, the buildings, all of it! She loved the time spent with her father, hunting in the woods around the coastal city. As they grew, she naturally gravitated further and further from the big walls and out into the wilderness. About their teenage years she found someone who was willing to take her on as an apprentice, in the loosest sense of the term. Along with this new friend/mentor not only had Les found their first job but they got to travel traveled far and wide. Les learned not only the basics of the natural world, such as which berries to eat and how to find fresh water, but she learned how to create mould the environment to her wants as well. From chopping timber, to building shelters, creating self-feeding fires so that one could spend all day hunting without needing to restart the fire from the ground up when she got back. Les become someone who didn't just survive in the wilds, she thrives in the great outdoors!

 

After ten years of traveling together, Les's close friend and mentor decided that a quiet life in one place was his future. The two traveled north, and Les said goodby after helping build the log cabin that was to be his friend's final home. Now, prepared to tackle the world, Les was struck by something she had never done before, a question that they had never had to answer. "Where am I going?" She had always followed their friend, but now she was the one making the path. So, when she stopped by a town to grab some needed supplies and her monthly bath, she heard of a caravan heading to provide relief to a town beset by trouble. Les figured that was as good a place to start as any and signed up to help. 

Edited by Gwyn-finity (see edit history)
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