PhoenixSlayer Posted March 16 Clone Share Posted March 16 Merituuli Kaiutin Level 5 Sea Elf Far Traveler Beast Master Ranger AC: 18 (Breastplate, +2 Shield) | HP: 58/58 (5d10+10+10) | HD: 5/5 | Speed: 30 ft., Swim 30 ft. Senses: passive Perception 20 (Expertise, Darkvision 60 ft.), Insight 17, Investigation 10 Str:Save: +4 Athletics: +4 Carrying Capacity: 180 lb. Lift/Push/Drag: 360 lb. 12 (+1) | Dex:Initiative: +7 (Alert) Save: +5 Acrobatics: +2 Sleight of Hand: +2 Stealth: +2* *Boots of Elvenkind: While you wear these boots, your steps make no sound, regardless of the surface you are moving across. You also have advantage on Dexterity (Stealth) checks that rely on moving silently. 14 (+2) | Con:Save: +2 14 (+2) | Int:Save: +0 Arcana: +0 History: +0 Investigation: +0 Nature: +3 Religion: +0 10 (+0) | Wis:Save: +4 Animal Handling: +7 Insight: +7 Medicine: +4 Perception: +10★ Survival: +7 ★Expertise in Perception (Deft Explorer - Canny) 18 (+4) | Cha:Save: -1 Deception: -1 Intimidation: -1 Performance: -1 Persuasion: -1 8 (-1) Languages: Common, Elvish, Kenderspeak, Kharolian, Khur “My words” | ‘My thoughts’ | My actions . . . While the others discuss strategy, Merituuli uses his keen hearing to pick up on a number of curious noises around the outpost. After a moment of deep concentration, eyes closed to better focus, he reports his findings to the others in a whisper. "Need to be careful of the southwest building - something big in there, and not horses. More ogre forces, like the Fewmaster in Vogler? Not sure." "Also, building to the west of us - three voices. One sounds like the leader telling the other two off. Higher pitched voice probably a kender, annoying the other two. Leader might be inclined to send the 'stupid kender' out to investigate first." "I agree with Coltan's plan, just have to deal with the three in the courtyard and not draw the attention of those in the buildings. They do sound pretty distracted, which works in our favor." Report given, Merituuli readies his whalebone dagger and says, "Stick close to me and the shell's magic will help cover our approach." OOC Alert: Other creatures don't gain advantage on attack rolls against you as a result of being unseen by you. Concentration: Pass without Trace Bonus Action: — Action: — Movement: — Reaction: — Actions & Resources Actions: Attacks Per Action: 2 Baculite Shell (Shillelagh). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 1d8+4 bludgeoning damage. Thorn Whip. Melee Spell Attack: +7 to hit, range 30 ft., one target. Hit: 2d6 piercing damage. Heavy Crossbow (heavy, loading, two-handed). Ranged Weapon Attack: +5 to hit, range 100/400 ft., one target. Hit: 1d10+2 piercing damage. Dagger (finesse, light, thrown). Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 1d4+2 piercing damage. Baculite Shell (Quarterstaff) (versatile). Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1d6+1 bludgeoning damage. Versatile damage: 1d8+1 bludgeoning damage. Net (thrown, special). Ranged Weapon Attack: +5 to hit, range 5/15 ft., one target. Hit: A Large or smaller creature hit by a net is restrained until it is freed. A net has no effect on creatures that are formless, or creatures that are Huge or larger. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the net (AC 10) also frees the creature without harming it, ending the effect and destroying the net. Bonus Actions: Primal Companion: Take Action. As a bonus action on your turn you command your Primal Companion to take another action. That action can be one in its stat block or some other action. You can also sacrifice one of your attacks when you take the Attack action to command the beast to take the Attack action. If you are incapacitated, the beast can take any action of its choice, not just Dodge. Other: Favored Foe. 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 can 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. Friend of the Sea. You can communicate simple ideas to any Beast with a swimming speed. It can understand your words but you cannot understand it in return. Ammunition: 20/20 Crossbow Bolts Class Features: 3/3 Favored Foe Marks 4/4 1st Level Spells 1/2 2nd Level Spells Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
JubalBreakbottle Posted March 17 Clone Share Posted March 17 Coltan Bluetemper Level 5 Neidar Folk Hero Forge Cleric AC: 20 (Splint +Cloak +2 Shield) | HP: 51/51 (5d8+15+5) | Speed: 25 ft. Senses: Darkvision 60 ft., Passive Perception 17, Insight 14, Investigation 13
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