GleefulNihilism Posted April 1 Clone Share Posted April 1 (edited) CHARACTER APPLICATION Kon'nar The Renrijra Krin - The Winking Cat and Mercenary's Grin "Words, Words, Words. Kon'nar likes to keep things Simple." "Of Course Kon'nar Lives, Kon'nar's backside is too beautiful for the gods to allow Kon'nar to die." RANGER 5 Medium Humanoid Male (Catfolk), Chaotic Neutral Armor Class 16 (Studded Leather) Hit Points 43 Speed 30', 30' Climbing Senses Darkvision 90, Passive Perception 15 Languages Common, Catfolk, Elvish Proficiency Bonus +3 ABILITIES & SKILLS Proficiency Bonus: +3 Strength 10 (+0) Save +3 Athletics +2 Dexterity 18 (+4) Save +7 Acrobatics +7 | Sleight of Hand +7 | Stealth +7 Constitution 16 (+3) Save +3 No skills associated. Intelligence 12 (+1) Save +1 Arcana +1| History +1 | Investigation +1 | Nature +4 | Religion +1 Wisdom 13 (+1) Save +1 Animal Handling +4 | Insight +1 | Medicine +1 | Perception +4 | Survival +4 Charisma 8 (-1) Save -1 Deception -1 | Intimidation -1 | Performance -1 | Persuasion -1 *Bold denotes proficiency. PROFICIENCIES & ABILITIES PROFICIENCIES Tools Cooking Kit, Land Vehicles Instruments Bagpipes, lutes, viols Weapons Simple and Martial Armors Light and Medium RANGER CLASS ABILITIES Favored Enemy (Aberrations) Advantage on Survival checks and Int to track and recall information. | Natural Explorer (Deserts)Deserts/Wastes - - Difficult Terrain doesn't slow group speed. - Can't become lost save by magical means. - Alert even when engaged in other activities. - When alone, Stealth at normal pace. - Foraging finds twice as much food. - Better tracking. | Fighting Style (Archery)+2 on Ranged Attack rolls | Primeval AwarenessBeginning at 3rd level, you 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. | Ranger Spellcasting + Gloomstalker MagicWIS Based Spellcasting + Extra Spells from List | Dread Ambusher-At 3rd level, you master the art of the ambush. You can give yourself a bonus to your initiative rolls equal to your Wisdom modifier. -At the start of your first turn of each combat, your walking speed increases by 10 feet, which lasts until the end of that turn. -If you take the Attack action on that turn, you can make one additional weapon attack as part of that action. -If that attack hits, the target takes an extra 1d8 damage of the weapon's damage type. | Umbral Sight-At 3rd level, you gain darkvision out to a range of 60 feet. If you already have darkvision from your race, its range increases by 30 feet. -You are also adept at evading creatures that rely on darkvision. While in darkness, you are invisible to any creature that relies on darkvision to see you in that darkness. | Extra AttackGain an Additional Attack RACIAL TRAITS Darkvision 90Tabaxi 60 + Gloomstalker Ranger 30 | Cat's ClawsUnarmed Attacks do 1d6+STR Slashing damage | Tabaxi SpeedTabaxi get 30 speed plus 30 Climbing Speed | Cat's TalentTabaxi have racial proficiency in Perception and Stealth | Feline AgilityCan move at Double Speed for one turn, can't use this ability again until spending a turn with 0 movement. | Feature - (Folk Hero) - Rustic HospitalityCommoners are more willing to aid the hero as long as they aren't also put in immediate danger. FEATS ASIDex +1 Con +1 WEAPONS WEAPONS +1 Longbow +10 to hit for (1d8+5) piercing, magic damage. | Heavy, Ammunicion, Range 150/600, Two-Handed Shortsword +7 to hit for (1d6) piercing damage. | Finesse, light, Claws +7 to hit for (1d6) slashing damage. | Finesse, light SPELLS SPELL SLOTS 4/4 (1st), 2/2 (2nd) Ranger - Spell Save DC: 12 | Spell Attack Mod: +4 FIRST LEVEL (Ranger) Hunter's MarkLEVEL 1st CASTING TIME 1 Bonus Action RANGE/AREA 90 ft COMPONENTS V DURATION Concentration 1 Hour SCHOOL Divination ATTACK/SAVE None DAMAGE/EFFECT Bludgeoning (...) You choose a creature you can see within range and mystically mark it as your quarry. Until the spell ends, you deal an extra 1d6 damage to the target whenever you hit it with a weapon attack, and you have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find it. If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to mark a new creature. At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours. | EntangleLEVEL 1st CASTING TIME 1 Action RANGE/AREA 90 ft (20 ft ) COMPONENTS V, S DURATION Concentration 1 Minute SCHOOL Conjuration ATTACK/SAVE STR Save DAMAGE/EFFECT Restrained Grasping weeds and vines sprout from the ground in a 20-foot square starting from a point within range. For the duration, these plants turn the ground in the area into difficult terrain. A creature in the area when you cast the spell must succeed on a Strength saving throw or be restrained by the entangling plants until the spell ends. A creature restrained by the plants can use its action to make a Strength check against your spell save DC. On a success, it frees itself. When the spell ends, the conjured plants wilt away. | Disguise SelfLEVEL 1st CASTING TIME 1 Action RANGE/AREA Self COMPONENTS V, S DURATION 1 Hour SCHOOL Illusion ATTACK/SAVE None DAMAGE/EFFECT Shapechanging You make yourself--including your clothing, armor, weapons, and other belongings on your person--look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can't change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you. The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair. To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your spell save DC. SECOND LEVEL (Ranger) Pass Without TraceLEVEL 2nd CASTING TIME 1 Action RANGE/AREA Self COMPONENTS V, S, M * DURATION Concentration 1 Hour SCHOOL Abjuration ATTACK/SAVE None DAMAGE/EFFECT Buff (...) A veil of shadows and silence radiates from you, masking you and your companions from detection. For the duration, each creature you choose within 30 feet of you (including you) has a +10 bonus to Dexterity (Stealth) checks and can't be tracked except by magical means. A creature that receives this bonus leaves behind no tracks or other traces of its passage. * - (ashes from a burned leaf of mistletoe and a sprig of spruce) | SilenceLEVEL 2nd CASTING TIME 1 Action Ritual RANGE/AREA 120 ft (20 ft ) COMPONENTS V, S DURATION Concentration 10 Minutes SCHOOL Illusion ATTACK/SAVE None DAMAGE/EFFECT Control For the duration, no sound can be created within or pass through a 20-foot-radius sphere centered on a point you choose within range. Any creature or object entirely inside the sphere is immune to thunder damage, and creatures are deafened while entirely inside it. Casting a spell that includes a verbal component is impossible there. | Rope TrickLEVEL 2nd CASTING TIME 1 Action RANGE/AREA Touch COMPONENTS V, S, M * DURATION 1 Hour SCHOOL Transmutation ATTACK/SAVE None DAMAGE/EFFECT Utility You touch a length of rope that is up to 60 feet long. One end of the rope then rises into the air until the whole rope hangs perpendicular to the ground. At the upper end of the rope, an invisible entrance opens to an extradimensional space that lasts until the spell ends. The extradimensional space can be reached by climbing to the top of the rope. The space can hold as many as eight Medium or smaller creatures. The rope can be pulled into the space, making the rope disappear from view outside the space. Attacks and spells can't cross through the entrance into or out of the extradimensional space, but those inside can see out of it as if through a 3-foot-by-5- foot window centered on the rope. Anything inside the extradimensional space drops out when the spell ends. * - (powdered corn extract and a twisted loop of parchment) EQUIPMENT & ENCUMBERANCE TOTAL ENCUMBERANCE (88 lbs.) Weight: 88 lbs. / 150 lbs. max. (15 x STR Score) Status: Unencumbered Penalty: None MONEY POUCH (4 lbs.) Copper: 0 | Silver: 0 | Gold: 200 | Obsidian: 0 | Platinum: 0 (200 Coins x .02 lbs. = 4 lbs. Total Weight) EQUIPEMENT READIED (84 lbs.) Equipped items can be retrieved with a manipulate item interaction. Hooded Studded Leather Armor Longbow +1 Shortsword Cooking Kit Explorer's Pack Tooth from an Unidentified Animal * Denotes magic item (see below) MAGIC ITEMS NON-ATTUNED Heward’s Handy Spice Pouch | Horn of Silent Alarm ATTUNED (0/3) +1 LongbowWeapon (longbow), uncommon You have a +1 bonus to attack and damage rolls made with this magic weapon. Proficiency with a longbow allows you to add your proficiency bonus to the attack roll for any attack you make with it. Notes: Bonus: Magic, Damage, Combat, Ammunition, Heavy, Range, Two-Handed | APPEARANCE Age Adult | Height 5' 10" | Weight 140 lbs. | Hair Pale Lynx | Eyes Yellow | Complexion Fur The Winking Cat always looks like he's on the inside of a joke with a smirk that rarely seems to leave his face. A bit of a mischevious glimmer in his eyes even by Catfolk standards, he doesn't seem like his mind will slow down any time soon. Average height, his build is slender and stronger than it looks especially his arms. He grew up a hunter and has quite a bit of experience with a bow and arrow. His fur is mostly a muted orange with black stripes and white on his face and muzzle. He doesn't try to attract too much attention to himself unless he wants it, but if you know what to look for this is fairly obvious with his carriage. He's surprisingly not picky with his clothing, with a preference to whatever blends in best with his surrondings whether socially or physically. Little does he realize that between his preference for clothes that blend in and his archery skills he's being watched pretty closely... BACKGROUND FOLK HERO Source PHB Personality Traits: Kon'nar prefers to keep things Simple; The Pragmatic Solution is usually the best one. Ideals: Kon'nar has few true morals, but Kon'nar does have some sense of Sportsmanship. Bonds: Kon'nar have a kinship to family, caravan, and his people. Flaws: Kon'nar not only has few genuine ideals, and Kon'nar has a hard time understanding those that do; Kon'nar learned Catfolk first before Common and because of that tends to refer to himself in the third person. Background Feature: Rustic Hospitality BACKSTORY There are two important points of Catfolk theology to consider first. One is that the 'Next Pounce' is always coming, that at least Catfolk are frequently reincarnated over and over again, and the idea that you can take Life and everything in it far too seriously. Kon'nar was born to a tribe of Catfolk desert nomads. He wanted to find a way to help his family but had too blunt a tongue nor the business acumen to be a merchent so he took to Archery and Hunting. He got rather good at it too. On the eve of his ceremony to be officially considered a man he was out on one of his hunting trips hoping for a particularly pride-worthy trophy to show off when - well, he found it. Coming across the scene of a clash between an armed patrol and bandit outlaws, when he arrived all the guards were dead and as far as he could tell only one or two bandits were still alive and even then they were seriously wounded. Legally, he should have reported the scene to the cities. The surviving bandits offered to bribe him with gold to get them to a healer. Kon'nar instead, well - the caravan suddenly had a lot of gold and gear to sell if you had the coin. Technically Kon'nar isn't a Highwayman, just a survivalist and a hunter. A stealthy ambush predator, his goal is to go completely unseen then use any gold raised to help with the Caravans and his people. Sometimes by hunting outlaws like any other prey, sometimes by hiring his expertise as a guide in the deserts and a little bit in the Mana Wastes, and sometimes he steals the things of people who thought they were hiring a guide to leave them to the deadly hazards of the Wastes on their own if they oppress and abuse the Catfolk. Lately he can't shake the feeling that what he's doing also feels more and more like target practice as tales of the wastes even too fanciful for his ears cross. But sometimes, he is curious. And the Catfolk could use a new water source... Edited April 6 by GleefulNihilism (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
GleefulNihilism Posted April 1 Author Clone Share Posted April 1 (edited) POSTING TEMPLATE PC Kon'nar Catfolk Ranger 5 AC: 16 (Studden Leather) | HP: 43/43 | Initiative: +7 | Passive Perception: 15 Spell Slots: 1st 4/4, 2nd 2/2 | Spell Attack: +4 | Spell DC: 12 Post goes here. "Speech" thoughts in italics 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 April 6 by GleefulNihilism (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
bwatford Posted April 2 Clone Share Posted April 2 Thanks for the application, I have marked them as completed. One thing of note. There are no Tabaxi's in this setting. The race is called Catfolk and there are two varieties presented in the Southlands Player's Guide. I am fine with you using the Tabaxi mechanics for them, however, just rename the race to catfolk so it fits into the setting. Good luck on final selection. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
GleefulNihilism Posted April 2 Author Clone Share Posted April 2 Appreciate it. Yeah, didn't know that about the setting. I need to find this book. :P Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
GleefulNihilism Posted April 6 Author Clone Share Posted April 6 Updated Kon’nar to correct some language and add a common magic item or two. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
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