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Kon'nar - Catfolk Ranger


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CHARACTER APPLICATION

 

The Renrijra Krin - The Winking Cat and Mercenary's Grin

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"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 +7Stealth +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) | Natural Explorer (Deserts) | Fighting Style (Archery) | Primeval AwarenessRanger Spellcasting + Gloomstalker MagicDread AmbusherUmbral SightExtra Attack


RACIAL TRAITS
Darkvision 90 | Cat's Claws | Tabaxi Speed | Cat's Talent | Feline Agility | Feature - (Folk Hero) - Rustic Hospitality


FEATS
ASI

 

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 Mark | Entangle | Disguise Self


SECOND LEVEL (Ranger)

Pass Without TraceSilence | Rope Trick

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 Longbow | 

 

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 by GleefulNihilism (see edit history)
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Posted (edited)

 

 


POSTING TEMPLATE


PC

Kon'nar Catfolk Ranger 519a1ead84015139f50c3cacc581fa81d.jpg
image.png.30b924e658ca3da1577a1e996d5a58f6.png


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 by GleefulNihilism (see edit history)
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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.

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