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Kulfer Undernight, Gnome Ranger


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Kulfer Undernight

Gnome Ranger 1


Age 37 Height 3 feet 3 inches
Weight 43 pounds

Size Medium

Culture Deep Gnome Background: Escapee from Below

 

VITALS
HIT POINTS
12
HIT DICE
1 (1d8+1)
ARMOR CLASS
19 (20 vs. Medium or larger)
(Leather Brigantine & Medium Shield)
SPEED
25 ft.

 
MANEUVER DC
14
PERCEPTION
15 (Passive)
IMMUNITIES
None
INSIGHT
11 (Passive)
RESISTANCES
None
VULNERABLE
None

 

SKILLS & SAVES

image.png.a8ac8d0a532261610f4c998a925c8344.png STRENGTH 11 (+0) Athletics +0

Strength Save* +2


image.png.a8ac8d0a532261610f4c998a925c8344.png DEXTERITY 18 (+4) Acrobatics +4, Sleight of Hand +4, Stealth* +6 (+1d4 in rocky terrain)

Dexterity Save* +6


image.png.a8ac8d0a532261610f4c998a925c8344.png CONSTITUTION 14 (+2)

Constitution Save +2


image.png.a8ac8d0a532261610f4c998a925c8344.png INTELLIGENCE 11 (+0) Arcana +0, Engineering +0, History +0, Investigation* +2, Nature +0, Religion +0

Intelligence Save +0


image.png.a8ac8d0a532261610f4c998a925c8344.png WISDOM 12 (+1) Animal Handling* +3 (calming & riding +1d4), Cultures +1, Insight +1, Medicine +1, Perception* +3, Survival* +3

Wisdom Save +1


image.png.a8ac8d0a532261610f4c998a925c8344.png CHARISMA 9 (-1) Deception -1, Intimidation -1, Performance -1, Persuasion -1

Charisma Save -1


* Denotes Proficiency (denotes expertise)

 

PROFICIENCIES & LANGUAGES

Armor. Light armor, medium armor, shields
Weapons. Simple weapons, martial weapons
Tools. Herbalism kit, Thieves’ tools
Senses. Darkvision 120 ft.


Languages. Common, Gnomish, and Undercommon

 

CLASS & ARCHETYPE

Familiar Terrain. At 1st level, Kulfer is particularly adept at traveling and surviving in natural environments. When making an Intelligence or Wisdom check related to any natural terrain, Kulfer gains an expertise die if using a skill you're proficient in. While traveling in any natural terrain, Kulfer gains the following benefits:

  • Difficult terrain doesn’t slow your group’s travel.
  • Your group can’t become lost except by magical means.
  • Even when you are engaged in another activity while traveling you remain alert to danger. Your passive Perception increases by 2.
  • If you are traveling alone, you can move stealthily at a normal pace.
  • When you Hunt and Gather, you find twice as much Supply as you normally would.
  • While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.

Studied Adversary. Kulfer has significant experience studying, tracking, hunting, and even communicating with your enemies. Choose a type of adversary: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, Kulfer can select two humanoid heritages (such as gnolls and orcs) as studied adversaries. Kulfer has advantage on Survival checks to track his studied adversaries, as well as on ability checks to recall information about them. Kulfer also learns to communicate with basic words in a language of his choice that is spoken by his studied adversaries, if they speak one at all. During a long rest, Kulfer can replace a current studied adversary with a new one.

Exploration Knacks. For a ranger exploration isn't just something that happens between destinations—it’s a way of life. Kulfer starts with two ranger exploration knacks of your choice. His exploration knacks are detailed at the end of the class description. The Knacks Known column of the Ranger table shows when you learn more exploration knacks.

  1. Beast Friend. If Kulfer spends 10 minutes befriending and feeding a Medium or smaller beast of CR 1/8 or less, Kulfer becomes its guardian ranger. It follows Kulfer and is loyal to him, but it acts independently. In combat, it rolls its own initiative and acts on its own turn. The beast won’t attack except as a reaction to being attacked, but it can take other actions as normal and makes death saving throws. Kulfer can only be a guardian ranger to one beast at a time.

  2. Calls of the Wild. Using verbal and nonverbal cues to communicate with beasts, Kulfer can gain basic information from them or make a simple request (like delivering a short message or small object).

www.levelup5e.com 

 

EQUIPMENT

CARRYING CAPACITY

  • Str x15 = 150 lbs. (82.5 lbs.)
  • Str Mod +1 = 1 Maximum Bulk

Armor. Leather Brigantine - 10 lbs. | Medium Shield - 8 lbs. [18 lbs. & 40 gp]

Weapons. Saber - 3 lbs. | Shortbow - 2 lbs [5 lbs. & 55 gp]

Clothes. Traveler's - 4 lbs | Mirror, steel - 0.5 lbs. | Thieves' tools - 1 lb. [5.5 lbs. & 32 gp]

Quiver - 1 lbs. | Arrows (20) - 1 lbs. [2 lbs. & 2 gp]

Pouch - 1 lbs. [5 sp]

Backpack - 5 lbs. | Herbalism kit - 3 lbs. | Case, map - 1 lb. | Tinderbox - 1 lbs. | Mess tin - 1 lbs. | Rations (10 Supply) - 20 lbs. [21 lbs. & 13.7 gp]

Strapped to Backpack. Bedroll - 7 lbs. | Blanket - 3 lbs. | Waterskin - 5 lbs. | Shovel - 5 lbs. | Rope, hempen (50 ft.) - 10 lbs. [30 lbs. & 4.7 gp]

Maximum Supply: 10
Maximum Bulk: 1

 

BACKGROUND: ESCAPEE FROM BELOW

Connection. Brand Torek, an assistant ranger, who took him in when Kulfer first reached the surface.

Memento. A tattoo that conceals the hidden routes and passwords you used to escape the Darkland.

Alien Culture. Your prolonged captivity has granted you insight into the culture that kept you. (Since Kulfer's arrival from the Darkland over a decade ago, he has lived among the villagers of Holdenshire.) Kulfer understand their customs, traditions, religion, political ties, and to some extent how they think. He is regarded as an expert in this culture and can usually recall some useful detail when he and his companions face a challenge involving this culture.

 

DESTINY: UNDERDOG

Lost: Kulfer's safe home is far gone and Kulfer is making the best of the here and now. Kulfer fulfills his destiny when he finally overcomes the odds at a nearly unattainable and grand task, complete a supposedly impossible quest, defeat an insurmountable foe, succeed at a dire endeavor where failure was all but guaranteed.

SOURCE OF INSPIRATION

Source of Inspiration: Defiance. Kulfer draws inspiration from striking out against oppression, defying long odds, and placing hope in the impossible. Kulfer gains inspiration whenever he scores a critical hit against a creature larger than he is, roll a natural 20 on a death saving throw, openly defy a powerful being, or succeed after taking a risk with long odds.

FULLFILLMENT FEATURE

Fulfillment Feature: Expendable and Invulnerable. While being kicked around and batted from adventure to adventure, somehow Kulfer always seems to scramble out of the rubble. Whenever Kulfer would make a saving throw he may spend your inspiration to automatically succeed instead.

INSPIRATION FEATURE

image.png.764ea8e968045aafe287a5a866d19e7f.png Inspiration Feature: A Nose for Trouble. Get kicked around long enough and Kulfer starts to know when trouble’s brewing. Whenever Kulfer or an ally you can see fails an Insight check, he can use his reaction to spend his inspiration and learn any information that would have been gained by a successful Insight check.

 

WEALTH

COIN POUCH

Copper: 0 | Silver: 1 | Electrum: 0 | Gold: 2 | Platinum: 0


BANKED COIN

Copper: 0 | Silver: 0 | Electrum: 0 | Gold: 0 | Platinum: 0


ITEMS OF VALUE (Gems, Art, Jewelry, etc.)

1.
2.
3.

 

MAGIC ITEMS

ATTUNED ITEMS (Maximum of 3)


1.
2.
3.

NON-ATTUNED ITEMS


1.
2.
3.

CONSUMABLES


1.
2.
3.

 

COMBAT

image.png.62206a923a5c1eea3023189185b4fafd.png Action image.png.fcf31a364bc94b86835dcbc82eff559d.png Bonus Action image.png.764ea8e968045aafe287a5a866d19e7f.png Reaction

ATTACKS

image.png.62206a923a5c1eea3023189185b4fafd.png Saber +6 to hit; reach 5 ft; one target; 8 (1d8+4) slashing damage.

Defensive (light). This weapon is designed to be used with a shield of the stated degree or lighter (light, medium, or heavy). When Kulfer makes an attack with this weapon and is using a shield designed for it, Kulfer can use a bonus action to either make an attack with your shield or increase your Armor Class by 1 until the start of your next turn.

Finesse. Kulfer may choose to use your Dexterity modifier for attack and damage rolls made with this weapon (included).

Mounted (1d10). This weapon deals the damage listed in parenthesis when Kulfer is wielding it while mounted.


image.png.62206a923a5c1eea3023189185b4fafd.png Shortbow (two-handed) +6 to hit; range 80/320 ft; one target; 7 (1d6+4) piercing damage.

Two-Handed. Kulfer must use two hands to wield this weapon.

 

SPELLCASTING

Caster Level 1 | Spell Casting Ability Wisdom | Spell Save DC 11 | Spell Attack +3


CANTRIPS

image.png.62206a923a5c1eea3023189185b4fafd.png Minor Illusion (S, M tinderbox & small mirror). For one minute, this spell creates a sound or image of an object. The illusion disappears if dismissed or Kulfer casts the spell again. Kulfer may create any sound his choose, ranging in volume from a whisper to a scream. He may choose one sound for the duration or change them at varying points before the spell ends. Sounds are audible outside the spell’s area. Visual illusions may replicate any image and remain within the spell’s area, but cannot create sound, light, smell, or other sensory effects. The image is revealed as an illusion with any physical interaction as physical objects and creatures pass through it. An Investigation check against his spell save DC also reveals the image is an illusion. When a creature realizes the image is an illusion, the effects become fainter for that creature.


1ST-LEVEL (once per long rest)

image.png.62206a923a5c1eea3023189185b4fafd.png Disguise Self (V, S). For one hour or Kulfer can an action to dismiss it, he and his gear are cloaked by an illusory disguise that makes him appear like another creature of his general size and body type, including but not limited to: his heritage, 1 foot of height, weight, clothing, tattoos, piercings, facial features, hair style and length, skin and eye coloration, sex and any other distinguishing features. He cannot disguise himself as a creature of a different size category, and his limb structure remains the same; for example he can’t use this spell to appear as a quadruped. The disguise does not hold up to physical inspection. A creature that tries to grab an illusory hat, for example, finds its hand passes straight through the figment. To see through his disguise without such an inspection, a creature must use its action to make an Investigation check against his spell save DC.


 

 

 

FEATS & FEATURES

Gnome Cunning. Kulfer gains an expertise die on Intelligence, Wisdom, and Charisma saving throws against magic.

Gnomish Agility. Adept at avoiding the attacks of the “Big Folk”, Kulfer gains +1 to your Armor Class against creatures of a size category larger than your own.

Dark Gnome Magic. Kulfer can cast disguise self once per long rest. Once you reach 3rd level, he can cast blindness/deafness (blindness only) once per long rest. At 5th level, he can cast nondetection once per long rest. He doesn't need material components for these spells, and when casting them his spellcasting ability is Wisdom. 

Subterranean Camouflage. Kulfer gains an expertise die on Stealth checks made to hide in rocky terrain. 

 

APPEARANCE

Kulfer Undernight is a grim gray-skinned gnome who talks to his dog way too much, his constant companion and mount, a charcoal-colored mastiff who answers to Thorn. As an assistant ranger for Holdenshire, he travels throughout the shire keeping tabs on known predators and looking for new threats. He makes coins along the way selling game and valuable roots and herbs to the villagers. The coins, he spends on maintaining his gear and entertainment, like smoking his favorite pipe.

While having had several impossible situations which have made him look like a monster in Holdenshire, Kulfer has overcome each one proving over and over again that he means well in the shire. The true villains, who took advantage of Kulfer's otherness, have been revealed and punished over the years. While he currently enjoys being in the relatively good graces of Holdenshire with the title of assistant ranger, he is constantly looking for the next time that he will be thrown into the fire. And, he is certain that there will be a next time.

 

BACKSTORY

Kulfer has never had it easy. Born in a deep gnome city in the Darkland into an orphanage and poverty. He struggled through his childhood and eventually joined the scouting teams which patrolled his home's frontier in the capacity affectionately known as bait. He survived by bringing food which was much more appetizing to the monsters than Kulfer was and bought him enough time for the veteran scouts to arrive and kill or capture the trespassing creature.

Surviving long enough, he graduated to become a junior scout, which he served for about a year until he was framed. His veteran scout partner had been acting weird for awhile, so Kulfer eventually started following him. He discovered that his partner was in leagues with drow slavers but was not careful enough to avoid alerting his partner. So, Kulfer was maneuvered into being caught with a bloody sword standing above the corpse of a fellow scout. His partner who had orchestrated the murder had an airtight alibi, so Kulfer ran.

Without any obvious direction, apart from away from his home city, he followed his nose and tattooed his trip in a winding design on his legs. Impossibly, he discovered a way through the Badlands to the surface over a decade ago. Fortunately, Kulfer was found by Brand Torek, an assistant ranger of Holdenshire, who introduced into the community. Over that decade, Kulfer has become an assistant ranger to Brand who has since become the ranger of Holdenshire while earning coins hunting and foraging for rare herbs.

 
 
ALLIES & ORGANIZATIONS

Brand Torek, ranger of Holdenshire

 

FOLLOWERS & STRONGHOLDS

Thorn
Type Mastiff
Abilities Speed 40 ft, AC 12, HP 9.

 

 

Edited by JubalBreakbottle (see edit history)
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Posted (edited)
KULFER UNDERNIGHT

Gnome Ranger 1Kulfer.png.5e60194dfdd0b29a5583dc743b4be8f4.png
image.png.30b924e658ca3da1577a1e996d5a58f6.png


AC13 Leather Brigantine
+2 Medium Shield
+4 Dex
19 (20 vs. Medium or larger) | HP 12/12 | HD 1/1d10 | Passive Perception/Insight 15/11
StrSave, proficient +2

Athletics +0
11 | DexSave, proficient +6

Acrobatics +4
Sleight of Hand +4
Stealth, proficient +6 (+1d4 in rocky terrain)
18 | ConSave +2 14 | IntSave +0

Arcana +0
History +0
Investigation, proficient +2
Nature +0
Religion +0

When making an Intelligence or Wisdom check related to any natural terrain, Kulfer gains an expertise die if using a skill you're proficient in.
11 | WisSave +1

Animal Handling, proficient +3 (+1d4 calming, riding)
Cultures +1
Insight +1
Medicine +1
Perception, proficient +3
Survival, proficient +3

When making an Intelligence or Wisdom check related to any natural terrain, Kulfer gains an expertise die if using a skill you're proficient in.
12 | ChaSave -1

Deception -1
Intimidation -1
Persuasion -1
Performance -1
9
Spell Attack +3 | Spell DC 11 | Disguise Self 1/1
Maneuver DC 14 | Studied Adversary Beasts | DM Inspiration 1/1


"Speech should always be in quotes and in bold." Thoughts should be in italics

Mechanics

Main Hand: Empty
Off Hand: Medium Shield


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.

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Edited by JubalBreakbottle (see edit history)
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