Arlyn Horskar - Half-Elf Ranger
Arlyn tells the dragonborn bard, "I am going to see if there are any clues behind us? I could not attack those statues even if I tried with my bow and arrows. I will probably hit one of our companions in the back." She moves back a bit to study the walls to see if there are any clues written that would have warned them of the statues ahead. Maybe there is a password mentioned that can get them to call off the stone guards.
There are two little alcoves that seem odd design wise, so maybe something is hidden in there. She will search both to determine if a clue was left behind.
Mechanics Free Action: Passive Perception 14 ___________________________________________________
Main Hand: Short Sword ___________________________________________________
Action: Active Investigation |
Character Sheet Arlyn Horskar - Half-Elf Ranger
___________________________________________________
Str 14 (+2) Dex 16 (+3) Con 14 (+2) Int 9 (-1) Wis 14 (+2) Cha 10 (+0)
Passive Perception 14 Initiative +3 You come from a humble social rank, but you are destined for so much more. Already the people of your home village regard you as their champion, and your destiny calls you to stand against the tyrants and monsters that threaten the common folk everywhere.
Since you come from the ranks of the common folk, you fit in among them with ease. You can find a place to hide, rest, or recuperate among other commoners, unless you have shown yourself to be a danger to them. They will shield you from the law or anyone else searching for you, though they will not risk their lives for you
___________________________________________________
Short Swords +5 attack, 1d6+3 piercing damage
___________________________________________________
Proficiency +2 Saving Throws Dexterity +5, Strength +4
___________________________________________________
___________________________________________________ Darkvision. Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. 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.
Fey Ancestry. You have advantage on saving throws against being charmed, and magic can't put you to sleep.
___________________________________________________
Favored Enemy. You have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.
Natural Explorer. You are particularly familiar with one type of natural environment "forest" and make checks with Advantage (Int or Wis).
Fighting Style. Druidic Warrior - You learn 2 cantrips of your choice from the druid spell list, and can replace 1 with another from the same list at every level.
Spellcasting. You now have access to the ranger spell list. Initially you know 2 spells of 1st level and can replace 1 spell at every level.
Spellcasting Focus. You can use a druid spell focus to cast your spells, i.e., mistletoe, holly, wand, rod, staff, talisman, etc... |
Equipment
___________________________________________________ General Inventory (128 lbs.)
Short Swords (2) - 4 lbs. Waterskin (1), Rations (8) - 21 lbs. Torches (10), Tinderbox - 11 lbs. Hammer (1), Pitons (10) - 5.5 lbs. Iron Spikes (10) - ?lbs. loot? Whetstone, Iron pot - 1 lbs. Shovel, Fishing Tackle - 9 lbs. Hemp Rope (50') - 10 lbs.
Encumbrance Max Load: 210 lbs. (15 x STR) Current Weight: 128 lbs. |
Spells
___________________________________________________
Ranger Spells 1st: Cure Wounds, Hunter's Mark
|