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Tel Longstride, Halfling Ranger


JagrHunter

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Tel Longstride

Failed merchant, Wood-Friend

 

Tel.jpg.bc8651d2e3c078c30ced21d0e45d17b6.jpg

 

"I'm not "half" of anything"

 

Ranger 3

Small humanoid male (Lightfoot Hin (Halfling), Neutral Good


Armor Class 14

Hit Points 25 ( 3d10+1 Con Bonus)
Speed 25' ft.


Senses 

Languages Common, Dwarvish, Elvish, Hin, Orc

Proficiency Bonus +2

 

ABILITIES & SKILLS 

Proficiency Bonus: +2

Strength 10 (+0)
Save +2
Athletics +0


Dexterity 17 (+3) 
Save +5 
Acrobatics +5 | Sleight of Hand +3 | Stealth +7 (E)


Constitution 13 (+1)
Save +1 
No skills associated.


Intelligence 11 (+0)
Save +0
Arcana +0 | History +5** | Investigation +2 | Nature +0 | Religion +0


Wisdom 13 (+1)
Save +1 
Animal Handling +3 | Insight +1 | Medicine +1 | Perception +3 | Survival +1


Charisma 12 (+1) 
Save +1 
Deception +1 | Intimidation +1 | Performance +1 | Persuasion +3

 (E) denotes expertise. / Bold denotes proficiency.

 
PROFICIENCIES & ABILITIES

 PROFICIENCIES

  • Tools Bowyers tools
  • Instruments None 
  • Weapons Martial Weapons, Simple Weapons 
  • Armors Light, Medium, Shields

RANGER CLASS ABILITIES
Deft Explorerou are an unsurpassed explorer and survivor, both in the wilderness and in dealing with others on your travels.

Elvish
Orc
Stealth
Canny (1st Level)TCoE56
Choose one of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses the chosen skill.

You can also speak, read, and write two additional languages of your choice.
 | Favored FoeWhen you hit a creature with an attack roll, you can 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.
 | Fighting Style (Archery)You gain a +2 bonus to attack rolls you make with ranged weapons. | SpellcastingYou can cast known ranger spells using WIS as your spellcasting modifier (Spell DC 11, Spell Attack +3) | Primal AwarenessYou can focus your awareness through the interconnections of nature: you learn additional spells when you reach certain levels in this class if you don’t already know them, as shown in the Primal Awareness Spells table. These spells don’t count against the number of ranger spells you know.

3rd speak with animals
| Ranger Archetype - Beast MasterYou magically summon a primal beast, which draws strength from your bond with nature. The beast is friendly to you and your companions and obeys your commands. Choose its stat block—Beast of the Land, Beast of the Sea, or Beast of the Sky—which uses your proficiency bonus (PB) in several places. You also determine the kind of animal the beast is, choosing a kind appropriate for the stat block. Whatever kind you choose, the beast bears primal markings, indicating its mystical origin.

In combat, the beast acts during your turn. It can move and use its reaction on its own, but the only action it takes is the Dodge action, unless you take a bonus action on your turn to command it 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.

If the beast has died within the last hour, you can use your action to touch it and expend a spell slot of 1st level or higher. The beast returns to life after 1 minute with all its hit points restored.

When you finish a long rest, you can summon a different primal beast. The new beast appears in an unoccupied space within 5 feet of you, and you choose its stat block and appearance. If you already have a beast from this feature, it vanishes when the new beast appears. The beast also vanishes if you die.
Primal Companion - Beast of the LandIn combat, the beast acts during your turn. It can move and use its reaction on its own, but the only action it takes is the Dodge action, unless you take a bonus action on your turn to command it 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.

BEAST OF THE LAND
Medium beast

Armor Class 13 + PB (natural armor)

Hit Points 5 + five times your ranger level (the beast has a number of Hit Dice [d8s] equal to your ranger level)

Speed 40 ft., climb 40 ft.

STR
14 (+2)
DEX
14 (+2)
CON
15 (+2)
INT
8 (−1)
WIS
14 (+2)
CHA
11 (+0)
Senses darkvision 60 ft., passive Perception 12

Languages understands the languages you speak

Challenge — Proficiency Bonus (PB) equals your bonus

Charge. If the beast moves at least 20 feet straight toward a target and then hits it with a maul attack on the same turn, the target takes an extra 1d6 slashing damage. If the target is a creature, it must succeed on a Strength saving throw against your spell save DC or be knocked prone.

Primal Bond. You can add your proficiency bonus to any ability check or saving throw that the beast makes.

Actions

Maul. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d8 + 2 + PB slashing damage.


 

RACIAL TRAITS
LuckyWhen you roll a 1 on the d20 for an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll. | BraveYou have advantage on saving throws against being frightened. | Halfling NimblenessYou can move through the space of any creature that is of a size larger than yours. | Naturally StealthyYou can attempt to hide even when you are obscured only by a creature that is at least one size larger than you. 


FEATS

 

WEAPONS

WEAPONS

  • Moon-touched rapier +5 to hit for (1d6+3) piercing | Finesse, Martial, Light
  • Dagger +5 to hit for (1d4+3) piercing damage. | Finesse, light, thrown (20/60)
  • Short bow +7 to hit for (1d6+3) piercing damage. | Simple, Ammunition, Range (80/320), Two-handed
  • Sling-staff +7 to hit for (1d6+3) bludgeoning damage. | Simple, Ammunition, Range (30/120), Two-handed

 

SPELLS

SPELL SLOTS 3/3 (1st),

  • Ranger - Spell Save DC: 11 | Spell Attack Mod: +3 | Modifier +1 | Spells Known: 3

FIRST LEVEL (Ranger)

Cure WoundsCure Wounds
1st-level evocation

Casting Time:1 action
Range:touch
Components:V, S
Duration:Instantaneous

A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier.

This spell has no effect on undead or constructs.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.
 | Absorb Elements (R)Casting Time: 1 reaction, which you take when you take acid, cold, fire, lightning, or thunder damage
Range/Area: Self
Components: S
Duration: 1 round
Source: EE, pg. 150
The spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the spell ends.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st.
 | Beast Bond (C)Casting Time: 1 action
Range/Area: Touch
Components:
V, S, M(a bit of fur wrapped in a cloth)
Duration:
Concentration, up to 10 minutes
Source: EE, pg. 150
You establish a telepathic link with one beast you touch that is friendly to you or charmed by you. The spell fails if the beast’s Intelligence is 4 or higher. Until the spell ends, the link is active while you and the beast are within line of sight of each other. Through the link, the beast can understand your telepathic messages to it, and it can telepathically communicate simple emotions and concepts back to you. While the link is active, the beast gains advantage on attack rolls against any creature within 5 feet of you that you can see.
Speak with Animals (Primal Awareness)Casting Time: 1 action
Range/Area: Self
Components: V, S
Duration: 10 minutes
Source: PHB, pg. 277
You gain the ability to comprehend and verbally communicate with beasts for the duration. The knowledge and awareness of many beasts is limited by their intelligence, but at minimum, beasts can give you information about nearby locations and monsters, including whatever they can perceive or have perceived within the past day. You might be able to persuade a beast to perform a small favor for you, at the GM's discretion.


 

/ (C) Denotes concentration. / (R) Denotes reaction spell. / (B) Denotes bonus action spell.

 

 

EQUIPMENT & ENCUMBERANCE

TOTAL ENCUMBERANCE (51.7 lbs.)

  • Weight: 54.08 lbs. / 150 lbs. max. (15 x STR Score)
  • Status: Unencumbered
  • Penalty: None

MONEY POUCH (.20 lbs.)

Copper: 0 | Silver: 0 | Gold: 10 | Platinum: 0

(10 Coins x .02 lbs. = .2 lbs. Total Weight)


EQUIPEMENT READIED (24.5 lbs.)

Equipped items can be retrieved with a manipulate item interaction.

  • Armor (10 lbs.) Leather Armor | Traveler's Clothes - 4 lbs.
  • Weapons (9 lbs.) Moon-Touched Rapier - 2 lbs. | Dagger x3 - 3 lbs | Shortbow - 2 lbs | Sling-staff - 2 lbs  
  • Readied Items (5.5 lbs.)  Quiver of arrows 1 lb. | Bowyer's Kit - 3 lbs. | Sling Bullets - 1.5 lbs

EQUIPMENT STORED (27 lbs.)

Stored items can be retrieved with an action.

  • In Backpack (9 lbs.) Backpack - 5 lbs. | Mess Kit - 1 lbs. | Tinder kit - 1 lb | Torch x2 - 2 lbs
  • Strapped to Backpack (15 lbs.) Waterskin - 5 lbs. | Bedroll & Blanket - 10 lbs. |

EQUIPMENT NOT CARRIED (--)

* Denotes magic item (see below)

 

MAGIC ITEMS

NON-ATTUNED


ATTUNED (1/3)

Moon-touched RapierIn darkness, the unsheathed blade of this sword sheds moonlight, creating bright light in a 15-foot radius and dim light for an additional 15 feet.

Proficiency with a rapier allows you to add your proficiency bonus to the attack roll for any attack you make with it.
  

 

APPEARANCE

Age 22 | Height 3' 5" | Weight 35 lbs. | Hair Wood Brown| Eyes hazel green | Complexion Tanned


 

 

BACKGROUND

Failed Merchant
Source PHB


  • Personality Traits: My heart wasn’t in being a merchant, so I failed. | if you do not win, no one will remember you name.
  • Ideals: Generosity. People helped me when I was down. Now that I’m back on my feet, I’ll pay it forward. (Good)
  • Bonds: If I take care of my animal friends, they’ll take care of me. People come and go, but a animal friend is something you can always rely on.
  • Flaws: You haven’t heard of me? I’m sure that’s because of your ignorance and low breeding.

Background Feature: Supply Chain (From your time as a merchant, you retain connections with wholesalers, suppliers, and other merchants and entrepreneurs. You can call upon these connections when looking for items or information.)


BACKSTORY

Tel grew up in Travers with a Halfling family of Merchants and Artisans along with two older brothers and one younger sister.  Although happy, Tel soon grew to dislike the pandering that the “Biggs” often caused to his family and grew to dislike the seemingly biased way they looked down on his people.  His parents merely brushed aside his concerns with statements such as “…they’re not Hin…” and “…only Human…” His Parents constantly tried to teach Tel tolerance, succeeding only marginally.

Tel was different than his siblings and instead of being drawn to the cities and their father’s trade he would often spend hours on the edge town, hidden in the wood line where he watched groups of adventurers enter the city, passing on their way to Waterdeep or Suzail or many of the routes that plied the crossroads of the town, their bags filled with coin, gems and magic from grand adventures.  Unlike most Halflings, Tel’s wanderlust kept him from the cities and pushed toward the surrounding woods and forests.  There he developed skills and abilities far different from those of his city-bound brethren. His family always played off the weirdness of Tel and his wilderness journeys as a phase. 

Tel actively tried to avoid the large towns and cities of the ‘Biggs” where his father would take him on his business journeys.  The overly huge crowds of Humans, Elves, Dwarves and even other humanoids that surrounded him made Tel feel dangerously small…fearing trampling or…worse.  Tel has tried to come to grips with his pride, but often catches himself holding a grudge at any slight for longer than he should. 

Tel had even tried to start a branch office of his father’s mercantile, but failed terribly, creeping home a failure.  With a sigh and knowing that his son was not meant for the life of a merchant, Tel’s father contacted a close friend, a retired adventure on now resided in Shadowdale.  After receiving his plea, the adventurer sponsored young Tel to the prestigious Vance’s Academy of Adventure. Recently Tel has begun to travel with a large Primally marked Badger, named "Digger"

Personality

a. Tel is always trying to prove himself. Showing that he is just as good as or better than the others. Especially any “Biggs” nearby.  Cocky and curious at the same time, Tel is an unusual mix of Halfling. 

b. He constantly admonishes those that infer that they are “half of anything” telling everyone that he is a “Hin” the Halfling term for “The People”

c. Tel loves Adventure and believes strongly in in both Yondalla and Tymora. unusual for a Ranger, and places great faith in the Creator of the Halfling race and the Goddess of Luck.  He sees the twin beliefs a way to prove his worth to the Halfling people.  Seeking adventure, he believes, sets him firmly on the path of both his patron deities.

d. Tel hates to see anyone mistreated especially by a bully or those that take advantage of others.

e. Tel’s long-term goal is to become a hero for all the younger Hin to aspire too and dreaming of his adventures just like he did of those travelling adventurers as they passed through town. 

 

First Impression

Tel is slightly tall for a Halfling, at three foot, five inches with a solidly athletic build.  His green eyes shine brightly, and his hair and person appear immaculately clean, for a Ranger.   His dark reddish-brown hair is and naturally unmanageable and usually as wild as Tel himself.   The only exception is the simple, ever-present “warriors” braid that is customary among the Hin.  He keeps his sling-staff always close is often seen fiddling with it in times consternation. His mottled brown and green leather armor is in good repair, is worn comfortably and allows ease of movement.

Although his eyes sparkle with curiosity, Tel is often seen with a frown, especially when in the presence of the “Tall races” that he doesn’t know. He often stands with arms crossed or hands resting on pommels, as if waiting for his chance to correct something.

Tel does wear a small holy symbol of Yondalla around his neck, and a ring with the emblem of Tymora on his right hand. 

Tel exhibits the strengths of his race, the unearthly dexterity displayed in his Archery and the uncanny dodging and tumbles that he uses in his fighting style. 

Tel knows that because of his size his strength barely compensates so he focuses on finesse instead of force.    The long hours in the wilds of the frontier have hardened his constitution like harsh wilderness itself, and his common sense, from growing up with a family of merchants makes him often a little wiser than his companions.  Although he had little book learning he can read and often spends time dredging up weird and unique writings.  He is often seen as standoffish by those that he doesn’t know and only seen as charismatic to those that he counts as friends and those animals that sense a kindred spirit.

Edited by JagrHunter (see edit history)
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