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Zack, ex-zhentarim mercenary


DarkAngel

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zack.jpg.c26a21fc69255ad16f1bec1986914d39.jpgZack half human (orc) CG Ranger 3, monster slayer enclave... sheet
STR 17, DEX 14, CON 15, INT 8, WIS 12, CHA 8.. saves STR +5, CON +4
(AC 16, HP 26 .. 26) savage attack | relentless endurance | menacing |
Ranger spells 3, cast +3 DC 11, (r) absorb elelments, (c) hunters mark, prot. from evil/good, cure light wounds


Zack wanders in to the adventuring academy taking note of the clipped lawns and tidy clean campus. He had brought... himself, along with his weapons and armor. It had been a long journey and he felt dusty, hungry and in need of a bath.

'... hi, I'm Zack... coming to enrol' ... 'and please tell me you have food..."

Zack was about as big as you could get to fit through most doorways, built for war his huge muscled frame was hard to miss no matter what he wore. Today he was feeling... uneasy, so he smiled alot revealing his pearly whites in a wide grin. Everyone back home knew that's when Zack was terrified the most, and unpredictable.


'... I heard there's a Monster Slaying enclave..." raising a curious eyebrow, Zack decided he wanted to appear like a pro... he was after all pretty familiar with fighting all manner of creatures, mostly humanoids. He was however willing to fight anything and was looking forward to field trips.

gear

Currently wearing

  • scale armor, zhentarim scout clothes, tattered cloak
  • longsword +5 (1d8+3) versatile (1d10+3) moon-beam
  • handaxe, light +5 (1d6+3) thrown 20/60
  • waterskin, pouch - healing potions (2)
  • pouch - coins
  • longbow, heavy +4 (1d8+2) two handed, range 120/680

monster slayer enclave

monster slayer enclave

Ranger 3

monster ID ... (+1) add prof to INT to identify monster vulnerabilities

bonus action Slayer's Mark for Slayer's Prey

Slayers Prey, part of an attack action for those marked to suffer +1d6 dam once per turn until rest time.

 

 

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Zack, ex Zhentarim mercenary

a reformed warrior, now a hunter and slayer of evil

zack.jpg.c26a21fc69255ad16f1bec1986914d39.jpg

"If you don't ask, I won't have to tell you the gruesome details"

 

Ranger

Medium humanoid male (half Orc), Chaotic Good


Armor Class : 16 ( scale mail )

Hit Points 26 ( 3d10 + 6 )
Speed 30' ft.


Senses darkvision 60', passive perception 13

Languages common, orcish

Proficiency Bonus +2

 

ABILITIES & SKILLS 

Proficiency Bonus: +2

Strength 17 (+3)
Save +5
Athletics +7*


Dexterity 14 (+2) 
Save +2
Acrobatics +2 | Sleight of Hand +2 | Stealth +4


Constitution 15 (+2)
Save +4
- used to concentrate on spells


Intelligence 8 (-1)
Save -1 
Arcana -1 | History -1 | Investigation -1 | Nature -1 | Religion -1


Wisdom 12 (+1)
Save +1
Animal Handling +1 | Insight +1 | Medicine +1 | Perception +3 | Survival +3


Charisma 8 (-1) 
Save -1
Deception -1 | Intimidation +1 | Performance -1 | Persuasion +1

notes: Bold denotes proficiency. *Canny proficiency

 
PROFICIENCIES & ABILITIES

 PROFICIENCIES

  • Tools gaming (dragon chess), vehicles (land)
  • Weapons simple, martial
  • Armors light, medium, shields

Ranger class abilities

  1. Favored foe (option), Deft explorer (option) - Canny Athletics.
  2. Fighting style - two-weapon fighting
  3. Primeval Awareness, Spellcasting, Spellcasting focus (option) - displacer beast teeth necklace.

fighting style

two-weapon fighting - may add ability score dam to off hand weapon


Racial traits
darkvisionThanks to your orc blood, 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. | menacingYou gain proficiency in the Intimidation skill. | relentless enduranceWhen you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can't use this feature again until you finish a long rest. | savage attacksWhen you score a critical hit with a melee weapon attack, you can roll one of the weapon's damage dice one additional time and add it to the extra damage of the critical hit.


Feats
...

 

WEAPONS

WEAPONS

  • longsword, moon-beam +5 (1d8+3), versatile (1d10+3)
  • handaxe, light +5 (1d6+3), thrown 20/60
  • longbow, two handed +4 (1d8+2), heavy, ranged 120/680

 

SPELLS

SPELL SLOTS 3 (1st), 3/3

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

1st level (Ranger)

absorb elements (r) | 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.
 | hunters mark (c) | ~ protection from evil and good

 

(c) Denotes concentration, (r) reaction, ~ monster slayer enclave

Combat and tactics

buffs

bonus Cast Hunters Mark* +1d6 dam... dur. 1 hr con.

bonus Slayer's mark^ for Slayer's Prey

free part of an attack action Slayer's prey^ +1d6 dam... dur. until next rest.

free part of an attack action Chosen foe> +1d4 dam or attack... dur. 1 min con.

Two-weapon > combat actions

attack Longsword +5 (1d8+3) versatile (1d10+3) moon-beam (15'r)

bonus (offhand) Handaxe, light +5 (1d6+3) thrown 20'/60'

* denotes Ranger Spell, ^ Monster Slayer enclave, > Ranger option or fighting style, con is concentration.

 

EQUIPMENT & ENCUMBERANCE

TOTAL ENCUMBERANCE (.. lbs.)

  • Weight: .. lbs. / 255 lbs. max. (15 x STR Score)
  • Status: Unencumbered
  • Penalty: None

MONEY POUCH (0.1 lbs.)

Copper: 0 | Silver: 0Gold: 5 | Obsidian: 0 | Platinum: 0

(10 Coins x .02 lbs. = 0.2 lbs. Total Weight)


EQUIPEMENT READIED (56 lbs.)

Equipped items can be retrieved with a manipulate item interaction.

  • Armor (49 lbs) scale mail - 45 lbs, Traveler's Clothes (old Zhentarim uniform w/ insignia) - 4 lbs.
  • Weapons (7 lbs) longsword, moonblade* - 3 lbs | handaxe, thrown - 2 lbs. | Longbow (20 arrows) - 2 lbs.  
  • Readied Items spell focus (teeth necklace)

EQUIPMENT STORED (.. lbs.)

Stored items can be retrieved with an action.

  • In pouch (.. lbs.) belt pouch - 5 lbs. | 2 healing potions - 1 lbs. |
  • belt (.. lbs.) Waterskin - 5 lbs. | 

EQUIPMENT NOT CARRIED (--)

  • At Home ... woodcutters axe

* Denotes magic item (see below)

 

MAGIC ITEMS

NON-ATTUNED

 


ATTUNED (3/3)

longsword, moon-beam

 

APPEARANCE

Age 24 | Height 6'3" | Weight ... lbs. | Hair jet black | eyes hazel | complexion ashen green

Physical Description A hulking brute you would expect bred for war with a large muscled frame and scars that hint of a violent past. Zack prefers to wear black scale metal armor beneath his old faded Zhentarim scout uniform and wears furs during his travels. In melee combat his weapons of choice normally include pairing longsword with a handaxe, however Zack has been known to carry other weapons... like a greatsword.

Zack travels light, with only a few pouches to carry his essential items, and moves with determination like someone who knows where he is going and what he is doing. He is after all a hunter and a member of the monster slaying enclave.

Personality Being a hero one minute and an outcast the next, Zack see's the world as one without expectation of anything except death. Everyone dies right... and if the gods decide it is his time, then he'll fight to prove them wrong. Until then every day is another day that leads to his next battle... nothing more nothing less... that was until he joined an adventuring university and got caught up in a world of intrigue and conspiracy. Now things just keep getting interesting.

 

 

BACKGROUND

Mercenary Veteran - Zhentarim scout (Mercenaries of the North)
Source Sword Coast


  • Personality Traits: I'm haunted by memories of war. I can't get the images of violence out of my mind.
  • Ideals: Independence. When people follow orders blindly, they embrace a kind of tyranny. (Chaotic)
  • Bonds: I fight for those who cannot fight for themselves
  • Flaws: The monstrous enemy we faced in battle still leaves me quivering with fear.

Background Feature: Mercenary life You know the mercenary life as only someone who has experienced it can. You are able to identify mercenary companies by their emblems, and you know a little about any such company, including the names and reputations of its commanders and leaders, and who has hired them recently. You can find the taverns and festhalls where mercenaries abide in any area, as long as you speak the language. You can find mercenary work between adventures sufficient to maintain a comfortable lifestyle.


BACKSTORY - sponsored to join the adventurers academy by a harper benefactor

Blood dripped from the wide blade and onto the forest floor below. The half orc scout took a few labored breaths as his mind took him back over the recent combat, he needed but a moment to recover... The area was littered with the bodies of the dead and dying, scattered here and there extending through the woods...

...

Several Zhentarim mercenaries stood at the entrance to the small hamlet, they were large thugs the lot of them. Humans and half caste brutes in hulking shells of black metal armor, carrying wicked looking weapons of violence and war. They were no strangers to bloody violence, and the manner in which they stood in sombre silence as they scanned the town ahead carried an ill feeling in the air. A stiff breeze blew across the town as if nature itself was trying to warn the locals with a howling wind... however it was too late, they were here.

Zack felt grim with unease, the orders were clear. Information was that the hamlet was harboring wanted men and the Priests he served wanted them... dead. Tightening the grip upon the hilt of his greatsword Zack walked with his Zhentarim brothers into town.

There was no escape from the Zhentarim, only death. Those were the words of Cyric's High Priest and his words were final. For his Zhentarim brothers, that had become their mantra and for the longest time Zack believed it too... however today was going to be different. Today he was going to prove otherwise.

...

Running in pursuit through the woods, Zack realized his time to act was overdue. The Zhentarim brothers he followed were stretched out ahead far enough for him to take them on one by one. If he was to escape with the Harper agents he needed to commit himself finally to his new path...

Up ahead the first Zhentarim mercenary had caught up to the Harpers and the clang of steel swords broke out in the woods. The Harpers were outnumbered three to six, however they had a hidden card to play.

"AAAARRRRGGGH !" Zack's battle cry was fueled with adrenalin as he made his fateful choice... swinging his hefty sword in a mighty overhead *chop* his blade cleaves deeply into the skull of his Zhentarim ally before him splattering fragments of bone, blood and gore as the mighty brute drops like a sack of potatoes... and now there were four versus four.

Turning at the sound of bloody violence behind him, the large human with a sword and axe registers the traitor in their midst as his eyes widen in suprise. Zack quickly removes his sword in a powerful yank and steps forward spinning in a counter move as axe and sword slashes in a lethal double strike... Spinning his greatsword in a deadly arc, Zack knew his superior reach would prove the difference between life and death as the two mighty warriors attacked each other with fervor. Slashing through metal bands in his foes torso, Zack's wide blade is awash in blood as it exits the mans chest leaving a splatter of blood in it's wake.

The Zhentarim were no strangers to pain and the mans wounds although grevious were not mortal. Gritting his teeth and sucking in the pain, the mighty Zhentarim warrior swings his axe in a side swipe chopping a wide arc of his own. Spinning around and catching Zack upon the back of the shoulderblade in the aftermath.

Turning to face one another, bleeding and affected by their wounds the two Zhentarim brothers stare upon one another as a moment passes between them.

"You would die... for them ?" the Zhentarim spits blood staring with murderous intent upon Zack.

Taking advantage of the moment, Zack lunges forward Greatsword first and impales his foe upon his sword before thrusting his blade forward up to it's hilt. Locking his eyes upon the man Zack replies... "Not today..."
 

 

Edited by DarkAngel (see edit history)
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Build Plan

half human (half orc) Ranger 3,
background:
veteran mercenary, Zhentarim

Source: Sword Coast Adventurer's Guide

Skill Proficiencies: Athletics, Persuasion
Tool Proficiencies: One type of gaming set, vehicles (land)
Languages: None
Equipment: A uniform of your company (traveler's clothes in quality), an insignia of your rank, a gaming set of your choice, and a pouch containing the remainder of your last wages (10gp)

Stats

27 pt buy (15,14,14,8,12,8)
half orc : STR +2, CON +1

STR 17, DEX 14, CON 15, INT 8, WIS 12, CHA 8

Skills

mercenary veteran Athletics, Persuasion
Ranger: Stealth, Perception, Survival
half orc: Intimidation

Starting gear

background
Scale mail
Longbow, quiver, 20 arrows

20 level plan 

half orc, male 20 level build plan

  1. Ranger : favored foe, deft explorer - canny athletics (expertise)
  2. Ranger : fighting style - two weapon fighting
  3. Ranger : primeval awareness, spellcasting, spellcasting focus - displacer beast teeth necklace. (mc) Monster ID, Slayer's mark - Slayer's prey
  4. Ranger : ASI +1 STR, +1 CON
  5. Ranger : Extra Attack
  6. Ranger
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let's see what destiny has instore for 'awesome' Zack of the Monster slayer enclave.

 

Edited by DarkAngel (see edit history)
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