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		<id>https://wiki.rpg.net/index.php?title=Jensen_Hawkins_(Jay)_11th_Level&amp;diff=377294</id>
		<title>Jensen Hawkins (Jay) 11th Level</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Jensen_Hawkins_(Jay)_11th_Level&amp;diff=377294"/>
		<updated>2020-02-04T12:58:04Z</updated>

		<summary type="html">&lt;p&gt;Stattick: /* Magic */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Jensen Isaiah Hawkins (Jay or Screamin Jay) ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Race&#039;&#039;&#039; Elf, Wood  &#039;&#039;&#039;Sex&#039;&#039;&#039; Male  &#039;&#039;&#039;Background&#039;&#039;&#039; US Army Ranger (Uthgardt Tribe Member)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class&#039;&#039;&#039; Assassin Rogue / Gloom Stalker Ranger &#039;&#039;&#039;Level&#039;&#039;&#039; 3 / 8 &#039;&#039;&#039;Alignment&#039;&#039;&#039; Lawful Neutral&lt;br /&gt;
&lt;br /&gt;
== Characteristics ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Str&#039;&#039;&#039; 10 (+0)  &#039;&#039;&#039;Dex&#039;&#039;&#039; 18 (+4)  &#039;&#039;&#039;Con&#039;&#039;&#039; 14 (+2)  &#039;&#039;&#039;Int&#039;&#039;&#039; 12 (+1)  &#039;&#039;&#039;Wis&#039;&#039;&#039; 14 (+2)  &#039;&#039;&#039;Cha&#039;&#039;&#039; 8 (-1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Saving Throws&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Str&#039;&#039;&#039; 0  &#039;&#039;&#039;Dex&#039;&#039;&#039; +8  &#039;&#039;&#039;Con&#039;&#039;&#039; +2  &#039;&#039;&#039;Int&#039;&#039;&#039; +5  &#039;&#039;&#039;Wis&#039;&#039;&#039; +6  &#039;&#039;&#039;Cha&#039;&#039;&#039; -1&lt;br /&gt;
*Advantage vs charmed&lt;br /&gt;
*Magic can&#039;t put you to sleep&lt;br /&gt;
*Advantage on saves against plants that are magically created or manipulated to impede movement (entangle, etc).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Speed&#039;&#039;&#039; 40, Climbing 40, Swimming 40, +10&#039; first turn of combat. &lt;br /&gt;
*Nonmagical difficult terrain costs no extra movement.&lt;br /&gt;
*Standing only uses only 5&#039;. Can jump after moving 5&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Passive Perception&#039;&#039;&#039; 20 &#039;&#039;&#039;Passive Insight&#039;&#039;&#039; 16 &#039;&#039;&#039;Darkvision&#039;&#039;&#039; 90 feet&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;HPs&#039;&#039;&#039; 104 _________________ &#039;&#039;&#039;Hit Dice&#039;&#039;&#039; 10d10 / 3d6 &#039;&#039;&#039;AC&#039;&#039;&#039; 17 &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Initiative&#039;&#039;&#039; +6 &#039;&#039;&#039;Proficiency Bonus&#039;&#039;&#039; +4&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Extra Attack&#039;&#039;&#039; - You can attack twice, instead of once, whenever you take the Attack action on your turn.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! &#039;&#039;&#039;Weapon&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Type&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Range&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Attack&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Damage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Longbow +3&lt;br /&gt;
| Ranged&lt;br /&gt;
| 150 / 600&lt;br /&gt;
| +13&lt;br /&gt;
| 1d8+9&lt;br /&gt;
|-&lt;br /&gt;
| Scimitar&lt;br /&gt;
| Melee&lt;br /&gt;
| -&lt;br /&gt;
| +8&lt;br /&gt;
| 1d8+4&lt;br /&gt;
|-&lt;br /&gt;
| Dagger&lt;br /&gt;
| Melee&lt;br /&gt;
| 20/60&lt;br /&gt;
| +8&lt;br /&gt;
| 1d4+4&lt;br /&gt;
|-&lt;br /&gt;
| Spear&lt;br /&gt;
| Melee&lt;br /&gt;
| 20/60&lt;br /&gt;
| +4&lt;br /&gt;
| 1d6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! &#039;&#039;&#039;Skills&#039;&#039;&#039; (&#039;&#039;&#039;Proficient&#039;&#039;&#039;, &#039;&#039;&#039;&#039;&#039;Expertise&#039;&#039;&#039;&#039;&#039;)&lt;br /&gt;
! &#039;&#039;&#039;Other Proficiencies&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Languages&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
*&#039;&#039;&#039;Acrobatics&#039;&#039;&#039; (Dex) +8&lt;br /&gt;
*&#039;&#039;&#039;Animal Handling&#039;&#039;&#039; (Wis) +6&lt;br /&gt;
*Arcana (Int) +1&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Athletics&#039;&#039;&#039;&#039;&#039; (Str) +8&lt;br /&gt;
*Deception (Cha) -1&lt;br /&gt;
*History (Int) +1&lt;br /&gt;
*&#039;&#039;&#039;Insight&#039;&#039;&#039; (Wis) +6&lt;br /&gt;
*&#039;&#039;&#039;Intimidation&#039;&#039;&#039; (Cha) +3&lt;br /&gt;
*&#039;&#039;&#039;Investigation&#039;&#039;&#039; (Int) +5&lt;br /&gt;
*Medicine (Wis) +2&lt;br /&gt;
*&#039;&#039;&#039;Nature&#039;&#039;&#039; (Int) +5&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Perception&#039;&#039;&#039;&#039;&#039; (Wis) +10&lt;br /&gt;
*Performance (Cha) -1&lt;br /&gt;
*Persuasion (Cha) -1&lt;br /&gt;
*Religion (Int) +1&lt;br /&gt;
*Sleight of Hand (Dex) +4&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Stealth&#039;&#039;&#039;&#039;&#039; (Dex) +12&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Survival&#039;&#039;&#039;&#039;&#039; (Wis) +10&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
*Light &amp;amp; Medium Armor&lt;br /&gt;
*Shields&lt;br /&gt;
*Simple &amp;amp; Martial Weapons&lt;br /&gt;
*Thieve&#039;s Tools&lt;br /&gt;
*Tinker&#039;s Tools&lt;br /&gt;
*Tool: Vehicles (land)&lt;br /&gt;
*Tool: Machinery&lt;br /&gt;
*Disguise Kit&lt;br /&gt;
*Poisoner&#039;s Kit&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
*English&lt;br /&gt;
*Common&lt;br /&gt;
*Elven&lt;br /&gt;
*Thieves&#039; Cant&lt;br /&gt;
*Dari-Persian&lt;br /&gt;
*Sylvan&lt;br /&gt;
*Beast&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Features &amp;amp; Feats ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Racial &amp;amp; Background&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;Mask of the Wild&#039;&#039;: You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.&lt;br /&gt;
*&#039;&#039;Blessing of the Forest&#039;&#039;: Action - pass my Mask of the Wild feature to another for an hour, or until I pass it to another creature.&lt;br /&gt;
*&#039;&#039;Uthgardt Heritage&#039;&#039;: You find twice as much food and water as you normally would when you forage. Additionally, you can call upon the hospitality of your people, and those folk allied with your tribe.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rogue Features&#039;&#039;&#039;&lt;br /&gt;
*1st Level: Expertise, Sneak Attack (+2d6), &lt;br /&gt;
*2nd Level: Cunning Action: Bonus Action - You can  take the Dash, Disengage, or Hide action.&lt;br /&gt;
*3rd Level: Assassinate: You have advantage on attack rolls against any creature that hasn&#039;t taken a turn in the combat yet. In addition, any hit you score against a creature that is surprised is a critical hit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ranger Features&#039;&#039;&#039;&lt;br /&gt;
*1st Level: &#039;&#039;&#039;Favored Foe&#039;&#039;&#039; - Hunter’s Mark spell known, doesn&#039;t count against spells known, doesn&#039;t require concentration. Can cast it Wis Mod times w/o concentration or expending a slot per long rest., &#039;&#039;&#039;Deft Explorer&#039;&#039;&#039; - Roving: +5 Speed, Climbing &amp;amp; Swimming is equal to walking speed. Canny: Expertise in Athletics, +2 languages.&lt;br /&gt;
*2nd Level: &#039;&#039;&#039;Fighting Style&#039;&#039;&#039; - Archery (+2 w/ Ranged Weapons), &#039;&#039;&#039;Spellcasting&#039;&#039;&#039; (see &amp;quot;Magic&amp;quot; below&amp;quot;), &#039;&#039;&#039;Spell Versatility&#039;&#039;&#039; - When you finish a long rest, you can replace a spell you learned from your Spellcasting feature with another spell from the ranger spell list. The new spell must be the same level as the spell you replace, &#039;&#039;&#039;Spellcasting Focus&#039;&#039;&#039; - May use Druidic spell focus. &#039;&#039;&#039;Ranger Spells&#039;&#039;&#039; - The following spells expand the ranger spell list: Entangle, Searing Smite, Aid, Gust of Wind, Magic Weapon, Enhance Ability, Warding Bond&lt;br /&gt;
*3rd Level: &#039;&#039;&#039;Primal Awareness&#039;&#039;&#039; - Bonus spells that can be cast once per long rest w/o expending a slot. &#039;&#039;&#039;Gloom Stalker Archetype&#039;&#039;&#039; - &#039;&#039;Gloom Stalker Magic&#039;&#039; - expanded spell list that doesn&#039;t count against spells known, &#039;&#039;Dread Ambusher&#039;&#039; - Wis mod bonus to Initiative, +10 move on first turn of combat, can take an additional attack if I attack on the first round of combat &amp;amp; if it hits the target takes +1d8 dmg, &#039;&#039;Umbral Sight&#039;&#039; - +30&#039; to Darkvision, While in darkness, you are invisible to any creature that relies on darkvision to see you in that darkness.&lt;br /&gt;
*4th Level: &#039;&#039;&#039;ASI&#039;&#039;&#039; - &#039;&#039;Close Quarters Archer&#039;&#039; Feat&lt;br /&gt;
*5th Level: Extra Attack&lt;br /&gt;
*6th Level: Deft Explorer Improvement&lt;br /&gt;
*7th Level: &#039;&#039;&#039;Iron Mind&#039;&#039;&#039; - Gain proficiency in Wis Saving Throws&lt;br /&gt;
*8th Level: &#039;&#039;&#039;ASI&#039;&#039;&#039; - &#039;&#039;Athlete&#039;&#039; Feat. &#039;&#039;&#039;Land&#039;s Stride&#039;&#039;&#039; - Nonmagical difficult terrain costs no extra movement. Advantage on saves against plants that are magically created or manipulated to impede movement (entangle, etc). &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Feats&#039;&#039;&#039;&lt;br /&gt;
*1st Level: &#039;&#039;&#039;Sharpshooter&#039;&#039;&#039; (Ranged Weapons) No disadvantage at long range. Ignore half cover and three-quarters cover. May take -5 to hit &amp;amp; +10 dmg.&lt;br /&gt;
*4th Level: &#039;&#039;&#039;Close Quarters Archer&#039;&#039;&#039; (Ranged Weapons) Being in melee with a hostile creature doesn’t impose disadv on attacks. No disadv against prone targets if firing down on them. You can make an Opportunity Attack with your bow as if it were a melee weapon, firing an arrow as the target exits melee range.&lt;br /&gt;
*8th Level: &#039;&#039;&#039;Athlete&#039;&#039;&#039; Standing only uses only 5&#039;. Can jump after moving 5&#039;, rather than 10&#039;.&lt;br /&gt;
&lt;br /&gt;
== Magic ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;&#039;Casting Ability&#039;&#039;&#039; Wisdom&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Save DC&#039;&#039;&#039; 14 &#039;&#039;&#039;Attack Bonus&#039;&#039;&#039; +6&lt;br /&gt;
|&lt;br /&gt;
: * = doesn&#039;t count against known spells&lt;br /&gt;
: † = cast once per long rest for free&lt;br /&gt;
: ^ = cast Wis mod per long rest for free&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spell Slots&#039;&#039;&#039; 4 / 3&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Used Slots&#039;&#039;&#039; 1 / 0&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! &#039;&#039;&#039;Cantrips&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;1st Level&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;2nd Level&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
*Create Bonfire&lt;br /&gt;
*Druidcraft&lt;br /&gt;
*Prestidigitation&lt;br /&gt;
*Shape Water&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
*Detect Magic * †&lt;br /&gt;
*Disguise Self *&lt;br /&gt;
*Ensnaring Strike&lt;br /&gt;
*Goodberry&lt;br /&gt;
*Hunter&#039;s Mark * ^&lt;br /&gt;
*Longstrider&lt;br /&gt;
*Speak with Animals * †&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
*Beast Sense * †&lt;br /&gt;
*Locate Animals or Plants * †&lt;br /&gt;
*Pass Without Trace&lt;br /&gt;
*Rope Trick *&lt;br /&gt;
*Silence&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Equipment ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Magical Equipment&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Longbow +3&#039;&#039;&#039; (very rare)&lt;br /&gt;
:&#039;&#039;&#039;Glamoured Studded Leather&#039;&#039;&#039; (rare) - AC 13 + Dex Mod, can appear as clothing&lt;br /&gt;
:&#039;&#039;&#039;Bracers of Archery&#039;&#039;&#039; (uncommon, attunement) - +2 bow dmg&lt;br /&gt;
:&#039;&#039;&#039;Efficient Quiver&#039;&#039;&#039; (uncommon)&lt;br /&gt;
:&#039;&#039;&#039;Elvin Boots&#039;&#039;&#039; (uncommon) - adv on stealth&lt;br /&gt;
:&#039;&#039;&#039;Aril Ring&#039;&#039;&#039; (common, attunement) - &#039;&#039;A ring of polished yew. In place of a gem, the ring has a single, living aril.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
:As a Bonus Action, the wearer may pluck the ring&#039;s berry. When doing so, a fey spirit in the form of a sparrow appears. As an Action, the berry can be eaten (effects as a single Goodberry), fed to another, or it can be fed to the sparrow. If the sparrow doesn&#039;t get the berry, it fluffs up its feathers and chatters angrily.&lt;br /&gt;
&lt;br /&gt;
:If the aril is fed to the sparrow, the bird will act as a messenger, per the Message cantrip. The bird must be able to physically get to the person the message is intended for. The bird will land and whisper the message in the recipient&#039;s ear. After a minute transpires, the bird will return to the feywild, any impending messages undelivered. Sparrows use the same attributes as Canaries.&lt;br /&gt;
&lt;br /&gt;
:It&#039;s said that these messengers can also carry messages to the spirits of the dead, but if so, the dead don&#039;t typically respond. If sent to deliver such a message, the sparrow merely disappears.&lt;br /&gt;
&lt;br /&gt;
:The ring will regrow a missing berry at dawn.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Glow Gem&#039;&#039;&#039; (common) - A gem that glows as brightly as a candle. The light the gem gives off is the same color as the gem. (orange topaz)&lt;br /&gt;
:&#039;&#039;&#039;Shaded Scimitar&#039;&#039;&#039; (common) - A Shaded weapon is mat black and reflects no light. It seems to disappear in the shadows and darkness.&lt;br /&gt;
&lt;br /&gt;
:In dimly lit or dark conditions, if a creature isn&#039;t already aware of the weapon&#039;s presence, it must make a DC 15 check to notice its presence (Perception or Investigation) even if it&#039;s being held. Attacks with an unnoticed Shaded weapon are made with advantage. After a Shaded weapon is used to attack in a combat, it is no longer difficult to perceive.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Unbreakable Arrow&#039;&#039;&#039; (common) x3&lt;br /&gt;
:&#039;&#039;&#039;Walloping Ammunition&#039;&#039;&#039; (Arrows, common) x2 - A creature hit by the ammunition must succeed on a DC 10 Strength saving throw or be knocked prone.&lt;br /&gt;
:&#039;&#039;&#039;Whistling Ammunition&#039;&#039;&#039; (Arrow, common) x1 - When in flight, the arrow makes a loud whistling noise.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Mundane Equipment&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Worn&#039;&#039;&#039;&lt;br /&gt;
::Glamored Studded Leather Armor 13 lbs&lt;br /&gt;
::Clothing (including boots &amp;amp; cloak) 5 lbs&lt;br /&gt;
::Efficient Quiver 2 lbs&lt;br /&gt;
:::Longbow +3&lt;br /&gt;
:::54 Arrows&lt;br /&gt;
:::3 Unbreakable Arrows&lt;br /&gt;
:::2 Walloping Arrows&lt;br /&gt;
:::1 Whistling Arrow&lt;br /&gt;
:::Shaded Scimitar&lt;br /&gt;
:::2 Spears&lt;br /&gt;
:::10 Torches&lt;br /&gt;
::&#039;&#039;&#039;Belt&#039;&#039;&#039;&lt;br /&gt;
:::Dagger 1 lb&lt;br /&gt;
:::&#039;&#039;&#039;Belt Pouch&#039;&#039;&#039; ~3 lbs&lt;br /&gt;
::::Tiny Tinder Box&lt;br /&gt;
::::Toilet Paper&lt;br /&gt;
::::Glow Gem (in lightproof container)&lt;br /&gt;
::::Thieves Tools&lt;br /&gt;
::::Compass&lt;br /&gt;
::::Chalk&lt;br /&gt;
::::Carpenter&#039;s Pencil&lt;br /&gt;
::::Spoon &amp;amp; Fork&lt;br /&gt;
::::Snacks&lt;br /&gt;
::::Small notepad&lt;br /&gt;
::::Monocular &lt;br /&gt;
::&#039;&#039;&#039;Pack&#039;&#039;&#039; 2 lbs (~25 lbs total)&lt;br /&gt;
:::Change of Clothes 2 lbs&lt;br /&gt;
:::100&#039; Type III Tan cammo paracord .5 lbs&lt;br /&gt;
:::100&#039; smaller lengths of paracord .5 lbs&lt;br /&gt;
:::Sleeping Bag 3 lbs&lt;br /&gt;
:::Backpacking Tarp 2 lbs&lt;br /&gt;
:::3 Days rations 6 lbs&lt;br /&gt;
:::Rags 1 lb&lt;br /&gt;
:::Sewing kit&lt;br /&gt;
:::Mess Kit 1 lb&lt;br /&gt;
:::Flask of oil 1 lb&lt;br /&gt;
:::Plastic bottle of Everclear 1 lb&lt;br /&gt;
:::Duct Tape .5 lbs&lt;br /&gt;
:::Small game snare building equip 2 lbs&lt;br /&gt;
:48 lbs total&lt;br /&gt;
:23 lbs w/o pack&lt;br /&gt;
&lt;br /&gt;
== Background ==&lt;br /&gt;
Jensen Isaiah Hawkins was born and raised in Eastern Oregon by a moderately abusive family of rigidly adhering fundamentalist Christians of an off-beat denomination. His family were also firm adherents of a number of Sovereign Citizen and Freemen-on-the-Land conspiracy theories. He thought his family&#039;s beliefs, both religious and otherwise, were insane. He was raised on a small ranch that wasn&#039;t always self sustaining. Jensen, or &amp;quot;Jay&amp;quot; as anyone who actually liked him called him (so not his family), had to learn to get by impoverished, and was often reduced to thievery and poaching to get by.&lt;br /&gt;
&lt;br /&gt;
When he was old enough, Jay joined the US Army. Being good on the land, and having been raised with a gun or bow at his side since he was small, but not being the brightest recruit, Jay landed in the infantry. In Basic Training, the shy Jensen quickly got named Screamin&#039; Jay by the Drill Sergeant, and the name stuck. Within a few years, after his first tour in Afghanistan, he got into the Rangers. He had his sights set on joining Special Forces if he could get into the training.&lt;br /&gt;
&lt;br /&gt;
After making it through Ranger training, he landed back in Afghanistan for another tour, this time, mostly on foot instead of in an APC. A couple of years into deployment, his platoon went down a hole in Afghanistan, chasing the Taliban. The cavern turned into torch lined halls of cyclopean stonework, peppered with grotesquely grinning gargoyle faces. Then the monsters came, along with an 80 ton stone block that barred their way back. The only way out was to go forward. Screamin Jay was the only one that made it out - but &amp;quot;out&amp;quot; was another world. A world of elves, orcs, dragons, and unicorns.&lt;br /&gt;
&lt;br /&gt;
On the other side, Jay found himself transformed into an elf. It was a little odd, but not insufferable. After wandering for a while, and getting into some trouble among the humans, who apparently didn&#039;t like elves, he went out into the wilds to find &amp;quot;his kind&amp;quot;, the elves. It wasn&#039;t long after entering their territory that he was picked up by a patrol of Wood Elves that looked much as he did. After a few days of questioning, they finally decided that he was telling the truth about his origins, and was no danger to them. He was offered a place among them, which he accepted. It wasn&#039;t long before he too was patrolling with their rangers.&lt;br /&gt;
&lt;br /&gt;
He was &amp;quot;over there&amp;quot; for ten years. It was a good life. He&#039;d been handfasted to a good elven woman for a few years, but they&#039;d had no children yet. But when a gateway in a dungeon offered him a way home, he had to take it. It&#039;s not that he wanted to take it. It was his duty to take it. And so he did. When he was found by a patrol and taken back to Kabul, at first he was treated like a deserter, but after some weeks of him steadfasting sticking to the truth, he was eventually treated as a headcase. He was drummed unceremoniously out of the Army with a medical discharge that said, &amp;quot;Psychiatric&amp;quot; on it. The day he was walked off base as a civilian, he was met by the recruiter for Project Kerberos.&lt;/div&gt;</summary>
		<author><name>Stattick</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Jensen_Hawkins_(Jay)_11th_Level&amp;diff=377293</id>
		<title>Jensen Hawkins (Jay) 11th Level</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Jensen_Hawkins_(Jay)_11th_Level&amp;diff=377293"/>
		<updated>2020-02-04T12:57:39Z</updated>

		<summary type="html">&lt;p&gt;Stattick: /* Magic */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Jensen Isaiah Hawkins (Jay or Screamin Jay) ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Race&#039;&#039;&#039; Elf, Wood  &#039;&#039;&#039;Sex&#039;&#039;&#039; Male  &#039;&#039;&#039;Background&#039;&#039;&#039; US Army Ranger (Uthgardt Tribe Member)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class&#039;&#039;&#039; Assassin Rogue / Gloom Stalker Ranger &#039;&#039;&#039;Level&#039;&#039;&#039; 3 / 8 &#039;&#039;&#039;Alignment&#039;&#039;&#039; Lawful Neutral&lt;br /&gt;
&lt;br /&gt;
== Characteristics ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Str&#039;&#039;&#039; 10 (+0)  &#039;&#039;&#039;Dex&#039;&#039;&#039; 18 (+4)  &#039;&#039;&#039;Con&#039;&#039;&#039; 14 (+2)  &#039;&#039;&#039;Int&#039;&#039;&#039; 12 (+1)  &#039;&#039;&#039;Wis&#039;&#039;&#039; 14 (+2)  &#039;&#039;&#039;Cha&#039;&#039;&#039; 8 (-1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Saving Throws&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Str&#039;&#039;&#039; 0  &#039;&#039;&#039;Dex&#039;&#039;&#039; +8  &#039;&#039;&#039;Con&#039;&#039;&#039; +2  &#039;&#039;&#039;Int&#039;&#039;&#039; +5  &#039;&#039;&#039;Wis&#039;&#039;&#039; +6  &#039;&#039;&#039;Cha&#039;&#039;&#039; -1&lt;br /&gt;
*Advantage vs charmed&lt;br /&gt;
*Magic can&#039;t put you to sleep&lt;br /&gt;
*Advantage on saves against plants that are magically created or manipulated to impede movement (entangle, etc).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Speed&#039;&#039;&#039; 40, Climbing 40, Swimming 40, +10&#039; first turn of combat. &lt;br /&gt;
*Nonmagical difficult terrain costs no extra movement.&lt;br /&gt;
*Standing only uses only 5&#039;. Can jump after moving 5&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Passive Perception&#039;&#039;&#039; 20 &#039;&#039;&#039;Passive Insight&#039;&#039;&#039; 16 &#039;&#039;&#039;Darkvision&#039;&#039;&#039; 90 feet&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;HPs&#039;&#039;&#039; 104 _________________ &#039;&#039;&#039;Hit Dice&#039;&#039;&#039; 10d10 / 3d6 &#039;&#039;&#039;AC&#039;&#039;&#039; 17 &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Initiative&#039;&#039;&#039; +6 &#039;&#039;&#039;Proficiency Bonus&#039;&#039;&#039; +4&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Extra Attack&#039;&#039;&#039; - You can attack twice, instead of once, whenever you take the Attack action on your turn.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! &#039;&#039;&#039;Weapon&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Type&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Range&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Attack&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Damage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Longbow +3&lt;br /&gt;
| Ranged&lt;br /&gt;
| 150 / 600&lt;br /&gt;
| +13&lt;br /&gt;
| 1d8+9&lt;br /&gt;
|-&lt;br /&gt;
| Scimitar&lt;br /&gt;
| Melee&lt;br /&gt;
| -&lt;br /&gt;
| +8&lt;br /&gt;
| 1d8+4&lt;br /&gt;
|-&lt;br /&gt;
| Dagger&lt;br /&gt;
| Melee&lt;br /&gt;
| 20/60&lt;br /&gt;
| +8&lt;br /&gt;
| 1d4+4&lt;br /&gt;
|-&lt;br /&gt;
| Spear&lt;br /&gt;
| Melee&lt;br /&gt;
| 20/60&lt;br /&gt;
| +4&lt;br /&gt;
| 1d6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! &#039;&#039;&#039;Skills&#039;&#039;&#039; (&#039;&#039;&#039;Proficient&#039;&#039;&#039;, &#039;&#039;&#039;&#039;&#039;Expertise&#039;&#039;&#039;&#039;&#039;)&lt;br /&gt;
! &#039;&#039;&#039;Other Proficiencies&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Languages&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
*&#039;&#039;&#039;Acrobatics&#039;&#039;&#039; (Dex) +8&lt;br /&gt;
*&#039;&#039;&#039;Animal Handling&#039;&#039;&#039; (Wis) +6&lt;br /&gt;
*Arcana (Int) +1&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Athletics&#039;&#039;&#039;&#039;&#039; (Str) +8&lt;br /&gt;
*Deception (Cha) -1&lt;br /&gt;
*History (Int) +1&lt;br /&gt;
*&#039;&#039;&#039;Insight&#039;&#039;&#039; (Wis) +6&lt;br /&gt;
*&#039;&#039;&#039;Intimidation&#039;&#039;&#039; (Cha) +3&lt;br /&gt;
*&#039;&#039;&#039;Investigation&#039;&#039;&#039; (Int) +5&lt;br /&gt;
*Medicine (Wis) +2&lt;br /&gt;
*&#039;&#039;&#039;Nature&#039;&#039;&#039; (Int) +5&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Perception&#039;&#039;&#039;&#039;&#039; (Wis) +10&lt;br /&gt;
*Performance (Cha) -1&lt;br /&gt;
*Persuasion (Cha) -1&lt;br /&gt;
*Religion (Int) +1&lt;br /&gt;
*Sleight of Hand (Dex) +4&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Stealth&#039;&#039;&#039;&#039;&#039; (Dex) +12&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Survival&#039;&#039;&#039;&#039;&#039; (Wis) +10&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
*Light &amp;amp; Medium Armor&lt;br /&gt;
*Shields&lt;br /&gt;
*Simple &amp;amp; Martial Weapons&lt;br /&gt;
*Thieve&#039;s Tools&lt;br /&gt;
*Tinker&#039;s Tools&lt;br /&gt;
*Tool: Vehicles (land)&lt;br /&gt;
*Tool: Machinery&lt;br /&gt;
*Disguise Kit&lt;br /&gt;
*Poisoner&#039;s Kit&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
*English&lt;br /&gt;
*Common&lt;br /&gt;
*Elven&lt;br /&gt;
*Thieves&#039; Cant&lt;br /&gt;
*Dari-Persian&lt;br /&gt;
*Sylvan&lt;br /&gt;
*Beast&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Features &amp;amp; Feats ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Racial &amp;amp; Background&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;Mask of the Wild&#039;&#039;: You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.&lt;br /&gt;
*&#039;&#039;Blessing of the Forest&#039;&#039;: Action - pass my Mask of the Wild feature to another for an hour, or until I pass it to another creature.&lt;br /&gt;
*&#039;&#039;Uthgardt Heritage&#039;&#039;: You find twice as much food and water as you normally would when you forage. Additionally, you can call upon the hospitality of your people, and those folk allied with your tribe.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rogue Features&#039;&#039;&#039;&lt;br /&gt;
*1st Level: Expertise, Sneak Attack (+2d6), &lt;br /&gt;
*2nd Level: Cunning Action: Bonus Action - You can  take the Dash, Disengage, or Hide action.&lt;br /&gt;
*3rd Level: Assassinate: You have advantage on attack rolls against any creature that hasn&#039;t taken a turn in the combat yet. In addition, any hit you score against a creature that is surprised is a critical hit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ranger Features&#039;&#039;&#039;&lt;br /&gt;
*1st Level: &#039;&#039;&#039;Favored Foe&#039;&#039;&#039; - Hunter’s Mark spell known, doesn&#039;t count against spells known, doesn&#039;t require concentration. Can cast it Wis Mod times w/o concentration or expending a slot per long rest., &#039;&#039;&#039;Deft Explorer&#039;&#039;&#039; - Roving: +5 Speed, Climbing &amp;amp; Swimming is equal to walking speed. Canny: Expertise in Athletics, +2 languages.&lt;br /&gt;
*2nd Level: &#039;&#039;&#039;Fighting Style&#039;&#039;&#039; - Archery (+2 w/ Ranged Weapons), &#039;&#039;&#039;Spellcasting&#039;&#039;&#039; (see &amp;quot;Magic&amp;quot; below&amp;quot;), &#039;&#039;&#039;Spell Versatility&#039;&#039;&#039; - When you finish a long rest, you can replace a spell you learned from your Spellcasting feature with another spell from the ranger spell list. The new spell must be the same level as the spell you replace, &#039;&#039;&#039;Spellcasting Focus&#039;&#039;&#039; - May use Druidic spell focus. &#039;&#039;&#039;Ranger Spells&#039;&#039;&#039; - The following spells expand the ranger spell list: Entangle, Searing Smite, Aid, Gust of Wind, Magic Weapon, Enhance Ability, Warding Bond&lt;br /&gt;
*3rd Level: &#039;&#039;&#039;Primal Awareness&#039;&#039;&#039; - Bonus spells that can be cast once per long rest w/o expending a slot. &#039;&#039;&#039;Gloom Stalker Archetype&#039;&#039;&#039; - &#039;&#039;Gloom Stalker Magic&#039;&#039; - expanded spell list that doesn&#039;t count against spells known, &#039;&#039;Dread Ambusher&#039;&#039; - Wis mod bonus to Initiative, +10 move on first turn of combat, can take an additional attack if I attack on the first round of combat &amp;amp; if it hits the target takes +1d8 dmg, &#039;&#039;Umbral Sight&#039;&#039; - +30&#039; to Darkvision, While in darkness, you are invisible to any creature that relies on darkvision to see you in that darkness.&lt;br /&gt;
*4th Level: &#039;&#039;&#039;ASI&#039;&#039;&#039; - &#039;&#039;Close Quarters Archer&#039;&#039; Feat&lt;br /&gt;
*5th Level: Extra Attack&lt;br /&gt;
*6th Level: Deft Explorer Improvement&lt;br /&gt;
*7th Level: &#039;&#039;&#039;Iron Mind&#039;&#039;&#039; - Gain proficiency in Wis Saving Throws&lt;br /&gt;
*8th Level: &#039;&#039;&#039;ASI&#039;&#039;&#039; - &#039;&#039;Athlete&#039;&#039; Feat. &#039;&#039;&#039;Land&#039;s Stride&#039;&#039;&#039; - Nonmagical difficult terrain costs no extra movement. Advantage on saves against plants that are magically created or manipulated to impede movement (entangle, etc). &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Feats&#039;&#039;&#039;&lt;br /&gt;
*1st Level: &#039;&#039;&#039;Sharpshooter&#039;&#039;&#039; (Ranged Weapons) No disadvantage at long range. Ignore half cover and three-quarters cover. May take -5 to hit &amp;amp; +10 dmg.&lt;br /&gt;
*4th Level: &#039;&#039;&#039;Close Quarters Archer&#039;&#039;&#039; (Ranged Weapons) Being in melee with a hostile creature doesn’t impose disadv on attacks. No disadv against prone targets if firing down on them. You can make an Opportunity Attack with your bow as if it were a melee weapon, firing an arrow as the target exits melee range.&lt;br /&gt;
*8th Level: &#039;&#039;&#039;Athlete&#039;&#039;&#039; Standing only uses only 5&#039;. Can jump after moving 5&#039;, rather than 10&#039;.&lt;br /&gt;
&lt;br /&gt;
== Magic ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;&#039;Casting Ability&#039;&#039;&#039; Wisdom&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Save DC&#039;&#039;&#039; 14 &#039;&#039;&#039;Attack Bonus&#039;&#039;&#039; +6&lt;br /&gt;
|&lt;br /&gt;
: * = doesn&#039;t count against known spells&lt;br /&gt;
: † = cast once per long rest for free&lt;br /&gt;
: ^ = cast Wis mod per long rest for free&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spell Slots&#039;&#039;&#039; 4 / 3&lt;br /&gt;
&#039;&#039;&#039;Used Slots&#039;&#039;&#039; 1 / 0&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! &#039;&#039;&#039;Cantrips&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;1st Level&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;2nd Level&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
*Create Bonfire&lt;br /&gt;
*Druidcraft&lt;br /&gt;
*Prestidigitation&lt;br /&gt;
*Shape Water&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
*Detect Magic * †&lt;br /&gt;
*Disguise Self *&lt;br /&gt;
*Ensnaring Strike&lt;br /&gt;
*Goodberry&lt;br /&gt;
*Hunter&#039;s Mark * ^&lt;br /&gt;
*Longstrider&lt;br /&gt;
*Speak with Animals * †&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
*Beast Sense * †&lt;br /&gt;
*Locate Animals or Plants * †&lt;br /&gt;
*Pass Without Trace&lt;br /&gt;
*Rope Trick *&lt;br /&gt;
*Silence&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Equipment ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Magical Equipment&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Longbow +3&#039;&#039;&#039; (very rare)&lt;br /&gt;
:&#039;&#039;&#039;Glamoured Studded Leather&#039;&#039;&#039; (rare) - AC 13 + Dex Mod, can appear as clothing&lt;br /&gt;
:&#039;&#039;&#039;Bracers of Archery&#039;&#039;&#039; (uncommon, attunement) - +2 bow dmg&lt;br /&gt;
:&#039;&#039;&#039;Efficient Quiver&#039;&#039;&#039; (uncommon)&lt;br /&gt;
:&#039;&#039;&#039;Elvin Boots&#039;&#039;&#039; (uncommon) - adv on stealth&lt;br /&gt;
:&#039;&#039;&#039;Aril Ring&#039;&#039;&#039; (common, attunement) - &#039;&#039;A ring of polished yew. In place of a gem, the ring has a single, living aril.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
:As a Bonus Action, the wearer may pluck the ring&#039;s berry. When doing so, a fey spirit in the form of a sparrow appears. As an Action, the berry can be eaten (effects as a single Goodberry), fed to another, or it can be fed to the sparrow. If the sparrow doesn&#039;t get the berry, it fluffs up its feathers and chatters angrily.&lt;br /&gt;
&lt;br /&gt;
:If the aril is fed to the sparrow, the bird will act as a messenger, per the Message cantrip. The bird must be able to physically get to the person the message is intended for. The bird will land and whisper the message in the recipient&#039;s ear. After a minute transpires, the bird will return to the feywild, any impending messages undelivered. Sparrows use the same attributes as Canaries.&lt;br /&gt;
&lt;br /&gt;
:It&#039;s said that these messengers can also carry messages to the spirits of the dead, but if so, the dead don&#039;t typically respond. If sent to deliver such a message, the sparrow merely disappears.&lt;br /&gt;
&lt;br /&gt;
:The ring will regrow a missing berry at dawn.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Glow Gem&#039;&#039;&#039; (common) - A gem that glows as brightly as a candle. The light the gem gives off is the same color as the gem. (orange topaz)&lt;br /&gt;
:&#039;&#039;&#039;Shaded Scimitar&#039;&#039;&#039; (common) - A Shaded weapon is mat black and reflects no light. It seems to disappear in the shadows and darkness.&lt;br /&gt;
&lt;br /&gt;
:In dimly lit or dark conditions, if a creature isn&#039;t already aware of the weapon&#039;s presence, it must make a DC 15 check to notice its presence (Perception or Investigation) even if it&#039;s being held. Attacks with an unnoticed Shaded weapon are made with advantage. After a Shaded weapon is used to attack in a combat, it is no longer difficult to perceive.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Unbreakable Arrow&#039;&#039;&#039; (common) x3&lt;br /&gt;
:&#039;&#039;&#039;Walloping Ammunition&#039;&#039;&#039; (Arrows, common) x2 - A creature hit by the ammunition must succeed on a DC 10 Strength saving throw or be knocked prone.&lt;br /&gt;
:&#039;&#039;&#039;Whistling Ammunition&#039;&#039;&#039; (Arrow, common) x1 - When in flight, the arrow makes a loud whistling noise.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Mundane Equipment&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Worn&#039;&#039;&#039;&lt;br /&gt;
::Glamored Studded Leather Armor 13 lbs&lt;br /&gt;
::Clothing (including boots &amp;amp; cloak) 5 lbs&lt;br /&gt;
::Efficient Quiver 2 lbs&lt;br /&gt;
:::Longbow +3&lt;br /&gt;
:::54 Arrows&lt;br /&gt;
:::3 Unbreakable Arrows&lt;br /&gt;
:::2 Walloping Arrows&lt;br /&gt;
:::1 Whistling Arrow&lt;br /&gt;
:::Shaded Scimitar&lt;br /&gt;
:::2 Spears&lt;br /&gt;
:::10 Torches&lt;br /&gt;
::&#039;&#039;&#039;Belt&#039;&#039;&#039;&lt;br /&gt;
:::Dagger 1 lb&lt;br /&gt;
:::&#039;&#039;&#039;Belt Pouch&#039;&#039;&#039; ~3 lbs&lt;br /&gt;
::::Tiny Tinder Box&lt;br /&gt;
::::Toilet Paper&lt;br /&gt;
::::Glow Gem (in lightproof container)&lt;br /&gt;
::::Thieves Tools&lt;br /&gt;
::::Compass&lt;br /&gt;
::::Chalk&lt;br /&gt;
::::Carpenter&#039;s Pencil&lt;br /&gt;
::::Spoon &amp;amp; Fork&lt;br /&gt;
::::Snacks&lt;br /&gt;
::::Small notepad&lt;br /&gt;
::::Monocular &lt;br /&gt;
::&#039;&#039;&#039;Pack&#039;&#039;&#039; 2 lbs (~25 lbs total)&lt;br /&gt;
:::Change of Clothes 2 lbs&lt;br /&gt;
:::100&#039; Type III Tan cammo paracord .5 lbs&lt;br /&gt;
:::100&#039; smaller lengths of paracord .5 lbs&lt;br /&gt;
:::Sleeping Bag 3 lbs&lt;br /&gt;
:::Backpacking Tarp 2 lbs&lt;br /&gt;
:::3 Days rations 6 lbs&lt;br /&gt;
:::Rags 1 lb&lt;br /&gt;
:::Sewing kit&lt;br /&gt;
:::Mess Kit 1 lb&lt;br /&gt;
:::Flask of oil 1 lb&lt;br /&gt;
:::Plastic bottle of Everclear 1 lb&lt;br /&gt;
:::Duct Tape .5 lbs&lt;br /&gt;
:::Small game snare building equip 2 lbs&lt;br /&gt;
:48 lbs total&lt;br /&gt;
:23 lbs w/o pack&lt;br /&gt;
&lt;br /&gt;
== Background ==&lt;br /&gt;
Jensen Isaiah Hawkins was born and raised in Eastern Oregon by a moderately abusive family of rigidly adhering fundamentalist Christians of an off-beat denomination. His family were also firm adherents of a number of Sovereign Citizen and Freemen-on-the-Land conspiracy theories. He thought his family&#039;s beliefs, both religious and otherwise, were insane. He was raised on a small ranch that wasn&#039;t always self sustaining. Jensen, or &amp;quot;Jay&amp;quot; as anyone who actually liked him called him (so not his family), had to learn to get by impoverished, and was often reduced to thievery and poaching to get by.&lt;br /&gt;
&lt;br /&gt;
When he was old enough, Jay joined the US Army. Being good on the land, and having been raised with a gun or bow at his side since he was small, but not being the brightest recruit, Jay landed in the infantry. In Basic Training, the shy Jensen quickly got named Screamin&#039; Jay by the Drill Sergeant, and the name stuck. Within a few years, after his first tour in Afghanistan, he got into the Rangers. He had his sights set on joining Special Forces if he could get into the training.&lt;br /&gt;
&lt;br /&gt;
After making it through Ranger training, he landed back in Afghanistan for another tour, this time, mostly on foot instead of in an APC. A couple of years into deployment, his platoon went down a hole in Afghanistan, chasing the Taliban. The cavern turned into torch lined halls of cyclopean stonework, peppered with grotesquely grinning gargoyle faces. Then the monsters came, along with an 80 ton stone block that barred their way back. The only way out was to go forward. Screamin Jay was the only one that made it out - but &amp;quot;out&amp;quot; was another world. A world of elves, orcs, dragons, and unicorns.&lt;br /&gt;
&lt;br /&gt;
On the other side, Jay found himself transformed into an elf. It was a little odd, but not insufferable. After wandering for a while, and getting into some trouble among the humans, who apparently didn&#039;t like elves, he went out into the wilds to find &amp;quot;his kind&amp;quot;, the elves. It wasn&#039;t long after entering their territory that he was picked up by a patrol of Wood Elves that looked much as he did. After a few days of questioning, they finally decided that he was telling the truth about his origins, and was no danger to them. He was offered a place among them, which he accepted. It wasn&#039;t long before he too was patrolling with their rangers.&lt;br /&gt;
&lt;br /&gt;
He was &amp;quot;over there&amp;quot; for ten years. It was a good life. He&#039;d been handfasted to a good elven woman for a few years, but they&#039;d had no children yet. But when a gateway in a dungeon offered him a way home, he had to take it. It&#039;s not that he wanted to take it. It was his duty to take it. And so he did. When he was found by a patrol and taken back to Kabul, at first he was treated like a deserter, but after some weeks of him steadfasting sticking to the truth, he was eventually treated as a headcase. He was drummed unceremoniously out of the Army with a medical discharge that said, &amp;quot;Psychiatric&amp;quot; on it. The day he was walked off base as a civilian, he was met by the recruiter for Project Kerberos.&lt;/div&gt;</summary>
		<author><name>Stattick</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Project_Kerberos&amp;diff=376100</id>
		<title>Project Kerberos</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Project_Kerberos&amp;diff=376100"/>
		<updated>2020-01-09T08:11:13Z</updated>

		<summary type="html">&lt;p&gt;Stattick: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Welcome to the wiki for the D&amp;amp;D fifth edition game Project Kerberos.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Run by: [https://forum.rpg.net/index.php?members/aikireikinu.13029/ Aikireikinu]&lt;br /&gt;
&lt;br /&gt;
[https://forum.rpg.net/index.php?threads/recruitment-d-d5-x-x-com-project-kerberos.855055/ Recruitment Thread]&lt;br /&gt;
&lt;br /&gt;
[https://forum.rpg.net/index.php?threads/d-d5-project-kerberos.855520/ OOC thread]&lt;br /&gt;
&lt;br /&gt;
[https://forum.rpg.net/index.php?threads/d-d5-project-kerberos.855454/ IC thread]&lt;br /&gt;
&lt;br /&gt;
=Characters=&lt;br /&gt;
&lt;br /&gt;
[https://wiki.rpg.net/index.php/Devon_Ayukawa_3rd_Level Devon Ayukawa] (3rd level)&lt;br /&gt;
&lt;br /&gt;
[https://wiki.rpg.net/index.php/Devon_Ayukawa_11th_Level Devon Ayukawa] (11th level)&lt;br /&gt;
&lt;br /&gt;
[https://wiki.rpg.net/index.php/Jensen_Hawkins_(Jay)_3rd_Level Jensen Hawkins] (3rd level)&lt;br /&gt;
&lt;br /&gt;
[https://wiki.rpg.net/index.php/Jensen_Hawkins_(Jay)_11th_Level Jensen Hawkins] (11th level)&lt;br /&gt;
&lt;br /&gt;
[https://docs.google.com/document/d/1RUovuV5pP1HezO1ZAl59L4b0Ie7C_ajSLr9WQoJkRcw/edit?usp=drivesdk/ Karen Krieger] (3rd level)&lt;br /&gt;
&lt;br /&gt;
[https://docs.google.com/document/d/16M1oMGyOh8q7G2BGKlLYjz3blI4bsVINB7X5l-bI2jw/edit?usp=drivesdk/ Karen Krieger] (11th level)&lt;br /&gt;
&lt;br /&gt;
[https://docs.google.com/document/d/1dcP87SIntFJFSI88Mlwk4VP-wIgMbgDu3CLgOwTcSlc/edit?usp=drivesdk/ Lan Franklin] (3rd level/11th level)&lt;br /&gt;
&lt;br /&gt;
[https://drive.google.com/file/d/1nTNiYciCYsyZwHyFfXEIOg4xN7YdKWIz/view?usp=sharing Charles Fortescue] (3rd level)&lt;br /&gt;
&lt;br /&gt;
[https://drive.google.com/file/d/1Oz4H7PvR0Q3D76vd5hIg7L_dPb03ffxC/view?usp=sharing Charles Fortescue] (11th level)&lt;br /&gt;
&lt;br /&gt;
[https://docs.google.com/document/d/1bSlSIi2lmtKfKW2ThD6LWgaB0fjEk7dlpeV8Rfb8bl8/edit?usp=drivesdk Sharon Krieger] (3rd level)&lt;br /&gt;
&lt;br /&gt;
[https://docs.google.com/document/d/19G8VGGdiaAmIw2g_oBhO_JPb4RUSqYNTJSq4cN_BfhY/edit?usp=drivesdk Sharon Krieger] (11th level)&lt;br /&gt;
&lt;br /&gt;
=NPCs=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Marshal Boxer Testament&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Commanding Officer, North American Operation&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A distinguished looking African-American man in is mid 50s. Formerly a US Army special forces officer, and US Army liaison to Project Kerberos. When he retired from the Army, Project Kerberos hired him to oversee the North American theater.&lt;br /&gt;
&lt;br /&gt;
He&#039;s stern but fair, and a bit of a stickler for following proper procedures. That said, he&#039;s aware that Returned are, in many cases, civilians and wild cards, and tries to manage them as such.  Serious breaches of military discipline will be dealt with, but as long as the Returned under his command treat their mission seriously, he&#039;s willing to overlook minor issues.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Dr. Fiona O&#039;Wari&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Head of Research and Development, Detroit Base&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A slight Irish woman in her mid 30s. She&#039;s a Cassandra, and is in charge of researching any clues that might lead to identifying the source of the DUNGEONs, as well as developing new magic tools for use by field agents. Her Cassandra powers are more focused on enchantment and manipulation of objects than clairvoyance and communication. She&#039;s fairly easy going, almost sloppy, about anything but her work, and cheerfully as non-military as she can get away with. She returned about 5 years ago.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Director Larry Marx&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Head of Information Control, Detroit Base&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
An portly white man in his late 40s with a nervous disposition, not made calmer by his constant attempts to quit smoking. Despite that, he&#039;s the head MIB on base, and very good at what he does. The general opinion on base is that everything about him is an act, and only Marshal Testament has the clearance to know his background.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Operator Yelena Galkin&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A grandmotherly Belarusian-American woman in her early 60s. She&#039;s a Cassandra, and the most senior of the Operators at the Detroit base. She provides remote assistance  and support to Drakon teams in the field, usually the Alpha Team (the Player&#039;s team). Her Cassandra powers are focused on communication and  enhancement of others. She tends to dote on the teams in her charge, knitting them little presents and baking cookies. She returned over a decade ago, and has supported many Drakon teams over the years.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Drakon Beta Team&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A mid-level Drakon team assigned to Detroit. They&#039;re 9th level. The team consists of Fran Katz (commander, wizard), Joachim Martinez (barbarian), Prince Dubois (cleric), Apple Fairchild (monk), Harry West (rogue), and Rachel Fontaine (ranger).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Drakon Gamma Team&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A lower-level Drakon team assigned to Detroit. Most are fairly recent Returned and are part of the Gamma Team for training and evaluation. On average they&#039;re 7th level. The team consists of Yuuki Abe (druid), Nigel Chang (sorcerer), Billy Barnes (fighter),  Dana Moreau (bard), and Leslie Park (warlock). As a training team, they&#039;re usually not deployed as a team, but rather seconded to the Beta or Alpha team on missions against lower level DUNGEONs where they can safely get some experience.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Drakon Alpha Team&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This is your team. It&#039;s fairly rare for a number of higher level Returned to show up in a short time, so your team was assigned to the most senior North American commander. You&#039;re the second highest level team in the North America theater, just behind the Birmingham, Alabama base&#039;s Alpha team (level 13).&lt;br /&gt;
&lt;br /&gt;
The highest level team that Project Kerberos has is the Cairo, Egypt base&#039;s Alpha Team (level 15).&lt;br /&gt;
&lt;br /&gt;
=Notable Locations=&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Kerberos: Detroit&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Situated in a former industrial area of the city, under the guise of an industrial research company Obsidian Monolith New Industrial Technology (OMNITech). The public stance of OMNITech leans into the conspiracy theories that pop up about OMNITech (many started by Dolos Divison MIBs), as a distraction from the actual secret.&lt;br /&gt;
&lt;br /&gt;
=House Rules=&lt;br /&gt;
&lt;br /&gt;
[https://docs.google.com/document/d/1vX5YV_xja1AW8zJkuBHnKV2CAYrVamcUf-b5zgh78hY/edit?usp=drivesdk/ Setting]&lt;br /&gt;
&lt;br /&gt;
[https://docs.google.com/document/d/1hmp24dXYH1tGhkc1KECwCKS40j-rrj4ZGgCyGl4xPVQ/edit?usp=drivesdk/ Optional Rules]&lt;/div&gt;</summary>
		<author><name>Stattick</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Zass&amp;diff=375739</id>
		<title>Zass</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Zass&amp;diff=375739"/>
		<updated>2019-12-30T04:36:02Z</updated>

		<summary type="html">&lt;p&gt;Stattick: /* Features &amp;amp; Feats */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Zass ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Race&#039;&#039;&#039; Yuan-ti Trueblood  &#039;&#039;&#039;Sex&#039;&#039;&#039; Female  &#039;&#039;&#039;Background&#039;&#039;&#039; Spy&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class&#039;&#039;&#039; Thief / Warlock, Archfey &#039;&#039;&#039;Level&#039;&#039;&#039; 1 / 2 &#039;&#039;&#039;Alignment&#039;&#039;&#039; Chaotic/Good&lt;br /&gt;
&lt;br /&gt;
== Characteristics ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Str&#039;&#039;&#039; 8 (-1)  &#039;&#039;&#039;Dex&#039;&#039;&#039; 14 (+2)  &#039;&#039;&#039;Con&#039;&#039;&#039; 12 (+1)  &#039;&#039;&#039;Int&#039;&#039;&#039; 11 (0)  &#039;&#039;&#039;Wis&#039;&#039;&#039; 13 (+1)  &#039;&#039;&#039;Cha&#039;&#039;&#039; 17 (+3)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Saving Throws&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Str&#039;&#039;&#039; -1  &#039;&#039;&#039;Dex&#039;&#039;&#039; +4  &#039;&#039;&#039;Con&#039;&#039;&#039; +1  &#039;&#039;&#039;Int&#039;&#039;&#039; 0  &#039;&#039;&#039;Wis&#039;&#039;&#039; +1  &#039;&#039;&#039;Cha&#039;&#039;&#039; +3&lt;br /&gt;
*Advantage on saves vs spells and magic effects&lt;br /&gt;
Immune to poison and poisoned condition&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Speed&#039;&#039;&#039; 30 &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Passive Perception&#039;&#039;&#039; 12 &#039;&#039;&#039;Passive Insight&#039;&#039;&#039; 11 &#039;&#039;&#039;Darkvision&#039;&#039;&#039; 120 feet, inc magical&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;HPs&#039;&#039;&#039; 21 _________________ &#039;&#039;&#039;Hit Dice&#039;&#039;&#039; 3d8 &#039;&#039;&#039;AC&#039;&#039;&#039; 13 &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Initiative&#039;&#039;&#039; +2 &#039;&#039;&#039;Proficiency Bonus&#039;&#039;&#039; +2&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! &#039;&#039;&#039;Weapon&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Type&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Range&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Attack&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Damage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Rapier&lt;br /&gt;
| Melee&lt;br /&gt;
| -&lt;br /&gt;
| +4&lt;br /&gt;
| 1d8+2&lt;br /&gt;
|-&lt;br /&gt;
| Shortsword&lt;br /&gt;
| Melee&lt;br /&gt;
| -&lt;br /&gt;
| +4&lt;br /&gt;
| 1d6+2&lt;br /&gt;
|-&lt;br /&gt;
| Dagger&lt;br /&gt;
| Melee&lt;br /&gt;
| 20/60&lt;br /&gt;
| +4&lt;br /&gt;
| 1d4+2&lt;br /&gt;
|-&lt;br /&gt;
| Hand Crossbow&lt;br /&gt;
| Ranged&lt;br /&gt;
| 30/120&lt;br /&gt;
| +4&lt;br /&gt;
| 1d6+2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! &#039;&#039;&#039;Skills&#039;&#039;&#039; (&#039;&#039;&#039;Proficient&#039;&#039;&#039;, &#039;&#039;&#039;&#039;&#039;Expertise&#039;&#039;&#039;&#039;&#039;)&lt;br /&gt;
! &#039;&#039;&#039;Other Proficiencies&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Languages&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Acrobatics&#039;&#039;&#039;&#039;&#039; (Dex) +6&lt;br /&gt;
*Animal Handling (Wis) +1&lt;br /&gt;
*Arcana (Int) 0&lt;br /&gt;
*Athletics (Str) -1&lt;br /&gt;
*&#039;&#039;&#039;Deception&#039;&#039;&#039; (Cha) +5&lt;br /&gt;
*History (Int) 0&lt;br /&gt;
*Insight (Wis) +1&lt;br /&gt;
*Intimidation (Cha) +3&lt;br /&gt;
*Investigation (Int) 0&lt;br /&gt;
*Medicine (Wis) +1&lt;br /&gt;
*Nature (Int) 0&lt;br /&gt;
*&#039;&#039;&#039;Perception&#039;&#039;&#039; (Wis) +3&lt;br /&gt;
*Performance (Cha) +3&lt;br /&gt;
*&#039;&#039;&#039;Persuasion&#039;&#039;&#039; (Cha) +5&lt;br /&gt;
*Religion (Int) 0&lt;br /&gt;
*&#039;&#039;&#039;Sleight of Hand&#039;&#039;&#039; (Dex) +4&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Stealth&#039;&#039;&#039;&#039;&#039; (Dex) +6&lt;br /&gt;
*Survival (Wis) +1&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
*Light Armor&lt;br /&gt;
*Simple Weapons&lt;br /&gt;
*Hand Crossbow, Longsword&lt;br /&gt;
*Rapier, Shortsword&lt;br /&gt;
*Thieve&#039;s Tools&lt;br /&gt;
*Disguise Kit&lt;br /&gt;
*Gaming Set (Dice)&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
*Common&lt;br /&gt;
*Abyssal&lt;br /&gt;
*Draconic&lt;br /&gt;
*Thieves&#039; Cant&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Features &amp;amp; Feats ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Racial &amp;amp; Background&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;Innate Spellcasting&#039;&#039;: You know the Poison Spray cantrip. You can cast Animal Friendship an unlimited number of times with this trait, but you can target only snakes with it. Starting at 3rd level, you can also cast Suggestion with this trait. Once you cast it, you can&#039;t do so again until you finish a long rest. Charisma is your spellcasting ability for these spells.&lt;br /&gt;
*&#039;&#039;Magic Resistance&#039;&#039;: You have advantage on saving throws against spells and other magical effects.&lt;br /&gt;
*&#039;&#039;Poison Immunity&#039;&#039;: You are immune to poison damage and the poisoned condition.&lt;br /&gt;
*&#039;&#039;Criminal Specialty&#039;&#039;: Burglar&lt;br /&gt;
*&#039;&#039;Criminal Contact&#039;&#039;: You have a reliable and trustworthy contact who acts as your liaison to a network of other criminals. You know how to get messages to and from your contact, even over great distances; specifically, you know the local messengers, corrupt caravan masters, and seedy sailors who can deliver messages for you. &lt;br /&gt;
&lt;br /&gt;
You have a reliable and trustworthy contact who acts as your liaison to a network of other criminals. You know how to get messages to and from your contact, even over great distances; specifically, you know the local messengers, corrupt caravan masters, and seedy sailors who can deliver messages for you. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rogue Features&#039;&#039;&#039;&lt;br /&gt;
*1st Level: &#039;&#039;&#039;Expertise&#039;&#039;&#039;, &#039;&#039;&#039;Sneak Attack&#039;&#039;&#039; (+2d6)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Warlock Features&#039;&#039;&#039;&lt;br /&gt;
*1st Level: &#039;&#039;&#039;Other Worldly Patron - The Archfey&#039;&#039;&#039; - &#039;&#039;&#039;Fey Presence&#039;&#039;&#039; - As an action, you can cause each creature in a 10-foot cube originating from you to make a Wis save. The creatures that fail are charmed or frightened by you until the end of your next turn. Once per rest. &#039;&#039;&#039;Pact Magic&#039;&#039;&#039;&lt;br /&gt;
*2nd Level: &#039;&#039;&#039;Eldritch Invocations&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Eldritch Invocations&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Devil&#039;s Sight&#039;&#039;&#039; - You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.&lt;br /&gt;
*&#039;&#039;&#039;Mask of Many Faces&#039;&#039;&#039; - You can cast Disguise Self at will, without expending a spell slot.&lt;br /&gt;
&lt;br /&gt;
== Magic ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;&#039;Casting Ability&#039;&#039;&#039; Wisdom&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Save DC&#039;&#039;&#039; 14 &#039;&#039;&#039;Attack Bonus&#039;&#039;&#039; +6&lt;br /&gt;
|&lt;br /&gt;
: * = doesn&#039;t count against known spells&lt;br /&gt;
: † = cast once per long rest for free&lt;br /&gt;
: ^ = cast Wis mod per long rest for free&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spell Slots&#039;&#039;&#039; 4 / 3&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! &#039;&#039;&#039;Cantrips&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;1st Level&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;2nd Level&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
*Create Bonfire&lt;br /&gt;
*Druidcraft&lt;br /&gt;
*Prestidigitation&lt;br /&gt;
*Shape Water&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
*Detect Magic * †&lt;br /&gt;
*Disguise Self *&lt;br /&gt;
*Ensnaring Strike&lt;br /&gt;
*Goodberry&lt;br /&gt;
*Hunter&#039;s Mark * ^&lt;br /&gt;
*Longstrider&lt;br /&gt;
*Speak with Animals * †&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
*Beast Sense * †&lt;br /&gt;
*Locate Animals or Plants * †&lt;br /&gt;
*Pass Without Trace&lt;br /&gt;
*Rope Trick *&lt;br /&gt;
*Silence&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Equipment ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Magical Equipment&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Longbow +3&#039;&#039;&#039; (very rare)&lt;br /&gt;
:&#039;&#039;&#039;Glamoured Studded Leather&#039;&#039;&#039; (rare) - AC 13 + Dex Mod, can appear as clothing&lt;br /&gt;
:&#039;&#039;&#039;Bracers of Archery&#039;&#039;&#039; (uncommon, attunement) - +2 bow dmg&lt;br /&gt;
:&#039;&#039;&#039;Efficient Quiver&#039;&#039;&#039; (uncommon)&lt;br /&gt;
:&#039;&#039;&#039;Elvin Boots&#039;&#039;&#039; (uncommon) - adv on stealth&lt;br /&gt;
:&#039;&#039;&#039;Aril Ring&#039;&#039;&#039; (common, attunement) - &#039;&#039;A ring of polished yew. In place of a gem, the ring has a single, living aril.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
:As a Bonus Action, the wearer may pluck the ring&#039;s berry. When doing so, a fey spirit in the form of a sparrow appears. As an Action, the berry can be eaten (effects as a single Goodberry), fed to another, or it can be fed to the sparrow. If the sparrow doesn&#039;t get the berry, it fluffs up its feathers and chatters angrily.&lt;br /&gt;
&lt;br /&gt;
:If the aril is fed to the sparrow, the bird will act as a messenger, per the Message cantrip. The bird must be able to physically get to the person the message is intended for. The bird will land and whisper the message in the recipient&#039;s ear. After a minute transpires, the bird will return to the feywild, any impending messages undelivered. Sparrows use the same attributes as Canaries.&lt;br /&gt;
&lt;br /&gt;
:It&#039;s said that these messengers can also carry messages to the spirits of the dead, but if so, the dead don&#039;t typically respond. If sent to deliver such a message, the sparrow merely disappears.&lt;br /&gt;
&lt;br /&gt;
:The ring will regrow a missing berry at dawn.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Glow Gem&#039;&#039;&#039; (common) - A gem that glows as brightly as a candle. The light the gem gives off is the same color as the gem. (orange topaz)&lt;br /&gt;
:&#039;&#039;&#039;Shaded Scimitar&#039;&#039;&#039; (common) - A Shaded weapon is mat black and reflects no light. It seems to disappear in the shadows and darkness.&lt;br /&gt;
&lt;br /&gt;
:In dimly lit or dark conditions, if a creature isn&#039;t already aware of the weapon&#039;s presence, it must make a DC 15 check to notice its presence (Perception or Investigation) even if it&#039;s being held. Attacks with an unnoticed Shaded weapon are made with advantage. After a Shaded weapon is used to attack in a combat, it is no longer difficult to perceive.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Unbreakable Arrow&#039;&#039;&#039; (common) x3&lt;br /&gt;
:&#039;&#039;&#039;Walloping Ammunition&#039;&#039;&#039; (Arrows, common) x2 - A creature hit by the ammunition must succeed on a DC 10 Strength saving throw or be knocked prone.&lt;br /&gt;
:&#039;&#039;&#039;Whistling Ammunition&#039;&#039;&#039; (Arrow, common) x1 - When in flight, the arrow makes a loud whistling noise.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Mundane Equipment&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Worn&#039;&#039;&#039;&lt;br /&gt;
::Glamored Studded Leather Armor 13 lbs&lt;br /&gt;
::Clothing (including boots &amp;amp; cloak) 5 lbs&lt;br /&gt;
::Efficient Quiver 2 lbs&lt;br /&gt;
:::Longbow +3&lt;br /&gt;
:::54 Arrows&lt;br /&gt;
:::3 Unbreakable Arrows&lt;br /&gt;
:::2 Walloping Arrows&lt;br /&gt;
:::1 Whistling Arrow&lt;br /&gt;
:::Shaded Scimitar&lt;br /&gt;
:::2 Spears&lt;br /&gt;
:::10 Torches&lt;br /&gt;
::&#039;&#039;&#039;Belt&#039;&#039;&#039;&lt;br /&gt;
:::Dagger 1 lb&lt;br /&gt;
:::&#039;&#039;&#039;Belt Pouch&#039;&#039;&#039; ~3 lbs&lt;br /&gt;
::::Tiny Tinder Box&lt;br /&gt;
::::Toilet Paper&lt;br /&gt;
::::Glow Gem (in lightproof container)&lt;br /&gt;
::::Thieves Tools&lt;br /&gt;
::::Compass&lt;br /&gt;
::::Chalk&lt;br /&gt;
::::Carpenter&#039;s Pencil&lt;br /&gt;
::::Spoon &amp;amp; Fork&lt;br /&gt;
::::Snacks&lt;br /&gt;
::::Small notepad&lt;br /&gt;
::::Monocular &lt;br /&gt;
::&#039;&#039;&#039;Pack&#039;&#039;&#039; 2 lbs (~25 lbs total)&lt;br /&gt;
:::Change of Clothes 2 lbs&lt;br /&gt;
:::100&#039; Type III Tan cammo paracord .5 lbs&lt;br /&gt;
:::100&#039; smaller lengths of paracord .5 lbs&lt;br /&gt;
:::Sleeping Bag 3 lbs&lt;br /&gt;
:::Backpacking Tarp 2 lbs&lt;br /&gt;
:::3 Days rations 6 lbs&lt;br /&gt;
:::Rags 1 lb&lt;br /&gt;
:::Sewing kit&lt;br /&gt;
:::Mess Kit 1 lb&lt;br /&gt;
:::Flask of oil 1 lb&lt;br /&gt;
:::Plastic bottle of Everclear 1 lb&lt;br /&gt;
:::Duct Tape .5 lbs&lt;br /&gt;
:::Small game snare building equip 2 lbs&lt;br /&gt;
:48 lbs total&lt;br /&gt;
:23 lbs w/o pack&lt;br /&gt;
&lt;br /&gt;
== Background ==&lt;br /&gt;
Jensen Isaiah Hawkins was born and raised in Eastern Oregon by a moderately abusive family of rigidly adhering fundamentalist Christians of an off-beat denomination. His family were also firm adherents of a number of Sovereign Citizen and Freemen-on-the-Land conspiracy theories. He thought his family&#039;s beliefs, both religious and otherwise, were insane. He was raised on a small ranch that wasn&#039;t always self sustaining. Jensen, or &amp;quot;Jay&amp;quot; as anyone who actually liked him called him (so not his family), had to learn to get by impoverished, and was often reduced to thievery and poaching to get by.&lt;br /&gt;
&lt;br /&gt;
When he was old enough, Jay joined the US Army. Being good on the land, and having been raised with a gun or bow at his side since he was small, but not being the brightest recruit, Jay landed in the infantry. In Basic Training, the shy Jensen quickly got named Screamin&#039; Jay by the Drill Sergeant, and the name stuck. Within a few years, after his first tour in Afghanistan, he got into the Rangers. He had his sights set on joining Special Forces if he could get into the training.&lt;br /&gt;
&lt;br /&gt;
After making it through Ranger training, he landed back in Afghanistan for another tour, this time, mostly on foot instead of in an APC. A couple of years into deployment, his platoon went down a hole in Afghanistan, chasing the Taliban. The cavern turned into torch lined halls of cyclopean stonework, peppered with grotesquely grinning gargoyle faces. Then the monsters came, along with an 80 ton stone block that barred their way back. The only way out was to go forward. Screamin Jay was the only one that made it out - but &amp;quot;out&amp;quot; was another world. A world of elves, orcs, dragons, and unicorns.&lt;br /&gt;
&lt;br /&gt;
On the other side, Jay found himself transformed into an elf. It was a little odd, but not insufferable. After wandering for a while, and getting into some trouble among the humans, who apparently didn&#039;t like elves, he went out into the wilds to find &amp;quot;his kind&amp;quot;, the elves. It wasn&#039;t long after entering their territory that he was picked up by a patrol of Wood Elves that looked much as he did. After a few days of questioning, they finally decided that he was telling the truth about his origins, and was no danger to them. He was offered a place among them, which he accepted. It wasn&#039;t long before he too was patrolling with their rangers.&lt;br /&gt;
&lt;br /&gt;
He was &amp;quot;over there&amp;quot; for ten years. It was a good life. He&#039;d been handfasted to a good elven woman for a few years, but they&#039;d had no children yet. But when a gateway in a dungeon offered him a way home, he had to take it. It&#039;s not that he wanted to take it. It was his duty to take it. And so he did. When he was found by a patrol and taken back to Kabul, at first he was treated like a deserter, but after some weeks of him steadfasting sticking to the truth, he was eventually treated as a headcase. He was drummed unceremoniously out of the Army with a medical discharge that said, &amp;quot;Psychiatric&amp;quot; on it. The day he was walked off base as a civilian, he was met by the recruiter for Project Kerberos.&lt;/div&gt;</summary>
		<author><name>Stattick</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Zass&amp;diff=375738</id>
		<title>Zass</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Zass&amp;diff=375738"/>
		<updated>2019-12-30T04:05:13Z</updated>

		<summary type="html">&lt;p&gt;Stattick: /* Characteristics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Zass ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Race&#039;&#039;&#039; Yuan-ti Trueblood  &#039;&#039;&#039;Sex&#039;&#039;&#039; Female  &#039;&#039;&#039;Background&#039;&#039;&#039; Spy&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class&#039;&#039;&#039; Thief / Warlock, Archfey &#039;&#039;&#039;Level&#039;&#039;&#039; 1 / 2 &#039;&#039;&#039;Alignment&#039;&#039;&#039; Chaotic/Good&lt;br /&gt;
&lt;br /&gt;
== Characteristics ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Str&#039;&#039;&#039; 8 (-1)  &#039;&#039;&#039;Dex&#039;&#039;&#039; 14 (+2)  &#039;&#039;&#039;Con&#039;&#039;&#039; 12 (+1)  &#039;&#039;&#039;Int&#039;&#039;&#039; 11 (0)  &#039;&#039;&#039;Wis&#039;&#039;&#039; 13 (+1)  &#039;&#039;&#039;Cha&#039;&#039;&#039; 17 (+3)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Saving Throws&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Str&#039;&#039;&#039; -1  &#039;&#039;&#039;Dex&#039;&#039;&#039; +4  &#039;&#039;&#039;Con&#039;&#039;&#039; +1  &#039;&#039;&#039;Int&#039;&#039;&#039; 0  &#039;&#039;&#039;Wis&#039;&#039;&#039; +1  &#039;&#039;&#039;Cha&#039;&#039;&#039; +3&lt;br /&gt;
*Advantage on saves vs spells and magic effects&lt;br /&gt;
Immune to poison and poisoned condition&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Speed&#039;&#039;&#039; 30 &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Passive Perception&#039;&#039;&#039; 12 &#039;&#039;&#039;Passive Insight&#039;&#039;&#039; 11 &#039;&#039;&#039;Darkvision&#039;&#039;&#039; 120 feet, inc magical&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;HPs&#039;&#039;&#039; 21 _________________ &#039;&#039;&#039;Hit Dice&#039;&#039;&#039; 3d8 &#039;&#039;&#039;AC&#039;&#039;&#039; 13 &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Initiative&#039;&#039;&#039; +2 &#039;&#039;&#039;Proficiency Bonus&#039;&#039;&#039; +2&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! &#039;&#039;&#039;Weapon&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Type&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Range&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Attack&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Damage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Rapier&lt;br /&gt;
| Melee&lt;br /&gt;
| -&lt;br /&gt;
| +4&lt;br /&gt;
| 1d8+2&lt;br /&gt;
|-&lt;br /&gt;
| Shortsword&lt;br /&gt;
| Melee&lt;br /&gt;
| -&lt;br /&gt;
| +4&lt;br /&gt;
| 1d6+2&lt;br /&gt;
|-&lt;br /&gt;
| Dagger&lt;br /&gt;
| Melee&lt;br /&gt;
| 20/60&lt;br /&gt;
| +4&lt;br /&gt;
| 1d4+2&lt;br /&gt;
|-&lt;br /&gt;
| Hand Crossbow&lt;br /&gt;
| Ranged&lt;br /&gt;
| 30/120&lt;br /&gt;
| +4&lt;br /&gt;
| 1d6+2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! &#039;&#039;&#039;Skills&#039;&#039;&#039; (&#039;&#039;&#039;Proficient&#039;&#039;&#039;, &#039;&#039;&#039;&#039;&#039;Expertise&#039;&#039;&#039;&#039;&#039;)&lt;br /&gt;
! &#039;&#039;&#039;Other Proficiencies&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Languages&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Acrobatics&#039;&#039;&#039;&#039;&#039; (Dex) +6&lt;br /&gt;
*Animal Handling (Wis) +1&lt;br /&gt;
*Arcana (Int) 0&lt;br /&gt;
*Athletics (Str) -1&lt;br /&gt;
*&#039;&#039;&#039;Deception&#039;&#039;&#039; (Cha) +5&lt;br /&gt;
*History (Int) 0&lt;br /&gt;
*Insight (Wis) +1&lt;br /&gt;
*Intimidation (Cha) +3&lt;br /&gt;
*Investigation (Int) 0&lt;br /&gt;
*Medicine (Wis) +1&lt;br /&gt;
*Nature (Int) 0&lt;br /&gt;
*&#039;&#039;&#039;Perception&#039;&#039;&#039; (Wis) +3&lt;br /&gt;
*Performance (Cha) +3&lt;br /&gt;
*&#039;&#039;&#039;Persuasion&#039;&#039;&#039; (Cha) +5&lt;br /&gt;
*Religion (Int) 0&lt;br /&gt;
*&#039;&#039;&#039;Sleight of Hand&#039;&#039;&#039; (Dex) +4&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Stealth&#039;&#039;&#039;&#039;&#039; (Dex) +6&lt;br /&gt;
*Survival (Wis) +1&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
*Light Armor&lt;br /&gt;
*Simple Weapons&lt;br /&gt;
*Hand Crossbow, Longsword&lt;br /&gt;
*Rapier, Shortsword&lt;br /&gt;
*Thieve&#039;s Tools&lt;br /&gt;
*Disguise Kit&lt;br /&gt;
*Gaming Set (Dice)&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
*Common&lt;br /&gt;
*Abyssal&lt;br /&gt;
*Draconic&lt;br /&gt;
*Thieves&#039; Cant&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Features &amp;amp; Feats ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Racial &amp;amp; Background&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;Mask of the Wild&#039;&#039;: You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.&lt;br /&gt;
*&#039;&#039;Blessing of the Forest&#039;&#039;: Action - pass my Mask of the Wild feature to another for an hour, or until I pass it to another creature.&lt;br /&gt;
*&#039;&#039;Uthgardt Heritage&#039;&#039;: You find twice as much food and water as you normally would when you forage. Additionally, you can call upon the hospitality of your people, and those folk allied with your tribe.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rogue Features&#039;&#039;&#039;&lt;br /&gt;
*1st Level: Expertise, Sneak Attack (+2d6), &lt;br /&gt;
*2nd Level: Cunning Action: Bonus Action - You can  take the Dash, Disengage, or Hide action.&lt;br /&gt;
*3rd Level: Assassinate: You have advantage on attack rolls against any creature that hasn&#039;t taken a turn in the combat yet. In addition, any hit you score against a creature that is surprised is a critical hit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ranger Features&#039;&#039;&#039;&lt;br /&gt;
*1st Level: &#039;&#039;&#039;Favored Foe&#039;&#039;&#039; - Hunter’s Mark spell known, doesn&#039;t count against spells known, doesn&#039;t require concentration. Can cast it Wis Mod times w/o concentration or expending a slot per long rest., &#039;&#039;&#039;Deft Explorer&#039;&#039;&#039; - Roving: +5 Speed, Climbing &amp;amp; Swimming is equal to walking speed. Canny: Expertise in Athletics, +2 languages.&lt;br /&gt;
*2nd Level: &#039;&#039;&#039;Fighting Style&#039;&#039;&#039; - Archery (+2 w/ Ranged Weapons), &#039;&#039;&#039;Spellcasting&#039;&#039;&#039; (see &amp;quot;Magic&amp;quot; below&amp;quot;), &#039;&#039;&#039;Spell Versatility&#039;&#039;&#039; - When you finish a long rest, you can replace a spell you learned from your Spellcasting feature with another spell from the ranger spell list. The new spell must be the same level as the spell you replace, &#039;&#039;&#039;Spellcasting Focus&#039;&#039;&#039; - May use Druidic spell focus. &#039;&#039;&#039;Ranger Spells&#039;&#039;&#039; - The following spells expand the ranger spell list: Entangle, Searing Smite, Aid, Gust of Wind, Magic Weapon, Enhance Ability, Warding Bond&lt;br /&gt;
*3rd Level: &#039;&#039;&#039;Primal Awareness&#039;&#039;&#039; - Bonus spells that can be cast once per long rest w/o expending a slot. &#039;&#039;&#039;Gloom Stalker Archetype&#039;&#039;&#039; - &#039;&#039;Gloom Stalker Magic&#039;&#039; - expanded spell list that doesn&#039;t count against spells known, &#039;&#039;Dread Ambusher&#039;&#039; - Wis mod bonus to Initiative, +10 move on first turn of combat, can take an additional attack if I attack on the first round of combat &amp;amp; if it hits the target takes +1d8 dmg, &#039;&#039;Umbral Sight&#039;&#039; - +30&#039; to Darkvision, While in darkness, you are invisible to any creature that relies on darkvision to see you in that darkness.&lt;br /&gt;
*4th Level: &#039;&#039;&#039;ASI&#039;&#039;&#039; - &#039;&#039;Close Quarters Archer&#039;&#039; Feat&lt;br /&gt;
*5th Level: Extra Attack&lt;br /&gt;
*6th Level: Deft Explorer Improvement&lt;br /&gt;
*7th Level: &#039;&#039;&#039;Iron Mind&#039;&#039;&#039; - Gain proficiency in Wis Saving Throws&lt;br /&gt;
*8th Level: &#039;&#039;&#039;ASI&#039;&#039;&#039; - &#039;&#039;Athlete&#039;&#039; Feat. &#039;&#039;&#039;Land&#039;s Stride&#039;&#039;&#039; - Nonmagical difficult terrain costs no extra movement. Advantage on saves against plants that are magically created or manipulated to impede movement (entangle, etc). &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Feats&#039;&#039;&#039;&lt;br /&gt;
*1st Level: &#039;&#039;&#039;Sharpshooter&#039;&#039;&#039; (Ranged Weapons) No disadvantage at long range. Ignore half cover and three-quarters cover. May take -5 to hit &amp;amp; +10 dmg.&lt;br /&gt;
*4th Level: &#039;&#039;&#039;Close Quarters Archer&#039;&#039;&#039; (Ranged Weapons) Being in melee with a hostile creature doesn’t impose disadv on attacks. No disadv against prone targets if firing down on them. You can make an Opportunity Attack with your bow as if it were a melee weapon, firing an arrow as the target exits melee range.&lt;br /&gt;
*8th Level: &#039;&#039;&#039;Athlete&#039;&#039;&#039; Standing only uses only 5&#039;. Can jump after moving 5&#039;, rather than 10&#039;.&lt;br /&gt;
&lt;br /&gt;
== Magic ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;&#039;Casting Ability&#039;&#039;&#039; Wisdom&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Save DC&#039;&#039;&#039; 14 &#039;&#039;&#039;Attack Bonus&#039;&#039;&#039; +6&lt;br /&gt;
|&lt;br /&gt;
: * = doesn&#039;t count against known spells&lt;br /&gt;
: † = cast once per long rest for free&lt;br /&gt;
: ^ = cast Wis mod per long rest for free&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spell Slots&#039;&#039;&#039; 4 / 3&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! &#039;&#039;&#039;Cantrips&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;1st Level&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;2nd Level&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
*Create Bonfire&lt;br /&gt;
*Druidcraft&lt;br /&gt;
*Prestidigitation&lt;br /&gt;
*Shape Water&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
*Detect Magic * †&lt;br /&gt;
*Disguise Self *&lt;br /&gt;
*Ensnaring Strike&lt;br /&gt;
*Goodberry&lt;br /&gt;
*Hunter&#039;s Mark * ^&lt;br /&gt;
*Longstrider&lt;br /&gt;
*Speak with Animals * †&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
*Beast Sense * †&lt;br /&gt;
*Locate Animals or Plants * †&lt;br /&gt;
*Pass Without Trace&lt;br /&gt;
*Rope Trick *&lt;br /&gt;
*Silence&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Equipment ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Magical Equipment&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Longbow +3&#039;&#039;&#039; (very rare)&lt;br /&gt;
:&#039;&#039;&#039;Glamoured Studded Leather&#039;&#039;&#039; (rare) - AC 13 + Dex Mod, can appear as clothing&lt;br /&gt;
:&#039;&#039;&#039;Bracers of Archery&#039;&#039;&#039; (uncommon, attunement) - +2 bow dmg&lt;br /&gt;
:&#039;&#039;&#039;Efficient Quiver&#039;&#039;&#039; (uncommon)&lt;br /&gt;
:&#039;&#039;&#039;Elvin Boots&#039;&#039;&#039; (uncommon) - adv on stealth&lt;br /&gt;
:&#039;&#039;&#039;Aril Ring&#039;&#039;&#039; (common, attunement) - &#039;&#039;A ring of polished yew. In place of a gem, the ring has a single, living aril.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
:As a Bonus Action, the wearer may pluck the ring&#039;s berry. When doing so, a fey spirit in the form of a sparrow appears. As an Action, the berry can be eaten (effects as a single Goodberry), fed to another, or it can be fed to the sparrow. If the sparrow doesn&#039;t get the berry, it fluffs up its feathers and chatters angrily.&lt;br /&gt;
&lt;br /&gt;
:If the aril is fed to the sparrow, the bird will act as a messenger, per the Message cantrip. The bird must be able to physically get to the person the message is intended for. The bird will land and whisper the message in the recipient&#039;s ear. After a minute transpires, the bird will return to the feywild, any impending messages undelivered. Sparrows use the same attributes as Canaries.&lt;br /&gt;
&lt;br /&gt;
:It&#039;s said that these messengers can also carry messages to the spirits of the dead, but if so, the dead don&#039;t typically respond. If sent to deliver such a message, the sparrow merely disappears.&lt;br /&gt;
&lt;br /&gt;
:The ring will regrow a missing berry at dawn.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Glow Gem&#039;&#039;&#039; (common) - A gem that glows as brightly as a candle. The light the gem gives off is the same color as the gem. (orange topaz)&lt;br /&gt;
:&#039;&#039;&#039;Shaded Scimitar&#039;&#039;&#039; (common) - A Shaded weapon is mat black and reflects no light. It seems to disappear in the shadows and darkness.&lt;br /&gt;
&lt;br /&gt;
:In dimly lit or dark conditions, if a creature isn&#039;t already aware of the weapon&#039;s presence, it must make a DC 15 check to notice its presence (Perception or Investigation) even if it&#039;s being held. Attacks with an unnoticed Shaded weapon are made with advantage. After a Shaded weapon is used to attack in a combat, it is no longer difficult to perceive.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Unbreakable Arrow&#039;&#039;&#039; (common) x3&lt;br /&gt;
:&#039;&#039;&#039;Walloping Ammunition&#039;&#039;&#039; (Arrows, common) x2 - A creature hit by the ammunition must succeed on a DC 10 Strength saving throw or be knocked prone.&lt;br /&gt;
:&#039;&#039;&#039;Whistling Ammunition&#039;&#039;&#039; (Arrow, common) x1 - When in flight, the arrow makes a loud whistling noise.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Mundane Equipment&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Worn&#039;&#039;&#039;&lt;br /&gt;
::Glamored Studded Leather Armor 13 lbs&lt;br /&gt;
::Clothing (including boots &amp;amp; cloak) 5 lbs&lt;br /&gt;
::Efficient Quiver 2 lbs&lt;br /&gt;
:::Longbow +3&lt;br /&gt;
:::54 Arrows&lt;br /&gt;
:::3 Unbreakable Arrows&lt;br /&gt;
:::2 Walloping Arrows&lt;br /&gt;
:::1 Whistling Arrow&lt;br /&gt;
:::Shaded Scimitar&lt;br /&gt;
:::2 Spears&lt;br /&gt;
:::10 Torches&lt;br /&gt;
::&#039;&#039;&#039;Belt&#039;&#039;&#039;&lt;br /&gt;
:::Dagger 1 lb&lt;br /&gt;
:::&#039;&#039;&#039;Belt Pouch&#039;&#039;&#039; ~3 lbs&lt;br /&gt;
::::Tiny Tinder Box&lt;br /&gt;
::::Toilet Paper&lt;br /&gt;
::::Glow Gem (in lightproof container)&lt;br /&gt;
::::Thieves Tools&lt;br /&gt;
::::Compass&lt;br /&gt;
::::Chalk&lt;br /&gt;
::::Carpenter&#039;s Pencil&lt;br /&gt;
::::Spoon &amp;amp; Fork&lt;br /&gt;
::::Snacks&lt;br /&gt;
::::Small notepad&lt;br /&gt;
::::Monocular &lt;br /&gt;
::&#039;&#039;&#039;Pack&#039;&#039;&#039; 2 lbs (~25 lbs total)&lt;br /&gt;
:::Change of Clothes 2 lbs&lt;br /&gt;
:::100&#039; Type III Tan cammo paracord .5 lbs&lt;br /&gt;
:::100&#039; smaller lengths of paracord .5 lbs&lt;br /&gt;
:::Sleeping Bag 3 lbs&lt;br /&gt;
:::Backpacking Tarp 2 lbs&lt;br /&gt;
:::3 Days rations 6 lbs&lt;br /&gt;
:::Rags 1 lb&lt;br /&gt;
:::Sewing kit&lt;br /&gt;
:::Mess Kit 1 lb&lt;br /&gt;
:::Flask of oil 1 lb&lt;br /&gt;
:::Plastic bottle of Everclear 1 lb&lt;br /&gt;
:::Duct Tape .5 lbs&lt;br /&gt;
:::Small game snare building equip 2 lbs&lt;br /&gt;
:48 lbs total&lt;br /&gt;
:23 lbs w/o pack&lt;br /&gt;
&lt;br /&gt;
== Background ==&lt;br /&gt;
Jensen Isaiah Hawkins was born and raised in Eastern Oregon by a moderately abusive family of rigidly adhering fundamentalist Christians of an off-beat denomination. His family were also firm adherents of a number of Sovereign Citizen and Freemen-on-the-Land conspiracy theories. He thought his family&#039;s beliefs, both religious and otherwise, were insane. He was raised on a small ranch that wasn&#039;t always self sustaining. Jensen, or &amp;quot;Jay&amp;quot; as anyone who actually liked him called him (so not his family), had to learn to get by impoverished, and was often reduced to thievery and poaching to get by.&lt;br /&gt;
&lt;br /&gt;
When he was old enough, Jay joined the US Army. Being good on the land, and having been raised with a gun or bow at his side since he was small, but not being the brightest recruit, Jay landed in the infantry. In Basic Training, the shy Jensen quickly got named Screamin&#039; Jay by the Drill Sergeant, and the name stuck. Within a few years, after his first tour in Afghanistan, he got into the Rangers. He had his sights set on joining Special Forces if he could get into the training.&lt;br /&gt;
&lt;br /&gt;
After making it through Ranger training, he landed back in Afghanistan for another tour, this time, mostly on foot instead of in an APC. A couple of years into deployment, his platoon went down a hole in Afghanistan, chasing the Taliban. The cavern turned into torch lined halls of cyclopean stonework, peppered with grotesquely grinning gargoyle faces. Then the monsters came, along with an 80 ton stone block that barred their way back. The only way out was to go forward. Screamin Jay was the only one that made it out - but &amp;quot;out&amp;quot; was another world. A world of elves, orcs, dragons, and unicorns.&lt;br /&gt;
&lt;br /&gt;
On the other side, Jay found himself transformed into an elf. It was a little odd, but not insufferable. After wandering for a while, and getting into some trouble among the humans, who apparently didn&#039;t like elves, he went out into the wilds to find &amp;quot;his kind&amp;quot;, the elves. It wasn&#039;t long after entering their territory that he was picked up by a patrol of Wood Elves that looked much as he did. After a few days of questioning, they finally decided that he was telling the truth about his origins, and was no danger to them. He was offered a place among them, which he accepted. It wasn&#039;t long before he too was patrolling with their rangers.&lt;br /&gt;
&lt;br /&gt;
He was &amp;quot;over there&amp;quot; for ten years. It was a good life. He&#039;d been handfasted to a good elven woman for a few years, but they&#039;d had no children yet. But when a gateway in a dungeon offered him a way home, he had to take it. It&#039;s not that he wanted to take it. It was his duty to take it. And so he did. When he was found by a patrol and taken back to Kabul, at first he was treated like a deserter, but after some weeks of him steadfasting sticking to the truth, he was eventually treated as a headcase. He was drummed unceremoniously out of the Army with a medical discharge that said, &amp;quot;Psychiatric&amp;quot; on it. The day he was walked off base as a civilian, he was met by the recruiter for Project Kerberos.&lt;/div&gt;</summary>
		<author><name>Stattick</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Zass&amp;diff=375736</id>
		<title>Zass</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Zass&amp;diff=375736"/>
		<updated>2019-12-30T04:02:07Z</updated>

		<summary type="html">&lt;p&gt;Stattick: /* Characteristics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Zass ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Race&#039;&#039;&#039; Yuan-ti Trueblood  &#039;&#039;&#039;Sex&#039;&#039;&#039; Female  &#039;&#039;&#039;Background&#039;&#039;&#039; Spy&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class&#039;&#039;&#039; Thief / Warlock, Archfey &#039;&#039;&#039;Level&#039;&#039;&#039; 1 / 2 &#039;&#039;&#039;Alignment&#039;&#039;&#039; Chaotic/Good&lt;br /&gt;
&lt;br /&gt;
== Characteristics ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Str&#039;&#039;&#039; 8 (-1)  &#039;&#039;&#039;Dex&#039;&#039;&#039; 14 (+2)  &#039;&#039;&#039;Con&#039;&#039;&#039; 12 (+1)  &#039;&#039;&#039;Int&#039;&#039;&#039; 11 (0)  &#039;&#039;&#039;Wis&#039;&#039;&#039; 13 (+1)  &#039;&#039;&#039;Cha&#039;&#039;&#039; 17 (+3)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Saving Throws&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Str&#039;&#039;&#039; -1  &#039;&#039;&#039;Dex&#039;&#039;&#039; +4  &#039;&#039;&#039;Con&#039;&#039;&#039; +1  &#039;&#039;&#039;Int&#039;&#039;&#039; 0  &#039;&#039;&#039;Wis&#039;&#039;&#039; +1  &#039;&#039;&#039;Cha&#039;&#039;&#039; +3&lt;br /&gt;
*Advantage on saves vs spells and magic effects&lt;br /&gt;
Immune to poison and poisoned condition&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Speed&#039;&#039;&#039; 30 &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Passive Perception&#039;&#039;&#039; 12 &#039;&#039;&#039;Passive Insight&#039;&#039;&#039; 11 &#039;&#039;&#039;Darkvision&#039;&#039;&#039; 120 feet, inc magical&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;HPs&#039;&#039;&#039; 21 _________________ &#039;&#039;&#039;Hit Dice&#039;&#039;&#039; 3d8 &#039;&#039;&#039;AC&#039;&#039;&#039; 13 &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Initiative&#039;&#039;&#039; +2 &#039;&#039;&#039;Proficiency Bonus&#039;&#039;&#039; +2&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! &#039;&#039;&#039;Weapon&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Type&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Range&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Attack&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Damage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Rapier&lt;br /&gt;
| Melee&lt;br /&gt;
| -&lt;br /&gt;
| +4&lt;br /&gt;
| 1d8+2&lt;br /&gt;
|-&lt;br /&gt;
| Shortsword&lt;br /&gt;
| Melee&lt;br /&gt;
| -&lt;br /&gt;
| +4&lt;br /&gt;
| 1d6+2&lt;br /&gt;
|-&lt;br /&gt;
| Dagger&lt;br /&gt;
| Melee&lt;br /&gt;
| 20/60&lt;br /&gt;
| +4&lt;br /&gt;
| 1d4+2&lt;br /&gt;
|-&lt;br /&gt;
| Hand Crossbow&lt;br /&gt;
| Ranged&lt;br /&gt;
| 30/120&lt;br /&gt;
| +4&lt;br /&gt;
| 1d6+2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! &#039;&#039;&#039;Skills&#039;&#039;&#039; (&#039;&#039;&#039;Proficient&#039;&#039;&#039;, &#039;&#039;&#039;&#039;&#039;Expertise&#039;&#039;&#039;&#039;&#039;)&lt;br /&gt;
! &#039;&#039;&#039;Other Proficiencies&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Languages&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Acrobatics&#039;&#039;&#039;&#039;&#039; (Dex) +6&lt;br /&gt;
*Animal Handling (Wis) +1&lt;br /&gt;
*Arcana (Int) 0&lt;br /&gt;
*Athletics (Str) -1&lt;br /&gt;
*&#039;&#039;&#039;Deception&#039;&#039;&#039; (Cha) +5&lt;br /&gt;
*History (Int) 0&lt;br /&gt;
*Insight (Wis) +1&lt;br /&gt;
*Intimidation (Cha) +3&lt;br /&gt;
*Investigation (Int) 0&lt;br /&gt;
*Medicine (Wis) +1&lt;br /&gt;
*Nature (Int) 0&lt;br /&gt;
*&#039;&#039;&#039;Perception&#039;&#039;&#039; (Wis) +3&lt;br /&gt;
*Performance (Cha) +3&lt;br /&gt;
*&#039;&#039;&#039;Persuasion&#039;&#039;&#039; (Cha) +5&lt;br /&gt;
*Religion (Int) 0&lt;br /&gt;
*&#039;&#039;&#039;Sleight of Hand&#039;&#039;&#039; (Dex) +4&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Stealth&#039;&#039;&#039;&#039;&#039; (Dex) +6&lt;br /&gt;
*Survival (Wis) +1&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
*Light &amp;amp; Medium Armor&lt;br /&gt;
*Shields&lt;br /&gt;
*Simple &amp;amp; Martial Weapons&lt;br /&gt;
*Thieve&#039;s Tools&lt;br /&gt;
*Tinker&#039;s Tools&lt;br /&gt;
*Tool: Vehicles (land)&lt;br /&gt;
*Tool: Machinery&lt;br /&gt;
*Disguise Kit&lt;br /&gt;
*Poisoner&#039;s Kit&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
*English&lt;br /&gt;
*Common&lt;br /&gt;
*Elven&lt;br /&gt;
*Thieves&#039; Cant&lt;br /&gt;
*Dari-Persian&lt;br /&gt;
*Sylvan&lt;br /&gt;
*Beast&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Features &amp;amp; Feats ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Racial &amp;amp; Background&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;Mask of the Wild&#039;&#039;: You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.&lt;br /&gt;
*&#039;&#039;Blessing of the Forest&#039;&#039;: Action - pass my Mask of the Wild feature to another for an hour, or until I pass it to another creature.&lt;br /&gt;
*&#039;&#039;Uthgardt Heritage&#039;&#039;: You find twice as much food and water as you normally would when you forage. Additionally, you can call upon the hospitality of your people, and those folk allied with your tribe.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rogue Features&#039;&#039;&#039;&lt;br /&gt;
*1st Level: Expertise, Sneak Attack (+2d6), &lt;br /&gt;
*2nd Level: Cunning Action: Bonus Action - You can  take the Dash, Disengage, or Hide action.&lt;br /&gt;
*3rd Level: Assassinate: You have advantage on attack rolls against any creature that hasn&#039;t taken a turn in the combat yet. In addition, any hit you score against a creature that is surprised is a critical hit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ranger Features&#039;&#039;&#039;&lt;br /&gt;
*1st Level: &#039;&#039;&#039;Favored Foe&#039;&#039;&#039; - Hunter’s Mark spell known, doesn&#039;t count against spells known, doesn&#039;t require concentration. Can cast it Wis Mod times w/o concentration or expending a slot per long rest., &#039;&#039;&#039;Deft Explorer&#039;&#039;&#039; - Roving: +5 Speed, Climbing &amp;amp; Swimming is equal to walking speed. Canny: Expertise in Athletics, +2 languages.&lt;br /&gt;
*2nd Level: &#039;&#039;&#039;Fighting Style&#039;&#039;&#039; - Archery (+2 w/ Ranged Weapons), &#039;&#039;&#039;Spellcasting&#039;&#039;&#039; (see &amp;quot;Magic&amp;quot; below&amp;quot;), &#039;&#039;&#039;Spell Versatility&#039;&#039;&#039; - When you finish a long rest, you can replace a spell you learned from your Spellcasting feature with another spell from the ranger spell list. The new spell must be the same level as the spell you replace, &#039;&#039;&#039;Spellcasting Focus&#039;&#039;&#039; - May use Druidic spell focus. &#039;&#039;&#039;Ranger Spells&#039;&#039;&#039; - The following spells expand the ranger spell list: Entangle, Searing Smite, Aid, Gust of Wind, Magic Weapon, Enhance Ability, Warding Bond&lt;br /&gt;
*3rd Level: &#039;&#039;&#039;Primal Awareness&#039;&#039;&#039; - Bonus spells that can be cast once per long rest w/o expending a slot. &#039;&#039;&#039;Gloom Stalker Archetype&#039;&#039;&#039; - &#039;&#039;Gloom Stalker Magic&#039;&#039; - expanded spell list that doesn&#039;t count against spells known, &#039;&#039;Dread Ambusher&#039;&#039; - Wis mod bonus to Initiative, +10 move on first turn of combat, can take an additional attack if I attack on the first round of combat &amp;amp; if it hits the target takes +1d8 dmg, &#039;&#039;Umbral Sight&#039;&#039; - +30&#039; to Darkvision, While in darkness, you are invisible to any creature that relies on darkvision to see you in that darkness.&lt;br /&gt;
*4th Level: &#039;&#039;&#039;ASI&#039;&#039;&#039; - &#039;&#039;Close Quarters Archer&#039;&#039; Feat&lt;br /&gt;
*5th Level: Extra Attack&lt;br /&gt;
*6th Level: Deft Explorer Improvement&lt;br /&gt;
*7th Level: &#039;&#039;&#039;Iron Mind&#039;&#039;&#039; - Gain proficiency in Wis Saving Throws&lt;br /&gt;
*8th Level: &#039;&#039;&#039;ASI&#039;&#039;&#039; - &#039;&#039;Athlete&#039;&#039; Feat. &#039;&#039;&#039;Land&#039;s Stride&#039;&#039;&#039; - Nonmagical difficult terrain costs no extra movement. Advantage on saves against plants that are magically created or manipulated to impede movement (entangle, etc). &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Feats&#039;&#039;&#039;&lt;br /&gt;
*1st Level: &#039;&#039;&#039;Sharpshooter&#039;&#039;&#039; (Ranged Weapons) No disadvantage at long range. Ignore half cover and three-quarters cover. May take -5 to hit &amp;amp; +10 dmg.&lt;br /&gt;
*4th Level: &#039;&#039;&#039;Close Quarters Archer&#039;&#039;&#039; (Ranged Weapons) Being in melee with a hostile creature doesn’t impose disadv on attacks. No disadv against prone targets if firing down on them. You can make an Opportunity Attack with your bow as if it were a melee weapon, firing an arrow as the target exits melee range.&lt;br /&gt;
*8th Level: &#039;&#039;&#039;Athlete&#039;&#039;&#039; Standing only uses only 5&#039;. Can jump after moving 5&#039;, rather than 10&#039;.&lt;br /&gt;
&lt;br /&gt;
== Magic ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;&#039;Casting Ability&#039;&#039;&#039; Wisdom&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Save DC&#039;&#039;&#039; 14 &#039;&#039;&#039;Attack Bonus&#039;&#039;&#039; +6&lt;br /&gt;
|&lt;br /&gt;
: * = doesn&#039;t count against known spells&lt;br /&gt;
: † = cast once per long rest for free&lt;br /&gt;
: ^ = cast Wis mod per long rest for free&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spell Slots&#039;&#039;&#039; 4 / 3&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! &#039;&#039;&#039;Cantrips&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;1st Level&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;2nd Level&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
*Create Bonfire&lt;br /&gt;
*Druidcraft&lt;br /&gt;
*Prestidigitation&lt;br /&gt;
*Shape Water&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
*Detect Magic * †&lt;br /&gt;
*Disguise Self *&lt;br /&gt;
*Ensnaring Strike&lt;br /&gt;
*Goodberry&lt;br /&gt;
*Hunter&#039;s Mark * ^&lt;br /&gt;
*Longstrider&lt;br /&gt;
*Speak with Animals * †&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
*Beast Sense * †&lt;br /&gt;
*Locate Animals or Plants * †&lt;br /&gt;
*Pass Without Trace&lt;br /&gt;
*Rope Trick *&lt;br /&gt;
*Silence&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Equipment ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Magical Equipment&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Longbow +3&#039;&#039;&#039; (very rare)&lt;br /&gt;
:&#039;&#039;&#039;Glamoured Studded Leather&#039;&#039;&#039; (rare) - AC 13 + Dex Mod, can appear as clothing&lt;br /&gt;
:&#039;&#039;&#039;Bracers of Archery&#039;&#039;&#039; (uncommon, attunement) - +2 bow dmg&lt;br /&gt;
:&#039;&#039;&#039;Efficient Quiver&#039;&#039;&#039; (uncommon)&lt;br /&gt;
:&#039;&#039;&#039;Elvin Boots&#039;&#039;&#039; (uncommon) - adv on stealth&lt;br /&gt;
:&#039;&#039;&#039;Aril Ring&#039;&#039;&#039; (common, attunement) - &#039;&#039;A ring of polished yew. In place of a gem, the ring has a single, living aril.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
:As a Bonus Action, the wearer may pluck the ring&#039;s berry. When doing so, a fey spirit in the form of a sparrow appears. As an Action, the berry can be eaten (effects as a single Goodberry), fed to another, or it can be fed to the sparrow. If the sparrow doesn&#039;t get the berry, it fluffs up its feathers and chatters angrily.&lt;br /&gt;
&lt;br /&gt;
:If the aril is fed to the sparrow, the bird will act as a messenger, per the Message cantrip. The bird must be able to physically get to the person the message is intended for. The bird will land and whisper the message in the recipient&#039;s ear. After a minute transpires, the bird will return to the feywild, any impending messages undelivered. Sparrows use the same attributes as Canaries.&lt;br /&gt;
&lt;br /&gt;
:It&#039;s said that these messengers can also carry messages to the spirits of the dead, but if so, the dead don&#039;t typically respond. If sent to deliver such a message, the sparrow merely disappears.&lt;br /&gt;
&lt;br /&gt;
:The ring will regrow a missing berry at dawn.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Glow Gem&#039;&#039;&#039; (common) - A gem that glows as brightly as a candle. The light the gem gives off is the same color as the gem. (orange topaz)&lt;br /&gt;
:&#039;&#039;&#039;Shaded Scimitar&#039;&#039;&#039; (common) - A Shaded weapon is mat black and reflects no light. It seems to disappear in the shadows and darkness.&lt;br /&gt;
&lt;br /&gt;
:In dimly lit or dark conditions, if a creature isn&#039;t already aware of the weapon&#039;s presence, it must make a DC 15 check to notice its presence (Perception or Investigation) even if it&#039;s being held. Attacks with an unnoticed Shaded weapon are made with advantage. After a Shaded weapon is used to attack in a combat, it is no longer difficult to perceive.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Unbreakable Arrow&#039;&#039;&#039; (common) x3&lt;br /&gt;
:&#039;&#039;&#039;Walloping Ammunition&#039;&#039;&#039; (Arrows, common) x2 - A creature hit by the ammunition must succeed on a DC 10 Strength saving throw or be knocked prone.&lt;br /&gt;
:&#039;&#039;&#039;Whistling Ammunition&#039;&#039;&#039; (Arrow, common) x1 - When in flight, the arrow makes a loud whistling noise.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Mundane Equipment&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Worn&#039;&#039;&#039;&lt;br /&gt;
::Glamored Studded Leather Armor 13 lbs&lt;br /&gt;
::Clothing (including boots &amp;amp; cloak) 5 lbs&lt;br /&gt;
::Efficient Quiver 2 lbs&lt;br /&gt;
:::Longbow +3&lt;br /&gt;
:::54 Arrows&lt;br /&gt;
:::3 Unbreakable Arrows&lt;br /&gt;
:::2 Walloping Arrows&lt;br /&gt;
:::1 Whistling Arrow&lt;br /&gt;
:::Shaded Scimitar&lt;br /&gt;
:::2 Spears&lt;br /&gt;
:::10 Torches&lt;br /&gt;
::&#039;&#039;&#039;Belt&#039;&#039;&#039;&lt;br /&gt;
:::Dagger 1 lb&lt;br /&gt;
:::&#039;&#039;&#039;Belt Pouch&#039;&#039;&#039; ~3 lbs&lt;br /&gt;
::::Tiny Tinder Box&lt;br /&gt;
::::Toilet Paper&lt;br /&gt;
::::Glow Gem (in lightproof container)&lt;br /&gt;
::::Thieves Tools&lt;br /&gt;
::::Compass&lt;br /&gt;
::::Chalk&lt;br /&gt;
::::Carpenter&#039;s Pencil&lt;br /&gt;
::::Spoon &amp;amp; Fork&lt;br /&gt;
::::Snacks&lt;br /&gt;
::::Small notepad&lt;br /&gt;
::::Monocular &lt;br /&gt;
::&#039;&#039;&#039;Pack&#039;&#039;&#039; 2 lbs (~25 lbs total)&lt;br /&gt;
:::Change of Clothes 2 lbs&lt;br /&gt;
:::100&#039; Type III Tan cammo paracord .5 lbs&lt;br /&gt;
:::100&#039; smaller lengths of paracord .5 lbs&lt;br /&gt;
:::Sleeping Bag 3 lbs&lt;br /&gt;
:::Backpacking Tarp 2 lbs&lt;br /&gt;
:::3 Days rations 6 lbs&lt;br /&gt;
:::Rags 1 lb&lt;br /&gt;
:::Sewing kit&lt;br /&gt;
:::Mess Kit 1 lb&lt;br /&gt;
:::Flask of oil 1 lb&lt;br /&gt;
:::Plastic bottle of Everclear 1 lb&lt;br /&gt;
:::Duct Tape .5 lbs&lt;br /&gt;
:::Small game snare building equip 2 lbs&lt;br /&gt;
:48 lbs total&lt;br /&gt;
:23 lbs w/o pack&lt;br /&gt;
&lt;br /&gt;
== Background ==&lt;br /&gt;
Jensen Isaiah Hawkins was born and raised in Eastern Oregon by a moderately abusive family of rigidly adhering fundamentalist Christians of an off-beat denomination. His family were also firm adherents of a number of Sovereign Citizen and Freemen-on-the-Land conspiracy theories. He thought his family&#039;s beliefs, both religious and otherwise, were insane. He was raised on a small ranch that wasn&#039;t always self sustaining. Jensen, or &amp;quot;Jay&amp;quot; as anyone who actually liked him called him (so not his family), had to learn to get by impoverished, and was often reduced to thievery and poaching to get by.&lt;br /&gt;
&lt;br /&gt;
When he was old enough, Jay joined the US Army. Being good on the land, and having been raised with a gun or bow at his side since he was small, but not being the brightest recruit, Jay landed in the infantry. In Basic Training, the shy Jensen quickly got named Screamin&#039; Jay by the Drill Sergeant, and the name stuck. Within a few years, after his first tour in Afghanistan, he got into the Rangers. He had his sights set on joining Special Forces if he could get into the training.&lt;br /&gt;
&lt;br /&gt;
After making it through Ranger training, he landed back in Afghanistan for another tour, this time, mostly on foot instead of in an APC. A couple of years into deployment, his platoon went down a hole in Afghanistan, chasing the Taliban. The cavern turned into torch lined halls of cyclopean stonework, peppered with grotesquely grinning gargoyle faces. Then the monsters came, along with an 80 ton stone block that barred their way back. The only way out was to go forward. Screamin Jay was the only one that made it out - but &amp;quot;out&amp;quot; was another world. A world of elves, orcs, dragons, and unicorns.&lt;br /&gt;
&lt;br /&gt;
On the other side, Jay found himself transformed into an elf. It was a little odd, but not insufferable. After wandering for a while, and getting into some trouble among the humans, who apparently didn&#039;t like elves, he went out into the wilds to find &amp;quot;his kind&amp;quot;, the elves. It wasn&#039;t long after entering their territory that he was picked up by a patrol of Wood Elves that looked much as he did. After a few days of questioning, they finally decided that he was telling the truth about his origins, and was no danger to them. He was offered a place among them, which he accepted. It wasn&#039;t long before he too was patrolling with their rangers.&lt;br /&gt;
&lt;br /&gt;
He was &amp;quot;over there&amp;quot; for ten years. It was a good life. He&#039;d been handfasted to a good elven woman for a few years, but they&#039;d had no children yet. But when a gateway in a dungeon offered him a way home, he had to take it. It&#039;s not that he wanted to take it. It was his duty to take it. And so he did. When he was found by a patrol and taken back to Kabul, at first he was treated like a deserter, but after some weeks of him steadfasting sticking to the truth, he was eventually treated as a headcase. He was drummed unceremoniously out of the Army with a medical discharge that said, &amp;quot;Psychiatric&amp;quot; on it. The day he was walked off base as a civilian, he was met by the recruiter for Project Kerberos.&lt;/div&gt;</summary>
		<author><name>Stattick</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Zass&amp;diff=375735</id>
		<title>Zass</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Zass&amp;diff=375735"/>
		<updated>2019-12-30T03:58:19Z</updated>

		<summary type="html">&lt;p&gt;Stattick: /* Characteristics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Zass ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Race&#039;&#039;&#039; Yuan-ti Trueblood  &#039;&#039;&#039;Sex&#039;&#039;&#039; Female  &#039;&#039;&#039;Background&#039;&#039;&#039; Spy&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class&#039;&#039;&#039; Thief / Warlock, Archfey &#039;&#039;&#039;Level&#039;&#039;&#039; 1 / 2 &#039;&#039;&#039;Alignment&#039;&#039;&#039; Chaotic/Good&lt;br /&gt;
&lt;br /&gt;
== Characteristics ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Str&#039;&#039;&#039; 8 (-1)  &#039;&#039;&#039;Dex&#039;&#039;&#039; 14 (+2)  &#039;&#039;&#039;Con&#039;&#039;&#039; 12 (+1)  &#039;&#039;&#039;Int&#039;&#039;&#039; 11 (0)  &#039;&#039;&#039;Wis&#039;&#039;&#039; 13 (+1)  &#039;&#039;&#039;Cha&#039;&#039;&#039; 17 (+3)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Saving Throws&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Str&#039;&#039;&#039; -1  &#039;&#039;&#039;Dex&#039;&#039;&#039; +4  &#039;&#039;&#039;Con&#039;&#039;&#039; +1  &#039;&#039;&#039;Int&#039;&#039;&#039; 0  &#039;&#039;&#039;Wis&#039;&#039;&#039; +1  &#039;&#039;&#039;Cha&#039;&#039;&#039; +3&lt;br /&gt;
*Advantage on saves vs spells and magic effects&lt;br /&gt;
Immune to poison and poisoned condition&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Speed&#039;&#039;&#039; 30 &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Passive Perception&#039;&#039;&#039; 12 &#039;&#039;&#039;Passive Insight&#039;&#039;&#039; 11 &#039;&#039;&#039;Darkvision&#039;&#039;&#039; 120 feet, inc magical&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;HPs&#039;&#039;&#039; 21 _________________ &#039;&#039;&#039;Hit Dice&#039;&#039;&#039; 3d8 &#039;&#039;&#039;AC&#039;&#039;&#039; 13 &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Initiative&#039;&#039;&#039; +2 &#039;&#039;&#039;Proficiency Bonus&#039;&#039;&#039; +2&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! &#039;&#039;&#039;Weapon&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Type&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Range&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Attack&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Damage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Rapier&lt;br /&gt;
| Melee&lt;br /&gt;
| -&lt;br /&gt;
| +4&lt;br /&gt;
| 1d8+2&lt;br /&gt;
|-&lt;br /&gt;
| Shortsword&lt;br /&gt;
| Melee&lt;br /&gt;
| -&lt;br /&gt;
| +4&lt;br /&gt;
| 1d6+2&lt;br /&gt;
|-&lt;br /&gt;
| Dagger&lt;br /&gt;
| Melee&lt;br /&gt;
| 20/60&lt;br /&gt;
| +4&lt;br /&gt;
| 1d4+2&lt;br /&gt;
|-&lt;br /&gt;
| Hand Crossbow&lt;br /&gt;
| Ranged&lt;br /&gt;
| 30/120&lt;br /&gt;
| +4&lt;br /&gt;
| 1d6+2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! &#039;&#039;&#039;Skills&#039;&#039;&#039; (&#039;&#039;&#039;Proficient&#039;&#039;&#039;, &#039;&#039;&#039;&#039;&#039;Expertise&#039;&#039;&#039;&#039;&#039;)&lt;br /&gt;
! &#039;&#039;&#039;Other Proficiencies&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Languages&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Acrobatics&#039;&#039;&#039;&#039;&#039; (Dex) +6&lt;br /&gt;
*&#039;&#039;&#039;Animal Handling&#039;&#039;&#039; (Wis) +1&lt;br /&gt;
*Arcana (Int) 0&lt;br /&gt;
*&#039;&#039;&#039;Athletics&#039;&#039;&#039; (Str) -1&lt;br /&gt;
*Deception (Cha) +5&lt;br /&gt;
*History (Int) 0&lt;br /&gt;
*&#039;&#039;&#039;Insight&#039;&#039;&#039; (Wis) +1&lt;br /&gt;
*&#039;&#039;&#039;Intimidation&#039;&#039;&#039; (Cha) +3&lt;br /&gt;
*&#039;&#039;&#039;Investigation&#039;&#039;&#039; (Int) 0&lt;br /&gt;
*Medicine (Wis) +1&lt;br /&gt;
*&#039;&#039;&#039;Nature&#039;&#039;&#039; (Int) 0&lt;br /&gt;
*&#039;&#039;&#039;Perception&#039;&#039;&#039; (Wis) +3&lt;br /&gt;
*Performance (Cha) +3&lt;br /&gt;
*Persuasion (Cha) +5&lt;br /&gt;
*Religion (Int) 0&lt;br /&gt;
*Sleight of Hand (Dex) +4&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Stealth&#039;&#039;&#039;&#039;&#039; (Dex) +6&lt;br /&gt;
*&#039;&#039;&#039;Survival&#039;&#039;&#039; (Wis) +1&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
*Light &amp;amp; Medium Armor&lt;br /&gt;
*Shields&lt;br /&gt;
*Simple &amp;amp; Martial Weapons&lt;br /&gt;
*Thieve&#039;s Tools&lt;br /&gt;
*Tinker&#039;s Tools&lt;br /&gt;
*Tool: Vehicles (land)&lt;br /&gt;
*Tool: Machinery&lt;br /&gt;
*Disguise Kit&lt;br /&gt;
*Poisoner&#039;s Kit&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
*English&lt;br /&gt;
*Common&lt;br /&gt;
*Elven&lt;br /&gt;
*Thieves&#039; Cant&lt;br /&gt;
*Dari-Persian&lt;br /&gt;
*Sylvan&lt;br /&gt;
*Beast&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Features &amp;amp; Feats ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Racial &amp;amp; Background&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;Mask of the Wild&#039;&#039;: You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.&lt;br /&gt;
*&#039;&#039;Blessing of the Forest&#039;&#039;: Action - pass my Mask of the Wild feature to another for an hour, or until I pass it to another creature.&lt;br /&gt;
*&#039;&#039;Uthgardt Heritage&#039;&#039;: You find twice as much food and water as you normally would when you forage. Additionally, you can call upon the hospitality of your people, and those folk allied with your tribe.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rogue Features&#039;&#039;&#039;&lt;br /&gt;
*1st Level: Expertise, Sneak Attack (+2d6), &lt;br /&gt;
*2nd Level: Cunning Action: Bonus Action - You can  take the Dash, Disengage, or Hide action.&lt;br /&gt;
*3rd Level: Assassinate: You have advantage on attack rolls against any creature that hasn&#039;t taken a turn in the combat yet. In addition, any hit you score against a creature that is surprised is a critical hit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ranger Features&#039;&#039;&#039;&lt;br /&gt;
*1st Level: &#039;&#039;&#039;Favored Foe&#039;&#039;&#039; - Hunter’s Mark spell known, doesn&#039;t count against spells known, doesn&#039;t require concentration. Can cast it Wis Mod times w/o concentration or expending a slot per long rest., &#039;&#039;&#039;Deft Explorer&#039;&#039;&#039; - Roving: +5 Speed, Climbing &amp;amp; Swimming is equal to walking speed. Canny: Expertise in Athletics, +2 languages.&lt;br /&gt;
*2nd Level: &#039;&#039;&#039;Fighting Style&#039;&#039;&#039; - Archery (+2 w/ Ranged Weapons), &#039;&#039;&#039;Spellcasting&#039;&#039;&#039; (see &amp;quot;Magic&amp;quot; below&amp;quot;), &#039;&#039;&#039;Spell Versatility&#039;&#039;&#039; - When you finish a long rest, you can replace a spell you learned from your Spellcasting feature with another spell from the ranger spell list. The new spell must be the same level as the spell you replace, &#039;&#039;&#039;Spellcasting Focus&#039;&#039;&#039; - May use Druidic spell focus. &#039;&#039;&#039;Ranger Spells&#039;&#039;&#039; - The following spells expand the ranger spell list: Entangle, Searing Smite, Aid, Gust of Wind, Magic Weapon, Enhance Ability, Warding Bond&lt;br /&gt;
*3rd Level: &#039;&#039;&#039;Primal Awareness&#039;&#039;&#039; - Bonus spells that can be cast once per long rest w/o expending a slot. &#039;&#039;&#039;Gloom Stalker Archetype&#039;&#039;&#039; - &#039;&#039;Gloom Stalker Magic&#039;&#039; - expanded spell list that doesn&#039;t count against spells known, &#039;&#039;Dread Ambusher&#039;&#039; - Wis mod bonus to Initiative, +10 move on first turn of combat, can take an additional attack if I attack on the first round of combat &amp;amp; if it hits the target takes +1d8 dmg, &#039;&#039;Umbral Sight&#039;&#039; - +30&#039; to Darkvision, While in darkness, you are invisible to any creature that relies on darkvision to see you in that darkness.&lt;br /&gt;
*4th Level: &#039;&#039;&#039;ASI&#039;&#039;&#039; - &#039;&#039;Close Quarters Archer&#039;&#039; Feat&lt;br /&gt;
*5th Level: Extra Attack&lt;br /&gt;
*6th Level: Deft Explorer Improvement&lt;br /&gt;
*7th Level: &#039;&#039;&#039;Iron Mind&#039;&#039;&#039; - Gain proficiency in Wis Saving Throws&lt;br /&gt;
*8th Level: &#039;&#039;&#039;ASI&#039;&#039;&#039; - &#039;&#039;Athlete&#039;&#039; Feat. &#039;&#039;&#039;Land&#039;s Stride&#039;&#039;&#039; - Nonmagical difficult terrain costs no extra movement. Advantage on saves against plants that are magically created or manipulated to impede movement (entangle, etc). &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Feats&#039;&#039;&#039;&lt;br /&gt;
*1st Level: &#039;&#039;&#039;Sharpshooter&#039;&#039;&#039; (Ranged Weapons) No disadvantage at long range. Ignore half cover and three-quarters cover. May take -5 to hit &amp;amp; +10 dmg.&lt;br /&gt;
*4th Level: &#039;&#039;&#039;Close Quarters Archer&#039;&#039;&#039; (Ranged Weapons) Being in melee with a hostile creature doesn’t impose disadv on attacks. No disadv against prone targets if firing down on them. You can make an Opportunity Attack with your bow as if it were a melee weapon, firing an arrow as the target exits melee range.&lt;br /&gt;
*8th Level: &#039;&#039;&#039;Athlete&#039;&#039;&#039; Standing only uses only 5&#039;. Can jump after moving 5&#039;, rather than 10&#039;.&lt;br /&gt;
&lt;br /&gt;
== Magic ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;&#039;Casting Ability&#039;&#039;&#039; Wisdom&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Save DC&#039;&#039;&#039; 14 &#039;&#039;&#039;Attack Bonus&#039;&#039;&#039; +6&lt;br /&gt;
|&lt;br /&gt;
: * = doesn&#039;t count against known spells&lt;br /&gt;
: † = cast once per long rest for free&lt;br /&gt;
: ^ = cast Wis mod per long rest for free&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spell Slots&#039;&#039;&#039; 4 / 3&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! &#039;&#039;&#039;Cantrips&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;1st Level&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;2nd Level&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
*Create Bonfire&lt;br /&gt;
*Druidcraft&lt;br /&gt;
*Prestidigitation&lt;br /&gt;
*Shape Water&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
*Detect Magic * †&lt;br /&gt;
*Disguise Self *&lt;br /&gt;
*Ensnaring Strike&lt;br /&gt;
*Goodberry&lt;br /&gt;
*Hunter&#039;s Mark * ^&lt;br /&gt;
*Longstrider&lt;br /&gt;
*Speak with Animals * †&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
*Beast Sense * †&lt;br /&gt;
*Locate Animals or Plants * †&lt;br /&gt;
*Pass Without Trace&lt;br /&gt;
*Rope Trick *&lt;br /&gt;
*Silence&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Equipment ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Magical Equipment&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Longbow +3&#039;&#039;&#039; (very rare)&lt;br /&gt;
:&#039;&#039;&#039;Glamoured Studded Leather&#039;&#039;&#039; (rare) - AC 13 + Dex Mod, can appear as clothing&lt;br /&gt;
:&#039;&#039;&#039;Bracers of Archery&#039;&#039;&#039; (uncommon, attunement) - +2 bow dmg&lt;br /&gt;
:&#039;&#039;&#039;Efficient Quiver&#039;&#039;&#039; (uncommon)&lt;br /&gt;
:&#039;&#039;&#039;Elvin Boots&#039;&#039;&#039; (uncommon) - adv on stealth&lt;br /&gt;
:&#039;&#039;&#039;Aril Ring&#039;&#039;&#039; (common, attunement) - &#039;&#039;A ring of polished yew. In place of a gem, the ring has a single, living aril.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
:As a Bonus Action, the wearer may pluck the ring&#039;s berry. When doing so, a fey spirit in the form of a sparrow appears. As an Action, the berry can be eaten (effects as a single Goodberry), fed to another, or it can be fed to the sparrow. If the sparrow doesn&#039;t get the berry, it fluffs up its feathers and chatters angrily.&lt;br /&gt;
&lt;br /&gt;
:If the aril is fed to the sparrow, the bird will act as a messenger, per the Message cantrip. The bird must be able to physically get to the person the message is intended for. The bird will land and whisper the message in the recipient&#039;s ear. After a minute transpires, the bird will return to the feywild, any impending messages undelivered. Sparrows use the same attributes as Canaries.&lt;br /&gt;
&lt;br /&gt;
:It&#039;s said that these messengers can also carry messages to the spirits of the dead, but if so, the dead don&#039;t typically respond. If sent to deliver such a message, the sparrow merely disappears.&lt;br /&gt;
&lt;br /&gt;
:The ring will regrow a missing berry at dawn.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Glow Gem&#039;&#039;&#039; (common) - A gem that glows as brightly as a candle. The light the gem gives off is the same color as the gem. (orange topaz)&lt;br /&gt;
:&#039;&#039;&#039;Shaded Scimitar&#039;&#039;&#039; (common) - A Shaded weapon is mat black and reflects no light. It seems to disappear in the shadows and darkness.&lt;br /&gt;
&lt;br /&gt;
:In dimly lit or dark conditions, if a creature isn&#039;t already aware of the weapon&#039;s presence, it must make a DC 15 check to notice its presence (Perception or Investigation) even if it&#039;s being held. Attacks with an unnoticed Shaded weapon are made with advantage. After a Shaded weapon is used to attack in a combat, it is no longer difficult to perceive.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Unbreakable Arrow&#039;&#039;&#039; (common) x3&lt;br /&gt;
:&#039;&#039;&#039;Walloping Ammunition&#039;&#039;&#039; (Arrows, common) x2 - A creature hit by the ammunition must succeed on a DC 10 Strength saving throw or be knocked prone.&lt;br /&gt;
:&#039;&#039;&#039;Whistling Ammunition&#039;&#039;&#039; (Arrow, common) x1 - When in flight, the arrow makes a loud whistling noise.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Mundane Equipment&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Worn&#039;&#039;&#039;&lt;br /&gt;
::Glamored Studded Leather Armor 13 lbs&lt;br /&gt;
::Clothing (including boots &amp;amp; cloak) 5 lbs&lt;br /&gt;
::Efficient Quiver 2 lbs&lt;br /&gt;
:::Longbow +3&lt;br /&gt;
:::54 Arrows&lt;br /&gt;
:::3 Unbreakable Arrows&lt;br /&gt;
:::2 Walloping Arrows&lt;br /&gt;
:::1 Whistling Arrow&lt;br /&gt;
:::Shaded Scimitar&lt;br /&gt;
:::2 Spears&lt;br /&gt;
:::10 Torches&lt;br /&gt;
::&#039;&#039;&#039;Belt&#039;&#039;&#039;&lt;br /&gt;
:::Dagger 1 lb&lt;br /&gt;
:::&#039;&#039;&#039;Belt Pouch&#039;&#039;&#039; ~3 lbs&lt;br /&gt;
::::Tiny Tinder Box&lt;br /&gt;
::::Toilet Paper&lt;br /&gt;
::::Glow Gem (in lightproof container)&lt;br /&gt;
::::Thieves Tools&lt;br /&gt;
::::Compass&lt;br /&gt;
::::Chalk&lt;br /&gt;
::::Carpenter&#039;s Pencil&lt;br /&gt;
::::Spoon &amp;amp; Fork&lt;br /&gt;
::::Snacks&lt;br /&gt;
::::Small notepad&lt;br /&gt;
::::Monocular &lt;br /&gt;
::&#039;&#039;&#039;Pack&#039;&#039;&#039; 2 lbs (~25 lbs total)&lt;br /&gt;
:::Change of Clothes 2 lbs&lt;br /&gt;
:::100&#039; Type III Tan cammo paracord .5 lbs&lt;br /&gt;
:::100&#039; smaller lengths of paracord .5 lbs&lt;br /&gt;
:::Sleeping Bag 3 lbs&lt;br /&gt;
:::Backpacking Tarp 2 lbs&lt;br /&gt;
:::3 Days rations 6 lbs&lt;br /&gt;
:::Rags 1 lb&lt;br /&gt;
:::Sewing kit&lt;br /&gt;
:::Mess Kit 1 lb&lt;br /&gt;
:::Flask of oil 1 lb&lt;br /&gt;
:::Plastic bottle of Everclear 1 lb&lt;br /&gt;
:::Duct Tape .5 lbs&lt;br /&gt;
:::Small game snare building equip 2 lbs&lt;br /&gt;
:48 lbs total&lt;br /&gt;
:23 lbs w/o pack&lt;br /&gt;
&lt;br /&gt;
== Background ==&lt;br /&gt;
Jensen Isaiah Hawkins was born and raised in Eastern Oregon by a moderately abusive family of rigidly adhering fundamentalist Christians of an off-beat denomination. His family were also firm adherents of a number of Sovereign Citizen and Freemen-on-the-Land conspiracy theories. He thought his family&#039;s beliefs, both religious and otherwise, were insane. He was raised on a small ranch that wasn&#039;t always self sustaining. Jensen, or &amp;quot;Jay&amp;quot; as anyone who actually liked him called him (so not his family), had to learn to get by impoverished, and was often reduced to thievery and poaching to get by.&lt;br /&gt;
&lt;br /&gt;
When he was old enough, Jay joined the US Army. Being good on the land, and having been raised with a gun or bow at his side since he was small, but not being the brightest recruit, Jay landed in the infantry. In Basic Training, the shy Jensen quickly got named Screamin&#039; Jay by the Drill Sergeant, and the name stuck. Within a few years, after his first tour in Afghanistan, he got into the Rangers. He had his sights set on joining Special Forces if he could get into the training.&lt;br /&gt;
&lt;br /&gt;
After making it through Ranger training, he landed back in Afghanistan for another tour, this time, mostly on foot instead of in an APC. A couple of years into deployment, his platoon went down a hole in Afghanistan, chasing the Taliban. The cavern turned into torch lined halls of cyclopean stonework, peppered with grotesquely grinning gargoyle faces. Then the monsters came, along with an 80 ton stone block that barred their way back. The only way out was to go forward. Screamin Jay was the only one that made it out - but &amp;quot;out&amp;quot; was another world. A world of elves, orcs, dragons, and unicorns.&lt;br /&gt;
&lt;br /&gt;
On the other side, Jay found himself transformed into an elf. It was a little odd, but not insufferable. After wandering for a while, and getting into some trouble among the humans, who apparently didn&#039;t like elves, he went out into the wilds to find &amp;quot;his kind&amp;quot;, the elves. It wasn&#039;t long after entering their territory that he was picked up by a patrol of Wood Elves that looked much as he did. After a few days of questioning, they finally decided that he was telling the truth about his origins, and was no danger to them. He was offered a place among them, which he accepted. It wasn&#039;t long before he too was patrolling with their rangers.&lt;br /&gt;
&lt;br /&gt;
He was &amp;quot;over there&amp;quot; for ten years. It was a good life. He&#039;d been handfasted to a good elven woman for a few years, but they&#039;d had no children yet. But when a gateway in a dungeon offered him a way home, he had to take it. It&#039;s not that he wanted to take it. It was his duty to take it. And so he did. When he was found by a patrol and taken back to Kabul, at first he was treated like a deserter, but after some weeks of him steadfasting sticking to the truth, he was eventually treated as a headcase. He was drummed unceremoniously out of the Army with a medical discharge that said, &amp;quot;Psychiatric&amp;quot; on it. The day he was walked off base as a civilian, he was met by the recruiter for Project Kerberos.&lt;/div&gt;</summary>
		<author><name>Stattick</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Zass&amp;diff=375734</id>
		<title>Zass</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Zass&amp;diff=375734"/>
		<updated>2019-12-30T03:57:18Z</updated>

		<summary type="html">&lt;p&gt;Stattick: /* Characteristics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Zass ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Race&#039;&#039;&#039; Yuan-ti Trueblood  &#039;&#039;&#039;Sex&#039;&#039;&#039; Female  &#039;&#039;&#039;Background&#039;&#039;&#039; Spy&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class&#039;&#039;&#039; Thief / Warlock, Archfey &#039;&#039;&#039;Level&#039;&#039;&#039; 1 / 2 &#039;&#039;&#039;Alignment&#039;&#039;&#039; Chaotic/Good&lt;br /&gt;
&lt;br /&gt;
== Characteristics ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Str&#039;&#039;&#039; 8 (-1)  &#039;&#039;&#039;Dex&#039;&#039;&#039; 14 (+2)  &#039;&#039;&#039;Con&#039;&#039;&#039; 12 (+1)  &#039;&#039;&#039;Int&#039;&#039;&#039; 11 (0)  &#039;&#039;&#039;Wis&#039;&#039;&#039; 13 (+1)  &#039;&#039;&#039;Cha&#039;&#039;&#039; 17 (+3)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Saving Throws&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Str&#039;&#039;&#039; -1  &#039;&#039;&#039;Dex&#039;&#039;&#039; +4  &#039;&#039;&#039;Con&#039;&#039;&#039; +1  &#039;&#039;&#039;Int&#039;&#039;&#039; 0  &#039;&#039;&#039;Wis&#039;&#039;&#039; +1  &#039;&#039;&#039;Cha&#039;&#039;&#039; +3&lt;br /&gt;
*Advantage on saves vs spells and magic effects&lt;br /&gt;
Immune to poison and poisoned condition&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Speed&#039;&#039;&#039; 30 &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Passive Perception&#039;&#039;&#039; 12 &#039;&#039;&#039;Passive Insight&#039;&#039;&#039; 11 &#039;&#039;&#039;Darkvision&#039;&#039;&#039; 120 feet, inc magical&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;HPs&#039;&#039;&#039; 21 _________________ &#039;&#039;&#039;Hit Dice&#039;&#039;&#039; 3d8 &#039;&#039;&#039;AC&#039;&#039;&#039; 13 &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Initiative&#039;&#039;&#039; +2 &#039;&#039;&#039;Proficiency Bonus&#039;&#039;&#039; +2&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! &#039;&#039;&#039;Weapon&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Type&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Range&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Attack&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Damage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Rapier&lt;br /&gt;
| Melee&lt;br /&gt;
| -&lt;br /&gt;
| +4&lt;br /&gt;
| 1d8+2&lt;br /&gt;
|-&lt;br /&gt;
| Shortsword&lt;br /&gt;
| Melee&lt;br /&gt;
| -&lt;br /&gt;
| +4&lt;br /&gt;
| 1d6+2&lt;br /&gt;
|-&lt;br /&gt;
| Dagger&lt;br /&gt;
| Melee&lt;br /&gt;
| 20/60&lt;br /&gt;
| +4&lt;br /&gt;
| 1d4+2&lt;br /&gt;
|-&lt;br /&gt;
| Hand Crossbow&lt;br /&gt;
| Ranged&lt;br /&gt;
| 30/120&lt;br /&gt;
| +4&lt;br /&gt;
| 1d6+2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! &#039;&#039;&#039;Skills&#039;&#039;&#039; (&#039;&#039;&#039;Proficient&#039;&#039;&#039;, &#039;&#039;&#039;&#039;&#039;Expertise&#039;&#039;&#039;&#039;&#039;)&lt;br /&gt;
! &#039;&#039;&#039;Other Proficiencies&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Languages&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Acrobatics&#039;&#039;&#039;&#039;&#039; (Dex) +6&lt;br /&gt;
*&#039;&#039;&#039;Animal Handling&#039;&#039;&#039; (Wis) +1&lt;br /&gt;
*Arcana (Int) 0&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Athletics&#039;&#039;&#039;&#039;&#039; (Str) -1&lt;br /&gt;
*Deception (Cha) +5&lt;br /&gt;
*History (Int) 0&lt;br /&gt;
*&#039;&#039;&#039;Insight&#039;&#039;&#039; (Wis) +1&lt;br /&gt;
*&#039;&#039;&#039;Intimidation&#039;&#039;&#039; (Cha) +3&lt;br /&gt;
*&#039;&#039;&#039;Investigation&#039;&#039;&#039; (Int) 0&lt;br /&gt;
*Medicine (Wis) +1&lt;br /&gt;
*&#039;&#039;&#039;Nature&#039;&#039;&#039; (Int) 0&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Perception&#039;&#039;&#039;&#039;&#039; (Wis) +3&lt;br /&gt;
*Performance (Cha) +3&lt;br /&gt;
*Persuasion (Cha) +5&lt;br /&gt;
*Religion (Int) 0&lt;br /&gt;
*Sleight of Hand (Dex) +4&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Stealth&#039;&#039;&#039;&#039;&#039; (Dex) +6&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Survival&#039;&#039;&#039;&#039;&#039; (Wis) +1&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
*Light &amp;amp; Medium Armor&lt;br /&gt;
*Shields&lt;br /&gt;
*Simple &amp;amp; Martial Weapons&lt;br /&gt;
*Thieve&#039;s Tools&lt;br /&gt;
*Tinker&#039;s Tools&lt;br /&gt;
*Tool: Vehicles (land)&lt;br /&gt;
*Tool: Machinery&lt;br /&gt;
*Disguise Kit&lt;br /&gt;
*Poisoner&#039;s Kit&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
*English&lt;br /&gt;
*Common&lt;br /&gt;
*Elven&lt;br /&gt;
*Thieves&#039; Cant&lt;br /&gt;
*Dari-Persian&lt;br /&gt;
*Sylvan&lt;br /&gt;
*Beast&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Features &amp;amp; Feats ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Racial &amp;amp; Background&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;Mask of the Wild&#039;&#039;: You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.&lt;br /&gt;
*&#039;&#039;Blessing of the Forest&#039;&#039;: Action - pass my Mask of the Wild feature to another for an hour, or until I pass it to another creature.&lt;br /&gt;
*&#039;&#039;Uthgardt Heritage&#039;&#039;: You find twice as much food and water as you normally would when you forage. Additionally, you can call upon the hospitality of your people, and those folk allied with your tribe.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rogue Features&#039;&#039;&#039;&lt;br /&gt;
*1st Level: Expertise, Sneak Attack (+2d6), &lt;br /&gt;
*2nd Level: Cunning Action: Bonus Action - You can  take the Dash, Disengage, or Hide action.&lt;br /&gt;
*3rd Level: Assassinate: You have advantage on attack rolls against any creature that hasn&#039;t taken a turn in the combat yet. In addition, any hit you score against a creature that is surprised is a critical hit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ranger Features&#039;&#039;&#039;&lt;br /&gt;
*1st Level: &#039;&#039;&#039;Favored Foe&#039;&#039;&#039; - Hunter’s Mark spell known, doesn&#039;t count against spells known, doesn&#039;t require concentration. Can cast it Wis Mod times w/o concentration or expending a slot per long rest., &#039;&#039;&#039;Deft Explorer&#039;&#039;&#039; - Roving: +5 Speed, Climbing &amp;amp; Swimming is equal to walking speed. Canny: Expertise in Athletics, +2 languages.&lt;br /&gt;
*2nd Level: &#039;&#039;&#039;Fighting Style&#039;&#039;&#039; - Archery (+2 w/ Ranged Weapons), &#039;&#039;&#039;Spellcasting&#039;&#039;&#039; (see &amp;quot;Magic&amp;quot; below&amp;quot;), &#039;&#039;&#039;Spell Versatility&#039;&#039;&#039; - When you finish a long rest, you can replace a spell you learned from your Spellcasting feature with another spell from the ranger spell list. The new spell must be the same level as the spell you replace, &#039;&#039;&#039;Spellcasting Focus&#039;&#039;&#039; - May use Druidic spell focus. &#039;&#039;&#039;Ranger Spells&#039;&#039;&#039; - The following spells expand the ranger spell list: Entangle, Searing Smite, Aid, Gust of Wind, Magic Weapon, Enhance Ability, Warding Bond&lt;br /&gt;
*3rd Level: &#039;&#039;&#039;Primal Awareness&#039;&#039;&#039; - Bonus spells that can be cast once per long rest w/o expending a slot. &#039;&#039;&#039;Gloom Stalker Archetype&#039;&#039;&#039; - &#039;&#039;Gloom Stalker Magic&#039;&#039; - expanded spell list that doesn&#039;t count against spells known, &#039;&#039;Dread Ambusher&#039;&#039; - Wis mod bonus to Initiative, +10 move on first turn of combat, can take an additional attack if I attack on the first round of combat &amp;amp; if it hits the target takes +1d8 dmg, &#039;&#039;Umbral Sight&#039;&#039; - +30&#039; to Darkvision, While in darkness, you are invisible to any creature that relies on darkvision to see you in that darkness.&lt;br /&gt;
*4th Level: &#039;&#039;&#039;ASI&#039;&#039;&#039; - &#039;&#039;Close Quarters Archer&#039;&#039; Feat&lt;br /&gt;
*5th Level: Extra Attack&lt;br /&gt;
*6th Level: Deft Explorer Improvement&lt;br /&gt;
*7th Level: &#039;&#039;&#039;Iron Mind&#039;&#039;&#039; - Gain proficiency in Wis Saving Throws&lt;br /&gt;
*8th Level: &#039;&#039;&#039;ASI&#039;&#039;&#039; - &#039;&#039;Athlete&#039;&#039; Feat. &#039;&#039;&#039;Land&#039;s Stride&#039;&#039;&#039; - Nonmagical difficult terrain costs no extra movement. Advantage on saves against plants that are magically created or manipulated to impede movement (entangle, etc). &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Feats&#039;&#039;&#039;&lt;br /&gt;
*1st Level: &#039;&#039;&#039;Sharpshooter&#039;&#039;&#039; (Ranged Weapons) No disadvantage at long range. Ignore half cover and three-quarters cover. May take -5 to hit &amp;amp; +10 dmg.&lt;br /&gt;
*4th Level: &#039;&#039;&#039;Close Quarters Archer&#039;&#039;&#039; (Ranged Weapons) Being in melee with a hostile creature doesn’t impose disadv on attacks. No disadv against prone targets if firing down on them. You can make an Opportunity Attack with your bow as if it were a melee weapon, firing an arrow as the target exits melee range.&lt;br /&gt;
*8th Level: &#039;&#039;&#039;Athlete&#039;&#039;&#039; Standing only uses only 5&#039;. Can jump after moving 5&#039;, rather than 10&#039;.&lt;br /&gt;
&lt;br /&gt;
== Magic ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;&#039;Casting Ability&#039;&#039;&#039; Wisdom&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Save DC&#039;&#039;&#039; 14 &#039;&#039;&#039;Attack Bonus&#039;&#039;&#039; +6&lt;br /&gt;
|&lt;br /&gt;
: * = doesn&#039;t count against known spells&lt;br /&gt;
: † = cast once per long rest for free&lt;br /&gt;
: ^ = cast Wis mod per long rest for free&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spell Slots&#039;&#039;&#039; 4 / 3&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! &#039;&#039;&#039;Cantrips&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;1st Level&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;2nd Level&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
*Create Bonfire&lt;br /&gt;
*Druidcraft&lt;br /&gt;
*Prestidigitation&lt;br /&gt;
*Shape Water&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
*Detect Magic * †&lt;br /&gt;
*Disguise Self *&lt;br /&gt;
*Ensnaring Strike&lt;br /&gt;
*Goodberry&lt;br /&gt;
*Hunter&#039;s Mark * ^&lt;br /&gt;
*Longstrider&lt;br /&gt;
*Speak with Animals * †&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
*Beast Sense * †&lt;br /&gt;
*Locate Animals or Plants * †&lt;br /&gt;
*Pass Without Trace&lt;br /&gt;
*Rope Trick *&lt;br /&gt;
*Silence&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Equipment ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Magical Equipment&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Longbow +3&#039;&#039;&#039; (very rare)&lt;br /&gt;
:&#039;&#039;&#039;Glamoured Studded Leather&#039;&#039;&#039; (rare) - AC 13 + Dex Mod, can appear as clothing&lt;br /&gt;
:&#039;&#039;&#039;Bracers of Archery&#039;&#039;&#039; (uncommon, attunement) - +2 bow dmg&lt;br /&gt;
:&#039;&#039;&#039;Efficient Quiver&#039;&#039;&#039; (uncommon)&lt;br /&gt;
:&#039;&#039;&#039;Elvin Boots&#039;&#039;&#039; (uncommon) - adv on stealth&lt;br /&gt;
:&#039;&#039;&#039;Aril Ring&#039;&#039;&#039; (common, attunement) - &#039;&#039;A ring of polished yew. In place of a gem, the ring has a single, living aril.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
:As a Bonus Action, the wearer may pluck the ring&#039;s berry. When doing so, a fey spirit in the form of a sparrow appears. As an Action, the berry can be eaten (effects as a single Goodberry), fed to another, or it can be fed to the sparrow. If the sparrow doesn&#039;t get the berry, it fluffs up its feathers and chatters angrily.&lt;br /&gt;
&lt;br /&gt;
:If the aril is fed to the sparrow, the bird will act as a messenger, per the Message cantrip. The bird must be able to physically get to the person the message is intended for. The bird will land and whisper the message in the recipient&#039;s ear. After a minute transpires, the bird will return to the feywild, any impending messages undelivered. Sparrows use the same attributes as Canaries.&lt;br /&gt;
&lt;br /&gt;
:It&#039;s said that these messengers can also carry messages to the spirits of the dead, but if so, the dead don&#039;t typically respond. If sent to deliver such a message, the sparrow merely disappears.&lt;br /&gt;
&lt;br /&gt;
:The ring will regrow a missing berry at dawn.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Glow Gem&#039;&#039;&#039; (common) - A gem that glows as brightly as a candle. The light the gem gives off is the same color as the gem. (orange topaz)&lt;br /&gt;
:&#039;&#039;&#039;Shaded Scimitar&#039;&#039;&#039; (common) - A Shaded weapon is mat black and reflects no light. It seems to disappear in the shadows and darkness.&lt;br /&gt;
&lt;br /&gt;
:In dimly lit or dark conditions, if a creature isn&#039;t already aware of the weapon&#039;s presence, it must make a DC 15 check to notice its presence (Perception or Investigation) even if it&#039;s being held. Attacks with an unnoticed Shaded weapon are made with advantage. After a Shaded weapon is used to attack in a combat, it is no longer difficult to perceive.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Unbreakable Arrow&#039;&#039;&#039; (common) x3&lt;br /&gt;
:&#039;&#039;&#039;Walloping Ammunition&#039;&#039;&#039; (Arrows, common) x2 - A creature hit by the ammunition must succeed on a DC 10 Strength saving throw or be knocked prone.&lt;br /&gt;
:&#039;&#039;&#039;Whistling Ammunition&#039;&#039;&#039; (Arrow, common) x1 - When in flight, the arrow makes a loud whistling noise.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Mundane Equipment&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Worn&#039;&#039;&#039;&lt;br /&gt;
::Glamored Studded Leather Armor 13 lbs&lt;br /&gt;
::Clothing (including boots &amp;amp; cloak) 5 lbs&lt;br /&gt;
::Efficient Quiver 2 lbs&lt;br /&gt;
:::Longbow +3&lt;br /&gt;
:::54 Arrows&lt;br /&gt;
:::3 Unbreakable Arrows&lt;br /&gt;
:::2 Walloping Arrows&lt;br /&gt;
:::1 Whistling Arrow&lt;br /&gt;
:::Shaded Scimitar&lt;br /&gt;
:::2 Spears&lt;br /&gt;
:::10 Torches&lt;br /&gt;
::&#039;&#039;&#039;Belt&#039;&#039;&#039;&lt;br /&gt;
:::Dagger 1 lb&lt;br /&gt;
:::&#039;&#039;&#039;Belt Pouch&#039;&#039;&#039; ~3 lbs&lt;br /&gt;
::::Tiny Tinder Box&lt;br /&gt;
::::Toilet Paper&lt;br /&gt;
::::Glow Gem (in lightproof container)&lt;br /&gt;
::::Thieves Tools&lt;br /&gt;
::::Compass&lt;br /&gt;
::::Chalk&lt;br /&gt;
::::Carpenter&#039;s Pencil&lt;br /&gt;
::::Spoon &amp;amp; Fork&lt;br /&gt;
::::Snacks&lt;br /&gt;
::::Small notepad&lt;br /&gt;
::::Monocular &lt;br /&gt;
::&#039;&#039;&#039;Pack&#039;&#039;&#039; 2 lbs (~25 lbs total)&lt;br /&gt;
:::Change of Clothes 2 lbs&lt;br /&gt;
:::100&#039; Type III Tan cammo paracord .5 lbs&lt;br /&gt;
:::100&#039; smaller lengths of paracord .5 lbs&lt;br /&gt;
:::Sleeping Bag 3 lbs&lt;br /&gt;
:::Backpacking Tarp 2 lbs&lt;br /&gt;
:::3 Days rations 6 lbs&lt;br /&gt;
:::Rags 1 lb&lt;br /&gt;
:::Sewing kit&lt;br /&gt;
:::Mess Kit 1 lb&lt;br /&gt;
:::Flask of oil 1 lb&lt;br /&gt;
:::Plastic bottle of Everclear 1 lb&lt;br /&gt;
:::Duct Tape .5 lbs&lt;br /&gt;
:::Small game snare building equip 2 lbs&lt;br /&gt;
:48 lbs total&lt;br /&gt;
:23 lbs w/o pack&lt;br /&gt;
&lt;br /&gt;
== Background ==&lt;br /&gt;
Jensen Isaiah Hawkins was born and raised in Eastern Oregon by a moderately abusive family of rigidly adhering fundamentalist Christians of an off-beat denomination. His family were also firm adherents of a number of Sovereign Citizen and Freemen-on-the-Land conspiracy theories. He thought his family&#039;s beliefs, both religious and otherwise, were insane. He was raised on a small ranch that wasn&#039;t always self sustaining. Jensen, or &amp;quot;Jay&amp;quot; as anyone who actually liked him called him (so not his family), had to learn to get by impoverished, and was often reduced to thievery and poaching to get by.&lt;br /&gt;
&lt;br /&gt;
When he was old enough, Jay joined the US Army. Being good on the land, and having been raised with a gun or bow at his side since he was small, but not being the brightest recruit, Jay landed in the infantry. In Basic Training, the shy Jensen quickly got named Screamin&#039; Jay by the Drill Sergeant, and the name stuck. Within a few years, after his first tour in Afghanistan, he got into the Rangers. He had his sights set on joining Special Forces if he could get into the training.&lt;br /&gt;
&lt;br /&gt;
After making it through Ranger training, he landed back in Afghanistan for another tour, this time, mostly on foot instead of in an APC. A couple of years into deployment, his platoon went down a hole in Afghanistan, chasing the Taliban. The cavern turned into torch lined halls of cyclopean stonework, peppered with grotesquely grinning gargoyle faces. Then the monsters came, along with an 80 ton stone block that barred their way back. The only way out was to go forward. Screamin Jay was the only one that made it out - but &amp;quot;out&amp;quot; was another world. A world of elves, orcs, dragons, and unicorns.&lt;br /&gt;
&lt;br /&gt;
On the other side, Jay found himself transformed into an elf. It was a little odd, but not insufferable. After wandering for a while, and getting into some trouble among the humans, who apparently didn&#039;t like elves, he went out into the wilds to find &amp;quot;his kind&amp;quot;, the elves. It wasn&#039;t long after entering their territory that he was picked up by a patrol of Wood Elves that looked much as he did. After a few days of questioning, they finally decided that he was telling the truth about his origins, and was no danger to them. He was offered a place among them, which he accepted. It wasn&#039;t long before he too was patrolling with their rangers.&lt;br /&gt;
&lt;br /&gt;
He was &amp;quot;over there&amp;quot; for ten years. It was a good life. He&#039;d been handfasted to a good elven woman for a few years, but they&#039;d had no children yet. But when a gateway in a dungeon offered him a way home, he had to take it. It&#039;s not that he wanted to take it. It was his duty to take it. And so he did. When he was found by a patrol and taken back to Kabul, at first he was treated like a deserter, but after some weeks of him steadfasting sticking to the truth, he was eventually treated as a headcase. He was drummed unceremoniously out of the Army with a medical discharge that said, &amp;quot;Psychiatric&amp;quot; on it. The day he was walked off base as a civilian, he was met by the recruiter for Project Kerberos.&lt;/div&gt;</summary>
		<author><name>Stattick</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Zass&amp;diff=375733</id>
		<title>Zass</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Zass&amp;diff=375733"/>
		<updated>2019-12-30T03:55:15Z</updated>

		<summary type="html">&lt;p&gt;Stattick: /* Characteristics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Zass ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Race&#039;&#039;&#039; Yuan-ti Trueblood  &#039;&#039;&#039;Sex&#039;&#039;&#039; Female  &#039;&#039;&#039;Background&#039;&#039;&#039; Spy&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class&#039;&#039;&#039; Thief / Warlock, Archfey &#039;&#039;&#039;Level&#039;&#039;&#039; 1 / 2 &#039;&#039;&#039;Alignment&#039;&#039;&#039; Chaotic/Good&lt;br /&gt;
&lt;br /&gt;
== Characteristics ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Str&#039;&#039;&#039; 8 (-1)  &#039;&#039;&#039;Dex&#039;&#039;&#039; 14 (+2)  &#039;&#039;&#039;Con&#039;&#039;&#039; 12 (+1)  &#039;&#039;&#039;Int&#039;&#039;&#039; 11 (0)  &#039;&#039;&#039;Wis&#039;&#039;&#039; 13 (+1)  &#039;&#039;&#039;Cha&#039;&#039;&#039; 17 (+3)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Saving Throws&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Str&#039;&#039;&#039; -1  &#039;&#039;&#039;Dex&#039;&#039;&#039; +4  &#039;&#039;&#039;Con&#039;&#039;&#039; +1  &#039;&#039;&#039;Int&#039;&#039;&#039; 0  &#039;&#039;&#039;Wis&#039;&#039;&#039; +1  &#039;&#039;&#039;Cha&#039;&#039;&#039; +3&lt;br /&gt;
*Advantage on saves vs spells and magic effects&lt;br /&gt;
Immune to poison and poisoned condition&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Speed&#039;&#039;&#039; 30 &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Passive Perception&#039;&#039;&#039; 12 &#039;&#039;&#039;Passive Insight&#039;&#039;&#039; 11 &#039;&#039;&#039;Darkvision&#039;&#039;&#039; 120 feet, inc magical&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;HPs&#039;&#039;&#039; 21 _________________ &#039;&#039;&#039;Hit Dice&#039;&#039;&#039; 3d8 &#039;&#039;&#039;AC&#039;&#039;&#039; 13 &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Initiative&#039;&#039;&#039; +2 &#039;&#039;&#039;Proficiency Bonus&#039;&#039;&#039; +2&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! &#039;&#039;&#039;Weapon&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Type&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Range&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Attack&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Damage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Rapier&lt;br /&gt;
| Melee&lt;br /&gt;
| -&lt;br /&gt;
| +4&lt;br /&gt;
| 1d8+2&lt;br /&gt;
|-&lt;br /&gt;
| Shortsword&lt;br /&gt;
| Melee&lt;br /&gt;
| -&lt;br /&gt;
| +4&lt;br /&gt;
| 1d6+2&lt;br /&gt;
|-&lt;br /&gt;
| Dagger&lt;br /&gt;
| Melee&lt;br /&gt;
| 20/60&lt;br /&gt;
| +4&lt;br /&gt;
| 1d4+2&lt;br /&gt;
|-&lt;br /&gt;
| Hand Crossbow&lt;br /&gt;
| Ranged&lt;br /&gt;
| 30/120&lt;br /&gt;
| +4&lt;br /&gt;
| 1d6+2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! &#039;&#039;&#039;Skills&#039;&#039;&#039; (&#039;&#039;&#039;Proficient&#039;&#039;&#039;, &#039;&#039;&#039;&#039;&#039;Expertise&#039;&#039;&#039;&#039;&#039;)&lt;br /&gt;
! &#039;&#039;&#039;Other Proficiencies&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Languages&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
*&#039;&#039;&#039;Acrobatics&#039;&#039;&#039; (Dex) +6&lt;br /&gt;
*&#039;&#039;&#039;Animal Handling&#039;&#039;&#039; (Wis) +1&lt;br /&gt;
*Arcana (Int) 0&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Athletics&#039;&#039;&#039;&#039;&#039; (Str) -1&lt;br /&gt;
*Deception (Cha) +5&lt;br /&gt;
*History (Int) 0&lt;br /&gt;
*&#039;&#039;&#039;Insight&#039;&#039;&#039; (Wis) +1&lt;br /&gt;
*&#039;&#039;&#039;Intimidation&#039;&#039;&#039; (Cha) +3&lt;br /&gt;
*&#039;&#039;&#039;Investigation&#039;&#039;&#039; (Int) 0&lt;br /&gt;
*Medicine (Wis) +1&lt;br /&gt;
*&#039;&#039;&#039;Nature&#039;&#039;&#039; (Int) 0&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Perception&#039;&#039;&#039;&#039;&#039; (Wis) +3&lt;br /&gt;
*Performance (Cha) +3&lt;br /&gt;
*Persuasion (Cha) +5&lt;br /&gt;
*Religion (Int) 0&lt;br /&gt;
*Sleight of Hand (Dex) +4&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Stealth&#039;&#039;&#039;&#039;&#039; (Dex) +6&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Survival&#039;&#039;&#039;&#039;&#039; (Wis) +1&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
*Light &amp;amp; Medium Armor&lt;br /&gt;
*Shields&lt;br /&gt;
*Simple &amp;amp; Martial Weapons&lt;br /&gt;
*Thieve&#039;s Tools&lt;br /&gt;
*Tinker&#039;s Tools&lt;br /&gt;
*Tool: Vehicles (land)&lt;br /&gt;
*Tool: Machinery&lt;br /&gt;
*Disguise Kit&lt;br /&gt;
*Poisoner&#039;s Kit&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
*English&lt;br /&gt;
*Common&lt;br /&gt;
*Elven&lt;br /&gt;
*Thieves&#039; Cant&lt;br /&gt;
*Dari-Persian&lt;br /&gt;
*Sylvan&lt;br /&gt;
*Beast&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Features &amp;amp; Feats ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Racial &amp;amp; Background&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;Mask of the Wild&#039;&#039;: You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.&lt;br /&gt;
*&#039;&#039;Blessing of the Forest&#039;&#039;: Action - pass my Mask of the Wild feature to another for an hour, or until I pass it to another creature.&lt;br /&gt;
*&#039;&#039;Uthgardt Heritage&#039;&#039;: You find twice as much food and water as you normally would when you forage. Additionally, you can call upon the hospitality of your people, and those folk allied with your tribe.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rogue Features&#039;&#039;&#039;&lt;br /&gt;
*1st Level: Expertise, Sneak Attack (+2d6), &lt;br /&gt;
*2nd Level: Cunning Action: Bonus Action - You can  take the Dash, Disengage, or Hide action.&lt;br /&gt;
*3rd Level: Assassinate: You have advantage on attack rolls against any creature that hasn&#039;t taken a turn in the combat yet. In addition, any hit you score against a creature that is surprised is a critical hit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ranger Features&#039;&#039;&#039;&lt;br /&gt;
*1st Level: &#039;&#039;&#039;Favored Foe&#039;&#039;&#039; - Hunter’s Mark spell known, doesn&#039;t count against spells known, doesn&#039;t require concentration. Can cast it Wis Mod times w/o concentration or expending a slot per long rest., &#039;&#039;&#039;Deft Explorer&#039;&#039;&#039; - Roving: +5 Speed, Climbing &amp;amp; Swimming is equal to walking speed. Canny: Expertise in Athletics, +2 languages.&lt;br /&gt;
*2nd Level: &#039;&#039;&#039;Fighting Style&#039;&#039;&#039; - Archery (+2 w/ Ranged Weapons), &#039;&#039;&#039;Spellcasting&#039;&#039;&#039; (see &amp;quot;Magic&amp;quot; below&amp;quot;), &#039;&#039;&#039;Spell Versatility&#039;&#039;&#039; - When you finish a long rest, you can replace a spell you learned from your Spellcasting feature with another spell from the ranger spell list. The new spell must be the same level as the spell you replace, &#039;&#039;&#039;Spellcasting Focus&#039;&#039;&#039; - May use Druidic spell focus. &#039;&#039;&#039;Ranger Spells&#039;&#039;&#039; - The following spells expand the ranger spell list: Entangle, Searing Smite, Aid, Gust of Wind, Magic Weapon, Enhance Ability, Warding Bond&lt;br /&gt;
*3rd Level: &#039;&#039;&#039;Primal Awareness&#039;&#039;&#039; - Bonus spells that can be cast once per long rest w/o expending a slot. &#039;&#039;&#039;Gloom Stalker Archetype&#039;&#039;&#039; - &#039;&#039;Gloom Stalker Magic&#039;&#039; - expanded spell list that doesn&#039;t count against spells known, &#039;&#039;Dread Ambusher&#039;&#039; - Wis mod bonus to Initiative, +10 move on first turn of combat, can take an additional attack if I attack on the first round of combat &amp;amp; if it hits the target takes +1d8 dmg, &#039;&#039;Umbral Sight&#039;&#039; - +30&#039; to Darkvision, While in darkness, you are invisible to any creature that relies on darkvision to see you in that darkness.&lt;br /&gt;
*4th Level: &#039;&#039;&#039;ASI&#039;&#039;&#039; - &#039;&#039;Close Quarters Archer&#039;&#039; Feat&lt;br /&gt;
*5th Level: Extra Attack&lt;br /&gt;
*6th Level: Deft Explorer Improvement&lt;br /&gt;
*7th Level: &#039;&#039;&#039;Iron Mind&#039;&#039;&#039; - Gain proficiency in Wis Saving Throws&lt;br /&gt;
*8th Level: &#039;&#039;&#039;ASI&#039;&#039;&#039; - &#039;&#039;Athlete&#039;&#039; Feat. &#039;&#039;&#039;Land&#039;s Stride&#039;&#039;&#039; - Nonmagical difficult terrain costs no extra movement. Advantage on saves against plants that are magically created or manipulated to impede movement (entangle, etc). &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Feats&#039;&#039;&#039;&lt;br /&gt;
*1st Level: &#039;&#039;&#039;Sharpshooter&#039;&#039;&#039; (Ranged Weapons) No disadvantage at long range. Ignore half cover and three-quarters cover. May take -5 to hit &amp;amp; +10 dmg.&lt;br /&gt;
*4th Level: &#039;&#039;&#039;Close Quarters Archer&#039;&#039;&#039; (Ranged Weapons) Being in melee with a hostile creature doesn’t impose disadv on attacks. No disadv against prone targets if firing down on them. You can make an Opportunity Attack with your bow as if it were a melee weapon, firing an arrow as the target exits melee range.&lt;br /&gt;
*8th Level: &#039;&#039;&#039;Athlete&#039;&#039;&#039; Standing only uses only 5&#039;. Can jump after moving 5&#039;, rather than 10&#039;.&lt;br /&gt;
&lt;br /&gt;
== Magic ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;&#039;Casting Ability&#039;&#039;&#039; Wisdom&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Save DC&#039;&#039;&#039; 14 &#039;&#039;&#039;Attack Bonus&#039;&#039;&#039; +6&lt;br /&gt;
|&lt;br /&gt;
: * = doesn&#039;t count against known spells&lt;br /&gt;
: † = cast once per long rest for free&lt;br /&gt;
: ^ = cast Wis mod per long rest for free&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spell Slots&#039;&#039;&#039; 4 / 3&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! &#039;&#039;&#039;Cantrips&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;1st Level&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;2nd Level&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
*Create Bonfire&lt;br /&gt;
*Druidcraft&lt;br /&gt;
*Prestidigitation&lt;br /&gt;
*Shape Water&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
*Detect Magic * †&lt;br /&gt;
*Disguise Self *&lt;br /&gt;
*Ensnaring Strike&lt;br /&gt;
*Goodberry&lt;br /&gt;
*Hunter&#039;s Mark * ^&lt;br /&gt;
*Longstrider&lt;br /&gt;
*Speak with Animals * †&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
*Beast Sense * †&lt;br /&gt;
*Locate Animals or Plants * †&lt;br /&gt;
*Pass Without Trace&lt;br /&gt;
*Rope Trick *&lt;br /&gt;
*Silence&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Equipment ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Magical Equipment&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Longbow +3&#039;&#039;&#039; (very rare)&lt;br /&gt;
:&#039;&#039;&#039;Glamoured Studded Leather&#039;&#039;&#039; (rare) - AC 13 + Dex Mod, can appear as clothing&lt;br /&gt;
:&#039;&#039;&#039;Bracers of Archery&#039;&#039;&#039; (uncommon, attunement) - +2 bow dmg&lt;br /&gt;
:&#039;&#039;&#039;Efficient Quiver&#039;&#039;&#039; (uncommon)&lt;br /&gt;
:&#039;&#039;&#039;Elvin Boots&#039;&#039;&#039; (uncommon) - adv on stealth&lt;br /&gt;
:&#039;&#039;&#039;Aril Ring&#039;&#039;&#039; (common, attunement) - &#039;&#039;A ring of polished yew. In place of a gem, the ring has a single, living aril.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
:As a Bonus Action, the wearer may pluck the ring&#039;s berry. When doing so, a fey spirit in the form of a sparrow appears. As an Action, the berry can be eaten (effects as a single Goodberry), fed to another, or it can be fed to the sparrow. If the sparrow doesn&#039;t get the berry, it fluffs up its feathers and chatters angrily.&lt;br /&gt;
&lt;br /&gt;
:If the aril is fed to the sparrow, the bird will act as a messenger, per the Message cantrip. The bird must be able to physically get to the person the message is intended for. The bird will land and whisper the message in the recipient&#039;s ear. After a minute transpires, the bird will return to the feywild, any impending messages undelivered. Sparrows use the same attributes as Canaries.&lt;br /&gt;
&lt;br /&gt;
:It&#039;s said that these messengers can also carry messages to the spirits of the dead, but if so, the dead don&#039;t typically respond. If sent to deliver such a message, the sparrow merely disappears.&lt;br /&gt;
&lt;br /&gt;
:The ring will regrow a missing berry at dawn.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Glow Gem&#039;&#039;&#039; (common) - A gem that glows as brightly as a candle. The light the gem gives off is the same color as the gem. (orange topaz)&lt;br /&gt;
:&#039;&#039;&#039;Shaded Scimitar&#039;&#039;&#039; (common) - A Shaded weapon is mat black and reflects no light. It seems to disappear in the shadows and darkness.&lt;br /&gt;
&lt;br /&gt;
:In dimly lit or dark conditions, if a creature isn&#039;t already aware of the weapon&#039;s presence, it must make a DC 15 check to notice its presence (Perception or Investigation) even if it&#039;s being held. Attacks with an unnoticed Shaded weapon are made with advantage. After a Shaded weapon is used to attack in a combat, it is no longer difficult to perceive.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Unbreakable Arrow&#039;&#039;&#039; (common) x3&lt;br /&gt;
:&#039;&#039;&#039;Walloping Ammunition&#039;&#039;&#039; (Arrows, common) x2 - A creature hit by the ammunition must succeed on a DC 10 Strength saving throw or be knocked prone.&lt;br /&gt;
:&#039;&#039;&#039;Whistling Ammunition&#039;&#039;&#039; (Arrow, common) x1 - When in flight, the arrow makes a loud whistling noise.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Mundane Equipment&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Worn&#039;&#039;&#039;&lt;br /&gt;
::Glamored Studded Leather Armor 13 lbs&lt;br /&gt;
::Clothing (including boots &amp;amp; cloak) 5 lbs&lt;br /&gt;
::Efficient Quiver 2 lbs&lt;br /&gt;
:::Longbow +3&lt;br /&gt;
:::54 Arrows&lt;br /&gt;
:::3 Unbreakable Arrows&lt;br /&gt;
:::2 Walloping Arrows&lt;br /&gt;
:::1 Whistling Arrow&lt;br /&gt;
:::Shaded Scimitar&lt;br /&gt;
:::2 Spears&lt;br /&gt;
:::10 Torches&lt;br /&gt;
::&#039;&#039;&#039;Belt&#039;&#039;&#039;&lt;br /&gt;
:::Dagger 1 lb&lt;br /&gt;
:::&#039;&#039;&#039;Belt Pouch&#039;&#039;&#039; ~3 lbs&lt;br /&gt;
::::Tiny Tinder Box&lt;br /&gt;
::::Toilet Paper&lt;br /&gt;
::::Glow Gem (in lightproof container)&lt;br /&gt;
::::Thieves Tools&lt;br /&gt;
::::Compass&lt;br /&gt;
::::Chalk&lt;br /&gt;
::::Carpenter&#039;s Pencil&lt;br /&gt;
::::Spoon &amp;amp; Fork&lt;br /&gt;
::::Snacks&lt;br /&gt;
::::Small notepad&lt;br /&gt;
::::Monocular &lt;br /&gt;
::&#039;&#039;&#039;Pack&#039;&#039;&#039; 2 lbs (~25 lbs total)&lt;br /&gt;
:::Change of Clothes 2 lbs&lt;br /&gt;
:::100&#039; Type III Tan cammo paracord .5 lbs&lt;br /&gt;
:::100&#039; smaller lengths of paracord .5 lbs&lt;br /&gt;
:::Sleeping Bag 3 lbs&lt;br /&gt;
:::Backpacking Tarp 2 lbs&lt;br /&gt;
:::3 Days rations 6 lbs&lt;br /&gt;
:::Rags 1 lb&lt;br /&gt;
:::Sewing kit&lt;br /&gt;
:::Mess Kit 1 lb&lt;br /&gt;
:::Flask of oil 1 lb&lt;br /&gt;
:::Plastic bottle of Everclear 1 lb&lt;br /&gt;
:::Duct Tape .5 lbs&lt;br /&gt;
:::Small game snare building equip 2 lbs&lt;br /&gt;
:48 lbs total&lt;br /&gt;
:23 lbs w/o pack&lt;br /&gt;
&lt;br /&gt;
== Background ==&lt;br /&gt;
Jensen Isaiah Hawkins was born and raised in Eastern Oregon by a moderately abusive family of rigidly adhering fundamentalist Christians of an off-beat denomination. His family were also firm adherents of a number of Sovereign Citizen and Freemen-on-the-Land conspiracy theories. He thought his family&#039;s beliefs, both religious and otherwise, were insane. He was raised on a small ranch that wasn&#039;t always self sustaining. Jensen, or &amp;quot;Jay&amp;quot; as anyone who actually liked him called him (so not his family), had to learn to get by impoverished, and was often reduced to thievery and poaching to get by.&lt;br /&gt;
&lt;br /&gt;
When he was old enough, Jay joined the US Army. Being good on the land, and having been raised with a gun or bow at his side since he was small, but not being the brightest recruit, Jay landed in the infantry. In Basic Training, the shy Jensen quickly got named Screamin&#039; Jay by the Drill Sergeant, and the name stuck. Within a few years, after his first tour in Afghanistan, he got into the Rangers. He had his sights set on joining Special Forces if he could get into the training.&lt;br /&gt;
&lt;br /&gt;
After making it through Ranger training, he landed back in Afghanistan for another tour, this time, mostly on foot instead of in an APC. A couple of years into deployment, his platoon went down a hole in Afghanistan, chasing the Taliban. The cavern turned into torch lined halls of cyclopean stonework, peppered with grotesquely grinning gargoyle faces. Then the monsters came, along with an 80 ton stone block that barred their way back. The only way out was to go forward. Screamin Jay was the only one that made it out - but &amp;quot;out&amp;quot; was another world. A world of elves, orcs, dragons, and unicorns.&lt;br /&gt;
&lt;br /&gt;
On the other side, Jay found himself transformed into an elf. It was a little odd, but not insufferable. After wandering for a while, and getting into some trouble among the humans, who apparently didn&#039;t like elves, he went out into the wilds to find &amp;quot;his kind&amp;quot;, the elves. It wasn&#039;t long after entering their territory that he was picked up by a patrol of Wood Elves that looked much as he did. After a few days of questioning, they finally decided that he was telling the truth about his origins, and was no danger to them. He was offered a place among them, which he accepted. It wasn&#039;t long before he too was patrolling with their rangers.&lt;br /&gt;
&lt;br /&gt;
He was &amp;quot;over there&amp;quot; for ten years. It was a good life. He&#039;d been handfasted to a good elven woman for a few years, but they&#039;d had no children yet. But when a gateway in a dungeon offered him a way home, he had to take it. It&#039;s not that he wanted to take it. It was his duty to take it. And so he did. When he was found by a patrol and taken back to Kabul, at first he was treated like a deserter, but after some weeks of him steadfasting sticking to the truth, he was eventually treated as a headcase. He was drummed unceremoniously out of the Army with a medical discharge that said, &amp;quot;Psychiatric&amp;quot; on it. The day he was walked off base as a civilian, he was met by the recruiter for Project Kerberos.&lt;/div&gt;</summary>
		<author><name>Stattick</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Zass&amp;diff=375731</id>
		<title>Zass</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Zass&amp;diff=375731"/>
		<updated>2019-12-30T03:47:08Z</updated>

		<summary type="html">&lt;p&gt;Stattick: /* Characteristics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Zass ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Race&#039;&#039;&#039; Yuan-ti Trueblood  &#039;&#039;&#039;Sex&#039;&#039;&#039; Female  &#039;&#039;&#039;Background&#039;&#039;&#039; Spy&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class&#039;&#039;&#039; Thief / Warlock, Archfey &#039;&#039;&#039;Level&#039;&#039;&#039; 1 / 2 &#039;&#039;&#039;Alignment&#039;&#039;&#039; Chaotic/Good&lt;br /&gt;
&lt;br /&gt;
== Characteristics ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Str&#039;&#039;&#039; 8 (-1)  &#039;&#039;&#039;Dex&#039;&#039;&#039; 14 (+2)  &#039;&#039;&#039;Con&#039;&#039;&#039; 12 (+1)  &#039;&#039;&#039;Int&#039;&#039;&#039; 11 (0)  &#039;&#039;&#039;Wis&#039;&#039;&#039; 13 (+1)  &#039;&#039;&#039;Cha&#039;&#039;&#039; 17 (+3)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Saving Throws&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Str&#039;&#039;&#039; -1  &#039;&#039;&#039;Dex&#039;&#039;&#039; +4  &#039;&#039;&#039;Con&#039;&#039;&#039; +1  &#039;&#039;&#039;Int&#039;&#039;&#039; 0  &#039;&#039;&#039;Wis&#039;&#039;&#039; +1  &#039;&#039;&#039;Cha&#039;&#039;&#039; +3&lt;br /&gt;
*Advantage on saves vs spells and magic effects&lt;br /&gt;
Immune to poison and poisoned condition&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Speed&#039;&#039;&#039; 30 &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Passive Perception&#039;&#039;&#039; 12 &#039;&#039;&#039;Passive Insight&#039;&#039;&#039; 11 &#039;&#039;&#039;Darkvision&#039;&#039;&#039; 120 feet, inc magical&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;HPs&#039;&#039;&#039; 21 _________________ &#039;&#039;&#039;Hit Dice&#039;&#039;&#039; 3d8 &#039;&#039;&#039;AC&#039;&#039;&#039; 13 &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Initiative&#039;&#039;&#039; +2 &#039;&#039;&#039;Proficiency Bonus&#039;&#039;&#039; +2&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! &#039;&#039;&#039;Weapon&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Type&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Range&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Attack&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Damage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Longbow +3*&lt;br /&gt;
| Ranged*&lt;br /&gt;
| 150 / 600*&lt;br /&gt;
| +13*&lt;br /&gt;
| 1d8+9*&lt;br /&gt;
|-&lt;br /&gt;
| Scimitar&lt;br /&gt;
| Melee&lt;br /&gt;
| -&lt;br /&gt;
| +8&lt;br /&gt;
| 1d8+4&lt;br /&gt;
|-&lt;br /&gt;
| Dagger&lt;br /&gt;
| Melee&lt;br /&gt;
| 20/60&lt;br /&gt;
| +8&lt;br /&gt;
| 1d4+4&lt;br /&gt;
|-&lt;br /&gt;
| Spear&lt;br /&gt;
| Melee&lt;br /&gt;
| 20/60&lt;br /&gt;
| +4&lt;br /&gt;
| 1d6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! &#039;&#039;&#039;Skills&#039;&#039;&#039; (&#039;&#039;&#039;Proficient&#039;&#039;&#039;, &#039;&#039;&#039;&#039;&#039;Expertise&#039;&#039;&#039;&#039;&#039;)&lt;br /&gt;
! &#039;&#039;&#039;Other Proficiencies&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Languages&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
*&#039;&#039;&#039;Acrobatics&#039;&#039;&#039; (Dex) +8&lt;br /&gt;
*&#039;&#039;&#039;Animal Handling&#039;&#039;&#039; (Wis) +6&lt;br /&gt;
*Arcana (Int) +1&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Athletics&#039;&#039;&#039;&#039;&#039; (Str) +8&lt;br /&gt;
*Deception (Cha) -1&lt;br /&gt;
*History (Int) +1&lt;br /&gt;
*&#039;&#039;&#039;Insight&#039;&#039;&#039; (Wis) +6&lt;br /&gt;
*&#039;&#039;&#039;Intimidation&#039;&#039;&#039; (Cha) +3&lt;br /&gt;
*&#039;&#039;&#039;Investigation&#039;&#039;&#039; (Int) +5&lt;br /&gt;
*Medicine (Wis) +2&lt;br /&gt;
*&#039;&#039;&#039;Nature&#039;&#039;&#039; (Int) +5&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Perception&#039;&#039;&#039;&#039;&#039; (Wis) +10&lt;br /&gt;
*Performance (Cha) -1&lt;br /&gt;
*Persuasion (Cha) -1&lt;br /&gt;
*Religion (Int) +1&lt;br /&gt;
*Sleight of Hand (Dex) +4&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Stealth&#039;&#039;&#039;&#039;&#039; (Dex) +12&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Survival&#039;&#039;&#039;&#039;&#039; (Wis) +10&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
*Light &amp;amp; Medium Armor&lt;br /&gt;
*Shields&lt;br /&gt;
*Simple &amp;amp; Martial Weapons&lt;br /&gt;
*Thieve&#039;s Tools&lt;br /&gt;
*Tinker&#039;s Tools&lt;br /&gt;
*Tool: Vehicles (land)&lt;br /&gt;
*Tool: Machinery&lt;br /&gt;
*Disguise Kit&lt;br /&gt;
*Poisoner&#039;s Kit&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
*English&lt;br /&gt;
*Common&lt;br /&gt;
*Elven&lt;br /&gt;
*Thieves&#039; Cant&lt;br /&gt;
*Dari-Persian&lt;br /&gt;
*Sylvan&lt;br /&gt;
*Beast&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Features &amp;amp; Feats ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Racial &amp;amp; Background&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;Mask of the Wild&#039;&#039;: You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.&lt;br /&gt;
*&#039;&#039;Blessing of the Forest&#039;&#039;: Action - pass my Mask of the Wild feature to another for an hour, or until I pass it to another creature.&lt;br /&gt;
*&#039;&#039;Uthgardt Heritage&#039;&#039;: You find twice as much food and water as you normally would when you forage. Additionally, you can call upon the hospitality of your people, and those folk allied with your tribe.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rogue Features&#039;&#039;&#039;&lt;br /&gt;
*1st Level: Expertise, Sneak Attack (+2d6), &lt;br /&gt;
*2nd Level: Cunning Action: Bonus Action - You can  take the Dash, Disengage, or Hide action.&lt;br /&gt;
*3rd Level: Assassinate: You have advantage on attack rolls against any creature that hasn&#039;t taken a turn in the combat yet. In addition, any hit you score against a creature that is surprised is a critical hit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ranger Features&#039;&#039;&#039;&lt;br /&gt;
*1st Level: &#039;&#039;&#039;Favored Foe&#039;&#039;&#039; - Hunter’s Mark spell known, doesn&#039;t count against spells known, doesn&#039;t require concentration. Can cast it Wis Mod times w/o concentration or expending a slot per long rest., &#039;&#039;&#039;Deft Explorer&#039;&#039;&#039; - Roving: +5 Speed, Climbing &amp;amp; Swimming is equal to walking speed. Canny: Expertise in Athletics, +2 languages.&lt;br /&gt;
*2nd Level: &#039;&#039;&#039;Fighting Style&#039;&#039;&#039; - Archery (+2 w/ Ranged Weapons), &#039;&#039;&#039;Spellcasting&#039;&#039;&#039; (see &amp;quot;Magic&amp;quot; below&amp;quot;), &#039;&#039;&#039;Spell Versatility&#039;&#039;&#039; - When you finish a long rest, you can replace a spell you learned from your Spellcasting feature with another spell from the ranger spell list. The new spell must be the same level as the spell you replace, &#039;&#039;&#039;Spellcasting Focus&#039;&#039;&#039; - May use Druidic spell focus. &#039;&#039;&#039;Ranger Spells&#039;&#039;&#039; - The following spells expand the ranger spell list: Entangle, Searing Smite, Aid, Gust of Wind, Magic Weapon, Enhance Ability, Warding Bond&lt;br /&gt;
*3rd Level: &#039;&#039;&#039;Primal Awareness&#039;&#039;&#039; - Bonus spells that can be cast once per long rest w/o expending a slot. &#039;&#039;&#039;Gloom Stalker Archetype&#039;&#039;&#039; - &#039;&#039;Gloom Stalker Magic&#039;&#039; - expanded spell list that doesn&#039;t count against spells known, &#039;&#039;Dread Ambusher&#039;&#039; - Wis mod bonus to Initiative, +10 move on first turn of combat, can take an additional attack if I attack on the first round of combat &amp;amp; if it hits the target takes +1d8 dmg, &#039;&#039;Umbral Sight&#039;&#039; - +30&#039; to Darkvision, While in darkness, you are invisible to any creature that relies on darkvision to see you in that darkness.&lt;br /&gt;
*4th Level: &#039;&#039;&#039;ASI&#039;&#039;&#039; - &#039;&#039;Close Quarters Archer&#039;&#039; Feat&lt;br /&gt;
*5th Level: Extra Attack&lt;br /&gt;
*6th Level: Deft Explorer Improvement&lt;br /&gt;
*7th Level: &#039;&#039;&#039;Iron Mind&#039;&#039;&#039; - Gain proficiency in Wis Saving Throws&lt;br /&gt;
*8th Level: &#039;&#039;&#039;ASI&#039;&#039;&#039; - &#039;&#039;Athlete&#039;&#039; Feat. &#039;&#039;&#039;Land&#039;s Stride&#039;&#039;&#039; - Nonmagical difficult terrain costs no extra movement. Advantage on saves against plants that are magically created or manipulated to impede movement (entangle, etc). &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Feats&#039;&#039;&#039;&lt;br /&gt;
*1st Level: &#039;&#039;&#039;Sharpshooter&#039;&#039;&#039; (Ranged Weapons) No disadvantage at long range. Ignore half cover and three-quarters cover. May take -5 to hit &amp;amp; +10 dmg.&lt;br /&gt;
*4th Level: &#039;&#039;&#039;Close Quarters Archer&#039;&#039;&#039; (Ranged Weapons) Being in melee with a hostile creature doesn’t impose disadv on attacks. No disadv against prone targets if firing down on them. You can make an Opportunity Attack with your bow as if it were a melee weapon, firing an arrow as the target exits melee range.&lt;br /&gt;
*8th Level: &#039;&#039;&#039;Athlete&#039;&#039;&#039; Standing only uses only 5&#039;. Can jump after moving 5&#039;, rather than 10&#039;.&lt;br /&gt;
&lt;br /&gt;
== Magic ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;&#039;Casting Ability&#039;&#039;&#039; Wisdom&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Save DC&#039;&#039;&#039; 14 &#039;&#039;&#039;Attack Bonus&#039;&#039;&#039; +6&lt;br /&gt;
|&lt;br /&gt;
: * = doesn&#039;t count against known spells&lt;br /&gt;
: † = cast once per long rest for free&lt;br /&gt;
: ^ = cast Wis mod per long rest for free&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spell Slots&#039;&#039;&#039; 4 / 3&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! &#039;&#039;&#039;Cantrips&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;1st Level&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;2nd Level&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
*Create Bonfire&lt;br /&gt;
*Druidcraft&lt;br /&gt;
*Prestidigitation&lt;br /&gt;
*Shape Water&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
*Detect Magic * †&lt;br /&gt;
*Disguise Self *&lt;br /&gt;
*Ensnaring Strike&lt;br /&gt;
*Goodberry&lt;br /&gt;
*Hunter&#039;s Mark * ^&lt;br /&gt;
*Longstrider&lt;br /&gt;
*Speak with Animals * †&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
*Beast Sense * †&lt;br /&gt;
*Locate Animals or Plants * †&lt;br /&gt;
*Pass Without Trace&lt;br /&gt;
*Rope Trick *&lt;br /&gt;
*Silence&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Equipment ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Magical Equipment&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Longbow +3&#039;&#039;&#039; (very rare)&lt;br /&gt;
:&#039;&#039;&#039;Glamoured Studded Leather&#039;&#039;&#039; (rare) - AC 13 + Dex Mod, can appear as clothing&lt;br /&gt;
:&#039;&#039;&#039;Bracers of Archery&#039;&#039;&#039; (uncommon, attunement) - +2 bow dmg&lt;br /&gt;
:&#039;&#039;&#039;Efficient Quiver&#039;&#039;&#039; (uncommon)&lt;br /&gt;
:&#039;&#039;&#039;Elvin Boots&#039;&#039;&#039; (uncommon) - adv on stealth&lt;br /&gt;
:&#039;&#039;&#039;Aril Ring&#039;&#039;&#039; (common, attunement) - &#039;&#039;A ring of polished yew. In place of a gem, the ring has a single, living aril.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
:As a Bonus Action, the wearer may pluck the ring&#039;s berry. When doing so, a fey spirit in the form of a sparrow appears. As an Action, the berry can be eaten (effects as a single Goodberry), fed to another, or it can be fed to the sparrow. If the sparrow doesn&#039;t get the berry, it fluffs up its feathers and chatters angrily.&lt;br /&gt;
&lt;br /&gt;
:If the aril is fed to the sparrow, the bird will act as a messenger, per the Message cantrip. The bird must be able to physically get to the person the message is intended for. The bird will land and whisper the message in the recipient&#039;s ear. After a minute transpires, the bird will return to the feywild, any impending messages undelivered. Sparrows use the same attributes as Canaries.&lt;br /&gt;
&lt;br /&gt;
:It&#039;s said that these messengers can also carry messages to the spirits of the dead, but if so, the dead don&#039;t typically respond. If sent to deliver such a message, the sparrow merely disappears.&lt;br /&gt;
&lt;br /&gt;
:The ring will regrow a missing berry at dawn.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Glow Gem&#039;&#039;&#039; (common) - A gem that glows as brightly as a candle. The light the gem gives off is the same color as the gem. (orange topaz)&lt;br /&gt;
:&#039;&#039;&#039;Shaded Scimitar&#039;&#039;&#039; (common) - A Shaded weapon is mat black and reflects no light. It seems to disappear in the shadows and darkness.&lt;br /&gt;
&lt;br /&gt;
:In dimly lit or dark conditions, if a creature isn&#039;t already aware of the weapon&#039;s presence, it must make a DC 15 check to notice its presence (Perception or Investigation) even if it&#039;s being held. Attacks with an unnoticed Shaded weapon are made with advantage. After a Shaded weapon is used to attack in a combat, it is no longer difficult to perceive.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Unbreakable Arrow&#039;&#039;&#039; (common) x3&lt;br /&gt;
:&#039;&#039;&#039;Walloping Ammunition&#039;&#039;&#039; (Arrows, common) x2 - A creature hit by the ammunition must succeed on a DC 10 Strength saving throw or be knocked prone.&lt;br /&gt;
:&#039;&#039;&#039;Whistling Ammunition&#039;&#039;&#039; (Arrow, common) x1 - When in flight, the arrow makes a loud whistling noise.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Mundane Equipment&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Worn&#039;&#039;&#039;&lt;br /&gt;
::Glamored Studded Leather Armor 13 lbs&lt;br /&gt;
::Clothing (including boots &amp;amp; cloak) 5 lbs&lt;br /&gt;
::Efficient Quiver 2 lbs&lt;br /&gt;
:::Longbow +3&lt;br /&gt;
:::54 Arrows&lt;br /&gt;
:::3 Unbreakable Arrows&lt;br /&gt;
:::2 Walloping Arrows&lt;br /&gt;
:::1 Whistling Arrow&lt;br /&gt;
:::Shaded Scimitar&lt;br /&gt;
:::2 Spears&lt;br /&gt;
:::10 Torches&lt;br /&gt;
::&#039;&#039;&#039;Belt&#039;&#039;&#039;&lt;br /&gt;
:::Dagger 1 lb&lt;br /&gt;
:::&#039;&#039;&#039;Belt Pouch&#039;&#039;&#039; ~3 lbs&lt;br /&gt;
::::Tiny Tinder Box&lt;br /&gt;
::::Toilet Paper&lt;br /&gt;
::::Glow Gem (in lightproof container)&lt;br /&gt;
::::Thieves Tools&lt;br /&gt;
::::Compass&lt;br /&gt;
::::Chalk&lt;br /&gt;
::::Carpenter&#039;s Pencil&lt;br /&gt;
::::Spoon &amp;amp; Fork&lt;br /&gt;
::::Snacks&lt;br /&gt;
::::Small notepad&lt;br /&gt;
::::Monocular &lt;br /&gt;
::&#039;&#039;&#039;Pack&#039;&#039;&#039; 2 lbs (~25 lbs total)&lt;br /&gt;
:::Change of Clothes 2 lbs&lt;br /&gt;
:::100&#039; Type III Tan cammo paracord .5 lbs&lt;br /&gt;
:::100&#039; smaller lengths of paracord .5 lbs&lt;br /&gt;
:::Sleeping Bag 3 lbs&lt;br /&gt;
:::Backpacking Tarp 2 lbs&lt;br /&gt;
:::3 Days rations 6 lbs&lt;br /&gt;
:::Rags 1 lb&lt;br /&gt;
:::Sewing kit&lt;br /&gt;
:::Mess Kit 1 lb&lt;br /&gt;
:::Flask of oil 1 lb&lt;br /&gt;
:::Plastic bottle of Everclear 1 lb&lt;br /&gt;
:::Duct Tape .5 lbs&lt;br /&gt;
:::Small game snare building equip 2 lbs&lt;br /&gt;
:48 lbs total&lt;br /&gt;
:23 lbs w/o pack&lt;br /&gt;
&lt;br /&gt;
== Background ==&lt;br /&gt;
Jensen Isaiah Hawkins was born and raised in Eastern Oregon by a moderately abusive family of rigidly adhering fundamentalist Christians of an off-beat denomination. His family were also firm adherents of a number of Sovereign Citizen and Freemen-on-the-Land conspiracy theories. He thought his family&#039;s beliefs, both religious and otherwise, were insane. He was raised on a small ranch that wasn&#039;t always self sustaining. Jensen, or &amp;quot;Jay&amp;quot; as anyone who actually liked him called him (so not his family), had to learn to get by impoverished, and was often reduced to thievery and poaching to get by.&lt;br /&gt;
&lt;br /&gt;
When he was old enough, Jay joined the US Army. Being good on the land, and having been raised with a gun or bow at his side since he was small, but not being the brightest recruit, Jay landed in the infantry. In Basic Training, the shy Jensen quickly got named Screamin&#039; Jay by the Drill Sergeant, and the name stuck. Within a few years, after his first tour in Afghanistan, he got into the Rangers. He had his sights set on joining Special Forces if he could get into the training.&lt;br /&gt;
&lt;br /&gt;
After making it through Ranger training, he landed back in Afghanistan for another tour, this time, mostly on foot instead of in an APC. A couple of years into deployment, his platoon went down a hole in Afghanistan, chasing the Taliban. The cavern turned into torch lined halls of cyclopean stonework, peppered with grotesquely grinning gargoyle faces. Then the monsters came, along with an 80 ton stone block that barred their way back. The only way out was to go forward. Screamin Jay was the only one that made it out - but &amp;quot;out&amp;quot; was another world. A world of elves, orcs, dragons, and unicorns.&lt;br /&gt;
&lt;br /&gt;
On the other side, Jay found himself transformed into an elf. It was a little odd, but not insufferable. After wandering for a while, and getting into some trouble among the humans, who apparently didn&#039;t like elves, he went out into the wilds to find &amp;quot;his kind&amp;quot;, the elves. It wasn&#039;t long after entering their territory that he was picked up by a patrol of Wood Elves that looked much as he did. After a few days of questioning, they finally decided that he was telling the truth about his origins, and was no danger to them. He was offered a place among them, which he accepted. It wasn&#039;t long before he too was patrolling with their rangers.&lt;br /&gt;
&lt;br /&gt;
He was &amp;quot;over there&amp;quot; for ten years. It was a good life. He&#039;d been handfasted to a good elven woman for a few years, but they&#039;d had no children yet. But when a gateway in a dungeon offered him a way home, he had to take it. It&#039;s not that he wanted to take it. It was his duty to take it. And so he did. When he was found by a patrol and taken back to Kabul, at first he was treated like a deserter, but after some weeks of him steadfasting sticking to the truth, he was eventually treated as a headcase. He was drummed unceremoniously out of the Army with a medical discharge that said, &amp;quot;Psychiatric&amp;quot; on it. The day he was walked off base as a civilian, he was met by the recruiter for Project Kerberos.&lt;/div&gt;</summary>
		<author><name>Stattick</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Zass&amp;diff=375730</id>
		<title>Zass</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Zass&amp;diff=375730"/>
		<updated>2019-12-30T03:39:20Z</updated>

		<summary type="html">&lt;p&gt;Stattick: /* Jensen Isaiah Hawkins (Jay or Screamin Jay) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Zass ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Race&#039;&#039;&#039; Yuan-ti Trueblood  &#039;&#039;&#039;Sex&#039;&#039;&#039; Female  &#039;&#039;&#039;Background&#039;&#039;&#039; Spy&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class&#039;&#039;&#039; Thief / Warlock, Archfey &#039;&#039;&#039;Level&#039;&#039;&#039; 1 / 2 &#039;&#039;&#039;Alignment&#039;&#039;&#039; Chaotic/Good&lt;br /&gt;
&lt;br /&gt;
== Characteristics ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Str&#039;&#039;&#039; 10 (+0)  &#039;&#039;&#039;Dex&#039;&#039;&#039; 18 (+4)  &#039;&#039;&#039;Con&#039;&#039;&#039; 14 (+2)  &#039;&#039;&#039;Int&#039;&#039;&#039; 12 (+1)  &#039;&#039;&#039;Wis&#039;&#039;&#039; 14 (+2)  &#039;&#039;&#039;Cha&#039;&#039;&#039; 8 (-1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Saving Throws&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Str&#039;&#039;&#039; 0  &#039;&#039;&#039;Dex&#039;&#039;&#039; +8  &#039;&#039;&#039;Con&#039;&#039;&#039; +2  &#039;&#039;&#039;Int&#039;&#039;&#039; +5  &#039;&#039;&#039;Wis&#039;&#039;&#039; +6  &#039;&#039;&#039;Cha&#039;&#039;&#039; -1&lt;br /&gt;
*Advantage vs charmed&lt;br /&gt;
*Magic can&#039;t put you to sleep&lt;br /&gt;
*Advantage on saves against plants that are magically created or manipulated to impede movement (entangle, etc).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Speed&#039;&#039;&#039; 40, Climbing 40, Swimming 40, +10&#039; first turn of combat. &lt;br /&gt;
*Nonmagical difficult terrain costs no extra movement.&lt;br /&gt;
*Standing only uses only 5&#039;. Can jump after moving 5&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Passive Perception&#039;&#039;&#039; 20 &#039;&#039;&#039;Passive Insight&#039;&#039;&#039; 16 &#039;&#039;&#039;Darkvision&#039;&#039;&#039; 90 feet&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;HPs&#039;&#039;&#039; 104 _________________ &#039;&#039;&#039;Hit Dice&#039;&#039;&#039; 10d10 / 3d6 &#039;&#039;&#039;AC&#039;&#039;&#039; 17 &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Initiative&#039;&#039;&#039; +6 &#039;&#039;&#039;Proficiency Bonus&#039;&#039;&#039; +4&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Extra Attack&#039;&#039;&#039; - You can attack twice, instead of once, whenever you take the Attack action on your turn.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! &#039;&#039;&#039;Weapon&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Type&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Range&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Attack&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Damage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Longbow +3&lt;br /&gt;
| Ranged&lt;br /&gt;
| 150 / 600&lt;br /&gt;
| +13&lt;br /&gt;
| 1d8+9&lt;br /&gt;
|-&lt;br /&gt;
| Scimitar&lt;br /&gt;
| Melee&lt;br /&gt;
| -&lt;br /&gt;
| +8&lt;br /&gt;
| 1d8+4&lt;br /&gt;
|-&lt;br /&gt;
| Dagger&lt;br /&gt;
| Melee&lt;br /&gt;
| 20/60&lt;br /&gt;
| +8&lt;br /&gt;
| 1d4+4&lt;br /&gt;
|-&lt;br /&gt;
| Spear&lt;br /&gt;
| Melee&lt;br /&gt;
| 20/60&lt;br /&gt;
| +4&lt;br /&gt;
| 1d6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! &#039;&#039;&#039;Skills&#039;&#039;&#039; (&#039;&#039;&#039;Proficient&#039;&#039;&#039;, &#039;&#039;&#039;&#039;&#039;Expertise&#039;&#039;&#039;&#039;&#039;)&lt;br /&gt;
! &#039;&#039;&#039;Other Proficiencies&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Languages&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
*&#039;&#039;&#039;Acrobatics&#039;&#039;&#039; (Dex) +8&lt;br /&gt;
*&#039;&#039;&#039;Animal Handling&#039;&#039;&#039; (Wis) +6&lt;br /&gt;
*Arcana (Int) +1&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Athletics&#039;&#039;&#039;&#039;&#039; (Str) +8&lt;br /&gt;
*Deception (Cha) -1&lt;br /&gt;
*History (Int) +1&lt;br /&gt;
*&#039;&#039;&#039;Insight&#039;&#039;&#039; (Wis) +6&lt;br /&gt;
*&#039;&#039;&#039;Intimidation&#039;&#039;&#039; (Cha) +3&lt;br /&gt;
*&#039;&#039;&#039;Investigation&#039;&#039;&#039; (Int) +5&lt;br /&gt;
*Medicine (Wis) +2&lt;br /&gt;
*&#039;&#039;&#039;Nature&#039;&#039;&#039; (Int) +5&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Perception&#039;&#039;&#039;&#039;&#039; (Wis) +10&lt;br /&gt;
*Performance (Cha) -1&lt;br /&gt;
*Persuasion (Cha) -1&lt;br /&gt;
*Religion (Int) +1&lt;br /&gt;
*Sleight of Hand (Dex) +4&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Stealth&#039;&#039;&#039;&#039;&#039; (Dex) +12&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Survival&#039;&#039;&#039;&#039;&#039; (Wis) +10&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
*Light &amp;amp; Medium Armor&lt;br /&gt;
*Shields&lt;br /&gt;
*Simple &amp;amp; Martial Weapons&lt;br /&gt;
*Thieve&#039;s Tools&lt;br /&gt;
*Tinker&#039;s Tools&lt;br /&gt;
*Tool: Vehicles (land)&lt;br /&gt;
*Tool: Machinery&lt;br /&gt;
*Disguise Kit&lt;br /&gt;
*Poisoner&#039;s Kit&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
*English&lt;br /&gt;
*Common&lt;br /&gt;
*Elven&lt;br /&gt;
*Thieves&#039; Cant&lt;br /&gt;
*Dari-Persian&lt;br /&gt;
*Sylvan&lt;br /&gt;
*Beast&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Features &amp;amp; Feats ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Racial &amp;amp; Background&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;Mask of the Wild&#039;&#039;: You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.&lt;br /&gt;
*&#039;&#039;Blessing of the Forest&#039;&#039;: Action - pass my Mask of the Wild feature to another for an hour, or until I pass it to another creature.&lt;br /&gt;
*&#039;&#039;Uthgardt Heritage&#039;&#039;: You find twice as much food and water as you normally would when you forage. Additionally, you can call upon the hospitality of your people, and those folk allied with your tribe.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rogue Features&#039;&#039;&#039;&lt;br /&gt;
*1st Level: Expertise, Sneak Attack (+2d6), &lt;br /&gt;
*2nd Level: Cunning Action: Bonus Action - You can  take the Dash, Disengage, or Hide action.&lt;br /&gt;
*3rd Level: Assassinate: You have advantage on attack rolls against any creature that hasn&#039;t taken a turn in the combat yet. In addition, any hit you score against a creature that is surprised is a critical hit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ranger Features&#039;&#039;&#039;&lt;br /&gt;
*1st Level: &#039;&#039;&#039;Favored Foe&#039;&#039;&#039; - Hunter’s Mark spell known, doesn&#039;t count against spells known, doesn&#039;t require concentration. Can cast it Wis Mod times w/o concentration or expending a slot per long rest., &#039;&#039;&#039;Deft Explorer&#039;&#039;&#039; - Roving: +5 Speed, Climbing &amp;amp; Swimming is equal to walking speed. Canny: Expertise in Athletics, +2 languages.&lt;br /&gt;
*2nd Level: &#039;&#039;&#039;Fighting Style&#039;&#039;&#039; - Archery (+2 w/ Ranged Weapons), &#039;&#039;&#039;Spellcasting&#039;&#039;&#039; (see &amp;quot;Magic&amp;quot; below&amp;quot;), &#039;&#039;&#039;Spell Versatility&#039;&#039;&#039; - When you finish a long rest, you can replace a spell you learned from your Spellcasting feature with another spell from the ranger spell list. The new spell must be the same level as the spell you replace, &#039;&#039;&#039;Spellcasting Focus&#039;&#039;&#039; - May use Druidic spell focus. &#039;&#039;&#039;Ranger Spells&#039;&#039;&#039; - The following spells expand the ranger spell list: Entangle, Searing Smite, Aid, Gust of Wind, Magic Weapon, Enhance Ability, Warding Bond&lt;br /&gt;
*3rd Level: &#039;&#039;&#039;Primal Awareness&#039;&#039;&#039; - Bonus spells that can be cast once per long rest w/o expending a slot. &#039;&#039;&#039;Gloom Stalker Archetype&#039;&#039;&#039; - &#039;&#039;Gloom Stalker Magic&#039;&#039; - expanded spell list that doesn&#039;t count against spells known, &#039;&#039;Dread Ambusher&#039;&#039; - Wis mod bonus to Initiative, +10 move on first turn of combat, can take an additional attack if I attack on the first round of combat &amp;amp; if it hits the target takes +1d8 dmg, &#039;&#039;Umbral Sight&#039;&#039; - +30&#039; to Darkvision, While in darkness, you are invisible to any creature that relies on darkvision to see you in that darkness.&lt;br /&gt;
*4th Level: &#039;&#039;&#039;ASI&#039;&#039;&#039; - &#039;&#039;Close Quarters Archer&#039;&#039; Feat&lt;br /&gt;
*5th Level: Extra Attack&lt;br /&gt;
*6th Level: Deft Explorer Improvement&lt;br /&gt;
*7th Level: &#039;&#039;&#039;Iron Mind&#039;&#039;&#039; - Gain proficiency in Wis Saving Throws&lt;br /&gt;
*8th Level: &#039;&#039;&#039;ASI&#039;&#039;&#039; - &#039;&#039;Athlete&#039;&#039; Feat. &#039;&#039;&#039;Land&#039;s Stride&#039;&#039;&#039; - Nonmagical difficult terrain costs no extra movement. Advantage on saves against plants that are magically created or manipulated to impede movement (entangle, etc). &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Feats&#039;&#039;&#039;&lt;br /&gt;
*1st Level: &#039;&#039;&#039;Sharpshooter&#039;&#039;&#039; (Ranged Weapons) No disadvantage at long range. Ignore half cover and three-quarters cover. May take -5 to hit &amp;amp; +10 dmg.&lt;br /&gt;
*4th Level: &#039;&#039;&#039;Close Quarters Archer&#039;&#039;&#039; (Ranged Weapons) Being in melee with a hostile creature doesn’t impose disadv on attacks. No disadv against prone targets if firing down on them. You can make an Opportunity Attack with your bow as if it were a melee weapon, firing an arrow as the target exits melee range.&lt;br /&gt;
*8th Level: &#039;&#039;&#039;Athlete&#039;&#039;&#039; Standing only uses only 5&#039;. Can jump after moving 5&#039;, rather than 10&#039;.&lt;br /&gt;
&lt;br /&gt;
== Magic ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;&#039;Casting Ability&#039;&#039;&#039; Wisdom&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Save DC&#039;&#039;&#039; 14 &#039;&#039;&#039;Attack Bonus&#039;&#039;&#039; +6&lt;br /&gt;
|&lt;br /&gt;
: * = doesn&#039;t count against known spells&lt;br /&gt;
: † = cast once per long rest for free&lt;br /&gt;
: ^ = cast Wis mod per long rest for free&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spell Slots&#039;&#039;&#039; 4 / 3&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! &#039;&#039;&#039;Cantrips&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;1st Level&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;2nd Level&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
*Create Bonfire&lt;br /&gt;
*Druidcraft&lt;br /&gt;
*Prestidigitation&lt;br /&gt;
*Shape Water&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
*Detect Magic * †&lt;br /&gt;
*Disguise Self *&lt;br /&gt;
*Ensnaring Strike&lt;br /&gt;
*Goodberry&lt;br /&gt;
*Hunter&#039;s Mark * ^&lt;br /&gt;
*Longstrider&lt;br /&gt;
*Speak with Animals * †&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
*Beast Sense * †&lt;br /&gt;
*Locate Animals or Plants * †&lt;br /&gt;
*Pass Without Trace&lt;br /&gt;
*Rope Trick *&lt;br /&gt;
*Silence&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Equipment ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Magical Equipment&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Longbow +3&#039;&#039;&#039; (very rare)&lt;br /&gt;
:&#039;&#039;&#039;Glamoured Studded Leather&#039;&#039;&#039; (rare) - AC 13 + Dex Mod, can appear as clothing&lt;br /&gt;
:&#039;&#039;&#039;Bracers of Archery&#039;&#039;&#039; (uncommon, attunement) - +2 bow dmg&lt;br /&gt;
:&#039;&#039;&#039;Efficient Quiver&#039;&#039;&#039; (uncommon)&lt;br /&gt;
:&#039;&#039;&#039;Elvin Boots&#039;&#039;&#039; (uncommon) - adv on stealth&lt;br /&gt;
:&#039;&#039;&#039;Aril Ring&#039;&#039;&#039; (common, attunement) - &#039;&#039;A ring of polished yew. In place of a gem, the ring has a single, living aril.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
:As a Bonus Action, the wearer may pluck the ring&#039;s berry. When doing so, a fey spirit in the form of a sparrow appears. As an Action, the berry can be eaten (effects as a single Goodberry), fed to another, or it can be fed to the sparrow. If the sparrow doesn&#039;t get the berry, it fluffs up its feathers and chatters angrily.&lt;br /&gt;
&lt;br /&gt;
:If the aril is fed to the sparrow, the bird will act as a messenger, per the Message cantrip. The bird must be able to physically get to the person the message is intended for. The bird will land and whisper the message in the recipient&#039;s ear. After a minute transpires, the bird will return to the feywild, any impending messages undelivered. Sparrows use the same attributes as Canaries.&lt;br /&gt;
&lt;br /&gt;
:It&#039;s said that these messengers can also carry messages to the spirits of the dead, but if so, the dead don&#039;t typically respond. If sent to deliver such a message, the sparrow merely disappears.&lt;br /&gt;
&lt;br /&gt;
:The ring will regrow a missing berry at dawn.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Glow Gem&#039;&#039;&#039; (common) - A gem that glows as brightly as a candle. The light the gem gives off is the same color as the gem. (orange topaz)&lt;br /&gt;
:&#039;&#039;&#039;Shaded Scimitar&#039;&#039;&#039; (common) - A Shaded weapon is mat black and reflects no light. It seems to disappear in the shadows and darkness.&lt;br /&gt;
&lt;br /&gt;
:In dimly lit or dark conditions, if a creature isn&#039;t already aware of the weapon&#039;s presence, it must make a DC 15 check to notice its presence (Perception or Investigation) even if it&#039;s being held. Attacks with an unnoticed Shaded weapon are made with advantage. After a Shaded weapon is used to attack in a combat, it is no longer difficult to perceive.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Unbreakable Arrow&#039;&#039;&#039; (common) x3&lt;br /&gt;
:&#039;&#039;&#039;Walloping Ammunition&#039;&#039;&#039; (Arrows, common) x2 - A creature hit by the ammunition must succeed on a DC 10 Strength saving throw or be knocked prone.&lt;br /&gt;
:&#039;&#039;&#039;Whistling Ammunition&#039;&#039;&#039; (Arrow, common) x1 - When in flight, the arrow makes a loud whistling noise.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Mundane Equipment&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Worn&#039;&#039;&#039;&lt;br /&gt;
::Glamored Studded Leather Armor 13 lbs&lt;br /&gt;
::Clothing (including boots &amp;amp; cloak) 5 lbs&lt;br /&gt;
::Efficient Quiver 2 lbs&lt;br /&gt;
:::Longbow +3&lt;br /&gt;
:::54 Arrows&lt;br /&gt;
:::3 Unbreakable Arrows&lt;br /&gt;
:::2 Walloping Arrows&lt;br /&gt;
:::1 Whistling Arrow&lt;br /&gt;
:::Shaded Scimitar&lt;br /&gt;
:::2 Spears&lt;br /&gt;
:::10 Torches&lt;br /&gt;
::&#039;&#039;&#039;Belt&#039;&#039;&#039;&lt;br /&gt;
:::Dagger 1 lb&lt;br /&gt;
:::&#039;&#039;&#039;Belt Pouch&#039;&#039;&#039; ~3 lbs&lt;br /&gt;
::::Tiny Tinder Box&lt;br /&gt;
::::Toilet Paper&lt;br /&gt;
::::Glow Gem (in lightproof container)&lt;br /&gt;
::::Thieves Tools&lt;br /&gt;
::::Compass&lt;br /&gt;
::::Chalk&lt;br /&gt;
::::Carpenter&#039;s Pencil&lt;br /&gt;
::::Spoon &amp;amp; Fork&lt;br /&gt;
::::Snacks&lt;br /&gt;
::::Small notepad&lt;br /&gt;
::::Monocular &lt;br /&gt;
::&#039;&#039;&#039;Pack&#039;&#039;&#039; 2 lbs (~25 lbs total)&lt;br /&gt;
:::Change of Clothes 2 lbs&lt;br /&gt;
:::100&#039; Type III Tan cammo paracord .5 lbs&lt;br /&gt;
:::100&#039; smaller lengths of paracord .5 lbs&lt;br /&gt;
:::Sleeping Bag 3 lbs&lt;br /&gt;
:::Backpacking Tarp 2 lbs&lt;br /&gt;
:::3 Days rations 6 lbs&lt;br /&gt;
:::Rags 1 lb&lt;br /&gt;
:::Sewing kit&lt;br /&gt;
:::Mess Kit 1 lb&lt;br /&gt;
:::Flask of oil 1 lb&lt;br /&gt;
:::Plastic bottle of Everclear 1 lb&lt;br /&gt;
:::Duct Tape .5 lbs&lt;br /&gt;
:::Small game snare building equip 2 lbs&lt;br /&gt;
:48 lbs total&lt;br /&gt;
:23 lbs w/o pack&lt;br /&gt;
&lt;br /&gt;
== Background ==&lt;br /&gt;
Jensen Isaiah Hawkins was born and raised in Eastern Oregon by a moderately abusive family of rigidly adhering fundamentalist Christians of an off-beat denomination. His family were also firm adherents of a number of Sovereign Citizen and Freemen-on-the-Land conspiracy theories. He thought his family&#039;s beliefs, both religious and otherwise, were insane. He was raised on a small ranch that wasn&#039;t always self sustaining. Jensen, or &amp;quot;Jay&amp;quot; as anyone who actually liked him called him (so not his family), had to learn to get by impoverished, and was often reduced to thievery and poaching to get by.&lt;br /&gt;
&lt;br /&gt;
When he was old enough, Jay joined the US Army. Being good on the land, and having been raised with a gun or bow at his side since he was small, but not being the brightest recruit, Jay landed in the infantry. In Basic Training, the shy Jensen quickly got named Screamin&#039; Jay by the Drill Sergeant, and the name stuck. Within a few years, after his first tour in Afghanistan, he got into the Rangers. He had his sights set on joining Special Forces if he could get into the training.&lt;br /&gt;
&lt;br /&gt;
After making it through Ranger training, he landed back in Afghanistan for another tour, this time, mostly on foot instead of in an APC. A couple of years into deployment, his platoon went down a hole in Afghanistan, chasing the Taliban. The cavern turned into torch lined halls of cyclopean stonework, peppered with grotesquely grinning gargoyle faces. Then the monsters came, along with an 80 ton stone block that barred their way back. The only way out was to go forward. Screamin Jay was the only one that made it out - but &amp;quot;out&amp;quot; was another world. A world of elves, orcs, dragons, and unicorns.&lt;br /&gt;
&lt;br /&gt;
On the other side, Jay found himself transformed into an elf. It was a little odd, but not insufferable. After wandering for a while, and getting into some trouble among the humans, who apparently didn&#039;t like elves, he went out into the wilds to find &amp;quot;his kind&amp;quot;, the elves. It wasn&#039;t long after entering their territory that he was picked up by a patrol of Wood Elves that looked much as he did. After a few days of questioning, they finally decided that he was telling the truth about his origins, and was no danger to them. He was offered a place among them, which he accepted. It wasn&#039;t long before he too was patrolling with their rangers.&lt;br /&gt;
&lt;br /&gt;
He was &amp;quot;over there&amp;quot; for ten years. It was a good life. He&#039;d been handfasted to a good elven woman for a few years, but they&#039;d had no children yet. But when a gateway in a dungeon offered him a way home, he had to take it. It&#039;s not that he wanted to take it. It was his duty to take it. And so he did. When he was found by a patrol and taken back to Kabul, at first he was treated like a deserter, but after some weeks of him steadfasting sticking to the truth, he was eventually treated as a headcase. He was drummed unceremoniously out of the Army with a medical discharge that said, &amp;quot;Psychiatric&amp;quot; on it. The day he was walked off base as a civilian, he was met by the recruiter for Project Kerberos.&lt;/div&gt;</summary>
		<author><name>Stattick</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=The_Land_of_Spoils_and_Promised_Danger&amp;diff=375729</id>
		<title>The Land of Spoils and Promised Danger</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=The_Land_of_Spoils_and_Promised_Danger&amp;diff=375729"/>
		<updated>2019-12-30T03:36:08Z</updated>

		<summary type="html">&lt;p&gt;Stattick: /* The Explorers */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=The Background=&lt;br /&gt;
It is the largest unexplored continent in the World (for the World is what the everyday folk call this orb on which life teems while the learned scholars name the place Taermus).&lt;br /&gt;
This great new land is ripe for colonization by the King and Queen of Kingsland but the great minerals and other secrets hidden in the deep woods, mountains, and perhaps even in the swamps or icy glaciers are coveted by not only the throne but others who would seek out this land to plunder its spoils or to set up their own seat of power. &lt;br /&gt;
For those willing to help explore and protect the colonists of this new land, there is good work and spoils to be had for them as well. &lt;br /&gt;
Indeed, this is where we find the Troupe of the Newdawn, named for the new opportunities that await those brave explorers.&lt;br /&gt;
The Troupe has set up a consignment for able bodies explorers who would face the unknowns in this new land. &lt;br /&gt;
&lt;br /&gt;
Camp Newdawn is a modest establishment, having a makeshift &amp;quot;mess tent&amp;quot; that passes for a tavern and place to grab a small meal, the cabins where those of the Troupe and other visitors can get some rest, the Temple which is mostly devoted to Pelor but also holds a host of minor shrines as well, as well as the Officer&#039;s Tent for those of the Troupe who are considered its leaders, and a few storage tents for supplies and equipment. &lt;br /&gt;
&lt;br /&gt;
==The New Land Map==&lt;br /&gt;
As it Stands now:&lt;br /&gt;
&lt;br /&gt;
[https://imgur.com/hncwbLl]&lt;br /&gt;
&lt;br /&gt;
==The Explorers==&lt;br /&gt;
These are the brave (or desperate, or insane, or...nevermind) these are the explorers of the New Land. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dancer Under the Crescent Moon (Dancer to Her Allies)&#039;&#039;&#039;&lt;br /&gt;
Dancer is a Tabaxi Hexblade from the &amp;quot;Golden Deserts&amp;quot; of Kabarr in the East who wanders and looks for her next hunt, she especially has a distaste for raiders. &lt;br /&gt;
Played by: Talisman&lt;br /&gt;
[https://docs.google.com/document/d/16-GBUQ2ah_03RkX5eHMfOA6WK9xOQtMu-A4O6q50CNg/edit]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dr. Alfans Lunarre&#039;&#039;&#039;&lt;br /&gt;
The Longtooth Shifter Bloodhunter, Alfans is fresh from gaining his doctorate and ready to see the world outside of the tomes (and also a hunter of dark things).&lt;br /&gt;
Played by: Woolishly Grim&lt;br /&gt;
[https://www.dndbeyond.com/characters/20136023]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Meiovar[https://www.dndbeyond.com/profile/SturmRaven/characters/20097409]&#039;&#039;&#039;&lt;br /&gt;
This Half-Elf Sorceress is a mystery to her peers even in the collegiate realms where she studied. She roams the lands of the World looking for what might be over the next ridge and, especially, what ancient knowledge might be uncovered along the way. &lt;br /&gt;
Played by: Stormraven&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Iman&#039;&#039;&#039;&lt;br /&gt;
Iman is a Human druid who began an unremarkable life only to be sought out by her teacher and, she soon found, the World itself. She wanders the ways and wilds offering wisdom to those who seem in need of it.&lt;br /&gt;
Played by: Silvercat Moonpaw [https://wiki.rpg.net/index.php/Iman]&lt;br /&gt;
&amp;lt;!-- Iman&lt;br /&gt;
Age: 55&lt;br /&gt;
Hair: Black&lt;br /&gt;
Eyes: Brown&lt;br /&gt;
Female Human [Variant] Druid 3 (Circle of the Land [Desert])&lt;br /&gt;
Str 13 (+1), Dex 8 (-1), Con 13 (+1), Int 14 (+2), Wis 16 (+3), Cha 10 (+0)&lt;br /&gt;
Proficiency: +2&lt;br /&gt;
Armor Class: 12&lt;br /&gt;
Hit Points: 21&lt;br /&gt;
Armor: Light armor, medium armor, shields (druids will not wear armor or use shields made of metal)&lt;br /&gt;
Weapons: Clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears&lt;br /&gt;
Tools: Herbalism kit, Cook&#039;s utensils&lt;br /&gt;
Saving Throws: Intelligence +4, Wisdom +5&lt;br /&gt;
Skills: Animal Handling +5, Insight +5, Medicine +5, Perception +5, Survival +7 (Expertise), Nature +4&lt;br /&gt;
Languages: Common, Primordial, Sylvan, Druidic&lt;br /&gt;
Feats: Prodigy (XGE)&lt;br /&gt;
Features: Druidic, Spellcasting, Wild Shape, Druid Circle (Circle of the Land [Bonus Cantrip, Natural Recovery, Circle Spells])&lt;br /&gt;
Spellcasting: Cntr: 2+1; 1st: 4; 2nd: 2; 8 minutes prep; Save DC: 13; Spell attack: +5&lt;br /&gt;
Circle Spells: blur (2nd), silence (2nd)&lt;br /&gt;
Wild Shape: Max CR: 1/4; no flying or swimming; 1 hour; 2/rest&lt;br /&gt;
Equipment: club, wooden shield, leather armor, an explorer’s pack, a druidic focus&lt;br /&gt;
Combat: +3 attack (melee); +1 attack (ranged); club 1d4+1 B&lt;br /&gt;
&lt;br /&gt;
Here&#039;s the write-up after some looking around the Internet. I really don&#039;t have much of a background in mind:&lt;br /&gt;
Not really managing to make anything of herself it was only when a senior druid walked out of the badlands and said he&#039;d been sent to find her that her life started going anywhere. Once done with training she just sort of took to wandering. In some ways she&#039;s a fantasy Taoist.Iman&lt;br /&gt;
Age: 55&lt;br /&gt;
Hair: Black&lt;br /&gt;
Eyes: Brown&lt;br /&gt;
Female Human [Variant] Druid 3 (Circle of the Land [Desert])&lt;br /&gt;
Str 13 (+1), Dex 8 (-1), Con 13 (+1), Int 14 (+2), Wis 16 (+3), Cha 10 (+0)&lt;br /&gt;
Proficiency: +2&lt;br /&gt;
Armor Class: 12&lt;br /&gt;
Hit Points: 21&lt;br /&gt;
Armor: Light armor, medium armor, shields (druids will not wear armor or use shields made of metal)&lt;br /&gt;
Weapons: Clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears&lt;br /&gt;
Tools: Herbalism kit, Cook&#039;s utensils&lt;br /&gt;
Saving Throws: Intelligence +4, Wisdom +5&lt;br /&gt;
Skills: Animal Handling +5, Insight +5, Medicine +5, Perception +5, Survival +7 (Expertise), Nature +4&lt;br /&gt;
Languages: Common, Primordial, Sylvan, Druidic&lt;br /&gt;
Feats: Prodigy (XGE)&lt;br /&gt;
Features: Druidic, Spellcasting, Wild Shape, Druid Circle (Circle of the Land [Bonus Cantrip, Natural Recovery, Circle Spells])&lt;br /&gt;
Spellcasting: Cntr: 2+1; 1st: 4; 2nd: 2; 8 minutes prep; Save DC: 13; Spell attack: +5&lt;br /&gt;
Circle Spells: blur (2nd), silence (2nd)&lt;br /&gt;
Wild Shape: Max CR: 1/4; no flying or swimming; 1 hour; 2/rest&lt;br /&gt;
Equipment: club, wooden shield, leather armor, an explorer’s pack, a druidic focus&lt;br /&gt;
Combat: +3 attack (melee); +1 attack (ranged); club 1d4+1 B&lt;br /&gt;
&lt;br /&gt;
Here&#039;s the write-up after some looking around the Internet. I really don&#039;t have much of a background in mind:&lt;br /&gt;
Not really managing to make anything of herself it was only when a senior druid walked out of the badlands and said he&#039;d been sent to find her that her life started going anywhere. Once done with training she just sort of took to wandering. In some ways she&#039;s a fantasy Taoist. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Thol Wolf-Brother, Son of Hrin&#039;&#039;&#039;&lt;br /&gt;
A wandering Human barbarian far from his home and clan in the Great North, Thol has great respect for his axes and his drink. His allies are happy to have him pointed at their enemies.&lt;br /&gt;
Played by: Archer &lt;br /&gt;
[https://www.dndbeyond.com/characters/20097730/Ef0tPN]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Zass&#039;&#039;&#039;&lt;br /&gt;
Zass is a Yuan Ti Pureblood, or perhaps it should be said she was until being cursed by the Fey and bound to them. Now her emotions have been unleashed as she uses stealth and magic as a Thief/Warlock to make her way through the world, lost to her own people. &lt;br /&gt;
Played by: Stattick [https://wiki.rpg.net/index.php/Zass Zass]&lt;br /&gt;
&lt;br /&gt;
==The Troupe of Newdawn==&lt;br /&gt;
The Troupe of Newdawn are a group of people who represent the influential and wealthy of Kingsland as well as the group of colonists hoping to call the New Land home one day. &lt;br /&gt;
This small group is in charge of the exploration and clearing of (when necessary) the unexplored territories of the New Land. &lt;br /&gt;
The group consists of ex soldiers from the King and Queen&#039;s army, mercenaries, and others in the opportune position to strike out for an unexplored part of the world and those who can &amp;quot;get the job done&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Commandant Horris Belevante&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This stalwart human is typically seen in his retired uniform from the King&#039;s Guard. His long gray hair shows his years where his strong and confident physique doe not.&lt;br /&gt;
The Commandant oversees the entire operation of the Troupe, from everyday affairs such as ration shortages or, if the Troupe is lucky, overages, and any petty squabbles the Troupe (or its visitors) may have to larger threats such as raids by monsters or &amp;quot;competition&amp;quot; showing up. &lt;br /&gt;
Though Exploration and the purging of dangerous and vile creatures is a primary concern of the Commandant, his main concern is the safety of the Troupe (without the Troupe the operation is lost, after all) and with the help of his second, Bijinn Umi, and the &amp;quot;Good Captain Bashaar Firescale&amp;quot; is ready to evacuate the Troupe to the Captains ship, the Silt Maiden, at a moment&#039;s notice. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bijinn Umi&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Bijinn Umi is a mysterious woman, presumably human though very pale, from the Mysterious East, calling her home on the rare times she talks about her home, as the Bay of Jade. &lt;br /&gt;
Bijinn Umi does not talk a lot and seems very shy on matters that pertain to her, directly, and is very vocal on giving orders as the &amp;quot;second&amp;quot; to the Commandant. &lt;br /&gt;
She is skilled in tactics and combat both, carrying twin blades with a bluish metal tint and inspiring confidence in all of her allies. Though an enigma from an even more enigmatic land, she has won the trust and respect of her peers and is treated as one of the Troupe just as much as any who might be more &amp;quot;local&amp;quot;. &lt;br /&gt;
Bijinn Umi is responsible for a lot of the items that the Commandant just can&#039;t juggle and is, in particular, responsible for the security of Camp Newdawn. It is whispered around camp that Bijinn Umi often makes weather predictions with amazing and unnerving accuracy, impressing even the resident magical expert of the Troupe, Skalahazz.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Kalen&#039;&#039;&#039; &lt;br /&gt;
Kalen is a simple and average-appearing man until he talks, at which point he demands the attention of those aorund him with his deep voice which fits his representation and devotion to Pelor whose sun-symbol is worn about the man&#039;s neck boldly and proudly. &lt;br /&gt;
The priest of the Troupe and keeper of the Temple, a simple cabin with a major shrine to Pelor and minor shrines to &amp;quot;lesser&amp;quot; deities, Kalen serves as the Troupe&#039;s healer, spiritual guide, and simple confidant when necessary. Kalen is also seen pitching in wherever necessary (and whenever the opportunity to teach others about the Father of the Light. &lt;br /&gt;
Next to Bijinn Umi, Kalen is likey the most trusted person in the Troupe not only to the Commandant but to the Troupe as a whole. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Verna Brushbrittle&#039;&#039;&#039;&lt;br /&gt;
Verna is a halfling but no one sees her as that diminutive race, what they see in Verna is that she is a master chef that could cook for the King and Queen&#039;s table in the Great Halls themselves. &lt;br /&gt;
Verna&#039;s best talent is taking what little rations and hunted game there is in Camp Newdawn and creating something amazing from it. Her meals are the stuff of legends the way the folk of the Troupe talk and the &amp;quot;Mess Tent&amp;quot; is virtually packed and as wonderful smelling as any tavern or inn when good food and drink are about. &lt;br /&gt;
The Troupe are especially fond of the Newberry Wine, a special concoction that Verna has discovered and created from the local &amp;quot;Newberries&amp;quot; discovered in the New Land. As intoxicating as wine and as sweet as Sweet Water served in any Tavern or Inn. &lt;br /&gt;
Verna cannot be underestimated as being more than capable of taking care of herself, either. Many a man much larger than she has come to fear her switch for getting into her stores or trying to help themselves to her stew pot. &lt;br /&gt;
Her second is a young halforc boy named Timid which fits him well as he is very shy and afraid that his heritage will earn him ill will. But Verna demands respect of her cooking pupil and the Troupe give it, even calling Timid Verna&#039;s son. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shalahazz&#039;&#039;&#039;&lt;br /&gt;
An elf whose powers are unmatched in the variety of spellcasters in the Troupe, Shalahazz&#039;s source of magic is also a deep mystery and most, even fellow spellcasters, can&#039;t pin him down as a Wizard, a Sorcerer, or a Warlock of some sort. &lt;br /&gt;
This elf looks noble born with the most sharp and perfect features of his race, but his ageless features common to his people is marred by the streak of silver in his hair which starts at the brow and continues around to his long locks. He doesn&#039;t talk about this, pointing out that the color of his hair has little to do with academia or important magical matters of the Troupe. &lt;br /&gt;
He has proven himself continuously and is known for his magical battle prowess as one of the first in the company to fight off a monster attack when the Troupe established camp, but his serious and mysterious air is often offputting to the others of the Troupe. &lt;br /&gt;
Shalahazz is often busy studying in his tent which is fairly good sized as it also serves as the magical market of the Camp though the selling and buying duties are left decidedly to Thellen Stareye the young human man under his tutelage and also the shopkeep of &amp;quot;Shalahazz&#039;s Wonders&amp;quot; as the tent has come to be called. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Troupe Watch&#039;&#039;&#039;&lt;br /&gt;
The Watch are warriors and wizards who serve to guard Camp Newdawn as well as working as gatherers of food, wood, flora, and other resources necessary to keep the Troupe sustained. Though the Watch are behooven to both Bijinn Umi and Commandant Belevante, the Watch&#039;s leader of sorts is Watch Commander Eulis (known not to her face as Eulis the Red after her former pirate name).  &lt;br /&gt;
The Watch is composed of all sorts of folks from all sorts of backgrounds who have come to be a kind of family, respecting one another despite some of their differences both culturally and ethically.  &lt;br /&gt;
All members of the Watch have proven themselves capable and, more importantly, loyal. It doesn&#039;t hurt that Eulis has made it clear that those who work against the Troupe&#039;s purpose or prove unworthy of the Troupe&#039;s trust will be exiled from the camp into the unknown of the New Land never to return on promise of death. &lt;br /&gt;
To date, this threat has only been carried out once but no one talks about the details, telling any who inquire to take it up with Eulis, herself, if they dare. &lt;br /&gt;
Thanks to the Watch and their competence as warriors and spellcasters both, the Campo has been left mostly peaceful since the first monster attack was turned away. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Oborik&#039;&#039;&#039;&lt;br /&gt;
This is a word that immediately raises alarms in the Camp as anyone coming to work for or visit the Troupe is hastenly told. &lt;br /&gt;
The Oborik are a group of monsters local to the New Land who could be called goblins or ogres or orks, save for the fact that they have a unique appearance and vary in size between all three of the before mentioned.&lt;br /&gt;
They are called Oborik because that is the only words they utter (and the Troupe isn&#039;t sure that they got the word right with the monsters&#039; thick gutterish accents). &lt;br /&gt;
The creatures are described as very pale creatures with golden wolf-like eyes and black claw-like nails. They have blood red fur which acts as hair but courses down the back of their necks and backs resembling something closer to fur. &lt;br /&gt;
They are sneaky and competent fighters but have not been seen again since the first raid, other than in small bands that have been wiped out or avoided.&lt;br /&gt;
&lt;br /&gt;
==Camp NewDawn==&lt;br /&gt;
Camp NewDawn is often just called the Camp by the Troupe. The place is in its humble beginnings but yearns to become a port town one day.&lt;br /&gt;
&#039;&#039;&#039;The Commissions Tent&#039;&#039;&#039;&lt;br /&gt;
This is where groups meet to discuss affairs and to determine what the various groups of the Troupe of NewDawn will be doing from day to day. &lt;br /&gt;
The entire Troupe is lined up here in the morning directly after breakfast to receive their daily work orders. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Explorers Quarters&#039;&#039;&#039;&lt;br /&gt;
This is where the Explorers, the newcomers to the New Land lay their head, clean up, and stow their items they don&#039;t care to carry about with them. &lt;br /&gt;
The place is centered by a round-ish table with the map of the New Land on it as well as a few ink wells and quills to make adjustments to the map and make plans for what to explore next. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Mess Tent&#039;&#039;&#039;&lt;br /&gt;
Also just called the Mess, this is where the halfling cook and her half-orc helper prepare meals. And they do a very good job of it as well. The tent is never empty during meal times, especially when the Camp is alive with the aroma of fresh baked bread from Verna&#039;s small oven that it is said was a gift from a gnomish merchant. Verna&#039;s half-orc helper also guards the stores, the tent directly behind the Mess where the Camp&#039;s food is kept and carefully rationed out by Verna, herself. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pelor&#039;s Light&#039;&#039;&#039;&lt;br /&gt;
Also called the Temple Tent, this is where the Troupe go to worship, to commune with Kalen, also called Father by many and Kalen of Pelor&#039;s Grace by those who really want to try to earn his favor or respect. Though Kalen is not the only one in the Camp capable of healing, he is the only one capable of bestowing Blessings and will do so sparingly to those he finds truly worthy or in need. He is serious in his devotion and piety but he is also the friendliest face one is likely to encounter in the Camp.&lt;br /&gt;
The temple tent, itself, is centered by the shrine of Pelor and the large, carved stone sun that is the center of Pelor&#039;s Shrine. But, surrounding the place in a circle are shrines ot other minor deities of travel, nature, and good fortune.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Command&#039;&#039;&#039;&lt;br /&gt;
This is the only actual cabin in the Camp. It is the quarters of the Commandant Horris Belavante on a second floor with the first floor having two smaller quarters for Umi Bijinn and Watch Commander Eulis. Aside from the quarters, this cabin also has a sitting room which is both a haven for the Troupe&#039;s upper command ass well as a meeting place when a meeting is truly necessary outside of the Commissions Tent. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Provisioner&#039;&#039;&#039;&lt;br /&gt;
The company&#039;s provisions officer as he prefers to be called, is a strange fellow named Rathaen. Strange in so much that he is shaped like a dwarf made completely of brass. His eyes are two precious gemstones and he seems to possess strength enough to pound out metal in his smithe by hand. He is often dodging the curiosities of the local wizard, Shalahazz who has offered to pay him to be studied. Rathaen insists, however, that he has no need of earthly treasures though he is quite fond of masterful works of weapons and art, especially stone and metal carved art which he will gladly pay a lot for. Though Rathaen seems to be a construct of some sort, he has a personality and appears to be free willed, even stubborn in some regards. He is forthright and open to the fact that he has no memory or knowledge of where he has come from or what, exactly, he is. &lt;br /&gt;
The prices that Rathaen charge are very fair, only slightly above the standard prices in towns and cities due to the short resources and supply and demand, especially for arrows and bolts and any &amp;quot;profits&amp;quot; he makes that he doesn&#039;t use to buy artwork from travelers he gives to the Camp, itself to help it grow. &lt;br /&gt;
&lt;br /&gt;
==Places Of Interest==&lt;br /&gt;
The New Land is an unexplored, vast continent full of places both beautiful and dangerous, some even terrifying. &lt;br /&gt;
The Troupe of NewDawn have scarcely touched the surface of the land and mapped out even less of it. But a little knowledge can be better than no knowledge at all. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Peaceful Isles&#039;&#039;&#039;&lt;br /&gt;
This place is said to live up to its name and offers some food, good fishing, and resources, though these resources are limited and in order to avoid stripping the isles, the Troupe would like to find other resources in the New Land, itself. &lt;br /&gt;
This is a place where both the Troupe of NewDawn and the crew of the Silt Maiden go to relax and enjoy themselves when time allows. &lt;br /&gt;
The foliage here is green and tropical and the fish colorful and bright. The Newberries grow plentiful here, which the cooks in Camp NewDawn enjoy using for pies, drnks, and other refreshing fixings. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Island of the Witch&#039;&#039;&#039;&lt;br /&gt;
This island in contrast to the peaceful isles is a place covered in mists and mystery. The only group sent here to look around came back murderous and mindless save for a message that had been left with one man who had been controlled by something telling the Troupe to leave it alone. When the man recovered, all he could say is that &amp;quot;She&amp;quot; needed to be left alone and none have gone back to the island since. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Great Swamp&#039;&#039;&#039;&lt;br /&gt;
This great expanse of marshland is inhabited by lizardfolk and bullywugs according to the Troupe and, perhaps, a great winged beast as well that may or may not be a dragon. Some of the Troupe have been captured and eaten by the lizardfolk, making it unlikely that friendly negotiations can be made with these particular creatures. &lt;br /&gt;
Oddly enough, the Oborik attacked from this general direction and, apparently, made it through the swamps unscathed somehow. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Lush Green&#039;&#039;&#039;&lt;br /&gt;
This section of tropical woodlands is said to be ruled over by creatures known as ghost monkeys. Creatures that can control nature, steal items very stealthily, and possibly even fly. It has been proposed most recently that these creature may be upset nature spirits as they seem to attack when the trees or fruits of this area are threatened.&lt;/div&gt;</summary>
		<author><name>Stattick</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=The_Land_of_Spoils_and_Promised_Danger&amp;diff=375728</id>
		<title>The Land of Spoils and Promised Danger</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=The_Land_of_Spoils_and_Promised_Danger&amp;diff=375728"/>
		<updated>2019-12-30T03:35:42Z</updated>

		<summary type="html">&lt;p&gt;Stattick: /* The Explorers */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=The Background=&lt;br /&gt;
It is the largest unexplored continent in the World (for the World is what the everyday folk call this orb on which life teems while the learned scholars name the place Taermus).&lt;br /&gt;
This great new land is ripe for colonization by the King and Queen of Kingsland but the great minerals and other secrets hidden in the deep woods, mountains, and perhaps even in the swamps or icy glaciers are coveted by not only the throne but others who would seek out this land to plunder its spoils or to set up their own seat of power. &lt;br /&gt;
For those willing to help explore and protect the colonists of this new land, there is good work and spoils to be had for them as well. &lt;br /&gt;
Indeed, this is where we find the Troupe of the Newdawn, named for the new opportunities that await those brave explorers.&lt;br /&gt;
The Troupe has set up a consignment for able bodies explorers who would face the unknowns in this new land. &lt;br /&gt;
&lt;br /&gt;
Camp Newdawn is a modest establishment, having a makeshift &amp;quot;mess tent&amp;quot; that passes for a tavern and place to grab a small meal, the cabins where those of the Troupe and other visitors can get some rest, the Temple which is mostly devoted to Pelor but also holds a host of minor shrines as well, as well as the Officer&#039;s Tent for those of the Troupe who are considered its leaders, and a few storage tents for supplies and equipment. &lt;br /&gt;
&lt;br /&gt;
==The New Land Map==&lt;br /&gt;
As it Stands now:&lt;br /&gt;
&lt;br /&gt;
[https://imgur.com/hncwbLl]&lt;br /&gt;
&lt;br /&gt;
==The Explorers==&lt;br /&gt;
These are the brave (or desperate, or insane, or...nevermind) these are the explorers of the New Land. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dancer Under the Crescent Moon (Dancer to Her Allies)&#039;&#039;&#039;&lt;br /&gt;
Dancer is a Tabaxi Hexblade from the &amp;quot;Golden Deserts&amp;quot; of Kabarr in the East who wanders and looks for her next hunt, she especially has a distaste for raiders. &lt;br /&gt;
Played by: Talisman&lt;br /&gt;
[https://docs.google.com/document/d/16-GBUQ2ah_03RkX5eHMfOA6WK9xOQtMu-A4O6q50CNg/edit]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dr. Alfans Lunarre&#039;&#039;&#039;&lt;br /&gt;
The Longtooth Shifter Bloodhunter, Alfans is fresh from gaining his doctorate and ready to see the world outside of the tomes (and also a hunter of dark things).&lt;br /&gt;
Played by: Woolishly Grim&lt;br /&gt;
[https://www.dndbeyond.com/characters/20136023]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Meiovar[https://www.dndbeyond.com/profile/SturmRaven/characters/20097409]&#039;&#039;&#039;&lt;br /&gt;
This Half-Elf Sorceress is a mystery to her peers even in the collegiate realms where she studied. She roams the lands of the World looking for what might be over the next ridge and, especially, what ancient knowledge might be uncovered along the way. &lt;br /&gt;
Played by: Stormraven&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Iman&#039;&#039;&#039;&lt;br /&gt;
Iman is a Human druid who began an unremarkable life only to be sought out by her teacher and, she soon found, the World itself. She wanders the ways and wilds offering wisdom to those who seem in need of it.&lt;br /&gt;
Played by: Silvercat Moonpaw [https://wiki.rpg.net/index.php/Iman]&lt;br /&gt;
&amp;lt;!-- Iman&lt;br /&gt;
Age: 55&lt;br /&gt;
Hair: Black&lt;br /&gt;
Eyes: Brown&lt;br /&gt;
Female Human [Variant] Druid 3 (Circle of the Land [Desert])&lt;br /&gt;
Str 13 (+1), Dex 8 (-1), Con 13 (+1), Int 14 (+2), Wis 16 (+3), Cha 10 (+0)&lt;br /&gt;
Proficiency: +2&lt;br /&gt;
Armor Class: 12&lt;br /&gt;
Hit Points: 21&lt;br /&gt;
Armor: Light armor, medium armor, shields (druids will not wear armor or use shields made of metal)&lt;br /&gt;
Weapons: Clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears&lt;br /&gt;
Tools: Herbalism kit, Cook&#039;s utensils&lt;br /&gt;
Saving Throws: Intelligence +4, Wisdom +5&lt;br /&gt;
Skills: Animal Handling +5, Insight +5, Medicine +5, Perception +5, Survival +7 (Expertise), Nature +4&lt;br /&gt;
Languages: Common, Primordial, Sylvan, Druidic&lt;br /&gt;
Feats: Prodigy (XGE)&lt;br /&gt;
Features: Druidic, Spellcasting, Wild Shape, Druid Circle (Circle of the Land [Bonus Cantrip, Natural Recovery, Circle Spells])&lt;br /&gt;
Spellcasting: Cntr: 2+1; 1st: 4; 2nd: 2; 8 minutes prep; Save DC: 13; Spell attack: +5&lt;br /&gt;
Circle Spells: blur (2nd), silence (2nd)&lt;br /&gt;
Wild Shape: Max CR: 1/4; no flying or swimming; 1 hour; 2/rest&lt;br /&gt;
Equipment: club, wooden shield, leather armor, an explorer’s pack, a druidic focus&lt;br /&gt;
Combat: +3 attack (melee); +1 attack (ranged); club 1d4+1 B&lt;br /&gt;
&lt;br /&gt;
Here&#039;s the write-up after some looking around the Internet. I really don&#039;t have much of a background in mind:&lt;br /&gt;
Not really managing to make anything of herself it was only when a senior druid walked out of the badlands and said he&#039;d been sent to find her that her life started going anywhere. Once done with training she just sort of took to wandering. In some ways she&#039;s a fantasy Taoist.Iman&lt;br /&gt;
Age: 55&lt;br /&gt;
Hair: Black&lt;br /&gt;
Eyes: Brown&lt;br /&gt;
Female Human [Variant] Druid 3 (Circle of the Land [Desert])&lt;br /&gt;
Str 13 (+1), Dex 8 (-1), Con 13 (+1), Int 14 (+2), Wis 16 (+3), Cha 10 (+0)&lt;br /&gt;
Proficiency: +2&lt;br /&gt;
Armor Class: 12&lt;br /&gt;
Hit Points: 21&lt;br /&gt;
Armor: Light armor, medium armor, shields (druids will not wear armor or use shields made of metal)&lt;br /&gt;
Weapons: Clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears&lt;br /&gt;
Tools: Herbalism kit, Cook&#039;s utensils&lt;br /&gt;
Saving Throws: Intelligence +4, Wisdom +5&lt;br /&gt;
Skills: Animal Handling +5, Insight +5, Medicine +5, Perception +5, Survival +7 (Expertise), Nature +4&lt;br /&gt;
Languages: Common, Primordial, Sylvan, Druidic&lt;br /&gt;
Feats: Prodigy (XGE)&lt;br /&gt;
Features: Druidic, Spellcasting, Wild Shape, Druid Circle (Circle of the Land [Bonus Cantrip, Natural Recovery, Circle Spells])&lt;br /&gt;
Spellcasting: Cntr: 2+1; 1st: 4; 2nd: 2; 8 minutes prep; Save DC: 13; Spell attack: +5&lt;br /&gt;
Circle Spells: blur (2nd), silence (2nd)&lt;br /&gt;
Wild Shape: Max CR: 1/4; no flying or swimming; 1 hour; 2/rest&lt;br /&gt;
Equipment: club, wooden shield, leather armor, an explorer’s pack, a druidic focus&lt;br /&gt;
Combat: +3 attack (melee); +1 attack (ranged); club 1d4+1 B&lt;br /&gt;
&lt;br /&gt;
Here&#039;s the write-up after some looking around the Internet. I really don&#039;t have much of a background in mind:&lt;br /&gt;
Not really managing to make anything of herself it was only when a senior druid walked out of the badlands and said he&#039;d been sent to find her that her life started going anywhere. Once done with training she just sort of took to wandering. In some ways she&#039;s a fantasy Taoist. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Thol Wolf-Brother, Son of Hrin&#039;&#039;&#039;&lt;br /&gt;
A wandering Human barbarian far from his home and clan in the Great North, Thol has great respect for his axes and his drink. His allies are happy to have him pointed at their enemies.&lt;br /&gt;
Played by: Archer &lt;br /&gt;
[https://www.dndbeyond.com/characters/20097730/Ef0tPN]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Zass&#039;&#039;&#039;&lt;br /&gt;
Zass is a Yuan Ti Pureblood, or perhaps it should be said she was until being cursed by the Fey and bound to them. Now her emotions have been unleashed as she uses stealth and magic as a Thief/Warlock to make her way through the world, lost to her own people. &lt;br /&gt;
Played by: [https://wiki.rpg.net/index.php/Zass Zass] Stattick&lt;br /&gt;
&lt;br /&gt;
==The Troupe of Newdawn==&lt;br /&gt;
The Troupe of Newdawn are a group of people who represent the influential and wealthy of Kingsland as well as the group of colonists hoping to call the New Land home one day. &lt;br /&gt;
This small group is in charge of the exploration and clearing of (when necessary) the unexplored territories of the New Land. &lt;br /&gt;
The group consists of ex soldiers from the King and Queen&#039;s army, mercenaries, and others in the opportune position to strike out for an unexplored part of the world and those who can &amp;quot;get the job done&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Commandant Horris Belevante&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This stalwart human is typically seen in his retired uniform from the King&#039;s Guard. His long gray hair shows his years where his strong and confident physique doe not.&lt;br /&gt;
The Commandant oversees the entire operation of the Troupe, from everyday affairs such as ration shortages or, if the Troupe is lucky, overages, and any petty squabbles the Troupe (or its visitors) may have to larger threats such as raids by monsters or &amp;quot;competition&amp;quot; showing up. &lt;br /&gt;
Though Exploration and the purging of dangerous and vile creatures is a primary concern of the Commandant, his main concern is the safety of the Troupe (without the Troupe the operation is lost, after all) and with the help of his second, Bijinn Umi, and the &amp;quot;Good Captain Bashaar Firescale&amp;quot; is ready to evacuate the Troupe to the Captains ship, the Silt Maiden, at a moment&#039;s notice. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bijinn Umi&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Bijinn Umi is a mysterious woman, presumably human though very pale, from the Mysterious East, calling her home on the rare times she talks about her home, as the Bay of Jade. &lt;br /&gt;
Bijinn Umi does not talk a lot and seems very shy on matters that pertain to her, directly, and is very vocal on giving orders as the &amp;quot;second&amp;quot; to the Commandant. &lt;br /&gt;
She is skilled in tactics and combat both, carrying twin blades with a bluish metal tint and inspiring confidence in all of her allies. Though an enigma from an even more enigmatic land, she has won the trust and respect of her peers and is treated as one of the Troupe just as much as any who might be more &amp;quot;local&amp;quot;. &lt;br /&gt;
Bijinn Umi is responsible for a lot of the items that the Commandant just can&#039;t juggle and is, in particular, responsible for the security of Camp Newdawn. It is whispered around camp that Bijinn Umi often makes weather predictions with amazing and unnerving accuracy, impressing even the resident magical expert of the Troupe, Skalahazz.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Kalen&#039;&#039;&#039; &lt;br /&gt;
Kalen is a simple and average-appearing man until he talks, at which point he demands the attention of those aorund him with his deep voice which fits his representation and devotion to Pelor whose sun-symbol is worn about the man&#039;s neck boldly and proudly. &lt;br /&gt;
The priest of the Troupe and keeper of the Temple, a simple cabin with a major shrine to Pelor and minor shrines to &amp;quot;lesser&amp;quot; deities, Kalen serves as the Troupe&#039;s healer, spiritual guide, and simple confidant when necessary. Kalen is also seen pitching in wherever necessary (and whenever the opportunity to teach others about the Father of the Light. &lt;br /&gt;
Next to Bijinn Umi, Kalen is likey the most trusted person in the Troupe not only to the Commandant but to the Troupe as a whole. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Verna Brushbrittle&#039;&#039;&#039;&lt;br /&gt;
Verna is a halfling but no one sees her as that diminutive race, what they see in Verna is that she is a master chef that could cook for the King and Queen&#039;s table in the Great Halls themselves. &lt;br /&gt;
Verna&#039;s best talent is taking what little rations and hunted game there is in Camp Newdawn and creating something amazing from it. Her meals are the stuff of legends the way the folk of the Troupe talk and the &amp;quot;Mess Tent&amp;quot; is virtually packed and as wonderful smelling as any tavern or inn when good food and drink are about. &lt;br /&gt;
The Troupe are especially fond of the Newberry Wine, a special concoction that Verna has discovered and created from the local &amp;quot;Newberries&amp;quot; discovered in the New Land. As intoxicating as wine and as sweet as Sweet Water served in any Tavern or Inn. &lt;br /&gt;
Verna cannot be underestimated as being more than capable of taking care of herself, either. Many a man much larger than she has come to fear her switch for getting into her stores or trying to help themselves to her stew pot. &lt;br /&gt;
Her second is a young halforc boy named Timid which fits him well as he is very shy and afraid that his heritage will earn him ill will. But Verna demands respect of her cooking pupil and the Troupe give it, even calling Timid Verna&#039;s son. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shalahazz&#039;&#039;&#039;&lt;br /&gt;
An elf whose powers are unmatched in the variety of spellcasters in the Troupe, Shalahazz&#039;s source of magic is also a deep mystery and most, even fellow spellcasters, can&#039;t pin him down as a Wizard, a Sorcerer, or a Warlock of some sort. &lt;br /&gt;
This elf looks noble born with the most sharp and perfect features of his race, but his ageless features common to his people is marred by the streak of silver in his hair which starts at the brow and continues around to his long locks. He doesn&#039;t talk about this, pointing out that the color of his hair has little to do with academia or important magical matters of the Troupe. &lt;br /&gt;
He has proven himself continuously and is known for his magical battle prowess as one of the first in the company to fight off a monster attack when the Troupe established camp, but his serious and mysterious air is often offputting to the others of the Troupe. &lt;br /&gt;
Shalahazz is often busy studying in his tent which is fairly good sized as it also serves as the magical market of the Camp though the selling and buying duties are left decidedly to Thellen Stareye the young human man under his tutelage and also the shopkeep of &amp;quot;Shalahazz&#039;s Wonders&amp;quot; as the tent has come to be called. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Troupe Watch&#039;&#039;&#039;&lt;br /&gt;
The Watch are warriors and wizards who serve to guard Camp Newdawn as well as working as gatherers of food, wood, flora, and other resources necessary to keep the Troupe sustained. Though the Watch are behooven to both Bijinn Umi and Commandant Belevante, the Watch&#039;s leader of sorts is Watch Commander Eulis (known not to her face as Eulis the Red after her former pirate name).  &lt;br /&gt;
The Watch is composed of all sorts of folks from all sorts of backgrounds who have come to be a kind of family, respecting one another despite some of their differences both culturally and ethically.  &lt;br /&gt;
All members of the Watch have proven themselves capable and, more importantly, loyal. It doesn&#039;t hurt that Eulis has made it clear that those who work against the Troupe&#039;s purpose or prove unworthy of the Troupe&#039;s trust will be exiled from the camp into the unknown of the New Land never to return on promise of death. &lt;br /&gt;
To date, this threat has only been carried out once but no one talks about the details, telling any who inquire to take it up with Eulis, herself, if they dare. &lt;br /&gt;
Thanks to the Watch and their competence as warriors and spellcasters both, the Campo has been left mostly peaceful since the first monster attack was turned away. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Oborik&#039;&#039;&#039;&lt;br /&gt;
This is a word that immediately raises alarms in the Camp as anyone coming to work for or visit the Troupe is hastenly told. &lt;br /&gt;
The Oborik are a group of monsters local to the New Land who could be called goblins or ogres or orks, save for the fact that they have a unique appearance and vary in size between all three of the before mentioned.&lt;br /&gt;
They are called Oborik because that is the only words they utter (and the Troupe isn&#039;t sure that they got the word right with the monsters&#039; thick gutterish accents). &lt;br /&gt;
The creatures are described as very pale creatures with golden wolf-like eyes and black claw-like nails. They have blood red fur which acts as hair but courses down the back of their necks and backs resembling something closer to fur. &lt;br /&gt;
They are sneaky and competent fighters but have not been seen again since the first raid, other than in small bands that have been wiped out or avoided.&lt;br /&gt;
&lt;br /&gt;
==Camp NewDawn==&lt;br /&gt;
Camp NewDawn is often just called the Camp by the Troupe. The place is in its humble beginnings but yearns to become a port town one day.&lt;br /&gt;
&#039;&#039;&#039;The Commissions Tent&#039;&#039;&#039;&lt;br /&gt;
This is where groups meet to discuss affairs and to determine what the various groups of the Troupe of NewDawn will be doing from day to day. &lt;br /&gt;
The entire Troupe is lined up here in the morning directly after breakfast to receive their daily work orders. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Explorers Quarters&#039;&#039;&#039;&lt;br /&gt;
This is where the Explorers, the newcomers to the New Land lay their head, clean up, and stow their items they don&#039;t care to carry about with them. &lt;br /&gt;
The place is centered by a round-ish table with the map of the New Land on it as well as a few ink wells and quills to make adjustments to the map and make plans for what to explore next. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Mess Tent&#039;&#039;&#039;&lt;br /&gt;
Also just called the Mess, this is where the halfling cook and her half-orc helper prepare meals. And they do a very good job of it as well. The tent is never empty during meal times, especially when the Camp is alive with the aroma of fresh baked bread from Verna&#039;s small oven that it is said was a gift from a gnomish merchant. Verna&#039;s half-orc helper also guards the stores, the tent directly behind the Mess where the Camp&#039;s food is kept and carefully rationed out by Verna, herself. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pelor&#039;s Light&#039;&#039;&#039;&lt;br /&gt;
Also called the Temple Tent, this is where the Troupe go to worship, to commune with Kalen, also called Father by many and Kalen of Pelor&#039;s Grace by those who really want to try to earn his favor or respect. Though Kalen is not the only one in the Camp capable of healing, he is the only one capable of bestowing Blessings and will do so sparingly to those he finds truly worthy or in need. He is serious in his devotion and piety but he is also the friendliest face one is likely to encounter in the Camp.&lt;br /&gt;
The temple tent, itself, is centered by the shrine of Pelor and the large, carved stone sun that is the center of Pelor&#039;s Shrine. But, surrounding the place in a circle are shrines ot other minor deities of travel, nature, and good fortune.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Command&#039;&#039;&#039;&lt;br /&gt;
This is the only actual cabin in the Camp. It is the quarters of the Commandant Horris Belavante on a second floor with the first floor having two smaller quarters for Umi Bijinn and Watch Commander Eulis. Aside from the quarters, this cabin also has a sitting room which is both a haven for the Troupe&#039;s upper command ass well as a meeting place when a meeting is truly necessary outside of the Commissions Tent. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Provisioner&#039;&#039;&#039;&lt;br /&gt;
The company&#039;s provisions officer as he prefers to be called, is a strange fellow named Rathaen. Strange in so much that he is shaped like a dwarf made completely of brass. His eyes are two precious gemstones and he seems to possess strength enough to pound out metal in his smithe by hand. He is often dodging the curiosities of the local wizard, Shalahazz who has offered to pay him to be studied. Rathaen insists, however, that he has no need of earthly treasures though he is quite fond of masterful works of weapons and art, especially stone and metal carved art which he will gladly pay a lot for. Though Rathaen seems to be a construct of some sort, he has a personality and appears to be free willed, even stubborn in some regards. He is forthright and open to the fact that he has no memory or knowledge of where he has come from or what, exactly, he is. &lt;br /&gt;
The prices that Rathaen charge are very fair, only slightly above the standard prices in towns and cities due to the short resources and supply and demand, especially for arrows and bolts and any &amp;quot;profits&amp;quot; he makes that he doesn&#039;t use to buy artwork from travelers he gives to the Camp, itself to help it grow. &lt;br /&gt;
&lt;br /&gt;
==Places Of Interest==&lt;br /&gt;
The New Land is an unexplored, vast continent full of places both beautiful and dangerous, some even terrifying. &lt;br /&gt;
The Troupe of NewDawn have scarcely touched the surface of the land and mapped out even less of it. But a little knowledge can be better than no knowledge at all. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Peaceful Isles&#039;&#039;&#039;&lt;br /&gt;
This place is said to live up to its name and offers some food, good fishing, and resources, though these resources are limited and in order to avoid stripping the isles, the Troupe would like to find other resources in the New Land, itself. &lt;br /&gt;
This is a place where both the Troupe of NewDawn and the crew of the Silt Maiden go to relax and enjoy themselves when time allows. &lt;br /&gt;
The foliage here is green and tropical and the fish colorful and bright. The Newberries grow plentiful here, which the cooks in Camp NewDawn enjoy using for pies, drnks, and other refreshing fixings. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Island of the Witch&#039;&#039;&#039;&lt;br /&gt;
This island in contrast to the peaceful isles is a place covered in mists and mystery. The only group sent here to look around came back murderous and mindless save for a message that had been left with one man who had been controlled by something telling the Troupe to leave it alone. When the man recovered, all he could say is that &amp;quot;She&amp;quot; needed to be left alone and none have gone back to the island since. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Great Swamp&#039;&#039;&#039;&lt;br /&gt;
This great expanse of marshland is inhabited by lizardfolk and bullywugs according to the Troupe and, perhaps, a great winged beast as well that may or may not be a dragon. Some of the Troupe have been captured and eaten by the lizardfolk, making it unlikely that friendly negotiations can be made with these particular creatures. &lt;br /&gt;
Oddly enough, the Oborik attacked from this general direction and, apparently, made it through the swamps unscathed somehow. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Lush Green&#039;&#039;&#039;&lt;br /&gt;
This section of tropical woodlands is said to be ruled over by creatures known as ghost monkeys. Creatures that can control nature, steal items very stealthily, and possibly even fly. It has been proposed most recently that these creature may be upset nature spirits as they seem to attack when the trees or fruits of this area are threatened.&lt;/div&gt;</summary>
		<author><name>Stattick</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=The_Land_of_Spoils_and_Promised_Danger&amp;diff=375727</id>
		<title>The Land of Spoils and Promised Danger</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=The_Land_of_Spoils_and_Promised_Danger&amp;diff=375727"/>
		<updated>2019-12-30T03:35:16Z</updated>

		<summary type="html">&lt;p&gt;Stattick: /* The Explorers */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=The Background=&lt;br /&gt;
It is the largest unexplored continent in the World (for the World is what the everyday folk call this orb on which life teems while the learned scholars name the place Taermus).&lt;br /&gt;
This great new land is ripe for colonization by the King and Queen of Kingsland but the great minerals and other secrets hidden in the deep woods, mountains, and perhaps even in the swamps or icy glaciers are coveted by not only the throne but others who would seek out this land to plunder its spoils or to set up their own seat of power. &lt;br /&gt;
For those willing to help explore and protect the colonists of this new land, there is good work and spoils to be had for them as well. &lt;br /&gt;
Indeed, this is where we find the Troupe of the Newdawn, named for the new opportunities that await those brave explorers.&lt;br /&gt;
The Troupe has set up a consignment for able bodies explorers who would face the unknowns in this new land. &lt;br /&gt;
&lt;br /&gt;
Camp Newdawn is a modest establishment, having a makeshift &amp;quot;mess tent&amp;quot; that passes for a tavern and place to grab a small meal, the cabins where those of the Troupe and other visitors can get some rest, the Temple which is mostly devoted to Pelor but also holds a host of minor shrines as well, as well as the Officer&#039;s Tent for those of the Troupe who are considered its leaders, and a few storage tents for supplies and equipment. &lt;br /&gt;
&lt;br /&gt;
==The New Land Map==&lt;br /&gt;
As it Stands now:&lt;br /&gt;
&lt;br /&gt;
[https://imgur.com/hncwbLl]&lt;br /&gt;
&lt;br /&gt;
==The Explorers==&lt;br /&gt;
These are the brave (or desperate, or insane, or...nevermind) these are the explorers of the New Land. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dancer Under the Crescent Moon (Dancer to Her Allies)&#039;&#039;&#039;&lt;br /&gt;
Dancer is a Tabaxi Hexblade from the &amp;quot;Golden Deserts&amp;quot; of Kabarr in the East who wanders and looks for her next hunt, she especially has a distaste for raiders. &lt;br /&gt;
Played by: Talisman&lt;br /&gt;
[https://docs.google.com/document/d/16-GBUQ2ah_03RkX5eHMfOA6WK9xOQtMu-A4O6q50CNg/edit]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dr. Alfans Lunarre&#039;&#039;&#039;&lt;br /&gt;
The Longtooth Shifter Bloodhunter, Alfans is fresh from gaining his doctorate and ready to see the world outside of the tomes (and also a hunter of dark things).&lt;br /&gt;
Played by: Woolishly Grim&lt;br /&gt;
[https://www.dndbeyond.com/characters/20136023]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Meiovar[https://www.dndbeyond.com/profile/SturmRaven/characters/20097409]&#039;&#039;&#039;&lt;br /&gt;
This Half-Elf Sorceress is a mystery to her peers even in the collegiate realms where she studied. She roams the lands of the World looking for what might be over the next ridge and, especially, what ancient knowledge might be uncovered along the way. &lt;br /&gt;
Played by: Stormraven&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Iman&#039;&#039;&#039;&lt;br /&gt;
Iman is a Human druid who began an unremarkable life only to be sought out by her teacher and, she soon found, the World itself. She wanders the ways and wilds offering wisdom to those who seem in need of it.&lt;br /&gt;
Played by: Silvercat Moonpaw [https://wiki.rpg.net/index.php/Iman]&lt;br /&gt;
&amp;lt;!-- Iman&lt;br /&gt;
Age: 55&lt;br /&gt;
Hair: Black&lt;br /&gt;
Eyes: Brown&lt;br /&gt;
Female Human [Variant] Druid 3 (Circle of the Land [Desert])&lt;br /&gt;
Str 13 (+1), Dex 8 (-1), Con 13 (+1), Int 14 (+2), Wis 16 (+3), Cha 10 (+0)&lt;br /&gt;
Proficiency: +2&lt;br /&gt;
Armor Class: 12&lt;br /&gt;
Hit Points: 21&lt;br /&gt;
Armor: Light armor, medium armor, shields (druids will not wear armor or use shields made of metal)&lt;br /&gt;
Weapons: Clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears&lt;br /&gt;
Tools: Herbalism kit, Cook&#039;s utensils&lt;br /&gt;
Saving Throws: Intelligence +4, Wisdom +5&lt;br /&gt;
Skills: Animal Handling +5, Insight +5, Medicine +5, Perception +5, Survival +7 (Expertise), Nature +4&lt;br /&gt;
Languages: Common, Primordial, Sylvan, Druidic&lt;br /&gt;
Feats: Prodigy (XGE)&lt;br /&gt;
Features: Druidic, Spellcasting, Wild Shape, Druid Circle (Circle of the Land [Bonus Cantrip, Natural Recovery, Circle Spells])&lt;br /&gt;
Spellcasting: Cntr: 2+1; 1st: 4; 2nd: 2; 8 minutes prep; Save DC: 13; Spell attack: +5&lt;br /&gt;
Circle Spells: blur (2nd), silence (2nd)&lt;br /&gt;
Wild Shape: Max CR: 1/4; no flying or swimming; 1 hour; 2/rest&lt;br /&gt;
Equipment: club, wooden shield, leather armor, an explorer’s pack, a druidic focus&lt;br /&gt;
Combat: +3 attack (melee); +1 attack (ranged); club 1d4+1 B&lt;br /&gt;
&lt;br /&gt;
Here&#039;s the write-up after some looking around the Internet. I really don&#039;t have much of a background in mind:&lt;br /&gt;
Not really managing to make anything of herself it was only when a senior druid walked out of the badlands and said he&#039;d been sent to find her that her life started going anywhere. Once done with training she just sort of took to wandering. In some ways she&#039;s a fantasy Taoist.Iman&lt;br /&gt;
Age: 55&lt;br /&gt;
Hair: Black&lt;br /&gt;
Eyes: Brown&lt;br /&gt;
Female Human [Variant] Druid 3 (Circle of the Land [Desert])&lt;br /&gt;
Str 13 (+1), Dex 8 (-1), Con 13 (+1), Int 14 (+2), Wis 16 (+3), Cha 10 (+0)&lt;br /&gt;
Proficiency: +2&lt;br /&gt;
Armor Class: 12&lt;br /&gt;
Hit Points: 21&lt;br /&gt;
Armor: Light armor, medium armor, shields (druids will not wear armor or use shields made of metal)&lt;br /&gt;
Weapons: Clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears&lt;br /&gt;
Tools: Herbalism kit, Cook&#039;s utensils&lt;br /&gt;
Saving Throws: Intelligence +4, Wisdom +5&lt;br /&gt;
Skills: Animal Handling +5, Insight +5, Medicine +5, Perception +5, Survival +7 (Expertise), Nature +4&lt;br /&gt;
Languages: Common, Primordial, Sylvan, Druidic&lt;br /&gt;
Feats: Prodigy (XGE)&lt;br /&gt;
Features: Druidic, Spellcasting, Wild Shape, Druid Circle (Circle of the Land [Bonus Cantrip, Natural Recovery, Circle Spells])&lt;br /&gt;
Spellcasting: Cntr: 2+1; 1st: 4; 2nd: 2; 8 minutes prep; Save DC: 13; Spell attack: +5&lt;br /&gt;
Circle Spells: blur (2nd), silence (2nd)&lt;br /&gt;
Wild Shape: Max CR: 1/4; no flying or swimming; 1 hour; 2/rest&lt;br /&gt;
Equipment: club, wooden shield, leather armor, an explorer’s pack, a druidic focus&lt;br /&gt;
Combat: +3 attack (melee); +1 attack (ranged); club 1d4+1 B&lt;br /&gt;
&lt;br /&gt;
Here&#039;s the write-up after some looking around the Internet. I really don&#039;t have much of a background in mind:&lt;br /&gt;
Not really managing to make anything of herself it was only when a senior druid walked out of the badlands and said he&#039;d been sent to find her that her life started going anywhere. Once done with training she just sort of took to wandering. In some ways she&#039;s a fantasy Taoist. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Thol Wolf-Brother, Son of Hrin&#039;&#039;&#039;&lt;br /&gt;
A wandering Human barbarian far from his home and clan in the Great North, Thol has great respect for his axes and his drink. His allies are happy to have him pointed at their enemies.&lt;br /&gt;
Played by: Archer &lt;br /&gt;
[https://www.dndbeyond.com/characters/20097730/Ef0tPN]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Zass&#039;&#039;&#039;&lt;br /&gt;
Zass is a Yuan Ti Pureblood, or perhaps it should be said she was until being cursed by the Fey and bound to them. Now her emotions have been unleashed as she uses stealth and magic as a Thief/Warlock to make her way through the world, lost to her own people. &lt;br /&gt;
Played by: Stattick&lt;br /&gt;
&lt;br /&gt;
[https://wiki.rpg.net/index.php/Zass Zass]&lt;br /&gt;
&lt;br /&gt;
==The Troupe of Newdawn==&lt;br /&gt;
The Troupe of Newdawn are a group of people who represent the influential and wealthy of Kingsland as well as the group of colonists hoping to call the New Land home one day. &lt;br /&gt;
This small group is in charge of the exploration and clearing of (when necessary) the unexplored territories of the New Land. &lt;br /&gt;
The group consists of ex soldiers from the King and Queen&#039;s army, mercenaries, and others in the opportune position to strike out for an unexplored part of the world and those who can &amp;quot;get the job done&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Commandant Horris Belevante&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This stalwart human is typically seen in his retired uniform from the King&#039;s Guard. His long gray hair shows his years where his strong and confident physique doe not.&lt;br /&gt;
The Commandant oversees the entire operation of the Troupe, from everyday affairs such as ration shortages or, if the Troupe is lucky, overages, and any petty squabbles the Troupe (or its visitors) may have to larger threats such as raids by monsters or &amp;quot;competition&amp;quot; showing up. &lt;br /&gt;
Though Exploration and the purging of dangerous and vile creatures is a primary concern of the Commandant, his main concern is the safety of the Troupe (without the Troupe the operation is lost, after all) and with the help of his second, Bijinn Umi, and the &amp;quot;Good Captain Bashaar Firescale&amp;quot; is ready to evacuate the Troupe to the Captains ship, the Silt Maiden, at a moment&#039;s notice. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bijinn Umi&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Bijinn Umi is a mysterious woman, presumably human though very pale, from the Mysterious East, calling her home on the rare times she talks about her home, as the Bay of Jade. &lt;br /&gt;
Bijinn Umi does not talk a lot and seems very shy on matters that pertain to her, directly, and is very vocal on giving orders as the &amp;quot;second&amp;quot; to the Commandant. &lt;br /&gt;
She is skilled in tactics and combat both, carrying twin blades with a bluish metal tint and inspiring confidence in all of her allies. Though an enigma from an even more enigmatic land, she has won the trust and respect of her peers and is treated as one of the Troupe just as much as any who might be more &amp;quot;local&amp;quot;. &lt;br /&gt;
Bijinn Umi is responsible for a lot of the items that the Commandant just can&#039;t juggle and is, in particular, responsible for the security of Camp Newdawn. It is whispered around camp that Bijinn Umi often makes weather predictions with amazing and unnerving accuracy, impressing even the resident magical expert of the Troupe, Skalahazz.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Kalen&#039;&#039;&#039; &lt;br /&gt;
Kalen is a simple and average-appearing man until he talks, at which point he demands the attention of those aorund him with his deep voice which fits his representation and devotion to Pelor whose sun-symbol is worn about the man&#039;s neck boldly and proudly. &lt;br /&gt;
The priest of the Troupe and keeper of the Temple, a simple cabin with a major shrine to Pelor and minor shrines to &amp;quot;lesser&amp;quot; deities, Kalen serves as the Troupe&#039;s healer, spiritual guide, and simple confidant when necessary. Kalen is also seen pitching in wherever necessary (and whenever the opportunity to teach others about the Father of the Light. &lt;br /&gt;
Next to Bijinn Umi, Kalen is likey the most trusted person in the Troupe not only to the Commandant but to the Troupe as a whole. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Verna Brushbrittle&#039;&#039;&#039;&lt;br /&gt;
Verna is a halfling but no one sees her as that diminutive race, what they see in Verna is that she is a master chef that could cook for the King and Queen&#039;s table in the Great Halls themselves. &lt;br /&gt;
Verna&#039;s best talent is taking what little rations and hunted game there is in Camp Newdawn and creating something amazing from it. Her meals are the stuff of legends the way the folk of the Troupe talk and the &amp;quot;Mess Tent&amp;quot; is virtually packed and as wonderful smelling as any tavern or inn when good food and drink are about. &lt;br /&gt;
The Troupe are especially fond of the Newberry Wine, a special concoction that Verna has discovered and created from the local &amp;quot;Newberries&amp;quot; discovered in the New Land. As intoxicating as wine and as sweet as Sweet Water served in any Tavern or Inn. &lt;br /&gt;
Verna cannot be underestimated as being more than capable of taking care of herself, either. Many a man much larger than she has come to fear her switch for getting into her stores or trying to help themselves to her stew pot. &lt;br /&gt;
Her second is a young halforc boy named Timid which fits him well as he is very shy and afraid that his heritage will earn him ill will. But Verna demands respect of her cooking pupil and the Troupe give it, even calling Timid Verna&#039;s son. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shalahazz&#039;&#039;&#039;&lt;br /&gt;
An elf whose powers are unmatched in the variety of spellcasters in the Troupe, Shalahazz&#039;s source of magic is also a deep mystery and most, even fellow spellcasters, can&#039;t pin him down as a Wizard, a Sorcerer, or a Warlock of some sort. &lt;br /&gt;
This elf looks noble born with the most sharp and perfect features of his race, but his ageless features common to his people is marred by the streak of silver in his hair which starts at the brow and continues around to his long locks. He doesn&#039;t talk about this, pointing out that the color of his hair has little to do with academia or important magical matters of the Troupe. &lt;br /&gt;
He has proven himself continuously and is known for his magical battle prowess as one of the first in the company to fight off a monster attack when the Troupe established camp, but his serious and mysterious air is often offputting to the others of the Troupe. &lt;br /&gt;
Shalahazz is often busy studying in his tent which is fairly good sized as it also serves as the magical market of the Camp though the selling and buying duties are left decidedly to Thellen Stareye the young human man under his tutelage and also the shopkeep of &amp;quot;Shalahazz&#039;s Wonders&amp;quot; as the tent has come to be called. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Troupe Watch&#039;&#039;&#039;&lt;br /&gt;
The Watch are warriors and wizards who serve to guard Camp Newdawn as well as working as gatherers of food, wood, flora, and other resources necessary to keep the Troupe sustained. Though the Watch are behooven to both Bijinn Umi and Commandant Belevante, the Watch&#039;s leader of sorts is Watch Commander Eulis (known not to her face as Eulis the Red after her former pirate name).  &lt;br /&gt;
The Watch is composed of all sorts of folks from all sorts of backgrounds who have come to be a kind of family, respecting one another despite some of their differences both culturally and ethically.  &lt;br /&gt;
All members of the Watch have proven themselves capable and, more importantly, loyal. It doesn&#039;t hurt that Eulis has made it clear that those who work against the Troupe&#039;s purpose or prove unworthy of the Troupe&#039;s trust will be exiled from the camp into the unknown of the New Land never to return on promise of death. &lt;br /&gt;
To date, this threat has only been carried out once but no one talks about the details, telling any who inquire to take it up with Eulis, herself, if they dare. &lt;br /&gt;
Thanks to the Watch and their competence as warriors and spellcasters both, the Campo has been left mostly peaceful since the first monster attack was turned away. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Oborik&#039;&#039;&#039;&lt;br /&gt;
This is a word that immediately raises alarms in the Camp as anyone coming to work for or visit the Troupe is hastenly told. &lt;br /&gt;
The Oborik are a group of monsters local to the New Land who could be called goblins or ogres or orks, save for the fact that they have a unique appearance and vary in size between all three of the before mentioned.&lt;br /&gt;
They are called Oborik because that is the only words they utter (and the Troupe isn&#039;t sure that they got the word right with the monsters&#039; thick gutterish accents). &lt;br /&gt;
The creatures are described as very pale creatures with golden wolf-like eyes and black claw-like nails. They have blood red fur which acts as hair but courses down the back of their necks and backs resembling something closer to fur. &lt;br /&gt;
They are sneaky and competent fighters but have not been seen again since the first raid, other than in small bands that have been wiped out or avoided.&lt;br /&gt;
&lt;br /&gt;
==Camp NewDawn==&lt;br /&gt;
Camp NewDawn is often just called the Camp by the Troupe. The place is in its humble beginnings but yearns to become a port town one day.&lt;br /&gt;
&#039;&#039;&#039;The Commissions Tent&#039;&#039;&#039;&lt;br /&gt;
This is where groups meet to discuss affairs and to determine what the various groups of the Troupe of NewDawn will be doing from day to day. &lt;br /&gt;
The entire Troupe is lined up here in the morning directly after breakfast to receive their daily work orders. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Explorers Quarters&#039;&#039;&#039;&lt;br /&gt;
This is where the Explorers, the newcomers to the New Land lay their head, clean up, and stow their items they don&#039;t care to carry about with them. &lt;br /&gt;
The place is centered by a round-ish table with the map of the New Land on it as well as a few ink wells and quills to make adjustments to the map and make plans for what to explore next. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Mess Tent&#039;&#039;&#039;&lt;br /&gt;
Also just called the Mess, this is where the halfling cook and her half-orc helper prepare meals. And they do a very good job of it as well. The tent is never empty during meal times, especially when the Camp is alive with the aroma of fresh baked bread from Verna&#039;s small oven that it is said was a gift from a gnomish merchant. Verna&#039;s half-orc helper also guards the stores, the tent directly behind the Mess where the Camp&#039;s food is kept and carefully rationed out by Verna, herself. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pelor&#039;s Light&#039;&#039;&#039;&lt;br /&gt;
Also called the Temple Tent, this is where the Troupe go to worship, to commune with Kalen, also called Father by many and Kalen of Pelor&#039;s Grace by those who really want to try to earn his favor or respect. Though Kalen is not the only one in the Camp capable of healing, he is the only one capable of bestowing Blessings and will do so sparingly to those he finds truly worthy or in need. He is serious in his devotion and piety but he is also the friendliest face one is likely to encounter in the Camp.&lt;br /&gt;
The temple tent, itself, is centered by the shrine of Pelor and the large, carved stone sun that is the center of Pelor&#039;s Shrine. But, surrounding the place in a circle are shrines ot other minor deities of travel, nature, and good fortune.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Command&#039;&#039;&#039;&lt;br /&gt;
This is the only actual cabin in the Camp. It is the quarters of the Commandant Horris Belavante on a second floor with the first floor having two smaller quarters for Umi Bijinn and Watch Commander Eulis. Aside from the quarters, this cabin also has a sitting room which is both a haven for the Troupe&#039;s upper command ass well as a meeting place when a meeting is truly necessary outside of the Commissions Tent. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Provisioner&#039;&#039;&#039;&lt;br /&gt;
The company&#039;s provisions officer as he prefers to be called, is a strange fellow named Rathaen. Strange in so much that he is shaped like a dwarf made completely of brass. His eyes are two precious gemstones and he seems to possess strength enough to pound out metal in his smithe by hand. He is often dodging the curiosities of the local wizard, Shalahazz who has offered to pay him to be studied. Rathaen insists, however, that he has no need of earthly treasures though he is quite fond of masterful works of weapons and art, especially stone and metal carved art which he will gladly pay a lot for. Though Rathaen seems to be a construct of some sort, he has a personality and appears to be free willed, even stubborn in some regards. He is forthright and open to the fact that he has no memory or knowledge of where he has come from or what, exactly, he is. &lt;br /&gt;
The prices that Rathaen charge are very fair, only slightly above the standard prices in towns and cities due to the short resources and supply and demand, especially for arrows and bolts and any &amp;quot;profits&amp;quot; he makes that he doesn&#039;t use to buy artwork from travelers he gives to the Camp, itself to help it grow. &lt;br /&gt;
&lt;br /&gt;
==Places Of Interest==&lt;br /&gt;
The New Land is an unexplored, vast continent full of places both beautiful and dangerous, some even terrifying. &lt;br /&gt;
The Troupe of NewDawn have scarcely touched the surface of the land and mapped out even less of it. But a little knowledge can be better than no knowledge at all. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Peaceful Isles&#039;&#039;&#039;&lt;br /&gt;
This place is said to live up to its name and offers some food, good fishing, and resources, though these resources are limited and in order to avoid stripping the isles, the Troupe would like to find other resources in the New Land, itself. &lt;br /&gt;
This is a place where both the Troupe of NewDawn and the crew of the Silt Maiden go to relax and enjoy themselves when time allows. &lt;br /&gt;
The foliage here is green and tropical and the fish colorful and bright. The Newberries grow plentiful here, which the cooks in Camp NewDawn enjoy using for pies, drnks, and other refreshing fixings. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Island of the Witch&#039;&#039;&#039;&lt;br /&gt;
This island in contrast to the peaceful isles is a place covered in mists and mystery. The only group sent here to look around came back murderous and mindless save for a message that had been left with one man who had been controlled by something telling the Troupe to leave it alone. When the man recovered, all he could say is that &amp;quot;She&amp;quot; needed to be left alone and none have gone back to the island since. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Great Swamp&#039;&#039;&#039;&lt;br /&gt;
This great expanse of marshland is inhabited by lizardfolk and bullywugs according to the Troupe and, perhaps, a great winged beast as well that may or may not be a dragon. Some of the Troupe have been captured and eaten by the lizardfolk, making it unlikely that friendly negotiations can be made with these particular creatures. &lt;br /&gt;
Oddly enough, the Oborik attacked from this general direction and, apparently, made it through the swamps unscathed somehow. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Lush Green&#039;&#039;&#039;&lt;br /&gt;
This section of tropical woodlands is said to be ruled over by creatures known as ghost monkeys. Creatures that can control nature, steal items very stealthily, and possibly even fly. It has been proposed most recently that these creature may be upset nature spirits as they seem to attack when the trees or fruits of this area are threatened.&lt;/div&gt;</summary>
		<author><name>Stattick</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=The_Land_of_Spoils_and_Promised_Danger&amp;diff=375724</id>
		<title>The Land of Spoils and Promised Danger</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=The_Land_of_Spoils_and_Promised_Danger&amp;diff=375724"/>
		<updated>2019-12-30T03:32:22Z</updated>

		<summary type="html">&lt;p&gt;Stattick: /* The Explorers */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=The Background=&lt;br /&gt;
It is the largest unexplored continent in the World (for the World is what the everyday folk call this orb on which life teems while the learned scholars name the place Taermus).&lt;br /&gt;
This great new land is ripe for colonization by the King and Queen of Kingsland but the great minerals and other secrets hidden in the deep woods, mountains, and perhaps even in the swamps or icy glaciers are coveted by not only the throne but others who would seek out this land to plunder its spoils or to set up their own seat of power. &lt;br /&gt;
For those willing to help explore and protect the colonists of this new land, there is good work and spoils to be had for them as well. &lt;br /&gt;
Indeed, this is where we find the Troupe of the Newdawn, named for the new opportunities that await those brave explorers.&lt;br /&gt;
The Troupe has set up a consignment for able bodies explorers who would face the unknowns in this new land. &lt;br /&gt;
&lt;br /&gt;
Camp Newdawn is a modest establishment, having a makeshift &amp;quot;mess tent&amp;quot; that passes for a tavern and place to grab a small meal, the cabins where those of the Troupe and other visitors can get some rest, the Temple which is mostly devoted to Pelor but also holds a host of minor shrines as well, as well as the Officer&#039;s Tent for those of the Troupe who are considered its leaders, and a few storage tents for supplies and equipment. &lt;br /&gt;
&lt;br /&gt;
==The New Land Map==&lt;br /&gt;
As it Stands now:&lt;br /&gt;
&lt;br /&gt;
[https://imgur.com/hncwbLl]&lt;br /&gt;
&lt;br /&gt;
==The Explorers==&lt;br /&gt;
These are the brave (or desperate, or insane, or...nevermind) these are the explorers of the New Land. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dancer Under the Crescent Moon (Dancer to Her Allies)&#039;&#039;&#039;&lt;br /&gt;
Dancer is a Tabaxi Hexblade from the &amp;quot;Golden Deserts&amp;quot; of Kabarr in the East who wanders and looks for her next hunt, she especially has a distaste for raiders. &lt;br /&gt;
Played by: Talisman&lt;br /&gt;
[https://docs.google.com/document/d/16-GBUQ2ah_03RkX5eHMfOA6WK9xOQtMu-A4O6q50CNg/edit]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dr. Alfans Lunarre&#039;&#039;&#039;&lt;br /&gt;
The Longtooth Shifter Bloodhunter, Alfans is fresh from gaining his doctorate and ready to see the world outside of the tomes (and also a hunter of dark things).&lt;br /&gt;
Played by: Woolishly Grim&lt;br /&gt;
[https://www.dndbeyond.com/characters/20136023]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Meiovar[https://www.dndbeyond.com/profile/SturmRaven/characters/20097409]&#039;&#039;&#039;&lt;br /&gt;
This Half-Elf Sorceress is a mystery to her peers even in the collegiate realms where she studied. She roams the lands of the World looking for what might be over the next ridge and, especially, what ancient knowledge might be uncovered along the way. &lt;br /&gt;
Played by: Stormraven&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Iman&#039;&#039;&#039;&lt;br /&gt;
Iman is a Human druid who began an unremarkable life only to be sought out by her teacher and, she soon found, the World itself. She wanders the ways and wilds offering wisdom to those who seem in need of it.&lt;br /&gt;
Played by: Silvercat Moonpaw [https://wiki.rpg.net/index.php/Iman]&lt;br /&gt;
&amp;lt;!-- Iman&lt;br /&gt;
Age: 55&lt;br /&gt;
Hair: Black&lt;br /&gt;
Eyes: Brown&lt;br /&gt;
Female Human [Variant] Druid 3 (Circle of the Land [Desert])&lt;br /&gt;
Str 13 (+1), Dex 8 (-1), Con 13 (+1), Int 14 (+2), Wis 16 (+3), Cha 10 (+0)&lt;br /&gt;
Proficiency: +2&lt;br /&gt;
Armor Class: 12&lt;br /&gt;
Hit Points: 21&lt;br /&gt;
Armor: Light armor, medium armor, shields (druids will not wear armor or use shields made of metal)&lt;br /&gt;
Weapons: Clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears&lt;br /&gt;
Tools: Herbalism kit, Cook&#039;s utensils&lt;br /&gt;
Saving Throws: Intelligence +4, Wisdom +5&lt;br /&gt;
Skills: Animal Handling +5, Insight +5, Medicine +5, Perception +5, Survival +7 (Expertise), Nature +4&lt;br /&gt;
Languages: Common, Primordial, Sylvan, Druidic&lt;br /&gt;
Feats: Prodigy (XGE)&lt;br /&gt;
Features: Druidic, Spellcasting, Wild Shape, Druid Circle (Circle of the Land [Bonus Cantrip, Natural Recovery, Circle Spells])&lt;br /&gt;
Spellcasting: Cntr: 2+1; 1st: 4; 2nd: 2; 8 minutes prep; Save DC: 13; Spell attack: +5&lt;br /&gt;
Circle Spells: blur (2nd), silence (2nd)&lt;br /&gt;
Wild Shape: Max CR: 1/4; no flying or swimming; 1 hour; 2/rest&lt;br /&gt;
Equipment: club, wooden shield, leather armor, an explorer’s pack, a druidic focus&lt;br /&gt;
Combat: +3 attack (melee); +1 attack (ranged); club 1d4+1 B&lt;br /&gt;
&lt;br /&gt;
Here&#039;s the write-up after some looking around the Internet. I really don&#039;t have much of a background in mind:&lt;br /&gt;
Not really managing to make anything of herself it was only when a senior druid walked out of the badlands and said he&#039;d been sent to find her that her life started going anywhere. Once done with training she just sort of took to wandering. In some ways she&#039;s a fantasy Taoist.Iman&lt;br /&gt;
Age: 55&lt;br /&gt;
Hair: Black&lt;br /&gt;
Eyes: Brown&lt;br /&gt;
Female Human [Variant] Druid 3 (Circle of the Land [Desert])&lt;br /&gt;
Str 13 (+1), Dex 8 (-1), Con 13 (+1), Int 14 (+2), Wis 16 (+3), Cha 10 (+0)&lt;br /&gt;
Proficiency: +2&lt;br /&gt;
Armor Class: 12&lt;br /&gt;
Hit Points: 21&lt;br /&gt;
Armor: Light armor, medium armor, shields (druids will not wear armor or use shields made of metal)&lt;br /&gt;
Weapons: Clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears&lt;br /&gt;
Tools: Herbalism kit, Cook&#039;s utensils&lt;br /&gt;
Saving Throws: Intelligence +4, Wisdom +5&lt;br /&gt;
Skills: Animal Handling +5, Insight +5, Medicine +5, Perception +5, Survival +7 (Expertise), Nature +4&lt;br /&gt;
Languages: Common, Primordial, Sylvan, Druidic&lt;br /&gt;
Feats: Prodigy (XGE)&lt;br /&gt;
Features: Druidic, Spellcasting, Wild Shape, Druid Circle (Circle of the Land [Bonus Cantrip, Natural Recovery, Circle Spells])&lt;br /&gt;
Spellcasting: Cntr: 2+1; 1st: 4; 2nd: 2; 8 minutes prep; Save DC: 13; Spell attack: +5&lt;br /&gt;
Circle Spells: blur (2nd), silence (2nd)&lt;br /&gt;
Wild Shape: Max CR: 1/4; no flying or swimming; 1 hour; 2/rest&lt;br /&gt;
Equipment: club, wooden shield, leather armor, an explorer’s pack, a druidic focus&lt;br /&gt;
Combat: +3 attack (melee); +1 attack (ranged); club 1d4+1 B&lt;br /&gt;
&lt;br /&gt;
Here&#039;s the write-up after some looking around the Internet. I really don&#039;t have much of a background in mind:&lt;br /&gt;
Not really managing to make anything of herself it was only when a senior druid walked out of the badlands and said he&#039;d been sent to find her that her life started going anywhere. Once done with training she just sort of took to wandering. In some ways she&#039;s a fantasy Taoist. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Thol Wolf-Brother, Son of Hrin&#039;&#039;&#039;&lt;br /&gt;
A wandering Human barbarian far from his home and clan in the Great North, Thol has great respect for his axes and his drink. His allies are happy to have him pointed at their enemies.&lt;br /&gt;
Played by: Archer &lt;br /&gt;
[https://www.dndbeyond.com/characters/20097730/Ef0tPN]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Zass&#039;&#039;&#039;&lt;br /&gt;
Zass is a Yuan Ti Pureblood, or perhaps it should be said she was until being cursed by the Fey and bound to them. Now her emotions have been unleashed as she uses stealth and magic as a Thief/Warlock to make her way through the world, lost to her own people. &lt;br /&gt;
Played by: Stattick&lt;br /&gt;
&lt;br /&gt;
[https://wiki.rpg.net/index.php/Zass]&lt;br /&gt;
&lt;br /&gt;
==The Troupe of Newdawn==&lt;br /&gt;
The Troupe of Newdawn are a group of people who represent the influential and wealthy of Kingsland as well as the group of colonists hoping to call the New Land home one day. &lt;br /&gt;
This small group is in charge of the exploration and clearing of (when necessary) the unexplored territories of the New Land. &lt;br /&gt;
The group consists of ex soldiers from the King and Queen&#039;s army, mercenaries, and others in the opportune position to strike out for an unexplored part of the world and those who can &amp;quot;get the job done&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Commandant Horris Belevante&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This stalwart human is typically seen in his retired uniform from the King&#039;s Guard. His long gray hair shows his years where his strong and confident physique doe not.&lt;br /&gt;
The Commandant oversees the entire operation of the Troupe, from everyday affairs such as ration shortages or, if the Troupe is lucky, overages, and any petty squabbles the Troupe (or its visitors) may have to larger threats such as raids by monsters or &amp;quot;competition&amp;quot; showing up. &lt;br /&gt;
Though Exploration and the purging of dangerous and vile creatures is a primary concern of the Commandant, his main concern is the safety of the Troupe (without the Troupe the operation is lost, after all) and with the help of his second, Bijinn Umi, and the &amp;quot;Good Captain Bashaar Firescale&amp;quot; is ready to evacuate the Troupe to the Captains ship, the Silt Maiden, at a moment&#039;s notice. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bijinn Umi&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Bijinn Umi is a mysterious woman, presumably human though very pale, from the Mysterious East, calling her home on the rare times she talks about her home, as the Bay of Jade. &lt;br /&gt;
Bijinn Umi does not talk a lot and seems very shy on matters that pertain to her, directly, and is very vocal on giving orders as the &amp;quot;second&amp;quot; to the Commandant. &lt;br /&gt;
She is skilled in tactics and combat both, carrying twin blades with a bluish metal tint and inspiring confidence in all of her allies. Though an enigma from an even more enigmatic land, she has won the trust and respect of her peers and is treated as one of the Troupe just as much as any who might be more &amp;quot;local&amp;quot;. &lt;br /&gt;
Bijinn Umi is responsible for a lot of the items that the Commandant just can&#039;t juggle and is, in particular, responsible for the security of Camp Newdawn. It is whispered around camp that Bijinn Umi often makes weather predictions with amazing and unnerving accuracy, impressing even the resident magical expert of the Troupe, Skalahazz.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Kalen&#039;&#039;&#039; &lt;br /&gt;
Kalen is a simple and average-appearing man until he talks, at which point he demands the attention of those aorund him with his deep voice which fits his representation and devotion to Pelor whose sun-symbol is worn about the man&#039;s neck boldly and proudly. &lt;br /&gt;
The priest of the Troupe and keeper of the Temple, a simple cabin with a major shrine to Pelor and minor shrines to &amp;quot;lesser&amp;quot; deities, Kalen serves as the Troupe&#039;s healer, spiritual guide, and simple confidant when necessary. Kalen is also seen pitching in wherever necessary (and whenever the opportunity to teach others about the Father of the Light. &lt;br /&gt;
Next to Bijinn Umi, Kalen is likey the most trusted person in the Troupe not only to the Commandant but to the Troupe as a whole. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Verna Brushbrittle&#039;&#039;&#039;&lt;br /&gt;
Verna is a halfling but no one sees her as that diminutive race, what they see in Verna is that she is a master chef that could cook for the King and Queen&#039;s table in the Great Halls themselves. &lt;br /&gt;
Verna&#039;s best talent is taking what little rations and hunted game there is in Camp Newdawn and creating something amazing from it. Her meals are the stuff of legends the way the folk of the Troupe talk and the &amp;quot;Mess Tent&amp;quot; is virtually packed and as wonderful smelling as any tavern or inn when good food and drink are about. &lt;br /&gt;
The Troupe are especially fond of the Newberry Wine, a special concoction that Verna has discovered and created from the local &amp;quot;Newberries&amp;quot; discovered in the New Land. As intoxicating as wine and as sweet as Sweet Water served in any Tavern or Inn. &lt;br /&gt;
Verna cannot be underestimated as being more than capable of taking care of herself, either. Many a man much larger than she has come to fear her switch for getting into her stores or trying to help themselves to her stew pot. &lt;br /&gt;
Her second is a young halforc boy named Timid which fits him well as he is very shy and afraid that his heritage will earn him ill will. But Verna demands respect of her cooking pupil and the Troupe give it, even calling Timid Verna&#039;s son. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shalahazz&#039;&#039;&#039;&lt;br /&gt;
An elf whose powers are unmatched in the variety of spellcasters in the Troupe, Shalahazz&#039;s source of magic is also a deep mystery and most, even fellow spellcasters, can&#039;t pin him down as a Wizard, a Sorcerer, or a Warlock of some sort. &lt;br /&gt;
This elf looks noble born with the most sharp and perfect features of his race, but his ageless features common to his people is marred by the streak of silver in his hair which starts at the brow and continues around to his long locks. He doesn&#039;t talk about this, pointing out that the color of his hair has little to do with academia or important magical matters of the Troupe. &lt;br /&gt;
He has proven himself continuously and is known for his magical battle prowess as one of the first in the company to fight off a monster attack when the Troupe established camp, but his serious and mysterious air is often offputting to the others of the Troupe. &lt;br /&gt;
Shalahazz is often busy studying in his tent which is fairly good sized as it also serves as the magical market of the Camp though the selling and buying duties are left decidedly to Thellen Stareye the young human man under his tutelage and also the shopkeep of &amp;quot;Shalahazz&#039;s Wonders&amp;quot; as the tent has come to be called. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Troupe Watch&#039;&#039;&#039;&lt;br /&gt;
The Watch are warriors and wizards who serve to guard Camp Newdawn as well as working as gatherers of food, wood, flora, and other resources necessary to keep the Troupe sustained. Though the Watch are behooven to both Bijinn Umi and Commandant Belevante, the Watch&#039;s leader of sorts is Watch Commander Eulis (known not to her face as Eulis the Red after her former pirate name).  &lt;br /&gt;
The Watch is composed of all sorts of folks from all sorts of backgrounds who have come to be a kind of family, respecting one another despite some of their differences both culturally and ethically.  &lt;br /&gt;
All members of the Watch have proven themselves capable and, more importantly, loyal. It doesn&#039;t hurt that Eulis has made it clear that those who work against the Troupe&#039;s purpose or prove unworthy of the Troupe&#039;s trust will be exiled from the camp into the unknown of the New Land never to return on promise of death. &lt;br /&gt;
To date, this threat has only been carried out once but no one talks about the details, telling any who inquire to take it up with Eulis, herself, if they dare. &lt;br /&gt;
Thanks to the Watch and their competence as warriors and spellcasters both, the Campo has been left mostly peaceful since the first monster attack was turned away. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Oborik&#039;&#039;&#039;&lt;br /&gt;
This is a word that immediately raises alarms in the Camp as anyone coming to work for or visit the Troupe is hastenly told. &lt;br /&gt;
The Oborik are a group of monsters local to the New Land who could be called goblins or ogres or orks, save for the fact that they have a unique appearance and vary in size between all three of the before mentioned.&lt;br /&gt;
They are called Oborik because that is the only words they utter (and the Troupe isn&#039;t sure that they got the word right with the monsters&#039; thick gutterish accents). &lt;br /&gt;
The creatures are described as very pale creatures with golden wolf-like eyes and black claw-like nails. They have blood red fur which acts as hair but courses down the back of their necks and backs resembling something closer to fur. &lt;br /&gt;
They are sneaky and competent fighters but have not been seen again since the first raid, other than in small bands that have been wiped out or avoided.&lt;br /&gt;
&lt;br /&gt;
==Camp NewDawn==&lt;br /&gt;
Camp NewDawn is often just called the Camp by the Troupe. The place is in its humble beginnings but yearns to become a port town one day.&lt;br /&gt;
&#039;&#039;&#039;The Commissions Tent&#039;&#039;&#039;&lt;br /&gt;
This is where groups meet to discuss affairs and to determine what the various groups of the Troupe of NewDawn will be doing from day to day. &lt;br /&gt;
The entire Troupe is lined up here in the morning directly after breakfast to receive their daily work orders. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Explorers Quarters&#039;&#039;&#039;&lt;br /&gt;
This is where the Explorers, the newcomers to the New Land lay their head, clean up, and stow their items they don&#039;t care to carry about with them. &lt;br /&gt;
The place is centered by a round-ish table with the map of the New Land on it as well as a few ink wells and quills to make adjustments to the map and make plans for what to explore next. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Mess Tent&#039;&#039;&#039;&lt;br /&gt;
Also just called the Mess, this is where the halfling cook and her half-orc helper prepare meals. And they do a very good job of it as well. The tent is never empty during meal times, especially when the Camp is alive with the aroma of fresh baked bread from Verna&#039;s small oven that it is said was a gift from a gnomish merchant. Verna&#039;s half-orc helper also guards the stores, the tent directly behind the Mess where the Camp&#039;s food is kept and carefully rationed out by Verna, herself. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pelor&#039;s Light&#039;&#039;&#039;&lt;br /&gt;
Also called the Temple Tent, this is where the Troupe go to worship, to commune with Kalen, also called Father by many and Kalen of Pelor&#039;s Grace by those who really want to try to earn his favor or respect. Though Kalen is not the only one in the Camp capable of healing, he is the only one capable of bestowing Blessings and will do so sparingly to those he finds truly worthy or in need. He is serious in his devotion and piety but he is also the friendliest face one is likely to encounter in the Camp.&lt;br /&gt;
The temple tent, itself, is centered by the shrine of Pelor and the large, carved stone sun that is the center of Pelor&#039;s Shrine. But, surrounding the place in a circle are shrines ot other minor deities of travel, nature, and good fortune.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Command&#039;&#039;&#039;&lt;br /&gt;
This is the only actual cabin in the Camp. It is the quarters of the Commandant Horris Belavante on a second floor with the first floor having two smaller quarters for Umi Bijinn and Watch Commander Eulis. Aside from the quarters, this cabin also has a sitting room which is both a haven for the Troupe&#039;s upper command ass well as a meeting place when a meeting is truly necessary outside of the Commissions Tent. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Provisioner&#039;&#039;&#039;&lt;br /&gt;
The company&#039;s provisions officer as he prefers to be called, is a strange fellow named Rathaen. Strange in so much that he is shaped like a dwarf made completely of brass. His eyes are two precious gemstones and he seems to possess strength enough to pound out metal in his smithe by hand. He is often dodging the curiosities of the local wizard, Shalahazz who has offered to pay him to be studied. Rathaen insists, however, that he has no need of earthly treasures though he is quite fond of masterful works of weapons and art, especially stone and metal carved art which he will gladly pay a lot for. Though Rathaen seems to be a construct of some sort, he has a personality and appears to be free willed, even stubborn in some regards. He is forthright and open to the fact that he has no memory or knowledge of where he has come from or what, exactly, he is. &lt;br /&gt;
The prices that Rathaen charge are very fair, only slightly above the standard prices in towns and cities due to the short resources and supply and demand, especially for arrows and bolts and any &amp;quot;profits&amp;quot; he makes that he doesn&#039;t use to buy artwork from travelers he gives to the Camp, itself to help it grow. &lt;br /&gt;
&lt;br /&gt;
==Places Of Interest==&lt;br /&gt;
The New Land is an unexplored, vast continent full of places both beautiful and dangerous, some even terrifying. &lt;br /&gt;
The Troupe of NewDawn have scarcely touched the surface of the land and mapped out even less of it. But a little knowledge can be better than no knowledge at all. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Peaceful Isles&#039;&#039;&#039;&lt;br /&gt;
This place is said to live up to its name and offers some food, good fishing, and resources, though these resources are limited and in order to avoid stripping the isles, the Troupe would like to find other resources in the New Land, itself. &lt;br /&gt;
This is a place where both the Troupe of NewDawn and the crew of the Silt Maiden go to relax and enjoy themselves when time allows. &lt;br /&gt;
The foliage here is green and tropical and the fish colorful and bright. The Newberries grow plentiful here, which the cooks in Camp NewDawn enjoy using for pies, drnks, and other refreshing fixings. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Island of the Witch&#039;&#039;&#039;&lt;br /&gt;
This island in contrast to the peaceful isles is a place covered in mists and mystery. The only group sent here to look around came back murderous and mindless save for a message that had been left with one man who had been controlled by something telling the Troupe to leave it alone. When the man recovered, all he could say is that &amp;quot;She&amp;quot; needed to be left alone and none have gone back to the island since. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Great Swamp&#039;&#039;&#039;&lt;br /&gt;
This great expanse of marshland is inhabited by lizardfolk and bullywugs according to the Troupe and, perhaps, a great winged beast as well that may or may not be a dragon. Some of the Troupe have been captured and eaten by the lizardfolk, making it unlikely that friendly negotiations can be made with these particular creatures. &lt;br /&gt;
Oddly enough, the Oborik attacked from this general direction and, apparently, made it through the swamps unscathed somehow. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Lush Green&#039;&#039;&#039;&lt;br /&gt;
This section of tropical woodlands is said to be ruled over by creatures known as ghost monkeys. Creatures that can control nature, steal items very stealthily, and possibly even fly. It has been proposed most recently that these creature may be upset nature spirits as they seem to attack when the trees or fruits of this area are threatened.&lt;/div&gt;</summary>
		<author><name>Stattick</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=The_Land_of_Spoils_and_Promised_Danger&amp;diff=375721</id>
		<title>The Land of Spoils and Promised Danger</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=The_Land_of_Spoils_and_Promised_Danger&amp;diff=375721"/>
		<updated>2019-12-30T03:29:31Z</updated>

		<summary type="html">&lt;p&gt;Stattick: /* The Explorers */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=The Background=&lt;br /&gt;
It is the largest unexplored continent in the World (for the World is what the everyday folk call this orb on which life teems while the learned scholars name the place Taermus).&lt;br /&gt;
This great new land is ripe for colonization by the King and Queen of Kingsland but the great minerals and other secrets hidden in the deep woods, mountains, and perhaps even in the swamps or icy glaciers are coveted by not only the throne but others who would seek out this land to plunder its spoils or to set up their own seat of power. &lt;br /&gt;
For those willing to help explore and protect the colonists of this new land, there is good work and spoils to be had for them as well. &lt;br /&gt;
Indeed, this is where we find the Troupe of the Newdawn, named for the new opportunities that await those brave explorers.&lt;br /&gt;
The Troupe has set up a consignment for able bodies explorers who would face the unknowns in this new land. &lt;br /&gt;
&lt;br /&gt;
Camp Newdawn is a modest establishment, having a makeshift &amp;quot;mess tent&amp;quot; that passes for a tavern and place to grab a small meal, the cabins where those of the Troupe and other visitors can get some rest, the Temple which is mostly devoted to Pelor but also holds a host of minor shrines as well, as well as the Officer&#039;s Tent for those of the Troupe who are considered its leaders, and a few storage tents for supplies and equipment. &lt;br /&gt;
&lt;br /&gt;
==The New Land Map==&lt;br /&gt;
As it Stands now:&lt;br /&gt;
&lt;br /&gt;
[https://imgur.com/hncwbLl]&lt;br /&gt;
&lt;br /&gt;
==The Explorers==&lt;br /&gt;
These are the brave (or desperate, or insane, or...nevermind) these are the explorers of the New Land. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dancer Under the Crescent Moon (Dancer to Her Allies)&#039;&#039;&#039;&lt;br /&gt;
Dancer is a Tabaxi Hexblade from the &amp;quot;Golden Deserts&amp;quot; of Kabarr in the East who wanders and looks for her next hunt, she especially has a distaste for raiders. &lt;br /&gt;
Played by: Talisman&lt;br /&gt;
[https://docs.google.com/document/d/16-GBUQ2ah_03RkX5eHMfOA6WK9xOQtMu-A4O6q50CNg/edit]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dr. Alfans Lunarre&#039;&#039;&#039;&lt;br /&gt;
The Longtooth Shifter Bloodhunter, Alfans is fresh from gaining his doctorate and ready to see the world outside of the tomes (and also a hunter of dark things).&lt;br /&gt;
Played by: Woolishly Grim&lt;br /&gt;
[https://www.dndbeyond.com/characters/20136023]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Meiovar[https://www.dndbeyond.com/profile/SturmRaven/characters/20097409]&#039;&#039;&#039;&lt;br /&gt;
This Half-Elf Sorceress is a mystery to her peers even in the collegiate realms where she studied. She roams the lands of the World looking for what might be over the next ridge and, especially, what ancient knowledge might be uncovered along the way. &lt;br /&gt;
Played by: Stormraven&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Iman&#039;&#039;&#039;&lt;br /&gt;
Iman is a Human druid who began an unremarkable life only to be sought out by her teacher and, she soon found, the World itself. She wanders the ways and wilds offering wisdom to those who seem in need of it.&lt;br /&gt;
Played by: Silvercat Moonpaw [https://wiki.rpg.net/index.php/Iman]&lt;br /&gt;
&amp;lt;!-- Iman&lt;br /&gt;
Age: 55&lt;br /&gt;
Hair: Black&lt;br /&gt;
Eyes: Brown&lt;br /&gt;
Female Human [Variant] Druid 3 (Circle of the Land [Desert])&lt;br /&gt;
Str 13 (+1), Dex 8 (-1), Con 13 (+1), Int 14 (+2), Wis 16 (+3), Cha 10 (+0)&lt;br /&gt;
Proficiency: +2&lt;br /&gt;
Armor Class: 12&lt;br /&gt;
Hit Points: 21&lt;br /&gt;
Armor: Light armor, medium armor, shields (druids will not wear armor or use shields made of metal)&lt;br /&gt;
Weapons: Clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears&lt;br /&gt;
Tools: Herbalism kit, Cook&#039;s utensils&lt;br /&gt;
Saving Throws: Intelligence +4, Wisdom +5&lt;br /&gt;
Skills: Animal Handling +5, Insight +5, Medicine +5, Perception +5, Survival +7 (Expertise), Nature +4&lt;br /&gt;
Languages: Common, Primordial, Sylvan, Druidic&lt;br /&gt;
Feats: Prodigy (XGE)&lt;br /&gt;
Features: Druidic, Spellcasting, Wild Shape, Druid Circle (Circle of the Land [Bonus Cantrip, Natural Recovery, Circle Spells])&lt;br /&gt;
Spellcasting: Cntr: 2+1; 1st: 4; 2nd: 2; 8 minutes prep; Save DC: 13; Spell attack: +5&lt;br /&gt;
Circle Spells: blur (2nd), silence (2nd)&lt;br /&gt;
Wild Shape: Max CR: 1/4; no flying or swimming; 1 hour; 2/rest&lt;br /&gt;
Equipment: club, wooden shield, leather armor, an explorer’s pack, a druidic focus&lt;br /&gt;
Combat: +3 attack (melee); +1 attack (ranged); club 1d4+1 B&lt;br /&gt;
&lt;br /&gt;
Here&#039;s the write-up after some looking around the Internet. I really don&#039;t have much of a background in mind:&lt;br /&gt;
Not really managing to make anything of herself it was only when a senior druid walked out of the badlands and said he&#039;d been sent to find her that her life started going anywhere. Once done with training she just sort of took to wandering. In some ways she&#039;s a fantasy Taoist.Iman&lt;br /&gt;
Age: 55&lt;br /&gt;
Hair: Black&lt;br /&gt;
Eyes: Brown&lt;br /&gt;
Female Human [Variant] Druid 3 (Circle of the Land [Desert])&lt;br /&gt;
Str 13 (+1), Dex 8 (-1), Con 13 (+1), Int 14 (+2), Wis 16 (+3), Cha 10 (+0)&lt;br /&gt;
Proficiency: +2&lt;br /&gt;
Armor Class: 12&lt;br /&gt;
Hit Points: 21&lt;br /&gt;
Armor: Light armor, medium armor, shields (druids will not wear armor or use shields made of metal)&lt;br /&gt;
Weapons: Clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears&lt;br /&gt;
Tools: Herbalism kit, Cook&#039;s utensils&lt;br /&gt;
Saving Throws: Intelligence +4, Wisdom +5&lt;br /&gt;
Skills: Animal Handling +5, Insight +5, Medicine +5, Perception +5, Survival +7 (Expertise), Nature +4&lt;br /&gt;
Languages: Common, Primordial, Sylvan, Druidic&lt;br /&gt;
Feats: Prodigy (XGE)&lt;br /&gt;
Features: Druidic, Spellcasting, Wild Shape, Druid Circle (Circle of the Land [Bonus Cantrip, Natural Recovery, Circle Spells])&lt;br /&gt;
Spellcasting: Cntr: 2+1; 1st: 4; 2nd: 2; 8 minutes prep; Save DC: 13; Spell attack: +5&lt;br /&gt;
Circle Spells: blur (2nd), silence (2nd)&lt;br /&gt;
Wild Shape: Max CR: 1/4; no flying or swimming; 1 hour; 2/rest&lt;br /&gt;
Equipment: club, wooden shield, leather armor, an explorer’s pack, a druidic focus&lt;br /&gt;
Combat: +3 attack (melee); +1 attack (ranged); club 1d4+1 B&lt;br /&gt;
&lt;br /&gt;
Here&#039;s the write-up after some looking around the Internet. I really don&#039;t have much of a background in mind:&lt;br /&gt;
Not really managing to make anything of herself it was only when a senior druid walked out of the badlands and said he&#039;d been sent to find her that her life started going anywhere. Once done with training she just sort of took to wandering. In some ways she&#039;s a fantasy Taoist. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Thol Wolf-Brother, Son of Hrin&#039;&#039;&#039;&lt;br /&gt;
A wandering Human barbarian far from his home and clan in the Great North, Thol has great respect for his axes and his drink. His allies are happy to have him pointed at their enemies.&lt;br /&gt;
Played by: Archer &lt;br /&gt;
[https://www.dndbeyond.com/characters/20097730/Ef0tPN]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Zass&#039;&#039;&#039;&lt;br /&gt;
Zass is a Yuan Ti Pureblood, or perhaps it should be said she was until being cursed by the Fey and bound to them. Now her emotions have been unleashed as she uses stealth and magic as a Thief/Warlock to make her way through the world, lost to her own people. &lt;br /&gt;
Played by: Stattick&lt;br /&gt;
&lt;br /&gt;
[https://wiki.rpg.net/index.php/Zass](Zass)&lt;br /&gt;
&lt;br /&gt;
==The Troupe of Newdawn==&lt;br /&gt;
The Troupe of Newdawn are a group of people who represent the influential and wealthy of Kingsland as well as the group of colonists hoping to call the New Land home one day. &lt;br /&gt;
This small group is in charge of the exploration and clearing of (when necessary) the unexplored territories of the New Land. &lt;br /&gt;
The group consists of ex soldiers from the King and Queen&#039;s army, mercenaries, and others in the opportune position to strike out for an unexplored part of the world and those who can &amp;quot;get the job done&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Commandant Horris Belevante&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This stalwart human is typically seen in his retired uniform from the King&#039;s Guard. His long gray hair shows his years where his strong and confident physique doe not.&lt;br /&gt;
The Commandant oversees the entire operation of the Troupe, from everyday affairs such as ration shortages or, if the Troupe is lucky, overages, and any petty squabbles the Troupe (or its visitors) may have to larger threats such as raids by monsters or &amp;quot;competition&amp;quot; showing up. &lt;br /&gt;
Though Exploration and the purging of dangerous and vile creatures is a primary concern of the Commandant, his main concern is the safety of the Troupe (without the Troupe the operation is lost, after all) and with the help of his second, Bijinn Umi, and the &amp;quot;Good Captain Bashaar Firescale&amp;quot; is ready to evacuate the Troupe to the Captains ship, the Silt Maiden, at a moment&#039;s notice. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bijinn Umi&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Bijinn Umi is a mysterious woman, presumably human though very pale, from the Mysterious East, calling her home on the rare times she talks about her home, as the Bay of Jade. &lt;br /&gt;
Bijinn Umi does not talk a lot and seems very shy on matters that pertain to her, directly, and is very vocal on giving orders as the &amp;quot;second&amp;quot; to the Commandant. &lt;br /&gt;
She is skilled in tactics and combat both, carrying twin blades with a bluish metal tint and inspiring confidence in all of her allies. Though an enigma from an even more enigmatic land, she has won the trust and respect of her peers and is treated as one of the Troupe just as much as any who might be more &amp;quot;local&amp;quot;. &lt;br /&gt;
Bijinn Umi is responsible for a lot of the items that the Commandant just can&#039;t juggle and is, in particular, responsible for the security of Camp Newdawn. It is whispered around camp that Bijinn Umi often makes weather predictions with amazing and unnerving accuracy, impressing even the resident magical expert of the Troupe, Skalahazz.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Kalen&#039;&#039;&#039; &lt;br /&gt;
Kalen is a simple and average-appearing man until he talks, at which point he demands the attention of those aorund him with his deep voice which fits his representation and devotion to Pelor whose sun-symbol is worn about the man&#039;s neck boldly and proudly. &lt;br /&gt;
The priest of the Troupe and keeper of the Temple, a simple cabin with a major shrine to Pelor and minor shrines to &amp;quot;lesser&amp;quot; deities, Kalen serves as the Troupe&#039;s healer, spiritual guide, and simple confidant when necessary. Kalen is also seen pitching in wherever necessary (and whenever the opportunity to teach others about the Father of the Light. &lt;br /&gt;
Next to Bijinn Umi, Kalen is likey the most trusted person in the Troupe not only to the Commandant but to the Troupe as a whole. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Verna Brushbrittle&#039;&#039;&#039;&lt;br /&gt;
Verna is a halfling but no one sees her as that diminutive race, what they see in Verna is that she is a master chef that could cook for the King and Queen&#039;s table in the Great Halls themselves. &lt;br /&gt;
Verna&#039;s best talent is taking what little rations and hunted game there is in Camp Newdawn and creating something amazing from it. Her meals are the stuff of legends the way the folk of the Troupe talk and the &amp;quot;Mess Tent&amp;quot; is virtually packed and as wonderful smelling as any tavern or inn when good food and drink are about. &lt;br /&gt;
The Troupe are especially fond of the Newberry Wine, a special concoction that Verna has discovered and created from the local &amp;quot;Newberries&amp;quot; discovered in the New Land. As intoxicating as wine and as sweet as Sweet Water served in any Tavern or Inn. &lt;br /&gt;
Verna cannot be underestimated as being more than capable of taking care of herself, either. Many a man much larger than she has come to fear her switch for getting into her stores or trying to help themselves to her stew pot. &lt;br /&gt;
Her second is a young halforc boy named Timid which fits him well as he is very shy and afraid that his heritage will earn him ill will. But Verna demands respect of her cooking pupil and the Troupe give it, even calling Timid Verna&#039;s son. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shalahazz&#039;&#039;&#039;&lt;br /&gt;
An elf whose powers are unmatched in the variety of spellcasters in the Troupe, Shalahazz&#039;s source of magic is also a deep mystery and most, even fellow spellcasters, can&#039;t pin him down as a Wizard, a Sorcerer, or a Warlock of some sort. &lt;br /&gt;
This elf looks noble born with the most sharp and perfect features of his race, but his ageless features common to his people is marred by the streak of silver in his hair which starts at the brow and continues around to his long locks. He doesn&#039;t talk about this, pointing out that the color of his hair has little to do with academia or important magical matters of the Troupe. &lt;br /&gt;
He has proven himself continuously and is known for his magical battle prowess as one of the first in the company to fight off a monster attack when the Troupe established camp, but his serious and mysterious air is often offputting to the others of the Troupe. &lt;br /&gt;
Shalahazz is often busy studying in his tent which is fairly good sized as it also serves as the magical market of the Camp though the selling and buying duties are left decidedly to Thellen Stareye the young human man under his tutelage and also the shopkeep of &amp;quot;Shalahazz&#039;s Wonders&amp;quot; as the tent has come to be called. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Troupe Watch&#039;&#039;&#039;&lt;br /&gt;
The Watch are warriors and wizards who serve to guard Camp Newdawn as well as working as gatherers of food, wood, flora, and other resources necessary to keep the Troupe sustained. Though the Watch are behooven to both Bijinn Umi and Commandant Belevante, the Watch&#039;s leader of sorts is Watch Commander Eulis (known not to her face as Eulis the Red after her former pirate name).  &lt;br /&gt;
The Watch is composed of all sorts of folks from all sorts of backgrounds who have come to be a kind of family, respecting one another despite some of their differences both culturally and ethically.  &lt;br /&gt;
All members of the Watch have proven themselves capable and, more importantly, loyal. It doesn&#039;t hurt that Eulis has made it clear that those who work against the Troupe&#039;s purpose or prove unworthy of the Troupe&#039;s trust will be exiled from the camp into the unknown of the New Land never to return on promise of death. &lt;br /&gt;
To date, this threat has only been carried out once but no one talks about the details, telling any who inquire to take it up with Eulis, herself, if they dare. &lt;br /&gt;
Thanks to the Watch and their competence as warriors and spellcasters both, the Campo has been left mostly peaceful since the first monster attack was turned away. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Oborik&#039;&#039;&#039;&lt;br /&gt;
This is a word that immediately raises alarms in the Camp as anyone coming to work for or visit the Troupe is hastenly told. &lt;br /&gt;
The Oborik are a group of monsters local to the New Land who could be called goblins or ogres or orks, save for the fact that they have a unique appearance and vary in size between all three of the before mentioned.&lt;br /&gt;
They are called Oborik because that is the only words they utter (and the Troupe isn&#039;t sure that they got the word right with the monsters&#039; thick gutterish accents). &lt;br /&gt;
The creatures are described as very pale creatures with golden wolf-like eyes and black claw-like nails. They have blood red fur which acts as hair but courses down the back of their necks and backs resembling something closer to fur. &lt;br /&gt;
They are sneaky and competent fighters but have not been seen again since the first raid, other than in small bands that have been wiped out or avoided.&lt;br /&gt;
&lt;br /&gt;
==Camp NewDawn==&lt;br /&gt;
Camp NewDawn is often just called the Camp by the Troupe. The place is in its humble beginnings but yearns to become a port town one day.&lt;br /&gt;
&#039;&#039;&#039;The Commissions Tent&#039;&#039;&#039;&lt;br /&gt;
This is where groups meet to discuss affairs and to determine what the various groups of the Troupe of NewDawn will be doing from day to day. &lt;br /&gt;
The entire Troupe is lined up here in the morning directly after breakfast to receive their daily work orders. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Explorers Quarters&#039;&#039;&#039;&lt;br /&gt;
This is where the Explorers, the newcomers to the New Land lay their head, clean up, and stow their items they don&#039;t care to carry about with them. &lt;br /&gt;
The place is centered by a round-ish table with the map of the New Land on it as well as a few ink wells and quills to make adjustments to the map and make plans for what to explore next. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Mess Tent&#039;&#039;&#039;&lt;br /&gt;
Also just called the Mess, this is where the halfling cook and her half-orc helper prepare meals. And they do a very good job of it as well. The tent is never empty during meal times, especially when the Camp is alive with the aroma of fresh baked bread from Verna&#039;s small oven that it is said was a gift from a gnomish merchant. Verna&#039;s half-orc helper also guards the stores, the tent directly behind the Mess where the Camp&#039;s food is kept and carefully rationed out by Verna, herself. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pelor&#039;s Light&#039;&#039;&#039;&lt;br /&gt;
Also called the Temple Tent, this is where the Troupe go to worship, to commune with Kalen, also called Father by many and Kalen of Pelor&#039;s Grace by those who really want to try to earn his favor or respect. Though Kalen is not the only one in the Camp capable of healing, he is the only one capable of bestowing Blessings and will do so sparingly to those he finds truly worthy or in need. He is serious in his devotion and piety but he is also the friendliest face one is likely to encounter in the Camp.&lt;br /&gt;
The temple tent, itself, is centered by the shrine of Pelor and the large, carved stone sun that is the center of Pelor&#039;s Shrine. But, surrounding the place in a circle are shrines ot other minor deities of travel, nature, and good fortune.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Command&#039;&#039;&#039;&lt;br /&gt;
This is the only actual cabin in the Camp. It is the quarters of the Commandant Horris Belavante on a second floor with the first floor having two smaller quarters for Umi Bijinn and Watch Commander Eulis. Aside from the quarters, this cabin also has a sitting room which is both a haven for the Troupe&#039;s upper command ass well as a meeting place when a meeting is truly necessary outside of the Commissions Tent. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Provisioner&#039;&#039;&#039;&lt;br /&gt;
The company&#039;s provisions officer as he prefers to be called, is a strange fellow named Rathaen. Strange in so much that he is shaped like a dwarf made completely of brass. His eyes are two precious gemstones and he seems to possess strength enough to pound out metal in his smithe by hand. He is often dodging the curiosities of the local wizard, Shalahazz who has offered to pay him to be studied. Rathaen insists, however, that he has no need of earthly treasures though he is quite fond of masterful works of weapons and art, especially stone and metal carved art which he will gladly pay a lot for. Though Rathaen seems to be a construct of some sort, he has a personality and appears to be free willed, even stubborn in some regards. He is forthright and open to the fact that he has no memory or knowledge of where he has come from or what, exactly, he is. &lt;br /&gt;
The prices that Rathaen charge are very fair, only slightly above the standard prices in towns and cities due to the short resources and supply and demand, especially for arrows and bolts and any &amp;quot;profits&amp;quot; he makes that he doesn&#039;t use to buy artwork from travelers he gives to the Camp, itself to help it grow. &lt;br /&gt;
&lt;br /&gt;
==Places Of Interest==&lt;br /&gt;
The New Land is an unexplored, vast continent full of places both beautiful and dangerous, some even terrifying. &lt;br /&gt;
The Troupe of NewDawn have scarcely touched the surface of the land and mapped out even less of it. But a little knowledge can be better than no knowledge at all. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Peaceful Isles&#039;&#039;&#039;&lt;br /&gt;
This place is said to live up to its name and offers some food, good fishing, and resources, though these resources are limited and in order to avoid stripping the isles, the Troupe would like to find other resources in the New Land, itself. &lt;br /&gt;
This is a place where both the Troupe of NewDawn and the crew of the Silt Maiden go to relax and enjoy themselves when time allows. &lt;br /&gt;
The foliage here is green and tropical and the fish colorful and bright. The Newberries grow plentiful here, which the cooks in Camp NewDawn enjoy using for pies, drnks, and other refreshing fixings. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Island of the Witch&#039;&#039;&#039;&lt;br /&gt;
This island in contrast to the peaceful isles is a place covered in mists and mystery. The only group sent here to look around came back murderous and mindless save for a message that had been left with one man who had been controlled by something telling the Troupe to leave it alone. When the man recovered, all he could say is that &amp;quot;She&amp;quot; needed to be left alone and none have gone back to the island since. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Great Swamp&#039;&#039;&#039;&lt;br /&gt;
This great expanse of marshland is inhabited by lizardfolk and bullywugs according to the Troupe and, perhaps, a great winged beast as well that may or may not be a dragon. Some of the Troupe have been captured and eaten by the lizardfolk, making it unlikely that friendly negotiations can be made with these particular creatures. &lt;br /&gt;
Oddly enough, the Oborik attacked from this general direction and, apparently, made it through the swamps unscathed somehow. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Lush Green&#039;&#039;&#039;&lt;br /&gt;
This section of tropical woodlands is said to be ruled over by creatures known as ghost monkeys. Creatures that can control nature, steal items very stealthily, and possibly even fly. It has been proposed most recently that these creature may be upset nature spirits as they seem to attack when the trees or fruits of this area are threatened.&lt;/div&gt;</summary>
		<author><name>Stattick</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=The_Land_of_Spoils_and_Promised_Danger&amp;diff=375720</id>
		<title>The Land of Spoils and Promised Danger</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=The_Land_of_Spoils_and_Promised_Danger&amp;diff=375720"/>
		<updated>2019-12-30T03:29:08Z</updated>

		<summary type="html">&lt;p&gt;Stattick: /* The Explorers */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=The Background=&lt;br /&gt;
It is the largest unexplored continent in the World (for the World is what the everyday folk call this orb on which life teems while the learned scholars name the place Taermus).&lt;br /&gt;
This great new land is ripe for colonization by the King and Queen of Kingsland but the great minerals and other secrets hidden in the deep woods, mountains, and perhaps even in the swamps or icy glaciers are coveted by not only the throne but others who would seek out this land to plunder its spoils or to set up their own seat of power. &lt;br /&gt;
For those willing to help explore and protect the colonists of this new land, there is good work and spoils to be had for them as well. &lt;br /&gt;
Indeed, this is where we find the Troupe of the Newdawn, named for the new opportunities that await those brave explorers.&lt;br /&gt;
The Troupe has set up a consignment for able bodies explorers who would face the unknowns in this new land. &lt;br /&gt;
&lt;br /&gt;
Camp Newdawn is a modest establishment, having a makeshift &amp;quot;mess tent&amp;quot; that passes for a tavern and place to grab a small meal, the cabins where those of the Troupe and other visitors can get some rest, the Temple which is mostly devoted to Pelor but also holds a host of minor shrines as well, as well as the Officer&#039;s Tent for those of the Troupe who are considered its leaders, and a few storage tents for supplies and equipment. &lt;br /&gt;
&lt;br /&gt;
==The New Land Map==&lt;br /&gt;
As it Stands now:&lt;br /&gt;
&lt;br /&gt;
[https://imgur.com/hncwbLl]&lt;br /&gt;
&lt;br /&gt;
==The Explorers==&lt;br /&gt;
These are the brave (or desperate, or insane, or...nevermind) these are the explorers of the New Land. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dancer Under the Crescent Moon (Dancer to Her Allies)&#039;&#039;&#039;&lt;br /&gt;
Dancer is a Tabaxi Hexblade from the &amp;quot;Golden Deserts&amp;quot; of Kabarr in the East who wanders and looks for her next hunt, she especially has a distaste for raiders. &lt;br /&gt;
Played by: Talisman&lt;br /&gt;
[https://docs.google.com/document/d/16-GBUQ2ah_03RkX5eHMfOA6WK9xOQtMu-A4O6q50CNg/edit]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dr. Alfans Lunarre&#039;&#039;&#039;&lt;br /&gt;
The Longtooth Shifter Bloodhunter, Alfans is fresh from gaining his doctorate and ready to see the world outside of the tomes (and also a hunter of dark things).&lt;br /&gt;
Played by: Woolishly Grim&lt;br /&gt;
[https://www.dndbeyond.com/characters/20136023]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Meiovar[https://www.dndbeyond.com/profile/SturmRaven/characters/20097409]&#039;&#039;&#039;&lt;br /&gt;
This Half-Elf Sorceress is a mystery to her peers even in the collegiate realms where she studied. She roams the lands of the World looking for what might be over the next ridge and, especially, what ancient knowledge might be uncovered along the way. &lt;br /&gt;
Played by: Stormraven&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Iman&#039;&#039;&#039;&lt;br /&gt;
Iman is a Human druid who began an unremarkable life only to be sought out by her teacher and, she soon found, the World itself. She wanders the ways and wilds offering wisdom to those who seem in need of it.&lt;br /&gt;
Played by: Silvercat Moonpaw [https://wiki.rpg.net/index.php/Iman]&lt;br /&gt;
&amp;lt;!-- Iman&lt;br /&gt;
Age: 55&lt;br /&gt;
Hair: Black&lt;br /&gt;
Eyes: Brown&lt;br /&gt;
Female Human [Variant] Druid 3 (Circle of the Land [Desert])&lt;br /&gt;
Str 13 (+1), Dex 8 (-1), Con 13 (+1), Int 14 (+2), Wis 16 (+3), Cha 10 (+0)&lt;br /&gt;
Proficiency: +2&lt;br /&gt;
Armor Class: 12&lt;br /&gt;
Hit Points: 21&lt;br /&gt;
Armor: Light armor, medium armor, shields (druids will not wear armor or use shields made of metal)&lt;br /&gt;
Weapons: Clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears&lt;br /&gt;
Tools: Herbalism kit, Cook&#039;s utensils&lt;br /&gt;
Saving Throws: Intelligence +4, Wisdom +5&lt;br /&gt;
Skills: Animal Handling +5, Insight +5, Medicine +5, Perception +5, Survival +7 (Expertise), Nature +4&lt;br /&gt;
Languages: Common, Primordial, Sylvan, Druidic&lt;br /&gt;
Feats: Prodigy (XGE)&lt;br /&gt;
Features: Druidic, Spellcasting, Wild Shape, Druid Circle (Circle of the Land [Bonus Cantrip, Natural Recovery, Circle Spells])&lt;br /&gt;
Spellcasting: Cntr: 2+1; 1st: 4; 2nd: 2; 8 minutes prep; Save DC: 13; Spell attack: +5&lt;br /&gt;
Circle Spells: blur (2nd), silence (2nd)&lt;br /&gt;
Wild Shape: Max CR: 1/4; no flying or swimming; 1 hour; 2/rest&lt;br /&gt;
Equipment: club, wooden shield, leather armor, an explorer’s pack, a druidic focus&lt;br /&gt;
Combat: +3 attack (melee); +1 attack (ranged); club 1d4+1 B&lt;br /&gt;
&lt;br /&gt;
Here&#039;s the write-up after some looking around the Internet. I really don&#039;t have much of a background in mind:&lt;br /&gt;
Not really managing to make anything of herself it was only when a senior druid walked out of the badlands and said he&#039;d been sent to find her that her life started going anywhere. Once done with training she just sort of took to wandering. In some ways she&#039;s a fantasy Taoist.Iman&lt;br /&gt;
Age: 55&lt;br /&gt;
Hair: Black&lt;br /&gt;
Eyes: Brown&lt;br /&gt;
Female Human [Variant] Druid 3 (Circle of the Land [Desert])&lt;br /&gt;
Str 13 (+1), Dex 8 (-1), Con 13 (+1), Int 14 (+2), Wis 16 (+3), Cha 10 (+0)&lt;br /&gt;
Proficiency: +2&lt;br /&gt;
Armor Class: 12&lt;br /&gt;
Hit Points: 21&lt;br /&gt;
Armor: Light armor, medium armor, shields (druids will not wear armor or use shields made of metal)&lt;br /&gt;
Weapons: Clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears&lt;br /&gt;
Tools: Herbalism kit, Cook&#039;s utensils&lt;br /&gt;
Saving Throws: Intelligence +4, Wisdom +5&lt;br /&gt;
Skills: Animal Handling +5, Insight +5, Medicine +5, Perception +5, Survival +7 (Expertise), Nature +4&lt;br /&gt;
Languages: Common, Primordial, Sylvan, Druidic&lt;br /&gt;
Feats: Prodigy (XGE)&lt;br /&gt;
Features: Druidic, Spellcasting, Wild Shape, Druid Circle (Circle of the Land [Bonus Cantrip, Natural Recovery, Circle Spells])&lt;br /&gt;
Spellcasting: Cntr: 2+1; 1st: 4; 2nd: 2; 8 minutes prep; Save DC: 13; Spell attack: +5&lt;br /&gt;
Circle Spells: blur (2nd), silence (2nd)&lt;br /&gt;
Wild Shape: Max CR: 1/4; no flying or swimming; 1 hour; 2/rest&lt;br /&gt;
Equipment: club, wooden shield, leather armor, an explorer’s pack, a druidic focus&lt;br /&gt;
Combat: +3 attack (melee); +1 attack (ranged); club 1d4+1 B&lt;br /&gt;
&lt;br /&gt;
Here&#039;s the write-up after some looking around the Internet. I really don&#039;t have much of a background in mind:&lt;br /&gt;
Not really managing to make anything of herself it was only when a senior druid walked out of the badlands and said he&#039;d been sent to find her that her life started going anywhere. Once done with training she just sort of took to wandering. In some ways she&#039;s a fantasy Taoist. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Thol Wolf-Brother, Son of Hrin&#039;&#039;&#039;&lt;br /&gt;
A wandering Human barbarian far from his home and clan in the Great North, Thol has great respect for his axes and his drink. His allies are happy to have him pointed at their enemies.&lt;br /&gt;
Played by: Archer &lt;br /&gt;
[https://www.dndbeyond.com/characters/20097730/Ef0tPN]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Zass&#039;&#039;&#039;&lt;br /&gt;
Zass is a Yuan Ti Pureblood, or perhaps it should be said she was until being cursed by the Fey and bound to them. Now her emotions have been unleashed as she uses stealth and magic as a Thief/Warlock to make her way through the world, lost to her own people. &lt;br /&gt;
Played by: Stattick&lt;br /&gt;
&lt;br /&gt;
[https://wiki.rpg.net/index.php/Zass] (Zass)&lt;br /&gt;
&lt;br /&gt;
==The Troupe of Newdawn==&lt;br /&gt;
The Troupe of Newdawn are a group of people who represent the influential and wealthy of Kingsland as well as the group of colonists hoping to call the New Land home one day. &lt;br /&gt;
This small group is in charge of the exploration and clearing of (when necessary) the unexplored territories of the New Land. &lt;br /&gt;
The group consists of ex soldiers from the King and Queen&#039;s army, mercenaries, and others in the opportune position to strike out for an unexplored part of the world and those who can &amp;quot;get the job done&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Commandant Horris Belevante&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This stalwart human is typically seen in his retired uniform from the King&#039;s Guard. His long gray hair shows his years where his strong and confident physique doe not.&lt;br /&gt;
The Commandant oversees the entire operation of the Troupe, from everyday affairs such as ration shortages or, if the Troupe is lucky, overages, and any petty squabbles the Troupe (or its visitors) may have to larger threats such as raids by monsters or &amp;quot;competition&amp;quot; showing up. &lt;br /&gt;
Though Exploration and the purging of dangerous and vile creatures is a primary concern of the Commandant, his main concern is the safety of the Troupe (without the Troupe the operation is lost, after all) and with the help of his second, Bijinn Umi, and the &amp;quot;Good Captain Bashaar Firescale&amp;quot; is ready to evacuate the Troupe to the Captains ship, the Silt Maiden, at a moment&#039;s notice. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bijinn Umi&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Bijinn Umi is a mysterious woman, presumably human though very pale, from the Mysterious East, calling her home on the rare times she talks about her home, as the Bay of Jade. &lt;br /&gt;
Bijinn Umi does not talk a lot and seems very shy on matters that pertain to her, directly, and is very vocal on giving orders as the &amp;quot;second&amp;quot; to the Commandant. &lt;br /&gt;
She is skilled in tactics and combat both, carrying twin blades with a bluish metal tint and inspiring confidence in all of her allies. Though an enigma from an even more enigmatic land, she has won the trust and respect of her peers and is treated as one of the Troupe just as much as any who might be more &amp;quot;local&amp;quot;. &lt;br /&gt;
Bijinn Umi is responsible for a lot of the items that the Commandant just can&#039;t juggle and is, in particular, responsible for the security of Camp Newdawn. It is whispered around camp that Bijinn Umi often makes weather predictions with amazing and unnerving accuracy, impressing even the resident magical expert of the Troupe, Skalahazz.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Kalen&#039;&#039;&#039; &lt;br /&gt;
Kalen is a simple and average-appearing man until he talks, at which point he demands the attention of those aorund him with his deep voice which fits his representation and devotion to Pelor whose sun-symbol is worn about the man&#039;s neck boldly and proudly. &lt;br /&gt;
The priest of the Troupe and keeper of the Temple, a simple cabin with a major shrine to Pelor and minor shrines to &amp;quot;lesser&amp;quot; deities, Kalen serves as the Troupe&#039;s healer, spiritual guide, and simple confidant when necessary. Kalen is also seen pitching in wherever necessary (and whenever the opportunity to teach others about the Father of the Light. &lt;br /&gt;
Next to Bijinn Umi, Kalen is likey the most trusted person in the Troupe not only to the Commandant but to the Troupe as a whole. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Verna Brushbrittle&#039;&#039;&#039;&lt;br /&gt;
Verna is a halfling but no one sees her as that diminutive race, what they see in Verna is that she is a master chef that could cook for the King and Queen&#039;s table in the Great Halls themselves. &lt;br /&gt;
Verna&#039;s best talent is taking what little rations and hunted game there is in Camp Newdawn and creating something amazing from it. Her meals are the stuff of legends the way the folk of the Troupe talk and the &amp;quot;Mess Tent&amp;quot; is virtually packed and as wonderful smelling as any tavern or inn when good food and drink are about. &lt;br /&gt;
The Troupe are especially fond of the Newberry Wine, a special concoction that Verna has discovered and created from the local &amp;quot;Newberries&amp;quot; discovered in the New Land. As intoxicating as wine and as sweet as Sweet Water served in any Tavern or Inn. &lt;br /&gt;
Verna cannot be underestimated as being more than capable of taking care of herself, either. Many a man much larger than she has come to fear her switch for getting into her stores or trying to help themselves to her stew pot. &lt;br /&gt;
Her second is a young halforc boy named Timid which fits him well as he is very shy and afraid that his heritage will earn him ill will. But Verna demands respect of her cooking pupil and the Troupe give it, even calling Timid Verna&#039;s son. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shalahazz&#039;&#039;&#039;&lt;br /&gt;
An elf whose powers are unmatched in the variety of spellcasters in the Troupe, Shalahazz&#039;s source of magic is also a deep mystery and most, even fellow spellcasters, can&#039;t pin him down as a Wizard, a Sorcerer, or a Warlock of some sort. &lt;br /&gt;
This elf looks noble born with the most sharp and perfect features of his race, but his ageless features common to his people is marred by the streak of silver in his hair which starts at the brow and continues around to his long locks. He doesn&#039;t talk about this, pointing out that the color of his hair has little to do with academia or important magical matters of the Troupe. &lt;br /&gt;
He has proven himself continuously and is known for his magical battle prowess as one of the first in the company to fight off a monster attack when the Troupe established camp, but his serious and mysterious air is often offputting to the others of the Troupe. &lt;br /&gt;
Shalahazz is often busy studying in his tent which is fairly good sized as it also serves as the magical market of the Camp though the selling and buying duties are left decidedly to Thellen Stareye the young human man under his tutelage and also the shopkeep of &amp;quot;Shalahazz&#039;s Wonders&amp;quot; as the tent has come to be called. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Troupe Watch&#039;&#039;&#039;&lt;br /&gt;
The Watch are warriors and wizards who serve to guard Camp Newdawn as well as working as gatherers of food, wood, flora, and other resources necessary to keep the Troupe sustained. Though the Watch are behooven to both Bijinn Umi and Commandant Belevante, the Watch&#039;s leader of sorts is Watch Commander Eulis (known not to her face as Eulis the Red after her former pirate name).  &lt;br /&gt;
The Watch is composed of all sorts of folks from all sorts of backgrounds who have come to be a kind of family, respecting one another despite some of their differences both culturally and ethically.  &lt;br /&gt;
All members of the Watch have proven themselves capable and, more importantly, loyal. It doesn&#039;t hurt that Eulis has made it clear that those who work against the Troupe&#039;s purpose or prove unworthy of the Troupe&#039;s trust will be exiled from the camp into the unknown of the New Land never to return on promise of death. &lt;br /&gt;
To date, this threat has only been carried out once but no one talks about the details, telling any who inquire to take it up with Eulis, herself, if they dare. &lt;br /&gt;
Thanks to the Watch and their competence as warriors and spellcasters both, the Campo has been left mostly peaceful since the first monster attack was turned away. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Oborik&#039;&#039;&#039;&lt;br /&gt;
This is a word that immediately raises alarms in the Camp as anyone coming to work for or visit the Troupe is hastenly told. &lt;br /&gt;
The Oborik are a group of monsters local to the New Land who could be called goblins or ogres or orks, save for the fact that they have a unique appearance and vary in size between all three of the before mentioned.&lt;br /&gt;
They are called Oborik because that is the only words they utter (and the Troupe isn&#039;t sure that they got the word right with the monsters&#039; thick gutterish accents). &lt;br /&gt;
The creatures are described as very pale creatures with golden wolf-like eyes and black claw-like nails. They have blood red fur which acts as hair but courses down the back of their necks and backs resembling something closer to fur. &lt;br /&gt;
They are sneaky and competent fighters but have not been seen again since the first raid, other than in small bands that have been wiped out or avoided.&lt;br /&gt;
&lt;br /&gt;
==Camp NewDawn==&lt;br /&gt;
Camp NewDawn is often just called the Camp by the Troupe. The place is in its humble beginnings but yearns to become a port town one day.&lt;br /&gt;
&#039;&#039;&#039;The Commissions Tent&#039;&#039;&#039;&lt;br /&gt;
This is where groups meet to discuss affairs and to determine what the various groups of the Troupe of NewDawn will be doing from day to day. &lt;br /&gt;
The entire Troupe is lined up here in the morning directly after breakfast to receive their daily work orders. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Explorers Quarters&#039;&#039;&#039;&lt;br /&gt;
This is where the Explorers, the newcomers to the New Land lay their head, clean up, and stow their items they don&#039;t care to carry about with them. &lt;br /&gt;
The place is centered by a round-ish table with the map of the New Land on it as well as a few ink wells and quills to make adjustments to the map and make plans for what to explore next. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Mess Tent&#039;&#039;&#039;&lt;br /&gt;
Also just called the Mess, this is where the halfling cook and her half-orc helper prepare meals. And they do a very good job of it as well. The tent is never empty during meal times, especially when the Camp is alive with the aroma of fresh baked bread from Verna&#039;s small oven that it is said was a gift from a gnomish merchant. Verna&#039;s half-orc helper also guards the stores, the tent directly behind the Mess where the Camp&#039;s food is kept and carefully rationed out by Verna, herself. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pelor&#039;s Light&#039;&#039;&#039;&lt;br /&gt;
Also called the Temple Tent, this is where the Troupe go to worship, to commune with Kalen, also called Father by many and Kalen of Pelor&#039;s Grace by those who really want to try to earn his favor or respect. Though Kalen is not the only one in the Camp capable of healing, he is the only one capable of bestowing Blessings and will do so sparingly to those he finds truly worthy or in need. He is serious in his devotion and piety but he is also the friendliest face one is likely to encounter in the Camp.&lt;br /&gt;
The temple tent, itself, is centered by the shrine of Pelor and the large, carved stone sun that is the center of Pelor&#039;s Shrine. But, surrounding the place in a circle are shrines ot other minor deities of travel, nature, and good fortune.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Command&#039;&#039;&#039;&lt;br /&gt;
This is the only actual cabin in the Camp. It is the quarters of the Commandant Horris Belavante on a second floor with the first floor having two smaller quarters for Umi Bijinn and Watch Commander Eulis. Aside from the quarters, this cabin also has a sitting room which is both a haven for the Troupe&#039;s upper command ass well as a meeting place when a meeting is truly necessary outside of the Commissions Tent. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Provisioner&#039;&#039;&#039;&lt;br /&gt;
The company&#039;s provisions officer as he prefers to be called, is a strange fellow named Rathaen. Strange in so much that he is shaped like a dwarf made completely of brass. His eyes are two precious gemstones and he seems to possess strength enough to pound out metal in his smithe by hand. He is often dodging the curiosities of the local wizard, Shalahazz who has offered to pay him to be studied. Rathaen insists, however, that he has no need of earthly treasures though he is quite fond of masterful works of weapons and art, especially stone and metal carved art which he will gladly pay a lot for. Though Rathaen seems to be a construct of some sort, he has a personality and appears to be free willed, even stubborn in some regards. He is forthright and open to the fact that he has no memory or knowledge of where he has come from or what, exactly, he is. &lt;br /&gt;
The prices that Rathaen charge are very fair, only slightly above the standard prices in towns and cities due to the short resources and supply and demand, especially for arrows and bolts and any &amp;quot;profits&amp;quot; he makes that he doesn&#039;t use to buy artwork from travelers he gives to the Camp, itself to help it grow. &lt;br /&gt;
&lt;br /&gt;
==Places Of Interest==&lt;br /&gt;
The New Land is an unexplored, vast continent full of places both beautiful and dangerous, some even terrifying. &lt;br /&gt;
The Troupe of NewDawn have scarcely touched the surface of the land and mapped out even less of it. But a little knowledge can be better than no knowledge at all. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Peaceful Isles&#039;&#039;&#039;&lt;br /&gt;
This place is said to live up to its name and offers some food, good fishing, and resources, though these resources are limited and in order to avoid stripping the isles, the Troupe would like to find other resources in the New Land, itself. &lt;br /&gt;
This is a place where both the Troupe of NewDawn and the crew of the Silt Maiden go to relax and enjoy themselves when time allows. &lt;br /&gt;
The foliage here is green and tropical and the fish colorful and bright. The Newberries grow plentiful here, which the cooks in Camp NewDawn enjoy using for pies, drnks, and other refreshing fixings. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Island of the Witch&#039;&#039;&#039;&lt;br /&gt;
This island in contrast to the peaceful isles is a place covered in mists and mystery. The only group sent here to look around came back murderous and mindless save for a message that had been left with one man who had been controlled by something telling the Troupe to leave it alone. When the man recovered, all he could say is that &amp;quot;She&amp;quot; needed to be left alone and none have gone back to the island since. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Great Swamp&#039;&#039;&#039;&lt;br /&gt;
This great expanse of marshland is inhabited by lizardfolk and bullywugs according to the Troupe and, perhaps, a great winged beast as well that may or may not be a dragon. Some of the Troupe have been captured and eaten by the lizardfolk, making it unlikely that friendly negotiations can be made with these particular creatures. &lt;br /&gt;
Oddly enough, the Oborik attacked from this general direction and, apparently, made it through the swamps unscathed somehow. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Lush Green&#039;&#039;&#039;&lt;br /&gt;
This section of tropical woodlands is said to be ruled over by creatures known as ghost monkeys. Creatures that can control nature, steal items very stealthily, and possibly even fly. It has been proposed most recently that these creature may be upset nature spirits as they seem to attack when the trees or fruits of this area are threatened.&lt;/div&gt;</summary>
		<author><name>Stattick</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=The_Land_of_Spoils_and_Promised_Danger&amp;diff=375719</id>
		<title>The Land of Spoils and Promised Danger</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=The_Land_of_Spoils_and_Promised_Danger&amp;diff=375719"/>
		<updated>2019-12-30T03:27:43Z</updated>

		<summary type="html">&lt;p&gt;Stattick: /* The Explorers */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=The Background=&lt;br /&gt;
It is the largest unexplored continent in the World (for the World is what the everyday folk call this orb on which life teems while the learned scholars name the place Taermus).&lt;br /&gt;
This great new land is ripe for colonization by the King and Queen of Kingsland but the great minerals and other secrets hidden in the deep woods, mountains, and perhaps even in the swamps or icy glaciers are coveted by not only the throne but others who would seek out this land to plunder its spoils or to set up their own seat of power. &lt;br /&gt;
For those willing to help explore and protect the colonists of this new land, there is good work and spoils to be had for them as well. &lt;br /&gt;
Indeed, this is where we find the Troupe of the Newdawn, named for the new opportunities that await those brave explorers.&lt;br /&gt;
The Troupe has set up a consignment for able bodies explorers who would face the unknowns in this new land. &lt;br /&gt;
&lt;br /&gt;
Camp Newdawn is a modest establishment, having a makeshift &amp;quot;mess tent&amp;quot; that passes for a tavern and place to grab a small meal, the cabins where those of the Troupe and other visitors can get some rest, the Temple which is mostly devoted to Pelor but also holds a host of minor shrines as well, as well as the Officer&#039;s Tent for those of the Troupe who are considered its leaders, and a few storage tents for supplies and equipment. &lt;br /&gt;
&lt;br /&gt;
==The New Land Map==&lt;br /&gt;
As it Stands now:&lt;br /&gt;
&lt;br /&gt;
[https://imgur.com/hncwbLl]&lt;br /&gt;
&lt;br /&gt;
==The Explorers==&lt;br /&gt;
These are the brave (or desperate, or insane, or...nevermind) these are the explorers of the New Land. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dancer Under the Crescent Moon (Dancer to Her Allies)&#039;&#039;&#039;&lt;br /&gt;
Dancer is a Tabaxi Hexblade from the &amp;quot;Golden Deserts&amp;quot; of Kabarr in the East who wanders and looks for her next hunt, she especially has a distaste for raiders. &lt;br /&gt;
Played by: Talisman&lt;br /&gt;
[https://docs.google.com/document/d/16-GBUQ2ah_03RkX5eHMfOA6WK9xOQtMu-A4O6q50CNg/edit]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dr. Alfans Lunarre&#039;&#039;&#039;&lt;br /&gt;
The Longtooth Shifter Bloodhunter, Alfans is fresh from gaining his doctorate and ready to see the world outside of the tomes (and also a hunter of dark things).&lt;br /&gt;
Played by: Woolishly Grim&lt;br /&gt;
[https://www.dndbeyond.com/characters/20136023]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Meiovar[https://www.dndbeyond.com/profile/SturmRaven/characters/20097409]&#039;&#039;&#039;&lt;br /&gt;
This Half-Elf Sorceress is a mystery to her peers even in the collegiate realms where she studied. She roams the lands of the World looking for what might be over the next ridge and, especially, what ancient knowledge might be uncovered along the way. &lt;br /&gt;
Played by: Stormraven&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Iman&#039;&#039;&#039;&lt;br /&gt;
Iman is a Human druid who began an unremarkable life only to be sought out by her teacher and, she soon found, the World itself. She wanders the ways and wilds offering wisdom to those who seem in need of it.&lt;br /&gt;
Played by: Silvercat Moonpaw [https://wiki.rpg.net/index.php/Iman]&lt;br /&gt;
&amp;lt;!-- Iman&lt;br /&gt;
Age: 55&lt;br /&gt;
Hair: Black&lt;br /&gt;
Eyes: Brown&lt;br /&gt;
Female Human [Variant] Druid 3 (Circle of the Land [Desert])&lt;br /&gt;
Str 13 (+1), Dex 8 (-1), Con 13 (+1), Int 14 (+2), Wis 16 (+3), Cha 10 (+0)&lt;br /&gt;
Proficiency: +2&lt;br /&gt;
Armor Class: 12&lt;br /&gt;
Hit Points: 21&lt;br /&gt;
Armor: Light armor, medium armor, shields (druids will not wear armor or use shields made of metal)&lt;br /&gt;
Weapons: Clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears&lt;br /&gt;
Tools: Herbalism kit, Cook&#039;s utensils&lt;br /&gt;
Saving Throws: Intelligence +4, Wisdom +5&lt;br /&gt;
Skills: Animal Handling +5, Insight +5, Medicine +5, Perception +5, Survival +7 (Expertise), Nature +4&lt;br /&gt;
Languages: Common, Primordial, Sylvan, Druidic&lt;br /&gt;
Feats: Prodigy (XGE)&lt;br /&gt;
Features: Druidic, Spellcasting, Wild Shape, Druid Circle (Circle of the Land [Bonus Cantrip, Natural Recovery, Circle Spells])&lt;br /&gt;
Spellcasting: Cntr: 2+1; 1st: 4; 2nd: 2; 8 minutes prep; Save DC: 13; Spell attack: +5&lt;br /&gt;
Circle Spells: blur (2nd), silence (2nd)&lt;br /&gt;
Wild Shape: Max CR: 1/4; no flying or swimming; 1 hour; 2/rest&lt;br /&gt;
Equipment: club, wooden shield, leather armor, an explorer’s pack, a druidic focus&lt;br /&gt;
Combat: +3 attack (melee); +1 attack (ranged); club 1d4+1 B&lt;br /&gt;
&lt;br /&gt;
Here&#039;s the write-up after some looking around the Internet. I really don&#039;t have much of a background in mind:&lt;br /&gt;
Not really managing to make anything of herself it was only when a senior druid walked out of the badlands and said he&#039;d been sent to find her that her life started going anywhere. Once done with training she just sort of took to wandering. In some ways she&#039;s a fantasy Taoist.Iman&lt;br /&gt;
Age: 55&lt;br /&gt;
Hair: Black&lt;br /&gt;
Eyes: Brown&lt;br /&gt;
Female Human [Variant] Druid 3 (Circle of the Land [Desert])&lt;br /&gt;
Str 13 (+1), Dex 8 (-1), Con 13 (+1), Int 14 (+2), Wis 16 (+3), Cha 10 (+0)&lt;br /&gt;
Proficiency: +2&lt;br /&gt;
Armor Class: 12&lt;br /&gt;
Hit Points: 21&lt;br /&gt;
Armor: Light armor, medium armor, shields (druids will not wear armor or use shields made of metal)&lt;br /&gt;
Weapons: Clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears&lt;br /&gt;
Tools: Herbalism kit, Cook&#039;s utensils&lt;br /&gt;
Saving Throws: Intelligence +4, Wisdom +5&lt;br /&gt;
Skills: Animal Handling +5, Insight +5, Medicine +5, Perception +5, Survival +7 (Expertise), Nature +4&lt;br /&gt;
Languages: Common, Primordial, Sylvan, Druidic&lt;br /&gt;
Feats: Prodigy (XGE)&lt;br /&gt;
Features: Druidic, Spellcasting, Wild Shape, Druid Circle (Circle of the Land [Bonus Cantrip, Natural Recovery, Circle Spells])&lt;br /&gt;
Spellcasting: Cntr: 2+1; 1st: 4; 2nd: 2; 8 minutes prep; Save DC: 13; Spell attack: +5&lt;br /&gt;
Circle Spells: blur (2nd), silence (2nd)&lt;br /&gt;
Wild Shape: Max CR: 1/4; no flying or swimming; 1 hour; 2/rest&lt;br /&gt;
Equipment: club, wooden shield, leather armor, an explorer’s pack, a druidic focus&lt;br /&gt;
Combat: +3 attack (melee); +1 attack (ranged); club 1d4+1 B&lt;br /&gt;
&lt;br /&gt;
Here&#039;s the write-up after some looking around the Internet. I really don&#039;t have much of a background in mind:&lt;br /&gt;
Not really managing to make anything of herself it was only when a senior druid walked out of the badlands and said he&#039;d been sent to find her that her life started going anywhere. Once done with training she just sort of took to wandering. In some ways she&#039;s a fantasy Taoist. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Thol Wolf-Brother, Son of Hrin&#039;&#039;&#039;&lt;br /&gt;
A wandering Human barbarian far from his home and clan in the Great North, Thol has great respect for his axes and his drink. His allies are happy to have him pointed at their enemies.&lt;br /&gt;
Played by: Archer &lt;br /&gt;
[https://www.dndbeyond.com/characters/20097730/Ef0tPN]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Zass&#039;&#039;&#039;&lt;br /&gt;
Zass is a Yuan Ti Pureblood, or perhaps it should be said she was until being cursed by the Fey and bound to them. Now her emotions have been unleashed as she uses stealth and magic as a Thief/Warlock to make her way through the world, lost to her own people. &lt;br /&gt;
Played by: Stattick&lt;br /&gt;
&lt;br /&gt;
[https://wiki.rpg.net/index.php/Zass] Zass&lt;br /&gt;
&lt;br /&gt;
==The Troupe of Newdawn==&lt;br /&gt;
The Troupe of Newdawn are a group of people who represent the influential and wealthy of Kingsland as well as the group of colonists hoping to call the New Land home one day. &lt;br /&gt;
This small group is in charge of the exploration and clearing of (when necessary) the unexplored territories of the New Land. &lt;br /&gt;
The group consists of ex soldiers from the King and Queen&#039;s army, mercenaries, and others in the opportune position to strike out for an unexplored part of the world and those who can &amp;quot;get the job done&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Commandant Horris Belevante&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This stalwart human is typically seen in his retired uniform from the King&#039;s Guard. His long gray hair shows his years where his strong and confident physique doe not.&lt;br /&gt;
The Commandant oversees the entire operation of the Troupe, from everyday affairs such as ration shortages or, if the Troupe is lucky, overages, and any petty squabbles the Troupe (or its visitors) may have to larger threats such as raids by monsters or &amp;quot;competition&amp;quot; showing up. &lt;br /&gt;
Though Exploration and the purging of dangerous and vile creatures is a primary concern of the Commandant, his main concern is the safety of the Troupe (without the Troupe the operation is lost, after all) and with the help of his second, Bijinn Umi, and the &amp;quot;Good Captain Bashaar Firescale&amp;quot; is ready to evacuate the Troupe to the Captains ship, the Silt Maiden, at a moment&#039;s notice. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bijinn Umi&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Bijinn Umi is a mysterious woman, presumably human though very pale, from the Mysterious East, calling her home on the rare times she talks about her home, as the Bay of Jade. &lt;br /&gt;
Bijinn Umi does not talk a lot and seems very shy on matters that pertain to her, directly, and is very vocal on giving orders as the &amp;quot;second&amp;quot; to the Commandant. &lt;br /&gt;
She is skilled in tactics and combat both, carrying twin blades with a bluish metal tint and inspiring confidence in all of her allies. Though an enigma from an even more enigmatic land, she has won the trust and respect of her peers and is treated as one of the Troupe just as much as any who might be more &amp;quot;local&amp;quot;. &lt;br /&gt;
Bijinn Umi is responsible for a lot of the items that the Commandant just can&#039;t juggle and is, in particular, responsible for the security of Camp Newdawn. It is whispered around camp that Bijinn Umi often makes weather predictions with amazing and unnerving accuracy, impressing even the resident magical expert of the Troupe, Skalahazz.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Kalen&#039;&#039;&#039; &lt;br /&gt;
Kalen is a simple and average-appearing man until he talks, at which point he demands the attention of those aorund him with his deep voice which fits his representation and devotion to Pelor whose sun-symbol is worn about the man&#039;s neck boldly and proudly. &lt;br /&gt;
The priest of the Troupe and keeper of the Temple, a simple cabin with a major shrine to Pelor and minor shrines to &amp;quot;lesser&amp;quot; deities, Kalen serves as the Troupe&#039;s healer, spiritual guide, and simple confidant when necessary. Kalen is also seen pitching in wherever necessary (and whenever the opportunity to teach others about the Father of the Light. &lt;br /&gt;
Next to Bijinn Umi, Kalen is likey the most trusted person in the Troupe not only to the Commandant but to the Troupe as a whole. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Verna Brushbrittle&#039;&#039;&#039;&lt;br /&gt;
Verna is a halfling but no one sees her as that diminutive race, what they see in Verna is that she is a master chef that could cook for the King and Queen&#039;s table in the Great Halls themselves. &lt;br /&gt;
Verna&#039;s best talent is taking what little rations and hunted game there is in Camp Newdawn and creating something amazing from it. Her meals are the stuff of legends the way the folk of the Troupe talk and the &amp;quot;Mess Tent&amp;quot; is virtually packed and as wonderful smelling as any tavern or inn when good food and drink are about. &lt;br /&gt;
The Troupe are especially fond of the Newberry Wine, a special concoction that Verna has discovered and created from the local &amp;quot;Newberries&amp;quot; discovered in the New Land. As intoxicating as wine and as sweet as Sweet Water served in any Tavern or Inn. &lt;br /&gt;
Verna cannot be underestimated as being more than capable of taking care of herself, either. Many a man much larger than she has come to fear her switch for getting into her stores or trying to help themselves to her stew pot. &lt;br /&gt;
Her second is a young halforc boy named Timid which fits him well as he is very shy and afraid that his heritage will earn him ill will. But Verna demands respect of her cooking pupil and the Troupe give it, even calling Timid Verna&#039;s son. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shalahazz&#039;&#039;&#039;&lt;br /&gt;
An elf whose powers are unmatched in the variety of spellcasters in the Troupe, Shalahazz&#039;s source of magic is also a deep mystery and most, even fellow spellcasters, can&#039;t pin him down as a Wizard, a Sorcerer, or a Warlock of some sort. &lt;br /&gt;
This elf looks noble born with the most sharp and perfect features of his race, but his ageless features common to his people is marred by the streak of silver in his hair which starts at the brow and continues around to his long locks. He doesn&#039;t talk about this, pointing out that the color of his hair has little to do with academia or important magical matters of the Troupe. &lt;br /&gt;
He has proven himself continuously and is known for his magical battle prowess as one of the first in the company to fight off a monster attack when the Troupe established camp, but his serious and mysterious air is often offputting to the others of the Troupe. &lt;br /&gt;
Shalahazz is often busy studying in his tent which is fairly good sized as it also serves as the magical market of the Camp though the selling and buying duties are left decidedly to Thellen Stareye the young human man under his tutelage and also the shopkeep of &amp;quot;Shalahazz&#039;s Wonders&amp;quot; as the tent has come to be called. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Troupe Watch&#039;&#039;&#039;&lt;br /&gt;
The Watch are warriors and wizards who serve to guard Camp Newdawn as well as working as gatherers of food, wood, flora, and other resources necessary to keep the Troupe sustained. Though the Watch are behooven to both Bijinn Umi and Commandant Belevante, the Watch&#039;s leader of sorts is Watch Commander Eulis (known not to her face as Eulis the Red after her former pirate name).  &lt;br /&gt;
The Watch is composed of all sorts of folks from all sorts of backgrounds who have come to be a kind of family, respecting one another despite some of their differences both culturally and ethically.  &lt;br /&gt;
All members of the Watch have proven themselves capable and, more importantly, loyal. It doesn&#039;t hurt that Eulis has made it clear that those who work against the Troupe&#039;s purpose or prove unworthy of the Troupe&#039;s trust will be exiled from the camp into the unknown of the New Land never to return on promise of death. &lt;br /&gt;
To date, this threat has only been carried out once but no one talks about the details, telling any who inquire to take it up with Eulis, herself, if they dare. &lt;br /&gt;
Thanks to the Watch and their competence as warriors and spellcasters both, the Campo has been left mostly peaceful since the first monster attack was turned away. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Oborik&#039;&#039;&#039;&lt;br /&gt;
This is a word that immediately raises alarms in the Camp as anyone coming to work for or visit the Troupe is hastenly told. &lt;br /&gt;
The Oborik are a group of monsters local to the New Land who could be called goblins or ogres or orks, save for the fact that they have a unique appearance and vary in size between all three of the before mentioned.&lt;br /&gt;
They are called Oborik because that is the only words they utter (and the Troupe isn&#039;t sure that they got the word right with the monsters&#039; thick gutterish accents). &lt;br /&gt;
The creatures are described as very pale creatures with golden wolf-like eyes and black claw-like nails. They have blood red fur which acts as hair but courses down the back of their necks and backs resembling something closer to fur. &lt;br /&gt;
They are sneaky and competent fighters but have not been seen again since the first raid, other than in small bands that have been wiped out or avoided.&lt;br /&gt;
&lt;br /&gt;
==Camp NewDawn==&lt;br /&gt;
Camp NewDawn is often just called the Camp by the Troupe. The place is in its humble beginnings but yearns to become a port town one day.&lt;br /&gt;
&#039;&#039;&#039;The Commissions Tent&#039;&#039;&#039;&lt;br /&gt;
This is where groups meet to discuss affairs and to determine what the various groups of the Troupe of NewDawn will be doing from day to day. &lt;br /&gt;
The entire Troupe is lined up here in the morning directly after breakfast to receive their daily work orders. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Explorers Quarters&#039;&#039;&#039;&lt;br /&gt;
This is where the Explorers, the newcomers to the New Land lay their head, clean up, and stow their items they don&#039;t care to carry about with them. &lt;br /&gt;
The place is centered by a round-ish table with the map of the New Land on it as well as a few ink wells and quills to make adjustments to the map and make plans for what to explore next. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Mess Tent&#039;&#039;&#039;&lt;br /&gt;
Also just called the Mess, this is where the halfling cook and her half-orc helper prepare meals. And they do a very good job of it as well. The tent is never empty during meal times, especially when the Camp is alive with the aroma of fresh baked bread from Verna&#039;s small oven that it is said was a gift from a gnomish merchant. Verna&#039;s half-orc helper also guards the stores, the tent directly behind the Mess where the Camp&#039;s food is kept and carefully rationed out by Verna, herself. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pelor&#039;s Light&#039;&#039;&#039;&lt;br /&gt;
Also called the Temple Tent, this is where the Troupe go to worship, to commune with Kalen, also called Father by many and Kalen of Pelor&#039;s Grace by those who really want to try to earn his favor or respect. Though Kalen is not the only one in the Camp capable of healing, he is the only one capable of bestowing Blessings and will do so sparingly to those he finds truly worthy or in need. He is serious in his devotion and piety but he is also the friendliest face one is likely to encounter in the Camp.&lt;br /&gt;
The temple tent, itself, is centered by the shrine of Pelor and the large, carved stone sun that is the center of Pelor&#039;s Shrine. But, surrounding the place in a circle are shrines ot other minor deities of travel, nature, and good fortune.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Command&#039;&#039;&#039;&lt;br /&gt;
This is the only actual cabin in the Camp. It is the quarters of the Commandant Horris Belavante on a second floor with the first floor having two smaller quarters for Umi Bijinn and Watch Commander Eulis. Aside from the quarters, this cabin also has a sitting room which is both a haven for the Troupe&#039;s upper command ass well as a meeting place when a meeting is truly necessary outside of the Commissions Tent. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Provisioner&#039;&#039;&#039;&lt;br /&gt;
The company&#039;s provisions officer as he prefers to be called, is a strange fellow named Rathaen. Strange in so much that he is shaped like a dwarf made completely of brass. His eyes are two precious gemstones and he seems to possess strength enough to pound out metal in his smithe by hand. He is often dodging the curiosities of the local wizard, Shalahazz who has offered to pay him to be studied. Rathaen insists, however, that he has no need of earthly treasures though he is quite fond of masterful works of weapons and art, especially stone and metal carved art which he will gladly pay a lot for. Though Rathaen seems to be a construct of some sort, he has a personality and appears to be free willed, even stubborn in some regards. He is forthright and open to the fact that he has no memory or knowledge of where he has come from or what, exactly, he is. &lt;br /&gt;
The prices that Rathaen charge are very fair, only slightly above the standard prices in towns and cities due to the short resources and supply and demand, especially for arrows and bolts and any &amp;quot;profits&amp;quot; he makes that he doesn&#039;t use to buy artwork from travelers he gives to the Camp, itself to help it grow. &lt;br /&gt;
&lt;br /&gt;
==Places Of Interest==&lt;br /&gt;
The New Land is an unexplored, vast continent full of places both beautiful and dangerous, some even terrifying. &lt;br /&gt;
The Troupe of NewDawn have scarcely touched the surface of the land and mapped out even less of it. But a little knowledge can be better than no knowledge at all. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Peaceful Isles&#039;&#039;&#039;&lt;br /&gt;
This place is said to live up to its name and offers some food, good fishing, and resources, though these resources are limited and in order to avoid stripping the isles, the Troupe would like to find other resources in the New Land, itself. &lt;br /&gt;
This is a place where both the Troupe of NewDawn and the crew of the Silt Maiden go to relax and enjoy themselves when time allows. &lt;br /&gt;
The foliage here is green and tropical and the fish colorful and bright. The Newberries grow plentiful here, which the cooks in Camp NewDawn enjoy using for pies, drnks, and other refreshing fixings. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Island of the Witch&#039;&#039;&#039;&lt;br /&gt;
This island in contrast to the peaceful isles is a place covered in mists and mystery. The only group sent here to look around came back murderous and mindless save for a message that had been left with one man who had been controlled by something telling the Troupe to leave it alone. When the man recovered, all he could say is that &amp;quot;She&amp;quot; needed to be left alone and none have gone back to the island since. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Great Swamp&#039;&#039;&#039;&lt;br /&gt;
This great expanse of marshland is inhabited by lizardfolk and bullywugs according to the Troupe and, perhaps, a great winged beast as well that may or may not be a dragon. Some of the Troupe have been captured and eaten by the lizardfolk, making it unlikely that friendly negotiations can be made with these particular creatures. &lt;br /&gt;
Oddly enough, the Oborik attacked from this general direction and, apparently, made it through the swamps unscathed somehow. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Lush Green&#039;&#039;&#039;&lt;br /&gt;
This section of tropical woodlands is said to be ruled over by creatures known as ghost monkeys. Creatures that can control nature, steal items very stealthily, and possibly even fly. It has been proposed most recently that these creature may be upset nature spirits as they seem to attack when the trees or fruits of this area are threatened.&lt;/div&gt;</summary>
		<author><name>Stattick</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Zass&amp;diff=375718</id>
		<title>Zass</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Zass&amp;diff=375718"/>
		<updated>2019-12-30T03:27:25Z</updated>

		<summary type="html">&lt;p&gt;Stattick: Created page with &amp;quot;== Jensen Isaiah Hawkins (Jay or Screamin Jay) ==  &amp;#039;&amp;#039;&amp;#039;Race&amp;#039;&amp;#039;&amp;#039; Elf, Wood  &amp;#039;&amp;#039;&amp;#039;Sex&amp;#039;&amp;#039;&amp;#039; Male  &amp;#039;&amp;#039;&amp;#039;Background&amp;#039;&amp;#039;&amp;#039; US Army Ranger (Uthgardt Tribe Member)  &amp;#039;&amp;#039;&amp;#039;Class&amp;#039;&amp;#039;&amp;#039; Assassin Rogue /...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Jensen Isaiah Hawkins (Jay or Screamin Jay) ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Race&#039;&#039;&#039; Elf, Wood  &#039;&#039;&#039;Sex&#039;&#039;&#039; Male  &#039;&#039;&#039;Background&#039;&#039;&#039; US Army Ranger (Uthgardt Tribe Member)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class&#039;&#039;&#039; Assassin Rogue / Gloom Stalker Ranger &#039;&#039;&#039;Level&#039;&#039;&#039; 3 / 8 &#039;&#039;&#039;Alignment&#039;&#039;&#039; Lawful Neutral&lt;br /&gt;
&lt;br /&gt;
== Characteristics ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Str&#039;&#039;&#039; 10 (+0)  &#039;&#039;&#039;Dex&#039;&#039;&#039; 18 (+4)  &#039;&#039;&#039;Con&#039;&#039;&#039; 14 (+2)  &#039;&#039;&#039;Int&#039;&#039;&#039; 12 (+1)  &#039;&#039;&#039;Wis&#039;&#039;&#039; 14 (+2)  &#039;&#039;&#039;Cha&#039;&#039;&#039; 8 (-1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Saving Throws&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Str&#039;&#039;&#039; 0  &#039;&#039;&#039;Dex&#039;&#039;&#039; +8  &#039;&#039;&#039;Con&#039;&#039;&#039; +2  &#039;&#039;&#039;Int&#039;&#039;&#039; +5  &#039;&#039;&#039;Wis&#039;&#039;&#039; +6  &#039;&#039;&#039;Cha&#039;&#039;&#039; -1&lt;br /&gt;
*Advantage vs charmed&lt;br /&gt;
*Magic can&#039;t put you to sleep&lt;br /&gt;
*Advantage on saves against plants that are magically created or manipulated to impede movement (entangle, etc).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Speed&#039;&#039;&#039; 40, Climbing 40, Swimming 40, +10&#039; first turn of combat. &lt;br /&gt;
*Nonmagical difficult terrain costs no extra movement.&lt;br /&gt;
*Standing only uses only 5&#039;. Can jump after moving 5&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Passive Perception&#039;&#039;&#039; 20 &#039;&#039;&#039;Passive Insight&#039;&#039;&#039; 16 &#039;&#039;&#039;Darkvision&#039;&#039;&#039; 90 feet&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;HPs&#039;&#039;&#039; 104 _________________ &#039;&#039;&#039;Hit Dice&#039;&#039;&#039; 10d10 / 3d6 &#039;&#039;&#039;AC&#039;&#039;&#039; 17 &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Initiative&#039;&#039;&#039; +6 &#039;&#039;&#039;Proficiency Bonus&#039;&#039;&#039; +4&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Extra Attack&#039;&#039;&#039; - You can attack twice, instead of once, whenever you take the Attack action on your turn.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! &#039;&#039;&#039;Weapon&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Type&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Range&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Attack&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Damage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Longbow +3&lt;br /&gt;
| Ranged&lt;br /&gt;
| 150 / 600&lt;br /&gt;
| +13&lt;br /&gt;
| 1d8+9&lt;br /&gt;
|-&lt;br /&gt;
| Scimitar&lt;br /&gt;
| Melee&lt;br /&gt;
| -&lt;br /&gt;
| +8&lt;br /&gt;
| 1d8+4&lt;br /&gt;
|-&lt;br /&gt;
| Dagger&lt;br /&gt;
| Melee&lt;br /&gt;
| 20/60&lt;br /&gt;
| +8&lt;br /&gt;
| 1d4+4&lt;br /&gt;
|-&lt;br /&gt;
| Spear&lt;br /&gt;
| Melee&lt;br /&gt;
| 20/60&lt;br /&gt;
| +4&lt;br /&gt;
| 1d6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! &#039;&#039;&#039;Skills&#039;&#039;&#039; (&#039;&#039;&#039;Proficient&#039;&#039;&#039;, &#039;&#039;&#039;&#039;&#039;Expertise&#039;&#039;&#039;&#039;&#039;)&lt;br /&gt;
! &#039;&#039;&#039;Other Proficiencies&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Languages&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
*&#039;&#039;&#039;Acrobatics&#039;&#039;&#039; (Dex) +8&lt;br /&gt;
*&#039;&#039;&#039;Animal Handling&#039;&#039;&#039; (Wis) +6&lt;br /&gt;
*Arcana (Int) +1&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Athletics&#039;&#039;&#039;&#039;&#039; (Str) +8&lt;br /&gt;
*Deception (Cha) -1&lt;br /&gt;
*History (Int) +1&lt;br /&gt;
*&#039;&#039;&#039;Insight&#039;&#039;&#039; (Wis) +6&lt;br /&gt;
*&#039;&#039;&#039;Intimidation&#039;&#039;&#039; (Cha) +3&lt;br /&gt;
*&#039;&#039;&#039;Investigation&#039;&#039;&#039; (Int) +5&lt;br /&gt;
*Medicine (Wis) +2&lt;br /&gt;
*&#039;&#039;&#039;Nature&#039;&#039;&#039; (Int) +5&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Perception&#039;&#039;&#039;&#039;&#039; (Wis) +10&lt;br /&gt;
*Performance (Cha) -1&lt;br /&gt;
*Persuasion (Cha) -1&lt;br /&gt;
*Religion (Int) +1&lt;br /&gt;
*Sleight of Hand (Dex) +4&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Stealth&#039;&#039;&#039;&#039;&#039; (Dex) +12&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Survival&#039;&#039;&#039;&#039;&#039; (Wis) +10&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
*Light &amp;amp; Medium Armor&lt;br /&gt;
*Shields&lt;br /&gt;
*Simple &amp;amp; Martial Weapons&lt;br /&gt;
*Thieve&#039;s Tools&lt;br /&gt;
*Tinker&#039;s Tools&lt;br /&gt;
*Tool: Vehicles (land)&lt;br /&gt;
*Tool: Machinery&lt;br /&gt;
*Disguise Kit&lt;br /&gt;
*Poisoner&#039;s Kit&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
*English&lt;br /&gt;
*Common&lt;br /&gt;
*Elven&lt;br /&gt;
*Thieves&#039; Cant&lt;br /&gt;
*Dari-Persian&lt;br /&gt;
*Sylvan&lt;br /&gt;
*Beast&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Features &amp;amp; Feats ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Racial &amp;amp; Background&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;Mask of the Wild&#039;&#039;: You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.&lt;br /&gt;
*&#039;&#039;Blessing of the Forest&#039;&#039;: Action - pass my Mask of the Wild feature to another for an hour, or until I pass it to another creature.&lt;br /&gt;
*&#039;&#039;Uthgardt Heritage&#039;&#039;: You find twice as much food and water as you normally would when you forage. Additionally, you can call upon the hospitality of your people, and those folk allied with your tribe.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rogue Features&#039;&#039;&#039;&lt;br /&gt;
*1st Level: Expertise, Sneak Attack (+2d6), &lt;br /&gt;
*2nd Level: Cunning Action: Bonus Action - You can  take the Dash, Disengage, or Hide action.&lt;br /&gt;
*3rd Level: Assassinate: You have advantage on attack rolls against any creature that hasn&#039;t taken a turn in the combat yet. In addition, any hit you score against a creature that is surprised is a critical hit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ranger Features&#039;&#039;&#039;&lt;br /&gt;
*1st Level: &#039;&#039;&#039;Favored Foe&#039;&#039;&#039; - Hunter’s Mark spell known, doesn&#039;t count against spells known, doesn&#039;t require concentration. Can cast it Wis Mod times w/o concentration or expending a slot per long rest., &#039;&#039;&#039;Deft Explorer&#039;&#039;&#039; - Roving: +5 Speed, Climbing &amp;amp; Swimming is equal to walking speed. Canny: Expertise in Athletics, +2 languages.&lt;br /&gt;
*2nd Level: &#039;&#039;&#039;Fighting Style&#039;&#039;&#039; - Archery (+2 w/ Ranged Weapons), &#039;&#039;&#039;Spellcasting&#039;&#039;&#039; (see &amp;quot;Magic&amp;quot; below&amp;quot;), &#039;&#039;&#039;Spell Versatility&#039;&#039;&#039; - When you finish a long rest, you can replace a spell you learned from your Spellcasting feature with another spell from the ranger spell list. The new spell must be the same level as the spell you replace, &#039;&#039;&#039;Spellcasting Focus&#039;&#039;&#039; - May use Druidic spell focus. &#039;&#039;&#039;Ranger Spells&#039;&#039;&#039; - The following spells expand the ranger spell list: Entangle, Searing Smite, Aid, Gust of Wind, Magic Weapon, Enhance Ability, Warding Bond&lt;br /&gt;
*3rd Level: &#039;&#039;&#039;Primal Awareness&#039;&#039;&#039; - Bonus spells that can be cast once per long rest w/o expending a slot. &#039;&#039;&#039;Gloom Stalker Archetype&#039;&#039;&#039; - &#039;&#039;Gloom Stalker Magic&#039;&#039; - expanded spell list that doesn&#039;t count against spells known, &#039;&#039;Dread Ambusher&#039;&#039; - Wis mod bonus to Initiative, +10 move on first turn of combat, can take an additional attack if I attack on the first round of combat &amp;amp; if it hits the target takes +1d8 dmg, &#039;&#039;Umbral Sight&#039;&#039; - +30&#039; to Darkvision, While in darkness, you are invisible to any creature that relies on darkvision to see you in that darkness.&lt;br /&gt;
*4th Level: &#039;&#039;&#039;ASI&#039;&#039;&#039; - &#039;&#039;Close Quarters Archer&#039;&#039; Feat&lt;br /&gt;
*5th Level: Extra Attack&lt;br /&gt;
*6th Level: Deft Explorer Improvement&lt;br /&gt;
*7th Level: &#039;&#039;&#039;Iron Mind&#039;&#039;&#039; - Gain proficiency in Wis Saving Throws&lt;br /&gt;
*8th Level: &#039;&#039;&#039;ASI&#039;&#039;&#039; - &#039;&#039;Athlete&#039;&#039; Feat. &#039;&#039;&#039;Land&#039;s Stride&#039;&#039;&#039; - Nonmagical difficult terrain costs no extra movement. Advantage on saves against plants that are magically created or manipulated to impede movement (entangle, etc). &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Feats&#039;&#039;&#039;&lt;br /&gt;
*1st Level: &#039;&#039;&#039;Sharpshooter&#039;&#039;&#039; (Ranged Weapons) No disadvantage at long range. Ignore half cover and three-quarters cover. May take -5 to hit &amp;amp; +10 dmg.&lt;br /&gt;
*4th Level: &#039;&#039;&#039;Close Quarters Archer&#039;&#039;&#039; (Ranged Weapons) Being in melee with a hostile creature doesn’t impose disadv on attacks. No disadv against prone targets if firing down on them. You can make an Opportunity Attack with your bow as if it were a melee weapon, firing an arrow as the target exits melee range.&lt;br /&gt;
*8th Level: &#039;&#039;&#039;Athlete&#039;&#039;&#039; Standing only uses only 5&#039;. Can jump after moving 5&#039;, rather than 10&#039;.&lt;br /&gt;
&lt;br /&gt;
== Magic ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;&#039;Casting Ability&#039;&#039;&#039; Wisdom&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Save DC&#039;&#039;&#039; 14 &#039;&#039;&#039;Attack Bonus&#039;&#039;&#039; +6&lt;br /&gt;
|&lt;br /&gt;
: * = doesn&#039;t count against known spells&lt;br /&gt;
: † = cast once per long rest for free&lt;br /&gt;
: ^ = cast Wis mod per long rest for free&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spell Slots&#039;&#039;&#039; 4 / 3&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! &#039;&#039;&#039;Cantrips&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;1st Level&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;2nd Level&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
*Create Bonfire&lt;br /&gt;
*Druidcraft&lt;br /&gt;
*Prestidigitation&lt;br /&gt;
*Shape Water&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
*Detect Magic * †&lt;br /&gt;
*Disguise Self *&lt;br /&gt;
*Ensnaring Strike&lt;br /&gt;
*Goodberry&lt;br /&gt;
*Hunter&#039;s Mark * ^&lt;br /&gt;
*Longstrider&lt;br /&gt;
*Speak with Animals * †&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
*Beast Sense * †&lt;br /&gt;
*Locate Animals or Plants * †&lt;br /&gt;
*Pass Without Trace&lt;br /&gt;
*Rope Trick *&lt;br /&gt;
*Silence&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Equipment ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Magical Equipment&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Longbow +3&#039;&#039;&#039; (very rare)&lt;br /&gt;
:&#039;&#039;&#039;Glamoured Studded Leather&#039;&#039;&#039; (rare) - AC 13 + Dex Mod, can appear as clothing&lt;br /&gt;
:&#039;&#039;&#039;Bracers of Archery&#039;&#039;&#039; (uncommon, attunement) - +2 bow dmg&lt;br /&gt;
:&#039;&#039;&#039;Efficient Quiver&#039;&#039;&#039; (uncommon)&lt;br /&gt;
:&#039;&#039;&#039;Elvin Boots&#039;&#039;&#039; (uncommon) - adv on stealth&lt;br /&gt;
:&#039;&#039;&#039;Aril Ring&#039;&#039;&#039; (common, attunement) - &#039;&#039;A ring of polished yew. In place of a gem, the ring has a single, living aril.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
:As a Bonus Action, the wearer may pluck the ring&#039;s berry. When doing so, a fey spirit in the form of a sparrow appears. As an Action, the berry can be eaten (effects as a single Goodberry), fed to another, or it can be fed to the sparrow. If the sparrow doesn&#039;t get the berry, it fluffs up its feathers and chatters angrily.&lt;br /&gt;
&lt;br /&gt;
:If the aril is fed to the sparrow, the bird will act as a messenger, per the Message cantrip. The bird must be able to physically get to the person the message is intended for. The bird will land and whisper the message in the recipient&#039;s ear. After a minute transpires, the bird will return to the feywild, any impending messages undelivered. Sparrows use the same attributes as Canaries.&lt;br /&gt;
&lt;br /&gt;
:It&#039;s said that these messengers can also carry messages to the spirits of the dead, but if so, the dead don&#039;t typically respond. If sent to deliver such a message, the sparrow merely disappears.&lt;br /&gt;
&lt;br /&gt;
:The ring will regrow a missing berry at dawn.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Glow Gem&#039;&#039;&#039; (common) - A gem that glows as brightly as a candle. The light the gem gives off is the same color as the gem. (orange topaz)&lt;br /&gt;
:&#039;&#039;&#039;Shaded Scimitar&#039;&#039;&#039; (common) - A Shaded weapon is mat black and reflects no light. It seems to disappear in the shadows and darkness.&lt;br /&gt;
&lt;br /&gt;
:In dimly lit or dark conditions, if a creature isn&#039;t already aware of the weapon&#039;s presence, it must make a DC 15 check to notice its presence (Perception or Investigation) even if it&#039;s being held. Attacks with an unnoticed Shaded weapon are made with advantage. After a Shaded weapon is used to attack in a combat, it is no longer difficult to perceive.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Unbreakable Arrow&#039;&#039;&#039; (common) x3&lt;br /&gt;
:&#039;&#039;&#039;Walloping Ammunition&#039;&#039;&#039; (Arrows, common) x2 - A creature hit by the ammunition must succeed on a DC 10 Strength saving throw or be knocked prone.&lt;br /&gt;
:&#039;&#039;&#039;Whistling Ammunition&#039;&#039;&#039; (Arrow, common) x1 - When in flight, the arrow makes a loud whistling noise.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Mundane Equipment&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Worn&#039;&#039;&#039;&lt;br /&gt;
::Glamored Studded Leather Armor 13 lbs&lt;br /&gt;
::Clothing (including boots &amp;amp; cloak) 5 lbs&lt;br /&gt;
::Efficient Quiver 2 lbs&lt;br /&gt;
:::Longbow +3&lt;br /&gt;
:::54 Arrows&lt;br /&gt;
:::3 Unbreakable Arrows&lt;br /&gt;
:::2 Walloping Arrows&lt;br /&gt;
:::1 Whistling Arrow&lt;br /&gt;
:::Shaded Scimitar&lt;br /&gt;
:::2 Spears&lt;br /&gt;
:::10 Torches&lt;br /&gt;
::&#039;&#039;&#039;Belt&#039;&#039;&#039;&lt;br /&gt;
:::Dagger 1 lb&lt;br /&gt;
:::&#039;&#039;&#039;Belt Pouch&#039;&#039;&#039; ~3 lbs&lt;br /&gt;
::::Tiny Tinder Box&lt;br /&gt;
::::Toilet Paper&lt;br /&gt;
::::Glow Gem (in lightproof container)&lt;br /&gt;
::::Thieves Tools&lt;br /&gt;
::::Compass&lt;br /&gt;
::::Chalk&lt;br /&gt;
::::Carpenter&#039;s Pencil&lt;br /&gt;
::::Spoon &amp;amp; Fork&lt;br /&gt;
::::Snacks&lt;br /&gt;
::::Small notepad&lt;br /&gt;
::::Monocular &lt;br /&gt;
::&#039;&#039;&#039;Pack&#039;&#039;&#039; 2 lbs (~25 lbs total)&lt;br /&gt;
:::Change of Clothes 2 lbs&lt;br /&gt;
:::100&#039; Type III Tan cammo paracord .5 lbs&lt;br /&gt;
:::100&#039; smaller lengths of paracord .5 lbs&lt;br /&gt;
:::Sleeping Bag 3 lbs&lt;br /&gt;
:::Backpacking Tarp 2 lbs&lt;br /&gt;
:::3 Days rations 6 lbs&lt;br /&gt;
:::Rags 1 lb&lt;br /&gt;
:::Sewing kit&lt;br /&gt;
:::Mess Kit 1 lb&lt;br /&gt;
:::Flask of oil 1 lb&lt;br /&gt;
:::Plastic bottle of Everclear 1 lb&lt;br /&gt;
:::Duct Tape .5 lbs&lt;br /&gt;
:::Small game snare building equip 2 lbs&lt;br /&gt;
:48 lbs total&lt;br /&gt;
:23 lbs w/o pack&lt;br /&gt;
&lt;br /&gt;
== Background ==&lt;br /&gt;
Jensen Isaiah Hawkins was born and raised in Eastern Oregon by a moderately abusive family of rigidly adhering fundamentalist Christians of an off-beat denomination. His family were also firm adherents of a number of Sovereign Citizen and Freemen-on-the-Land conspiracy theories. He thought his family&#039;s beliefs, both religious and otherwise, were insane. He was raised on a small ranch that wasn&#039;t always self sustaining. Jensen, or &amp;quot;Jay&amp;quot; as anyone who actually liked him called him (so not his family), had to learn to get by impoverished, and was often reduced to thievery and poaching to get by.&lt;br /&gt;
&lt;br /&gt;
When he was old enough, Jay joined the US Army. Being good on the land, and having been raised with a gun or bow at his side since he was small, but not being the brightest recruit, Jay landed in the infantry. In Basic Training, the shy Jensen quickly got named Screamin&#039; Jay by the Drill Sergeant, and the name stuck. Within a few years, after his first tour in Afghanistan, he got into the Rangers. He had his sights set on joining Special Forces if he could get into the training.&lt;br /&gt;
&lt;br /&gt;
After making it through Ranger training, he landed back in Afghanistan for another tour, this time, mostly on foot instead of in an APC. A couple of years into deployment, his platoon went down a hole in Afghanistan, chasing the Taliban. The cavern turned into torch lined halls of cyclopean stonework, peppered with grotesquely grinning gargoyle faces. Then the monsters came, along with an 80 ton stone block that barred their way back. The only way out was to go forward. Screamin Jay was the only one that made it out - but &amp;quot;out&amp;quot; was another world. A world of elves, orcs, dragons, and unicorns.&lt;br /&gt;
&lt;br /&gt;
On the other side, Jay found himself transformed into an elf. It was a little odd, but not insufferable. After wandering for a while, and getting into some trouble among the humans, who apparently didn&#039;t like elves, he went out into the wilds to find &amp;quot;his kind&amp;quot;, the elves. It wasn&#039;t long after entering their territory that he was picked up by a patrol of Wood Elves that looked much as he did. After a few days of questioning, they finally decided that he was telling the truth about his origins, and was no danger to them. He was offered a place among them, which he accepted. It wasn&#039;t long before he too was patrolling with their rangers.&lt;br /&gt;
&lt;br /&gt;
He was &amp;quot;over there&amp;quot; for ten years. It was a good life. He&#039;d been handfasted to a good elven woman for a few years, but they&#039;d had no children yet. But when a gateway in a dungeon offered him a way home, he had to take it. It&#039;s not that he wanted to take it. It was his duty to take it. And so he did. When he was found by a patrol and taken back to Kabul, at first he was treated like a deserter, but after some weeks of him steadfasting sticking to the truth, he was eventually treated as a headcase. He was drummed unceremoniously out of the Army with a medical discharge that said, &amp;quot;Psychiatric&amp;quot; on it. The day he was walked off base as a civilian, he was met by the recruiter for Project Kerberos.&lt;/div&gt;</summary>
		<author><name>Stattick</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Jensen_Hawkins_(Jay)_3rd_Level&amp;diff=374256</id>
		<title>Jensen Hawkins (Jay) 3rd Level</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Jensen_Hawkins_(Jay)_3rd_Level&amp;diff=374256"/>
		<updated>2019-11-25T04:02:18Z</updated>

		<summary type="html">&lt;p&gt;Stattick: /* Characteristics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Jensen Isaiah Hawkins (Jay or Screamin Jay) ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Race&#039;&#039;&#039; Elf, Wood  &#039;&#039;&#039;Sex&#039;&#039;&#039; Male  &#039;&#039;&#039;Background&#039;&#039;&#039; US Army Ranger (Uthgardt Tribe Member)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class&#039;&#039;&#039; Assassin Rogue / Gloom Stalker Ranger &#039;&#039;&#039;Level&#039;&#039;&#039; 1 / 2 &#039;&#039;&#039;Alignment&#039;&#039;&#039; Lawful Neutral&lt;br /&gt;
&lt;br /&gt;
== Characteristics ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Str&#039;&#039;&#039; 10 (+0)  &#039;&#039;&#039;Dex&#039;&#039;&#039; 17 (+3)  &#039;&#039;&#039;Con&#039;&#039;&#039; 14 (+2)  &#039;&#039;&#039;Int&#039;&#039;&#039; 12 (+1)  &#039;&#039;&#039;Wis&#039;&#039;&#039; 14 (+2)  &#039;&#039;&#039;Cha&#039;&#039;&#039; 8 (-1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Saving Throws&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Str&#039;&#039;&#039; 0  &#039;&#039;&#039;Dex&#039;&#039;&#039; +8  &#039;&#039;&#039;Con&#039;&#039;&#039; +2  &#039;&#039;&#039;Int&#039;&#039;&#039; +5  &#039;&#039;&#039;Wis&#039;&#039;&#039; +2  &#039;&#039;&#039;Cha&#039;&#039;&#039; -1&lt;br /&gt;
*Advantage vs charmed&lt;br /&gt;
*Magic can&#039;t put you to sleep&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Speed&#039;&#039;&#039; 40, Climbing 40, Swimming 40 &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Passive Perception&#039;&#039;&#039; 20 &#039;&#039;&#039;Passive Insight&#039;&#039;&#039; 16 &#039;&#039;&#039;Darkvision&#039;&#039;&#039; 60 feet&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;HPs&#039;&#039;&#039; 104 _________________ &#039;&#039;&#039;Hit Dice&#039;&#039;&#039; 10d10 / 3d6 &#039;&#039;&#039;AC&#039;&#039;&#039; 15 &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Initiative&#039;&#039;&#039; +4  &#039;&#039;&#039;Proficiency Bonus&#039;&#039;&#039; +4&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! &#039;&#039;&#039;Weapon&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Type&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Range&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Attack&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Damage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Longbow +3&lt;br /&gt;
| Ranged&lt;br /&gt;
| 150 / 600&lt;br /&gt;
| +12&lt;br /&gt;
| 1d8+12&lt;br /&gt;
|-&lt;br /&gt;
| Scimitar&lt;br /&gt;
| Melee&lt;br /&gt;
| -&lt;br /&gt;
| +7&lt;br /&gt;
| 1d8+3&lt;br /&gt;
|-&lt;br /&gt;
| Dagger&lt;br /&gt;
| Melee&lt;br /&gt;
| 20/60&lt;br /&gt;
| +7&lt;br /&gt;
| 1d4+3&lt;br /&gt;
|-&lt;br /&gt;
| Spear&lt;br /&gt;
| Melee&lt;br /&gt;
| 20/60&lt;br /&gt;
| +4&lt;br /&gt;
| 1d6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! &#039;&#039;&#039;Skills&#039;&#039;&#039; (&#039;&#039;&#039;Proficient&#039;&#039;&#039;, &#039;&#039;&#039;&#039;&#039;Expertise&#039;&#039;&#039;&#039;&#039;)&lt;br /&gt;
! &#039;&#039;&#039;Other Proficiencies&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Languages&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
*&#039;&#039;&#039;Acrobatics&#039;&#039;&#039; (Dex) +7&lt;br /&gt;
*&#039;&#039;&#039;Animal Handling&#039;&#039;&#039; (Wis) +6&lt;br /&gt;
*Arcana (Int) +1&lt;br /&gt;
*&#039;&#039;&#039;Athletics&#039;&#039;&#039; (Str) +4&lt;br /&gt;
*Deception (Cha) -1&lt;br /&gt;
*History (Int) +1&lt;br /&gt;
*&#039;&#039;&#039;Insight&#039;&#039;&#039; (Wis) +6&lt;br /&gt;
*&#039;&#039;&#039;Intimidation&#039;&#039;&#039; (Cha) +3&lt;br /&gt;
*&#039;&#039;&#039;Investigation&#039;&#039;&#039; (Int) +5&lt;br /&gt;
*Medicine (Wis) +2&lt;br /&gt;
*&#039;&#039;&#039;Nature&#039;&#039;&#039; (Int) +5&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Perception&#039;&#039;&#039;&#039;&#039; (Wis) +10&lt;br /&gt;
*Performance (Cha) -1&lt;br /&gt;
*Persuasion (Cha) -1&lt;br /&gt;
*Religion (Int) +1&lt;br /&gt;
*Sleight of Hand (Dex) +3&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Stealth&#039;&#039;&#039;&#039;&#039; (Dex) +11&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Survival&#039;&#039;&#039;&#039;&#039; (Wis) +10&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
*Light &amp;amp; Medium Armor&lt;br /&gt;
*Shields&lt;br /&gt;
*Simple &amp;amp; Martial Weapons&lt;br /&gt;
*Thieve&#039;s Tools&lt;br /&gt;
*Tinker&#039;s Tools&lt;br /&gt;
*Tool: Vehicles (land)&lt;br /&gt;
*Tool: Machinery&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
*English&lt;br /&gt;
*Common&lt;br /&gt;
*Elven&lt;br /&gt;
*Thieves&#039; Cant&lt;br /&gt;
*Dari-Persian&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Features &amp;amp; Feats ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Racial &amp;amp; Background&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;Mask of the Wild&#039;&#039;: You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.&lt;br /&gt;
*&#039;&#039;Blessing of the Forest&#039;&#039;: Action - pass my Mask of the Wild feature to another for an hour, or until I pass it to another creature.&lt;br /&gt;
*&#039;&#039;Uthgardt Heritage&#039;&#039;: You find twice as much food and water as you normally would when you forage. Additionally, you can call upon the hospitality of your people, and those folk allied with your tribe.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rogue Features&#039;&#039;&#039;&lt;br /&gt;
*1st Level: Expertise, Sneak Attack (+1d6)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ranger Features&#039;&#039;&#039;&lt;br /&gt;
*1st Level: &#039;&#039;&#039;Favored Foe&#039;&#039;&#039; - Hunter’s Mark spell known, doesn&#039;t count against spells known, doesn&#039;t require concentration. Can cast it Wis Mod times w/o concentration or expending a slot per long rest., &#039;&#039;&#039;Deft Explorer&#039;&#039;&#039; - Roving: +5 Speed, Climbing &amp;amp; Swimming is equal to walking speed.&lt;br /&gt;
*2nd Level: &#039;&#039;&#039;Fighting Style&#039;&#039;&#039; - Archery (+2 w/ Ranged Weapons), &#039;&#039;&#039;Spellcasting&#039;&#039;&#039; (see &amp;quot;Magic&amp;quot; below&amp;quot;), &#039;&#039;&#039;Spell Versatility&#039;&#039;&#039; - When you finish a long rest, you can replace a spell you learned from your Spellcasting feature with another spell from the ranger spell list. The new spell must be the same level as the spell you replace, &#039;&#039;&#039;Spellcasting Focus&#039;&#039;&#039; - May use Druidic spell focus. &#039;&#039;&#039;Ranger Spells&#039;&#039;&#039; - The following spells expand the ranger spell list: Entangle, Searing Smite, Aid, Gust of Wind, Magic Weapon, Enhance Ability, Warding Bond&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Feats&#039;&#039;&#039;&lt;br /&gt;
*1st Level: &#039;&#039;&#039;Sharpshooter&#039;&#039;&#039; (Ranged Weapons) No disadvantage at long range. Ignore half cover and three-quarters cover. May take -5 to hit &amp;amp; +10 dmg.&lt;br /&gt;
&lt;br /&gt;
== Magic ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;&#039;Casting Ability&#039;&#039;&#039; Wisdom&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Save DC&#039;&#039;&#039; 14 &#039;&#039;&#039;Attack Bonus&#039;&#039;&#039; +6&lt;br /&gt;
|&lt;br /&gt;
: * = doesn&#039;t count against known spells&lt;br /&gt;
: ^ = cast Wis mod per long rest for free&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spell Slots&#039;&#039;&#039; 2&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! &#039;&#039;&#039;Cantrips&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;1st Level&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
*Create Bonfire&lt;br /&gt;
*Druidcraft&lt;br /&gt;
*Prestidigitation&lt;br /&gt;
*Shape Water&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
*Ensnaring Strike&lt;br /&gt;
*Hunter&#039;s Mark * ^&lt;br /&gt;
*Longstrider&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Equipment ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Magical Equipment&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Longbow +3&#039;&#039;&#039; (very rare)&lt;br /&gt;
:&#039;&#039;&#039;Glamoured Studded Leather&#039;&#039;&#039; (rare) - AC 13 + Dex Mod, can appear as clothing&lt;br /&gt;
:&#039;&#039;&#039;Bracers of Archery&#039;&#039;&#039; (uncommon, attunement) - +2 bow dmg&lt;br /&gt;
:&#039;&#039;&#039;Efficient Quiver&#039;&#039;&#039; (uncommon)&lt;br /&gt;
:&#039;&#039;&#039;Elvin Boots&#039;&#039;&#039; (uncommon) - adv on stealth&lt;br /&gt;
:&#039;&#039;&#039;Aril Ring&#039;&#039;&#039; (common, attunement) - &#039;&#039;A ring of polished yew. In place of a gem, the ring has a single, living aril.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
:As a Bonus Action, the wearer may pluck the ring&#039;s berry. When doing so, a fey spirit in the form of a sparrow appears. As an Action, the berry can be eaten (effects as a single Goodberry), fed to another, or it can be fed to the sparrow. If the sparrow doesn&#039;t get the berry, it fluffs up its feathers and chatters angrily.&lt;br /&gt;
&lt;br /&gt;
:If the aril is fed to the sparrow, the bird will act as a messenger, per the Message cantrip. The bird must be able to physically get to the person the message is intended for. The bird will land and whisper the message in the recipient&#039;s ear. After a minute transpires, the bird will return to the feywild, any impending messages undelivered. Sparrows use the same attributes as Canaries.&lt;br /&gt;
&lt;br /&gt;
:It&#039;s said that these messengers can also carry messages to the spirits of the dead, but if so, the dead don&#039;t typically respond. If sent to deliver such a message, the sparrow merely disappears.&lt;br /&gt;
&lt;br /&gt;
:The ring will regrow a missing berry at dawn.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Glow Gem&#039;&#039;&#039; (common) - A gem that glows as brightly as a candle. The light the gem gives off is the same color as the gem. (orange topaz)&lt;br /&gt;
:&#039;&#039;&#039;Shaded Scimitar&#039;&#039;&#039; (common) - A Shaded weapon is mat black and reflects no light. It seems to disappear in the shadows and darkness.&lt;br /&gt;
&lt;br /&gt;
:In dimly lit or dark conditions, if a creature isn&#039;t already aware of the weapon&#039;s presence, it must make a DC 15 check to notice its presence (Perception or Investigation) even if it&#039;s being held. Attacks with an unnoticed Shaded weapon are made with advantage. After a Shaded weapon is used to attack in a combat, it is no longer difficult to perceive.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Unbreakable Arrow&#039;&#039;&#039; (common) x3&lt;br /&gt;
:&#039;&#039;&#039;Walloping Ammunition&#039;&#039;&#039; (Arrows, common) x2 - A creature hit by the ammunition must succeed on a DC 10 Strength saving throw or be knocked prone.&lt;br /&gt;
:&#039;&#039;&#039;Whistling Ammunition&#039;&#039;&#039; (Arrow, common) x1 - When in flight, the arrow makes a loud whistling noise.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Mundane Equipment&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Worn&#039;&#039;&#039;&lt;br /&gt;
::Glamored Studded Leather Armor 13 lbs&lt;br /&gt;
::Clothing (including boots &amp;amp; cloak) 5 lbs&lt;br /&gt;
::Efficient Quiver 2 lbs&lt;br /&gt;
:::Longbow +3&lt;br /&gt;
:::54 Arrows&lt;br /&gt;
:::3 Unbreakable Arrows&lt;br /&gt;
:::2 Walloping Arrows&lt;br /&gt;
:::1 Whistling Arrow&lt;br /&gt;
:::Shaded Scimitar&lt;br /&gt;
:::2 Spears&lt;br /&gt;
:::10 Torches&lt;br /&gt;
::&#039;&#039;&#039;Belt&#039;&#039;&#039;&lt;br /&gt;
:::Dagger 1 lb&lt;br /&gt;
:::&#039;&#039;&#039;Belt Pouch&#039;&#039;&#039; ~3 lbs&lt;br /&gt;
::::Tiny Tinder Box&lt;br /&gt;
::::Toilet Paper&lt;br /&gt;
::::Glow Gem (in lightproof container)&lt;br /&gt;
::::Thieves Tools&lt;br /&gt;
::::Compass&lt;br /&gt;
::::Chalk&lt;br /&gt;
::::Carpenter&#039;s Pencil&lt;br /&gt;
::::Spoon &amp;amp; Fork&lt;br /&gt;
::::Snacks&lt;br /&gt;
::::Small notepad&lt;br /&gt;
::::Monocular &lt;br /&gt;
::&#039;&#039;&#039;Pack&#039;&#039;&#039; 2 lbs (~25 lbs total)&lt;br /&gt;
:::Change of Clothes 2 lbs&lt;br /&gt;
:::100&#039; Type III Tan cammo paracord .5 lbs&lt;br /&gt;
:::100&#039; smaller lengths of paracord .5 lbs&lt;br /&gt;
:::Sleeping Bag 3 lbs&lt;br /&gt;
:::Backpacking Tarp 2 lbs&lt;br /&gt;
:::3 Days rations 6 lbs&lt;br /&gt;
:::Rags 1 lb&lt;br /&gt;
:::Sewing kit&lt;br /&gt;
:::Mess Kit 1 lb&lt;br /&gt;
:::Flask of oil 1 lb&lt;br /&gt;
:::Plastic bottle of Everclear 1 lb&lt;br /&gt;
:::Duct Tape .5 lbs&lt;br /&gt;
:::Small game snare building equip 2 lbs&lt;br /&gt;
:48 lbs total&lt;br /&gt;
:23 lbs w/o pack&lt;br /&gt;
&lt;br /&gt;
== Background ==&lt;br /&gt;
Jensen Isaiah Hawkins was born and raised in Eastern Oregon by a moderately abusive family of rigidly adhering fundamentalist Christians of an off-beat denomination. His family were also firm adherents of a number of Sovereign Citizen and Freemen-on-the-Land conspiracy theories. He thought his family&#039;s beliefs, both religious and otherwise, were insane. He was raised on a small ranch that wasn&#039;t always self sustaining. Jensen, or &amp;quot;Jay&amp;quot; as anyone who actually liked him called him (so not his family), had to learn to get by impoverished, and was often reduced to thievery and poaching to get by.&lt;br /&gt;
&lt;br /&gt;
When he was old enough, Jay joined the US Army. Being good on the land, and having been raised with a gun or bow at his side since he was small, but not being the brightest recruit, Jay landed in the infantry. In Basic Training, the shy Jensen quickly got named Screamin&#039; Jay by the Drill Sergeant, and the name stuck. Within a few years, after his first tour in Afghanistan, he got into the Rangers. He had his sights set on joining Special Forces if he could get into the training.&lt;br /&gt;
&lt;br /&gt;
After making it through Ranger training, he landed back in Afghanistan for another tour, this time, mostly on foot instead of in an APC. A couple of years into deployment, his platoon went down a hole in Afghanistan, chasing the Taliban. The cavern turned into torch lined halls of cyclopean stonework, peppered with grotesquely grinning gargoyle faces. Then the monsters came, along with an 80 ton stone block that barred their way back. The only way out was to go forward. Screamin Jay was the only one that made it out - but &amp;quot;out&amp;quot; was another world. A world of elves, orcs, dragons, and unicorns.&lt;br /&gt;
&lt;br /&gt;
On the other side, Jay found himself transformed into an elf. It was a little odd, but not insufferable. After wandering for a while, and getting into some trouble among the humans, who apparently didn&#039;t like elves, he went out into the wilds to find &amp;quot;his kind&amp;quot;, the elves. It wasn&#039;t long after entering their territory that he was picked up by a patrol of Wood Elves that looked much as he did. After a few days of questioning, they finally decided that he was telling the truth about his origins, and was no danger to them. He was offered a place among them, which he accepted. It wasn&#039;t long before he too was patrolling with their rangers.&lt;br /&gt;
&lt;br /&gt;
He was &amp;quot;over there&amp;quot; for ten years. It was a good life. He&#039;d been handfasted to a good elven woman for a few years, but they&#039;d had no children yet. But when a gateway in a dungeon offered him a way home, he had to take it. It&#039;s not that he wanted to take it. It was his duty to take it. And so he did. When he was found by a patrol and taken back to Kabul, at first he was treated like a deserter, but after some weeks of him steadfasting sticking to the truth, he was eventually treated as a headcase. He was drummed unceremoniously out of the Army with a medical discharge that said, &amp;quot;Psychiatric&amp;quot; on it. The day he was walked off base as a civilian, he was met by the recruiter for Project Kerberos.&lt;/div&gt;</summary>
		<author><name>Stattick</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Jensen_Hawkins_(Jay)_3rd_Level&amp;diff=374224</id>
		<title>Jensen Hawkins (Jay) 3rd Level</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Jensen_Hawkins_(Jay)_3rd_Level&amp;diff=374224"/>
		<updated>2019-11-23T20:25:05Z</updated>

		<summary type="html">&lt;p&gt;Stattick: /* Features &amp;amp; Feats */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Jensen Isaiah Hawkins (Jay or Screamin Jay) ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Race&#039;&#039;&#039; Elf, Wood  &#039;&#039;&#039;Sex&#039;&#039;&#039; Male  &#039;&#039;&#039;Background&#039;&#039;&#039; US Army Ranger (Uthgardt Tribe Member)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class&#039;&#039;&#039; Assassin Rogue / Gloom Stalker Ranger &#039;&#039;&#039;Level&#039;&#039;&#039; 1 / 2 &#039;&#039;&#039;Alignment&#039;&#039;&#039; Lawful Neutral&lt;br /&gt;
&lt;br /&gt;
== Characteristics ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Str&#039;&#039;&#039; 10 (+0)  &#039;&#039;&#039;Dex&#039;&#039;&#039; 17 (+3)  &#039;&#039;&#039;Con&#039;&#039;&#039; 14 (+2)  &#039;&#039;&#039;Int&#039;&#039;&#039; 12 (+1)  &#039;&#039;&#039;Wis&#039;&#039;&#039; 14 (+2)  &#039;&#039;&#039;Cha&#039;&#039;&#039; 8 (-1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Saving Throws&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Str&#039;&#039;&#039; 0  &#039;&#039;&#039;Dex&#039;&#039;&#039; +8  &#039;&#039;&#039;Con&#039;&#039;&#039; +2  &#039;&#039;&#039;Int&#039;&#039;&#039; +5  &#039;&#039;&#039;Wis&#039;&#039;&#039; +2  &#039;&#039;&#039;Cha&#039;&#039;&#039; -1&lt;br /&gt;
*Advantage vs charmed&lt;br /&gt;
*Magic can&#039;t put you to sleep&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Speed&#039;&#039;&#039; 40, Climbing 40, Swimming 40 &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Passive Perception&#039;&#039;&#039; 20 &#039;&#039;&#039;Passive Insight&#039;&#039;&#039; 16 &#039;&#039;&#039;Darkvision&#039;&#039;&#039; 60 feet&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;HPs&#039;&#039;&#039; 104 _________________ &#039;&#039;&#039;Hit Dice&#039;&#039;&#039; 10d10 / 3d6 &#039;&#039;&#039;AC&#039;&#039;&#039; 16 &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Initiative&#039;&#039;&#039; +4  &#039;&#039;&#039;Proficiency Bonus&#039;&#039;&#039; +4&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! &#039;&#039;&#039;Weapon&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Type&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Range&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Attack&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Damage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Longbow +3&lt;br /&gt;
| Ranged&lt;br /&gt;
| 150 / 600&lt;br /&gt;
| +12&lt;br /&gt;
| 1d8+12&lt;br /&gt;
|-&lt;br /&gt;
| Scimitar&lt;br /&gt;
| Melee&lt;br /&gt;
| -&lt;br /&gt;
| +7&lt;br /&gt;
| 1d8+3&lt;br /&gt;
|-&lt;br /&gt;
| Dagger&lt;br /&gt;
| Melee&lt;br /&gt;
| 20/60&lt;br /&gt;
| +7&lt;br /&gt;
| 1d4+3&lt;br /&gt;
|-&lt;br /&gt;
| Spear&lt;br /&gt;
| Melee&lt;br /&gt;
| 20/60&lt;br /&gt;
| +4&lt;br /&gt;
| 1d6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! &#039;&#039;&#039;Skills&#039;&#039;&#039; (&#039;&#039;&#039;Proficient&#039;&#039;&#039;, &#039;&#039;&#039;&#039;&#039;Expertise&#039;&#039;&#039;&#039;&#039;)&lt;br /&gt;
! &#039;&#039;&#039;Other Proficiencies&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Languages&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
*&#039;&#039;&#039;Acrobatics&#039;&#039;&#039; (Dex) +7&lt;br /&gt;
*&#039;&#039;&#039;Animal Handling&#039;&#039;&#039; (Wis) +6&lt;br /&gt;
*Arcana (Int) +1&lt;br /&gt;
*&#039;&#039;&#039;Athletics&#039;&#039;&#039; (Str) +4&lt;br /&gt;
*Deception (Cha) -1&lt;br /&gt;
*History (Int) +1&lt;br /&gt;
*&#039;&#039;&#039;Insight&#039;&#039;&#039; (Wis) +6&lt;br /&gt;
*&#039;&#039;&#039;Intimidation&#039;&#039;&#039; (Cha) +3&lt;br /&gt;
*&#039;&#039;&#039;Investigation&#039;&#039;&#039; (Int) +5&lt;br /&gt;
*Medicine (Wis) +2&lt;br /&gt;
*&#039;&#039;&#039;Nature&#039;&#039;&#039; (Int) +5&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Perception&#039;&#039;&#039;&#039;&#039; (Wis) +10&lt;br /&gt;
*Performance (Cha) -1&lt;br /&gt;
*Persuasion (Cha) -1&lt;br /&gt;
*Religion (Int) +1&lt;br /&gt;
*Sleight of Hand (Dex) +3&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Stealth&#039;&#039;&#039;&#039;&#039; (Dex) +11&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Survival&#039;&#039;&#039;&#039;&#039; (Wis) +10&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
*Light &amp;amp; Medium Armor&lt;br /&gt;
*Shields&lt;br /&gt;
*Simple &amp;amp; Martial Weapons&lt;br /&gt;
*Thieve&#039;s Tools&lt;br /&gt;
*Tinker&#039;s Tools&lt;br /&gt;
*Tool: Vehicles (land)&lt;br /&gt;
*Tool: Machinery&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
*English&lt;br /&gt;
*Common&lt;br /&gt;
*Elven&lt;br /&gt;
*Thieves&#039; Cant&lt;br /&gt;
*Dari-Persian&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Features &amp;amp; Feats ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Racial &amp;amp; Background&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;Mask of the Wild&#039;&#039;: You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.&lt;br /&gt;
*&#039;&#039;Blessing of the Forest&#039;&#039;: Action - pass my Mask of the Wild feature to another for an hour, or until I pass it to another creature.&lt;br /&gt;
*&#039;&#039;Uthgardt Heritage&#039;&#039;: You find twice as much food and water as you normally would when you forage. Additionally, you can call upon the hospitality of your people, and those folk allied with your tribe.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rogue Features&#039;&#039;&#039;&lt;br /&gt;
*1st Level: Expertise, Sneak Attack (+1d6)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ranger Features&#039;&#039;&#039;&lt;br /&gt;
*1st Level: &#039;&#039;&#039;Favored Foe&#039;&#039;&#039; - Hunter’s Mark spell known, doesn&#039;t count against spells known, doesn&#039;t require concentration. Can cast it Wis Mod times w/o concentration or expending a slot per long rest., &#039;&#039;&#039;Deft Explorer&#039;&#039;&#039; - Roving: +5 Speed, Climbing &amp;amp; Swimming is equal to walking speed.&lt;br /&gt;
*2nd Level: &#039;&#039;&#039;Fighting Style&#039;&#039;&#039; - Archery (+2 w/ Ranged Weapons), &#039;&#039;&#039;Spellcasting&#039;&#039;&#039; (see &amp;quot;Magic&amp;quot; below&amp;quot;), &#039;&#039;&#039;Spell Versatility&#039;&#039;&#039; - When you finish a long rest, you can replace a spell you learned from your Spellcasting feature with another spell from the ranger spell list. The new spell must be the same level as the spell you replace, &#039;&#039;&#039;Spellcasting Focus&#039;&#039;&#039; - May use Druidic spell focus. &#039;&#039;&#039;Ranger Spells&#039;&#039;&#039; - The following spells expand the ranger spell list: Entangle, Searing Smite, Aid, Gust of Wind, Magic Weapon, Enhance Ability, Warding Bond&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Feats&#039;&#039;&#039;&lt;br /&gt;
*1st Level: &#039;&#039;&#039;Sharpshooter&#039;&#039;&#039; (Ranged Weapons) No disadvantage at long range. Ignore half cover and three-quarters cover. May take -5 to hit &amp;amp; +10 dmg.&lt;br /&gt;
&lt;br /&gt;
== Magic ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;&#039;Casting Ability&#039;&#039;&#039; Wisdom&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Save DC&#039;&#039;&#039; 14 &#039;&#039;&#039;Attack Bonus&#039;&#039;&#039; +6&lt;br /&gt;
|&lt;br /&gt;
: * = doesn&#039;t count against known spells&lt;br /&gt;
: ^ = cast Wis mod per long rest for free&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spell Slots&#039;&#039;&#039; 2&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! &#039;&#039;&#039;Cantrips&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;1st Level&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
*Create Bonfire&lt;br /&gt;
*Druidcraft&lt;br /&gt;
*Prestidigitation&lt;br /&gt;
*Shape Water&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
*Ensnaring Strike&lt;br /&gt;
*Hunter&#039;s Mark * ^&lt;br /&gt;
*Longstrider&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Equipment ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Magical Equipment&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Longbow +3&#039;&#039;&#039; (very rare)&lt;br /&gt;
:&#039;&#039;&#039;Glamoured Studded Leather&#039;&#039;&#039; (rare) - AC 13 + Dex Mod, can appear as clothing&lt;br /&gt;
:&#039;&#039;&#039;Bracers of Archery&#039;&#039;&#039; (uncommon, attunement) - +2 bow dmg&lt;br /&gt;
:&#039;&#039;&#039;Efficient Quiver&#039;&#039;&#039; (uncommon)&lt;br /&gt;
:&#039;&#039;&#039;Elvin Boots&#039;&#039;&#039; (uncommon) - adv on stealth&lt;br /&gt;
:&#039;&#039;&#039;Aril Ring&#039;&#039;&#039; (common, attunement) - &#039;&#039;A ring of polished yew. In place of a gem, the ring has a single, living aril.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
:As a Bonus Action, the wearer may pluck the ring&#039;s berry. When doing so, a fey spirit in the form of a sparrow appears. As an Action, the berry can be eaten (effects as a single Goodberry), fed to another, or it can be fed to the sparrow. If the sparrow doesn&#039;t get the berry, it fluffs up its feathers and chatters angrily.&lt;br /&gt;
&lt;br /&gt;
:If the aril is fed to the sparrow, the bird will act as a messenger, per the Message cantrip. The bird must be able to physically get to the person the message is intended for. The bird will land and whisper the message in the recipient&#039;s ear. After a minute transpires, the bird will return to the feywild, any impending messages undelivered. Sparrows use the same attributes as Canaries.&lt;br /&gt;
&lt;br /&gt;
:It&#039;s said that these messengers can also carry messages to the spirits of the dead, but if so, the dead don&#039;t typically respond. If sent to deliver such a message, the sparrow merely disappears.&lt;br /&gt;
&lt;br /&gt;
:The ring will regrow a missing berry at dawn.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Glow Gem&#039;&#039;&#039; (common) - A gem that glows as brightly as a candle. The light the gem gives off is the same color as the gem. (orange topaz)&lt;br /&gt;
:&#039;&#039;&#039;Shaded Scimitar&#039;&#039;&#039; (common) - A Shaded weapon is mat black and reflects no light. It seems to disappear in the shadows and darkness.&lt;br /&gt;
&lt;br /&gt;
:In dimly lit or dark conditions, if a creature isn&#039;t already aware of the weapon&#039;s presence, it must make a DC 15 check to notice its presence (Perception or Investigation) even if it&#039;s being held. Attacks with an unnoticed Shaded weapon are made with advantage. After a Shaded weapon is used to attack in a combat, it is no longer difficult to perceive.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Unbreakable Arrow&#039;&#039;&#039; (common) x3&lt;br /&gt;
:&#039;&#039;&#039;Walloping Ammunition&#039;&#039;&#039; (Arrows, common) x2 - A creature hit by the ammunition must succeed on a DC 10 Strength saving throw or be knocked prone.&lt;br /&gt;
:&#039;&#039;&#039;Whistling Ammunition&#039;&#039;&#039; (Arrow, common) x1 - When in flight, the arrow makes a loud whistling noise.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Mundane Equipment&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Worn&#039;&#039;&#039;&lt;br /&gt;
::Glamored Studded Leather Armor 13 lbs&lt;br /&gt;
::Clothing (including boots &amp;amp; cloak) 5 lbs&lt;br /&gt;
::Efficient Quiver 2 lbs&lt;br /&gt;
:::Longbow +3&lt;br /&gt;
:::54 Arrows&lt;br /&gt;
:::3 Unbreakable Arrows&lt;br /&gt;
:::2 Walloping Arrows&lt;br /&gt;
:::1 Whistling Arrow&lt;br /&gt;
:::Shaded Scimitar&lt;br /&gt;
:::2 Spears&lt;br /&gt;
:::10 Torches&lt;br /&gt;
::&#039;&#039;&#039;Belt&#039;&#039;&#039;&lt;br /&gt;
:::Dagger 1 lb&lt;br /&gt;
:::&#039;&#039;&#039;Belt Pouch&#039;&#039;&#039; ~3 lbs&lt;br /&gt;
::::Tiny Tinder Box&lt;br /&gt;
::::Toilet Paper&lt;br /&gt;
::::Glow Gem (in lightproof container)&lt;br /&gt;
::::Thieves Tools&lt;br /&gt;
::::Compass&lt;br /&gt;
::::Chalk&lt;br /&gt;
::::Carpenter&#039;s Pencil&lt;br /&gt;
::::Spoon &amp;amp; Fork&lt;br /&gt;
::::Snacks&lt;br /&gt;
::::Small notepad&lt;br /&gt;
::::Monocular &lt;br /&gt;
::&#039;&#039;&#039;Pack&#039;&#039;&#039; 2 lbs (~25 lbs total)&lt;br /&gt;
:::Change of Clothes 2 lbs&lt;br /&gt;
:::100&#039; Type III Tan cammo paracord .5 lbs&lt;br /&gt;
:::100&#039; smaller lengths of paracord .5 lbs&lt;br /&gt;
:::Sleeping Bag 3 lbs&lt;br /&gt;
:::Backpacking Tarp 2 lbs&lt;br /&gt;
:::3 Days rations 6 lbs&lt;br /&gt;
:::Rags 1 lb&lt;br /&gt;
:::Sewing kit&lt;br /&gt;
:::Mess Kit 1 lb&lt;br /&gt;
:::Flask of oil 1 lb&lt;br /&gt;
:::Plastic bottle of Everclear 1 lb&lt;br /&gt;
:::Duct Tape .5 lbs&lt;br /&gt;
:::Small game snare building equip 2 lbs&lt;br /&gt;
:48 lbs total&lt;br /&gt;
:23 lbs w/o pack&lt;br /&gt;
&lt;br /&gt;
== Background ==&lt;br /&gt;
Jensen Isaiah Hawkins was born and raised in Eastern Oregon by a moderately abusive family of rigidly adhering fundamentalist Christians of an off-beat denomination. His family were also firm adherents of a number of Sovereign Citizen and Freemen-on-the-Land conspiracy theories. He thought his family&#039;s beliefs, both religious and otherwise, were insane. He was raised on a small ranch that wasn&#039;t always self sustaining. Jensen, or &amp;quot;Jay&amp;quot; as anyone who actually liked him called him (so not his family), had to learn to get by impoverished, and was often reduced to thievery and poaching to get by.&lt;br /&gt;
&lt;br /&gt;
When he was old enough, Jay joined the US Army. Being good on the land, and having been raised with a gun or bow at his side since he was small, but not being the brightest recruit, Jay landed in the infantry. In Basic Training, the shy Jensen quickly got named Screamin&#039; Jay by the Drill Sergeant, and the name stuck. Within a few years, after his first tour in Afghanistan, he got into the Rangers. He had his sights set on joining Special Forces if he could get into the training.&lt;br /&gt;
&lt;br /&gt;
After making it through Ranger training, he landed back in Afghanistan for another tour, this time, mostly on foot instead of in an APC. A couple of years into deployment, his platoon went down a hole in Afghanistan, chasing the Taliban. The cavern turned into torch lined halls of cyclopean stonework, peppered with grotesquely grinning gargoyle faces. Then the monsters came, along with an 80 ton stone block that barred their way back. The only way out was to go forward. Screamin Jay was the only one that made it out - but &amp;quot;out&amp;quot; was another world. A world of elves, orcs, dragons, and unicorns.&lt;br /&gt;
&lt;br /&gt;
On the other side, Jay found himself transformed into an elf. It was a little odd, but not insufferable. After wandering for a while, and getting into some trouble among the humans, who apparently didn&#039;t like elves, he went out into the wilds to find &amp;quot;his kind&amp;quot;, the elves. It wasn&#039;t long after entering their territory that he was picked up by a patrol of Wood Elves that looked much as he did. After a few days of questioning, they finally decided that he was telling the truth about his origins, and was no danger to them. He was offered a place among them, which he accepted. It wasn&#039;t long before he too was patrolling with their rangers.&lt;br /&gt;
&lt;br /&gt;
He was &amp;quot;over there&amp;quot; for ten years. It was a good life. He&#039;d been handfasted to a good elven woman for a few years, but they&#039;d had no children yet. But when a gateway in a dungeon offered him a way home, he had to take it. It&#039;s not that he wanted to take it. It was his duty to take it. And so he did. When he was found by a patrol and taken back to Kabul, at first he was treated like a deserter, but after some weeks of him steadfasting sticking to the truth, he was eventually treated as a headcase. He was drummed unceremoniously out of the Army with a medical discharge that said, &amp;quot;Psychiatric&amp;quot; on it. The day he was walked off base as a civilian, he was met by the recruiter for Project Kerberos.&lt;/div&gt;</summary>
		<author><name>Stattick</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Jensen_Hawkins_(Jay)_3rd_Level&amp;diff=374223</id>
		<title>Jensen Hawkins (Jay) 3rd Level</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Jensen_Hawkins_(Jay)_3rd_Level&amp;diff=374223"/>
		<updated>2019-11-23T20:23:37Z</updated>

		<summary type="html">&lt;p&gt;Stattick: /* Characteristics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Jensen Isaiah Hawkins (Jay or Screamin Jay) ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Race&#039;&#039;&#039; Elf, Wood  &#039;&#039;&#039;Sex&#039;&#039;&#039; Male  &#039;&#039;&#039;Background&#039;&#039;&#039; US Army Ranger (Uthgardt Tribe Member)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class&#039;&#039;&#039; Assassin Rogue / Gloom Stalker Ranger &#039;&#039;&#039;Level&#039;&#039;&#039; 1 / 2 &#039;&#039;&#039;Alignment&#039;&#039;&#039; Lawful Neutral&lt;br /&gt;
&lt;br /&gt;
== Characteristics ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Str&#039;&#039;&#039; 10 (+0)  &#039;&#039;&#039;Dex&#039;&#039;&#039; 17 (+3)  &#039;&#039;&#039;Con&#039;&#039;&#039; 14 (+2)  &#039;&#039;&#039;Int&#039;&#039;&#039; 12 (+1)  &#039;&#039;&#039;Wis&#039;&#039;&#039; 14 (+2)  &#039;&#039;&#039;Cha&#039;&#039;&#039; 8 (-1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Saving Throws&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Str&#039;&#039;&#039; 0  &#039;&#039;&#039;Dex&#039;&#039;&#039; +8  &#039;&#039;&#039;Con&#039;&#039;&#039; +2  &#039;&#039;&#039;Int&#039;&#039;&#039; +5  &#039;&#039;&#039;Wis&#039;&#039;&#039; +2  &#039;&#039;&#039;Cha&#039;&#039;&#039; -1&lt;br /&gt;
*Advantage vs charmed&lt;br /&gt;
*Magic can&#039;t put you to sleep&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Speed&#039;&#039;&#039; 40, Climbing 40, Swimming 40 &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Passive Perception&#039;&#039;&#039; 20 &#039;&#039;&#039;Passive Insight&#039;&#039;&#039; 16 &#039;&#039;&#039;Darkvision&#039;&#039;&#039; 60 feet&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;HPs&#039;&#039;&#039; 104 _________________ &#039;&#039;&#039;Hit Dice&#039;&#039;&#039; 10d10 / 3d6 &#039;&#039;&#039;AC&#039;&#039;&#039; 16 &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Initiative&#039;&#039;&#039; +4  &#039;&#039;&#039;Proficiency Bonus&#039;&#039;&#039; +4&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! &#039;&#039;&#039;Weapon&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Type&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Range&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Attack&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Damage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Longbow +3&lt;br /&gt;
| Ranged&lt;br /&gt;
| 150 / 600&lt;br /&gt;
| +12&lt;br /&gt;
| 1d8+12&lt;br /&gt;
|-&lt;br /&gt;
| Scimitar&lt;br /&gt;
| Melee&lt;br /&gt;
| -&lt;br /&gt;
| +7&lt;br /&gt;
| 1d8+3&lt;br /&gt;
|-&lt;br /&gt;
| Dagger&lt;br /&gt;
| Melee&lt;br /&gt;
| 20/60&lt;br /&gt;
| +7&lt;br /&gt;
| 1d4+3&lt;br /&gt;
|-&lt;br /&gt;
| Spear&lt;br /&gt;
| Melee&lt;br /&gt;
| 20/60&lt;br /&gt;
| +4&lt;br /&gt;
| 1d6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! &#039;&#039;&#039;Skills&#039;&#039;&#039; (&#039;&#039;&#039;Proficient&#039;&#039;&#039;, &#039;&#039;&#039;&#039;&#039;Expertise&#039;&#039;&#039;&#039;&#039;)&lt;br /&gt;
! &#039;&#039;&#039;Other Proficiencies&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Languages&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
*&#039;&#039;&#039;Acrobatics&#039;&#039;&#039; (Dex) +7&lt;br /&gt;
*&#039;&#039;&#039;Animal Handling&#039;&#039;&#039; (Wis) +6&lt;br /&gt;
*Arcana (Int) +1&lt;br /&gt;
*&#039;&#039;&#039;Athletics&#039;&#039;&#039; (Str) +4&lt;br /&gt;
*Deception (Cha) -1&lt;br /&gt;
*History (Int) +1&lt;br /&gt;
*&#039;&#039;&#039;Insight&#039;&#039;&#039; (Wis) +6&lt;br /&gt;
*&#039;&#039;&#039;Intimidation&#039;&#039;&#039; (Cha) +3&lt;br /&gt;
*&#039;&#039;&#039;Investigation&#039;&#039;&#039; (Int) +5&lt;br /&gt;
*Medicine (Wis) +2&lt;br /&gt;
*&#039;&#039;&#039;Nature&#039;&#039;&#039; (Int) +5&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Perception&#039;&#039;&#039;&#039;&#039; (Wis) +10&lt;br /&gt;
*Performance (Cha) -1&lt;br /&gt;
*Persuasion (Cha) -1&lt;br /&gt;
*Religion (Int) +1&lt;br /&gt;
*Sleight of Hand (Dex) +3&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Stealth&#039;&#039;&#039;&#039;&#039; (Dex) +11&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Survival&#039;&#039;&#039;&#039;&#039; (Wis) +10&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
*Light &amp;amp; Medium Armor&lt;br /&gt;
*Shields&lt;br /&gt;
*Simple &amp;amp; Martial Weapons&lt;br /&gt;
*Thieve&#039;s Tools&lt;br /&gt;
*Tinker&#039;s Tools&lt;br /&gt;
*Tool: Vehicles (land)&lt;br /&gt;
*Tool: Machinery&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
*English&lt;br /&gt;
*Common&lt;br /&gt;
*Elven&lt;br /&gt;
*Thieves&#039; Cant&lt;br /&gt;
*Dari-Persian&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Features &amp;amp; Feats ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Racial &amp;amp; Background&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;Mask of the Wild&#039;&#039;: You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.&lt;br /&gt;
*&#039;&#039;Blessing of the Forest&#039;&#039;: Action - pass my Mask of the Wild feature to another for an hour, or until I pass it to another creature.&lt;br /&gt;
*&#039;&#039;Uthgardt Heritage&#039;&#039;: You find twice as much food and water as you normally would when you forage. Additionally, you can call upon the hospitality of your people, and those folk allied with your tribe.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rogue Features&#039;&#039;&#039;&lt;br /&gt;
*1st Level: Expertise, Sneak Attack (+1d6)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ranger Features&#039;&#039;&#039;&lt;br /&gt;
*1st Level: &#039;&#039;&#039;Favored Foe&#039;&#039;&#039; - Hunter’s Mark spell known, doesn&#039;t count against spells known, doesn&#039;t require concentration. Can cast it Wis Mod times w/o concentration or expending a slot per long rest., &#039;&#039;&#039;Deft Explorer&#039;&#039;&#039; - Roving: +5 Speed, Climbing &amp;amp; Swimming is equal to walking speed. Canny: Expertise in Athletics, +2 languages.&lt;br /&gt;
*2nd Level: &#039;&#039;&#039;Fighting Style&#039;&#039;&#039; - Archery (+2 w/ Ranged Weapons), &#039;&#039;&#039;Spellcasting&#039;&#039;&#039; (see &amp;quot;Magic&amp;quot; below&amp;quot;), &#039;&#039;&#039;Spell Versatility&#039;&#039;&#039; - When you finish a long rest, you can replace a spell you learned from your Spellcasting feature with another spell from the ranger spell list. The new spell must be the same level as the spell you replace, &#039;&#039;&#039;Spellcasting Focus&#039;&#039;&#039; - May use Druidic spell focus. &#039;&#039;&#039;Ranger Spells&#039;&#039;&#039; - The following spells expand the ranger spell list: Entangle, Searing Smite, Aid, Gust of Wind, Magic Weapon, Enhance Ability, Warding Bond&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Feats&#039;&#039;&#039;&lt;br /&gt;
*1st Level: &#039;&#039;&#039;Sharpshooter&#039;&#039;&#039; (Ranged Weapons) No disadvantage at long range. Ignore half cover and three-quarters cover. May take -5 to hit &amp;amp; +10 dmg.&lt;br /&gt;
&lt;br /&gt;
== Magic ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;&#039;Casting Ability&#039;&#039;&#039; Wisdom&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Save DC&#039;&#039;&#039; 14 &#039;&#039;&#039;Attack Bonus&#039;&#039;&#039; +6&lt;br /&gt;
|&lt;br /&gt;
: * = doesn&#039;t count against known spells&lt;br /&gt;
: ^ = cast Wis mod per long rest for free&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spell Slots&#039;&#039;&#039; 2&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! &#039;&#039;&#039;Cantrips&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;1st Level&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
*Create Bonfire&lt;br /&gt;
*Druidcraft&lt;br /&gt;
*Prestidigitation&lt;br /&gt;
*Shape Water&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
*Ensnaring Strike&lt;br /&gt;
*Hunter&#039;s Mark * ^&lt;br /&gt;
*Longstrider&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Equipment ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Magical Equipment&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Longbow +3&#039;&#039;&#039; (very rare)&lt;br /&gt;
:&#039;&#039;&#039;Glamoured Studded Leather&#039;&#039;&#039; (rare) - AC 13 + Dex Mod, can appear as clothing&lt;br /&gt;
:&#039;&#039;&#039;Bracers of Archery&#039;&#039;&#039; (uncommon, attunement) - +2 bow dmg&lt;br /&gt;
:&#039;&#039;&#039;Efficient Quiver&#039;&#039;&#039; (uncommon)&lt;br /&gt;
:&#039;&#039;&#039;Elvin Boots&#039;&#039;&#039; (uncommon) - adv on stealth&lt;br /&gt;
:&#039;&#039;&#039;Aril Ring&#039;&#039;&#039; (common, attunement) - &#039;&#039;A ring of polished yew. In place of a gem, the ring has a single, living aril.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
:As a Bonus Action, the wearer may pluck the ring&#039;s berry. When doing so, a fey spirit in the form of a sparrow appears. As an Action, the berry can be eaten (effects as a single Goodberry), fed to another, or it can be fed to the sparrow. If the sparrow doesn&#039;t get the berry, it fluffs up its feathers and chatters angrily.&lt;br /&gt;
&lt;br /&gt;
:If the aril is fed to the sparrow, the bird will act as a messenger, per the Message cantrip. The bird must be able to physically get to the person the message is intended for. The bird will land and whisper the message in the recipient&#039;s ear. After a minute transpires, the bird will return to the feywild, any impending messages undelivered. Sparrows use the same attributes as Canaries.&lt;br /&gt;
&lt;br /&gt;
:It&#039;s said that these messengers can also carry messages to the spirits of the dead, but if so, the dead don&#039;t typically respond. If sent to deliver such a message, the sparrow merely disappears.&lt;br /&gt;
&lt;br /&gt;
:The ring will regrow a missing berry at dawn.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Glow Gem&#039;&#039;&#039; (common) - A gem that glows as brightly as a candle. The light the gem gives off is the same color as the gem. (orange topaz)&lt;br /&gt;
:&#039;&#039;&#039;Shaded Scimitar&#039;&#039;&#039; (common) - A Shaded weapon is mat black and reflects no light. It seems to disappear in the shadows and darkness.&lt;br /&gt;
&lt;br /&gt;
:In dimly lit or dark conditions, if a creature isn&#039;t already aware of the weapon&#039;s presence, it must make a DC 15 check to notice its presence (Perception or Investigation) even if it&#039;s being held. Attacks with an unnoticed Shaded weapon are made with advantage. After a Shaded weapon is used to attack in a combat, it is no longer difficult to perceive.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Unbreakable Arrow&#039;&#039;&#039; (common) x3&lt;br /&gt;
:&#039;&#039;&#039;Walloping Ammunition&#039;&#039;&#039; (Arrows, common) x2 - A creature hit by the ammunition must succeed on a DC 10 Strength saving throw or be knocked prone.&lt;br /&gt;
:&#039;&#039;&#039;Whistling Ammunition&#039;&#039;&#039; (Arrow, common) x1 - When in flight, the arrow makes a loud whistling noise.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Mundane Equipment&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Worn&#039;&#039;&#039;&lt;br /&gt;
::Glamored Studded Leather Armor 13 lbs&lt;br /&gt;
::Clothing (including boots &amp;amp; cloak) 5 lbs&lt;br /&gt;
::Efficient Quiver 2 lbs&lt;br /&gt;
:::Longbow +3&lt;br /&gt;
:::54 Arrows&lt;br /&gt;
:::3 Unbreakable Arrows&lt;br /&gt;
:::2 Walloping Arrows&lt;br /&gt;
:::1 Whistling Arrow&lt;br /&gt;
:::Shaded Scimitar&lt;br /&gt;
:::2 Spears&lt;br /&gt;
:::10 Torches&lt;br /&gt;
::&#039;&#039;&#039;Belt&#039;&#039;&#039;&lt;br /&gt;
:::Dagger 1 lb&lt;br /&gt;
:::&#039;&#039;&#039;Belt Pouch&#039;&#039;&#039; ~3 lbs&lt;br /&gt;
::::Tiny Tinder Box&lt;br /&gt;
::::Toilet Paper&lt;br /&gt;
::::Glow Gem (in lightproof container)&lt;br /&gt;
::::Thieves Tools&lt;br /&gt;
::::Compass&lt;br /&gt;
::::Chalk&lt;br /&gt;
::::Carpenter&#039;s Pencil&lt;br /&gt;
::::Spoon &amp;amp; Fork&lt;br /&gt;
::::Snacks&lt;br /&gt;
::::Small notepad&lt;br /&gt;
::::Monocular &lt;br /&gt;
::&#039;&#039;&#039;Pack&#039;&#039;&#039; 2 lbs (~25 lbs total)&lt;br /&gt;
:::Change of Clothes 2 lbs&lt;br /&gt;
:::100&#039; Type III Tan cammo paracord .5 lbs&lt;br /&gt;
:::100&#039; smaller lengths of paracord .5 lbs&lt;br /&gt;
:::Sleeping Bag 3 lbs&lt;br /&gt;
:::Backpacking Tarp 2 lbs&lt;br /&gt;
:::3 Days rations 6 lbs&lt;br /&gt;
:::Rags 1 lb&lt;br /&gt;
:::Sewing kit&lt;br /&gt;
:::Mess Kit 1 lb&lt;br /&gt;
:::Flask of oil 1 lb&lt;br /&gt;
:::Plastic bottle of Everclear 1 lb&lt;br /&gt;
:::Duct Tape .5 lbs&lt;br /&gt;
:::Small game snare building equip 2 lbs&lt;br /&gt;
:48 lbs total&lt;br /&gt;
:23 lbs w/o pack&lt;br /&gt;
&lt;br /&gt;
== Background ==&lt;br /&gt;
Jensen Isaiah Hawkins was born and raised in Eastern Oregon by a moderately abusive family of rigidly adhering fundamentalist Christians of an off-beat denomination. His family were also firm adherents of a number of Sovereign Citizen and Freemen-on-the-Land conspiracy theories. He thought his family&#039;s beliefs, both religious and otherwise, were insane. He was raised on a small ranch that wasn&#039;t always self sustaining. Jensen, or &amp;quot;Jay&amp;quot; as anyone who actually liked him called him (so not his family), had to learn to get by impoverished, and was often reduced to thievery and poaching to get by.&lt;br /&gt;
&lt;br /&gt;
When he was old enough, Jay joined the US Army. Being good on the land, and having been raised with a gun or bow at his side since he was small, but not being the brightest recruit, Jay landed in the infantry. In Basic Training, the shy Jensen quickly got named Screamin&#039; Jay by the Drill Sergeant, and the name stuck. Within a few years, after his first tour in Afghanistan, he got into the Rangers. He had his sights set on joining Special Forces if he could get into the training.&lt;br /&gt;
&lt;br /&gt;
After making it through Ranger training, he landed back in Afghanistan for another tour, this time, mostly on foot instead of in an APC. A couple of years into deployment, his platoon went down a hole in Afghanistan, chasing the Taliban. The cavern turned into torch lined halls of cyclopean stonework, peppered with grotesquely grinning gargoyle faces. Then the monsters came, along with an 80 ton stone block that barred their way back. The only way out was to go forward. Screamin Jay was the only one that made it out - but &amp;quot;out&amp;quot; was another world. A world of elves, orcs, dragons, and unicorns.&lt;br /&gt;
&lt;br /&gt;
On the other side, Jay found himself transformed into an elf. It was a little odd, but not insufferable. After wandering for a while, and getting into some trouble among the humans, who apparently didn&#039;t like elves, he went out into the wilds to find &amp;quot;his kind&amp;quot;, the elves. It wasn&#039;t long after entering their territory that he was picked up by a patrol of Wood Elves that looked much as he did. After a few days of questioning, they finally decided that he was telling the truth about his origins, and was no danger to them. He was offered a place among them, which he accepted. It wasn&#039;t long before he too was patrolling with their rangers.&lt;br /&gt;
&lt;br /&gt;
He was &amp;quot;over there&amp;quot; for ten years. It was a good life. He&#039;d been handfasted to a good elven woman for a few years, but they&#039;d had no children yet. But when a gateway in a dungeon offered him a way home, he had to take it. It&#039;s not that he wanted to take it. It was his duty to take it. And so he did. When he was found by a patrol and taken back to Kabul, at first he was treated like a deserter, but after some weeks of him steadfasting sticking to the truth, he was eventually treated as a headcase. He was drummed unceremoniously out of the Army with a medical discharge that said, &amp;quot;Psychiatric&amp;quot; on it. The day he was walked off base as a civilian, he was met by the recruiter for Project Kerberos.&lt;/div&gt;</summary>
		<author><name>Stattick</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Jensen_Hawkins_(Jay)_3rd_Level&amp;diff=374222</id>
		<title>Jensen Hawkins (Jay) 3rd Level</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Jensen_Hawkins_(Jay)_3rd_Level&amp;diff=374222"/>
		<updated>2019-11-23T20:22:09Z</updated>

		<summary type="html">&lt;p&gt;Stattick: /* Characteristics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Jensen Isaiah Hawkins (Jay or Screamin Jay) ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Race&#039;&#039;&#039; Elf, Wood  &#039;&#039;&#039;Sex&#039;&#039;&#039; Male  &#039;&#039;&#039;Background&#039;&#039;&#039; US Army Ranger (Uthgardt Tribe Member)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class&#039;&#039;&#039; Assassin Rogue / Gloom Stalker Ranger &#039;&#039;&#039;Level&#039;&#039;&#039; 1 / 2 &#039;&#039;&#039;Alignment&#039;&#039;&#039; Lawful Neutral&lt;br /&gt;
&lt;br /&gt;
== Characteristics ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Str&#039;&#039;&#039; 10 (+0)  &#039;&#039;&#039;Dex&#039;&#039;&#039; 17 (+3)  &#039;&#039;&#039;Con&#039;&#039;&#039; 14 (+2)  &#039;&#039;&#039;Int&#039;&#039;&#039; 12 (+1)  &#039;&#039;&#039;Wis&#039;&#039;&#039; 14 (+2)  &#039;&#039;&#039;Cha&#039;&#039;&#039; 8 (-1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Saving Throws&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Str&#039;&#039;&#039; 0  &#039;&#039;&#039;Dex&#039;&#039;&#039; +8  &#039;&#039;&#039;Con&#039;&#039;&#039; +2  &#039;&#039;&#039;Int&#039;&#039;&#039; +5  &#039;&#039;&#039;Wis&#039;&#039;&#039; +2  &#039;&#039;&#039;Cha&#039;&#039;&#039; -1&lt;br /&gt;
*Advantage vs charmed&lt;br /&gt;
*Magic can&#039;t put you to sleep&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Speed&#039;&#039;&#039; 40, Climbing 40, Swimming 40 &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Passive Perception&#039;&#039;&#039; 20 &#039;&#039;&#039;Passive Insight&#039;&#039;&#039; 16 &#039;&#039;&#039;Darkvision&#039;&#039;&#039; 60 feet&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;HPs&#039;&#039;&#039; 104 _________________ &#039;&#039;&#039;Hit Dice&#039;&#039;&#039; 10d10 / 3d6 &#039;&#039;&#039;AC&#039;&#039;&#039; 16 &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Initiative&#039;&#039;&#039; +4  &#039;&#039;&#039;Proficiency Bonus&#039;&#039;&#039; +4&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! &#039;&#039;&#039;Weapon&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Type&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Range&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Attack&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Damage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Longbow +3&lt;br /&gt;
| Ranged&lt;br /&gt;
| 150 / 600&lt;br /&gt;
| +12&lt;br /&gt;
| 1d8+12&lt;br /&gt;
|-&lt;br /&gt;
| Scimitar&lt;br /&gt;
| Melee&lt;br /&gt;
| -&lt;br /&gt;
| +7&lt;br /&gt;
| 1d8+3&lt;br /&gt;
|-&lt;br /&gt;
| Dagger&lt;br /&gt;
| Melee&lt;br /&gt;
| 20/60&lt;br /&gt;
| +7&lt;br /&gt;
| 1d4+3&lt;br /&gt;
|-&lt;br /&gt;
| Spear&lt;br /&gt;
| Melee&lt;br /&gt;
| 20/60&lt;br /&gt;
| +4&lt;br /&gt;
| 1d6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! &#039;&#039;&#039;Skills&#039;&#039;&#039; (&#039;&#039;&#039;Proficient&#039;&#039;&#039;, &#039;&#039;&#039;&#039;&#039;Expertise&#039;&#039;&#039;&#039;&#039;)&lt;br /&gt;
! &#039;&#039;&#039;Other Proficiencies&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Languages&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
*&#039;&#039;&#039;Acrobatics&#039;&#039;&#039; (Dex) +7&lt;br /&gt;
*&#039;&#039;&#039;Animal Handling&#039;&#039;&#039; (Wis) +6&lt;br /&gt;
*Arcana (Int) +1&lt;br /&gt;
*&#039;&#039;&#039;Athletics&#039;&#039;&#039; (Str) +4&lt;br /&gt;
*Deception (Cha) -1&lt;br /&gt;
*History (Int) +1&lt;br /&gt;
*&#039;&#039;&#039;Insight&#039;&#039;&#039; (Wis) +6&lt;br /&gt;
*&#039;&#039;&#039;Intimidation&#039;&#039;&#039; (Cha) +3&lt;br /&gt;
*&#039;&#039;&#039;Investigation&#039;&#039;&#039; (Int) +5&lt;br /&gt;
*Medicine (Wis) +2&lt;br /&gt;
*&#039;&#039;&#039;Nature&#039;&#039;&#039; (Int) +5&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Perception&#039;&#039;&#039;&#039;&#039; (Wis) +10&lt;br /&gt;
*Performance (Cha) -1&lt;br /&gt;
*Persuasion (Cha) -1&lt;br /&gt;
*Religion (Int) +1&lt;br /&gt;
*Sleight of Hand (Dex) +4&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Stealth&#039;&#039;&#039;&#039;&#039; (Dex) +11&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Survival&#039;&#039;&#039;&#039;&#039; (Wis) +10&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
*Light &amp;amp; Medium Armor&lt;br /&gt;
*Shields&lt;br /&gt;
*Simple &amp;amp; Martial Weapons&lt;br /&gt;
*Thieve&#039;s Tools&lt;br /&gt;
*Tinker&#039;s Tools&lt;br /&gt;
*Tool: Vehicles (land)&lt;br /&gt;
*Tool: Machinery&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
*English&lt;br /&gt;
*Common&lt;br /&gt;
*Elven&lt;br /&gt;
*Thieves&#039; Cant&lt;br /&gt;
*Dari-Persian&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Features &amp;amp; Feats ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Racial &amp;amp; Background&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;Mask of the Wild&#039;&#039;: You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.&lt;br /&gt;
*&#039;&#039;Blessing of the Forest&#039;&#039;: Action - pass my Mask of the Wild feature to another for an hour, or until I pass it to another creature.&lt;br /&gt;
*&#039;&#039;Uthgardt Heritage&#039;&#039;: You find twice as much food and water as you normally would when you forage. Additionally, you can call upon the hospitality of your people, and those folk allied with your tribe.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rogue Features&#039;&#039;&#039;&lt;br /&gt;
*1st Level: Expertise, Sneak Attack (+1d6)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ranger Features&#039;&#039;&#039;&lt;br /&gt;
*1st Level: &#039;&#039;&#039;Favored Foe&#039;&#039;&#039; - Hunter’s Mark spell known, doesn&#039;t count against spells known, doesn&#039;t require concentration. Can cast it Wis Mod times w/o concentration or expending a slot per long rest., &#039;&#039;&#039;Deft Explorer&#039;&#039;&#039; - Roving: +5 Speed, Climbing &amp;amp; Swimming is equal to walking speed. Canny: Expertise in Athletics, +2 languages.&lt;br /&gt;
*2nd Level: &#039;&#039;&#039;Fighting Style&#039;&#039;&#039; - Archery (+2 w/ Ranged Weapons), &#039;&#039;&#039;Spellcasting&#039;&#039;&#039; (see &amp;quot;Magic&amp;quot; below&amp;quot;), &#039;&#039;&#039;Spell Versatility&#039;&#039;&#039; - When you finish a long rest, you can replace a spell you learned from your Spellcasting feature with another spell from the ranger spell list. The new spell must be the same level as the spell you replace, &#039;&#039;&#039;Spellcasting Focus&#039;&#039;&#039; - May use Druidic spell focus. &#039;&#039;&#039;Ranger Spells&#039;&#039;&#039; - The following spells expand the ranger spell list: Entangle, Searing Smite, Aid, Gust of Wind, Magic Weapon, Enhance Ability, Warding Bond&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Feats&#039;&#039;&#039;&lt;br /&gt;
*1st Level: &#039;&#039;&#039;Sharpshooter&#039;&#039;&#039; (Ranged Weapons) No disadvantage at long range. Ignore half cover and three-quarters cover. May take -5 to hit &amp;amp; +10 dmg.&lt;br /&gt;
&lt;br /&gt;
== Magic ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;&#039;Casting Ability&#039;&#039;&#039; Wisdom&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Save DC&#039;&#039;&#039; 14 &#039;&#039;&#039;Attack Bonus&#039;&#039;&#039; +6&lt;br /&gt;
|&lt;br /&gt;
: * = doesn&#039;t count against known spells&lt;br /&gt;
: ^ = cast Wis mod per long rest for free&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spell Slots&#039;&#039;&#039; 2&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! &#039;&#039;&#039;Cantrips&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;1st Level&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
*Create Bonfire&lt;br /&gt;
*Druidcraft&lt;br /&gt;
*Prestidigitation&lt;br /&gt;
*Shape Water&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
*Ensnaring Strike&lt;br /&gt;
*Hunter&#039;s Mark * ^&lt;br /&gt;
*Longstrider&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Equipment ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Magical Equipment&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Longbow +3&#039;&#039;&#039; (very rare)&lt;br /&gt;
:&#039;&#039;&#039;Glamoured Studded Leather&#039;&#039;&#039; (rare) - AC 13 + Dex Mod, can appear as clothing&lt;br /&gt;
:&#039;&#039;&#039;Bracers of Archery&#039;&#039;&#039; (uncommon, attunement) - +2 bow dmg&lt;br /&gt;
:&#039;&#039;&#039;Efficient Quiver&#039;&#039;&#039; (uncommon)&lt;br /&gt;
:&#039;&#039;&#039;Elvin Boots&#039;&#039;&#039; (uncommon) - adv on stealth&lt;br /&gt;
:&#039;&#039;&#039;Aril Ring&#039;&#039;&#039; (common, attunement) - &#039;&#039;A ring of polished yew. In place of a gem, the ring has a single, living aril.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
:As a Bonus Action, the wearer may pluck the ring&#039;s berry. When doing so, a fey spirit in the form of a sparrow appears. As an Action, the berry can be eaten (effects as a single Goodberry), fed to another, or it can be fed to the sparrow. If the sparrow doesn&#039;t get the berry, it fluffs up its feathers and chatters angrily.&lt;br /&gt;
&lt;br /&gt;
:If the aril is fed to the sparrow, the bird will act as a messenger, per the Message cantrip. The bird must be able to physically get to the person the message is intended for. The bird will land and whisper the message in the recipient&#039;s ear. After a minute transpires, the bird will return to the feywild, any impending messages undelivered. Sparrows use the same attributes as Canaries.&lt;br /&gt;
&lt;br /&gt;
:It&#039;s said that these messengers can also carry messages to the spirits of the dead, but if so, the dead don&#039;t typically respond. If sent to deliver such a message, the sparrow merely disappears.&lt;br /&gt;
&lt;br /&gt;
:The ring will regrow a missing berry at dawn.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Glow Gem&#039;&#039;&#039; (common) - A gem that glows as brightly as a candle. The light the gem gives off is the same color as the gem. (orange topaz)&lt;br /&gt;
:&#039;&#039;&#039;Shaded Scimitar&#039;&#039;&#039; (common) - A Shaded weapon is mat black and reflects no light. It seems to disappear in the shadows and darkness.&lt;br /&gt;
&lt;br /&gt;
:In dimly lit or dark conditions, if a creature isn&#039;t already aware of the weapon&#039;s presence, it must make a DC 15 check to notice its presence (Perception or Investigation) even if it&#039;s being held. Attacks with an unnoticed Shaded weapon are made with advantage. After a Shaded weapon is used to attack in a combat, it is no longer difficult to perceive.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Unbreakable Arrow&#039;&#039;&#039; (common) x3&lt;br /&gt;
:&#039;&#039;&#039;Walloping Ammunition&#039;&#039;&#039; (Arrows, common) x2 - A creature hit by the ammunition must succeed on a DC 10 Strength saving throw or be knocked prone.&lt;br /&gt;
:&#039;&#039;&#039;Whistling Ammunition&#039;&#039;&#039; (Arrow, common) x1 - When in flight, the arrow makes a loud whistling noise.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Mundane Equipment&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Worn&#039;&#039;&#039;&lt;br /&gt;
::Glamored Studded Leather Armor 13 lbs&lt;br /&gt;
::Clothing (including boots &amp;amp; cloak) 5 lbs&lt;br /&gt;
::Efficient Quiver 2 lbs&lt;br /&gt;
:::Longbow +3&lt;br /&gt;
:::54 Arrows&lt;br /&gt;
:::3 Unbreakable Arrows&lt;br /&gt;
:::2 Walloping Arrows&lt;br /&gt;
:::1 Whistling Arrow&lt;br /&gt;
:::Shaded Scimitar&lt;br /&gt;
:::2 Spears&lt;br /&gt;
:::10 Torches&lt;br /&gt;
::&#039;&#039;&#039;Belt&#039;&#039;&#039;&lt;br /&gt;
:::Dagger 1 lb&lt;br /&gt;
:::&#039;&#039;&#039;Belt Pouch&#039;&#039;&#039; ~3 lbs&lt;br /&gt;
::::Tiny Tinder Box&lt;br /&gt;
::::Toilet Paper&lt;br /&gt;
::::Glow Gem (in lightproof container)&lt;br /&gt;
::::Thieves Tools&lt;br /&gt;
::::Compass&lt;br /&gt;
::::Chalk&lt;br /&gt;
::::Carpenter&#039;s Pencil&lt;br /&gt;
::::Spoon &amp;amp; Fork&lt;br /&gt;
::::Snacks&lt;br /&gt;
::::Small notepad&lt;br /&gt;
::::Monocular &lt;br /&gt;
::&#039;&#039;&#039;Pack&#039;&#039;&#039; 2 lbs (~25 lbs total)&lt;br /&gt;
:::Change of Clothes 2 lbs&lt;br /&gt;
:::100&#039; Type III Tan cammo paracord .5 lbs&lt;br /&gt;
:::100&#039; smaller lengths of paracord .5 lbs&lt;br /&gt;
:::Sleeping Bag 3 lbs&lt;br /&gt;
:::Backpacking Tarp 2 lbs&lt;br /&gt;
:::3 Days rations 6 lbs&lt;br /&gt;
:::Rags 1 lb&lt;br /&gt;
:::Sewing kit&lt;br /&gt;
:::Mess Kit 1 lb&lt;br /&gt;
:::Flask of oil 1 lb&lt;br /&gt;
:::Plastic bottle of Everclear 1 lb&lt;br /&gt;
:::Duct Tape .5 lbs&lt;br /&gt;
:::Small game snare building equip 2 lbs&lt;br /&gt;
:48 lbs total&lt;br /&gt;
:23 lbs w/o pack&lt;br /&gt;
&lt;br /&gt;
== Background ==&lt;br /&gt;
Jensen Isaiah Hawkins was born and raised in Eastern Oregon by a moderately abusive family of rigidly adhering fundamentalist Christians of an off-beat denomination. His family were also firm adherents of a number of Sovereign Citizen and Freemen-on-the-Land conspiracy theories. He thought his family&#039;s beliefs, both religious and otherwise, were insane. He was raised on a small ranch that wasn&#039;t always self sustaining. Jensen, or &amp;quot;Jay&amp;quot; as anyone who actually liked him called him (so not his family), had to learn to get by impoverished, and was often reduced to thievery and poaching to get by.&lt;br /&gt;
&lt;br /&gt;
When he was old enough, Jay joined the US Army. Being good on the land, and having been raised with a gun or bow at his side since he was small, but not being the brightest recruit, Jay landed in the infantry. In Basic Training, the shy Jensen quickly got named Screamin&#039; Jay by the Drill Sergeant, and the name stuck. Within a few years, after his first tour in Afghanistan, he got into the Rangers. He had his sights set on joining Special Forces if he could get into the training.&lt;br /&gt;
&lt;br /&gt;
After making it through Ranger training, he landed back in Afghanistan for another tour, this time, mostly on foot instead of in an APC. A couple of years into deployment, his platoon went down a hole in Afghanistan, chasing the Taliban. The cavern turned into torch lined halls of cyclopean stonework, peppered with grotesquely grinning gargoyle faces. Then the monsters came, along with an 80 ton stone block that barred their way back. The only way out was to go forward. Screamin Jay was the only one that made it out - but &amp;quot;out&amp;quot; was another world. A world of elves, orcs, dragons, and unicorns.&lt;br /&gt;
&lt;br /&gt;
On the other side, Jay found himself transformed into an elf. It was a little odd, but not insufferable. After wandering for a while, and getting into some trouble among the humans, who apparently didn&#039;t like elves, he went out into the wilds to find &amp;quot;his kind&amp;quot;, the elves. It wasn&#039;t long after entering their territory that he was picked up by a patrol of Wood Elves that looked much as he did. After a few days of questioning, they finally decided that he was telling the truth about his origins, and was no danger to them. He was offered a place among them, which he accepted. It wasn&#039;t long before he too was patrolling with their rangers.&lt;br /&gt;
&lt;br /&gt;
He was &amp;quot;over there&amp;quot; for ten years. It was a good life. He&#039;d been handfasted to a good elven woman for a few years, but they&#039;d had no children yet. But when a gateway in a dungeon offered him a way home, he had to take it. It&#039;s not that he wanted to take it. It was his duty to take it. And so he did. When he was found by a patrol and taken back to Kabul, at first he was treated like a deserter, but after some weeks of him steadfasting sticking to the truth, he was eventually treated as a headcase. He was drummed unceremoniously out of the Army with a medical discharge that said, &amp;quot;Psychiatric&amp;quot; on it. The day he was walked off base as a civilian, he was met by the recruiter for Project Kerberos.&lt;/div&gt;</summary>
		<author><name>Stattick</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Jensen_Hawkins_(Jay)_3rd_Level&amp;diff=374221</id>
		<title>Jensen Hawkins (Jay) 3rd Level</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Jensen_Hawkins_(Jay)_3rd_Level&amp;diff=374221"/>
		<updated>2019-11-23T20:20:59Z</updated>

		<summary type="html">&lt;p&gt;Stattick: /* Characteristics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Jensen Isaiah Hawkins (Jay or Screamin Jay) ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Race&#039;&#039;&#039; Elf, Wood  &#039;&#039;&#039;Sex&#039;&#039;&#039; Male  &#039;&#039;&#039;Background&#039;&#039;&#039; US Army Ranger (Uthgardt Tribe Member)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class&#039;&#039;&#039; Assassin Rogue / Gloom Stalker Ranger &#039;&#039;&#039;Level&#039;&#039;&#039; 1 / 2 &#039;&#039;&#039;Alignment&#039;&#039;&#039; Lawful Neutral&lt;br /&gt;
&lt;br /&gt;
== Characteristics ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Str&#039;&#039;&#039; 10 (+0)  &#039;&#039;&#039;Dex&#039;&#039;&#039; 17 (+3)  &#039;&#039;&#039;Con&#039;&#039;&#039; 14 (+2)  &#039;&#039;&#039;Int&#039;&#039;&#039; 12 (+1)  &#039;&#039;&#039;Wis&#039;&#039;&#039; 14 (+2)  &#039;&#039;&#039;Cha&#039;&#039;&#039; 8 (-1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Saving Throws&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Str&#039;&#039;&#039; 0  &#039;&#039;&#039;Dex&#039;&#039;&#039; +8  &#039;&#039;&#039;Con&#039;&#039;&#039; +2  &#039;&#039;&#039;Int&#039;&#039;&#039; +5  &#039;&#039;&#039;Wis&#039;&#039;&#039; +2  &#039;&#039;&#039;Cha&#039;&#039;&#039; -1&lt;br /&gt;
*Advantage vs charmed&lt;br /&gt;
*Magic can&#039;t put you to sleep&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Speed&#039;&#039;&#039; 40, Climbing 40, Swimming 40 &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Passive Perception&#039;&#039;&#039; 20 &#039;&#039;&#039;Passive Insight&#039;&#039;&#039; 16 &#039;&#039;&#039;Darkvision&#039;&#039;&#039; 60 feet&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;HPs&#039;&#039;&#039; 104 _________________ &#039;&#039;&#039;Hit Dice&#039;&#039;&#039; 10d10 / 3d6 &#039;&#039;&#039;AC&#039;&#039;&#039; 16 &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Initiative&#039;&#039;&#039; +4  &#039;&#039;&#039;Proficiency Bonus&#039;&#039;&#039; +4&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! &#039;&#039;&#039;Weapon&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Type&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Range&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Attack&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Damage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Longbow +3&lt;br /&gt;
| Ranged&lt;br /&gt;
| 150 / 600&lt;br /&gt;
| +12&lt;br /&gt;
| 1d8+12&lt;br /&gt;
|-&lt;br /&gt;
| Scimitar&lt;br /&gt;
| Melee&lt;br /&gt;
| -&lt;br /&gt;
| +7&lt;br /&gt;
| 1d8+4&lt;br /&gt;
|-&lt;br /&gt;
| Dagger&lt;br /&gt;
| Melee&lt;br /&gt;
| 20/60&lt;br /&gt;
| +7&lt;br /&gt;
| 1d4+4&lt;br /&gt;
|-&lt;br /&gt;
| Spear&lt;br /&gt;
| Melee&lt;br /&gt;
| 20/60&lt;br /&gt;
| +4&lt;br /&gt;
| 1d6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! &#039;&#039;&#039;Skills&#039;&#039;&#039; (&#039;&#039;&#039;Proficient&#039;&#039;&#039;, &#039;&#039;&#039;&#039;&#039;Expertise&#039;&#039;&#039;&#039;&#039;)&lt;br /&gt;
! &#039;&#039;&#039;Other Proficiencies&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Languages&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
*&#039;&#039;&#039;Acrobatics&#039;&#039;&#039; (Dex) +7&lt;br /&gt;
*&#039;&#039;&#039;Animal Handling&#039;&#039;&#039; (Wis) +6&lt;br /&gt;
*Arcana (Int) +1&lt;br /&gt;
*&#039;&#039;&#039;Athletics&#039;&#039;&#039; (Str) +4&lt;br /&gt;
*Deception (Cha) -1&lt;br /&gt;
*History (Int) +1&lt;br /&gt;
*&#039;&#039;&#039;Insight&#039;&#039;&#039; (Wis) +6&lt;br /&gt;
*&#039;&#039;&#039;Intimidation&#039;&#039;&#039; (Cha) +3&lt;br /&gt;
*&#039;&#039;&#039;Investigation&#039;&#039;&#039; (Int) +5&lt;br /&gt;
*Medicine (Wis) +2&lt;br /&gt;
*&#039;&#039;&#039;Nature&#039;&#039;&#039; (Int) +5&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Perception&#039;&#039;&#039;&#039;&#039; (Wis) +10&lt;br /&gt;
*Performance (Cha) -1&lt;br /&gt;
*Persuasion (Cha) -1&lt;br /&gt;
*Religion (Int) +1&lt;br /&gt;
*Sleight of Hand (Dex) +4&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Stealth&#039;&#039;&#039;&#039;&#039; (Dex) +11&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Survival&#039;&#039;&#039;&#039;&#039; (Wis) +10&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
*Light &amp;amp; Medium Armor&lt;br /&gt;
*Shields&lt;br /&gt;
*Simple &amp;amp; Martial Weapons&lt;br /&gt;
*Thieve&#039;s Tools&lt;br /&gt;
*Tinker&#039;s Tools&lt;br /&gt;
*Tool: Vehicles (land)&lt;br /&gt;
*Tool: Machinery&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
*English&lt;br /&gt;
*Common&lt;br /&gt;
*Elven&lt;br /&gt;
*Thieves&#039; Cant&lt;br /&gt;
*Dari-Persian&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Features &amp;amp; Feats ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Racial &amp;amp; Background&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;Mask of the Wild&#039;&#039;: You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.&lt;br /&gt;
*&#039;&#039;Blessing of the Forest&#039;&#039;: Action - pass my Mask of the Wild feature to another for an hour, or until I pass it to another creature.&lt;br /&gt;
*&#039;&#039;Uthgardt Heritage&#039;&#039;: You find twice as much food and water as you normally would when you forage. Additionally, you can call upon the hospitality of your people, and those folk allied with your tribe.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rogue Features&#039;&#039;&#039;&lt;br /&gt;
*1st Level: Expertise, Sneak Attack (+1d6)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ranger Features&#039;&#039;&#039;&lt;br /&gt;
*1st Level: &#039;&#039;&#039;Favored Foe&#039;&#039;&#039; - Hunter’s Mark spell known, doesn&#039;t count against spells known, doesn&#039;t require concentration. Can cast it Wis Mod times w/o concentration or expending a slot per long rest., &#039;&#039;&#039;Deft Explorer&#039;&#039;&#039; - Roving: +5 Speed, Climbing &amp;amp; Swimming is equal to walking speed. Canny: Expertise in Athletics, +2 languages.&lt;br /&gt;
*2nd Level: &#039;&#039;&#039;Fighting Style&#039;&#039;&#039; - Archery (+2 w/ Ranged Weapons), &#039;&#039;&#039;Spellcasting&#039;&#039;&#039; (see &amp;quot;Magic&amp;quot; below&amp;quot;), &#039;&#039;&#039;Spell Versatility&#039;&#039;&#039; - When you finish a long rest, you can replace a spell you learned from your Spellcasting feature with another spell from the ranger spell list. The new spell must be the same level as the spell you replace, &#039;&#039;&#039;Spellcasting Focus&#039;&#039;&#039; - May use Druidic spell focus. &#039;&#039;&#039;Ranger Spells&#039;&#039;&#039; - The following spells expand the ranger spell list: Entangle, Searing Smite, Aid, Gust of Wind, Magic Weapon, Enhance Ability, Warding Bond&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Feats&#039;&#039;&#039;&lt;br /&gt;
*1st Level: &#039;&#039;&#039;Sharpshooter&#039;&#039;&#039; (Ranged Weapons) No disadvantage at long range. Ignore half cover and three-quarters cover. May take -5 to hit &amp;amp; +10 dmg.&lt;br /&gt;
&lt;br /&gt;
== Magic ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;&#039;Casting Ability&#039;&#039;&#039; Wisdom&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Save DC&#039;&#039;&#039; 14 &#039;&#039;&#039;Attack Bonus&#039;&#039;&#039; +6&lt;br /&gt;
|&lt;br /&gt;
: * = doesn&#039;t count against known spells&lt;br /&gt;
: ^ = cast Wis mod per long rest for free&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spell Slots&#039;&#039;&#039; 2&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! &#039;&#039;&#039;Cantrips&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;1st Level&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
*Create Bonfire&lt;br /&gt;
*Druidcraft&lt;br /&gt;
*Prestidigitation&lt;br /&gt;
*Shape Water&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
*Ensnaring Strike&lt;br /&gt;
*Hunter&#039;s Mark * ^&lt;br /&gt;
*Longstrider&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Equipment ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Magical Equipment&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Longbow +3&#039;&#039;&#039; (very rare)&lt;br /&gt;
:&#039;&#039;&#039;Glamoured Studded Leather&#039;&#039;&#039; (rare) - AC 13 + Dex Mod, can appear as clothing&lt;br /&gt;
:&#039;&#039;&#039;Bracers of Archery&#039;&#039;&#039; (uncommon, attunement) - +2 bow dmg&lt;br /&gt;
:&#039;&#039;&#039;Efficient Quiver&#039;&#039;&#039; (uncommon)&lt;br /&gt;
:&#039;&#039;&#039;Elvin Boots&#039;&#039;&#039; (uncommon) - adv on stealth&lt;br /&gt;
:&#039;&#039;&#039;Aril Ring&#039;&#039;&#039; (common, attunement) - &#039;&#039;A ring of polished yew. In place of a gem, the ring has a single, living aril.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
:As a Bonus Action, the wearer may pluck the ring&#039;s berry. When doing so, a fey spirit in the form of a sparrow appears. As an Action, the berry can be eaten (effects as a single Goodberry), fed to another, or it can be fed to the sparrow. If the sparrow doesn&#039;t get the berry, it fluffs up its feathers and chatters angrily.&lt;br /&gt;
&lt;br /&gt;
:If the aril is fed to the sparrow, the bird will act as a messenger, per the Message cantrip. The bird must be able to physically get to the person the message is intended for. The bird will land and whisper the message in the recipient&#039;s ear. After a minute transpires, the bird will return to the feywild, any impending messages undelivered. Sparrows use the same attributes as Canaries.&lt;br /&gt;
&lt;br /&gt;
:It&#039;s said that these messengers can also carry messages to the spirits of the dead, but if so, the dead don&#039;t typically respond. If sent to deliver such a message, the sparrow merely disappears.&lt;br /&gt;
&lt;br /&gt;
:The ring will regrow a missing berry at dawn.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Glow Gem&#039;&#039;&#039; (common) - A gem that glows as brightly as a candle. The light the gem gives off is the same color as the gem. (orange topaz)&lt;br /&gt;
:&#039;&#039;&#039;Shaded Scimitar&#039;&#039;&#039; (common) - A Shaded weapon is mat black and reflects no light. It seems to disappear in the shadows and darkness.&lt;br /&gt;
&lt;br /&gt;
:In dimly lit or dark conditions, if a creature isn&#039;t already aware of the weapon&#039;s presence, it must make a DC 15 check to notice its presence (Perception or Investigation) even if it&#039;s being held. Attacks with an unnoticed Shaded weapon are made with advantage. After a Shaded weapon is used to attack in a combat, it is no longer difficult to perceive.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Unbreakable Arrow&#039;&#039;&#039; (common) x3&lt;br /&gt;
:&#039;&#039;&#039;Walloping Ammunition&#039;&#039;&#039; (Arrows, common) x2 - A creature hit by the ammunition must succeed on a DC 10 Strength saving throw or be knocked prone.&lt;br /&gt;
:&#039;&#039;&#039;Whistling Ammunition&#039;&#039;&#039; (Arrow, common) x1 - When in flight, the arrow makes a loud whistling noise.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Mundane Equipment&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Worn&#039;&#039;&#039;&lt;br /&gt;
::Glamored Studded Leather Armor 13 lbs&lt;br /&gt;
::Clothing (including boots &amp;amp; cloak) 5 lbs&lt;br /&gt;
::Efficient Quiver 2 lbs&lt;br /&gt;
:::Longbow +3&lt;br /&gt;
:::54 Arrows&lt;br /&gt;
:::3 Unbreakable Arrows&lt;br /&gt;
:::2 Walloping Arrows&lt;br /&gt;
:::1 Whistling Arrow&lt;br /&gt;
:::Shaded Scimitar&lt;br /&gt;
:::2 Spears&lt;br /&gt;
:::10 Torches&lt;br /&gt;
::&#039;&#039;&#039;Belt&#039;&#039;&#039;&lt;br /&gt;
:::Dagger 1 lb&lt;br /&gt;
:::&#039;&#039;&#039;Belt Pouch&#039;&#039;&#039; ~3 lbs&lt;br /&gt;
::::Tiny Tinder Box&lt;br /&gt;
::::Toilet Paper&lt;br /&gt;
::::Glow Gem (in lightproof container)&lt;br /&gt;
::::Thieves Tools&lt;br /&gt;
::::Compass&lt;br /&gt;
::::Chalk&lt;br /&gt;
::::Carpenter&#039;s Pencil&lt;br /&gt;
::::Spoon &amp;amp; Fork&lt;br /&gt;
::::Snacks&lt;br /&gt;
::::Small notepad&lt;br /&gt;
::::Monocular &lt;br /&gt;
::&#039;&#039;&#039;Pack&#039;&#039;&#039; 2 lbs (~25 lbs total)&lt;br /&gt;
:::Change of Clothes 2 lbs&lt;br /&gt;
:::100&#039; Type III Tan cammo paracord .5 lbs&lt;br /&gt;
:::100&#039; smaller lengths of paracord .5 lbs&lt;br /&gt;
:::Sleeping Bag 3 lbs&lt;br /&gt;
:::Backpacking Tarp 2 lbs&lt;br /&gt;
:::3 Days rations 6 lbs&lt;br /&gt;
:::Rags 1 lb&lt;br /&gt;
:::Sewing kit&lt;br /&gt;
:::Mess Kit 1 lb&lt;br /&gt;
:::Flask of oil 1 lb&lt;br /&gt;
:::Plastic bottle of Everclear 1 lb&lt;br /&gt;
:::Duct Tape .5 lbs&lt;br /&gt;
:::Small game snare building equip 2 lbs&lt;br /&gt;
:48 lbs total&lt;br /&gt;
:23 lbs w/o pack&lt;br /&gt;
&lt;br /&gt;
== Background ==&lt;br /&gt;
Jensen Isaiah Hawkins was born and raised in Eastern Oregon by a moderately abusive family of rigidly adhering fundamentalist Christians of an off-beat denomination. His family were also firm adherents of a number of Sovereign Citizen and Freemen-on-the-Land conspiracy theories. He thought his family&#039;s beliefs, both religious and otherwise, were insane. He was raised on a small ranch that wasn&#039;t always self sustaining. Jensen, or &amp;quot;Jay&amp;quot; as anyone who actually liked him called him (so not his family), had to learn to get by impoverished, and was often reduced to thievery and poaching to get by.&lt;br /&gt;
&lt;br /&gt;
When he was old enough, Jay joined the US Army. Being good on the land, and having been raised with a gun or bow at his side since he was small, but not being the brightest recruit, Jay landed in the infantry. In Basic Training, the shy Jensen quickly got named Screamin&#039; Jay by the Drill Sergeant, and the name stuck. Within a few years, after his first tour in Afghanistan, he got into the Rangers. He had his sights set on joining Special Forces if he could get into the training.&lt;br /&gt;
&lt;br /&gt;
After making it through Ranger training, he landed back in Afghanistan for another tour, this time, mostly on foot instead of in an APC. A couple of years into deployment, his platoon went down a hole in Afghanistan, chasing the Taliban. The cavern turned into torch lined halls of cyclopean stonework, peppered with grotesquely grinning gargoyle faces. Then the monsters came, along with an 80 ton stone block that barred their way back. The only way out was to go forward. Screamin Jay was the only one that made it out - but &amp;quot;out&amp;quot; was another world. A world of elves, orcs, dragons, and unicorns.&lt;br /&gt;
&lt;br /&gt;
On the other side, Jay found himself transformed into an elf. It was a little odd, but not insufferable. After wandering for a while, and getting into some trouble among the humans, who apparently didn&#039;t like elves, he went out into the wilds to find &amp;quot;his kind&amp;quot;, the elves. It wasn&#039;t long after entering their territory that he was picked up by a patrol of Wood Elves that looked much as he did. After a few days of questioning, they finally decided that he was telling the truth about his origins, and was no danger to them. He was offered a place among them, which he accepted. It wasn&#039;t long before he too was patrolling with their rangers.&lt;br /&gt;
&lt;br /&gt;
He was &amp;quot;over there&amp;quot; for ten years. It was a good life. He&#039;d been handfasted to a good elven woman for a few years, but they&#039;d had no children yet. But when a gateway in a dungeon offered him a way home, he had to take it. It&#039;s not that he wanted to take it. It was his duty to take it. And so he did. When he was found by a patrol and taken back to Kabul, at first he was treated like a deserter, but after some weeks of him steadfasting sticking to the truth, he was eventually treated as a headcase. He was drummed unceremoniously out of the Army with a medical discharge that said, &amp;quot;Psychiatric&amp;quot; on it. The day he was walked off base as a civilian, he was met by the recruiter for Project Kerberos.&lt;/div&gt;</summary>
		<author><name>Stattick</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Jensen_Hawkins_(Jay)_3rd_Level&amp;diff=374220</id>
		<title>Jensen Hawkins (Jay) 3rd Level</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Jensen_Hawkins_(Jay)_3rd_Level&amp;diff=374220"/>
		<updated>2019-11-23T20:18:26Z</updated>

		<summary type="html">&lt;p&gt;Stattick: /* Characteristics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Jensen Isaiah Hawkins (Jay or Screamin Jay) ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Race&#039;&#039;&#039; Elf, Wood  &#039;&#039;&#039;Sex&#039;&#039;&#039; Male  &#039;&#039;&#039;Background&#039;&#039;&#039; US Army Ranger (Uthgardt Tribe Member)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class&#039;&#039;&#039; Assassin Rogue / Gloom Stalker Ranger &#039;&#039;&#039;Level&#039;&#039;&#039; 1 / 2 &#039;&#039;&#039;Alignment&#039;&#039;&#039; Lawful Neutral&lt;br /&gt;
&lt;br /&gt;
== Characteristics ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Str&#039;&#039;&#039; 10 (+0)  &#039;&#039;&#039;Dex&#039;&#039;&#039; 17 (+3)  &#039;&#039;&#039;Con&#039;&#039;&#039; 14 (+2)  &#039;&#039;&#039;Int&#039;&#039;&#039; 12 (+1)  &#039;&#039;&#039;Wis&#039;&#039;&#039; 14 (+2)  &#039;&#039;&#039;Cha&#039;&#039;&#039; 8 (-1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Saving Throws&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Str&#039;&#039;&#039; 0  &#039;&#039;&#039;Dex&#039;&#039;&#039; +8  &#039;&#039;&#039;Con&#039;&#039;&#039; +2  &#039;&#039;&#039;Int&#039;&#039;&#039; +5  &#039;&#039;&#039;Wis&#039;&#039;&#039; +2  &#039;&#039;&#039;Cha&#039;&#039;&#039; -1&lt;br /&gt;
*Advantage vs charmed&lt;br /&gt;
*Magic can&#039;t put you to sleep&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Speed&#039;&#039;&#039; 40, Climbing 40, Swimming 40 &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Passive Perception&#039;&#039;&#039; 20 &#039;&#039;&#039;Passive Insight&#039;&#039;&#039; 16 &#039;&#039;&#039;Darkvision&#039;&#039;&#039; 60 feet&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;HPs&#039;&#039;&#039; 104 _________________ &#039;&#039;&#039;Hit Dice&#039;&#039;&#039; 10d10 / 3d6 &#039;&#039;&#039;AC&#039;&#039;&#039; 17 &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Initiative&#039;&#039;&#039; +4  &#039;&#039;&#039;Proficiency Bonus&#039;&#039;&#039; +4&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! &#039;&#039;&#039;Weapon&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Type&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Range&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Attack&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Damage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Longbow +3&lt;br /&gt;
| Ranged&lt;br /&gt;
| 150 / 600&lt;br /&gt;
| +12&lt;br /&gt;
| 1d8+12&lt;br /&gt;
|-&lt;br /&gt;
| Scimitar&lt;br /&gt;
| Melee&lt;br /&gt;
| -&lt;br /&gt;
| +7&lt;br /&gt;
| 1d8+4&lt;br /&gt;
|-&lt;br /&gt;
| Dagger&lt;br /&gt;
| Melee&lt;br /&gt;
| 20/60&lt;br /&gt;
| +7&lt;br /&gt;
| 1d4+4&lt;br /&gt;
|-&lt;br /&gt;
| Spear&lt;br /&gt;
| Melee&lt;br /&gt;
| 20/60&lt;br /&gt;
| +4&lt;br /&gt;
| 1d6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! &#039;&#039;&#039;Skills&#039;&#039;&#039; (&#039;&#039;&#039;Proficient&#039;&#039;&#039;, &#039;&#039;&#039;&#039;&#039;Expertise&#039;&#039;&#039;&#039;&#039;)&lt;br /&gt;
! &#039;&#039;&#039;Other Proficiencies&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Languages&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
*&#039;&#039;&#039;Acrobatics&#039;&#039;&#039; (Dex) +7&lt;br /&gt;
*&#039;&#039;&#039;Animal Handling&#039;&#039;&#039; (Wis) +6&lt;br /&gt;
*Arcana (Int) +1&lt;br /&gt;
*&#039;&#039;&#039;Athletics&#039;&#039;&#039; (Str) +4&lt;br /&gt;
*Deception (Cha) -1&lt;br /&gt;
*History (Int) +1&lt;br /&gt;
*&#039;&#039;&#039;Insight&#039;&#039;&#039; (Wis) +6&lt;br /&gt;
*&#039;&#039;&#039;Intimidation&#039;&#039;&#039; (Cha) +3&lt;br /&gt;
*&#039;&#039;&#039;Investigation&#039;&#039;&#039; (Int) +5&lt;br /&gt;
*Medicine (Wis) +2&lt;br /&gt;
*&#039;&#039;&#039;Nature&#039;&#039;&#039; (Int) +5&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Perception&#039;&#039;&#039;&#039;&#039; (Wis) +10&lt;br /&gt;
*Performance (Cha) -1&lt;br /&gt;
*Persuasion (Cha) -1&lt;br /&gt;
*Religion (Int) +1&lt;br /&gt;
*Sleight of Hand (Dex) +4&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Stealth&#039;&#039;&#039;&#039;&#039; (Dex) +11&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Survival&#039;&#039;&#039;&#039;&#039; (Wis) +10&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
*Light &amp;amp; Medium Armor&lt;br /&gt;
*Shields&lt;br /&gt;
*Simple &amp;amp; Martial Weapons&lt;br /&gt;
*Thieve&#039;s Tools&lt;br /&gt;
*Tinker&#039;s Tools&lt;br /&gt;
*Tool: Vehicles (land)&lt;br /&gt;
*Tool: Machinery&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
*English&lt;br /&gt;
*Common&lt;br /&gt;
*Elven&lt;br /&gt;
*Thieves&#039; Cant&lt;br /&gt;
*Dari-Persian&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Features &amp;amp; Feats ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Racial &amp;amp; Background&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;Mask of the Wild&#039;&#039;: You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.&lt;br /&gt;
*&#039;&#039;Blessing of the Forest&#039;&#039;: Action - pass my Mask of the Wild feature to another for an hour, or until I pass it to another creature.&lt;br /&gt;
*&#039;&#039;Uthgardt Heritage&#039;&#039;: You find twice as much food and water as you normally would when you forage. Additionally, you can call upon the hospitality of your people, and those folk allied with your tribe.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rogue Features&#039;&#039;&#039;&lt;br /&gt;
*1st Level: Expertise, Sneak Attack (+1d6)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ranger Features&#039;&#039;&#039;&lt;br /&gt;
*1st Level: &#039;&#039;&#039;Favored Foe&#039;&#039;&#039; - Hunter’s Mark spell known, doesn&#039;t count against spells known, doesn&#039;t require concentration. Can cast it Wis Mod times w/o concentration or expending a slot per long rest., &#039;&#039;&#039;Deft Explorer&#039;&#039;&#039; - Roving: +5 Speed, Climbing &amp;amp; Swimming is equal to walking speed. Canny: Expertise in Athletics, +2 languages.&lt;br /&gt;
*2nd Level: &#039;&#039;&#039;Fighting Style&#039;&#039;&#039; - Archery (+2 w/ Ranged Weapons), &#039;&#039;&#039;Spellcasting&#039;&#039;&#039; (see &amp;quot;Magic&amp;quot; below&amp;quot;), &#039;&#039;&#039;Spell Versatility&#039;&#039;&#039; - When you finish a long rest, you can replace a spell you learned from your Spellcasting feature with another spell from the ranger spell list. The new spell must be the same level as the spell you replace, &#039;&#039;&#039;Spellcasting Focus&#039;&#039;&#039; - May use Druidic spell focus. &#039;&#039;&#039;Ranger Spells&#039;&#039;&#039; - The following spells expand the ranger spell list: Entangle, Searing Smite, Aid, Gust of Wind, Magic Weapon, Enhance Ability, Warding Bond&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Feats&#039;&#039;&#039;&lt;br /&gt;
*1st Level: &#039;&#039;&#039;Sharpshooter&#039;&#039;&#039; (Ranged Weapons) No disadvantage at long range. Ignore half cover and three-quarters cover. May take -5 to hit &amp;amp; +10 dmg.&lt;br /&gt;
&lt;br /&gt;
== Magic ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;&#039;Casting Ability&#039;&#039;&#039; Wisdom&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Save DC&#039;&#039;&#039; 14 &#039;&#039;&#039;Attack Bonus&#039;&#039;&#039; +6&lt;br /&gt;
|&lt;br /&gt;
: * = doesn&#039;t count against known spells&lt;br /&gt;
: ^ = cast Wis mod per long rest for free&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spell Slots&#039;&#039;&#039; 2&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! &#039;&#039;&#039;Cantrips&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;1st Level&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
*Create Bonfire&lt;br /&gt;
*Druidcraft&lt;br /&gt;
*Prestidigitation&lt;br /&gt;
*Shape Water&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
*Ensnaring Strike&lt;br /&gt;
*Hunter&#039;s Mark * ^&lt;br /&gt;
*Longstrider&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Equipment ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Magical Equipment&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Longbow +3&#039;&#039;&#039; (very rare)&lt;br /&gt;
:&#039;&#039;&#039;Glamoured Studded Leather&#039;&#039;&#039; (rare) - AC 13 + Dex Mod, can appear as clothing&lt;br /&gt;
:&#039;&#039;&#039;Bracers of Archery&#039;&#039;&#039; (uncommon, attunement) - +2 bow dmg&lt;br /&gt;
:&#039;&#039;&#039;Efficient Quiver&#039;&#039;&#039; (uncommon)&lt;br /&gt;
:&#039;&#039;&#039;Elvin Boots&#039;&#039;&#039; (uncommon) - adv on stealth&lt;br /&gt;
:&#039;&#039;&#039;Aril Ring&#039;&#039;&#039; (common, attunement) - &#039;&#039;A ring of polished yew. In place of a gem, the ring has a single, living aril.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
:As a Bonus Action, the wearer may pluck the ring&#039;s berry. When doing so, a fey spirit in the form of a sparrow appears. As an Action, the berry can be eaten (effects as a single Goodberry), fed to another, or it can be fed to the sparrow. If the sparrow doesn&#039;t get the berry, it fluffs up its feathers and chatters angrily.&lt;br /&gt;
&lt;br /&gt;
:If the aril is fed to the sparrow, the bird will act as a messenger, per the Message cantrip. The bird must be able to physically get to the person the message is intended for. The bird will land and whisper the message in the recipient&#039;s ear. After a minute transpires, the bird will return to the feywild, any impending messages undelivered. Sparrows use the same attributes as Canaries.&lt;br /&gt;
&lt;br /&gt;
:It&#039;s said that these messengers can also carry messages to the spirits of the dead, but if so, the dead don&#039;t typically respond. If sent to deliver such a message, the sparrow merely disappears.&lt;br /&gt;
&lt;br /&gt;
:The ring will regrow a missing berry at dawn.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Glow Gem&#039;&#039;&#039; (common) - A gem that glows as brightly as a candle. The light the gem gives off is the same color as the gem. (orange topaz)&lt;br /&gt;
:&#039;&#039;&#039;Shaded Scimitar&#039;&#039;&#039; (common) - A Shaded weapon is mat black and reflects no light. It seems to disappear in the shadows and darkness.&lt;br /&gt;
&lt;br /&gt;
:In dimly lit or dark conditions, if a creature isn&#039;t already aware of the weapon&#039;s presence, it must make a DC 15 check to notice its presence (Perception or Investigation) even if it&#039;s being held. Attacks with an unnoticed Shaded weapon are made with advantage. After a Shaded weapon is used to attack in a combat, it is no longer difficult to perceive.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Unbreakable Arrow&#039;&#039;&#039; (common) x3&lt;br /&gt;
:&#039;&#039;&#039;Walloping Ammunition&#039;&#039;&#039; (Arrows, common) x2 - A creature hit by the ammunition must succeed on a DC 10 Strength saving throw or be knocked prone.&lt;br /&gt;
:&#039;&#039;&#039;Whistling Ammunition&#039;&#039;&#039; (Arrow, common) x1 - When in flight, the arrow makes a loud whistling noise.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Mundane Equipment&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Worn&#039;&#039;&#039;&lt;br /&gt;
::Glamored Studded Leather Armor 13 lbs&lt;br /&gt;
::Clothing (including boots &amp;amp; cloak) 5 lbs&lt;br /&gt;
::Efficient Quiver 2 lbs&lt;br /&gt;
:::Longbow +3&lt;br /&gt;
:::54 Arrows&lt;br /&gt;
:::3 Unbreakable Arrows&lt;br /&gt;
:::2 Walloping Arrows&lt;br /&gt;
:::1 Whistling Arrow&lt;br /&gt;
:::Shaded Scimitar&lt;br /&gt;
:::2 Spears&lt;br /&gt;
:::10 Torches&lt;br /&gt;
::&#039;&#039;&#039;Belt&#039;&#039;&#039;&lt;br /&gt;
:::Dagger 1 lb&lt;br /&gt;
:::&#039;&#039;&#039;Belt Pouch&#039;&#039;&#039; ~3 lbs&lt;br /&gt;
::::Tiny Tinder Box&lt;br /&gt;
::::Toilet Paper&lt;br /&gt;
::::Glow Gem (in lightproof container)&lt;br /&gt;
::::Thieves Tools&lt;br /&gt;
::::Compass&lt;br /&gt;
::::Chalk&lt;br /&gt;
::::Carpenter&#039;s Pencil&lt;br /&gt;
::::Spoon &amp;amp; Fork&lt;br /&gt;
::::Snacks&lt;br /&gt;
::::Small notepad&lt;br /&gt;
::::Monocular &lt;br /&gt;
::&#039;&#039;&#039;Pack&#039;&#039;&#039; 2 lbs (~25 lbs total)&lt;br /&gt;
:::Change of Clothes 2 lbs&lt;br /&gt;
:::100&#039; Type III Tan cammo paracord .5 lbs&lt;br /&gt;
:::100&#039; smaller lengths of paracord .5 lbs&lt;br /&gt;
:::Sleeping Bag 3 lbs&lt;br /&gt;
:::Backpacking Tarp 2 lbs&lt;br /&gt;
:::3 Days rations 6 lbs&lt;br /&gt;
:::Rags 1 lb&lt;br /&gt;
:::Sewing kit&lt;br /&gt;
:::Mess Kit 1 lb&lt;br /&gt;
:::Flask of oil 1 lb&lt;br /&gt;
:::Plastic bottle of Everclear 1 lb&lt;br /&gt;
:::Duct Tape .5 lbs&lt;br /&gt;
:::Small game snare building equip 2 lbs&lt;br /&gt;
:48 lbs total&lt;br /&gt;
:23 lbs w/o pack&lt;br /&gt;
&lt;br /&gt;
== Background ==&lt;br /&gt;
Jensen Isaiah Hawkins was born and raised in Eastern Oregon by a moderately abusive family of rigidly adhering fundamentalist Christians of an off-beat denomination. His family were also firm adherents of a number of Sovereign Citizen and Freemen-on-the-Land conspiracy theories. He thought his family&#039;s beliefs, both religious and otherwise, were insane. He was raised on a small ranch that wasn&#039;t always self sustaining. Jensen, or &amp;quot;Jay&amp;quot; as anyone who actually liked him called him (so not his family), had to learn to get by impoverished, and was often reduced to thievery and poaching to get by.&lt;br /&gt;
&lt;br /&gt;
When he was old enough, Jay joined the US Army. Being good on the land, and having been raised with a gun or bow at his side since he was small, but not being the brightest recruit, Jay landed in the infantry. In Basic Training, the shy Jensen quickly got named Screamin&#039; Jay by the Drill Sergeant, and the name stuck. Within a few years, after his first tour in Afghanistan, he got into the Rangers. He had his sights set on joining Special Forces if he could get into the training.&lt;br /&gt;
&lt;br /&gt;
After making it through Ranger training, he landed back in Afghanistan for another tour, this time, mostly on foot instead of in an APC. A couple of years into deployment, his platoon went down a hole in Afghanistan, chasing the Taliban. The cavern turned into torch lined halls of cyclopean stonework, peppered with grotesquely grinning gargoyle faces. Then the monsters came, along with an 80 ton stone block that barred their way back. The only way out was to go forward. Screamin Jay was the only one that made it out - but &amp;quot;out&amp;quot; was another world. A world of elves, orcs, dragons, and unicorns.&lt;br /&gt;
&lt;br /&gt;
On the other side, Jay found himself transformed into an elf. It was a little odd, but not insufferable. After wandering for a while, and getting into some trouble among the humans, who apparently didn&#039;t like elves, he went out into the wilds to find &amp;quot;his kind&amp;quot;, the elves. It wasn&#039;t long after entering their territory that he was picked up by a patrol of Wood Elves that looked much as he did. After a few days of questioning, they finally decided that he was telling the truth about his origins, and was no danger to them. He was offered a place among them, which he accepted. It wasn&#039;t long before he too was patrolling with their rangers.&lt;br /&gt;
&lt;br /&gt;
He was &amp;quot;over there&amp;quot; for ten years. It was a good life. He&#039;d been handfasted to a good elven woman for a few years, but they&#039;d had no children yet. But when a gateway in a dungeon offered him a way home, he had to take it. It&#039;s not that he wanted to take it. It was his duty to take it. And so he did. When he was found by a patrol and taken back to Kabul, at first he was treated like a deserter, but after some weeks of him steadfasting sticking to the truth, he was eventually treated as a headcase. He was drummed unceremoniously out of the Army with a medical discharge that said, &amp;quot;Psychiatric&amp;quot; on it. The day he was walked off base as a civilian, he was met by the recruiter for Project Kerberos.&lt;/div&gt;</summary>
		<author><name>Stattick</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Jensen_Hawkins_(Jay)_3rd_Level&amp;diff=374219</id>
		<title>Jensen Hawkins (Jay) 3rd Level</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Jensen_Hawkins_(Jay)_3rd_Level&amp;diff=374219"/>
		<updated>2019-11-23T20:17:17Z</updated>

		<summary type="html">&lt;p&gt;Stattick: /* Characteristics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Jensen Isaiah Hawkins (Jay or Screamin Jay) ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Race&#039;&#039;&#039; Elf, Wood  &#039;&#039;&#039;Sex&#039;&#039;&#039; Male  &#039;&#039;&#039;Background&#039;&#039;&#039; US Army Ranger (Uthgardt Tribe Member)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class&#039;&#039;&#039; Assassin Rogue / Gloom Stalker Ranger &#039;&#039;&#039;Level&#039;&#039;&#039; 1 / 2 &#039;&#039;&#039;Alignment&#039;&#039;&#039; Lawful Neutral&lt;br /&gt;
&lt;br /&gt;
== Characteristics ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Str&#039;&#039;&#039; 10 (+0)  &#039;&#039;&#039;Dex&#039;&#039;&#039; 17 (+3)  &#039;&#039;&#039;Con&#039;&#039;&#039; 14 (+2)  &#039;&#039;&#039;Int&#039;&#039;&#039; 12 (+1)  &#039;&#039;&#039;Wis&#039;&#039;&#039; 14 (+2)  &#039;&#039;&#039;Cha&#039;&#039;&#039; 8 (-1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Saving Throws&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Str&#039;&#039;&#039; 0  &#039;&#039;&#039;Dex&#039;&#039;&#039; +8  &#039;&#039;&#039;Con&#039;&#039;&#039; +2  &#039;&#039;&#039;Int&#039;&#039;&#039; +5  &#039;&#039;&#039;Wis&#039;&#039;&#039; +2  &#039;&#039;&#039;Cha&#039;&#039;&#039; -1&lt;br /&gt;
*Advantage vs charmed&lt;br /&gt;
*Magic can&#039;t put you to sleep&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Speed&#039;&#039;&#039; 40, Climbing 40, Swimming 40 &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Passive Perception&#039;&#039;&#039; 20 &#039;&#039;&#039;Passive Insight&#039;&#039;&#039; 16 &#039;&#039;&#039;Darkvision&#039;&#039;&#039; 60 feet&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;HPs&#039;&#039;&#039; 104 _________________ &#039;&#039;&#039;Hit Dice&#039;&#039;&#039; 10d10 / 3d6 &#039;&#039;&#039;AC&#039;&#039;&#039; 17 &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Initiative&#039;&#039;&#039; +4  &#039;&#039;&#039;Proficiency Bonus&#039;&#039;&#039; +4&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! &#039;&#039;&#039;Weapon&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Type&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Range&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Attack&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Damage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Longbow +3&lt;br /&gt;
| Ranged&lt;br /&gt;
| 150 / 600&lt;br /&gt;
| +12&lt;br /&gt;
| 1d8+12&lt;br /&gt;
|-&lt;br /&gt;
| Scimitar&lt;br /&gt;
| Melee&lt;br /&gt;
| -&lt;br /&gt;
| +7&lt;br /&gt;
| 1d8+4&lt;br /&gt;
|-&lt;br /&gt;
| Dagger&lt;br /&gt;
| Melee&lt;br /&gt;
| 20/60&lt;br /&gt;
| +7&lt;br /&gt;
| 1d4+4&lt;br /&gt;
|-&lt;br /&gt;
| Spear&lt;br /&gt;
| Melee&lt;br /&gt;
| 20/60&lt;br /&gt;
| +4&lt;br /&gt;
| 1d6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! &#039;&#039;&#039;Skills&#039;&#039;&#039; (&#039;&#039;&#039;Proficient&#039;&#039;&#039;, &#039;&#039;&#039;&#039;&#039;Expertise&#039;&#039;&#039;&#039;&#039;)&lt;br /&gt;
! &#039;&#039;&#039;Other Proficiencies&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Languages&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
*&#039;&#039;&#039;Acrobatics&#039;&#039;&#039; (Dex) +7&lt;br /&gt;
*&#039;&#039;&#039;Animal Handling&#039;&#039;&#039; (Wis) +6&lt;br /&gt;
*Arcana (Int) +1&lt;br /&gt;
*&#039;&#039;&#039;Athletics&#039;&#039;&#039; (Str) +4&lt;br /&gt;
*Deception (Cha) -1&lt;br /&gt;
*History (Int) +1&lt;br /&gt;
*&#039;&#039;&#039;Insight&#039;&#039;&#039; (Wis) +6&lt;br /&gt;
*&#039;&#039;&#039;Intimidation&#039;&#039;&#039; (Cha) +3&lt;br /&gt;
*&#039;&#039;&#039;Investigation&#039;&#039;&#039; (Int) +5&lt;br /&gt;
*Medicine (Wis) +2&lt;br /&gt;
*&#039;&#039;&#039;Nature&#039;&#039;&#039; (Int) +5&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Perception&#039;&#039;&#039;&#039;&#039; (Wis) +10&lt;br /&gt;
*Performance (Cha) -1&lt;br /&gt;
*Persuasion (Cha) -1&lt;br /&gt;
*Religion (Int) +1&lt;br /&gt;
*Sleight of Hand (Dex) +4&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Stealth&#039;&#039;&#039;&#039;&#039; (Dex) +11&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Survival&#039;&#039;&#039;&#039;&#039; (Wis) +10&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
*Light &amp;amp; Medium Armor&lt;br /&gt;
*Shields&lt;br /&gt;
*Simple &amp;amp; Martial Weapons&lt;br /&gt;
*Thieve&#039;s Tools&lt;br /&gt;
*Tinker&#039;s Tools&lt;br /&gt;
*Tool: Vehicles (land)&lt;br /&gt;
*Tool: Machinery&lt;br /&gt;
*Disguise Kit&lt;br /&gt;
*Poisoner&#039;s Kit&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
*English&lt;br /&gt;
*Common&lt;br /&gt;
*Elven&lt;br /&gt;
*Thieves&#039; Cant&lt;br /&gt;
*Dari-Persian&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Features &amp;amp; Feats ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Racial &amp;amp; Background&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;Mask of the Wild&#039;&#039;: You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.&lt;br /&gt;
*&#039;&#039;Blessing of the Forest&#039;&#039;: Action - pass my Mask of the Wild feature to another for an hour, or until I pass it to another creature.&lt;br /&gt;
*&#039;&#039;Uthgardt Heritage&#039;&#039;: You find twice as much food and water as you normally would when you forage. Additionally, you can call upon the hospitality of your people, and those folk allied with your tribe.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rogue Features&#039;&#039;&#039;&lt;br /&gt;
*1st Level: Expertise, Sneak Attack (+1d6)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ranger Features&#039;&#039;&#039;&lt;br /&gt;
*1st Level: &#039;&#039;&#039;Favored Foe&#039;&#039;&#039; - Hunter’s Mark spell known, doesn&#039;t count against spells known, doesn&#039;t require concentration. Can cast it Wis Mod times w/o concentration or expending a slot per long rest., &#039;&#039;&#039;Deft Explorer&#039;&#039;&#039; - Roving: +5 Speed, Climbing &amp;amp; Swimming is equal to walking speed. Canny: Expertise in Athletics, +2 languages.&lt;br /&gt;
*2nd Level: &#039;&#039;&#039;Fighting Style&#039;&#039;&#039; - Archery (+2 w/ Ranged Weapons), &#039;&#039;&#039;Spellcasting&#039;&#039;&#039; (see &amp;quot;Magic&amp;quot; below&amp;quot;), &#039;&#039;&#039;Spell Versatility&#039;&#039;&#039; - When you finish a long rest, you can replace a spell you learned from your Spellcasting feature with another spell from the ranger spell list. The new spell must be the same level as the spell you replace, &#039;&#039;&#039;Spellcasting Focus&#039;&#039;&#039; - May use Druidic spell focus. &#039;&#039;&#039;Ranger Spells&#039;&#039;&#039; - The following spells expand the ranger spell list: Entangle, Searing Smite, Aid, Gust of Wind, Magic Weapon, Enhance Ability, Warding Bond&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Feats&#039;&#039;&#039;&lt;br /&gt;
*1st Level: &#039;&#039;&#039;Sharpshooter&#039;&#039;&#039; (Ranged Weapons) No disadvantage at long range. Ignore half cover and three-quarters cover. May take -5 to hit &amp;amp; +10 dmg.&lt;br /&gt;
&lt;br /&gt;
== Magic ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;&#039;Casting Ability&#039;&#039;&#039; Wisdom&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Save DC&#039;&#039;&#039; 14 &#039;&#039;&#039;Attack Bonus&#039;&#039;&#039; +6&lt;br /&gt;
|&lt;br /&gt;
: * = doesn&#039;t count against known spells&lt;br /&gt;
: ^ = cast Wis mod per long rest for free&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spell Slots&#039;&#039;&#039; 2&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! &#039;&#039;&#039;Cantrips&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;1st Level&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
*Create Bonfire&lt;br /&gt;
*Druidcraft&lt;br /&gt;
*Prestidigitation&lt;br /&gt;
*Shape Water&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
*Ensnaring Strike&lt;br /&gt;
*Hunter&#039;s Mark * ^&lt;br /&gt;
*Longstrider&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Equipment ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Magical Equipment&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Longbow +3&#039;&#039;&#039; (very rare)&lt;br /&gt;
:&#039;&#039;&#039;Glamoured Studded Leather&#039;&#039;&#039; (rare) - AC 13 + Dex Mod, can appear as clothing&lt;br /&gt;
:&#039;&#039;&#039;Bracers of Archery&#039;&#039;&#039; (uncommon, attunement) - +2 bow dmg&lt;br /&gt;
:&#039;&#039;&#039;Efficient Quiver&#039;&#039;&#039; (uncommon)&lt;br /&gt;
:&#039;&#039;&#039;Elvin Boots&#039;&#039;&#039; (uncommon) - adv on stealth&lt;br /&gt;
:&#039;&#039;&#039;Aril Ring&#039;&#039;&#039; (common, attunement) - &#039;&#039;A ring of polished yew. In place of a gem, the ring has a single, living aril.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
:As a Bonus Action, the wearer may pluck the ring&#039;s berry. When doing so, a fey spirit in the form of a sparrow appears. As an Action, the berry can be eaten (effects as a single Goodberry), fed to another, or it can be fed to the sparrow. If the sparrow doesn&#039;t get the berry, it fluffs up its feathers and chatters angrily.&lt;br /&gt;
&lt;br /&gt;
:If the aril is fed to the sparrow, the bird will act as a messenger, per the Message cantrip. The bird must be able to physically get to the person the message is intended for. The bird will land and whisper the message in the recipient&#039;s ear. After a minute transpires, the bird will return to the feywild, any impending messages undelivered. Sparrows use the same attributes as Canaries.&lt;br /&gt;
&lt;br /&gt;
:It&#039;s said that these messengers can also carry messages to the spirits of the dead, but if so, the dead don&#039;t typically respond. If sent to deliver such a message, the sparrow merely disappears.&lt;br /&gt;
&lt;br /&gt;
:The ring will regrow a missing berry at dawn.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Glow Gem&#039;&#039;&#039; (common) - A gem that glows as brightly as a candle. The light the gem gives off is the same color as the gem. (orange topaz)&lt;br /&gt;
:&#039;&#039;&#039;Shaded Scimitar&#039;&#039;&#039; (common) - A Shaded weapon is mat black and reflects no light. It seems to disappear in the shadows and darkness.&lt;br /&gt;
&lt;br /&gt;
:In dimly lit or dark conditions, if a creature isn&#039;t already aware of the weapon&#039;s presence, it must make a DC 15 check to notice its presence (Perception or Investigation) even if it&#039;s being held. Attacks with an unnoticed Shaded weapon are made with advantage. After a Shaded weapon is used to attack in a combat, it is no longer difficult to perceive.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Unbreakable Arrow&#039;&#039;&#039; (common) x3&lt;br /&gt;
:&#039;&#039;&#039;Walloping Ammunition&#039;&#039;&#039; (Arrows, common) x2 - A creature hit by the ammunition must succeed on a DC 10 Strength saving throw or be knocked prone.&lt;br /&gt;
:&#039;&#039;&#039;Whistling Ammunition&#039;&#039;&#039; (Arrow, common) x1 - When in flight, the arrow makes a loud whistling noise.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Mundane Equipment&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Worn&#039;&#039;&#039;&lt;br /&gt;
::Glamored Studded Leather Armor 13 lbs&lt;br /&gt;
::Clothing (including boots &amp;amp; cloak) 5 lbs&lt;br /&gt;
::Efficient Quiver 2 lbs&lt;br /&gt;
:::Longbow +3&lt;br /&gt;
:::54 Arrows&lt;br /&gt;
:::3 Unbreakable Arrows&lt;br /&gt;
:::2 Walloping Arrows&lt;br /&gt;
:::1 Whistling Arrow&lt;br /&gt;
:::Shaded Scimitar&lt;br /&gt;
:::2 Spears&lt;br /&gt;
:::10 Torches&lt;br /&gt;
::&#039;&#039;&#039;Belt&#039;&#039;&#039;&lt;br /&gt;
:::Dagger 1 lb&lt;br /&gt;
:::&#039;&#039;&#039;Belt Pouch&#039;&#039;&#039; ~3 lbs&lt;br /&gt;
::::Tiny Tinder Box&lt;br /&gt;
::::Toilet Paper&lt;br /&gt;
::::Glow Gem (in lightproof container)&lt;br /&gt;
::::Thieves Tools&lt;br /&gt;
::::Compass&lt;br /&gt;
::::Chalk&lt;br /&gt;
::::Carpenter&#039;s Pencil&lt;br /&gt;
::::Spoon &amp;amp; Fork&lt;br /&gt;
::::Snacks&lt;br /&gt;
::::Small notepad&lt;br /&gt;
::::Monocular &lt;br /&gt;
::&#039;&#039;&#039;Pack&#039;&#039;&#039; 2 lbs (~25 lbs total)&lt;br /&gt;
:::Change of Clothes 2 lbs&lt;br /&gt;
:::100&#039; Type III Tan cammo paracord .5 lbs&lt;br /&gt;
:::100&#039; smaller lengths of paracord .5 lbs&lt;br /&gt;
:::Sleeping Bag 3 lbs&lt;br /&gt;
:::Backpacking Tarp 2 lbs&lt;br /&gt;
:::3 Days rations 6 lbs&lt;br /&gt;
:::Rags 1 lb&lt;br /&gt;
:::Sewing kit&lt;br /&gt;
:::Mess Kit 1 lb&lt;br /&gt;
:::Flask of oil 1 lb&lt;br /&gt;
:::Plastic bottle of Everclear 1 lb&lt;br /&gt;
:::Duct Tape .5 lbs&lt;br /&gt;
:::Small game snare building equip 2 lbs&lt;br /&gt;
:48 lbs total&lt;br /&gt;
:23 lbs w/o pack&lt;br /&gt;
&lt;br /&gt;
== Background ==&lt;br /&gt;
Jensen Isaiah Hawkins was born and raised in Eastern Oregon by a moderately abusive family of rigidly adhering fundamentalist Christians of an off-beat denomination. His family were also firm adherents of a number of Sovereign Citizen and Freemen-on-the-Land conspiracy theories. He thought his family&#039;s beliefs, both religious and otherwise, were insane. He was raised on a small ranch that wasn&#039;t always self sustaining. Jensen, or &amp;quot;Jay&amp;quot; as anyone who actually liked him called him (so not his family), had to learn to get by impoverished, and was often reduced to thievery and poaching to get by.&lt;br /&gt;
&lt;br /&gt;
When he was old enough, Jay joined the US Army. Being good on the land, and having been raised with a gun or bow at his side since he was small, but not being the brightest recruit, Jay landed in the infantry. In Basic Training, the shy Jensen quickly got named Screamin&#039; Jay by the Drill Sergeant, and the name stuck. Within a few years, after his first tour in Afghanistan, he got into the Rangers. He had his sights set on joining Special Forces if he could get into the training.&lt;br /&gt;
&lt;br /&gt;
After making it through Ranger training, he landed back in Afghanistan for another tour, this time, mostly on foot instead of in an APC. A couple of years into deployment, his platoon went down a hole in Afghanistan, chasing the Taliban. The cavern turned into torch lined halls of cyclopean stonework, peppered with grotesquely grinning gargoyle faces. Then the monsters came, along with an 80 ton stone block that barred their way back. The only way out was to go forward. Screamin Jay was the only one that made it out - but &amp;quot;out&amp;quot; was another world. A world of elves, orcs, dragons, and unicorns.&lt;br /&gt;
&lt;br /&gt;
On the other side, Jay found himself transformed into an elf. It was a little odd, but not insufferable. After wandering for a while, and getting into some trouble among the humans, who apparently didn&#039;t like elves, he went out into the wilds to find &amp;quot;his kind&amp;quot;, the elves. It wasn&#039;t long after entering their territory that he was picked up by a patrol of Wood Elves that looked much as he did. After a few days of questioning, they finally decided that he was telling the truth about his origins, and was no danger to them. He was offered a place among them, which he accepted. It wasn&#039;t long before he too was patrolling with their rangers.&lt;br /&gt;
&lt;br /&gt;
He was &amp;quot;over there&amp;quot; for ten years. It was a good life. He&#039;d been handfasted to a good elven woman for a few years, but they&#039;d had no children yet. But when a gateway in a dungeon offered him a way home, he had to take it. It&#039;s not that he wanted to take it. It was his duty to take it. And so he did. When he was found by a patrol and taken back to Kabul, at first he was treated like a deserter, but after some weeks of him steadfasting sticking to the truth, he was eventually treated as a headcase. He was drummed unceremoniously out of the Army with a medical discharge that said, &amp;quot;Psychiatric&amp;quot; on it. The day he was walked off base as a civilian, he was met by the recruiter for Project Kerberos.&lt;/div&gt;</summary>
		<author><name>Stattick</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Jensen_Hawkins_(Jay)_11th_Level&amp;diff=374218</id>
		<title>Jensen Hawkins (Jay) 11th Level</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Jensen_Hawkins_(Jay)_11th_Level&amp;diff=374218"/>
		<updated>2019-11-23T20:13:20Z</updated>

		<summary type="html">&lt;p&gt;Stattick: /* Magic */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Jensen Isaiah Hawkins (Jay or Screamin Jay) ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Race&#039;&#039;&#039; Elf, Wood  &#039;&#039;&#039;Sex&#039;&#039;&#039; Male  &#039;&#039;&#039;Background&#039;&#039;&#039; US Army Ranger (Uthgardt Tribe Member)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class&#039;&#039;&#039; Assassin Rogue / Gloom Stalker Ranger &#039;&#039;&#039;Level&#039;&#039;&#039; 3 / 8 &#039;&#039;&#039;Alignment&#039;&#039;&#039; Lawful Neutral&lt;br /&gt;
&lt;br /&gt;
== Characteristics ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Str&#039;&#039;&#039; 10 (+0)  &#039;&#039;&#039;Dex&#039;&#039;&#039; 18 (+4)  &#039;&#039;&#039;Con&#039;&#039;&#039; 14 (+2)  &#039;&#039;&#039;Int&#039;&#039;&#039; 12 (+1)  &#039;&#039;&#039;Wis&#039;&#039;&#039; 14 (+2)  &#039;&#039;&#039;Cha&#039;&#039;&#039; 8 (-1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Saving Throws&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Str&#039;&#039;&#039; 0  &#039;&#039;&#039;Dex&#039;&#039;&#039; +8  &#039;&#039;&#039;Con&#039;&#039;&#039; +2  &#039;&#039;&#039;Int&#039;&#039;&#039; +5  &#039;&#039;&#039;Wis&#039;&#039;&#039; +6  &#039;&#039;&#039;Cha&#039;&#039;&#039; -1&lt;br /&gt;
*Advantage vs charmed&lt;br /&gt;
*Magic can&#039;t put you to sleep&lt;br /&gt;
*Advantage on saves against plants that are magically created or manipulated to impede movement (entangle, etc).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Speed&#039;&#039;&#039; 40, Climbing 40, Swimming 40, +10&#039; first turn of combat. &lt;br /&gt;
*Nonmagical difficult terrain costs no extra movement.&lt;br /&gt;
*Standing only uses only 5&#039;. Can jump after moving 5&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Passive Perception&#039;&#039;&#039; 20 &#039;&#039;&#039;Passive Insight&#039;&#039;&#039; 16 &#039;&#039;&#039;Darkvision&#039;&#039;&#039; 90 feet&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;HPs&#039;&#039;&#039; 104 _________________ &#039;&#039;&#039;Hit Dice&#039;&#039;&#039; 10d10 / 3d6 &#039;&#039;&#039;AC&#039;&#039;&#039; 17 &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Initiative&#039;&#039;&#039; +6 &#039;&#039;&#039;Proficiency Bonus&#039;&#039;&#039; +4&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Extra Attack&#039;&#039;&#039; - You can attack twice, instead of once, whenever you take the Attack action on your turn.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! &#039;&#039;&#039;Weapon&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Type&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Range&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Attack&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Damage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Longbow +3&lt;br /&gt;
| Ranged&lt;br /&gt;
| 150 / 600&lt;br /&gt;
| +13&lt;br /&gt;
| 1d8+13&lt;br /&gt;
|-&lt;br /&gt;
| Scimitar&lt;br /&gt;
| Melee&lt;br /&gt;
| -&lt;br /&gt;
| +8&lt;br /&gt;
| 1d8+4&lt;br /&gt;
|-&lt;br /&gt;
| Dagger&lt;br /&gt;
| Melee&lt;br /&gt;
| 20/60&lt;br /&gt;
| +8&lt;br /&gt;
| 1d4+4&lt;br /&gt;
|-&lt;br /&gt;
| Spear&lt;br /&gt;
| Melee&lt;br /&gt;
| 20/60&lt;br /&gt;
| +4&lt;br /&gt;
| 1d6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! &#039;&#039;&#039;Skills&#039;&#039;&#039; (&#039;&#039;&#039;Proficient&#039;&#039;&#039;, &#039;&#039;&#039;&#039;&#039;Expertise&#039;&#039;&#039;&#039;&#039;)&lt;br /&gt;
! &#039;&#039;&#039;Other Proficiencies&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Languages&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
*&#039;&#039;&#039;Acrobatics&#039;&#039;&#039; (Dex) +8&lt;br /&gt;
*&#039;&#039;&#039;Animal Handling&#039;&#039;&#039; (Wis) +6&lt;br /&gt;
*Arcana (Int) +1&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Athletics&#039;&#039;&#039;&#039;&#039; (Str) +8&lt;br /&gt;
*Deception (Cha) -1&lt;br /&gt;
*History (Int) +1&lt;br /&gt;
*&#039;&#039;&#039;Insight&#039;&#039;&#039; (Wis) +6&lt;br /&gt;
*&#039;&#039;&#039;Intimidation&#039;&#039;&#039; (Cha) +3&lt;br /&gt;
*&#039;&#039;&#039;Investigation&#039;&#039;&#039; (Int) +5&lt;br /&gt;
*Medicine (Wis) +2&lt;br /&gt;
*&#039;&#039;&#039;Nature&#039;&#039;&#039; (Int) +5&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Perception&#039;&#039;&#039;&#039;&#039; (Wis) +10&lt;br /&gt;
*Performance (Cha) -1&lt;br /&gt;
*Persuasion (Cha) -1&lt;br /&gt;
*Religion (Int) +1&lt;br /&gt;
*Sleight of Hand (Dex) +4&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Stealth&#039;&#039;&#039;&#039;&#039; (Dex) +12&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Survival&#039;&#039;&#039;&#039;&#039; (Wis) +10&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
*Light &amp;amp; Medium Armor&lt;br /&gt;
*Shields&lt;br /&gt;
*Simple &amp;amp; Martial Weapons&lt;br /&gt;
*Thieve&#039;s Tools&lt;br /&gt;
*Tinker&#039;s Tools&lt;br /&gt;
*Tool: Vehicles (land)&lt;br /&gt;
*Tool: Machinery&lt;br /&gt;
*Disguise Kit&lt;br /&gt;
*Poisoner&#039;s Kit&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
*English&lt;br /&gt;
*Common&lt;br /&gt;
*Elven&lt;br /&gt;
*Thieves&#039; Cant&lt;br /&gt;
*Dari-Persian&lt;br /&gt;
*Sylvan&lt;br /&gt;
*Beast&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Features &amp;amp; Feats ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Racial &amp;amp; Background&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;Mask of the Wild&#039;&#039;: You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.&lt;br /&gt;
*&#039;&#039;Blessing of the Forest&#039;&#039;: Action - pass my Mask of the Wild feature to another for an hour, or until I pass it to another creature.&lt;br /&gt;
*&#039;&#039;Uthgardt Heritage&#039;&#039;: You find twice as much food and water as you normally would when you forage. Additionally, you can call upon the hospitality of your people, and those folk allied with your tribe.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rogue Features&#039;&#039;&#039;&lt;br /&gt;
*1st Level: Expertise, Sneak Attack (+2d6), &lt;br /&gt;
*2nd Level: Cunning Action: Bonus Action - You can  take the Dash, Disengage, or Hide action.&lt;br /&gt;
*3rd Level: Assassinate: You have advantage on attack rolls against any creature that hasn&#039;t taken a turn in the combat yet. In addition, any hit you score against a creature that is surprised is a critical hit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ranger Features&#039;&#039;&#039;&lt;br /&gt;
*1st Level: &#039;&#039;&#039;Favored Foe&#039;&#039;&#039; - Hunter’s Mark spell known, doesn&#039;t count against spells known, doesn&#039;t require concentration. Can cast it Wis Mod times w/o concentration or expending a slot per long rest., &#039;&#039;&#039;Deft Explorer&#039;&#039;&#039; - Roving: +5 Speed, Climbing &amp;amp; Swimming is equal to walking speed. Canny: Expertise in Athletics, +2 languages.&lt;br /&gt;
*2nd Level: &#039;&#039;&#039;Fighting Style&#039;&#039;&#039; - Archery (+2 w/ Ranged Weapons), &#039;&#039;&#039;Spellcasting&#039;&#039;&#039; (see &amp;quot;Magic&amp;quot; below&amp;quot;), &#039;&#039;&#039;Spell Versatility&#039;&#039;&#039; - When you finish a long rest, you can replace a spell you learned from your Spellcasting feature with another spell from the ranger spell list. The new spell must be the same level as the spell you replace, &#039;&#039;&#039;Spellcasting Focus&#039;&#039;&#039; - May use Druidic spell focus. &#039;&#039;&#039;Ranger Spells&#039;&#039;&#039; - The following spells expand the ranger spell list: Entangle, Searing Smite, Aid, Gust of Wind, Magic Weapon, Enhance Ability, Warding Bond&lt;br /&gt;
*3rd Level: &#039;&#039;&#039;Primal Awareness&#039;&#039;&#039; - Bonus spells that can be cast once per long rest w/o expending a slot. &#039;&#039;&#039;Gloom Stalker Archetype&#039;&#039;&#039; - &#039;&#039;Gloom Stalker Magic&#039;&#039; - expanded spell list that doesn&#039;t count against spells known, &#039;&#039;Dread Ambusher&#039;&#039; - Wis mod bonus to Initiative, +10 move on first turn of combat, can take an additional attack if I attack on the first round of combat &amp;amp; if it hits the target takes +1d8 dmg, &#039;&#039;Umbral Sight&#039;&#039; - +30&#039; to Darkvision, While in darkness, you are invisible to any creature that relies on darkvision to see you in that darkness.&lt;br /&gt;
*4th Level: &#039;&#039;&#039;ASI&#039;&#039;&#039; - &#039;&#039;Close Quarters Archer&#039;&#039; Feat&lt;br /&gt;
*5th Level: Extra Attack&lt;br /&gt;
*6th Level: Deft Explorer Improvement&lt;br /&gt;
*7th Level: &#039;&#039;&#039;Iron Mind&#039;&#039;&#039; - Gain proficiency in Wis Saving Throws&lt;br /&gt;
*8th Level: &#039;&#039;&#039;ASI&#039;&#039;&#039; - &#039;&#039;Athlete&#039;&#039; Feat. &#039;&#039;&#039;Land&#039;s Stride&#039;&#039;&#039; - Nonmagical difficult terrain costs no extra movement. Advantage on saves against plants that are magically created or manipulated to impede movement (entangle, etc). &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Feats&#039;&#039;&#039;&lt;br /&gt;
*1st Level: &#039;&#039;&#039;Sharpshooter&#039;&#039;&#039; (Ranged Weapons) No disadvantage at long range. Ignore half cover and three-quarters cover. May take -5 to hit &amp;amp; +10 dmg.&lt;br /&gt;
*4th Level: &#039;&#039;&#039;Close Quarters Archer&#039;&#039;&#039; (Ranged Weapons) Being in melee with a hostile creature doesn’t impose disadv on attacks. No disadv against prone targets if firing down on them. You can make an Opportunity Attack with your bow as if it were a melee weapon, firing an arrow as the target exits melee range.&lt;br /&gt;
*8th Level: &#039;&#039;&#039;Athlete&#039;&#039;&#039; Standing only uses only 5&#039;. Can jump after moving 5&#039;, rather than 10&#039;.&lt;br /&gt;
&lt;br /&gt;
== Magic ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;&#039;Casting Ability&#039;&#039;&#039; Wisdom&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Save DC&#039;&#039;&#039; 14 &#039;&#039;&#039;Attack Bonus&#039;&#039;&#039; +6&lt;br /&gt;
|&lt;br /&gt;
: * = doesn&#039;t count against known spells&lt;br /&gt;
: † = cast once per long rest for free&lt;br /&gt;
: ^ = cast Wis mod per long rest for free&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spell Slots&#039;&#039;&#039; 4 / 3&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! &#039;&#039;&#039;Cantrips&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;1st Level&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;2nd Level&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
*Create Bonfire&lt;br /&gt;
*Druidcraft&lt;br /&gt;
*Prestidigitation&lt;br /&gt;
*Shape Water&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
*Detect Magic * †&lt;br /&gt;
*Disguise Self *&lt;br /&gt;
*Ensnaring Strike&lt;br /&gt;
*Goodberry&lt;br /&gt;
*Hunter&#039;s Mark * ^&lt;br /&gt;
*Longstrider&lt;br /&gt;
*Speak with Animals * †&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
*Beast Sense * †&lt;br /&gt;
*Locate Animals or Plants * †&lt;br /&gt;
*Pass Without Trace&lt;br /&gt;
*Rope Trick *&lt;br /&gt;
*Silence&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Equipment ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Magical Equipment&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Longbow +3&#039;&#039;&#039; (very rare)&lt;br /&gt;
:&#039;&#039;&#039;Glamoured Studded Leather&#039;&#039;&#039; (rare) - AC 13 + Dex Mod, can appear as clothing&lt;br /&gt;
:&#039;&#039;&#039;Bracers of Archery&#039;&#039;&#039; (uncommon, attunement) - +2 bow dmg&lt;br /&gt;
:&#039;&#039;&#039;Efficient Quiver&#039;&#039;&#039; (uncommon)&lt;br /&gt;
:&#039;&#039;&#039;Elvin Boots&#039;&#039;&#039; (uncommon) - adv on stealth&lt;br /&gt;
:&#039;&#039;&#039;Aril Ring&#039;&#039;&#039; (common, attunement) - &#039;&#039;A ring of polished yew. In place of a gem, the ring has a single, living aril.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
:As a Bonus Action, the wearer may pluck the ring&#039;s berry. When doing so, a fey spirit in the form of a sparrow appears. As an Action, the berry can be eaten (effects as a single Goodberry), fed to another, or it can be fed to the sparrow. If the sparrow doesn&#039;t get the berry, it fluffs up its feathers and chatters angrily.&lt;br /&gt;
&lt;br /&gt;
:If the aril is fed to the sparrow, the bird will act as a messenger, per the Message cantrip. The bird must be able to physically get to the person the message is intended for. The bird will land and whisper the message in the recipient&#039;s ear. After a minute transpires, the bird will return to the feywild, any impending messages undelivered. Sparrows use the same attributes as Canaries.&lt;br /&gt;
&lt;br /&gt;
:It&#039;s said that these messengers can also carry messages to the spirits of the dead, but if so, the dead don&#039;t typically respond. If sent to deliver such a message, the sparrow merely disappears.&lt;br /&gt;
&lt;br /&gt;
:The ring will regrow a missing berry at dawn.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Glow Gem&#039;&#039;&#039; (common) - A gem that glows as brightly as a candle. The light the gem gives off is the same color as the gem. (orange topaz)&lt;br /&gt;
:&#039;&#039;&#039;Shaded Scimitar&#039;&#039;&#039; (common) - A Shaded weapon is mat black and reflects no light. It seems to disappear in the shadows and darkness.&lt;br /&gt;
&lt;br /&gt;
:In dimly lit or dark conditions, if a creature isn&#039;t already aware of the weapon&#039;s presence, it must make a DC 15 check to notice its presence (Perception or Investigation) even if it&#039;s being held. Attacks with an unnoticed Shaded weapon are made with advantage. After a Shaded weapon is used to attack in a combat, it is no longer difficult to perceive.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Unbreakable Arrow&#039;&#039;&#039; (common) x3&lt;br /&gt;
:&#039;&#039;&#039;Walloping Ammunition&#039;&#039;&#039; (Arrows, common) x2 - A creature hit by the ammunition must succeed on a DC 10 Strength saving throw or be knocked prone.&lt;br /&gt;
:&#039;&#039;&#039;Whistling Ammunition&#039;&#039;&#039; (Arrow, common) x1 - When in flight, the arrow makes a loud whistling noise.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Mundane Equipment&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Worn&#039;&#039;&#039;&lt;br /&gt;
::Glamored Studded Leather Armor 13 lbs&lt;br /&gt;
::Clothing (including boots &amp;amp; cloak) 5 lbs&lt;br /&gt;
::Efficient Quiver 2 lbs&lt;br /&gt;
:::Longbow +3&lt;br /&gt;
:::54 Arrows&lt;br /&gt;
:::3 Unbreakable Arrows&lt;br /&gt;
:::2 Walloping Arrows&lt;br /&gt;
:::1 Whistling Arrow&lt;br /&gt;
:::Shaded Scimitar&lt;br /&gt;
:::2 Spears&lt;br /&gt;
:::10 Torches&lt;br /&gt;
::&#039;&#039;&#039;Belt&#039;&#039;&#039;&lt;br /&gt;
:::Dagger 1 lb&lt;br /&gt;
:::&#039;&#039;&#039;Belt Pouch&#039;&#039;&#039; ~3 lbs&lt;br /&gt;
::::Tiny Tinder Box&lt;br /&gt;
::::Toilet Paper&lt;br /&gt;
::::Glow Gem (in lightproof container)&lt;br /&gt;
::::Thieves Tools&lt;br /&gt;
::::Compass&lt;br /&gt;
::::Chalk&lt;br /&gt;
::::Carpenter&#039;s Pencil&lt;br /&gt;
::::Spoon &amp;amp; Fork&lt;br /&gt;
::::Snacks&lt;br /&gt;
::::Small notepad&lt;br /&gt;
::::Monocular &lt;br /&gt;
::&#039;&#039;&#039;Pack&#039;&#039;&#039; 2 lbs (~25 lbs total)&lt;br /&gt;
:::Change of Clothes 2 lbs&lt;br /&gt;
:::100&#039; Type III Tan cammo paracord .5 lbs&lt;br /&gt;
:::100&#039; smaller lengths of paracord .5 lbs&lt;br /&gt;
:::Sleeping Bag 3 lbs&lt;br /&gt;
:::Backpacking Tarp 2 lbs&lt;br /&gt;
:::3 Days rations 6 lbs&lt;br /&gt;
:::Rags 1 lb&lt;br /&gt;
:::Sewing kit&lt;br /&gt;
:::Mess Kit 1 lb&lt;br /&gt;
:::Flask of oil 1 lb&lt;br /&gt;
:::Plastic bottle of Everclear 1 lb&lt;br /&gt;
:::Duct Tape .5 lbs&lt;br /&gt;
:::Small game snare building equip 2 lbs&lt;br /&gt;
:48 lbs total&lt;br /&gt;
:23 lbs w/o pack&lt;br /&gt;
&lt;br /&gt;
== Background ==&lt;br /&gt;
Jensen Isaiah Hawkins was born and raised in Eastern Oregon by a moderately abusive family of rigidly adhering fundamentalist Christians of an off-beat denomination. His family were also firm adherents of a number of Sovereign Citizen and Freemen-on-the-Land conspiracy theories. He thought his family&#039;s beliefs, both religious and otherwise, were insane. He was raised on a small ranch that wasn&#039;t always self sustaining. Jensen, or &amp;quot;Jay&amp;quot; as anyone who actually liked him called him (so not his family), had to learn to get by impoverished, and was often reduced to thievery and poaching to get by.&lt;br /&gt;
&lt;br /&gt;
When he was old enough, Jay joined the US Army. Being good on the land, and having been raised with a gun or bow at his side since he was small, but not being the brightest recruit, Jay landed in the infantry. In Basic Training, the shy Jensen quickly got named Screamin&#039; Jay by the Drill Sergeant, and the name stuck. Within a few years, after his first tour in Afghanistan, he got into the Rangers. He had his sights set on joining Special Forces if he could get into the training.&lt;br /&gt;
&lt;br /&gt;
After making it through Ranger training, he landed back in Afghanistan for another tour, this time, mostly on foot instead of in an APC. A couple of years into deployment, his platoon went down a hole in Afghanistan, chasing the Taliban. The cavern turned into torch lined halls of cyclopean stonework, peppered with grotesquely grinning gargoyle faces. Then the monsters came, along with an 80 ton stone block that barred their way back. The only way out was to go forward. Screamin Jay was the only one that made it out - but &amp;quot;out&amp;quot; was another world. A world of elves, orcs, dragons, and unicorns.&lt;br /&gt;
&lt;br /&gt;
On the other side, Jay found himself transformed into an elf. It was a little odd, but not insufferable. After wandering for a while, and getting into some trouble among the humans, who apparently didn&#039;t like elves, he went out into the wilds to find &amp;quot;his kind&amp;quot;, the elves. It wasn&#039;t long after entering their territory that he was picked up by a patrol of Wood Elves that looked much as he did. After a few days of questioning, they finally decided that he was telling the truth about his origins, and was no danger to them. He was offered a place among them, which he accepted. It wasn&#039;t long before he too was patrolling with their rangers.&lt;br /&gt;
&lt;br /&gt;
He was &amp;quot;over there&amp;quot; for ten years. It was a good life. He&#039;d been handfasted to a good elven woman for a few years, but they&#039;d had no children yet. But when a gateway in a dungeon offered him a way home, he had to take it. It&#039;s not that he wanted to take it. It was his duty to take it. And so he did. When he was found by a patrol and taken back to Kabul, at first he was treated like a deserter, but after some weeks of him steadfasting sticking to the truth, he was eventually treated as a headcase. He was drummed unceremoniously out of the Army with a medical discharge that said, &amp;quot;Psychiatric&amp;quot; on it. The day he was walked off base as a civilian, he was met by the recruiter for Project Kerberos.&lt;/div&gt;</summary>
		<author><name>Stattick</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Jensen_Hawkins_(Jay)_3rd_Level&amp;diff=374217</id>
		<title>Jensen Hawkins (Jay) 3rd Level</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Jensen_Hawkins_(Jay)_3rd_Level&amp;diff=374217"/>
		<updated>2019-11-23T20:12:13Z</updated>

		<summary type="html">&lt;p&gt;Stattick: /* Magic */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Jensen Isaiah Hawkins (Jay or Screamin Jay) ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Race&#039;&#039;&#039; Elf, Wood  &#039;&#039;&#039;Sex&#039;&#039;&#039; Male  &#039;&#039;&#039;Background&#039;&#039;&#039; US Army Ranger (Uthgardt Tribe Member)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class&#039;&#039;&#039; Assassin Rogue / Gloom Stalker Ranger &#039;&#039;&#039;Level&#039;&#039;&#039; 1 / 2 &#039;&#039;&#039;Alignment&#039;&#039;&#039; Lawful Neutral&lt;br /&gt;
&lt;br /&gt;
== Characteristics ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Str&#039;&#039;&#039; 10 (+0)  &#039;&#039;&#039;Dex&#039;&#039;&#039; 17 (+3)  &#039;&#039;&#039;Con&#039;&#039;&#039; 14 (+2)  &#039;&#039;&#039;Int&#039;&#039;&#039; 12 (+1)  &#039;&#039;&#039;Wis&#039;&#039;&#039; 14 (+2)  &#039;&#039;&#039;Cha&#039;&#039;&#039; 8 (-1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Saving Throws&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Str&#039;&#039;&#039; 0  &#039;&#039;&#039;Dex&#039;&#039;&#039; +8  &#039;&#039;&#039;Con&#039;&#039;&#039; +2  &#039;&#039;&#039;Int&#039;&#039;&#039; +5  &#039;&#039;&#039;Wis&#039;&#039;&#039; +2  &#039;&#039;&#039;Cha&#039;&#039;&#039; -1&lt;br /&gt;
*Advantage vs charmed&lt;br /&gt;
*Magic can&#039;t put you to sleep&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Speed&#039;&#039;&#039; 40, Climbing 40, Swimming 40 &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Passive Perception&#039;&#039;&#039; 20 &#039;&#039;&#039;Passive Insight&#039;&#039;&#039; 16 &#039;&#039;&#039;Darkvision&#039;&#039;&#039; 60 feet&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;HPs&#039;&#039;&#039; 104 _________________ &#039;&#039;&#039;Hit Dice&#039;&#039;&#039; 10d10 / 3d6 &#039;&#039;&#039;AC&#039;&#039;&#039; 17 &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Initiative&#039;&#039;&#039; +4  &#039;&#039;&#039;Proficiency Bonus&#039;&#039;&#039; +4&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! &#039;&#039;&#039;Weapon&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Type&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Range&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Attack&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Damage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Longbow +3&lt;br /&gt;
| Ranged&lt;br /&gt;
| 150 / 600&lt;br /&gt;
| +12&lt;br /&gt;
| 1d8+12&lt;br /&gt;
|-&lt;br /&gt;
| Scimitar&lt;br /&gt;
| Melee&lt;br /&gt;
| -&lt;br /&gt;
| +7&lt;br /&gt;
| 1d8+4&lt;br /&gt;
|-&lt;br /&gt;
| Dagger&lt;br /&gt;
| Melee&lt;br /&gt;
| 20/60&lt;br /&gt;
| +7&lt;br /&gt;
| 1d4+4&lt;br /&gt;
|-&lt;br /&gt;
| Spear&lt;br /&gt;
| Melee&lt;br /&gt;
| 20/60&lt;br /&gt;
| +4&lt;br /&gt;
| 1d6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! &#039;&#039;&#039;Skills&#039;&#039;&#039; (&#039;&#039;&#039;Proficient&#039;&#039;&#039;, &#039;&#039;&#039;&#039;&#039;Expertise&#039;&#039;&#039;&#039;&#039;)&lt;br /&gt;
! &#039;&#039;&#039;Other Proficiencies&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Languages&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
*&#039;&#039;&#039;Acrobatics&#039;&#039;&#039; (Dex) +8&lt;br /&gt;
*&#039;&#039;&#039;Animal Handling&#039;&#039;&#039; (Wis) +6&lt;br /&gt;
*Arcana (Int) +1&lt;br /&gt;
*&#039;&#039;&#039;Athletics&#039;&#039;&#039; (Str) +4&lt;br /&gt;
*Deception (Cha) -1&lt;br /&gt;
*History (Int) +1&lt;br /&gt;
*&#039;&#039;&#039;Insight&#039;&#039;&#039; (Wis) +6&lt;br /&gt;
*&#039;&#039;&#039;Intimidation&#039;&#039;&#039; (Cha) +3&lt;br /&gt;
*&#039;&#039;&#039;Investigation&#039;&#039;&#039; (Int) +5&lt;br /&gt;
*Medicine (Wis) +2&lt;br /&gt;
*&#039;&#039;&#039;Nature&#039;&#039;&#039; (Int) +5&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Perception&#039;&#039;&#039;&#039;&#039; (Wis) +10&lt;br /&gt;
*Performance (Cha) -1&lt;br /&gt;
*Persuasion (Cha) -1&lt;br /&gt;
*Religion (Int) +1&lt;br /&gt;
*Sleight of Hand (Dex) +4&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Stealth&#039;&#039;&#039;&#039;&#039; (Dex) +12&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Survival&#039;&#039;&#039;&#039;&#039; (Wis) +10&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
*Light &amp;amp; Medium Armor&lt;br /&gt;
*Shields&lt;br /&gt;
*Simple &amp;amp; Martial Weapons&lt;br /&gt;
*Thieve&#039;s Tools&lt;br /&gt;
*Tinker&#039;s Tools&lt;br /&gt;
*Tool: Vehicles (land)&lt;br /&gt;
*Tool: Machinery&lt;br /&gt;
*Disguise Kit&lt;br /&gt;
*Poisoner&#039;s Kit&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
*English&lt;br /&gt;
*Common&lt;br /&gt;
*Elven&lt;br /&gt;
*Thieves&#039; Cant&lt;br /&gt;
*Dari-Persian&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Features &amp;amp; Feats ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Racial &amp;amp; Background&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;Mask of the Wild&#039;&#039;: You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.&lt;br /&gt;
*&#039;&#039;Blessing of the Forest&#039;&#039;: Action - pass my Mask of the Wild feature to another for an hour, or until I pass it to another creature.&lt;br /&gt;
*&#039;&#039;Uthgardt Heritage&#039;&#039;: You find twice as much food and water as you normally would when you forage. Additionally, you can call upon the hospitality of your people, and those folk allied with your tribe.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rogue Features&#039;&#039;&#039;&lt;br /&gt;
*1st Level: Expertise, Sneak Attack (+1d6)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ranger Features&#039;&#039;&#039;&lt;br /&gt;
*1st Level: &#039;&#039;&#039;Favored Foe&#039;&#039;&#039; - Hunter’s Mark spell known, doesn&#039;t count against spells known, doesn&#039;t require concentration. Can cast it Wis Mod times w/o concentration or expending a slot per long rest., &#039;&#039;&#039;Deft Explorer&#039;&#039;&#039; - Roving: +5 Speed, Climbing &amp;amp; Swimming is equal to walking speed. Canny: Expertise in Athletics, +2 languages.&lt;br /&gt;
*2nd Level: &#039;&#039;&#039;Fighting Style&#039;&#039;&#039; - Archery (+2 w/ Ranged Weapons), &#039;&#039;&#039;Spellcasting&#039;&#039;&#039; (see &amp;quot;Magic&amp;quot; below&amp;quot;), &#039;&#039;&#039;Spell Versatility&#039;&#039;&#039; - When you finish a long rest, you can replace a spell you learned from your Spellcasting feature with another spell from the ranger spell list. The new spell must be the same level as the spell you replace, &#039;&#039;&#039;Spellcasting Focus&#039;&#039;&#039; - May use Druidic spell focus. &#039;&#039;&#039;Ranger Spells&#039;&#039;&#039; - The following spells expand the ranger spell list: Entangle, Searing Smite, Aid, Gust of Wind, Magic Weapon, Enhance Ability, Warding Bond&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Feats&#039;&#039;&#039;&lt;br /&gt;
*1st Level: &#039;&#039;&#039;Sharpshooter&#039;&#039;&#039; (Ranged Weapons) No disadvantage at long range. Ignore half cover and three-quarters cover. May take -5 to hit &amp;amp; +10 dmg.&lt;br /&gt;
&lt;br /&gt;
== Magic ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;&#039;Casting Ability&#039;&#039;&#039; Wisdom&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Save DC&#039;&#039;&#039; 14 &#039;&#039;&#039;Attack Bonus&#039;&#039;&#039; +6&lt;br /&gt;
|&lt;br /&gt;
: * = doesn&#039;t count against known spells&lt;br /&gt;
: ^ = cast Wis mod per long rest for free&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spell Slots&#039;&#039;&#039; 2&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! &#039;&#039;&#039;Cantrips&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;1st Level&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
*Create Bonfire&lt;br /&gt;
*Druidcraft&lt;br /&gt;
*Prestidigitation&lt;br /&gt;
*Shape Water&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
*Ensnaring Strike&lt;br /&gt;
*Hunter&#039;s Mark * ^&lt;br /&gt;
*Longstrider&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Equipment ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Magical Equipment&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Longbow +3&#039;&#039;&#039; (very rare)&lt;br /&gt;
:&#039;&#039;&#039;Glamoured Studded Leather&#039;&#039;&#039; (rare) - AC 13 + Dex Mod, can appear as clothing&lt;br /&gt;
:&#039;&#039;&#039;Bracers of Archery&#039;&#039;&#039; (uncommon, attunement) - +2 bow dmg&lt;br /&gt;
:&#039;&#039;&#039;Efficient Quiver&#039;&#039;&#039; (uncommon)&lt;br /&gt;
:&#039;&#039;&#039;Elvin Boots&#039;&#039;&#039; (uncommon) - adv on stealth&lt;br /&gt;
:&#039;&#039;&#039;Aril Ring&#039;&#039;&#039; (common, attunement) - &#039;&#039;A ring of polished yew. In place of a gem, the ring has a single, living aril.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
:As a Bonus Action, the wearer may pluck the ring&#039;s berry. When doing so, a fey spirit in the form of a sparrow appears. As an Action, the berry can be eaten (effects as a single Goodberry), fed to another, or it can be fed to the sparrow. If the sparrow doesn&#039;t get the berry, it fluffs up its feathers and chatters angrily.&lt;br /&gt;
&lt;br /&gt;
:If the aril is fed to the sparrow, the bird will act as a messenger, per the Message cantrip. The bird must be able to physically get to the person the message is intended for. The bird will land and whisper the message in the recipient&#039;s ear. After a minute transpires, the bird will return to the feywild, any impending messages undelivered. Sparrows use the same attributes as Canaries.&lt;br /&gt;
&lt;br /&gt;
:It&#039;s said that these messengers can also carry messages to the spirits of the dead, but if so, the dead don&#039;t typically respond. If sent to deliver such a message, the sparrow merely disappears.&lt;br /&gt;
&lt;br /&gt;
:The ring will regrow a missing berry at dawn.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Glow Gem&#039;&#039;&#039; (common) - A gem that glows as brightly as a candle. The light the gem gives off is the same color as the gem. (orange topaz)&lt;br /&gt;
:&#039;&#039;&#039;Shaded Scimitar&#039;&#039;&#039; (common) - A Shaded weapon is mat black and reflects no light. It seems to disappear in the shadows and darkness.&lt;br /&gt;
&lt;br /&gt;
:In dimly lit or dark conditions, if a creature isn&#039;t already aware of the weapon&#039;s presence, it must make a DC 15 check to notice its presence (Perception or Investigation) even if it&#039;s being held. Attacks with an unnoticed Shaded weapon are made with advantage. After a Shaded weapon is used to attack in a combat, it is no longer difficult to perceive.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Unbreakable Arrow&#039;&#039;&#039; (common) x3&lt;br /&gt;
:&#039;&#039;&#039;Walloping Ammunition&#039;&#039;&#039; (Arrows, common) x2 - A creature hit by the ammunition must succeed on a DC 10 Strength saving throw or be knocked prone.&lt;br /&gt;
:&#039;&#039;&#039;Whistling Ammunition&#039;&#039;&#039; (Arrow, common) x1 - When in flight, the arrow makes a loud whistling noise.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Mundane Equipment&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Worn&#039;&#039;&#039;&lt;br /&gt;
::Glamored Studded Leather Armor 13 lbs&lt;br /&gt;
::Clothing (including boots &amp;amp; cloak) 5 lbs&lt;br /&gt;
::Efficient Quiver 2 lbs&lt;br /&gt;
:::Longbow +3&lt;br /&gt;
:::54 Arrows&lt;br /&gt;
:::3 Unbreakable Arrows&lt;br /&gt;
:::2 Walloping Arrows&lt;br /&gt;
:::1 Whistling Arrow&lt;br /&gt;
:::Shaded Scimitar&lt;br /&gt;
:::2 Spears&lt;br /&gt;
:::10 Torches&lt;br /&gt;
::&#039;&#039;&#039;Belt&#039;&#039;&#039;&lt;br /&gt;
:::Dagger 1 lb&lt;br /&gt;
:::&#039;&#039;&#039;Belt Pouch&#039;&#039;&#039; ~3 lbs&lt;br /&gt;
::::Tiny Tinder Box&lt;br /&gt;
::::Toilet Paper&lt;br /&gt;
::::Glow Gem (in lightproof container)&lt;br /&gt;
::::Thieves Tools&lt;br /&gt;
::::Compass&lt;br /&gt;
::::Chalk&lt;br /&gt;
::::Carpenter&#039;s Pencil&lt;br /&gt;
::::Spoon &amp;amp; Fork&lt;br /&gt;
::::Snacks&lt;br /&gt;
::::Small notepad&lt;br /&gt;
::::Monocular &lt;br /&gt;
::&#039;&#039;&#039;Pack&#039;&#039;&#039; 2 lbs (~25 lbs total)&lt;br /&gt;
:::Change of Clothes 2 lbs&lt;br /&gt;
:::100&#039; Type III Tan cammo paracord .5 lbs&lt;br /&gt;
:::100&#039; smaller lengths of paracord .5 lbs&lt;br /&gt;
:::Sleeping Bag 3 lbs&lt;br /&gt;
:::Backpacking Tarp 2 lbs&lt;br /&gt;
:::3 Days rations 6 lbs&lt;br /&gt;
:::Rags 1 lb&lt;br /&gt;
:::Sewing kit&lt;br /&gt;
:::Mess Kit 1 lb&lt;br /&gt;
:::Flask of oil 1 lb&lt;br /&gt;
:::Plastic bottle of Everclear 1 lb&lt;br /&gt;
:::Duct Tape .5 lbs&lt;br /&gt;
:::Small game snare building equip 2 lbs&lt;br /&gt;
:48 lbs total&lt;br /&gt;
:23 lbs w/o pack&lt;br /&gt;
&lt;br /&gt;
== Background ==&lt;br /&gt;
Jensen Isaiah Hawkins was born and raised in Eastern Oregon by a moderately abusive family of rigidly adhering fundamentalist Christians of an off-beat denomination. His family were also firm adherents of a number of Sovereign Citizen and Freemen-on-the-Land conspiracy theories. He thought his family&#039;s beliefs, both religious and otherwise, were insane. He was raised on a small ranch that wasn&#039;t always self sustaining. Jensen, or &amp;quot;Jay&amp;quot; as anyone who actually liked him called him (so not his family), had to learn to get by impoverished, and was often reduced to thievery and poaching to get by.&lt;br /&gt;
&lt;br /&gt;
When he was old enough, Jay joined the US Army. Being good on the land, and having been raised with a gun or bow at his side since he was small, but not being the brightest recruit, Jay landed in the infantry. In Basic Training, the shy Jensen quickly got named Screamin&#039; Jay by the Drill Sergeant, and the name stuck. Within a few years, after his first tour in Afghanistan, he got into the Rangers. He had his sights set on joining Special Forces if he could get into the training.&lt;br /&gt;
&lt;br /&gt;
After making it through Ranger training, he landed back in Afghanistan for another tour, this time, mostly on foot instead of in an APC. A couple of years into deployment, his platoon went down a hole in Afghanistan, chasing the Taliban. The cavern turned into torch lined halls of cyclopean stonework, peppered with grotesquely grinning gargoyle faces. Then the monsters came, along with an 80 ton stone block that barred their way back. The only way out was to go forward. Screamin Jay was the only one that made it out - but &amp;quot;out&amp;quot; was another world. A world of elves, orcs, dragons, and unicorns.&lt;br /&gt;
&lt;br /&gt;
On the other side, Jay found himself transformed into an elf. It was a little odd, but not insufferable. After wandering for a while, and getting into some trouble among the humans, who apparently didn&#039;t like elves, he went out into the wilds to find &amp;quot;his kind&amp;quot;, the elves. It wasn&#039;t long after entering their territory that he was picked up by a patrol of Wood Elves that looked much as he did. After a few days of questioning, they finally decided that he was telling the truth about his origins, and was no danger to them. He was offered a place among them, which he accepted. It wasn&#039;t long before he too was patrolling with their rangers.&lt;br /&gt;
&lt;br /&gt;
He was &amp;quot;over there&amp;quot; for ten years. It was a good life. He&#039;d been handfasted to a good elven woman for a few years, but they&#039;d had no children yet. But when a gateway in a dungeon offered him a way home, he had to take it. It&#039;s not that he wanted to take it. It was his duty to take it. And so he did. When he was found by a patrol and taken back to Kabul, at first he was treated like a deserter, but after some weeks of him steadfasting sticking to the truth, he was eventually treated as a headcase. He was drummed unceremoniously out of the Army with a medical discharge that said, &amp;quot;Psychiatric&amp;quot; on it. The day he was walked off base as a civilian, he was met by the recruiter for Project Kerberos.&lt;/div&gt;</summary>
		<author><name>Stattick</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Jensen_Hawkins_(Jay)_3rd_Level&amp;diff=374216</id>
		<title>Jensen Hawkins (Jay) 3rd Level</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Jensen_Hawkins_(Jay)_3rd_Level&amp;diff=374216"/>
		<updated>2019-11-23T20:11:32Z</updated>

		<summary type="html">&lt;p&gt;Stattick: /* Magic */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Jensen Isaiah Hawkins (Jay or Screamin Jay) ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Race&#039;&#039;&#039; Elf, Wood  &#039;&#039;&#039;Sex&#039;&#039;&#039; Male  &#039;&#039;&#039;Background&#039;&#039;&#039; US Army Ranger (Uthgardt Tribe Member)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class&#039;&#039;&#039; Assassin Rogue / Gloom Stalker Ranger &#039;&#039;&#039;Level&#039;&#039;&#039; 1 / 2 &#039;&#039;&#039;Alignment&#039;&#039;&#039; Lawful Neutral&lt;br /&gt;
&lt;br /&gt;
== Characteristics ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Str&#039;&#039;&#039; 10 (+0)  &#039;&#039;&#039;Dex&#039;&#039;&#039; 17 (+3)  &#039;&#039;&#039;Con&#039;&#039;&#039; 14 (+2)  &#039;&#039;&#039;Int&#039;&#039;&#039; 12 (+1)  &#039;&#039;&#039;Wis&#039;&#039;&#039; 14 (+2)  &#039;&#039;&#039;Cha&#039;&#039;&#039; 8 (-1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Saving Throws&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Str&#039;&#039;&#039; 0  &#039;&#039;&#039;Dex&#039;&#039;&#039; +8  &#039;&#039;&#039;Con&#039;&#039;&#039; +2  &#039;&#039;&#039;Int&#039;&#039;&#039; +5  &#039;&#039;&#039;Wis&#039;&#039;&#039; +2  &#039;&#039;&#039;Cha&#039;&#039;&#039; -1&lt;br /&gt;
*Advantage vs charmed&lt;br /&gt;
*Magic can&#039;t put you to sleep&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Speed&#039;&#039;&#039; 40, Climbing 40, Swimming 40 &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Passive Perception&#039;&#039;&#039; 20 &#039;&#039;&#039;Passive Insight&#039;&#039;&#039; 16 &#039;&#039;&#039;Darkvision&#039;&#039;&#039; 60 feet&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;HPs&#039;&#039;&#039; 104 _________________ &#039;&#039;&#039;Hit Dice&#039;&#039;&#039; 10d10 / 3d6 &#039;&#039;&#039;AC&#039;&#039;&#039; 17 &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Initiative&#039;&#039;&#039; +4  &#039;&#039;&#039;Proficiency Bonus&#039;&#039;&#039; +4&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! &#039;&#039;&#039;Weapon&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Type&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Range&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Attack&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Damage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Longbow +3&lt;br /&gt;
| Ranged&lt;br /&gt;
| 150 / 600&lt;br /&gt;
| +12&lt;br /&gt;
| 1d8+12&lt;br /&gt;
|-&lt;br /&gt;
| Scimitar&lt;br /&gt;
| Melee&lt;br /&gt;
| -&lt;br /&gt;
| +7&lt;br /&gt;
| 1d8+4&lt;br /&gt;
|-&lt;br /&gt;
| Dagger&lt;br /&gt;
| Melee&lt;br /&gt;
| 20/60&lt;br /&gt;
| +7&lt;br /&gt;
| 1d4+4&lt;br /&gt;
|-&lt;br /&gt;
| Spear&lt;br /&gt;
| Melee&lt;br /&gt;
| 20/60&lt;br /&gt;
| +4&lt;br /&gt;
| 1d6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! &#039;&#039;&#039;Skills&#039;&#039;&#039; (&#039;&#039;&#039;Proficient&#039;&#039;&#039;, &#039;&#039;&#039;&#039;&#039;Expertise&#039;&#039;&#039;&#039;&#039;)&lt;br /&gt;
! &#039;&#039;&#039;Other Proficiencies&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Languages&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
*&#039;&#039;&#039;Acrobatics&#039;&#039;&#039; (Dex) +8&lt;br /&gt;
*&#039;&#039;&#039;Animal Handling&#039;&#039;&#039; (Wis) +6&lt;br /&gt;
*Arcana (Int) +1&lt;br /&gt;
*&#039;&#039;&#039;Athletics&#039;&#039;&#039; (Str) +4&lt;br /&gt;
*Deception (Cha) -1&lt;br /&gt;
*History (Int) +1&lt;br /&gt;
*&#039;&#039;&#039;Insight&#039;&#039;&#039; (Wis) +6&lt;br /&gt;
*&#039;&#039;&#039;Intimidation&#039;&#039;&#039; (Cha) +3&lt;br /&gt;
*&#039;&#039;&#039;Investigation&#039;&#039;&#039; (Int) +5&lt;br /&gt;
*Medicine (Wis) +2&lt;br /&gt;
*&#039;&#039;&#039;Nature&#039;&#039;&#039; (Int) +5&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Perception&#039;&#039;&#039;&#039;&#039; (Wis) +10&lt;br /&gt;
*Performance (Cha) -1&lt;br /&gt;
*Persuasion (Cha) -1&lt;br /&gt;
*Religion (Int) +1&lt;br /&gt;
*Sleight of Hand (Dex) +4&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Stealth&#039;&#039;&#039;&#039;&#039; (Dex) +12&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Survival&#039;&#039;&#039;&#039;&#039; (Wis) +10&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
*Light &amp;amp; Medium Armor&lt;br /&gt;
*Shields&lt;br /&gt;
*Simple &amp;amp; Martial Weapons&lt;br /&gt;
*Thieve&#039;s Tools&lt;br /&gt;
*Tinker&#039;s Tools&lt;br /&gt;
*Tool: Vehicles (land)&lt;br /&gt;
*Tool: Machinery&lt;br /&gt;
*Disguise Kit&lt;br /&gt;
*Poisoner&#039;s Kit&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
*English&lt;br /&gt;
*Common&lt;br /&gt;
*Elven&lt;br /&gt;
*Thieves&#039; Cant&lt;br /&gt;
*Dari-Persian&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Features &amp;amp; Feats ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Racial &amp;amp; Background&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;Mask of the Wild&#039;&#039;: You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.&lt;br /&gt;
*&#039;&#039;Blessing of the Forest&#039;&#039;: Action - pass my Mask of the Wild feature to another for an hour, or until I pass it to another creature.&lt;br /&gt;
*&#039;&#039;Uthgardt Heritage&#039;&#039;: You find twice as much food and water as you normally would when you forage. Additionally, you can call upon the hospitality of your people, and those folk allied with your tribe.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rogue Features&#039;&#039;&#039;&lt;br /&gt;
*1st Level: Expertise, Sneak Attack (+1d6)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ranger Features&#039;&#039;&#039;&lt;br /&gt;
*1st Level: &#039;&#039;&#039;Favored Foe&#039;&#039;&#039; - Hunter’s Mark spell known, doesn&#039;t count against spells known, doesn&#039;t require concentration. Can cast it Wis Mod times w/o concentration or expending a slot per long rest., &#039;&#039;&#039;Deft Explorer&#039;&#039;&#039; - Roving: +5 Speed, Climbing &amp;amp; Swimming is equal to walking speed. Canny: Expertise in Athletics, +2 languages.&lt;br /&gt;
*2nd Level: &#039;&#039;&#039;Fighting Style&#039;&#039;&#039; - Archery (+2 w/ Ranged Weapons), &#039;&#039;&#039;Spellcasting&#039;&#039;&#039; (see &amp;quot;Magic&amp;quot; below&amp;quot;), &#039;&#039;&#039;Spell Versatility&#039;&#039;&#039; - When you finish a long rest, you can replace a spell you learned from your Spellcasting feature with another spell from the ranger spell list. The new spell must be the same level as the spell you replace, &#039;&#039;&#039;Spellcasting Focus&#039;&#039;&#039; - May use Druidic spell focus. &#039;&#039;&#039;Ranger Spells&#039;&#039;&#039; - The following spells expand the ranger spell list: Entangle, Searing Smite, Aid, Gust of Wind, Magic Weapon, Enhance Ability, Warding Bond&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Feats&#039;&#039;&#039;&lt;br /&gt;
*1st Level: &#039;&#039;&#039;Sharpshooter&#039;&#039;&#039; (Ranged Weapons) No disadvantage at long range. Ignore half cover and three-quarters cover. May take -5 to hit &amp;amp; +10 dmg.&lt;br /&gt;
&lt;br /&gt;
== Magic ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;&#039;Casting Ability&#039;&#039;&#039; Wisdom&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Save DC&#039;&#039;&#039; 14 &#039;&#039;&#039;Attack Bonus&#039;&#039;&#039; +6&lt;br /&gt;
|&lt;br /&gt;
: * = doesn&#039;t count against known spells&lt;br /&gt;
: ^ = cast Wis mod per long rest for free&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! &#039;&#039;&#039;Cantrips&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;1st Level&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
*Create Bonfire&lt;br /&gt;
*Druidcraft&lt;br /&gt;
*Prestidigitation&lt;br /&gt;
*Shape Water&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
*Ensnaring Strike&lt;br /&gt;
*Hunter&#039;s Mark * ^&lt;br /&gt;
*Longstrider&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Equipment ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Magical Equipment&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Longbow +3&#039;&#039;&#039; (very rare)&lt;br /&gt;
:&#039;&#039;&#039;Glamoured Studded Leather&#039;&#039;&#039; (rare) - AC 13 + Dex Mod, can appear as clothing&lt;br /&gt;
:&#039;&#039;&#039;Bracers of Archery&#039;&#039;&#039; (uncommon, attunement) - +2 bow dmg&lt;br /&gt;
:&#039;&#039;&#039;Efficient Quiver&#039;&#039;&#039; (uncommon)&lt;br /&gt;
:&#039;&#039;&#039;Elvin Boots&#039;&#039;&#039; (uncommon) - adv on stealth&lt;br /&gt;
:&#039;&#039;&#039;Aril Ring&#039;&#039;&#039; (common, attunement) - &#039;&#039;A ring of polished yew. In place of a gem, the ring has a single, living aril.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
:As a Bonus Action, the wearer may pluck the ring&#039;s berry. When doing so, a fey spirit in the form of a sparrow appears. As an Action, the berry can be eaten (effects as a single Goodberry), fed to another, or it can be fed to the sparrow. If the sparrow doesn&#039;t get the berry, it fluffs up its feathers and chatters angrily.&lt;br /&gt;
&lt;br /&gt;
:If the aril is fed to the sparrow, the bird will act as a messenger, per the Message cantrip. The bird must be able to physically get to the person the message is intended for. The bird will land and whisper the message in the recipient&#039;s ear. After a minute transpires, the bird will return to the feywild, any impending messages undelivered. Sparrows use the same attributes as Canaries.&lt;br /&gt;
&lt;br /&gt;
:It&#039;s said that these messengers can also carry messages to the spirits of the dead, but if so, the dead don&#039;t typically respond. If sent to deliver such a message, the sparrow merely disappears.&lt;br /&gt;
&lt;br /&gt;
:The ring will regrow a missing berry at dawn.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Glow Gem&#039;&#039;&#039; (common) - A gem that glows as brightly as a candle. The light the gem gives off is the same color as the gem. (orange topaz)&lt;br /&gt;
:&#039;&#039;&#039;Shaded Scimitar&#039;&#039;&#039; (common) - A Shaded weapon is mat black and reflects no light. It seems to disappear in the shadows and darkness.&lt;br /&gt;
&lt;br /&gt;
:In dimly lit or dark conditions, if a creature isn&#039;t already aware of the weapon&#039;s presence, it must make a DC 15 check to notice its presence (Perception or Investigation) even if it&#039;s being held. Attacks with an unnoticed Shaded weapon are made with advantage. After a Shaded weapon is used to attack in a combat, it is no longer difficult to perceive.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Unbreakable Arrow&#039;&#039;&#039; (common) x3&lt;br /&gt;
:&#039;&#039;&#039;Walloping Ammunition&#039;&#039;&#039; (Arrows, common) x2 - A creature hit by the ammunition must succeed on a DC 10 Strength saving throw or be knocked prone.&lt;br /&gt;
:&#039;&#039;&#039;Whistling Ammunition&#039;&#039;&#039; (Arrow, common) x1 - When in flight, the arrow makes a loud whistling noise.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Mundane Equipment&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Worn&#039;&#039;&#039;&lt;br /&gt;
::Glamored Studded Leather Armor 13 lbs&lt;br /&gt;
::Clothing (including boots &amp;amp; cloak) 5 lbs&lt;br /&gt;
::Efficient Quiver 2 lbs&lt;br /&gt;
:::Longbow +3&lt;br /&gt;
:::54 Arrows&lt;br /&gt;
:::3 Unbreakable Arrows&lt;br /&gt;
:::2 Walloping Arrows&lt;br /&gt;
:::1 Whistling Arrow&lt;br /&gt;
:::Shaded Scimitar&lt;br /&gt;
:::2 Spears&lt;br /&gt;
:::10 Torches&lt;br /&gt;
::&#039;&#039;&#039;Belt&#039;&#039;&#039;&lt;br /&gt;
:::Dagger 1 lb&lt;br /&gt;
:::&#039;&#039;&#039;Belt Pouch&#039;&#039;&#039; ~3 lbs&lt;br /&gt;
::::Tiny Tinder Box&lt;br /&gt;
::::Toilet Paper&lt;br /&gt;
::::Glow Gem (in lightproof container)&lt;br /&gt;
::::Thieves Tools&lt;br /&gt;
::::Compass&lt;br /&gt;
::::Chalk&lt;br /&gt;
::::Carpenter&#039;s Pencil&lt;br /&gt;
::::Spoon &amp;amp; Fork&lt;br /&gt;
::::Snacks&lt;br /&gt;
::::Small notepad&lt;br /&gt;
::::Monocular &lt;br /&gt;
::&#039;&#039;&#039;Pack&#039;&#039;&#039; 2 lbs (~25 lbs total)&lt;br /&gt;
:::Change of Clothes 2 lbs&lt;br /&gt;
:::100&#039; Type III Tan cammo paracord .5 lbs&lt;br /&gt;
:::100&#039; smaller lengths of paracord .5 lbs&lt;br /&gt;
:::Sleeping Bag 3 lbs&lt;br /&gt;
:::Backpacking Tarp 2 lbs&lt;br /&gt;
:::3 Days rations 6 lbs&lt;br /&gt;
:::Rags 1 lb&lt;br /&gt;
:::Sewing kit&lt;br /&gt;
:::Mess Kit 1 lb&lt;br /&gt;
:::Flask of oil 1 lb&lt;br /&gt;
:::Plastic bottle of Everclear 1 lb&lt;br /&gt;
:::Duct Tape .5 lbs&lt;br /&gt;
:::Small game snare building equip 2 lbs&lt;br /&gt;
:48 lbs total&lt;br /&gt;
:23 lbs w/o pack&lt;br /&gt;
&lt;br /&gt;
== Background ==&lt;br /&gt;
Jensen Isaiah Hawkins was born and raised in Eastern Oregon by a moderately abusive family of rigidly adhering fundamentalist Christians of an off-beat denomination. His family were also firm adherents of a number of Sovereign Citizen and Freemen-on-the-Land conspiracy theories. He thought his family&#039;s beliefs, both religious and otherwise, were insane. He was raised on a small ranch that wasn&#039;t always self sustaining. Jensen, or &amp;quot;Jay&amp;quot; as anyone who actually liked him called him (so not his family), had to learn to get by impoverished, and was often reduced to thievery and poaching to get by.&lt;br /&gt;
&lt;br /&gt;
When he was old enough, Jay joined the US Army. Being good on the land, and having been raised with a gun or bow at his side since he was small, but not being the brightest recruit, Jay landed in the infantry. In Basic Training, the shy Jensen quickly got named Screamin&#039; Jay by the Drill Sergeant, and the name stuck. Within a few years, after his first tour in Afghanistan, he got into the Rangers. He had his sights set on joining Special Forces if he could get into the training.&lt;br /&gt;
&lt;br /&gt;
After making it through Ranger training, he landed back in Afghanistan for another tour, this time, mostly on foot instead of in an APC. A couple of years into deployment, his platoon went down a hole in Afghanistan, chasing the Taliban. The cavern turned into torch lined halls of cyclopean stonework, peppered with grotesquely grinning gargoyle faces. Then the monsters came, along with an 80 ton stone block that barred their way back. The only way out was to go forward. Screamin Jay was the only one that made it out - but &amp;quot;out&amp;quot; was another world. A world of elves, orcs, dragons, and unicorns.&lt;br /&gt;
&lt;br /&gt;
On the other side, Jay found himself transformed into an elf. It was a little odd, but not insufferable. After wandering for a while, and getting into some trouble among the humans, who apparently didn&#039;t like elves, he went out into the wilds to find &amp;quot;his kind&amp;quot;, the elves. It wasn&#039;t long after entering their territory that he was picked up by a patrol of Wood Elves that looked much as he did. After a few days of questioning, they finally decided that he was telling the truth about his origins, and was no danger to them. He was offered a place among them, which he accepted. It wasn&#039;t long before he too was patrolling with their rangers.&lt;br /&gt;
&lt;br /&gt;
He was &amp;quot;over there&amp;quot; for ten years. It was a good life. He&#039;d been handfasted to a good elven woman for a few years, but they&#039;d had no children yet. But when a gateway in a dungeon offered him a way home, he had to take it. It&#039;s not that he wanted to take it. It was his duty to take it. And so he did. When he was found by a patrol and taken back to Kabul, at first he was treated like a deserter, but after some weeks of him steadfasting sticking to the truth, he was eventually treated as a headcase. He was drummed unceremoniously out of the Army with a medical discharge that said, &amp;quot;Psychiatric&amp;quot; on it. The day he was walked off base as a civilian, he was met by the recruiter for Project Kerberos.&lt;/div&gt;</summary>
		<author><name>Stattick</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Jensen_Hawkins_(Jay)_3rd_Level&amp;diff=374215</id>
		<title>Jensen Hawkins (Jay) 3rd Level</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Jensen_Hawkins_(Jay)_3rd_Level&amp;diff=374215"/>
		<updated>2019-11-23T20:10:25Z</updated>

		<summary type="html">&lt;p&gt;Stattick: /* Magic */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Jensen Isaiah Hawkins (Jay or Screamin Jay) ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Race&#039;&#039;&#039; Elf, Wood  &#039;&#039;&#039;Sex&#039;&#039;&#039; Male  &#039;&#039;&#039;Background&#039;&#039;&#039; US Army Ranger (Uthgardt Tribe Member)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class&#039;&#039;&#039; Assassin Rogue / Gloom Stalker Ranger &#039;&#039;&#039;Level&#039;&#039;&#039; 1 / 2 &#039;&#039;&#039;Alignment&#039;&#039;&#039; Lawful Neutral&lt;br /&gt;
&lt;br /&gt;
== Characteristics ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Str&#039;&#039;&#039; 10 (+0)  &#039;&#039;&#039;Dex&#039;&#039;&#039; 17 (+3)  &#039;&#039;&#039;Con&#039;&#039;&#039; 14 (+2)  &#039;&#039;&#039;Int&#039;&#039;&#039; 12 (+1)  &#039;&#039;&#039;Wis&#039;&#039;&#039; 14 (+2)  &#039;&#039;&#039;Cha&#039;&#039;&#039; 8 (-1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Saving Throws&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Str&#039;&#039;&#039; 0  &#039;&#039;&#039;Dex&#039;&#039;&#039; +8  &#039;&#039;&#039;Con&#039;&#039;&#039; +2  &#039;&#039;&#039;Int&#039;&#039;&#039; +5  &#039;&#039;&#039;Wis&#039;&#039;&#039; +2  &#039;&#039;&#039;Cha&#039;&#039;&#039; -1&lt;br /&gt;
*Advantage vs charmed&lt;br /&gt;
*Magic can&#039;t put you to sleep&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Speed&#039;&#039;&#039; 40, Climbing 40, Swimming 40 &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Passive Perception&#039;&#039;&#039; 20 &#039;&#039;&#039;Passive Insight&#039;&#039;&#039; 16 &#039;&#039;&#039;Darkvision&#039;&#039;&#039; 60 feet&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;HPs&#039;&#039;&#039; 104 _________________ &#039;&#039;&#039;Hit Dice&#039;&#039;&#039; 10d10 / 3d6 &#039;&#039;&#039;AC&#039;&#039;&#039; 17 &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Initiative&#039;&#039;&#039; +4  &#039;&#039;&#039;Proficiency Bonus&#039;&#039;&#039; +4&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! &#039;&#039;&#039;Weapon&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Type&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Range&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Attack&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Damage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Longbow +3&lt;br /&gt;
| Ranged&lt;br /&gt;
| 150 / 600&lt;br /&gt;
| +12&lt;br /&gt;
| 1d8+12&lt;br /&gt;
|-&lt;br /&gt;
| Scimitar&lt;br /&gt;
| Melee&lt;br /&gt;
| -&lt;br /&gt;
| +7&lt;br /&gt;
| 1d8+4&lt;br /&gt;
|-&lt;br /&gt;
| Dagger&lt;br /&gt;
| Melee&lt;br /&gt;
| 20/60&lt;br /&gt;
| +7&lt;br /&gt;
| 1d4+4&lt;br /&gt;
|-&lt;br /&gt;
| Spear&lt;br /&gt;
| Melee&lt;br /&gt;
| 20/60&lt;br /&gt;
| +4&lt;br /&gt;
| 1d6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! &#039;&#039;&#039;Skills&#039;&#039;&#039; (&#039;&#039;&#039;Proficient&#039;&#039;&#039;, &#039;&#039;&#039;&#039;&#039;Expertise&#039;&#039;&#039;&#039;&#039;)&lt;br /&gt;
! &#039;&#039;&#039;Other Proficiencies&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Languages&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
*&#039;&#039;&#039;Acrobatics&#039;&#039;&#039; (Dex) +8&lt;br /&gt;
*&#039;&#039;&#039;Animal Handling&#039;&#039;&#039; (Wis) +6&lt;br /&gt;
*Arcana (Int) +1&lt;br /&gt;
*&#039;&#039;&#039;Athletics&#039;&#039;&#039; (Str) +4&lt;br /&gt;
*Deception (Cha) -1&lt;br /&gt;
*History (Int) +1&lt;br /&gt;
*&#039;&#039;&#039;Insight&#039;&#039;&#039; (Wis) +6&lt;br /&gt;
*&#039;&#039;&#039;Intimidation&#039;&#039;&#039; (Cha) +3&lt;br /&gt;
*&#039;&#039;&#039;Investigation&#039;&#039;&#039; (Int) +5&lt;br /&gt;
*Medicine (Wis) +2&lt;br /&gt;
*&#039;&#039;&#039;Nature&#039;&#039;&#039; (Int) +5&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Perception&#039;&#039;&#039;&#039;&#039; (Wis) +10&lt;br /&gt;
*Performance (Cha) -1&lt;br /&gt;
*Persuasion (Cha) -1&lt;br /&gt;
*Religion (Int) +1&lt;br /&gt;
*Sleight of Hand (Dex) +4&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Stealth&#039;&#039;&#039;&#039;&#039; (Dex) +12&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Survival&#039;&#039;&#039;&#039;&#039; (Wis) +10&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
*Light &amp;amp; Medium Armor&lt;br /&gt;
*Shields&lt;br /&gt;
*Simple &amp;amp; Martial Weapons&lt;br /&gt;
*Thieve&#039;s Tools&lt;br /&gt;
*Tinker&#039;s Tools&lt;br /&gt;
*Tool: Vehicles (land)&lt;br /&gt;
*Tool: Machinery&lt;br /&gt;
*Disguise Kit&lt;br /&gt;
*Poisoner&#039;s Kit&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
*English&lt;br /&gt;
*Common&lt;br /&gt;
*Elven&lt;br /&gt;
*Thieves&#039; Cant&lt;br /&gt;
*Dari-Persian&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Features &amp;amp; Feats ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Racial &amp;amp; Background&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;Mask of the Wild&#039;&#039;: You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.&lt;br /&gt;
*&#039;&#039;Blessing of the Forest&#039;&#039;: Action - pass my Mask of the Wild feature to another for an hour, or until I pass it to another creature.&lt;br /&gt;
*&#039;&#039;Uthgardt Heritage&#039;&#039;: You find twice as much food and water as you normally would when you forage. Additionally, you can call upon the hospitality of your people, and those folk allied with your tribe.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rogue Features&#039;&#039;&#039;&lt;br /&gt;
*1st Level: Expertise, Sneak Attack (+1d6)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ranger Features&#039;&#039;&#039;&lt;br /&gt;
*1st Level: &#039;&#039;&#039;Favored Foe&#039;&#039;&#039; - Hunter’s Mark spell known, doesn&#039;t count against spells known, doesn&#039;t require concentration. Can cast it Wis Mod times w/o concentration or expending a slot per long rest., &#039;&#039;&#039;Deft Explorer&#039;&#039;&#039; - Roving: +5 Speed, Climbing &amp;amp; Swimming is equal to walking speed. Canny: Expertise in Athletics, +2 languages.&lt;br /&gt;
*2nd Level: &#039;&#039;&#039;Fighting Style&#039;&#039;&#039; - Archery (+2 w/ Ranged Weapons), &#039;&#039;&#039;Spellcasting&#039;&#039;&#039; (see &amp;quot;Magic&amp;quot; below&amp;quot;), &#039;&#039;&#039;Spell Versatility&#039;&#039;&#039; - When you finish a long rest, you can replace a spell you learned from your Spellcasting feature with another spell from the ranger spell list. The new spell must be the same level as the spell you replace, &#039;&#039;&#039;Spellcasting Focus&#039;&#039;&#039; - May use Druidic spell focus. &#039;&#039;&#039;Ranger Spells&#039;&#039;&#039; - The following spells expand the ranger spell list: Entangle, Searing Smite, Aid, Gust of Wind, Magic Weapon, Enhance Ability, Warding Bond&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Feats&#039;&#039;&#039;&lt;br /&gt;
*1st Level: &#039;&#039;&#039;Sharpshooter&#039;&#039;&#039; (Ranged Weapons) No disadvantage at long range. Ignore half cover and three-quarters cover. May take -5 to hit &amp;amp; +10 dmg.&lt;br /&gt;
&lt;br /&gt;
== Magic ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;&#039;Casting Ability&#039;&#039;&#039; Wisdom&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Save DC&#039;&#039;&#039; 14 &#039;&#039;&#039;Attack Bonus&#039;&#039;&#039; +6&lt;br /&gt;
|&lt;br /&gt;
: * = doesn&#039;t count against known spells&lt;br /&gt;
: ^ = cast Wis mod per long rest for free&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! &#039;&#039;&#039;Cantrips&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;1st Level&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
*Create Bonfire&lt;br /&gt;
*Druidcraft&lt;br /&gt;
*Prestidigitation&lt;br /&gt;
*Shape Water&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
*Ensnaring Strike&lt;br /&gt;
*Goodberry&lt;br /&gt;
*Hunter&#039;s Mark * ^&lt;br /&gt;
*Longstrider&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Equipment ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Magical Equipment&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Longbow +3&#039;&#039;&#039; (very rare)&lt;br /&gt;
:&#039;&#039;&#039;Glamoured Studded Leather&#039;&#039;&#039; (rare) - AC 13 + Dex Mod, can appear as clothing&lt;br /&gt;
:&#039;&#039;&#039;Bracers of Archery&#039;&#039;&#039; (uncommon, attunement) - +2 bow dmg&lt;br /&gt;
:&#039;&#039;&#039;Efficient Quiver&#039;&#039;&#039; (uncommon)&lt;br /&gt;
:&#039;&#039;&#039;Elvin Boots&#039;&#039;&#039; (uncommon) - adv on stealth&lt;br /&gt;
:&#039;&#039;&#039;Aril Ring&#039;&#039;&#039; (common, attunement) - &#039;&#039;A ring of polished yew. In place of a gem, the ring has a single, living aril.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
:As a Bonus Action, the wearer may pluck the ring&#039;s berry. When doing so, a fey spirit in the form of a sparrow appears. As an Action, the berry can be eaten (effects as a single Goodberry), fed to another, or it can be fed to the sparrow. If the sparrow doesn&#039;t get the berry, it fluffs up its feathers and chatters angrily.&lt;br /&gt;
&lt;br /&gt;
:If the aril is fed to the sparrow, the bird will act as a messenger, per the Message cantrip. The bird must be able to physically get to the person the message is intended for. The bird will land and whisper the message in the recipient&#039;s ear. After a minute transpires, the bird will return to the feywild, any impending messages undelivered. Sparrows use the same attributes as Canaries.&lt;br /&gt;
&lt;br /&gt;
:It&#039;s said that these messengers can also carry messages to the spirits of the dead, but if so, the dead don&#039;t typically respond. If sent to deliver such a message, the sparrow merely disappears.&lt;br /&gt;
&lt;br /&gt;
:The ring will regrow a missing berry at dawn.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Glow Gem&#039;&#039;&#039; (common) - A gem that glows as brightly as a candle. The light the gem gives off is the same color as the gem. (orange topaz)&lt;br /&gt;
:&#039;&#039;&#039;Shaded Scimitar&#039;&#039;&#039; (common) - A Shaded weapon is mat black and reflects no light. It seems to disappear in the shadows and darkness.&lt;br /&gt;
&lt;br /&gt;
:In dimly lit or dark conditions, if a creature isn&#039;t already aware of the weapon&#039;s presence, it must make a DC 15 check to notice its presence (Perception or Investigation) even if it&#039;s being held. Attacks with an unnoticed Shaded weapon are made with advantage. After a Shaded weapon is used to attack in a combat, it is no longer difficult to perceive.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Unbreakable Arrow&#039;&#039;&#039; (common) x3&lt;br /&gt;
:&#039;&#039;&#039;Walloping Ammunition&#039;&#039;&#039; (Arrows, common) x2 - A creature hit by the ammunition must succeed on a DC 10 Strength saving throw or be knocked prone.&lt;br /&gt;
:&#039;&#039;&#039;Whistling Ammunition&#039;&#039;&#039; (Arrow, common) x1 - When in flight, the arrow makes a loud whistling noise.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Mundane Equipment&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Worn&#039;&#039;&#039;&lt;br /&gt;
::Glamored Studded Leather Armor 13 lbs&lt;br /&gt;
::Clothing (including boots &amp;amp; cloak) 5 lbs&lt;br /&gt;
::Efficient Quiver 2 lbs&lt;br /&gt;
:::Longbow +3&lt;br /&gt;
:::54 Arrows&lt;br /&gt;
:::3 Unbreakable Arrows&lt;br /&gt;
:::2 Walloping Arrows&lt;br /&gt;
:::1 Whistling Arrow&lt;br /&gt;
:::Shaded Scimitar&lt;br /&gt;
:::2 Spears&lt;br /&gt;
:::10 Torches&lt;br /&gt;
::&#039;&#039;&#039;Belt&#039;&#039;&#039;&lt;br /&gt;
:::Dagger 1 lb&lt;br /&gt;
:::&#039;&#039;&#039;Belt Pouch&#039;&#039;&#039; ~3 lbs&lt;br /&gt;
::::Tiny Tinder Box&lt;br /&gt;
::::Toilet Paper&lt;br /&gt;
::::Glow Gem (in lightproof container)&lt;br /&gt;
::::Thieves Tools&lt;br /&gt;
::::Compass&lt;br /&gt;
::::Chalk&lt;br /&gt;
::::Carpenter&#039;s Pencil&lt;br /&gt;
::::Spoon &amp;amp; Fork&lt;br /&gt;
::::Snacks&lt;br /&gt;
::::Small notepad&lt;br /&gt;
::::Monocular &lt;br /&gt;
::&#039;&#039;&#039;Pack&#039;&#039;&#039; 2 lbs (~25 lbs total)&lt;br /&gt;
:::Change of Clothes 2 lbs&lt;br /&gt;
:::100&#039; Type III Tan cammo paracord .5 lbs&lt;br /&gt;
:::100&#039; smaller lengths of paracord .5 lbs&lt;br /&gt;
:::Sleeping Bag 3 lbs&lt;br /&gt;
:::Backpacking Tarp 2 lbs&lt;br /&gt;
:::3 Days rations 6 lbs&lt;br /&gt;
:::Rags 1 lb&lt;br /&gt;
:::Sewing kit&lt;br /&gt;
:::Mess Kit 1 lb&lt;br /&gt;
:::Flask of oil 1 lb&lt;br /&gt;
:::Plastic bottle of Everclear 1 lb&lt;br /&gt;
:::Duct Tape .5 lbs&lt;br /&gt;
:::Small game snare building equip 2 lbs&lt;br /&gt;
:48 lbs total&lt;br /&gt;
:23 lbs w/o pack&lt;br /&gt;
&lt;br /&gt;
== Background ==&lt;br /&gt;
Jensen Isaiah Hawkins was born and raised in Eastern Oregon by a moderately abusive family of rigidly adhering fundamentalist Christians of an off-beat denomination. His family were also firm adherents of a number of Sovereign Citizen and Freemen-on-the-Land conspiracy theories. He thought his family&#039;s beliefs, both religious and otherwise, were insane. He was raised on a small ranch that wasn&#039;t always self sustaining. Jensen, or &amp;quot;Jay&amp;quot; as anyone who actually liked him called him (so not his family), had to learn to get by impoverished, and was often reduced to thievery and poaching to get by.&lt;br /&gt;
&lt;br /&gt;
When he was old enough, Jay joined the US Army. Being good on the land, and having been raised with a gun or bow at his side since he was small, but not being the brightest recruit, Jay landed in the infantry. In Basic Training, the shy Jensen quickly got named Screamin&#039; Jay by the Drill Sergeant, and the name stuck. Within a few years, after his first tour in Afghanistan, he got into the Rangers. He had his sights set on joining Special Forces if he could get into the training.&lt;br /&gt;
&lt;br /&gt;
After making it through Ranger training, he landed back in Afghanistan for another tour, this time, mostly on foot instead of in an APC. A couple of years into deployment, his platoon went down a hole in Afghanistan, chasing the Taliban. The cavern turned into torch lined halls of cyclopean stonework, peppered with grotesquely grinning gargoyle faces. Then the monsters came, along with an 80 ton stone block that barred their way back. The only way out was to go forward. Screamin Jay was the only one that made it out - but &amp;quot;out&amp;quot; was another world. A world of elves, orcs, dragons, and unicorns.&lt;br /&gt;
&lt;br /&gt;
On the other side, Jay found himself transformed into an elf. It was a little odd, but not insufferable. After wandering for a while, and getting into some trouble among the humans, who apparently didn&#039;t like elves, he went out into the wilds to find &amp;quot;his kind&amp;quot;, the elves. It wasn&#039;t long after entering their territory that he was picked up by a patrol of Wood Elves that looked much as he did. After a few days of questioning, they finally decided that he was telling the truth about his origins, and was no danger to them. He was offered a place among them, which he accepted. It wasn&#039;t long before he too was patrolling with their rangers.&lt;br /&gt;
&lt;br /&gt;
He was &amp;quot;over there&amp;quot; for ten years. It was a good life. He&#039;d been handfasted to a good elven woman for a few years, but they&#039;d had no children yet. But when a gateway in a dungeon offered him a way home, he had to take it. It&#039;s not that he wanted to take it. It was his duty to take it. And so he did. When he was found by a patrol and taken back to Kabul, at first he was treated like a deserter, but after some weeks of him steadfasting sticking to the truth, he was eventually treated as a headcase. He was drummed unceremoniously out of the Army with a medical discharge that said, &amp;quot;Psychiatric&amp;quot; on it. The day he was walked off base as a civilian, he was met by the recruiter for Project Kerberos.&lt;/div&gt;</summary>
		<author><name>Stattick</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Jensen_Hawkins_(Jay)_3rd_Level&amp;diff=374214</id>
		<title>Jensen Hawkins (Jay) 3rd Level</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Jensen_Hawkins_(Jay)_3rd_Level&amp;diff=374214"/>
		<updated>2019-11-23T20:09:40Z</updated>

		<summary type="html">&lt;p&gt;Stattick: /* Magic */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Jensen Isaiah Hawkins (Jay or Screamin Jay) ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Race&#039;&#039;&#039; Elf, Wood  &#039;&#039;&#039;Sex&#039;&#039;&#039; Male  &#039;&#039;&#039;Background&#039;&#039;&#039; US Army Ranger (Uthgardt Tribe Member)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class&#039;&#039;&#039; Assassin Rogue / Gloom Stalker Ranger &#039;&#039;&#039;Level&#039;&#039;&#039; 1 / 2 &#039;&#039;&#039;Alignment&#039;&#039;&#039; Lawful Neutral&lt;br /&gt;
&lt;br /&gt;
== Characteristics ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Str&#039;&#039;&#039; 10 (+0)  &#039;&#039;&#039;Dex&#039;&#039;&#039; 17 (+3)  &#039;&#039;&#039;Con&#039;&#039;&#039; 14 (+2)  &#039;&#039;&#039;Int&#039;&#039;&#039; 12 (+1)  &#039;&#039;&#039;Wis&#039;&#039;&#039; 14 (+2)  &#039;&#039;&#039;Cha&#039;&#039;&#039; 8 (-1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Saving Throws&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Str&#039;&#039;&#039; 0  &#039;&#039;&#039;Dex&#039;&#039;&#039; +8  &#039;&#039;&#039;Con&#039;&#039;&#039; +2  &#039;&#039;&#039;Int&#039;&#039;&#039; +5  &#039;&#039;&#039;Wis&#039;&#039;&#039; +2  &#039;&#039;&#039;Cha&#039;&#039;&#039; -1&lt;br /&gt;
*Advantage vs charmed&lt;br /&gt;
*Magic can&#039;t put you to sleep&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Speed&#039;&#039;&#039; 40, Climbing 40, Swimming 40 &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Passive Perception&#039;&#039;&#039; 20 &#039;&#039;&#039;Passive Insight&#039;&#039;&#039; 16 &#039;&#039;&#039;Darkvision&#039;&#039;&#039; 60 feet&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;HPs&#039;&#039;&#039; 104 _________________ &#039;&#039;&#039;Hit Dice&#039;&#039;&#039; 10d10 / 3d6 &#039;&#039;&#039;AC&#039;&#039;&#039; 17 &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Initiative&#039;&#039;&#039; +4  &#039;&#039;&#039;Proficiency Bonus&#039;&#039;&#039; +4&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! &#039;&#039;&#039;Weapon&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Type&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Range&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Attack&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Damage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Longbow +3&lt;br /&gt;
| Ranged&lt;br /&gt;
| 150 / 600&lt;br /&gt;
| +12&lt;br /&gt;
| 1d8+12&lt;br /&gt;
|-&lt;br /&gt;
| Scimitar&lt;br /&gt;
| Melee&lt;br /&gt;
| -&lt;br /&gt;
| +7&lt;br /&gt;
| 1d8+4&lt;br /&gt;
|-&lt;br /&gt;
| Dagger&lt;br /&gt;
| Melee&lt;br /&gt;
| 20/60&lt;br /&gt;
| +7&lt;br /&gt;
| 1d4+4&lt;br /&gt;
|-&lt;br /&gt;
| Spear&lt;br /&gt;
| Melee&lt;br /&gt;
| 20/60&lt;br /&gt;
| +4&lt;br /&gt;
| 1d6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! &#039;&#039;&#039;Skills&#039;&#039;&#039; (&#039;&#039;&#039;Proficient&#039;&#039;&#039;, &#039;&#039;&#039;&#039;&#039;Expertise&#039;&#039;&#039;&#039;&#039;)&lt;br /&gt;
! &#039;&#039;&#039;Other Proficiencies&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Languages&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
*&#039;&#039;&#039;Acrobatics&#039;&#039;&#039; (Dex) +8&lt;br /&gt;
*&#039;&#039;&#039;Animal Handling&#039;&#039;&#039; (Wis) +6&lt;br /&gt;
*Arcana (Int) +1&lt;br /&gt;
*&#039;&#039;&#039;Athletics&#039;&#039;&#039; (Str) +4&lt;br /&gt;
*Deception (Cha) -1&lt;br /&gt;
*History (Int) +1&lt;br /&gt;
*&#039;&#039;&#039;Insight&#039;&#039;&#039; (Wis) +6&lt;br /&gt;
*&#039;&#039;&#039;Intimidation&#039;&#039;&#039; (Cha) +3&lt;br /&gt;
*&#039;&#039;&#039;Investigation&#039;&#039;&#039; (Int) +5&lt;br /&gt;
*Medicine (Wis) +2&lt;br /&gt;
*&#039;&#039;&#039;Nature&#039;&#039;&#039; (Int) +5&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Perception&#039;&#039;&#039;&#039;&#039; (Wis) +10&lt;br /&gt;
*Performance (Cha) -1&lt;br /&gt;
*Persuasion (Cha) -1&lt;br /&gt;
*Religion (Int) +1&lt;br /&gt;
*Sleight of Hand (Dex) +4&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Stealth&#039;&#039;&#039;&#039;&#039; (Dex) +12&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Survival&#039;&#039;&#039;&#039;&#039; (Wis) +10&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
*Light &amp;amp; Medium Armor&lt;br /&gt;
*Shields&lt;br /&gt;
*Simple &amp;amp; Martial Weapons&lt;br /&gt;
*Thieve&#039;s Tools&lt;br /&gt;
*Tinker&#039;s Tools&lt;br /&gt;
*Tool: Vehicles (land)&lt;br /&gt;
*Tool: Machinery&lt;br /&gt;
*Disguise Kit&lt;br /&gt;
*Poisoner&#039;s Kit&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
*English&lt;br /&gt;
*Common&lt;br /&gt;
*Elven&lt;br /&gt;
*Thieves&#039; Cant&lt;br /&gt;
*Dari-Persian&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Features &amp;amp; Feats ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Racial &amp;amp; Background&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;Mask of the Wild&#039;&#039;: You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.&lt;br /&gt;
*&#039;&#039;Blessing of the Forest&#039;&#039;: Action - pass my Mask of the Wild feature to another for an hour, or until I pass it to another creature.&lt;br /&gt;
*&#039;&#039;Uthgardt Heritage&#039;&#039;: You find twice as much food and water as you normally would when you forage. Additionally, you can call upon the hospitality of your people, and those folk allied with your tribe.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rogue Features&#039;&#039;&#039;&lt;br /&gt;
*1st Level: Expertise, Sneak Attack (+1d6)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ranger Features&#039;&#039;&#039;&lt;br /&gt;
*1st Level: &#039;&#039;&#039;Favored Foe&#039;&#039;&#039; - Hunter’s Mark spell known, doesn&#039;t count against spells known, doesn&#039;t require concentration. Can cast it Wis Mod times w/o concentration or expending a slot per long rest., &#039;&#039;&#039;Deft Explorer&#039;&#039;&#039; - Roving: +5 Speed, Climbing &amp;amp; Swimming is equal to walking speed. Canny: Expertise in Athletics, +2 languages.&lt;br /&gt;
*2nd Level: &#039;&#039;&#039;Fighting Style&#039;&#039;&#039; - Archery (+2 w/ Ranged Weapons), &#039;&#039;&#039;Spellcasting&#039;&#039;&#039; (see &amp;quot;Magic&amp;quot; below&amp;quot;), &#039;&#039;&#039;Spell Versatility&#039;&#039;&#039; - When you finish a long rest, you can replace a spell you learned from your Spellcasting feature with another spell from the ranger spell list. The new spell must be the same level as the spell you replace, &#039;&#039;&#039;Spellcasting Focus&#039;&#039;&#039; - May use Druidic spell focus. &#039;&#039;&#039;Ranger Spells&#039;&#039;&#039; - The following spells expand the ranger spell list: Entangle, Searing Smite, Aid, Gust of Wind, Magic Weapon, Enhance Ability, Warding Bond&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Feats&#039;&#039;&#039;&lt;br /&gt;
*1st Level: &#039;&#039;&#039;Sharpshooter&#039;&#039;&#039; (Ranged Weapons) No disadvantage at long range. Ignore half cover and three-quarters cover. May take -5 to hit &amp;amp; +10 dmg.&lt;br /&gt;
&lt;br /&gt;
== Magic ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;&#039;Casting Ability&#039;&#039;&#039; Wisdom&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Save DC&#039;&#039;&#039; 14 &#039;&#039;&#039;Attack Bonus&#039;&#039;&#039; +6&lt;br /&gt;
|&lt;br /&gt;
: * = doesn&#039;t count against known spells&lt;br /&gt;
: † = cast once per long rest for free&lt;br /&gt;
: ^ = cast Wis mod per long rest for free&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! &#039;&#039;&#039;Cantrips&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;1st Level&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
*Create Bonfire&lt;br /&gt;
*Druidcraft&lt;br /&gt;
*Prestidigitation&lt;br /&gt;
*Shape Water&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
*Ensnaring Strike&lt;br /&gt;
*Goodberry&lt;br /&gt;
*Hunter&#039;s Mark * ^&lt;br /&gt;
*Longstrider&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Equipment ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Magical Equipment&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Longbow +3&#039;&#039;&#039; (very rare)&lt;br /&gt;
:&#039;&#039;&#039;Glamoured Studded Leather&#039;&#039;&#039; (rare) - AC 13 + Dex Mod, can appear as clothing&lt;br /&gt;
:&#039;&#039;&#039;Bracers of Archery&#039;&#039;&#039; (uncommon, attunement) - +2 bow dmg&lt;br /&gt;
:&#039;&#039;&#039;Efficient Quiver&#039;&#039;&#039; (uncommon)&lt;br /&gt;
:&#039;&#039;&#039;Elvin Boots&#039;&#039;&#039; (uncommon) - adv on stealth&lt;br /&gt;
:&#039;&#039;&#039;Aril Ring&#039;&#039;&#039; (common, attunement) - &#039;&#039;A ring of polished yew. In place of a gem, the ring has a single, living aril.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
:As a Bonus Action, the wearer may pluck the ring&#039;s berry. When doing so, a fey spirit in the form of a sparrow appears. As an Action, the berry can be eaten (effects as a single Goodberry), fed to another, or it can be fed to the sparrow. If the sparrow doesn&#039;t get the berry, it fluffs up its feathers and chatters angrily.&lt;br /&gt;
&lt;br /&gt;
:If the aril is fed to the sparrow, the bird will act as a messenger, per the Message cantrip. The bird must be able to physically get to the person the message is intended for. The bird will land and whisper the message in the recipient&#039;s ear. After a minute transpires, the bird will return to the feywild, any impending messages undelivered. Sparrows use the same attributes as Canaries.&lt;br /&gt;
&lt;br /&gt;
:It&#039;s said that these messengers can also carry messages to the spirits of the dead, but if so, the dead don&#039;t typically respond. If sent to deliver such a message, the sparrow merely disappears.&lt;br /&gt;
&lt;br /&gt;
:The ring will regrow a missing berry at dawn.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Glow Gem&#039;&#039;&#039; (common) - A gem that glows as brightly as a candle. The light the gem gives off is the same color as the gem. (orange topaz)&lt;br /&gt;
:&#039;&#039;&#039;Shaded Scimitar&#039;&#039;&#039; (common) - A Shaded weapon is mat black and reflects no light. It seems to disappear in the shadows and darkness.&lt;br /&gt;
&lt;br /&gt;
:In dimly lit or dark conditions, if a creature isn&#039;t already aware of the weapon&#039;s presence, it must make a DC 15 check to notice its presence (Perception or Investigation) even if it&#039;s being held. Attacks with an unnoticed Shaded weapon are made with advantage. After a Shaded weapon is used to attack in a combat, it is no longer difficult to perceive.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Unbreakable Arrow&#039;&#039;&#039; (common) x3&lt;br /&gt;
:&#039;&#039;&#039;Walloping Ammunition&#039;&#039;&#039; (Arrows, common) x2 - A creature hit by the ammunition must succeed on a DC 10 Strength saving throw or be knocked prone.&lt;br /&gt;
:&#039;&#039;&#039;Whistling Ammunition&#039;&#039;&#039; (Arrow, common) x1 - When in flight, the arrow makes a loud whistling noise.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Mundane Equipment&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Worn&#039;&#039;&#039;&lt;br /&gt;
::Glamored Studded Leather Armor 13 lbs&lt;br /&gt;
::Clothing (including boots &amp;amp; cloak) 5 lbs&lt;br /&gt;
::Efficient Quiver 2 lbs&lt;br /&gt;
:::Longbow +3&lt;br /&gt;
:::54 Arrows&lt;br /&gt;
:::3 Unbreakable Arrows&lt;br /&gt;
:::2 Walloping Arrows&lt;br /&gt;
:::1 Whistling Arrow&lt;br /&gt;
:::Shaded Scimitar&lt;br /&gt;
:::2 Spears&lt;br /&gt;
:::10 Torches&lt;br /&gt;
::&#039;&#039;&#039;Belt&#039;&#039;&#039;&lt;br /&gt;
:::Dagger 1 lb&lt;br /&gt;
:::&#039;&#039;&#039;Belt Pouch&#039;&#039;&#039; ~3 lbs&lt;br /&gt;
::::Tiny Tinder Box&lt;br /&gt;
::::Toilet Paper&lt;br /&gt;
::::Glow Gem (in lightproof container)&lt;br /&gt;
::::Thieves Tools&lt;br /&gt;
::::Compass&lt;br /&gt;
::::Chalk&lt;br /&gt;
::::Carpenter&#039;s Pencil&lt;br /&gt;
::::Spoon &amp;amp; Fork&lt;br /&gt;
::::Snacks&lt;br /&gt;
::::Small notepad&lt;br /&gt;
::::Monocular &lt;br /&gt;
::&#039;&#039;&#039;Pack&#039;&#039;&#039; 2 lbs (~25 lbs total)&lt;br /&gt;
:::Change of Clothes 2 lbs&lt;br /&gt;
:::100&#039; Type III Tan cammo paracord .5 lbs&lt;br /&gt;
:::100&#039; smaller lengths of paracord .5 lbs&lt;br /&gt;
:::Sleeping Bag 3 lbs&lt;br /&gt;
:::Backpacking Tarp 2 lbs&lt;br /&gt;
:::3 Days rations 6 lbs&lt;br /&gt;
:::Rags 1 lb&lt;br /&gt;
:::Sewing kit&lt;br /&gt;
:::Mess Kit 1 lb&lt;br /&gt;
:::Flask of oil 1 lb&lt;br /&gt;
:::Plastic bottle of Everclear 1 lb&lt;br /&gt;
:::Duct Tape .5 lbs&lt;br /&gt;
:::Small game snare building equip 2 lbs&lt;br /&gt;
:48 lbs total&lt;br /&gt;
:23 lbs w/o pack&lt;br /&gt;
&lt;br /&gt;
== Background ==&lt;br /&gt;
Jensen Isaiah Hawkins was born and raised in Eastern Oregon by a moderately abusive family of rigidly adhering fundamentalist Christians of an off-beat denomination. His family were also firm adherents of a number of Sovereign Citizen and Freemen-on-the-Land conspiracy theories. He thought his family&#039;s beliefs, both religious and otherwise, were insane. He was raised on a small ranch that wasn&#039;t always self sustaining. Jensen, or &amp;quot;Jay&amp;quot; as anyone who actually liked him called him (so not his family), had to learn to get by impoverished, and was often reduced to thievery and poaching to get by.&lt;br /&gt;
&lt;br /&gt;
When he was old enough, Jay joined the US Army. Being good on the land, and having been raised with a gun or bow at his side since he was small, but not being the brightest recruit, Jay landed in the infantry. In Basic Training, the shy Jensen quickly got named Screamin&#039; Jay by the Drill Sergeant, and the name stuck. Within a few years, after his first tour in Afghanistan, he got into the Rangers. He had his sights set on joining Special Forces if he could get into the training.&lt;br /&gt;
&lt;br /&gt;
After making it through Ranger training, he landed back in Afghanistan for another tour, this time, mostly on foot instead of in an APC. A couple of years into deployment, his platoon went down a hole in Afghanistan, chasing the Taliban. The cavern turned into torch lined halls of cyclopean stonework, peppered with grotesquely grinning gargoyle faces. Then the monsters came, along with an 80 ton stone block that barred their way back. The only way out was to go forward. Screamin Jay was the only one that made it out - but &amp;quot;out&amp;quot; was another world. A world of elves, orcs, dragons, and unicorns.&lt;br /&gt;
&lt;br /&gt;
On the other side, Jay found himself transformed into an elf. It was a little odd, but not insufferable. After wandering for a while, and getting into some trouble among the humans, who apparently didn&#039;t like elves, he went out into the wilds to find &amp;quot;his kind&amp;quot;, the elves. It wasn&#039;t long after entering their territory that he was picked up by a patrol of Wood Elves that looked much as he did. After a few days of questioning, they finally decided that he was telling the truth about his origins, and was no danger to them. He was offered a place among them, which he accepted. It wasn&#039;t long before he too was patrolling with their rangers.&lt;br /&gt;
&lt;br /&gt;
He was &amp;quot;over there&amp;quot; for ten years. It was a good life. He&#039;d been handfasted to a good elven woman for a few years, but they&#039;d had no children yet. But when a gateway in a dungeon offered him a way home, he had to take it. It&#039;s not that he wanted to take it. It was his duty to take it. And so he did. When he was found by a patrol and taken back to Kabul, at first he was treated like a deserter, but after some weeks of him steadfasting sticking to the truth, he was eventually treated as a headcase. He was drummed unceremoniously out of the Army with a medical discharge that said, &amp;quot;Psychiatric&amp;quot; on it. The day he was walked off base as a civilian, he was met by the recruiter for Project Kerberos.&lt;/div&gt;</summary>
		<author><name>Stattick</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Jensen_Hawkins_(Jay)_3rd_Level&amp;diff=374213</id>
		<title>Jensen Hawkins (Jay) 3rd Level</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Jensen_Hawkins_(Jay)_3rd_Level&amp;diff=374213"/>
		<updated>2019-11-23T20:07:49Z</updated>

		<summary type="html">&lt;p&gt;Stattick: /* Magic */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Jensen Isaiah Hawkins (Jay or Screamin Jay) ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Race&#039;&#039;&#039; Elf, Wood  &#039;&#039;&#039;Sex&#039;&#039;&#039; Male  &#039;&#039;&#039;Background&#039;&#039;&#039; US Army Ranger (Uthgardt Tribe Member)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class&#039;&#039;&#039; Assassin Rogue / Gloom Stalker Ranger &#039;&#039;&#039;Level&#039;&#039;&#039; 1 / 2 &#039;&#039;&#039;Alignment&#039;&#039;&#039; Lawful Neutral&lt;br /&gt;
&lt;br /&gt;
== Characteristics ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Str&#039;&#039;&#039; 10 (+0)  &#039;&#039;&#039;Dex&#039;&#039;&#039; 17 (+3)  &#039;&#039;&#039;Con&#039;&#039;&#039; 14 (+2)  &#039;&#039;&#039;Int&#039;&#039;&#039; 12 (+1)  &#039;&#039;&#039;Wis&#039;&#039;&#039; 14 (+2)  &#039;&#039;&#039;Cha&#039;&#039;&#039; 8 (-1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Saving Throws&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Str&#039;&#039;&#039; 0  &#039;&#039;&#039;Dex&#039;&#039;&#039; +8  &#039;&#039;&#039;Con&#039;&#039;&#039; +2  &#039;&#039;&#039;Int&#039;&#039;&#039; +5  &#039;&#039;&#039;Wis&#039;&#039;&#039; +2  &#039;&#039;&#039;Cha&#039;&#039;&#039; -1&lt;br /&gt;
*Advantage vs charmed&lt;br /&gt;
*Magic can&#039;t put you to sleep&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Speed&#039;&#039;&#039; 40, Climbing 40, Swimming 40 &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Passive Perception&#039;&#039;&#039; 20 &#039;&#039;&#039;Passive Insight&#039;&#039;&#039; 16 &#039;&#039;&#039;Darkvision&#039;&#039;&#039; 60 feet&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;HPs&#039;&#039;&#039; 104 _________________ &#039;&#039;&#039;Hit Dice&#039;&#039;&#039; 10d10 / 3d6 &#039;&#039;&#039;AC&#039;&#039;&#039; 17 &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Initiative&#039;&#039;&#039; +4  &#039;&#039;&#039;Proficiency Bonus&#039;&#039;&#039; +4&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! &#039;&#039;&#039;Weapon&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Type&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Range&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Attack&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Damage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Longbow +3&lt;br /&gt;
| Ranged&lt;br /&gt;
| 150 / 600&lt;br /&gt;
| +12&lt;br /&gt;
| 1d8+12&lt;br /&gt;
|-&lt;br /&gt;
| Scimitar&lt;br /&gt;
| Melee&lt;br /&gt;
| -&lt;br /&gt;
| +7&lt;br /&gt;
| 1d8+4&lt;br /&gt;
|-&lt;br /&gt;
| Dagger&lt;br /&gt;
| Melee&lt;br /&gt;
| 20/60&lt;br /&gt;
| +7&lt;br /&gt;
| 1d4+4&lt;br /&gt;
|-&lt;br /&gt;
| Spear&lt;br /&gt;
| Melee&lt;br /&gt;
| 20/60&lt;br /&gt;
| +4&lt;br /&gt;
| 1d6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! &#039;&#039;&#039;Skills&#039;&#039;&#039; (&#039;&#039;&#039;Proficient&#039;&#039;&#039;, &#039;&#039;&#039;&#039;&#039;Expertise&#039;&#039;&#039;&#039;&#039;)&lt;br /&gt;
! &#039;&#039;&#039;Other Proficiencies&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Languages&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
*&#039;&#039;&#039;Acrobatics&#039;&#039;&#039; (Dex) +8&lt;br /&gt;
*&#039;&#039;&#039;Animal Handling&#039;&#039;&#039; (Wis) +6&lt;br /&gt;
*Arcana (Int) +1&lt;br /&gt;
*&#039;&#039;&#039;Athletics&#039;&#039;&#039; (Str) +4&lt;br /&gt;
*Deception (Cha) -1&lt;br /&gt;
*History (Int) +1&lt;br /&gt;
*&#039;&#039;&#039;Insight&#039;&#039;&#039; (Wis) +6&lt;br /&gt;
*&#039;&#039;&#039;Intimidation&#039;&#039;&#039; (Cha) +3&lt;br /&gt;
*&#039;&#039;&#039;Investigation&#039;&#039;&#039; (Int) +5&lt;br /&gt;
*Medicine (Wis) +2&lt;br /&gt;
*&#039;&#039;&#039;Nature&#039;&#039;&#039; (Int) +5&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Perception&#039;&#039;&#039;&#039;&#039; (Wis) +10&lt;br /&gt;
*Performance (Cha) -1&lt;br /&gt;
*Persuasion (Cha) -1&lt;br /&gt;
*Religion (Int) +1&lt;br /&gt;
*Sleight of Hand (Dex) +4&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Stealth&#039;&#039;&#039;&#039;&#039; (Dex) +12&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Survival&#039;&#039;&#039;&#039;&#039; (Wis) +10&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
*Light &amp;amp; Medium Armor&lt;br /&gt;
*Shields&lt;br /&gt;
*Simple &amp;amp; Martial Weapons&lt;br /&gt;
*Thieve&#039;s Tools&lt;br /&gt;
*Tinker&#039;s Tools&lt;br /&gt;
*Tool: Vehicles (land)&lt;br /&gt;
*Tool: Machinery&lt;br /&gt;
*Disguise Kit&lt;br /&gt;
*Poisoner&#039;s Kit&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
*English&lt;br /&gt;
*Common&lt;br /&gt;
*Elven&lt;br /&gt;
*Thieves&#039; Cant&lt;br /&gt;
*Dari-Persian&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Features &amp;amp; Feats ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Racial &amp;amp; Background&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;Mask of the Wild&#039;&#039;: You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.&lt;br /&gt;
*&#039;&#039;Blessing of the Forest&#039;&#039;: Action - pass my Mask of the Wild feature to another for an hour, or until I pass it to another creature.&lt;br /&gt;
*&#039;&#039;Uthgardt Heritage&#039;&#039;: You find twice as much food and water as you normally would when you forage. Additionally, you can call upon the hospitality of your people, and those folk allied with your tribe.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rogue Features&#039;&#039;&#039;&lt;br /&gt;
*1st Level: Expertise, Sneak Attack (+1d6)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ranger Features&#039;&#039;&#039;&lt;br /&gt;
*1st Level: &#039;&#039;&#039;Favored Foe&#039;&#039;&#039; - Hunter’s Mark spell known, doesn&#039;t count against spells known, doesn&#039;t require concentration. Can cast it Wis Mod times w/o concentration or expending a slot per long rest., &#039;&#039;&#039;Deft Explorer&#039;&#039;&#039; - Roving: +5 Speed, Climbing &amp;amp; Swimming is equal to walking speed. Canny: Expertise in Athletics, +2 languages.&lt;br /&gt;
*2nd Level: &#039;&#039;&#039;Fighting Style&#039;&#039;&#039; - Archery (+2 w/ Ranged Weapons), &#039;&#039;&#039;Spellcasting&#039;&#039;&#039; (see &amp;quot;Magic&amp;quot; below&amp;quot;), &#039;&#039;&#039;Spell Versatility&#039;&#039;&#039; - When you finish a long rest, you can replace a spell you learned from your Spellcasting feature with another spell from the ranger spell list. The new spell must be the same level as the spell you replace, &#039;&#039;&#039;Spellcasting Focus&#039;&#039;&#039; - May use Druidic spell focus. &#039;&#039;&#039;Ranger Spells&#039;&#039;&#039; - The following spells expand the ranger spell list: Entangle, Searing Smite, Aid, Gust of Wind, Magic Weapon, Enhance Ability, Warding Bond&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Feats&#039;&#039;&#039;&lt;br /&gt;
*1st Level: &#039;&#039;&#039;Sharpshooter&#039;&#039;&#039; (Ranged Weapons) No disadvantage at long range. Ignore half cover and three-quarters cover. May take -5 to hit &amp;amp; +10 dmg.&lt;br /&gt;
&lt;br /&gt;
== Magic ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;&#039;Casting Ability&#039;&#039;&#039; Wisdom&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Save DC&#039;&#039;&#039; 14 &#039;&#039;&#039;Attack Bonus&#039;&#039;&#039; +6&lt;br /&gt;
|&lt;br /&gt;
: * = doesn&#039;t count against known spells&lt;br /&gt;
: † = cast once per long rest for free&lt;br /&gt;
: ^ = cast Wis mod per long rest for free&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! &#039;&#039;&#039;Cantrips&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;1st Level&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
*Create Bonfire&lt;br /&gt;
*Druidcraft&lt;br /&gt;
*Prestidigitation&lt;br /&gt;
*Shape Water&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
*Detect Magic * †&lt;br /&gt;
*Ensnaring Strike&lt;br /&gt;
*Goodberry&lt;br /&gt;
*Hunter&#039;s Mark * ^&lt;br /&gt;
*Longstrider&lt;br /&gt;
*Speak with Animals * †&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Equipment ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Magical Equipment&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Longbow +3&#039;&#039;&#039; (very rare)&lt;br /&gt;
:&#039;&#039;&#039;Glamoured Studded Leather&#039;&#039;&#039; (rare) - AC 13 + Dex Mod, can appear as clothing&lt;br /&gt;
:&#039;&#039;&#039;Bracers of Archery&#039;&#039;&#039; (uncommon, attunement) - +2 bow dmg&lt;br /&gt;
:&#039;&#039;&#039;Efficient Quiver&#039;&#039;&#039; (uncommon)&lt;br /&gt;
:&#039;&#039;&#039;Elvin Boots&#039;&#039;&#039; (uncommon) - adv on stealth&lt;br /&gt;
:&#039;&#039;&#039;Aril Ring&#039;&#039;&#039; (common, attunement) - &#039;&#039;A ring of polished yew. In place of a gem, the ring has a single, living aril.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
:As a Bonus Action, the wearer may pluck the ring&#039;s berry. When doing so, a fey spirit in the form of a sparrow appears. As an Action, the berry can be eaten (effects as a single Goodberry), fed to another, or it can be fed to the sparrow. If the sparrow doesn&#039;t get the berry, it fluffs up its feathers and chatters angrily.&lt;br /&gt;
&lt;br /&gt;
:If the aril is fed to the sparrow, the bird will act as a messenger, per the Message cantrip. The bird must be able to physically get to the person the message is intended for. The bird will land and whisper the message in the recipient&#039;s ear. After a minute transpires, the bird will return to the feywild, any impending messages undelivered. Sparrows use the same attributes as Canaries.&lt;br /&gt;
&lt;br /&gt;
:It&#039;s said that these messengers can also carry messages to the spirits of the dead, but if so, the dead don&#039;t typically respond. If sent to deliver such a message, the sparrow merely disappears.&lt;br /&gt;
&lt;br /&gt;
:The ring will regrow a missing berry at dawn.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Glow Gem&#039;&#039;&#039; (common) - A gem that glows as brightly as a candle. The light the gem gives off is the same color as the gem. (orange topaz)&lt;br /&gt;
:&#039;&#039;&#039;Shaded Scimitar&#039;&#039;&#039; (common) - A Shaded weapon is mat black and reflects no light. It seems to disappear in the shadows and darkness.&lt;br /&gt;
&lt;br /&gt;
:In dimly lit or dark conditions, if a creature isn&#039;t already aware of the weapon&#039;s presence, it must make a DC 15 check to notice its presence (Perception or Investigation) even if it&#039;s being held. Attacks with an unnoticed Shaded weapon are made with advantage. After a Shaded weapon is used to attack in a combat, it is no longer difficult to perceive.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Unbreakable Arrow&#039;&#039;&#039; (common) x3&lt;br /&gt;
:&#039;&#039;&#039;Walloping Ammunition&#039;&#039;&#039; (Arrows, common) x2 - A creature hit by the ammunition must succeed on a DC 10 Strength saving throw or be knocked prone.&lt;br /&gt;
:&#039;&#039;&#039;Whistling Ammunition&#039;&#039;&#039; (Arrow, common) x1 - When in flight, the arrow makes a loud whistling noise.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Mundane Equipment&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Worn&#039;&#039;&#039;&lt;br /&gt;
::Glamored Studded Leather Armor 13 lbs&lt;br /&gt;
::Clothing (including boots &amp;amp; cloak) 5 lbs&lt;br /&gt;
::Efficient Quiver 2 lbs&lt;br /&gt;
:::Longbow +3&lt;br /&gt;
:::54 Arrows&lt;br /&gt;
:::3 Unbreakable Arrows&lt;br /&gt;
:::2 Walloping Arrows&lt;br /&gt;
:::1 Whistling Arrow&lt;br /&gt;
:::Shaded Scimitar&lt;br /&gt;
:::2 Spears&lt;br /&gt;
:::10 Torches&lt;br /&gt;
::&#039;&#039;&#039;Belt&#039;&#039;&#039;&lt;br /&gt;
:::Dagger 1 lb&lt;br /&gt;
:::&#039;&#039;&#039;Belt Pouch&#039;&#039;&#039; ~3 lbs&lt;br /&gt;
::::Tiny Tinder Box&lt;br /&gt;
::::Toilet Paper&lt;br /&gt;
::::Glow Gem (in lightproof container)&lt;br /&gt;
::::Thieves Tools&lt;br /&gt;
::::Compass&lt;br /&gt;
::::Chalk&lt;br /&gt;
::::Carpenter&#039;s Pencil&lt;br /&gt;
::::Spoon &amp;amp; Fork&lt;br /&gt;
::::Snacks&lt;br /&gt;
::::Small notepad&lt;br /&gt;
::::Monocular &lt;br /&gt;
::&#039;&#039;&#039;Pack&#039;&#039;&#039; 2 lbs (~25 lbs total)&lt;br /&gt;
:::Change of Clothes 2 lbs&lt;br /&gt;
:::100&#039; Type III Tan cammo paracord .5 lbs&lt;br /&gt;
:::100&#039; smaller lengths of paracord .5 lbs&lt;br /&gt;
:::Sleeping Bag 3 lbs&lt;br /&gt;
:::Backpacking Tarp 2 lbs&lt;br /&gt;
:::3 Days rations 6 lbs&lt;br /&gt;
:::Rags 1 lb&lt;br /&gt;
:::Sewing kit&lt;br /&gt;
:::Mess Kit 1 lb&lt;br /&gt;
:::Flask of oil 1 lb&lt;br /&gt;
:::Plastic bottle of Everclear 1 lb&lt;br /&gt;
:::Duct Tape .5 lbs&lt;br /&gt;
:::Small game snare building equip 2 lbs&lt;br /&gt;
:48 lbs total&lt;br /&gt;
:23 lbs w/o pack&lt;br /&gt;
&lt;br /&gt;
== Background ==&lt;br /&gt;
Jensen Isaiah Hawkins was born and raised in Eastern Oregon by a moderately abusive family of rigidly adhering fundamentalist Christians of an off-beat denomination. His family were also firm adherents of a number of Sovereign Citizen and Freemen-on-the-Land conspiracy theories. He thought his family&#039;s beliefs, both religious and otherwise, were insane. He was raised on a small ranch that wasn&#039;t always self sustaining. Jensen, or &amp;quot;Jay&amp;quot; as anyone who actually liked him called him (so not his family), had to learn to get by impoverished, and was often reduced to thievery and poaching to get by.&lt;br /&gt;
&lt;br /&gt;
When he was old enough, Jay joined the US Army. Being good on the land, and having been raised with a gun or bow at his side since he was small, but not being the brightest recruit, Jay landed in the infantry. In Basic Training, the shy Jensen quickly got named Screamin&#039; Jay by the Drill Sergeant, and the name stuck. Within a few years, after his first tour in Afghanistan, he got into the Rangers. He had his sights set on joining Special Forces if he could get into the training.&lt;br /&gt;
&lt;br /&gt;
After making it through Ranger training, he landed back in Afghanistan for another tour, this time, mostly on foot instead of in an APC. A couple of years into deployment, his platoon went down a hole in Afghanistan, chasing the Taliban. The cavern turned into torch lined halls of cyclopean stonework, peppered with grotesquely grinning gargoyle faces. Then the monsters came, along with an 80 ton stone block that barred their way back. The only way out was to go forward. Screamin Jay was the only one that made it out - but &amp;quot;out&amp;quot; was another world. A world of elves, orcs, dragons, and unicorns.&lt;br /&gt;
&lt;br /&gt;
On the other side, Jay found himself transformed into an elf. It was a little odd, but not insufferable. After wandering for a while, and getting into some trouble among the humans, who apparently didn&#039;t like elves, he went out into the wilds to find &amp;quot;his kind&amp;quot;, the elves. It wasn&#039;t long after entering their territory that he was picked up by a patrol of Wood Elves that looked much as he did. After a few days of questioning, they finally decided that he was telling the truth about his origins, and was no danger to them. He was offered a place among them, which he accepted. It wasn&#039;t long before he too was patrolling with their rangers.&lt;br /&gt;
&lt;br /&gt;
He was &amp;quot;over there&amp;quot; for ten years. It was a good life. He&#039;d been handfasted to a good elven woman for a few years, but they&#039;d had no children yet. But when a gateway in a dungeon offered him a way home, he had to take it. It&#039;s not that he wanted to take it. It was his duty to take it. And so he did. When he was found by a patrol and taken back to Kabul, at first he was treated like a deserter, but after some weeks of him steadfasting sticking to the truth, he was eventually treated as a headcase. He was drummed unceremoniously out of the Army with a medical discharge that said, &amp;quot;Psychiatric&amp;quot; on it. The day he was walked off base as a civilian, he was met by the recruiter for Project Kerberos.&lt;/div&gt;</summary>
		<author><name>Stattick</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Jensen_Hawkins_(Jay)_3rd_Level&amp;diff=374212</id>
		<title>Jensen Hawkins (Jay) 3rd Level</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Jensen_Hawkins_(Jay)_3rd_Level&amp;diff=374212"/>
		<updated>2019-11-23T20:05:53Z</updated>

		<summary type="html">&lt;p&gt;Stattick: /* Characteristics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Jensen Isaiah Hawkins (Jay or Screamin Jay) ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Race&#039;&#039;&#039; Elf, Wood  &#039;&#039;&#039;Sex&#039;&#039;&#039; Male  &#039;&#039;&#039;Background&#039;&#039;&#039; US Army Ranger (Uthgardt Tribe Member)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class&#039;&#039;&#039; Assassin Rogue / Gloom Stalker Ranger &#039;&#039;&#039;Level&#039;&#039;&#039; 1 / 2 &#039;&#039;&#039;Alignment&#039;&#039;&#039; Lawful Neutral&lt;br /&gt;
&lt;br /&gt;
== Characteristics ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Str&#039;&#039;&#039; 10 (+0)  &#039;&#039;&#039;Dex&#039;&#039;&#039; 17 (+3)  &#039;&#039;&#039;Con&#039;&#039;&#039; 14 (+2)  &#039;&#039;&#039;Int&#039;&#039;&#039; 12 (+1)  &#039;&#039;&#039;Wis&#039;&#039;&#039; 14 (+2)  &#039;&#039;&#039;Cha&#039;&#039;&#039; 8 (-1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Saving Throws&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Str&#039;&#039;&#039; 0  &#039;&#039;&#039;Dex&#039;&#039;&#039; +8  &#039;&#039;&#039;Con&#039;&#039;&#039; +2  &#039;&#039;&#039;Int&#039;&#039;&#039; +5  &#039;&#039;&#039;Wis&#039;&#039;&#039; +2  &#039;&#039;&#039;Cha&#039;&#039;&#039; -1&lt;br /&gt;
*Advantage vs charmed&lt;br /&gt;
*Magic can&#039;t put you to sleep&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Speed&#039;&#039;&#039; 40, Climbing 40, Swimming 40 &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Passive Perception&#039;&#039;&#039; 20 &#039;&#039;&#039;Passive Insight&#039;&#039;&#039; 16 &#039;&#039;&#039;Darkvision&#039;&#039;&#039; 60 feet&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;HPs&#039;&#039;&#039; 104 _________________ &#039;&#039;&#039;Hit Dice&#039;&#039;&#039; 10d10 / 3d6 &#039;&#039;&#039;AC&#039;&#039;&#039; 17 &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Initiative&#039;&#039;&#039; +4  &#039;&#039;&#039;Proficiency Bonus&#039;&#039;&#039; +4&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! &#039;&#039;&#039;Weapon&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Type&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Range&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Attack&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Damage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Longbow +3&lt;br /&gt;
| Ranged&lt;br /&gt;
| 150 / 600&lt;br /&gt;
| +12&lt;br /&gt;
| 1d8+12&lt;br /&gt;
|-&lt;br /&gt;
| Scimitar&lt;br /&gt;
| Melee&lt;br /&gt;
| -&lt;br /&gt;
| +7&lt;br /&gt;
| 1d8+4&lt;br /&gt;
|-&lt;br /&gt;
| Dagger&lt;br /&gt;
| Melee&lt;br /&gt;
| 20/60&lt;br /&gt;
| +7&lt;br /&gt;
| 1d4+4&lt;br /&gt;
|-&lt;br /&gt;
| Spear&lt;br /&gt;
| Melee&lt;br /&gt;
| 20/60&lt;br /&gt;
| +4&lt;br /&gt;
| 1d6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! &#039;&#039;&#039;Skills&#039;&#039;&#039; (&#039;&#039;&#039;Proficient&#039;&#039;&#039;, &#039;&#039;&#039;&#039;&#039;Expertise&#039;&#039;&#039;&#039;&#039;)&lt;br /&gt;
! &#039;&#039;&#039;Other Proficiencies&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Languages&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
*&#039;&#039;&#039;Acrobatics&#039;&#039;&#039; (Dex) +8&lt;br /&gt;
*&#039;&#039;&#039;Animal Handling&#039;&#039;&#039; (Wis) +6&lt;br /&gt;
*Arcana (Int) +1&lt;br /&gt;
*&#039;&#039;&#039;Athletics&#039;&#039;&#039; (Str) +4&lt;br /&gt;
*Deception (Cha) -1&lt;br /&gt;
*History (Int) +1&lt;br /&gt;
*&#039;&#039;&#039;Insight&#039;&#039;&#039; (Wis) +6&lt;br /&gt;
*&#039;&#039;&#039;Intimidation&#039;&#039;&#039; (Cha) +3&lt;br /&gt;
*&#039;&#039;&#039;Investigation&#039;&#039;&#039; (Int) +5&lt;br /&gt;
*Medicine (Wis) +2&lt;br /&gt;
*&#039;&#039;&#039;Nature&#039;&#039;&#039; (Int) +5&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Perception&#039;&#039;&#039;&#039;&#039; (Wis) +10&lt;br /&gt;
*Performance (Cha) -1&lt;br /&gt;
*Persuasion (Cha) -1&lt;br /&gt;
*Religion (Int) +1&lt;br /&gt;
*Sleight of Hand (Dex) +4&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Stealth&#039;&#039;&#039;&#039;&#039; (Dex) +12&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Survival&#039;&#039;&#039;&#039;&#039; (Wis) +10&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
*Light &amp;amp; Medium Armor&lt;br /&gt;
*Shields&lt;br /&gt;
*Simple &amp;amp; Martial Weapons&lt;br /&gt;
*Thieve&#039;s Tools&lt;br /&gt;
*Tinker&#039;s Tools&lt;br /&gt;
*Tool: Vehicles (land)&lt;br /&gt;
*Tool: Machinery&lt;br /&gt;
*Disguise Kit&lt;br /&gt;
*Poisoner&#039;s Kit&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
*English&lt;br /&gt;
*Common&lt;br /&gt;
*Elven&lt;br /&gt;
*Thieves&#039; Cant&lt;br /&gt;
*Dari-Persian&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Features &amp;amp; Feats ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Racial &amp;amp; Background&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;Mask of the Wild&#039;&#039;: You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.&lt;br /&gt;
*&#039;&#039;Blessing of the Forest&#039;&#039;: Action - pass my Mask of the Wild feature to another for an hour, or until I pass it to another creature.&lt;br /&gt;
*&#039;&#039;Uthgardt Heritage&#039;&#039;: You find twice as much food and water as you normally would when you forage. Additionally, you can call upon the hospitality of your people, and those folk allied with your tribe.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rogue Features&#039;&#039;&#039;&lt;br /&gt;
*1st Level: Expertise, Sneak Attack (+1d6)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ranger Features&#039;&#039;&#039;&lt;br /&gt;
*1st Level: &#039;&#039;&#039;Favored Foe&#039;&#039;&#039; - Hunter’s Mark spell known, doesn&#039;t count against spells known, doesn&#039;t require concentration. Can cast it Wis Mod times w/o concentration or expending a slot per long rest., &#039;&#039;&#039;Deft Explorer&#039;&#039;&#039; - Roving: +5 Speed, Climbing &amp;amp; Swimming is equal to walking speed. Canny: Expertise in Athletics, +2 languages.&lt;br /&gt;
*2nd Level: &#039;&#039;&#039;Fighting Style&#039;&#039;&#039; - Archery (+2 w/ Ranged Weapons), &#039;&#039;&#039;Spellcasting&#039;&#039;&#039; (see &amp;quot;Magic&amp;quot; below&amp;quot;), &#039;&#039;&#039;Spell Versatility&#039;&#039;&#039; - When you finish a long rest, you can replace a spell you learned from your Spellcasting feature with another spell from the ranger spell list. The new spell must be the same level as the spell you replace, &#039;&#039;&#039;Spellcasting Focus&#039;&#039;&#039; - May use Druidic spell focus. &#039;&#039;&#039;Ranger Spells&#039;&#039;&#039; - The following spells expand the ranger spell list: Entangle, Searing Smite, Aid, Gust of Wind, Magic Weapon, Enhance Ability, Warding Bond&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Feats&#039;&#039;&#039;&lt;br /&gt;
*1st Level: &#039;&#039;&#039;Sharpshooter&#039;&#039;&#039; (Ranged Weapons) No disadvantage at long range. Ignore half cover and three-quarters cover. May take -5 to hit &amp;amp; +10 dmg.&lt;br /&gt;
&lt;br /&gt;
== Magic ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;&#039;Casting Ability&#039;&#039;&#039; Wisdom&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Save DC&#039;&#039;&#039; 14 &#039;&#039;&#039;Attack Bonus&#039;&#039;&#039; +6&lt;br /&gt;
|&lt;br /&gt;
: * = doesn&#039;t count against known spells&lt;br /&gt;
: † = cast once per long rest for free&lt;br /&gt;
: ^ = cast Wis mod per long rest for free&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! &#039;&#039;&#039;Cantrips&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;1st Level&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
*Create Bonfire&lt;br /&gt;
*Druidcraft&lt;br /&gt;
*Prestidigitation&lt;br /&gt;
*Shape Water&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
*Detect Magic * †&lt;br /&gt;
*Disguise Self *&lt;br /&gt;
*Ensnaring Strike&lt;br /&gt;
*Goodberry&lt;br /&gt;
*Hunter&#039;s Mark * ^&lt;br /&gt;
*Longstrider&lt;br /&gt;
*Speak with Animals * †&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Equipment ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Magical Equipment&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Longbow +3&#039;&#039;&#039; (very rare)&lt;br /&gt;
:&#039;&#039;&#039;Glamoured Studded Leather&#039;&#039;&#039; (rare) - AC 13 + Dex Mod, can appear as clothing&lt;br /&gt;
:&#039;&#039;&#039;Bracers of Archery&#039;&#039;&#039; (uncommon, attunement) - +2 bow dmg&lt;br /&gt;
:&#039;&#039;&#039;Efficient Quiver&#039;&#039;&#039; (uncommon)&lt;br /&gt;
:&#039;&#039;&#039;Elvin Boots&#039;&#039;&#039; (uncommon) - adv on stealth&lt;br /&gt;
:&#039;&#039;&#039;Aril Ring&#039;&#039;&#039; (common, attunement) - &#039;&#039;A ring of polished yew. In place of a gem, the ring has a single, living aril.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
:As a Bonus Action, the wearer may pluck the ring&#039;s berry. When doing so, a fey spirit in the form of a sparrow appears. As an Action, the berry can be eaten (effects as a single Goodberry), fed to another, or it can be fed to the sparrow. If the sparrow doesn&#039;t get the berry, it fluffs up its feathers and chatters angrily.&lt;br /&gt;
&lt;br /&gt;
:If the aril is fed to the sparrow, the bird will act as a messenger, per the Message cantrip. The bird must be able to physically get to the person the message is intended for. The bird will land and whisper the message in the recipient&#039;s ear. After a minute transpires, the bird will return to the feywild, any impending messages undelivered. Sparrows use the same attributes as Canaries.&lt;br /&gt;
&lt;br /&gt;
:It&#039;s said that these messengers can also carry messages to the spirits of the dead, but if so, the dead don&#039;t typically respond. If sent to deliver such a message, the sparrow merely disappears.&lt;br /&gt;
&lt;br /&gt;
:The ring will regrow a missing berry at dawn.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Glow Gem&#039;&#039;&#039; (common) - A gem that glows as brightly as a candle. The light the gem gives off is the same color as the gem. (orange topaz)&lt;br /&gt;
:&#039;&#039;&#039;Shaded Scimitar&#039;&#039;&#039; (common) - A Shaded weapon is mat black and reflects no light. It seems to disappear in the shadows and darkness.&lt;br /&gt;
&lt;br /&gt;
:In dimly lit or dark conditions, if a creature isn&#039;t already aware of the weapon&#039;s presence, it must make a DC 15 check to notice its presence (Perception or Investigation) even if it&#039;s being held. Attacks with an unnoticed Shaded weapon are made with advantage. After a Shaded weapon is used to attack in a combat, it is no longer difficult to perceive.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Unbreakable Arrow&#039;&#039;&#039; (common) x3&lt;br /&gt;
:&#039;&#039;&#039;Walloping Ammunition&#039;&#039;&#039; (Arrows, common) x2 - A creature hit by the ammunition must succeed on a DC 10 Strength saving throw or be knocked prone.&lt;br /&gt;
:&#039;&#039;&#039;Whistling Ammunition&#039;&#039;&#039; (Arrow, common) x1 - When in flight, the arrow makes a loud whistling noise.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Mundane Equipment&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Worn&#039;&#039;&#039;&lt;br /&gt;
::Glamored Studded Leather Armor 13 lbs&lt;br /&gt;
::Clothing (including boots &amp;amp; cloak) 5 lbs&lt;br /&gt;
::Efficient Quiver 2 lbs&lt;br /&gt;
:::Longbow +3&lt;br /&gt;
:::54 Arrows&lt;br /&gt;
:::3 Unbreakable Arrows&lt;br /&gt;
:::2 Walloping Arrows&lt;br /&gt;
:::1 Whistling Arrow&lt;br /&gt;
:::Shaded Scimitar&lt;br /&gt;
:::2 Spears&lt;br /&gt;
:::10 Torches&lt;br /&gt;
::&#039;&#039;&#039;Belt&#039;&#039;&#039;&lt;br /&gt;
:::Dagger 1 lb&lt;br /&gt;
:::&#039;&#039;&#039;Belt Pouch&#039;&#039;&#039; ~3 lbs&lt;br /&gt;
::::Tiny Tinder Box&lt;br /&gt;
::::Toilet Paper&lt;br /&gt;
::::Glow Gem (in lightproof container)&lt;br /&gt;
::::Thieves Tools&lt;br /&gt;
::::Compass&lt;br /&gt;
::::Chalk&lt;br /&gt;
::::Carpenter&#039;s Pencil&lt;br /&gt;
::::Spoon &amp;amp; Fork&lt;br /&gt;
::::Snacks&lt;br /&gt;
::::Small notepad&lt;br /&gt;
::::Monocular &lt;br /&gt;
::&#039;&#039;&#039;Pack&#039;&#039;&#039; 2 lbs (~25 lbs total)&lt;br /&gt;
:::Change of Clothes 2 lbs&lt;br /&gt;
:::100&#039; Type III Tan cammo paracord .5 lbs&lt;br /&gt;
:::100&#039; smaller lengths of paracord .5 lbs&lt;br /&gt;
:::Sleeping Bag 3 lbs&lt;br /&gt;
:::Backpacking Tarp 2 lbs&lt;br /&gt;
:::3 Days rations 6 lbs&lt;br /&gt;
:::Rags 1 lb&lt;br /&gt;
:::Sewing kit&lt;br /&gt;
:::Mess Kit 1 lb&lt;br /&gt;
:::Flask of oil 1 lb&lt;br /&gt;
:::Plastic bottle of Everclear 1 lb&lt;br /&gt;
:::Duct Tape .5 lbs&lt;br /&gt;
:::Small game snare building equip 2 lbs&lt;br /&gt;
:48 lbs total&lt;br /&gt;
:23 lbs w/o pack&lt;br /&gt;
&lt;br /&gt;
== Background ==&lt;br /&gt;
Jensen Isaiah Hawkins was born and raised in Eastern Oregon by a moderately abusive family of rigidly adhering fundamentalist Christians of an off-beat denomination. His family were also firm adherents of a number of Sovereign Citizen and Freemen-on-the-Land conspiracy theories. He thought his family&#039;s beliefs, both religious and otherwise, were insane. He was raised on a small ranch that wasn&#039;t always self sustaining. Jensen, or &amp;quot;Jay&amp;quot; as anyone who actually liked him called him (so not his family), had to learn to get by impoverished, and was often reduced to thievery and poaching to get by.&lt;br /&gt;
&lt;br /&gt;
When he was old enough, Jay joined the US Army. Being good on the land, and having been raised with a gun or bow at his side since he was small, but not being the brightest recruit, Jay landed in the infantry. In Basic Training, the shy Jensen quickly got named Screamin&#039; Jay by the Drill Sergeant, and the name stuck. Within a few years, after his first tour in Afghanistan, he got into the Rangers. He had his sights set on joining Special Forces if he could get into the training.&lt;br /&gt;
&lt;br /&gt;
After making it through Ranger training, he landed back in Afghanistan for another tour, this time, mostly on foot instead of in an APC. A couple of years into deployment, his platoon went down a hole in Afghanistan, chasing the Taliban. The cavern turned into torch lined halls of cyclopean stonework, peppered with grotesquely grinning gargoyle faces. Then the monsters came, along with an 80 ton stone block that barred their way back. The only way out was to go forward. Screamin Jay was the only one that made it out - but &amp;quot;out&amp;quot; was another world. A world of elves, orcs, dragons, and unicorns.&lt;br /&gt;
&lt;br /&gt;
On the other side, Jay found himself transformed into an elf. It was a little odd, but not insufferable. After wandering for a while, and getting into some trouble among the humans, who apparently didn&#039;t like elves, he went out into the wilds to find &amp;quot;his kind&amp;quot;, the elves. It wasn&#039;t long after entering their territory that he was picked up by a patrol of Wood Elves that looked much as he did. After a few days of questioning, they finally decided that he was telling the truth about his origins, and was no danger to them. He was offered a place among them, which he accepted. It wasn&#039;t long before he too was patrolling with their rangers.&lt;br /&gt;
&lt;br /&gt;
He was &amp;quot;over there&amp;quot; for ten years. It was a good life. He&#039;d been handfasted to a good elven woman for a few years, but they&#039;d had no children yet. But when a gateway in a dungeon offered him a way home, he had to take it. It&#039;s not that he wanted to take it. It was his duty to take it. And so he did. When he was found by a patrol and taken back to Kabul, at first he was treated like a deserter, but after some weeks of him steadfasting sticking to the truth, he was eventually treated as a headcase. He was drummed unceremoniously out of the Army with a medical discharge that said, &amp;quot;Psychiatric&amp;quot; on it. The day he was walked off base as a civilian, he was met by the recruiter for Project Kerberos.&lt;/div&gt;</summary>
		<author><name>Stattick</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Jensen_Hawkins_(Jay)_3rd_Level&amp;diff=374211</id>
		<title>Jensen Hawkins (Jay) 3rd Level</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Jensen_Hawkins_(Jay)_3rd_Level&amp;diff=374211"/>
		<updated>2019-11-23T20:05:12Z</updated>

		<summary type="html">&lt;p&gt;Stattick: /* Characteristics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Jensen Isaiah Hawkins (Jay or Screamin Jay) ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Race&#039;&#039;&#039; Elf, Wood  &#039;&#039;&#039;Sex&#039;&#039;&#039; Male  &#039;&#039;&#039;Background&#039;&#039;&#039; US Army Ranger (Uthgardt Tribe Member)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class&#039;&#039;&#039; Assassin Rogue / Gloom Stalker Ranger &#039;&#039;&#039;Level&#039;&#039;&#039; 1 / 2 &#039;&#039;&#039;Alignment&#039;&#039;&#039; Lawful Neutral&lt;br /&gt;
&lt;br /&gt;
== Characteristics ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Str&#039;&#039;&#039; 10 (+0)  &#039;&#039;&#039;Dex&#039;&#039;&#039; 17 (+3)  &#039;&#039;&#039;Con&#039;&#039;&#039; 14 (+2)  &#039;&#039;&#039;Int&#039;&#039;&#039; 12 (+1)  &#039;&#039;&#039;Wis&#039;&#039;&#039; 14 (+2)  &#039;&#039;&#039;Cha&#039;&#039;&#039; 8 (-1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Saving Throws&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Str&#039;&#039;&#039; 0  &#039;&#039;&#039;Dex&#039;&#039;&#039; +8  &#039;&#039;&#039;Con&#039;&#039;&#039; +2  &#039;&#039;&#039;Int&#039;&#039;&#039; +5  &#039;&#039;&#039;Wis&#039;&#039;&#039; +2  &#039;&#039;&#039;Cha&#039;&#039;&#039; -1&lt;br /&gt;
*Advantage vs charmed&lt;br /&gt;
*Magic can&#039;t put you to sleep&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Speed&#039;&#039;&#039; 40, Climbing 40, Swimming 40 &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Passive Perception&#039;&#039;&#039; 20 &#039;&#039;&#039;Passive Insight&#039;&#039;&#039; 16 &#039;&#039;&#039;Darkvision&#039;&#039;&#039; 60 feet&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;HPs&#039;&#039;&#039; 104 _________________ &#039;&#039;&#039;Hit Dice&#039;&#039;&#039; 10d10 / 3d6 &#039;&#039;&#039;AC&#039;&#039;&#039; 17 &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Initiative&#039;&#039;&#039; +6  &#039;&#039;&#039;Proficiency Bonus&#039;&#039;&#039; +4&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! &#039;&#039;&#039;Weapon&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Type&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Range&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Attack&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Damage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Longbow +3&lt;br /&gt;
| Ranged&lt;br /&gt;
| 150 / 600&lt;br /&gt;
| +12&lt;br /&gt;
| 1d8+12&lt;br /&gt;
|-&lt;br /&gt;
| Scimitar&lt;br /&gt;
| Melee&lt;br /&gt;
| -&lt;br /&gt;
| +7&lt;br /&gt;
| 1d8+4&lt;br /&gt;
|-&lt;br /&gt;
| Dagger&lt;br /&gt;
| Melee&lt;br /&gt;
| 20/60&lt;br /&gt;
| +7&lt;br /&gt;
| 1d4+4&lt;br /&gt;
|-&lt;br /&gt;
| Spear&lt;br /&gt;
| Melee&lt;br /&gt;
| 20/60&lt;br /&gt;
| +4&lt;br /&gt;
| 1d6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! &#039;&#039;&#039;Skills&#039;&#039;&#039; (&#039;&#039;&#039;Proficient&#039;&#039;&#039;, &#039;&#039;&#039;&#039;&#039;Expertise&#039;&#039;&#039;&#039;&#039;)&lt;br /&gt;
! &#039;&#039;&#039;Other Proficiencies&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Languages&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
*&#039;&#039;&#039;Acrobatics&#039;&#039;&#039; (Dex) +8&lt;br /&gt;
*&#039;&#039;&#039;Animal Handling&#039;&#039;&#039; (Wis) +6&lt;br /&gt;
*Arcana (Int) +1&lt;br /&gt;
*&#039;&#039;&#039;Athletics&#039;&#039;&#039; (Str) +4&lt;br /&gt;
*Deception (Cha) -1&lt;br /&gt;
*History (Int) +1&lt;br /&gt;
*&#039;&#039;&#039;Insight&#039;&#039;&#039; (Wis) +6&lt;br /&gt;
*&#039;&#039;&#039;Intimidation&#039;&#039;&#039; (Cha) +3&lt;br /&gt;
*&#039;&#039;&#039;Investigation&#039;&#039;&#039; (Int) +5&lt;br /&gt;
*Medicine (Wis) +2&lt;br /&gt;
*&#039;&#039;&#039;Nature&#039;&#039;&#039; (Int) +5&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Perception&#039;&#039;&#039;&#039;&#039; (Wis) +10&lt;br /&gt;
*Performance (Cha) -1&lt;br /&gt;
*Persuasion (Cha) -1&lt;br /&gt;
*Religion (Int) +1&lt;br /&gt;
*Sleight of Hand (Dex) +4&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Stealth&#039;&#039;&#039;&#039;&#039; (Dex) +12&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Survival&#039;&#039;&#039;&#039;&#039; (Wis) +10&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
*Light &amp;amp; Medium Armor&lt;br /&gt;
*Shields&lt;br /&gt;
*Simple &amp;amp; Martial Weapons&lt;br /&gt;
*Thieve&#039;s Tools&lt;br /&gt;
*Tinker&#039;s Tools&lt;br /&gt;
*Tool: Vehicles (land)&lt;br /&gt;
*Tool: Machinery&lt;br /&gt;
*Disguise Kit&lt;br /&gt;
*Poisoner&#039;s Kit&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
*English&lt;br /&gt;
*Common&lt;br /&gt;
*Elven&lt;br /&gt;
*Thieves&#039; Cant&lt;br /&gt;
*Dari-Persian&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Features &amp;amp; Feats ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Racial &amp;amp; Background&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;Mask of the Wild&#039;&#039;: You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.&lt;br /&gt;
*&#039;&#039;Blessing of the Forest&#039;&#039;: Action - pass my Mask of the Wild feature to another for an hour, or until I pass it to another creature.&lt;br /&gt;
*&#039;&#039;Uthgardt Heritage&#039;&#039;: You find twice as much food and water as you normally would when you forage. Additionally, you can call upon the hospitality of your people, and those folk allied with your tribe.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rogue Features&#039;&#039;&#039;&lt;br /&gt;
*1st Level: Expertise, Sneak Attack (+1d6)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ranger Features&#039;&#039;&#039;&lt;br /&gt;
*1st Level: &#039;&#039;&#039;Favored Foe&#039;&#039;&#039; - Hunter’s Mark spell known, doesn&#039;t count against spells known, doesn&#039;t require concentration. Can cast it Wis Mod times w/o concentration or expending a slot per long rest., &#039;&#039;&#039;Deft Explorer&#039;&#039;&#039; - Roving: +5 Speed, Climbing &amp;amp; Swimming is equal to walking speed. Canny: Expertise in Athletics, +2 languages.&lt;br /&gt;
*2nd Level: &#039;&#039;&#039;Fighting Style&#039;&#039;&#039; - Archery (+2 w/ Ranged Weapons), &#039;&#039;&#039;Spellcasting&#039;&#039;&#039; (see &amp;quot;Magic&amp;quot; below&amp;quot;), &#039;&#039;&#039;Spell Versatility&#039;&#039;&#039; - When you finish a long rest, you can replace a spell you learned from your Spellcasting feature with another spell from the ranger spell list. The new spell must be the same level as the spell you replace, &#039;&#039;&#039;Spellcasting Focus&#039;&#039;&#039; - May use Druidic spell focus. &#039;&#039;&#039;Ranger Spells&#039;&#039;&#039; - The following spells expand the ranger spell list: Entangle, Searing Smite, Aid, Gust of Wind, Magic Weapon, Enhance Ability, Warding Bond&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Feats&#039;&#039;&#039;&lt;br /&gt;
*1st Level: &#039;&#039;&#039;Sharpshooter&#039;&#039;&#039; (Ranged Weapons) No disadvantage at long range. Ignore half cover and three-quarters cover. May take -5 to hit &amp;amp; +10 dmg.&lt;br /&gt;
&lt;br /&gt;
== Magic ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;&#039;Casting Ability&#039;&#039;&#039; Wisdom&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Save DC&#039;&#039;&#039; 14 &#039;&#039;&#039;Attack Bonus&#039;&#039;&#039; +6&lt;br /&gt;
|&lt;br /&gt;
: * = doesn&#039;t count against known spells&lt;br /&gt;
: † = cast once per long rest for free&lt;br /&gt;
: ^ = cast Wis mod per long rest for free&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! &#039;&#039;&#039;Cantrips&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;1st Level&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
*Create Bonfire&lt;br /&gt;
*Druidcraft&lt;br /&gt;
*Prestidigitation&lt;br /&gt;
*Shape Water&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
*Detect Magic * †&lt;br /&gt;
*Disguise Self *&lt;br /&gt;
*Ensnaring Strike&lt;br /&gt;
*Goodberry&lt;br /&gt;
*Hunter&#039;s Mark * ^&lt;br /&gt;
*Longstrider&lt;br /&gt;
*Speak with Animals * †&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Equipment ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Magical Equipment&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Longbow +3&#039;&#039;&#039; (very rare)&lt;br /&gt;
:&#039;&#039;&#039;Glamoured Studded Leather&#039;&#039;&#039; (rare) - AC 13 + Dex Mod, can appear as clothing&lt;br /&gt;
:&#039;&#039;&#039;Bracers of Archery&#039;&#039;&#039; (uncommon, attunement) - +2 bow dmg&lt;br /&gt;
:&#039;&#039;&#039;Efficient Quiver&#039;&#039;&#039; (uncommon)&lt;br /&gt;
:&#039;&#039;&#039;Elvin Boots&#039;&#039;&#039; (uncommon) - adv on stealth&lt;br /&gt;
:&#039;&#039;&#039;Aril Ring&#039;&#039;&#039; (common, attunement) - &#039;&#039;A ring of polished yew. In place of a gem, the ring has a single, living aril.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
:As a Bonus Action, the wearer may pluck the ring&#039;s berry. When doing so, a fey spirit in the form of a sparrow appears. As an Action, the berry can be eaten (effects as a single Goodberry), fed to another, or it can be fed to the sparrow. If the sparrow doesn&#039;t get the berry, it fluffs up its feathers and chatters angrily.&lt;br /&gt;
&lt;br /&gt;
:If the aril is fed to the sparrow, the bird will act as a messenger, per the Message cantrip. The bird must be able to physically get to the person the message is intended for. The bird will land and whisper the message in the recipient&#039;s ear. After a minute transpires, the bird will return to the feywild, any impending messages undelivered. Sparrows use the same attributes as Canaries.&lt;br /&gt;
&lt;br /&gt;
:It&#039;s said that these messengers can also carry messages to the spirits of the dead, but if so, the dead don&#039;t typically respond. If sent to deliver such a message, the sparrow merely disappears.&lt;br /&gt;
&lt;br /&gt;
:The ring will regrow a missing berry at dawn.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Glow Gem&#039;&#039;&#039; (common) - A gem that glows as brightly as a candle. The light the gem gives off is the same color as the gem. (orange topaz)&lt;br /&gt;
:&#039;&#039;&#039;Shaded Scimitar&#039;&#039;&#039; (common) - A Shaded weapon is mat black and reflects no light. It seems to disappear in the shadows and darkness.&lt;br /&gt;
&lt;br /&gt;
:In dimly lit or dark conditions, if a creature isn&#039;t already aware of the weapon&#039;s presence, it must make a DC 15 check to notice its presence (Perception or Investigation) even if it&#039;s being held. Attacks with an unnoticed Shaded weapon are made with advantage. After a Shaded weapon is used to attack in a combat, it is no longer difficult to perceive.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Unbreakable Arrow&#039;&#039;&#039; (common) x3&lt;br /&gt;
:&#039;&#039;&#039;Walloping Ammunition&#039;&#039;&#039; (Arrows, common) x2 - A creature hit by the ammunition must succeed on a DC 10 Strength saving throw or be knocked prone.&lt;br /&gt;
:&#039;&#039;&#039;Whistling Ammunition&#039;&#039;&#039; (Arrow, common) x1 - When in flight, the arrow makes a loud whistling noise.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Mundane Equipment&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Worn&#039;&#039;&#039;&lt;br /&gt;
::Glamored Studded Leather Armor 13 lbs&lt;br /&gt;
::Clothing (including boots &amp;amp; cloak) 5 lbs&lt;br /&gt;
::Efficient Quiver 2 lbs&lt;br /&gt;
:::Longbow +3&lt;br /&gt;
:::54 Arrows&lt;br /&gt;
:::3 Unbreakable Arrows&lt;br /&gt;
:::2 Walloping Arrows&lt;br /&gt;
:::1 Whistling Arrow&lt;br /&gt;
:::Shaded Scimitar&lt;br /&gt;
:::2 Spears&lt;br /&gt;
:::10 Torches&lt;br /&gt;
::&#039;&#039;&#039;Belt&#039;&#039;&#039;&lt;br /&gt;
:::Dagger 1 lb&lt;br /&gt;
:::&#039;&#039;&#039;Belt Pouch&#039;&#039;&#039; ~3 lbs&lt;br /&gt;
::::Tiny Tinder Box&lt;br /&gt;
::::Toilet Paper&lt;br /&gt;
::::Glow Gem (in lightproof container)&lt;br /&gt;
::::Thieves Tools&lt;br /&gt;
::::Compass&lt;br /&gt;
::::Chalk&lt;br /&gt;
::::Carpenter&#039;s Pencil&lt;br /&gt;
::::Spoon &amp;amp; Fork&lt;br /&gt;
::::Snacks&lt;br /&gt;
::::Small notepad&lt;br /&gt;
::::Monocular &lt;br /&gt;
::&#039;&#039;&#039;Pack&#039;&#039;&#039; 2 lbs (~25 lbs total)&lt;br /&gt;
:::Change of Clothes 2 lbs&lt;br /&gt;
:::100&#039; Type III Tan cammo paracord .5 lbs&lt;br /&gt;
:::100&#039; smaller lengths of paracord .5 lbs&lt;br /&gt;
:::Sleeping Bag 3 lbs&lt;br /&gt;
:::Backpacking Tarp 2 lbs&lt;br /&gt;
:::3 Days rations 6 lbs&lt;br /&gt;
:::Rags 1 lb&lt;br /&gt;
:::Sewing kit&lt;br /&gt;
:::Mess Kit 1 lb&lt;br /&gt;
:::Flask of oil 1 lb&lt;br /&gt;
:::Plastic bottle of Everclear 1 lb&lt;br /&gt;
:::Duct Tape .5 lbs&lt;br /&gt;
:::Small game snare building equip 2 lbs&lt;br /&gt;
:48 lbs total&lt;br /&gt;
:23 lbs w/o pack&lt;br /&gt;
&lt;br /&gt;
== Background ==&lt;br /&gt;
Jensen Isaiah Hawkins was born and raised in Eastern Oregon by a moderately abusive family of rigidly adhering fundamentalist Christians of an off-beat denomination. His family were also firm adherents of a number of Sovereign Citizen and Freemen-on-the-Land conspiracy theories. He thought his family&#039;s beliefs, both religious and otherwise, were insane. He was raised on a small ranch that wasn&#039;t always self sustaining. Jensen, or &amp;quot;Jay&amp;quot; as anyone who actually liked him called him (so not his family), had to learn to get by impoverished, and was often reduced to thievery and poaching to get by.&lt;br /&gt;
&lt;br /&gt;
When he was old enough, Jay joined the US Army. Being good on the land, and having been raised with a gun or bow at his side since he was small, but not being the brightest recruit, Jay landed in the infantry. In Basic Training, the shy Jensen quickly got named Screamin&#039; Jay by the Drill Sergeant, and the name stuck. Within a few years, after his first tour in Afghanistan, he got into the Rangers. He had his sights set on joining Special Forces if he could get into the training.&lt;br /&gt;
&lt;br /&gt;
After making it through Ranger training, he landed back in Afghanistan for another tour, this time, mostly on foot instead of in an APC. A couple of years into deployment, his platoon went down a hole in Afghanistan, chasing the Taliban. The cavern turned into torch lined halls of cyclopean stonework, peppered with grotesquely grinning gargoyle faces. Then the monsters came, along with an 80 ton stone block that barred their way back. The only way out was to go forward. Screamin Jay was the only one that made it out - but &amp;quot;out&amp;quot; was another world. A world of elves, orcs, dragons, and unicorns.&lt;br /&gt;
&lt;br /&gt;
On the other side, Jay found himself transformed into an elf. It was a little odd, but not insufferable. After wandering for a while, and getting into some trouble among the humans, who apparently didn&#039;t like elves, he went out into the wilds to find &amp;quot;his kind&amp;quot;, the elves. It wasn&#039;t long after entering their territory that he was picked up by a patrol of Wood Elves that looked much as he did. After a few days of questioning, they finally decided that he was telling the truth about his origins, and was no danger to them. He was offered a place among them, which he accepted. It wasn&#039;t long before he too was patrolling with their rangers.&lt;br /&gt;
&lt;br /&gt;
He was &amp;quot;over there&amp;quot; for ten years. It was a good life. He&#039;d been handfasted to a good elven woman for a few years, but they&#039;d had no children yet. But when a gateway in a dungeon offered him a way home, he had to take it. It&#039;s not that he wanted to take it. It was his duty to take it. And so he did. When he was found by a patrol and taken back to Kabul, at first he was treated like a deserter, but after some weeks of him steadfasting sticking to the truth, he was eventually treated as a headcase. He was drummed unceremoniously out of the Army with a medical discharge that said, &amp;quot;Psychiatric&amp;quot; on it. The day he was walked off base as a civilian, he was met by the recruiter for Project Kerberos.&lt;/div&gt;</summary>
		<author><name>Stattick</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Jensen_Hawkins_(Jay)_3rd_Level&amp;diff=374210</id>
		<title>Jensen Hawkins (Jay) 3rd Level</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Jensen_Hawkins_(Jay)_3rd_Level&amp;diff=374210"/>
		<updated>2019-11-23T20:03:40Z</updated>

		<summary type="html">&lt;p&gt;Stattick: /* Characteristics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Jensen Isaiah Hawkins (Jay or Screamin Jay) ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Race&#039;&#039;&#039; Elf, Wood  &#039;&#039;&#039;Sex&#039;&#039;&#039; Male  &#039;&#039;&#039;Background&#039;&#039;&#039; US Army Ranger (Uthgardt Tribe Member)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class&#039;&#039;&#039; Assassin Rogue / Gloom Stalker Ranger &#039;&#039;&#039;Level&#039;&#039;&#039; 1 / 2 &#039;&#039;&#039;Alignment&#039;&#039;&#039; Lawful Neutral&lt;br /&gt;
&lt;br /&gt;
== Characteristics ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Str&#039;&#039;&#039; 10 (+0)  &#039;&#039;&#039;Dex&#039;&#039;&#039; 17 (+3)  &#039;&#039;&#039;Con&#039;&#039;&#039; 14 (+2)  &#039;&#039;&#039;Int&#039;&#039;&#039; 12 (+1)  &#039;&#039;&#039;Wis&#039;&#039;&#039; 14 (+2)  &#039;&#039;&#039;Cha&#039;&#039;&#039; 8 (-1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Saving Throws&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Str&#039;&#039;&#039; 0  &#039;&#039;&#039;Dex&#039;&#039;&#039; +8  &#039;&#039;&#039;Con&#039;&#039;&#039; +2  &#039;&#039;&#039;Int&#039;&#039;&#039; +5  &#039;&#039;&#039;Wis&#039;&#039;&#039; +2  &#039;&#039;&#039;Cha&#039;&#039;&#039; -1&lt;br /&gt;
*Advantage vs charmed&lt;br /&gt;
*Magic can&#039;t put you to sleep&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Speed&#039;&#039;&#039; 40, Climbing 40, Swimming 40, +10&#039; first turn of combat. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Passive Perception&#039;&#039;&#039; 20 &#039;&#039;&#039;Passive Insight&#039;&#039;&#039; 16 &#039;&#039;&#039;Darkvision&#039;&#039;&#039; 60 feet&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;HPs&#039;&#039;&#039; 104 _________________ &#039;&#039;&#039;Hit Dice&#039;&#039;&#039; 10d10 / 3d6 &#039;&#039;&#039;AC&#039;&#039;&#039; 17 &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Initiative&#039;&#039;&#039; +6  &#039;&#039;&#039;Proficiency Bonus&#039;&#039;&#039; +4&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! &#039;&#039;&#039;Weapon&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Type&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Range&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Attack&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Damage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Longbow +3&lt;br /&gt;
| Ranged&lt;br /&gt;
| 150 / 600&lt;br /&gt;
| +12&lt;br /&gt;
| 1d8+12&lt;br /&gt;
|-&lt;br /&gt;
| Scimitar&lt;br /&gt;
| Melee&lt;br /&gt;
| -&lt;br /&gt;
| +7&lt;br /&gt;
| 1d8+4&lt;br /&gt;
|-&lt;br /&gt;
| Dagger&lt;br /&gt;
| Melee&lt;br /&gt;
| 20/60&lt;br /&gt;
| +7&lt;br /&gt;
| 1d4+4&lt;br /&gt;
|-&lt;br /&gt;
| Spear&lt;br /&gt;
| Melee&lt;br /&gt;
| 20/60&lt;br /&gt;
| +4&lt;br /&gt;
| 1d6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! &#039;&#039;&#039;Skills&#039;&#039;&#039; (&#039;&#039;&#039;Proficient&#039;&#039;&#039;, &#039;&#039;&#039;&#039;&#039;Expertise&#039;&#039;&#039;&#039;&#039;)&lt;br /&gt;
! &#039;&#039;&#039;Other Proficiencies&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Languages&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
*&#039;&#039;&#039;Acrobatics&#039;&#039;&#039; (Dex) +8&lt;br /&gt;
*&#039;&#039;&#039;Animal Handling&#039;&#039;&#039; (Wis) +6&lt;br /&gt;
*Arcana (Int) +1&lt;br /&gt;
*&#039;&#039;&#039;Athletics&#039;&#039;&#039; (Str) +4&lt;br /&gt;
*Deception (Cha) -1&lt;br /&gt;
*History (Int) +1&lt;br /&gt;
*&#039;&#039;&#039;Insight&#039;&#039;&#039; (Wis) +6&lt;br /&gt;
*&#039;&#039;&#039;Intimidation&#039;&#039;&#039; (Cha) +3&lt;br /&gt;
*&#039;&#039;&#039;Investigation&#039;&#039;&#039; (Int) +5&lt;br /&gt;
*Medicine (Wis) +2&lt;br /&gt;
*&#039;&#039;&#039;Nature&#039;&#039;&#039; (Int) +5&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Perception&#039;&#039;&#039;&#039;&#039; (Wis) +10&lt;br /&gt;
*Performance (Cha) -1&lt;br /&gt;
*Persuasion (Cha) -1&lt;br /&gt;
*Religion (Int) +1&lt;br /&gt;
*Sleight of Hand (Dex) +4&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Stealth&#039;&#039;&#039;&#039;&#039; (Dex) +12&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Survival&#039;&#039;&#039;&#039;&#039; (Wis) +10&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
*Light &amp;amp; Medium Armor&lt;br /&gt;
*Shields&lt;br /&gt;
*Simple &amp;amp; Martial Weapons&lt;br /&gt;
*Thieve&#039;s Tools&lt;br /&gt;
*Tinker&#039;s Tools&lt;br /&gt;
*Tool: Vehicles (land)&lt;br /&gt;
*Tool: Machinery&lt;br /&gt;
*Disguise Kit&lt;br /&gt;
*Poisoner&#039;s Kit&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
*English&lt;br /&gt;
*Common&lt;br /&gt;
*Elven&lt;br /&gt;
*Thieves&#039; Cant&lt;br /&gt;
*Dari-Persian&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Features &amp;amp; Feats ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Racial &amp;amp; Background&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;Mask of the Wild&#039;&#039;: You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.&lt;br /&gt;
*&#039;&#039;Blessing of the Forest&#039;&#039;: Action - pass my Mask of the Wild feature to another for an hour, or until I pass it to another creature.&lt;br /&gt;
*&#039;&#039;Uthgardt Heritage&#039;&#039;: You find twice as much food and water as you normally would when you forage. Additionally, you can call upon the hospitality of your people, and those folk allied with your tribe.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rogue Features&#039;&#039;&#039;&lt;br /&gt;
*1st Level: Expertise, Sneak Attack (+1d6)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ranger Features&#039;&#039;&#039;&lt;br /&gt;
*1st Level: &#039;&#039;&#039;Favored Foe&#039;&#039;&#039; - Hunter’s Mark spell known, doesn&#039;t count against spells known, doesn&#039;t require concentration. Can cast it Wis Mod times w/o concentration or expending a slot per long rest., &#039;&#039;&#039;Deft Explorer&#039;&#039;&#039; - Roving: +5 Speed, Climbing &amp;amp; Swimming is equal to walking speed. Canny: Expertise in Athletics, +2 languages.&lt;br /&gt;
*2nd Level: &#039;&#039;&#039;Fighting Style&#039;&#039;&#039; - Archery (+2 w/ Ranged Weapons), &#039;&#039;&#039;Spellcasting&#039;&#039;&#039; (see &amp;quot;Magic&amp;quot; below&amp;quot;), &#039;&#039;&#039;Spell Versatility&#039;&#039;&#039; - When you finish a long rest, you can replace a spell you learned from your Spellcasting feature with another spell from the ranger spell list. The new spell must be the same level as the spell you replace, &#039;&#039;&#039;Spellcasting Focus&#039;&#039;&#039; - May use Druidic spell focus. &#039;&#039;&#039;Ranger Spells&#039;&#039;&#039; - The following spells expand the ranger spell list: Entangle, Searing Smite, Aid, Gust of Wind, Magic Weapon, Enhance Ability, Warding Bond&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Feats&#039;&#039;&#039;&lt;br /&gt;
*1st Level: &#039;&#039;&#039;Sharpshooter&#039;&#039;&#039; (Ranged Weapons) No disadvantage at long range. Ignore half cover and three-quarters cover. May take -5 to hit &amp;amp; +10 dmg.&lt;br /&gt;
&lt;br /&gt;
== Magic ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;&#039;Casting Ability&#039;&#039;&#039; Wisdom&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Save DC&#039;&#039;&#039; 14 &#039;&#039;&#039;Attack Bonus&#039;&#039;&#039; +6&lt;br /&gt;
|&lt;br /&gt;
: * = doesn&#039;t count against known spells&lt;br /&gt;
: † = cast once per long rest for free&lt;br /&gt;
: ^ = cast Wis mod per long rest for free&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! &#039;&#039;&#039;Cantrips&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;1st Level&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
*Create Bonfire&lt;br /&gt;
*Druidcraft&lt;br /&gt;
*Prestidigitation&lt;br /&gt;
*Shape Water&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
*Detect Magic * †&lt;br /&gt;
*Disguise Self *&lt;br /&gt;
*Ensnaring Strike&lt;br /&gt;
*Goodberry&lt;br /&gt;
*Hunter&#039;s Mark * ^&lt;br /&gt;
*Longstrider&lt;br /&gt;
*Speak with Animals * †&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Equipment ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Magical Equipment&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Longbow +3&#039;&#039;&#039; (very rare)&lt;br /&gt;
:&#039;&#039;&#039;Glamoured Studded Leather&#039;&#039;&#039; (rare) - AC 13 + Dex Mod, can appear as clothing&lt;br /&gt;
:&#039;&#039;&#039;Bracers of Archery&#039;&#039;&#039; (uncommon, attunement) - +2 bow dmg&lt;br /&gt;
:&#039;&#039;&#039;Efficient Quiver&#039;&#039;&#039; (uncommon)&lt;br /&gt;
:&#039;&#039;&#039;Elvin Boots&#039;&#039;&#039; (uncommon) - adv on stealth&lt;br /&gt;
:&#039;&#039;&#039;Aril Ring&#039;&#039;&#039; (common, attunement) - &#039;&#039;A ring of polished yew. In place of a gem, the ring has a single, living aril.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
:As a Bonus Action, the wearer may pluck the ring&#039;s berry. When doing so, a fey spirit in the form of a sparrow appears. As an Action, the berry can be eaten (effects as a single Goodberry), fed to another, or it can be fed to the sparrow. If the sparrow doesn&#039;t get the berry, it fluffs up its feathers and chatters angrily.&lt;br /&gt;
&lt;br /&gt;
:If the aril is fed to the sparrow, the bird will act as a messenger, per the Message cantrip. The bird must be able to physically get to the person the message is intended for. The bird will land and whisper the message in the recipient&#039;s ear. After a minute transpires, the bird will return to the feywild, any impending messages undelivered. Sparrows use the same attributes as Canaries.&lt;br /&gt;
&lt;br /&gt;
:It&#039;s said that these messengers can also carry messages to the spirits of the dead, but if so, the dead don&#039;t typically respond. If sent to deliver such a message, the sparrow merely disappears.&lt;br /&gt;
&lt;br /&gt;
:The ring will regrow a missing berry at dawn.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Glow Gem&#039;&#039;&#039; (common) - A gem that glows as brightly as a candle. The light the gem gives off is the same color as the gem. (orange topaz)&lt;br /&gt;
:&#039;&#039;&#039;Shaded Scimitar&#039;&#039;&#039; (common) - A Shaded weapon is mat black and reflects no light. It seems to disappear in the shadows and darkness.&lt;br /&gt;
&lt;br /&gt;
:In dimly lit or dark conditions, if a creature isn&#039;t already aware of the weapon&#039;s presence, it must make a DC 15 check to notice its presence (Perception or Investigation) even if it&#039;s being held. Attacks with an unnoticed Shaded weapon are made with advantage. After a Shaded weapon is used to attack in a combat, it is no longer difficult to perceive.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Unbreakable Arrow&#039;&#039;&#039; (common) x3&lt;br /&gt;
:&#039;&#039;&#039;Walloping Ammunition&#039;&#039;&#039; (Arrows, common) x2 - A creature hit by the ammunition must succeed on a DC 10 Strength saving throw or be knocked prone.&lt;br /&gt;
:&#039;&#039;&#039;Whistling Ammunition&#039;&#039;&#039; (Arrow, common) x1 - When in flight, the arrow makes a loud whistling noise.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Mundane Equipment&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Worn&#039;&#039;&#039;&lt;br /&gt;
::Glamored Studded Leather Armor 13 lbs&lt;br /&gt;
::Clothing (including boots &amp;amp; cloak) 5 lbs&lt;br /&gt;
::Efficient Quiver 2 lbs&lt;br /&gt;
:::Longbow +3&lt;br /&gt;
:::54 Arrows&lt;br /&gt;
:::3 Unbreakable Arrows&lt;br /&gt;
:::2 Walloping Arrows&lt;br /&gt;
:::1 Whistling Arrow&lt;br /&gt;
:::Shaded Scimitar&lt;br /&gt;
:::2 Spears&lt;br /&gt;
:::10 Torches&lt;br /&gt;
::&#039;&#039;&#039;Belt&#039;&#039;&#039;&lt;br /&gt;
:::Dagger 1 lb&lt;br /&gt;
:::&#039;&#039;&#039;Belt Pouch&#039;&#039;&#039; ~3 lbs&lt;br /&gt;
::::Tiny Tinder Box&lt;br /&gt;
::::Toilet Paper&lt;br /&gt;
::::Glow Gem (in lightproof container)&lt;br /&gt;
::::Thieves Tools&lt;br /&gt;
::::Compass&lt;br /&gt;
::::Chalk&lt;br /&gt;
::::Carpenter&#039;s Pencil&lt;br /&gt;
::::Spoon &amp;amp; Fork&lt;br /&gt;
::::Snacks&lt;br /&gt;
::::Small notepad&lt;br /&gt;
::::Monocular &lt;br /&gt;
::&#039;&#039;&#039;Pack&#039;&#039;&#039; 2 lbs (~25 lbs total)&lt;br /&gt;
:::Change of Clothes 2 lbs&lt;br /&gt;
:::100&#039; Type III Tan cammo paracord .5 lbs&lt;br /&gt;
:::100&#039; smaller lengths of paracord .5 lbs&lt;br /&gt;
:::Sleeping Bag 3 lbs&lt;br /&gt;
:::Backpacking Tarp 2 lbs&lt;br /&gt;
:::3 Days rations 6 lbs&lt;br /&gt;
:::Rags 1 lb&lt;br /&gt;
:::Sewing kit&lt;br /&gt;
:::Mess Kit 1 lb&lt;br /&gt;
:::Flask of oil 1 lb&lt;br /&gt;
:::Plastic bottle of Everclear 1 lb&lt;br /&gt;
:::Duct Tape .5 lbs&lt;br /&gt;
:::Small game snare building equip 2 lbs&lt;br /&gt;
:48 lbs total&lt;br /&gt;
:23 lbs w/o pack&lt;br /&gt;
&lt;br /&gt;
== Background ==&lt;br /&gt;
Jensen Isaiah Hawkins was born and raised in Eastern Oregon by a moderately abusive family of rigidly adhering fundamentalist Christians of an off-beat denomination. His family were also firm adherents of a number of Sovereign Citizen and Freemen-on-the-Land conspiracy theories. He thought his family&#039;s beliefs, both religious and otherwise, were insane. He was raised on a small ranch that wasn&#039;t always self sustaining. Jensen, or &amp;quot;Jay&amp;quot; as anyone who actually liked him called him (so not his family), had to learn to get by impoverished, and was often reduced to thievery and poaching to get by.&lt;br /&gt;
&lt;br /&gt;
When he was old enough, Jay joined the US Army. Being good on the land, and having been raised with a gun or bow at his side since he was small, but not being the brightest recruit, Jay landed in the infantry. In Basic Training, the shy Jensen quickly got named Screamin&#039; Jay by the Drill Sergeant, and the name stuck. Within a few years, after his first tour in Afghanistan, he got into the Rangers. He had his sights set on joining Special Forces if he could get into the training.&lt;br /&gt;
&lt;br /&gt;
After making it through Ranger training, he landed back in Afghanistan for another tour, this time, mostly on foot instead of in an APC. A couple of years into deployment, his platoon went down a hole in Afghanistan, chasing the Taliban. The cavern turned into torch lined halls of cyclopean stonework, peppered with grotesquely grinning gargoyle faces. Then the monsters came, along with an 80 ton stone block that barred their way back. The only way out was to go forward. Screamin Jay was the only one that made it out - but &amp;quot;out&amp;quot; was another world. A world of elves, orcs, dragons, and unicorns.&lt;br /&gt;
&lt;br /&gt;
On the other side, Jay found himself transformed into an elf. It was a little odd, but not insufferable. After wandering for a while, and getting into some trouble among the humans, who apparently didn&#039;t like elves, he went out into the wilds to find &amp;quot;his kind&amp;quot;, the elves. It wasn&#039;t long after entering their territory that he was picked up by a patrol of Wood Elves that looked much as he did. After a few days of questioning, they finally decided that he was telling the truth about his origins, and was no danger to them. He was offered a place among them, which he accepted. It wasn&#039;t long before he too was patrolling with their rangers.&lt;br /&gt;
&lt;br /&gt;
He was &amp;quot;over there&amp;quot; for ten years. It was a good life. He&#039;d been handfasted to a good elven woman for a few years, but they&#039;d had no children yet. But when a gateway in a dungeon offered him a way home, he had to take it. It&#039;s not that he wanted to take it. It was his duty to take it. And so he did. When he was found by a patrol and taken back to Kabul, at first he was treated like a deserter, but after some weeks of him steadfasting sticking to the truth, he was eventually treated as a headcase. He was drummed unceremoniously out of the Army with a medical discharge that said, &amp;quot;Psychiatric&amp;quot; on it. The day he was walked off base as a civilian, he was met by the recruiter for Project Kerberos.&lt;/div&gt;</summary>
		<author><name>Stattick</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Jensen_Hawkins_(Jay)_3rd_Level&amp;diff=374209</id>
		<title>Jensen Hawkins (Jay) 3rd Level</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Jensen_Hawkins_(Jay)_3rd_Level&amp;diff=374209"/>
		<updated>2019-11-23T20:02:34Z</updated>

		<summary type="html">&lt;p&gt;Stattick: /* Characteristics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Jensen Isaiah Hawkins (Jay or Screamin Jay) ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Race&#039;&#039;&#039; Elf, Wood  &#039;&#039;&#039;Sex&#039;&#039;&#039; Male  &#039;&#039;&#039;Background&#039;&#039;&#039; US Army Ranger (Uthgardt Tribe Member)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class&#039;&#039;&#039; Assassin Rogue / Gloom Stalker Ranger &#039;&#039;&#039;Level&#039;&#039;&#039; 1 / 2 &#039;&#039;&#039;Alignment&#039;&#039;&#039; Lawful Neutral&lt;br /&gt;
&lt;br /&gt;
== Characteristics ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Str&#039;&#039;&#039; 10 (+0)  &#039;&#039;&#039;Dex&#039;&#039;&#039; 17 (+3)  &#039;&#039;&#039;Con&#039;&#039;&#039; 14 (+2)  &#039;&#039;&#039;Int&#039;&#039;&#039; 12 (+1)  &#039;&#039;&#039;Wis&#039;&#039;&#039; 14 (+2)  &#039;&#039;&#039;Cha&#039;&#039;&#039; 8 (-1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Saving Throws&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Str&#039;&#039;&#039; 0  &#039;&#039;&#039;Dex&#039;&#039;&#039; +8  &#039;&#039;&#039;Con&#039;&#039;&#039; +2  &#039;&#039;&#039;Int&#039;&#039;&#039; +5  &#039;&#039;&#039;Wis&#039;&#039;&#039; +2  &#039;&#039;&#039;Cha&#039;&#039;&#039; -1&lt;br /&gt;
*Advantage vs charmed&lt;br /&gt;
*Magic can&#039;t put you to sleep&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Speed&#039;&#039;&#039; 40, Climbing 40, Swimming 40, +10&#039; first turn of combat. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Passive Perception&#039;&#039;&#039; 20 &#039;&#039;&#039;Passive Insight&#039;&#039;&#039; 16 &#039;&#039;&#039;Darkvision&#039;&#039;&#039; 90 feet&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;HPs&#039;&#039;&#039; 104 _________________ &#039;&#039;&#039;Hit Dice&#039;&#039;&#039; 10d10 / 3d6 &#039;&#039;&#039;AC&#039;&#039;&#039; 17 &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Initiative&#039;&#039;&#039; +6  &#039;&#039;&#039;Proficiency Bonus&#039;&#039;&#039; +4&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! &#039;&#039;&#039;Weapon&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Type&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Range&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Attack&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Damage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Longbow +3&lt;br /&gt;
| Ranged&lt;br /&gt;
| 150 / 600&lt;br /&gt;
| +12&lt;br /&gt;
| 1d8+12&lt;br /&gt;
|-&lt;br /&gt;
| Scimitar&lt;br /&gt;
| Melee&lt;br /&gt;
| -&lt;br /&gt;
| +7&lt;br /&gt;
| 1d8+4&lt;br /&gt;
|-&lt;br /&gt;
| Dagger&lt;br /&gt;
| Melee&lt;br /&gt;
| 20/60&lt;br /&gt;
| +7&lt;br /&gt;
| 1d4+4&lt;br /&gt;
|-&lt;br /&gt;
| Spear&lt;br /&gt;
| Melee&lt;br /&gt;
| 20/60&lt;br /&gt;
| +4&lt;br /&gt;
| 1d6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! &#039;&#039;&#039;Skills&#039;&#039;&#039; (&#039;&#039;&#039;Proficient&#039;&#039;&#039;, &#039;&#039;&#039;&#039;&#039;Expertise&#039;&#039;&#039;&#039;&#039;)&lt;br /&gt;
! &#039;&#039;&#039;Other Proficiencies&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Languages&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
*&#039;&#039;&#039;Acrobatics&#039;&#039;&#039; (Dex) +8&lt;br /&gt;
*&#039;&#039;&#039;Animal Handling&#039;&#039;&#039; (Wis) +6&lt;br /&gt;
*Arcana (Int) +1&lt;br /&gt;
*&#039;&#039;&#039;Athletics&#039;&#039;&#039; (Str) +4&lt;br /&gt;
*Deception (Cha) -1&lt;br /&gt;
*History (Int) +1&lt;br /&gt;
*&#039;&#039;&#039;Insight&#039;&#039;&#039; (Wis) +6&lt;br /&gt;
*&#039;&#039;&#039;Intimidation&#039;&#039;&#039; (Cha) +3&lt;br /&gt;
*&#039;&#039;&#039;Investigation&#039;&#039;&#039; (Int) +5&lt;br /&gt;
*Medicine (Wis) +2&lt;br /&gt;
*&#039;&#039;&#039;Nature&#039;&#039;&#039; (Int) +5&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Perception&#039;&#039;&#039;&#039;&#039; (Wis) +10&lt;br /&gt;
*Performance (Cha) -1&lt;br /&gt;
*Persuasion (Cha) -1&lt;br /&gt;
*Religion (Int) +1&lt;br /&gt;
*Sleight of Hand (Dex) +4&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Stealth&#039;&#039;&#039;&#039;&#039; (Dex) +12&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Survival&#039;&#039;&#039;&#039;&#039; (Wis) +10&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
*Light &amp;amp; Medium Armor&lt;br /&gt;
*Shields&lt;br /&gt;
*Simple &amp;amp; Martial Weapons&lt;br /&gt;
*Thieve&#039;s Tools&lt;br /&gt;
*Tinker&#039;s Tools&lt;br /&gt;
*Tool: Vehicles (land)&lt;br /&gt;
*Tool: Machinery&lt;br /&gt;
*Disguise Kit&lt;br /&gt;
*Poisoner&#039;s Kit&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
*English&lt;br /&gt;
*Common&lt;br /&gt;
*Elven&lt;br /&gt;
*Thieves&#039; Cant&lt;br /&gt;
*Dari-Persian&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Features &amp;amp; Feats ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Racial &amp;amp; Background&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;Mask of the Wild&#039;&#039;: You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.&lt;br /&gt;
*&#039;&#039;Blessing of the Forest&#039;&#039;: Action - pass my Mask of the Wild feature to another for an hour, or until I pass it to another creature.&lt;br /&gt;
*&#039;&#039;Uthgardt Heritage&#039;&#039;: You find twice as much food and water as you normally would when you forage. Additionally, you can call upon the hospitality of your people, and those folk allied with your tribe.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rogue Features&#039;&#039;&#039;&lt;br /&gt;
*1st Level: Expertise, Sneak Attack (+1d6)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ranger Features&#039;&#039;&#039;&lt;br /&gt;
*1st Level: &#039;&#039;&#039;Favored Foe&#039;&#039;&#039; - Hunter’s Mark spell known, doesn&#039;t count against spells known, doesn&#039;t require concentration. Can cast it Wis Mod times w/o concentration or expending a slot per long rest., &#039;&#039;&#039;Deft Explorer&#039;&#039;&#039; - Roving: +5 Speed, Climbing &amp;amp; Swimming is equal to walking speed. Canny: Expertise in Athletics, +2 languages.&lt;br /&gt;
*2nd Level: &#039;&#039;&#039;Fighting Style&#039;&#039;&#039; - Archery (+2 w/ Ranged Weapons), &#039;&#039;&#039;Spellcasting&#039;&#039;&#039; (see &amp;quot;Magic&amp;quot; below&amp;quot;), &#039;&#039;&#039;Spell Versatility&#039;&#039;&#039; - When you finish a long rest, you can replace a spell you learned from your Spellcasting feature with another spell from the ranger spell list. The new spell must be the same level as the spell you replace, &#039;&#039;&#039;Spellcasting Focus&#039;&#039;&#039; - May use Druidic spell focus. &#039;&#039;&#039;Ranger Spells&#039;&#039;&#039; - The following spells expand the ranger spell list: Entangle, Searing Smite, Aid, Gust of Wind, Magic Weapon, Enhance Ability, Warding Bond&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Feats&#039;&#039;&#039;&lt;br /&gt;
*1st Level: &#039;&#039;&#039;Sharpshooter&#039;&#039;&#039; (Ranged Weapons) No disadvantage at long range. Ignore half cover and three-quarters cover. May take -5 to hit &amp;amp; +10 dmg.&lt;br /&gt;
&lt;br /&gt;
== Magic ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;&#039;Casting Ability&#039;&#039;&#039; Wisdom&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Save DC&#039;&#039;&#039; 14 &#039;&#039;&#039;Attack Bonus&#039;&#039;&#039; +6&lt;br /&gt;
|&lt;br /&gt;
: * = doesn&#039;t count against known spells&lt;br /&gt;
: † = cast once per long rest for free&lt;br /&gt;
: ^ = cast Wis mod per long rest for free&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! &#039;&#039;&#039;Cantrips&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;1st Level&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
*Create Bonfire&lt;br /&gt;
*Druidcraft&lt;br /&gt;
*Prestidigitation&lt;br /&gt;
*Shape Water&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
*Detect Magic * †&lt;br /&gt;
*Disguise Self *&lt;br /&gt;
*Ensnaring Strike&lt;br /&gt;
*Goodberry&lt;br /&gt;
*Hunter&#039;s Mark * ^&lt;br /&gt;
*Longstrider&lt;br /&gt;
*Speak with Animals * †&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Equipment ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Magical Equipment&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Longbow +3&#039;&#039;&#039; (very rare)&lt;br /&gt;
:&#039;&#039;&#039;Glamoured Studded Leather&#039;&#039;&#039; (rare) - AC 13 + Dex Mod, can appear as clothing&lt;br /&gt;
:&#039;&#039;&#039;Bracers of Archery&#039;&#039;&#039; (uncommon, attunement) - +2 bow dmg&lt;br /&gt;
:&#039;&#039;&#039;Efficient Quiver&#039;&#039;&#039; (uncommon)&lt;br /&gt;
:&#039;&#039;&#039;Elvin Boots&#039;&#039;&#039; (uncommon) - adv on stealth&lt;br /&gt;
:&#039;&#039;&#039;Aril Ring&#039;&#039;&#039; (common, attunement) - &#039;&#039;A ring of polished yew. In place of a gem, the ring has a single, living aril.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
:As a Bonus Action, the wearer may pluck the ring&#039;s berry. When doing so, a fey spirit in the form of a sparrow appears. As an Action, the berry can be eaten (effects as a single Goodberry), fed to another, or it can be fed to the sparrow. If the sparrow doesn&#039;t get the berry, it fluffs up its feathers and chatters angrily.&lt;br /&gt;
&lt;br /&gt;
:If the aril is fed to the sparrow, the bird will act as a messenger, per the Message cantrip. The bird must be able to physically get to the person the message is intended for. The bird will land and whisper the message in the recipient&#039;s ear. After a minute transpires, the bird will return to the feywild, any impending messages undelivered. Sparrows use the same attributes as Canaries.&lt;br /&gt;
&lt;br /&gt;
:It&#039;s said that these messengers can also carry messages to the spirits of the dead, but if so, the dead don&#039;t typically respond. If sent to deliver such a message, the sparrow merely disappears.&lt;br /&gt;
&lt;br /&gt;
:The ring will regrow a missing berry at dawn.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Glow Gem&#039;&#039;&#039; (common) - A gem that glows as brightly as a candle. The light the gem gives off is the same color as the gem. (orange topaz)&lt;br /&gt;
:&#039;&#039;&#039;Shaded Scimitar&#039;&#039;&#039; (common) - A Shaded weapon is mat black and reflects no light. It seems to disappear in the shadows and darkness.&lt;br /&gt;
&lt;br /&gt;
:In dimly lit or dark conditions, if a creature isn&#039;t already aware of the weapon&#039;s presence, it must make a DC 15 check to notice its presence (Perception or Investigation) even if it&#039;s being held. Attacks with an unnoticed Shaded weapon are made with advantage. After a Shaded weapon is used to attack in a combat, it is no longer difficult to perceive.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Unbreakable Arrow&#039;&#039;&#039; (common) x3&lt;br /&gt;
:&#039;&#039;&#039;Walloping Ammunition&#039;&#039;&#039; (Arrows, common) x2 - A creature hit by the ammunition must succeed on a DC 10 Strength saving throw or be knocked prone.&lt;br /&gt;
:&#039;&#039;&#039;Whistling Ammunition&#039;&#039;&#039; (Arrow, common) x1 - When in flight, the arrow makes a loud whistling noise.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Mundane Equipment&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Worn&#039;&#039;&#039;&lt;br /&gt;
::Glamored Studded Leather Armor 13 lbs&lt;br /&gt;
::Clothing (including boots &amp;amp; cloak) 5 lbs&lt;br /&gt;
::Efficient Quiver 2 lbs&lt;br /&gt;
:::Longbow +3&lt;br /&gt;
:::54 Arrows&lt;br /&gt;
:::3 Unbreakable Arrows&lt;br /&gt;
:::2 Walloping Arrows&lt;br /&gt;
:::1 Whistling Arrow&lt;br /&gt;
:::Shaded Scimitar&lt;br /&gt;
:::2 Spears&lt;br /&gt;
:::10 Torches&lt;br /&gt;
::&#039;&#039;&#039;Belt&#039;&#039;&#039;&lt;br /&gt;
:::Dagger 1 lb&lt;br /&gt;
:::&#039;&#039;&#039;Belt Pouch&#039;&#039;&#039; ~3 lbs&lt;br /&gt;
::::Tiny Tinder Box&lt;br /&gt;
::::Toilet Paper&lt;br /&gt;
::::Glow Gem (in lightproof container)&lt;br /&gt;
::::Thieves Tools&lt;br /&gt;
::::Compass&lt;br /&gt;
::::Chalk&lt;br /&gt;
::::Carpenter&#039;s Pencil&lt;br /&gt;
::::Spoon &amp;amp; Fork&lt;br /&gt;
::::Snacks&lt;br /&gt;
::::Small notepad&lt;br /&gt;
::::Monocular &lt;br /&gt;
::&#039;&#039;&#039;Pack&#039;&#039;&#039; 2 lbs (~25 lbs total)&lt;br /&gt;
:::Change of Clothes 2 lbs&lt;br /&gt;
:::100&#039; Type III Tan cammo paracord .5 lbs&lt;br /&gt;
:::100&#039; smaller lengths of paracord .5 lbs&lt;br /&gt;
:::Sleeping Bag 3 lbs&lt;br /&gt;
:::Backpacking Tarp 2 lbs&lt;br /&gt;
:::3 Days rations 6 lbs&lt;br /&gt;
:::Rags 1 lb&lt;br /&gt;
:::Sewing kit&lt;br /&gt;
:::Mess Kit 1 lb&lt;br /&gt;
:::Flask of oil 1 lb&lt;br /&gt;
:::Plastic bottle of Everclear 1 lb&lt;br /&gt;
:::Duct Tape .5 lbs&lt;br /&gt;
:::Small game snare building equip 2 lbs&lt;br /&gt;
:48 lbs total&lt;br /&gt;
:23 lbs w/o pack&lt;br /&gt;
&lt;br /&gt;
== Background ==&lt;br /&gt;
Jensen Isaiah Hawkins was born and raised in Eastern Oregon by a moderately abusive family of rigidly adhering fundamentalist Christians of an off-beat denomination. His family were also firm adherents of a number of Sovereign Citizen and Freemen-on-the-Land conspiracy theories. He thought his family&#039;s beliefs, both religious and otherwise, were insane. He was raised on a small ranch that wasn&#039;t always self sustaining. Jensen, or &amp;quot;Jay&amp;quot; as anyone who actually liked him called him (so not his family), had to learn to get by impoverished, and was often reduced to thievery and poaching to get by.&lt;br /&gt;
&lt;br /&gt;
When he was old enough, Jay joined the US Army. Being good on the land, and having been raised with a gun or bow at his side since he was small, but not being the brightest recruit, Jay landed in the infantry. In Basic Training, the shy Jensen quickly got named Screamin&#039; Jay by the Drill Sergeant, and the name stuck. Within a few years, after his first tour in Afghanistan, he got into the Rangers. He had his sights set on joining Special Forces if he could get into the training.&lt;br /&gt;
&lt;br /&gt;
After making it through Ranger training, he landed back in Afghanistan for another tour, this time, mostly on foot instead of in an APC. A couple of years into deployment, his platoon went down a hole in Afghanistan, chasing the Taliban. The cavern turned into torch lined halls of cyclopean stonework, peppered with grotesquely grinning gargoyle faces. Then the monsters came, along with an 80 ton stone block that barred their way back. The only way out was to go forward. Screamin Jay was the only one that made it out - but &amp;quot;out&amp;quot; was another world. A world of elves, orcs, dragons, and unicorns.&lt;br /&gt;
&lt;br /&gt;
On the other side, Jay found himself transformed into an elf. It was a little odd, but not insufferable. After wandering for a while, and getting into some trouble among the humans, who apparently didn&#039;t like elves, he went out into the wilds to find &amp;quot;his kind&amp;quot;, the elves. It wasn&#039;t long after entering their territory that he was picked up by a patrol of Wood Elves that looked much as he did. After a few days of questioning, they finally decided that he was telling the truth about his origins, and was no danger to them. He was offered a place among them, which he accepted. It wasn&#039;t long before he too was patrolling with their rangers.&lt;br /&gt;
&lt;br /&gt;
He was &amp;quot;over there&amp;quot; for ten years. It was a good life. He&#039;d been handfasted to a good elven woman for a few years, but they&#039;d had no children yet. But when a gateway in a dungeon offered him a way home, he had to take it. It&#039;s not that he wanted to take it. It was his duty to take it. And so he did. When he was found by a patrol and taken back to Kabul, at first he was treated like a deserter, but after some weeks of him steadfasting sticking to the truth, he was eventually treated as a headcase. He was drummed unceremoniously out of the Army with a medical discharge that said, &amp;quot;Psychiatric&amp;quot; on it. The day he was walked off base as a civilian, he was met by the recruiter for Project Kerberos.&lt;/div&gt;</summary>
		<author><name>Stattick</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Jensen_Hawkins_(Jay)_11th_Level&amp;diff=374208</id>
		<title>Jensen Hawkins (Jay) 11th Level</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Jensen_Hawkins_(Jay)_11th_Level&amp;diff=374208"/>
		<updated>2019-11-23T20:02:04Z</updated>

		<summary type="html">&lt;p&gt;Stattick: /* Characteristics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Jensen Isaiah Hawkins (Jay or Screamin Jay) ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Race&#039;&#039;&#039; Elf, Wood  &#039;&#039;&#039;Sex&#039;&#039;&#039; Male  &#039;&#039;&#039;Background&#039;&#039;&#039; US Army Ranger (Uthgardt Tribe Member)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class&#039;&#039;&#039; Assassin Rogue / Gloom Stalker Ranger &#039;&#039;&#039;Level&#039;&#039;&#039; 3 / 8 &#039;&#039;&#039;Alignment&#039;&#039;&#039; Lawful Neutral&lt;br /&gt;
&lt;br /&gt;
== Characteristics ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Str&#039;&#039;&#039; 10 (+0)  &#039;&#039;&#039;Dex&#039;&#039;&#039; 18 (+4)  &#039;&#039;&#039;Con&#039;&#039;&#039; 14 (+2)  &#039;&#039;&#039;Int&#039;&#039;&#039; 12 (+1)  &#039;&#039;&#039;Wis&#039;&#039;&#039; 14 (+2)  &#039;&#039;&#039;Cha&#039;&#039;&#039; 8 (-1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Saving Throws&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Str&#039;&#039;&#039; 0  &#039;&#039;&#039;Dex&#039;&#039;&#039; +8  &#039;&#039;&#039;Con&#039;&#039;&#039; +2  &#039;&#039;&#039;Int&#039;&#039;&#039; +5  &#039;&#039;&#039;Wis&#039;&#039;&#039; +6  &#039;&#039;&#039;Cha&#039;&#039;&#039; -1&lt;br /&gt;
*Advantage vs charmed&lt;br /&gt;
*Magic can&#039;t put you to sleep&lt;br /&gt;
*Advantage on saves against plants that are magically created or manipulated to impede movement (entangle, etc).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Speed&#039;&#039;&#039; 40, Climbing 40, Swimming 40, +10&#039; first turn of combat. &lt;br /&gt;
*Nonmagical difficult terrain costs no extra movement.&lt;br /&gt;
*Standing only uses only 5&#039;. Can jump after moving 5&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Passive Perception&#039;&#039;&#039; 20 &#039;&#039;&#039;Passive Insight&#039;&#039;&#039; 16 &#039;&#039;&#039;Darkvision&#039;&#039;&#039; 90 feet&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;HPs&#039;&#039;&#039; 104 _________________ &#039;&#039;&#039;Hit Dice&#039;&#039;&#039; 10d10 / 3d6 &#039;&#039;&#039;AC&#039;&#039;&#039; 17 &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Initiative&#039;&#039;&#039; +6 &#039;&#039;&#039;Proficiency Bonus&#039;&#039;&#039; +4&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Extra Attack&#039;&#039;&#039; - You can attack twice, instead of once, whenever you take the Attack action on your turn.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! &#039;&#039;&#039;Weapon&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Type&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Range&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Attack&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Damage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Longbow +3&lt;br /&gt;
| Ranged&lt;br /&gt;
| 150 / 600&lt;br /&gt;
| +13&lt;br /&gt;
| 1d8+13&lt;br /&gt;
|-&lt;br /&gt;
| Scimitar&lt;br /&gt;
| Melee&lt;br /&gt;
| -&lt;br /&gt;
| +8&lt;br /&gt;
| 1d8+4&lt;br /&gt;
|-&lt;br /&gt;
| Dagger&lt;br /&gt;
| Melee&lt;br /&gt;
| 20/60&lt;br /&gt;
| +8&lt;br /&gt;
| 1d4+4&lt;br /&gt;
|-&lt;br /&gt;
| Spear&lt;br /&gt;
| Melee&lt;br /&gt;
| 20/60&lt;br /&gt;
| +4&lt;br /&gt;
| 1d6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! &#039;&#039;&#039;Skills&#039;&#039;&#039; (&#039;&#039;&#039;Proficient&#039;&#039;&#039;, &#039;&#039;&#039;&#039;&#039;Expertise&#039;&#039;&#039;&#039;&#039;)&lt;br /&gt;
! &#039;&#039;&#039;Other Proficiencies&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Languages&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
*&#039;&#039;&#039;Acrobatics&#039;&#039;&#039; (Dex) +8&lt;br /&gt;
*&#039;&#039;&#039;Animal Handling&#039;&#039;&#039; (Wis) +6&lt;br /&gt;
*Arcana (Int) +1&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Athletics&#039;&#039;&#039;&#039;&#039; (Str) +8&lt;br /&gt;
*Deception (Cha) -1&lt;br /&gt;
*History (Int) +1&lt;br /&gt;
*&#039;&#039;&#039;Insight&#039;&#039;&#039; (Wis) +6&lt;br /&gt;
*&#039;&#039;&#039;Intimidation&#039;&#039;&#039; (Cha) +3&lt;br /&gt;
*&#039;&#039;&#039;Investigation&#039;&#039;&#039; (Int) +5&lt;br /&gt;
*Medicine (Wis) +2&lt;br /&gt;
*&#039;&#039;&#039;Nature&#039;&#039;&#039; (Int) +5&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Perception&#039;&#039;&#039;&#039;&#039; (Wis) +10&lt;br /&gt;
*Performance (Cha) -1&lt;br /&gt;
*Persuasion (Cha) -1&lt;br /&gt;
*Religion (Int) +1&lt;br /&gt;
*Sleight of Hand (Dex) +4&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Stealth&#039;&#039;&#039;&#039;&#039; (Dex) +12&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Survival&#039;&#039;&#039;&#039;&#039; (Wis) +10&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
*Light &amp;amp; Medium Armor&lt;br /&gt;
*Shields&lt;br /&gt;
*Simple &amp;amp; Martial Weapons&lt;br /&gt;
*Thieve&#039;s Tools&lt;br /&gt;
*Tinker&#039;s Tools&lt;br /&gt;
*Tool: Vehicles (land)&lt;br /&gt;
*Tool: Machinery&lt;br /&gt;
*Disguise Kit&lt;br /&gt;
*Poisoner&#039;s Kit&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
*English&lt;br /&gt;
*Common&lt;br /&gt;
*Elven&lt;br /&gt;
*Thieves&#039; Cant&lt;br /&gt;
*Dari-Persian&lt;br /&gt;
*Sylvan&lt;br /&gt;
*Beast&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Features &amp;amp; Feats ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Racial &amp;amp; Background&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;Mask of the Wild&#039;&#039;: You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.&lt;br /&gt;
*&#039;&#039;Blessing of the Forest&#039;&#039;: Action - pass my Mask of the Wild feature to another for an hour, or until I pass it to another creature.&lt;br /&gt;
*&#039;&#039;Uthgardt Heritage&#039;&#039;: You find twice as much food and water as you normally would when you forage. Additionally, you can call upon the hospitality of your people, and those folk allied with your tribe.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rogue Features&#039;&#039;&#039;&lt;br /&gt;
*1st Level: Expertise, Sneak Attack (+2d6), &lt;br /&gt;
*2nd Level: Cunning Action: Bonus Action - You can  take the Dash, Disengage, or Hide action.&lt;br /&gt;
*3rd Level: Assassinate: You have advantage on attack rolls against any creature that hasn&#039;t taken a turn in the combat yet. In addition, any hit you score against a creature that is surprised is a critical hit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ranger Features&#039;&#039;&#039;&lt;br /&gt;
*1st Level: &#039;&#039;&#039;Favored Foe&#039;&#039;&#039; - Hunter’s Mark spell known, doesn&#039;t count against spells known, doesn&#039;t require concentration. Can cast it Wis Mod times w/o concentration or expending a slot per long rest., &#039;&#039;&#039;Deft Explorer&#039;&#039;&#039; - Roving: +5 Speed, Climbing &amp;amp; Swimming is equal to walking speed. Canny: Expertise in Athletics, +2 languages.&lt;br /&gt;
*2nd Level: &#039;&#039;&#039;Fighting Style&#039;&#039;&#039; - Archery (+2 w/ Ranged Weapons), &#039;&#039;&#039;Spellcasting&#039;&#039;&#039; (see &amp;quot;Magic&amp;quot; below&amp;quot;), &#039;&#039;&#039;Spell Versatility&#039;&#039;&#039; - When you finish a long rest, you can replace a spell you learned from your Spellcasting feature with another spell from the ranger spell list. The new spell must be the same level as the spell you replace, &#039;&#039;&#039;Spellcasting Focus&#039;&#039;&#039; - May use Druidic spell focus. &#039;&#039;&#039;Ranger Spells&#039;&#039;&#039; - The following spells expand the ranger spell list: Entangle, Searing Smite, Aid, Gust of Wind, Magic Weapon, Enhance Ability, Warding Bond&lt;br /&gt;
*3rd Level: &#039;&#039;&#039;Primal Awareness&#039;&#039;&#039; - Bonus spells that can be cast once per long rest w/o expending a slot. &#039;&#039;&#039;Gloom Stalker Archetype&#039;&#039;&#039; - &#039;&#039;Gloom Stalker Magic&#039;&#039; - expanded spell list that doesn&#039;t count against spells known, &#039;&#039;Dread Ambusher&#039;&#039; - Wis mod bonus to Initiative, +10 move on first turn of combat, can take an additional attack if I attack on the first round of combat &amp;amp; if it hits the target takes +1d8 dmg, &#039;&#039;Umbral Sight&#039;&#039; - +30&#039; to Darkvision, While in darkness, you are invisible to any creature that relies on darkvision to see you in that darkness.&lt;br /&gt;
*4th Level: &#039;&#039;&#039;ASI&#039;&#039;&#039; - &#039;&#039;Close Quarters Archer&#039;&#039; Feat&lt;br /&gt;
*5th Level: Extra Attack&lt;br /&gt;
*6th Level: Deft Explorer Improvement&lt;br /&gt;
*7th Level: &#039;&#039;&#039;Iron Mind&#039;&#039;&#039; - Gain proficiency in Wis Saving Throws&lt;br /&gt;
*8th Level: &#039;&#039;&#039;ASI&#039;&#039;&#039; - &#039;&#039;Athlete&#039;&#039; Feat. &#039;&#039;&#039;Land&#039;s Stride&#039;&#039;&#039; - Nonmagical difficult terrain costs no extra movement. Advantage on saves against plants that are magically created or manipulated to impede movement (entangle, etc). &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Feats&#039;&#039;&#039;&lt;br /&gt;
*1st Level: &#039;&#039;&#039;Sharpshooter&#039;&#039;&#039; (Ranged Weapons) No disadvantage at long range. Ignore half cover and three-quarters cover. May take -5 to hit &amp;amp; +10 dmg.&lt;br /&gt;
*4th Level: &#039;&#039;&#039;Close Quarters Archer&#039;&#039;&#039; (Ranged Weapons) Being in melee with a hostile creature doesn’t impose disadv on attacks. No disadv against prone targets if firing down on them. You can make an Opportunity Attack with your bow as if it were a melee weapon, firing an arrow as the target exits melee range.&lt;br /&gt;
*8th Level: &#039;&#039;&#039;Athlete&#039;&#039;&#039; Standing only uses only 5&#039;. Can jump after moving 5&#039;, rather than 10&#039;.&lt;br /&gt;
&lt;br /&gt;
== Magic ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;&#039;Casting Ability&#039;&#039;&#039; Wisdom&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Save DC&#039;&#039;&#039; 14 &#039;&#039;&#039;Attack Bonus&#039;&#039;&#039; +6&lt;br /&gt;
|&lt;br /&gt;
: * = doesn&#039;t count against known spells&lt;br /&gt;
: † = cast once per long rest for free&lt;br /&gt;
: ^ = cast Wis mod per long rest for free&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! &#039;&#039;&#039;Cantrips&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;1st Level&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;2nd Level&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
*Create Bonfire&lt;br /&gt;
*Druidcraft&lt;br /&gt;
*Prestidigitation&lt;br /&gt;
*Shape Water&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
*Detect Magic * †&lt;br /&gt;
*Disguise Self *&lt;br /&gt;
*Ensnaring Strike&lt;br /&gt;
*Goodberry&lt;br /&gt;
*Hunter&#039;s Mark * ^&lt;br /&gt;
*Longstrider&lt;br /&gt;
*Speak with Animals * †&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
*Beast Sense * †&lt;br /&gt;
*Locate Animals or Plants * †&lt;br /&gt;
*Pass Without Trace&lt;br /&gt;
*Rope Trick *&lt;br /&gt;
*Silence&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Equipment ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Magical Equipment&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Longbow +3&#039;&#039;&#039; (very rare)&lt;br /&gt;
:&#039;&#039;&#039;Glamoured Studded Leather&#039;&#039;&#039; (rare) - AC 13 + Dex Mod, can appear as clothing&lt;br /&gt;
:&#039;&#039;&#039;Bracers of Archery&#039;&#039;&#039; (uncommon, attunement) - +2 bow dmg&lt;br /&gt;
:&#039;&#039;&#039;Efficient Quiver&#039;&#039;&#039; (uncommon)&lt;br /&gt;
:&#039;&#039;&#039;Elvin Boots&#039;&#039;&#039; (uncommon) - adv on stealth&lt;br /&gt;
:&#039;&#039;&#039;Aril Ring&#039;&#039;&#039; (common, attunement) - &#039;&#039;A ring of polished yew. In place of a gem, the ring has a single, living aril.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
:As a Bonus Action, the wearer may pluck the ring&#039;s berry. When doing so, a fey spirit in the form of a sparrow appears. As an Action, the berry can be eaten (effects as a single Goodberry), fed to another, or it can be fed to the sparrow. If the sparrow doesn&#039;t get the berry, it fluffs up its feathers and chatters angrily.&lt;br /&gt;
&lt;br /&gt;
:If the aril is fed to the sparrow, the bird will act as a messenger, per the Message cantrip. The bird must be able to physically get to the person the message is intended for. The bird will land and whisper the message in the recipient&#039;s ear. After a minute transpires, the bird will return to the feywild, any impending messages undelivered. Sparrows use the same attributes as Canaries.&lt;br /&gt;
&lt;br /&gt;
:It&#039;s said that these messengers can also carry messages to the spirits of the dead, but if so, the dead don&#039;t typically respond. If sent to deliver such a message, the sparrow merely disappears.&lt;br /&gt;
&lt;br /&gt;
:The ring will regrow a missing berry at dawn.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Glow Gem&#039;&#039;&#039; (common) - A gem that glows as brightly as a candle. The light the gem gives off is the same color as the gem. (orange topaz)&lt;br /&gt;
:&#039;&#039;&#039;Shaded Scimitar&#039;&#039;&#039; (common) - A Shaded weapon is mat black and reflects no light. It seems to disappear in the shadows and darkness.&lt;br /&gt;
&lt;br /&gt;
:In dimly lit or dark conditions, if a creature isn&#039;t already aware of the weapon&#039;s presence, it must make a DC 15 check to notice its presence (Perception or Investigation) even if it&#039;s being held. Attacks with an unnoticed Shaded weapon are made with advantage. After a Shaded weapon is used to attack in a combat, it is no longer difficult to perceive.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Unbreakable Arrow&#039;&#039;&#039; (common) x3&lt;br /&gt;
:&#039;&#039;&#039;Walloping Ammunition&#039;&#039;&#039; (Arrows, common) x2 - A creature hit by the ammunition must succeed on a DC 10 Strength saving throw or be knocked prone.&lt;br /&gt;
:&#039;&#039;&#039;Whistling Ammunition&#039;&#039;&#039; (Arrow, common) x1 - When in flight, the arrow makes a loud whistling noise.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Mundane Equipment&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Worn&#039;&#039;&#039;&lt;br /&gt;
::Glamored Studded Leather Armor 13 lbs&lt;br /&gt;
::Clothing (including boots &amp;amp; cloak) 5 lbs&lt;br /&gt;
::Efficient Quiver 2 lbs&lt;br /&gt;
:::Longbow +3&lt;br /&gt;
:::54 Arrows&lt;br /&gt;
:::3 Unbreakable Arrows&lt;br /&gt;
:::2 Walloping Arrows&lt;br /&gt;
:::1 Whistling Arrow&lt;br /&gt;
:::Shaded Scimitar&lt;br /&gt;
:::2 Spears&lt;br /&gt;
:::10 Torches&lt;br /&gt;
::&#039;&#039;&#039;Belt&#039;&#039;&#039;&lt;br /&gt;
:::Dagger 1 lb&lt;br /&gt;
:::&#039;&#039;&#039;Belt Pouch&#039;&#039;&#039; ~3 lbs&lt;br /&gt;
::::Tiny Tinder Box&lt;br /&gt;
::::Toilet Paper&lt;br /&gt;
::::Glow Gem (in lightproof container)&lt;br /&gt;
::::Thieves Tools&lt;br /&gt;
::::Compass&lt;br /&gt;
::::Chalk&lt;br /&gt;
::::Carpenter&#039;s Pencil&lt;br /&gt;
::::Spoon &amp;amp; Fork&lt;br /&gt;
::::Snacks&lt;br /&gt;
::::Small notepad&lt;br /&gt;
::::Monocular &lt;br /&gt;
::&#039;&#039;&#039;Pack&#039;&#039;&#039; 2 lbs (~25 lbs total)&lt;br /&gt;
:::Change of Clothes 2 lbs&lt;br /&gt;
:::100&#039; Type III Tan cammo paracord .5 lbs&lt;br /&gt;
:::100&#039; smaller lengths of paracord .5 lbs&lt;br /&gt;
:::Sleeping Bag 3 lbs&lt;br /&gt;
:::Backpacking Tarp 2 lbs&lt;br /&gt;
:::3 Days rations 6 lbs&lt;br /&gt;
:::Rags 1 lb&lt;br /&gt;
:::Sewing kit&lt;br /&gt;
:::Mess Kit 1 lb&lt;br /&gt;
:::Flask of oil 1 lb&lt;br /&gt;
:::Plastic bottle of Everclear 1 lb&lt;br /&gt;
:::Duct Tape .5 lbs&lt;br /&gt;
:::Small game snare building equip 2 lbs&lt;br /&gt;
:48 lbs total&lt;br /&gt;
:23 lbs w/o pack&lt;br /&gt;
&lt;br /&gt;
== Background ==&lt;br /&gt;
Jensen Isaiah Hawkins was born and raised in Eastern Oregon by a moderately abusive family of rigidly adhering fundamentalist Christians of an off-beat denomination. His family were also firm adherents of a number of Sovereign Citizen and Freemen-on-the-Land conspiracy theories. He thought his family&#039;s beliefs, both religious and otherwise, were insane. He was raised on a small ranch that wasn&#039;t always self sustaining. Jensen, or &amp;quot;Jay&amp;quot; as anyone who actually liked him called him (so not his family), had to learn to get by impoverished, and was often reduced to thievery and poaching to get by.&lt;br /&gt;
&lt;br /&gt;
When he was old enough, Jay joined the US Army. Being good on the land, and having been raised with a gun or bow at his side since he was small, but not being the brightest recruit, Jay landed in the infantry. In Basic Training, the shy Jensen quickly got named Screamin&#039; Jay by the Drill Sergeant, and the name stuck. Within a few years, after his first tour in Afghanistan, he got into the Rangers. He had his sights set on joining Special Forces if he could get into the training.&lt;br /&gt;
&lt;br /&gt;
After making it through Ranger training, he landed back in Afghanistan for another tour, this time, mostly on foot instead of in an APC. A couple of years into deployment, his platoon went down a hole in Afghanistan, chasing the Taliban. The cavern turned into torch lined halls of cyclopean stonework, peppered with grotesquely grinning gargoyle faces. Then the monsters came, along with an 80 ton stone block that barred their way back. The only way out was to go forward. Screamin Jay was the only one that made it out - but &amp;quot;out&amp;quot; was another world. A world of elves, orcs, dragons, and unicorns.&lt;br /&gt;
&lt;br /&gt;
On the other side, Jay found himself transformed into an elf. It was a little odd, but not insufferable. After wandering for a while, and getting into some trouble among the humans, who apparently didn&#039;t like elves, he went out into the wilds to find &amp;quot;his kind&amp;quot;, the elves. It wasn&#039;t long after entering their territory that he was picked up by a patrol of Wood Elves that looked much as he did. After a few days of questioning, they finally decided that he was telling the truth about his origins, and was no danger to them. He was offered a place among them, which he accepted. It wasn&#039;t long before he too was patrolling with their rangers.&lt;br /&gt;
&lt;br /&gt;
He was &amp;quot;over there&amp;quot; for ten years. It was a good life. He&#039;d been handfasted to a good elven woman for a few years, but they&#039;d had no children yet. But when a gateway in a dungeon offered him a way home, he had to take it. It&#039;s not that he wanted to take it. It was his duty to take it. And so he did. When he was found by a patrol and taken back to Kabul, at first he was treated like a deserter, but after some weeks of him steadfasting sticking to the truth, he was eventually treated as a headcase. He was drummed unceremoniously out of the Army with a medical discharge that said, &amp;quot;Psychiatric&amp;quot; on it. The day he was walked off base as a civilian, he was met by the recruiter for Project Kerberos.&lt;/div&gt;</summary>
		<author><name>Stattick</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Jensen_Hawkins_(Jay)_3rd_Level&amp;diff=374207</id>
		<title>Jensen Hawkins (Jay) 3rd Level</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Jensen_Hawkins_(Jay)_3rd_Level&amp;diff=374207"/>
		<updated>2019-11-23T20:02:01Z</updated>

		<summary type="html">&lt;p&gt;Stattick: /* Characteristics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Jensen Isaiah Hawkins (Jay or Screamin Jay) ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Race&#039;&#039;&#039; Elf, Wood  &#039;&#039;&#039;Sex&#039;&#039;&#039; Male  &#039;&#039;&#039;Background&#039;&#039;&#039; US Army Ranger (Uthgardt Tribe Member)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class&#039;&#039;&#039; Assassin Rogue / Gloom Stalker Ranger &#039;&#039;&#039;Level&#039;&#039;&#039; 1 / 2 &#039;&#039;&#039;Alignment&#039;&#039;&#039; Lawful Neutral&lt;br /&gt;
&lt;br /&gt;
== Characteristics ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Str&#039;&#039;&#039; 10 (+0)  &#039;&#039;&#039;Dex&#039;&#039;&#039; 17 (+3)  &#039;&#039;&#039;Con&#039;&#039;&#039; 14 (+2)  &#039;&#039;&#039;Int&#039;&#039;&#039; 12 (+1)  &#039;&#039;&#039;Wis&#039;&#039;&#039; 14 (+2)  &#039;&#039;&#039;Cha&#039;&#039;&#039; 8 (-1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Saving Throws&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Str&#039;&#039;&#039; 0  &#039;&#039;&#039;Dex&#039;&#039;&#039; +8  &#039;&#039;&#039;Con&#039;&#039;&#039; +2  &#039;&#039;&#039;Int&#039;&#039;&#039; +5  &#039;&#039;&#039;Wis&#039;&#039;&#039; +2  &#039;&#039;&#039;Cha&#039;&#039;&#039; -1&lt;br /&gt;
*Advantage vs charmed&lt;br /&gt;
*Magic can&#039;t put you to sleep&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Speed&#039;&#039;&#039; 40, Climbing 40, Swimming 40, +10&#039; first turn of combat. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Passive Perception&#039;&#039;&#039; 20 &#039;&#039;&#039;Passive Insight&#039;&#039;&#039; 16 &#039;&#039;&#039;Darkvision&#039;&#039;&#039; 90 feet&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;HPs&#039;&#039;&#039; 104 _________________ &#039;&#039;&#039;Hit Dice&#039;&#039;&#039; 10d10 / 3d6 &#039;&#039;&#039;AC&#039;&#039;&#039; 17 &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Initiative&#039;&#039;&#039; +6  &#039;&#039;&#039;Proficiency Bonus&#039;&#039;&#039; +4&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Extra Attack&#039;&#039;&#039; - You can attack twice, instead of once, whenever you take the Attack action on your turn.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! &#039;&#039;&#039;Weapon&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Type&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Range&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Attack&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Damage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Longbow +3&lt;br /&gt;
| Ranged&lt;br /&gt;
| 150 / 600&lt;br /&gt;
| +12&lt;br /&gt;
| 1d8+12&lt;br /&gt;
|-&lt;br /&gt;
| Scimitar&lt;br /&gt;
| Melee&lt;br /&gt;
| -&lt;br /&gt;
| +7&lt;br /&gt;
| 1d8+4&lt;br /&gt;
|-&lt;br /&gt;
| Dagger&lt;br /&gt;
| Melee&lt;br /&gt;
| 20/60&lt;br /&gt;
| +7&lt;br /&gt;
| 1d4+4&lt;br /&gt;
|-&lt;br /&gt;
| Spear&lt;br /&gt;
| Melee&lt;br /&gt;
| 20/60&lt;br /&gt;
| +4&lt;br /&gt;
| 1d6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! &#039;&#039;&#039;Skills&#039;&#039;&#039; (&#039;&#039;&#039;Proficient&#039;&#039;&#039;, &#039;&#039;&#039;&#039;&#039;Expertise&#039;&#039;&#039;&#039;&#039;)&lt;br /&gt;
! &#039;&#039;&#039;Other Proficiencies&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Languages&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
*&#039;&#039;&#039;Acrobatics&#039;&#039;&#039; (Dex) +8&lt;br /&gt;
*&#039;&#039;&#039;Animal Handling&#039;&#039;&#039; (Wis) +6&lt;br /&gt;
*Arcana (Int) +1&lt;br /&gt;
*&#039;&#039;&#039;Athletics&#039;&#039;&#039; (Str) +4&lt;br /&gt;
*Deception (Cha) -1&lt;br /&gt;
*History (Int) +1&lt;br /&gt;
*&#039;&#039;&#039;Insight&#039;&#039;&#039; (Wis) +6&lt;br /&gt;
*&#039;&#039;&#039;Intimidation&#039;&#039;&#039; (Cha) +3&lt;br /&gt;
*&#039;&#039;&#039;Investigation&#039;&#039;&#039; (Int) +5&lt;br /&gt;
*Medicine (Wis) +2&lt;br /&gt;
*&#039;&#039;&#039;Nature&#039;&#039;&#039; (Int) +5&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Perception&#039;&#039;&#039;&#039;&#039; (Wis) +10&lt;br /&gt;
*Performance (Cha) -1&lt;br /&gt;
*Persuasion (Cha) -1&lt;br /&gt;
*Religion (Int) +1&lt;br /&gt;
*Sleight of Hand (Dex) +4&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Stealth&#039;&#039;&#039;&#039;&#039; (Dex) +12&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Survival&#039;&#039;&#039;&#039;&#039; (Wis) +10&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
*Light &amp;amp; Medium Armor&lt;br /&gt;
*Shields&lt;br /&gt;
*Simple &amp;amp; Martial Weapons&lt;br /&gt;
*Thieve&#039;s Tools&lt;br /&gt;
*Tinker&#039;s Tools&lt;br /&gt;
*Tool: Vehicles (land)&lt;br /&gt;
*Tool: Machinery&lt;br /&gt;
*Disguise Kit&lt;br /&gt;
*Poisoner&#039;s Kit&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
*English&lt;br /&gt;
*Common&lt;br /&gt;
*Elven&lt;br /&gt;
*Thieves&#039; Cant&lt;br /&gt;
*Dari-Persian&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Features &amp;amp; Feats ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Racial &amp;amp; Background&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;Mask of the Wild&#039;&#039;: You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.&lt;br /&gt;
*&#039;&#039;Blessing of the Forest&#039;&#039;: Action - pass my Mask of the Wild feature to another for an hour, or until I pass it to another creature.&lt;br /&gt;
*&#039;&#039;Uthgardt Heritage&#039;&#039;: You find twice as much food and water as you normally would when you forage. Additionally, you can call upon the hospitality of your people, and those folk allied with your tribe.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rogue Features&#039;&#039;&#039;&lt;br /&gt;
*1st Level: Expertise, Sneak Attack (+1d6)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ranger Features&#039;&#039;&#039;&lt;br /&gt;
*1st Level: &#039;&#039;&#039;Favored Foe&#039;&#039;&#039; - Hunter’s Mark spell known, doesn&#039;t count against spells known, doesn&#039;t require concentration. Can cast it Wis Mod times w/o concentration or expending a slot per long rest., &#039;&#039;&#039;Deft Explorer&#039;&#039;&#039; - Roving: +5 Speed, Climbing &amp;amp; Swimming is equal to walking speed. Canny: Expertise in Athletics, +2 languages.&lt;br /&gt;
*2nd Level: &#039;&#039;&#039;Fighting Style&#039;&#039;&#039; - Archery (+2 w/ Ranged Weapons), &#039;&#039;&#039;Spellcasting&#039;&#039;&#039; (see &amp;quot;Magic&amp;quot; below&amp;quot;), &#039;&#039;&#039;Spell Versatility&#039;&#039;&#039; - When you finish a long rest, you can replace a spell you learned from your Spellcasting feature with another spell from the ranger spell list. The new spell must be the same level as the spell you replace, &#039;&#039;&#039;Spellcasting Focus&#039;&#039;&#039; - May use Druidic spell focus. &#039;&#039;&#039;Ranger Spells&#039;&#039;&#039; - The following spells expand the ranger spell list: Entangle, Searing Smite, Aid, Gust of Wind, Magic Weapon, Enhance Ability, Warding Bond&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Feats&#039;&#039;&#039;&lt;br /&gt;
*1st Level: &#039;&#039;&#039;Sharpshooter&#039;&#039;&#039; (Ranged Weapons) No disadvantage at long range. Ignore half cover and three-quarters cover. May take -5 to hit &amp;amp; +10 dmg.&lt;br /&gt;
&lt;br /&gt;
== Magic ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;&#039;Casting Ability&#039;&#039;&#039; Wisdom&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Save DC&#039;&#039;&#039; 14 &#039;&#039;&#039;Attack Bonus&#039;&#039;&#039; +6&lt;br /&gt;
|&lt;br /&gt;
: * = doesn&#039;t count against known spells&lt;br /&gt;
: † = cast once per long rest for free&lt;br /&gt;
: ^ = cast Wis mod per long rest for free&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! &#039;&#039;&#039;Cantrips&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;1st Level&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
*Create Bonfire&lt;br /&gt;
*Druidcraft&lt;br /&gt;
*Prestidigitation&lt;br /&gt;
*Shape Water&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
*Detect Magic * †&lt;br /&gt;
*Disguise Self *&lt;br /&gt;
*Ensnaring Strike&lt;br /&gt;
*Goodberry&lt;br /&gt;
*Hunter&#039;s Mark * ^&lt;br /&gt;
*Longstrider&lt;br /&gt;
*Speak with Animals * †&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Equipment ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Magical Equipment&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Longbow +3&#039;&#039;&#039; (very rare)&lt;br /&gt;
:&#039;&#039;&#039;Glamoured Studded Leather&#039;&#039;&#039; (rare) - AC 13 + Dex Mod, can appear as clothing&lt;br /&gt;
:&#039;&#039;&#039;Bracers of Archery&#039;&#039;&#039; (uncommon, attunement) - +2 bow dmg&lt;br /&gt;
:&#039;&#039;&#039;Efficient Quiver&#039;&#039;&#039; (uncommon)&lt;br /&gt;
:&#039;&#039;&#039;Elvin Boots&#039;&#039;&#039; (uncommon) - adv on stealth&lt;br /&gt;
:&#039;&#039;&#039;Aril Ring&#039;&#039;&#039; (common, attunement) - &#039;&#039;A ring of polished yew. In place of a gem, the ring has a single, living aril.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
:As a Bonus Action, the wearer may pluck the ring&#039;s berry. When doing so, a fey spirit in the form of a sparrow appears. As an Action, the berry can be eaten (effects as a single Goodberry), fed to another, or it can be fed to the sparrow. If the sparrow doesn&#039;t get the berry, it fluffs up its feathers and chatters angrily.&lt;br /&gt;
&lt;br /&gt;
:If the aril is fed to the sparrow, the bird will act as a messenger, per the Message cantrip. The bird must be able to physically get to the person the message is intended for. The bird will land and whisper the message in the recipient&#039;s ear. After a minute transpires, the bird will return to the feywild, any impending messages undelivered. Sparrows use the same attributes as Canaries.&lt;br /&gt;
&lt;br /&gt;
:It&#039;s said that these messengers can also carry messages to the spirits of the dead, but if so, the dead don&#039;t typically respond. If sent to deliver such a message, the sparrow merely disappears.&lt;br /&gt;
&lt;br /&gt;
:The ring will regrow a missing berry at dawn.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Glow Gem&#039;&#039;&#039; (common) - A gem that glows as brightly as a candle. The light the gem gives off is the same color as the gem. (orange topaz)&lt;br /&gt;
:&#039;&#039;&#039;Shaded Scimitar&#039;&#039;&#039; (common) - A Shaded weapon is mat black and reflects no light. It seems to disappear in the shadows and darkness.&lt;br /&gt;
&lt;br /&gt;
:In dimly lit or dark conditions, if a creature isn&#039;t already aware of the weapon&#039;s presence, it must make a DC 15 check to notice its presence (Perception or Investigation) even if it&#039;s being held. Attacks with an unnoticed Shaded weapon are made with advantage. After a Shaded weapon is used to attack in a combat, it is no longer difficult to perceive.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Unbreakable Arrow&#039;&#039;&#039; (common) x3&lt;br /&gt;
:&#039;&#039;&#039;Walloping Ammunition&#039;&#039;&#039; (Arrows, common) x2 - A creature hit by the ammunition must succeed on a DC 10 Strength saving throw or be knocked prone.&lt;br /&gt;
:&#039;&#039;&#039;Whistling Ammunition&#039;&#039;&#039; (Arrow, common) x1 - When in flight, the arrow makes a loud whistling noise.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Mundane Equipment&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Worn&#039;&#039;&#039;&lt;br /&gt;
::Glamored Studded Leather Armor 13 lbs&lt;br /&gt;
::Clothing (including boots &amp;amp; cloak) 5 lbs&lt;br /&gt;
::Efficient Quiver 2 lbs&lt;br /&gt;
:::Longbow +3&lt;br /&gt;
:::54 Arrows&lt;br /&gt;
:::3 Unbreakable Arrows&lt;br /&gt;
:::2 Walloping Arrows&lt;br /&gt;
:::1 Whistling Arrow&lt;br /&gt;
:::Shaded Scimitar&lt;br /&gt;
:::2 Spears&lt;br /&gt;
:::10 Torches&lt;br /&gt;
::&#039;&#039;&#039;Belt&#039;&#039;&#039;&lt;br /&gt;
:::Dagger 1 lb&lt;br /&gt;
:::&#039;&#039;&#039;Belt Pouch&#039;&#039;&#039; ~3 lbs&lt;br /&gt;
::::Tiny Tinder Box&lt;br /&gt;
::::Toilet Paper&lt;br /&gt;
::::Glow Gem (in lightproof container)&lt;br /&gt;
::::Thieves Tools&lt;br /&gt;
::::Compass&lt;br /&gt;
::::Chalk&lt;br /&gt;
::::Carpenter&#039;s Pencil&lt;br /&gt;
::::Spoon &amp;amp; Fork&lt;br /&gt;
::::Snacks&lt;br /&gt;
::::Small notepad&lt;br /&gt;
::::Monocular &lt;br /&gt;
::&#039;&#039;&#039;Pack&#039;&#039;&#039; 2 lbs (~25 lbs total)&lt;br /&gt;
:::Change of Clothes 2 lbs&lt;br /&gt;
:::100&#039; Type III Tan cammo paracord .5 lbs&lt;br /&gt;
:::100&#039; smaller lengths of paracord .5 lbs&lt;br /&gt;
:::Sleeping Bag 3 lbs&lt;br /&gt;
:::Backpacking Tarp 2 lbs&lt;br /&gt;
:::3 Days rations 6 lbs&lt;br /&gt;
:::Rags 1 lb&lt;br /&gt;
:::Sewing kit&lt;br /&gt;
:::Mess Kit 1 lb&lt;br /&gt;
:::Flask of oil 1 lb&lt;br /&gt;
:::Plastic bottle of Everclear 1 lb&lt;br /&gt;
:::Duct Tape .5 lbs&lt;br /&gt;
:::Small game snare building equip 2 lbs&lt;br /&gt;
:48 lbs total&lt;br /&gt;
:23 lbs w/o pack&lt;br /&gt;
&lt;br /&gt;
== Background ==&lt;br /&gt;
Jensen Isaiah Hawkins was born and raised in Eastern Oregon by a moderately abusive family of rigidly adhering fundamentalist Christians of an off-beat denomination. His family were also firm adherents of a number of Sovereign Citizen and Freemen-on-the-Land conspiracy theories. He thought his family&#039;s beliefs, both religious and otherwise, were insane. He was raised on a small ranch that wasn&#039;t always self sustaining. Jensen, or &amp;quot;Jay&amp;quot; as anyone who actually liked him called him (so not his family), had to learn to get by impoverished, and was often reduced to thievery and poaching to get by.&lt;br /&gt;
&lt;br /&gt;
When he was old enough, Jay joined the US Army. Being good on the land, and having been raised with a gun or bow at his side since he was small, but not being the brightest recruit, Jay landed in the infantry. In Basic Training, the shy Jensen quickly got named Screamin&#039; Jay by the Drill Sergeant, and the name stuck. Within a few years, after his first tour in Afghanistan, he got into the Rangers. He had his sights set on joining Special Forces if he could get into the training.&lt;br /&gt;
&lt;br /&gt;
After making it through Ranger training, he landed back in Afghanistan for another tour, this time, mostly on foot instead of in an APC. A couple of years into deployment, his platoon went down a hole in Afghanistan, chasing the Taliban. The cavern turned into torch lined halls of cyclopean stonework, peppered with grotesquely grinning gargoyle faces. Then the monsters came, along with an 80 ton stone block that barred their way back. The only way out was to go forward. Screamin Jay was the only one that made it out - but &amp;quot;out&amp;quot; was another world. A world of elves, orcs, dragons, and unicorns.&lt;br /&gt;
&lt;br /&gt;
On the other side, Jay found himself transformed into an elf. It was a little odd, but not insufferable. After wandering for a while, and getting into some trouble among the humans, who apparently didn&#039;t like elves, he went out into the wilds to find &amp;quot;his kind&amp;quot;, the elves. It wasn&#039;t long after entering their territory that he was picked up by a patrol of Wood Elves that looked much as he did. After a few days of questioning, they finally decided that he was telling the truth about his origins, and was no danger to them. He was offered a place among them, which he accepted. It wasn&#039;t long before he too was patrolling with their rangers.&lt;br /&gt;
&lt;br /&gt;
He was &amp;quot;over there&amp;quot; for ten years. It was a good life. He&#039;d been handfasted to a good elven woman for a few years, but they&#039;d had no children yet. But when a gateway in a dungeon offered him a way home, he had to take it. It&#039;s not that he wanted to take it. It was his duty to take it. And so he did. When he was found by a patrol and taken back to Kabul, at first he was treated like a deserter, but after some weeks of him steadfasting sticking to the truth, he was eventually treated as a headcase. He was drummed unceremoniously out of the Army with a medical discharge that said, &amp;quot;Psychiatric&amp;quot; on it. The day he was walked off base as a civilian, he was met by the recruiter for Project Kerberos.&lt;/div&gt;</summary>
		<author><name>Stattick</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Jensen_Hawkins_(Jay)_3rd_Level&amp;diff=374206</id>
		<title>Jensen Hawkins (Jay) 3rd Level</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Jensen_Hawkins_(Jay)_3rd_Level&amp;diff=374206"/>
		<updated>2019-11-23T19:58:41Z</updated>

		<summary type="html">&lt;p&gt;Stattick: /* Characteristics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Jensen Isaiah Hawkins (Jay or Screamin Jay) ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Race&#039;&#039;&#039; Elf, Wood  &#039;&#039;&#039;Sex&#039;&#039;&#039; Male  &#039;&#039;&#039;Background&#039;&#039;&#039; US Army Ranger (Uthgardt Tribe Member)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class&#039;&#039;&#039; Assassin Rogue / Gloom Stalker Ranger &#039;&#039;&#039;Level&#039;&#039;&#039; 1 / 2 &#039;&#039;&#039;Alignment&#039;&#039;&#039; Lawful Neutral&lt;br /&gt;
&lt;br /&gt;
== Characteristics ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Str&#039;&#039;&#039; 10 (+0)  &#039;&#039;&#039;Dex&#039;&#039;&#039; 17 (+3)  &#039;&#039;&#039;Con&#039;&#039;&#039; 14 (+2)  &#039;&#039;&#039;Int&#039;&#039;&#039; 12 (+1)  &#039;&#039;&#039;Wis&#039;&#039;&#039; 14 (+2)  &#039;&#039;&#039;Cha&#039;&#039;&#039; 8 (-1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Saving Throws&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Str&#039;&#039;&#039; 0  &#039;&#039;&#039;Dex&#039;&#039;&#039; +8  &#039;&#039;&#039;Con&#039;&#039;&#039; +2  &#039;&#039;&#039;Int&#039;&#039;&#039; +5  &#039;&#039;&#039;Wis&#039;&#039;&#039; +2  &#039;&#039;&#039;Cha&#039;&#039;&#039; -1&lt;br /&gt;
*Advantage vs charmed&lt;br /&gt;
*Magic can&#039;t put you to sleep&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Speed&#039;&#039;&#039; 40, Climbing 40, Swimming 40, +10&#039; first turn of combat. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Passive Perception&#039;&#039;&#039; 20 &#039;&#039;&#039;Passive Insight&#039;&#039;&#039; 16 &#039;&#039;&#039;Darkvision&#039;&#039;&#039; 90 feet&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;HPs&#039;&#039;&#039; 104 _________________ &#039;&#039;&#039;Hit Dice&#039;&#039;&#039; 10d10 / 3d6 &#039;&#039;&#039;AC&#039;&#039;&#039; 17 &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Initiative&#039;&#039;&#039; +6&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Proficiency Bonus&#039;&#039;&#039; +4&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! &#039;&#039;&#039;Weapon&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Type&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Range&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Attack&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Damage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Longbow +3&lt;br /&gt;
| Ranged&lt;br /&gt;
| 150 / 600&lt;br /&gt;
| +12&lt;br /&gt;
| 1d8+12&lt;br /&gt;
|-&lt;br /&gt;
| Scimitar&lt;br /&gt;
| Melee&lt;br /&gt;
| -&lt;br /&gt;
| +7&lt;br /&gt;
| 1d8+4&lt;br /&gt;
|-&lt;br /&gt;
| Dagger&lt;br /&gt;
| Melee&lt;br /&gt;
| 20/60&lt;br /&gt;
| +7&lt;br /&gt;
| 1d4+4&lt;br /&gt;
|-&lt;br /&gt;
| Spear&lt;br /&gt;
| Melee&lt;br /&gt;
| 20/60&lt;br /&gt;
| +4&lt;br /&gt;
| 1d6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! &#039;&#039;&#039;Skills&#039;&#039;&#039; (&#039;&#039;&#039;Proficient&#039;&#039;&#039;, &#039;&#039;&#039;&#039;&#039;Expertise&#039;&#039;&#039;&#039;&#039;)&lt;br /&gt;
! &#039;&#039;&#039;Other Proficiencies&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Languages&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
*&#039;&#039;&#039;Acrobatics&#039;&#039;&#039; (Dex) +8&lt;br /&gt;
*&#039;&#039;&#039;Animal Handling&#039;&#039;&#039; (Wis) +6&lt;br /&gt;
*Arcana (Int) +1&lt;br /&gt;
*&#039;&#039;&#039;Athletics&#039;&#039;&#039; (Str) +4&lt;br /&gt;
*Deception (Cha) -1&lt;br /&gt;
*History (Int) +1&lt;br /&gt;
*&#039;&#039;&#039;Insight&#039;&#039;&#039; (Wis) +6&lt;br /&gt;
*&#039;&#039;&#039;Intimidation&#039;&#039;&#039; (Cha) +3&lt;br /&gt;
*&#039;&#039;&#039;Investigation&#039;&#039;&#039; (Int) +5&lt;br /&gt;
*Medicine (Wis) +2&lt;br /&gt;
*&#039;&#039;&#039;Nature&#039;&#039;&#039; (Int) +5&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Perception&#039;&#039;&#039;&#039;&#039; (Wis) +10&lt;br /&gt;
*Performance (Cha) -1&lt;br /&gt;
*Persuasion (Cha) -1&lt;br /&gt;
*Religion (Int) +1&lt;br /&gt;
*Sleight of Hand (Dex) +4&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Stealth&#039;&#039;&#039;&#039;&#039; (Dex) +12&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Survival&#039;&#039;&#039;&#039;&#039; (Wis) +10&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
*Light &amp;amp; Medium Armor&lt;br /&gt;
*Shields&lt;br /&gt;
*Simple &amp;amp; Martial Weapons&lt;br /&gt;
*Thieve&#039;s Tools&lt;br /&gt;
*Tinker&#039;s Tools&lt;br /&gt;
*Tool: Vehicles (land)&lt;br /&gt;
*Tool: Machinery&lt;br /&gt;
*Disguise Kit&lt;br /&gt;
*Poisoner&#039;s Kit&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
*English&lt;br /&gt;
*Common&lt;br /&gt;
*Elven&lt;br /&gt;
*Thieves&#039; Cant&lt;br /&gt;
*Dari-Persian&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Features &amp;amp; Feats ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Racial &amp;amp; Background&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;Mask of the Wild&#039;&#039;: You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.&lt;br /&gt;
*&#039;&#039;Blessing of the Forest&#039;&#039;: Action - pass my Mask of the Wild feature to another for an hour, or until I pass it to another creature.&lt;br /&gt;
*&#039;&#039;Uthgardt Heritage&#039;&#039;: You find twice as much food and water as you normally would when you forage. Additionally, you can call upon the hospitality of your people, and those folk allied with your tribe.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rogue Features&#039;&#039;&#039;&lt;br /&gt;
*1st Level: Expertise, Sneak Attack (+1d6)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ranger Features&#039;&#039;&#039;&lt;br /&gt;
*1st Level: &#039;&#039;&#039;Favored Foe&#039;&#039;&#039; - Hunter’s Mark spell known, doesn&#039;t count against spells known, doesn&#039;t require concentration. Can cast it Wis Mod times w/o concentration or expending a slot per long rest., &#039;&#039;&#039;Deft Explorer&#039;&#039;&#039; - Roving: +5 Speed, Climbing &amp;amp; Swimming is equal to walking speed. Canny: Expertise in Athletics, +2 languages.&lt;br /&gt;
*2nd Level: &#039;&#039;&#039;Fighting Style&#039;&#039;&#039; - Archery (+2 w/ Ranged Weapons), &#039;&#039;&#039;Spellcasting&#039;&#039;&#039; (see &amp;quot;Magic&amp;quot; below&amp;quot;), &#039;&#039;&#039;Spell Versatility&#039;&#039;&#039; - When you finish a long rest, you can replace a spell you learned from your Spellcasting feature with another spell from the ranger spell list. The new spell must be the same level as the spell you replace, &#039;&#039;&#039;Spellcasting Focus&#039;&#039;&#039; - May use Druidic spell focus. &#039;&#039;&#039;Ranger Spells&#039;&#039;&#039; - The following spells expand the ranger spell list: Entangle, Searing Smite, Aid, Gust of Wind, Magic Weapon, Enhance Ability, Warding Bond&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Feats&#039;&#039;&#039;&lt;br /&gt;
*1st Level: &#039;&#039;&#039;Sharpshooter&#039;&#039;&#039; (Ranged Weapons) No disadvantage at long range. Ignore half cover and three-quarters cover. May take -5 to hit &amp;amp; +10 dmg.&lt;br /&gt;
&lt;br /&gt;
== Magic ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;&#039;Casting Ability&#039;&#039;&#039; Wisdom&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Save DC&#039;&#039;&#039; 14 &#039;&#039;&#039;Attack Bonus&#039;&#039;&#039; +6&lt;br /&gt;
|&lt;br /&gt;
: * = doesn&#039;t count against known spells&lt;br /&gt;
: † = cast once per long rest for free&lt;br /&gt;
: ^ = cast Wis mod per long rest for free&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! &#039;&#039;&#039;Cantrips&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;1st Level&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
*Create Bonfire&lt;br /&gt;
*Druidcraft&lt;br /&gt;
*Prestidigitation&lt;br /&gt;
*Shape Water&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
*Detect Magic * †&lt;br /&gt;
*Disguise Self *&lt;br /&gt;
*Ensnaring Strike&lt;br /&gt;
*Goodberry&lt;br /&gt;
*Hunter&#039;s Mark * ^&lt;br /&gt;
*Longstrider&lt;br /&gt;
*Speak with Animals * †&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Equipment ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Magical Equipment&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Longbow +3&#039;&#039;&#039; (very rare)&lt;br /&gt;
:&#039;&#039;&#039;Glamoured Studded Leather&#039;&#039;&#039; (rare) - AC 13 + Dex Mod, can appear as clothing&lt;br /&gt;
:&#039;&#039;&#039;Bracers of Archery&#039;&#039;&#039; (uncommon, attunement) - +2 bow dmg&lt;br /&gt;
:&#039;&#039;&#039;Efficient Quiver&#039;&#039;&#039; (uncommon)&lt;br /&gt;
:&#039;&#039;&#039;Elvin Boots&#039;&#039;&#039; (uncommon) - adv on stealth&lt;br /&gt;
:&#039;&#039;&#039;Aril Ring&#039;&#039;&#039; (common, attunement) - &#039;&#039;A ring of polished yew. In place of a gem, the ring has a single, living aril.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
:As a Bonus Action, the wearer may pluck the ring&#039;s berry. When doing so, a fey spirit in the form of a sparrow appears. As an Action, the berry can be eaten (effects as a single Goodberry), fed to another, or it can be fed to the sparrow. If the sparrow doesn&#039;t get the berry, it fluffs up its feathers and chatters angrily.&lt;br /&gt;
&lt;br /&gt;
:If the aril is fed to the sparrow, the bird will act as a messenger, per the Message cantrip. The bird must be able to physically get to the person the message is intended for. The bird will land and whisper the message in the recipient&#039;s ear. After a minute transpires, the bird will return to the feywild, any impending messages undelivered. Sparrows use the same attributes as Canaries.&lt;br /&gt;
&lt;br /&gt;
:It&#039;s said that these messengers can also carry messages to the spirits of the dead, but if so, the dead don&#039;t typically respond. If sent to deliver such a message, the sparrow merely disappears.&lt;br /&gt;
&lt;br /&gt;
:The ring will regrow a missing berry at dawn.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Glow Gem&#039;&#039;&#039; (common) - A gem that glows as brightly as a candle. The light the gem gives off is the same color as the gem. (orange topaz)&lt;br /&gt;
:&#039;&#039;&#039;Shaded Scimitar&#039;&#039;&#039; (common) - A Shaded weapon is mat black and reflects no light. It seems to disappear in the shadows and darkness.&lt;br /&gt;
&lt;br /&gt;
:In dimly lit or dark conditions, if a creature isn&#039;t already aware of the weapon&#039;s presence, it must make a DC 15 check to notice its presence (Perception or Investigation) even if it&#039;s being held. Attacks with an unnoticed Shaded weapon are made with advantage. After a Shaded weapon is used to attack in a combat, it is no longer difficult to perceive.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Unbreakable Arrow&#039;&#039;&#039; (common) x3&lt;br /&gt;
:&#039;&#039;&#039;Walloping Ammunition&#039;&#039;&#039; (Arrows, common) x2 - A creature hit by the ammunition must succeed on a DC 10 Strength saving throw or be knocked prone.&lt;br /&gt;
:&#039;&#039;&#039;Whistling Ammunition&#039;&#039;&#039; (Arrow, common) x1 - When in flight, the arrow makes a loud whistling noise.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Mundane Equipment&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Worn&#039;&#039;&#039;&lt;br /&gt;
::Glamored Studded Leather Armor 13 lbs&lt;br /&gt;
::Clothing (including boots &amp;amp; cloak) 5 lbs&lt;br /&gt;
::Efficient Quiver 2 lbs&lt;br /&gt;
:::Longbow +3&lt;br /&gt;
:::54 Arrows&lt;br /&gt;
:::3 Unbreakable Arrows&lt;br /&gt;
:::2 Walloping Arrows&lt;br /&gt;
:::1 Whistling Arrow&lt;br /&gt;
:::Shaded Scimitar&lt;br /&gt;
:::2 Spears&lt;br /&gt;
:::10 Torches&lt;br /&gt;
::&#039;&#039;&#039;Belt&#039;&#039;&#039;&lt;br /&gt;
:::Dagger 1 lb&lt;br /&gt;
:::&#039;&#039;&#039;Belt Pouch&#039;&#039;&#039; ~3 lbs&lt;br /&gt;
::::Tiny Tinder Box&lt;br /&gt;
::::Toilet Paper&lt;br /&gt;
::::Glow Gem (in lightproof container)&lt;br /&gt;
::::Thieves Tools&lt;br /&gt;
::::Compass&lt;br /&gt;
::::Chalk&lt;br /&gt;
::::Carpenter&#039;s Pencil&lt;br /&gt;
::::Spoon &amp;amp; Fork&lt;br /&gt;
::::Snacks&lt;br /&gt;
::::Small notepad&lt;br /&gt;
::::Monocular &lt;br /&gt;
::&#039;&#039;&#039;Pack&#039;&#039;&#039; 2 lbs (~25 lbs total)&lt;br /&gt;
:::Change of Clothes 2 lbs&lt;br /&gt;
:::100&#039; Type III Tan cammo paracord .5 lbs&lt;br /&gt;
:::100&#039; smaller lengths of paracord .5 lbs&lt;br /&gt;
:::Sleeping Bag 3 lbs&lt;br /&gt;
:::Backpacking Tarp 2 lbs&lt;br /&gt;
:::3 Days rations 6 lbs&lt;br /&gt;
:::Rags 1 lb&lt;br /&gt;
:::Sewing kit&lt;br /&gt;
:::Mess Kit 1 lb&lt;br /&gt;
:::Flask of oil 1 lb&lt;br /&gt;
:::Plastic bottle of Everclear 1 lb&lt;br /&gt;
:::Duct Tape .5 lbs&lt;br /&gt;
:::Small game snare building equip 2 lbs&lt;br /&gt;
:48 lbs total&lt;br /&gt;
:23 lbs w/o pack&lt;br /&gt;
&lt;br /&gt;
== Background ==&lt;br /&gt;
Jensen Isaiah Hawkins was born and raised in Eastern Oregon by a moderately abusive family of rigidly adhering fundamentalist Christians of an off-beat denomination. His family were also firm adherents of a number of Sovereign Citizen and Freemen-on-the-Land conspiracy theories. He thought his family&#039;s beliefs, both religious and otherwise, were insane. He was raised on a small ranch that wasn&#039;t always self sustaining. Jensen, or &amp;quot;Jay&amp;quot; as anyone who actually liked him called him (so not his family), had to learn to get by impoverished, and was often reduced to thievery and poaching to get by.&lt;br /&gt;
&lt;br /&gt;
When he was old enough, Jay joined the US Army. Being good on the land, and having been raised with a gun or bow at his side since he was small, but not being the brightest recruit, Jay landed in the infantry. In Basic Training, the shy Jensen quickly got named Screamin&#039; Jay by the Drill Sergeant, and the name stuck. Within a few years, after his first tour in Afghanistan, he got into the Rangers. He had his sights set on joining Special Forces if he could get into the training.&lt;br /&gt;
&lt;br /&gt;
After making it through Ranger training, he landed back in Afghanistan for another tour, this time, mostly on foot instead of in an APC. A couple of years into deployment, his platoon went down a hole in Afghanistan, chasing the Taliban. The cavern turned into torch lined halls of cyclopean stonework, peppered with grotesquely grinning gargoyle faces. Then the monsters came, along with an 80 ton stone block that barred their way back. The only way out was to go forward. Screamin Jay was the only one that made it out - but &amp;quot;out&amp;quot; was another world. A world of elves, orcs, dragons, and unicorns.&lt;br /&gt;
&lt;br /&gt;
On the other side, Jay found himself transformed into an elf. It was a little odd, but not insufferable. After wandering for a while, and getting into some trouble among the humans, who apparently didn&#039;t like elves, he went out into the wilds to find &amp;quot;his kind&amp;quot;, the elves. It wasn&#039;t long after entering their territory that he was picked up by a patrol of Wood Elves that looked much as he did. After a few days of questioning, they finally decided that he was telling the truth about his origins, and was no danger to them. He was offered a place among them, which he accepted. It wasn&#039;t long before he too was patrolling with their rangers.&lt;br /&gt;
&lt;br /&gt;
He was &amp;quot;over there&amp;quot; for ten years. It was a good life. He&#039;d been handfasted to a good elven woman for a few years, but they&#039;d had no children yet. But when a gateway in a dungeon offered him a way home, he had to take it. It&#039;s not that he wanted to take it. It was his duty to take it. And so he did. When he was found by a patrol and taken back to Kabul, at first he was treated like a deserter, but after some weeks of him steadfasting sticking to the truth, he was eventually treated as a headcase. He was drummed unceremoniously out of the Army with a medical discharge that said, &amp;quot;Psychiatric&amp;quot; on it. The day he was walked off base as a civilian, he was met by the recruiter for Project Kerberos.&lt;/div&gt;</summary>
		<author><name>Stattick</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Jensen_Hawkins_(Jay)_3rd_Level&amp;diff=374205</id>
		<title>Jensen Hawkins (Jay) 3rd Level</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Jensen_Hawkins_(Jay)_3rd_Level&amp;diff=374205"/>
		<updated>2019-11-23T19:57:14Z</updated>

		<summary type="html">&lt;p&gt;Stattick: /* Characteristics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Jensen Isaiah Hawkins (Jay or Screamin Jay) ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Race&#039;&#039;&#039; Elf, Wood  &#039;&#039;&#039;Sex&#039;&#039;&#039; Male  &#039;&#039;&#039;Background&#039;&#039;&#039; US Army Ranger (Uthgardt Tribe Member)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class&#039;&#039;&#039; Assassin Rogue / Gloom Stalker Ranger &#039;&#039;&#039;Level&#039;&#039;&#039; 1 / 2 &#039;&#039;&#039;Alignment&#039;&#039;&#039; Lawful Neutral&lt;br /&gt;
&lt;br /&gt;
== Characteristics ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Str&#039;&#039;&#039; 10 (+0)  &#039;&#039;&#039;Dex&#039;&#039;&#039; 17 (+3)  &#039;&#039;&#039;Con&#039;&#039;&#039; 14 (+2)  &#039;&#039;&#039;Int&#039;&#039;&#039; 12 (+1)  &#039;&#039;&#039;Wis&#039;&#039;&#039; 14 (+2)  &#039;&#039;&#039;Cha&#039;&#039;&#039; 8 (-1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Saving Throws&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Str&#039;&#039;&#039; 0  &#039;&#039;&#039;Dex&#039;&#039;&#039; +8  &#039;&#039;&#039;Con&#039;&#039;&#039; +2  &#039;&#039;&#039;Int&#039;&#039;&#039; +5  &#039;&#039;&#039;Wis&#039;&#039;&#039; +6  &#039;&#039;&#039;Cha&#039;&#039;&#039; -1&lt;br /&gt;
*Advantage vs charmed&lt;br /&gt;
*Magic can&#039;t put you to sleep&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Speed&#039;&#039;&#039; 40, Climbing 40, Swimming 40, +10&#039; first turn of combat. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Passive Perception&#039;&#039;&#039; 20 &#039;&#039;&#039;Passive Insight&#039;&#039;&#039; 16 &#039;&#039;&#039;Darkvision&#039;&#039;&#039; 90 feet&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;HPs&#039;&#039;&#039; 104 _________________ &#039;&#039;&#039;Hit Dice&#039;&#039;&#039; 10d10 / 3d6 &#039;&#039;&#039;AC&#039;&#039;&#039; 17 &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Initiative&#039;&#039;&#039; +6&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Proficiency Bonus&#039;&#039;&#039; +4&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! &#039;&#039;&#039;Weapon&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Type&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Range&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Attack&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Damage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Longbow +3&lt;br /&gt;
| Ranged&lt;br /&gt;
| 150 / 600&lt;br /&gt;
| +12&lt;br /&gt;
| 1d8+12&lt;br /&gt;
|-&lt;br /&gt;
| Scimitar&lt;br /&gt;
| Melee&lt;br /&gt;
| -&lt;br /&gt;
| +7&lt;br /&gt;
| 1d8+4&lt;br /&gt;
|-&lt;br /&gt;
| Dagger&lt;br /&gt;
| Melee&lt;br /&gt;
| 20/60&lt;br /&gt;
| +7&lt;br /&gt;
| 1d4+4&lt;br /&gt;
|-&lt;br /&gt;
| Spear&lt;br /&gt;
| Melee&lt;br /&gt;
| 20/60&lt;br /&gt;
| +4&lt;br /&gt;
| 1d6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! &#039;&#039;&#039;Skills&#039;&#039;&#039; (&#039;&#039;&#039;Proficient&#039;&#039;&#039;, &#039;&#039;&#039;&#039;&#039;Expertise&#039;&#039;&#039;&#039;&#039;)&lt;br /&gt;
! &#039;&#039;&#039;Other Proficiencies&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Languages&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
*&#039;&#039;&#039;Acrobatics&#039;&#039;&#039; (Dex) +8&lt;br /&gt;
*&#039;&#039;&#039;Animal Handling&#039;&#039;&#039; (Wis) +6&lt;br /&gt;
*Arcana (Int) +1&lt;br /&gt;
*&#039;&#039;&#039;Athletics&#039;&#039;&#039; (Str) +4&lt;br /&gt;
*Deception (Cha) -1&lt;br /&gt;
*History (Int) +1&lt;br /&gt;
*&#039;&#039;&#039;Insight&#039;&#039;&#039; (Wis) +6&lt;br /&gt;
*&#039;&#039;&#039;Intimidation&#039;&#039;&#039; (Cha) +3&lt;br /&gt;
*&#039;&#039;&#039;Investigation&#039;&#039;&#039; (Int) +5&lt;br /&gt;
*Medicine (Wis) +2&lt;br /&gt;
*&#039;&#039;&#039;Nature&#039;&#039;&#039; (Int) +5&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Perception&#039;&#039;&#039;&#039;&#039; (Wis) +10&lt;br /&gt;
*Performance (Cha) -1&lt;br /&gt;
*Persuasion (Cha) -1&lt;br /&gt;
*Religion (Int) +1&lt;br /&gt;
*Sleight of Hand (Dex) +4&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Stealth&#039;&#039;&#039;&#039;&#039; (Dex) +12&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Survival&#039;&#039;&#039;&#039;&#039; (Wis) +10&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
*Light &amp;amp; Medium Armor&lt;br /&gt;
*Shields&lt;br /&gt;
*Simple &amp;amp; Martial Weapons&lt;br /&gt;
*Thieve&#039;s Tools&lt;br /&gt;
*Tinker&#039;s Tools&lt;br /&gt;
*Tool: Vehicles (land)&lt;br /&gt;
*Tool: Machinery&lt;br /&gt;
*Disguise Kit&lt;br /&gt;
*Poisoner&#039;s Kit&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
*English&lt;br /&gt;
*Common&lt;br /&gt;
*Elven&lt;br /&gt;
*Thieves&#039; Cant&lt;br /&gt;
*Dari-Persian&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Features &amp;amp; Feats ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Racial &amp;amp; Background&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;Mask of the Wild&#039;&#039;: You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.&lt;br /&gt;
*&#039;&#039;Blessing of the Forest&#039;&#039;: Action - pass my Mask of the Wild feature to another for an hour, or until I pass it to another creature.&lt;br /&gt;
*&#039;&#039;Uthgardt Heritage&#039;&#039;: You find twice as much food and water as you normally would when you forage. Additionally, you can call upon the hospitality of your people, and those folk allied with your tribe.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rogue Features&#039;&#039;&#039;&lt;br /&gt;
*1st Level: Expertise, Sneak Attack (+1d6)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ranger Features&#039;&#039;&#039;&lt;br /&gt;
*1st Level: &#039;&#039;&#039;Favored Foe&#039;&#039;&#039; - Hunter’s Mark spell known, doesn&#039;t count against spells known, doesn&#039;t require concentration. Can cast it Wis Mod times w/o concentration or expending a slot per long rest., &#039;&#039;&#039;Deft Explorer&#039;&#039;&#039; - Roving: +5 Speed, Climbing &amp;amp; Swimming is equal to walking speed. Canny: Expertise in Athletics, +2 languages.&lt;br /&gt;
*2nd Level: &#039;&#039;&#039;Fighting Style&#039;&#039;&#039; - Archery (+2 w/ Ranged Weapons), &#039;&#039;&#039;Spellcasting&#039;&#039;&#039; (see &amp;quot;Magic&amp;quot; below&amp;quot;), &#039;&#039;&#039;Spell Versatility&#039;&#039;&#039; - When you finish a long rest, you can replace a spell you learned from your Spellcasting feature with another spell from the ranger spell list. The new spell must be the same level as the spell you replace, &#039;&#039;&#039;Spellcasting Focus&#039;&#039;&#039; - May use Druidic spell focus. &#039;&#039;&#039;Ranger Spells&#039;&#039;&#039; - The following spells expand the ranger spell list: Entangle, Searing Smite, Aid, Gust of Wind, Magic Weapon, Enhance Ability, Warding Bond&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Feats&#039;&#039;&#039;&lt;br /&gt;
*1st Level: &#039;&#039;&#039;Sharpshooter&#039;&#039;&#039; (Ranged Weapons) No disadvantage at long range. Ignore half cover and three-quarters cover. May take -5 to hit &amp;amp; +10 dmg.&lt;br /&gt;
&lt;br /&gt;
== Magic ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;&#039;Casting Ability&#039;&#039;&#039; Wisdom&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Save DC&#039;&#039;&#039; 14 &#039;&#039;&#039;Attack Bonus&#039;&#039;&#039; +6&lt;br /&gt;
|&lt;br /&gt;
: * = doesn&#039;t count against known spells&lt;br /&gt;
: † = cast once per long rest for free&lt;br /&gt;
: ^ = cast Wis mod per long rest for free&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! &#039;&#039;&#039;Cantrips&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;1st Level&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
*Create Bonfire&lt;br /&gt;
*Druidcraft&lt;br /&gt;
*Prestidigitation&lt;br /&gt;
*Shape Water&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
*Detect Magic * †&lt;br /&gt;
*Disguise Self *&lt;br /&gt;
*Ensnaring Strike&lt;br /&gt;
*Goodberry&lt;br /&gt;
*Hunter&#039;s Mark * ^&lt;br /&gt;
*Longstrider&lt;br /&gt;
*Speak with Animals * †&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Equipment ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Magical Equipment&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Longbow +3&#039;&#039;&#039; (very rare)&lt;br /&gt;
:&#039;&#039;&#039;Glamoured Studded Leather&#039;&#039;&#039; (rare) - AC 13 + Dex Mod, can appear as clothing&lt;br /&gt;
:&#039;&#039;&#039;Bracers of Archery&#039;&#039;&#039; (uncommon, attunement) - +2 bow dmg&lt;br /&gt;
:&#039;&#039;&#039;Efficient Quiver&#039;&#039;&#039; (uncommon)&lt;br /&gt;
:&#039;&#039;&#039;Elvin Boots&#039;&#039;&#039; (uncommon) - adv on stealth&lt;br /&gt;
:&#039;&#039;&#039;Aril Ring&#039;&#039;&#039; (common, attunement) - &#039;&#039;A ring of polished yew. In place of a gem, the ring has a single, living aril.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
:As a Bonus Action, the wearer may pluck the ring&#039;s berry. When doing so, a fey spirit in the form of a sparrow appears. As an Action, the berry can be eaten (effects as a single Goodberry), fed to another, or it can be fed to the sparrow. If the sparrow doesn&#039;t get the berry, it fluffs up its feathers and chatters angrily.&lt;br /&gt;
&lt;br /&gt;
:If the aril is fed to the sparrow, the bird will act as a messenger, per the Message cantrip. The bird must be able to physically get to the person the message is intended for. The bird will land and whisper the message in the recipient&#039;s ear. After a minute transpires, the bird will return to the feywild, any impending messages undelivered. Sparrows use the same attributes as Canaries.&lt;br /&gt;
&lt;br /&gt;
:It&#039;s said that these messengers can also carry messages to the spirits of the dead, but if so, the dead don&#039;t typically respond. If sent to deliver such a message, the sparrow merely disappears.&lt;br /&gt;
&lt;br /&gt;
:The ring will regrow a missing berry at dawn.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Glow Gem&#039;&#039;&#039; (common) - A gem that glows as brightly as a candle. The light the gem gives off is the same color as the gem. (orange topaz)&lt;br /&gt;
:&#039;&#039;&#039;Shaded Scimitar&#039;&#039;&#039; (common) - A Shaded weapon is mat black and reflects no light. It seems to disappear in the shadows and darkness.&lt;br /&gt;
&lt;br /&gt;
:In dimly lit or dark conditions, if a creature isn&#039;t already aware of the weapon&#039;s presence, it must make a DC 15 check to notice its presence (Perception or Investigation) even if it&#039;s being held. Attacks with an unnoticed Shaded weapon are made with advantage. After a Shaded weapon is used to attack in a combat, it is no longer difficult to perceive.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Unbreakable Arrow&#039;&#039;&#039; (common) x3&lt;br /&gt;
:&#039;&#039;&#039;Walloping Ammunition&#039;&#039;&#039; (Arrows, common) x2 - A creature hit by the ammunition must succeed on a DC 10 Strength saving throw or be knocked prone.&lt;br /&gt;
:&#039;&#039;&#039;Whistling Ammunition&#039;&#039;&#039; (Arrow, common) x1 - When in flight, the arrow makes a loud whistling noise.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Mundane Equipment&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Worn&#039;&#039;&#039;&lt;br /&gt;
::Glamored Studded Leather Armor 13 lbs&lt;br /&gt;
::Clothing (including boots &amp;amp; cloak) 5 lbs&lt;br /&gt;
::Efficient Quiver 2 lbs&lt;br /&gt;
:::Longbow +3&lt;br /&gt;
:::54 Arrows&lt;br /&gt;
:::3 Unbreakable Arrows&lt;br /&gt;
:::2 Walloping Arrows&lt;br /&gt;
:::1 Whistling Arrow&lt;br /&gt;
:::Shaded Scimitar&lt;br /&gt;
:::2 Spears&lt;br /&gt;
:::10 Torches&lt;br /&gt;
::&#039;&#039;&#039;Belt&#039;&#039;&#039;&lt;br /&gt;
:::Dagger 1 lb&lt;br /&gt;
:::&#039;&#039;&#039;Belt Pouch&#039;&#039;&#039; ~3 lbs&lt;br /&gt;
::::Tiny Tinder Box&lt;br /&gt;
::::Toilet Paper&lt;br /&gt;
::::Glow Gem (in lightproof container)&lt;br /&gt;
::::Thieves Tools&lt;br /&gt;
::::Compass&lt;br /&gt;
::::Chalk&lt;br /&gt;
::::Carpenter&#039;s Pencil&lt;br /&gt;
::::Spoon &amp;amp; Fork&lt;br /&gt;
::::Snacks&lt;br /&gt;
::::Small notepad&lt;br /&gt;
::::Monocular &lt;br /&gt;
::&#039;&#039;&#039;Pack&#039;&#039;&#039; 2 lbs (~25 lbs total)&lt;br /&gt;
:::Change of Clothes 2 lbs&lt;br /&gt;
:::100&#039; Type III Tan cammo paracord .5 lbs&lt;br /&gt;
:::100&#039; smaller lengths of paracord .5 lbs&lt;br /&gt;
:::Sleeping Bag 3 lbs&lt;br /&gt;
:::Backpacking Tarp 2 lbs&lt;br /&gt;
:::3 Days rations 6 lbs&lt;br /&gt;
:::Rags 1 lb&lt;br /&gt;
:::Sewing kit&lt;br /&gt;
:::Mess Kit 1 lb&lt;br /&gt;
:::Flask of oil 1 lb&lt;br /&gt;
:::Plastic bottle of Everclear 1 lb&lt;br /&gt;
:::Duct Tape .5 lbs&lt;br /&gt;
:::Small game snare building equip 2 lbs&lt;br /&gt;
:48 lbs total&lt;br /&gt;
:23 lbs w/o pack&lt;br /&gt;
&lt;br /&gt;
== Background ==&lt;br /&gt;
Jensen Isaiah Hawkins was born and raised in Eastern Oregon by a moderately abusive family of rigidly adhering fundamentalist Christians of an off-beat denomination. His family were also firm adherents of a number of Sovereign Citizen and Freemen-on-the-Land conspiracy theories. He thought his family&#039;s beliefs, both religious and otherwise, were insane. He was raised on a small ranch that wasn&#039;t always self sustaining. Jensen, or &amp;quot;Jay&amp;quot; as anyone who actually liked him called him (so not his family), had to learn to get by impoverished, and was often reduced to thievery and poaching to get by.&lt;br /&gt;
&lt;br /&gt;
When he was old enough, Jay joined the US Army. Being good on the land, and having been raised with a gun or bow at his side since he was small, but not being the brightest recruit, Jay landed in the infantry. In Basic Training, the shy Jensen quickly got named Screamin&#039; Jay by the Drill Sergeant, and the name stuck. Within a few years, after his first tour in Afghanistan, he got into the Rangers. He had his sights set on joining Special Forces if he could get into the training.&lt;br /&gt;
&lt;br /&gt;
After making it through Ranger training, he landed back in Afghanistan for another tour, this time, mostly on foot instead of in an APC. A couple of years into deployment, his platoon went down a hole in Afghanistan, chasing the Taliban. The cavern turned into torch lined halls of cyclopean stonework, peppered with grotesquely grinning gargoyle faces. Then the monsters came, along with an 80 ton stone block that barred their way back. The only way out was to go forward. Screamin Jay was the only one that made it out - but &amp;quot;out&amp;quot; was another world. A world of elves, orcs, dragons, and unicorns.&lt;br /&gt;
&lt;br /&gt;
On the other side, Jay found himself transformed into an elf. It was a little odd, but not insufferable. After wandering for a while, and getting into some trouble among the humans, who apparently didn&#039;t like elves, he went out into the wilds to find &amp;quot;his kind&amp;quot;, the elves. It wasn&#039;t long after entering their territory that he was picked up by a patrol of Wood Elves that looked much as he did. After a few days of questioning, they finally decided that he was telling the truth about his origins, and was no danger to them. He was offered a place among them, which he accepted. It wasn&#039;t long before he too was patrolling with their rangers.&lt;br /&gt;
&lt;br /&gt;
He was &amp;quot;over there&amp;quot; for ten years. It was a good life. He&#039;d been handfasted to a good elven woman for a few years, but they&#039;d had no children yet. But when a gateway in a dungeon offered him a way home, he had to take it. It&#039;s not that he wanted to take it. It was his duty to take it. And so he did. When he was found by a patrol and taken back to Kabul, at first he was treated like a deserter, but after some weeks of him steadfasting sticking to the truth, he was eventually treated as a headcase. He was drummed unceremoniously out of the Army with a medical discharge that said, &amp;quot;Psychiatric&amp;quot; on it. The day he was walked off base as a civilian, he was met by the recruiter for Project Kerberos.&lt;/div&gt;</summary>
		<author><name>Stattick</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Jensen_Hawkins_(Jay)_3rd_Level&amp;diff=374204</id>
		<title>Jensen Hawkins (Jay) 3rd Level</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Jensen_Hawkins_(Jay)_3rd_Level&amp;diff=374204"/>
		<updated>2019-11-23T19:56:41Z</updated>

		<summary type="html">&lt;p&gt;Stattick: /* Characteristics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Jensen Isaiah Hawkins (Jay or Screamin Jay) ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Race&#039;&#039;&#039; Elf, Wood  &#039;&#039;&#039;Sex&#039;&#039;&#039; Male  &#039;&#039;&#039;Background&#039;&#039;&#039; US Army Ranger (Uthgardt Tribe Member)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class&#039;&#039;&#039; Assassin Rogue / Gloom Stalker Ranger &#039;&#039;&#039;Level&#039;&#039;&#039; 1 / 2 &#039;&#039;&#039;Alignment&#039;&#039;&#039; Lawful Neutral&lt;br /&gt;
&lt;br /&gt;
== Characteristics ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Str&#039;&#039;&#039; 10 (+0)  &#039;&#039;&#039;Dex&#039;&#039;&#039; 17 (+3)  &#039;&#039;&#039;Con&#039;&#039;&#039; 14 (+2)  &#039;&#039;&#039;Int&#039;&#039;&#039; 12 (+1)  &#039;&#039;&#039;Wis&#039;&#039;&#039; 14 (+2)  &#039;&#039;&#039;Cha&#039;&#039;&#039; 8 (-1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Saving Throws&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Str&#039;&#039;&#039; 0  &#039;&#039;&#039;Dex&#039;&#039;&#039; +8  &#039;&#039;&#039;Con&#039;&#039;&#039; +2  &#039;&#039;&#039;Int&#039;&#039;&#039; +5  &#039;&#039;&#039;Wis&#039;&#039;&#039; +6  &#039;&#039;&#039;Cha&#039;&#039;&#039; -1&lt;br /&gt;
*Advantage vs charmed&lt;br /&gt;
*Magic can&#039;t put you to sleep&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Speed&#039;&#039;&#039; 40, Climbing 40, Swimming 40, +10&#039; first turn of combat. &lt;br /&gt;
*Nonmagical difficult terrain costs no extra movement.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Passive Perception&#039;&#039;&#039; 20 &#039;&#039;&#039;Passive Insight&#039;&#039;&#039; 16 &#039;&#039;&#039;Darkvision&#039;&#039;&#039; 90 feet&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;HPs&#039;&#039;&#039; 104 _________________ &#039;&#039;&#039;Hit Dice&#039;&#039;&#039; 10d10 / 3d6 &#039;&#039;&#039;AC&#039;&#039;&#039; 17 &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Initiative&#039;&#039;&#039; +6&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Proficiency Bonus&#039;&#039;&#039; +4&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! &#039;&#039;&#039;Weapon&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Type&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Range&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Attack&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Damage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Longbow +3&lt;br /&gt;
| Ranged&lt;br /&gt;
| 150 / 600&lt;br /&gt;
| +12&lt;br /&gt;
| 1d8+12&lt;br /&gt;
|-&lt;br /&gt;
| Scimitar&lt;br /&gt;
| Melee&lt;br /&gt;
| -&lt;br /&gt;
| +7&lt;br /&gt;
| 1d8+4&lt;br /&gt;
|-&lt;br /&gt;
| Dagger&lt;br /&gt;
| Melee&lt;br /&gt;
| 20/60&lt;br /&gt;
| +7&lt;br /&gt;
| 1d4+4&lt;br /&gt;
|-&lt;br /&gt;
| Spear&lt;br /&gt;
| Melee&lt;br /&gt;
| 20/60&lt;br /&gt;
| +4&lt;br /&gt;
| 1d6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! &#039;&#039;&#039;Skills&#039;&#039;&#039; (&#039;&#039;&#039;Proficient&#039;&#039;&#039;, &#039;&#039;&#039;&#039;&#039;Expertise&#039;&#039;&#039;&#039;&#039;)&lt;br /&gt;
! &#039;&#039;&#039;Other Proficiencies&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Languages&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
*&#039;&#039;&#039;Acrobatics&#039;&#039;&#039; (Dex) +8&lt;br /&gt;
*&#039;&#039;&#039;Animal Handling&#039;&#039;&#039; (Wis) +6&lt;br /&gt;
*Arcana (Int) +1&lt;br /&gt;
*&#039;&#039;&#039;Athletics&#039;&#039;&#039; (Str) +4&lt;br /&gt;
*Deception (Cha) -1&lt;br /&gt;
*History (Int) +1&lt;br /&gt;
*&#039;&#039;&#039;Insight&#039;&#039;&#039; (Wis) +6&lt;br /&gt;
*&#039;&#039;&#039;Intimidation&#039;&#039;&#039; (Cha) +3&lt;br /&gt;
*&#039;&#039;&#039;Investigation&#039;&#039;&#039; (Int) +5&lt;br /&gt;
*Medicine (Wis) +2&lt;br /&gt;
*&#039;&#039;&#039;Nature&#039;&#039;&#039; (Int) +5&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Perception&#039;&#039;&#039;&#039;&#039; (Wis) +10&lt;br /&gt;
*Performance (Cha) -1&lt;br /&gt;
*Persuasion (Cha) -1&lt;br /&gt;
*Religion (Int) +1&lt;br /&gt;
*Sleight of Hand (Dex) +4&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Stealth&#039;&#039;&#039;&#039;&#039; (Dex) +12&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Survival&#039;&#039;&#039;&#039;&#039; (Wis) +10&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
*Light &amp;amp; Medium Armor&lt;br /&gt;
*Shields&lt;br /&gt;
*Simple &amp;amp; Martial Weapons&lt;br /&gt;
*Thieve&#039;s Tools&lt;br /&gt;
*Tinker&#039;s Tools&lt;br /&gt;
*Tool: Vehicles (land)&lt;br /&gt;
*Tool: Machinery&lt;br /&gt;
*Disguise Kit&lt;br /&gt;
*Poisoner&#039;s Kit&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
*English&lt;br /&gt;
*Common&lt;br /&gt;
*Elven&lt;br /&gt;
*Thieves&#039; Cant&lt;br /&gt;
*Dari-Persian&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Features &amp;amp; Feats ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Racial &amp;amp; Background&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;Mask of the Wild&#039;&#039;: You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.&lt;br /&gt;
*&#039;&#039;Blessing of the Forest&#039;&#039;: Action - pass my Mask of the Wild feature to another for an hour, or until I pass it to another creature.&lt;br /&gt;
*&#039;&#039;Uthgardt Heritage&#039;&#039;: You find twice as much food and water as you normally would when you forage. Additionally, you can call upon the hospitality of your people, and those folk allied with your tribe.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rogue Features&#039;&#039;&#039;&lt;br /&gt;
*1st Level: Expertise, Sneak Attack (+1d6)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ranger Features&#039;&#039;&#039;&lt;br /&gt;
*1st Level: &#039;&#039;&#039;Favored Foe&#039;&#039;&#039; - Hunter’s Mark spell known, doesn&#039;t count against spells known, doesn&#039;t require concentration. Can cast it Wis Mod times w/o concentration or expending a slot per long rest., &#039;&#039;&#039;Deft Explorer&#039;&#039;&#039; - Roving: +5 Speed, Climbing &amp;amp; Swimming is equal to walking speed. Canny: Expertise in Athletics, +2 languages.&lt;br /&gt;
*2nd Level: &#039;&#039;&#039;Fighting Style&#039;&#039;&#039; - Archery (+2 w/ Ranged Weapons), &#039;&#039;&#039;Spellcasting&#039;&#039;&#039; (see &amp;quot;Magic&amp;quot; below&amp;quot;), &#039;&#039;&#039;Spell Versatility&#039;&#039;&#039; - When you finish a long rest, you can replace a spell you learned from your Spellcasting feature with another spell from the ranger spell list. The new spell must be the same level as the spell you replace, &#039;&#039;&#039;Spellcasting Focus&#039;&#039;&#039; - May use Druidic spell focus. &#039;&#039;&#039;Ranger Spells&#039;&#039;&#039; - The following spells expand the ranger spell list: Entangle, Searing Smite, Aid, Gust of Wind, Magic Weapon, Enhance Ability, Warding Bond&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Feats&#039;&#039;&#039;&lt;br /&gt;
*1st Level: &#039;&#039;&#039;Sharpshooter&#039;&#039;&#039; (Ranged Weapons) No disadvantage at long range. Ignore half cover and three-quarters cover. May take -5 to hit &amp;amp; +10 dmg.&lt;br /&gt;
&lt;br /&gt;
== Magic ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;&#039;Casting Ability&#039;&#039;&#039; Wisdom&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Save DC&#039;&#039;&#039; 14 &#039;&#039;&#039;Attack Bonus&#039;&#039;&#039; +6&lt;br /&gt;
|&lt;br /&gt;
: * = doesn&#039;t count against known spells&lt;br /&gt;
: † = cast once per long rest for free&lt;br /&gt;
: ^ = cast Wis mod per long rest for free&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! &#039;&#039;&#039;Cantrips&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;1st Level&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
*Create Bonfire&lt;br /&gt;
*Druidcraft&lt;br /&gt;
*Prestidigitation&lt;br /&gt;
*Shape Water&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
*Detect Magic * †&lt;br /&gt;
*Disguise Self *&lt;br /&gt;
*Ensnaring Strike&lt;br /&gt;
*Goodberry&lt;br /&gt;
*Hunter&#039;s Mark * ^&lt;br /&gt;
*Longstrider&lt;br /&gt;
*Speak with Animals * †&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Equipment ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Magical Equipment&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Longbow +3&#039;&#039;&#039; (very rare)&lt;br /&gt;
:&#039;&#039;&#039;Glamoured Studded Leather&#039;&#039;&#039; (rare) - AC 13 + Dex Mod, can appear as clothing&lt;br /&gt;
:&#039;&#039;&#039;Bracers of Archery&#039;&#039;&#039; (uncommon, attunement) - +2 bow dmg&lt;br /&gt;
:&#039;&#039;&#039;Efficient Quiver&#039;&#039;&#039; (uncommon)&lt;br /&gt;
:&#039;&#039;&#039;Elvin Boots&#039;&#039;&#039; (uncommon) - adv on stealth&lt;br /&gt;
:&#039;&#039;&#039;Aril Ring&#039;&#039;&#039; (common, attunement) - &#039;&#039;A ring of polished yew. In place of a gem, the ring has a single, living aril.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
:As a Bonus Action, the wearer may pluck the ring&#039;s berry. When doing so, a fey spirit in the form of a sparrow appears. As an Action, the berry can be eaten (effects as a single Goodberry), fed to another, or it can be fed to the sparrow. If the sparrow doesn&#039;t get the berry, it fluffs up its feathers and chatters angrily.&lt;br /&gt;
&lt;br /&gt;
:If the aril is fed to the sparrow, the bird will act as a messenger, per the Message cantrip. The bird must be able to physically get to the person the message is intended for. The bird will land and whisper the message in the recipient&#039;s ear. After a minute transpires, the bird will return to the feywild, any impending messages undelivered. Sparrows use the same attributes as Canaries.&lt;br /&gt;
&lt;br /&gt;
:It&#039;s said that these messengers can also carry messages to the spirits of the dead, but if so, the dead don&#039;t typically respond. If sent to deliver such a message, the sparrow merely disappears.&lt;br /&gt;
&lt;br /&gt;
:The ring will regrow a missing berry at dawn.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Glow Gem&#039;&#039;&#039; (common) - A gem that glows as brightly as a candle. The light the gem gives off is the same color as the gem. (orange topaz)&lt;br /&gt;
:&#039;&#039;&#039;Shaded Scimitar&#039;&#039;&#039; (common) - A Shaded weapon is mat black and reflects no light. It seems to disappear in the shadows and darkness.&lt;br /&gt;
&lt;br /&gt;
:In dimly lit or dark conditions, if a creature isn&#039;t already aware of the weapon&#039;s presence, it must make a DC 15 check to notice its presence (Perception or Investigation) even if it&#039;s being held. Attacks with an unnoticed Shaded weapon are made with advantage. After a Shaded weapon is used to attack in a combat, it is no longer difficult to perceive.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Unbreakable Arrow&#039;&#039;&#039; (common) x3&lt;br /&gt;
:&#039;&#039;&#039;Walloping Ammunition&#039;&#039;&#039; (Arrows, common) x2 - A creature hit by the ammunition must succeed on a DC 10 Strength saving throw or be knocked prone.&lt;br /&gt;
:&#039;&#039;&#039;Whistling Ammunition&#039;&#039;&#039; (Arrow, common) x1 - When in flight, the arrow makes a loud whistling noise.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Mundane Equipment&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Worn&#039;&#039;&#039;&lt;br /&gt;
::Glamored Studded Leather Armor 13 lbs&lt;br /&gt;
::Clothing (including boots &amp;amp; cloak) 5 lbs&lt;br /&gt;
::Efficient Quiver 2 lbs&lt;br /&gt;
:::Longbow +3&lt;br /&gt;
:::54 Arrows&lt;br /&gt;
:::3 Unbreakable Arrows&lt;br /&gt;
:::2 Walloping Arrows&lt;br /&gt;
:::1 Whistling Arrow&lt;br /&gt;
:::Shaded Scimitar&lt;br /&gt;
:::2 Spears&lt;br /&gt;
:::10 Torches&lt;br /&gt;
::&#039;&#039;&#039;Belt&#039;&#039;&#039;&lt;br /&gt;
:::Dagger 1 lb&lt;br /&gt;
:::&#039;&#039;&#039;Belt Pouch&#039;&#039;&#039; ~3 lbs&lt;br /&gt;
::::Tiny Tinder Box&lt;br /&gt;
::::Toilet Paper&lt;br /&gt;
::::Glow Gem (in lightproof container)&lt;br /&gt;
::::Thieves Tools&lt;br /&gt;
::::Compass&lt;br /&gt;
::::Chalk&lt;br /&gt;
::::Carpenter&#039;s Pencil&lt;br /&gt;
::::Spoon &amp;amp; Fork&lt;br /&gt;
::::Snacks&lt;br /&gt;
::::Small notepad&lt;br /&gt;
::::Monocular &lt;br /&gt;
::&#039;&#039;&#039;Pack&#039;&#039;&#039; 2 lbs (~25 lbs total)&lt;br /&gt;
:::Change of Clothes 2 lbs&lt;br /&gt;
:::100&#039; Type III Tan cammo paracord .5 lbs&lt;br /&gt;
:::100&#039; smaller lengths of paracord .5 lbs&lt;br /&gt;
:::Sleeping Bag 3 lbs&lt;br /&gt;
:::Backpacking Tarp 2 lbs&lt;br /&gt;
:::3 Days rations 6 lbs&lt;br /&gt;
:::Rags 1 lb&lt;br /&gt;
:::Sewing kit&lt;br /&gt;
:::Mess Kit 1 lb&lt;br /&gt;
:::Flask of oil 1 lb&lt;br /&gt;
:::Plastic bottle of Everclear 1 lb&lt;br /&gt;
:::Duct Tape .5 lbs&lt;br /&gt;
:::Small game snare building equip 2 lbs&lt;br /&gt;
:48 lbs total&lt;br /&gt;
:23 lbs w/o pack&lt;br /&gt;
&lt;br /&gt;
== Background ==&lt;br /&gt;
Jensen Isaiah Hawkins was born and raised in Eastern Oregon by a moderately abusive family of rigidly adhering fundamentalist Christians of an off-beat denomination. His family were also firm adherents of a number of Sovereign Citizen and Freemen-on-the-Land conspiracy theories. He thought his family&#039;s beliefs, both religious and otherwise, were insane. He was raised on a small ranch that wasn&#039;t always self sustaining. Jensen, or &amp;quot;Jay&amp;quot; as anyone who actually liked him called him (so not his family), had to learn to get by impoverished, and was often reduced to thievery and poaching to get by.&lt;br /&gt;
&lt;br /&gt;
When he was old enough, Jay joined the US Army. Being good on the land, and having been raised with a gun or bow at his side since he was small, but not being the brightest recruit, Jay landed in the infantry. In Basic Training, the shy Jensen quickly got named Screamin&#039; Jay by the Drill Sergeant, and the name stuck. Within a few years, after his first tour in Afghanistan, he got into the Rangers. He had his sights set on joining Special Forces if he could get into the training.&lt;br /&gt;
&lt;br /&gt;
After making it through Ranger training, he landed back in Afghanistan for another tour, this time, mostly on foot instead of in an APC. A couple of years into deployment, his platoon went down a hole in Afghanistan, chasing the Taliban. The cavern turned into torch lined halls of cyclopean stonework, peppered with grotesquely grinning gargoyle faces. Then the monsters came, along with an 80 ton stone block that barred their way back. The only way out was to go forward. Screamin Jay was the only one that made it out - but &amp;quot;out&amp;quot; was another world. A world of elves, orcs, dragons, and unicorns.&lt;br /&gt;
&lt;br /&gt;
On the other side, Jay found himself transformed into an elf. It was a little odd, but not insufferable. After wandering for a while, and getting into some trouble among the humans, who apparently didn&#039;t like elves, he went out into the wilds to find &amp;quot;his kind&amp;quot;, the elves. It wasn&#039;t long after entering their territory that he was picked up by a patrol of Wood Elves that looked much as he did. After a few days of questioning, they finally decided that he was telling the truth about his origins, and was no danger to them. He was offered a place among them, which he accepted. It wasn&#039;t long before he too was patrolling with their rangers.&lt;br /&gt;
&lt;br /&gt;
He was &amp;quot;over there&amp;quot; for ten years. It was a good life. He&#039;d been handfasted to a good elven woman for a few years, but they&#039;d had no children yet. But when a gateway in a dungeon offered him a way home, he had to take it. It&#039;s not that he wanted to take it. It was his duty to take it. And so he did. When he was found by a patrol and taken back to Kabul, at first he was treated like a deserter, but after some weeks of him steadfasting sticking to the truth, he was eventually treated as a headcase. He was drummed unceremoniously out of the Army with a medical discharge that said, &amp;quot;Psychiatric&amp;quot; on it. The day he was walked off base as a civilian, he was met by the recruiter for Project Kerberos.&lt;/div&gt;</summary>
		<author><name>Stattick</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Jensen_Hawkins_(Jay)_3rd_Level&amp;diff=374203</id>
		<title>Jensen Hawkins (Jay) 3rd Level</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Jensen_Hawkins_(Jay)_3rd_Level&amp;diff=374203"/>
		<updated>2019-11-23T19:55:14Z</updated>

		<summary type="html">&lt;p&gt;Stattick: /* Characteristics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Jensen Isaiah Hawkins (Jay or Screamin Jay) ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Race&#039;&#039;&#039; Elf, Wood  &#039;&#039;&#039;Sex&#039;&#039;&#039; Male  &#039;&#039;&#039;Background&#039;&#039;&#039; US Army Ranger (Uthgardt Tribe Member)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class&#039;&#039;&#039; Assassin Rogue / Gloom Stalker Ranger &#039;&#039;&#039;Level&#039;&#039;&#039; 1 / 2 &#039;&#039;&#039;Alignment&#039;&#039;&#039; Lawful Neutral&lt;br /&gt;
&lt;br /&gt;
== Characteristics ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Str&#039;&#039;&#039; 10 (+0)  &#039;&#039;&#039;Dex&#039;&#039;&#039; 17 (+3)  &#039;&#039;&#039;Con&#039;&#039;&#039; 14 (+2)  &#039;&#039;&#039;Int&#039;&#039;&#039; 12 (+1)  &#039;&#039;&#039;Wis&#039;&#039;&#039; 14 (+2)  &#039;&#039;&#039;Cha&#039;&#039;&#039; 8 (-1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Saving Throws&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Str&#039;&#039;&#039; 0  &#039;&#039;&#039;Dex&#039;&#039;&#039; +8  &#039;&#039;&#039;Con&#039;&#039;&#039; +2  &#039;&#039;&#039;Int&#039;&#039;&#039; +5  &#039;&#039;&#039;Wis&#039;&#039;&#039; +6  &#039;&#039;&#039;Cha&#039;&#039;&#039; -1&lt;br /&gt;
*Advantage vs charmed&lt;br /&gt;
*Magic can&#039;t put you to sleep&lt;br /&gt;
*Advantage on saves against plants that are magically created or manipulated to impede movement (entangle, etc).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Speed&#039;&#039;&#039; 40, Climbing 40, Swimming 40, +10&#039; first turn of combat. &lt;br /&gt;
*Nonmagical difficult terrain costs no extra movement.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Passive Perception&#039;&#039;&#039; 20 &#039;&#039;&#039;Passive Insight&#039;&#039;&#039; 16 &#039;&#039;&#039;Darkvision&#039;&#039;&#039; 90 feet&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;HPs&#039;&#039;&#039; 104 _________________ &#039;&#039;&#039;Hit Dice&#039;&#039;&#039; 10d10 / 3d6 &#039;&#039;&#039;AC&#039;&#039;&#039; 17 &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Initiative&#039;&#039;&#039; +6&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Proficiency Bonus&#039;&#039;&#039; +4&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! &#039;&#039;&#039;Weapon&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Type&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Range&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Attack&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Damage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Longbow +3&lt;br /&gt;
| Ranged&lt;br /&gt;
| 150 / 600&lt;br /&gt;
| +12&lt;br /&gt;
| 1d8+12&lt;br /&gt;
|-&lt;br /&gt;
| Scimitar&lt;br /&gt;
| Melee&lt;br /&gt;
| -&lt;br /&gt;
| +7&lt;br /&gt;
| 1d8+4&lt;br /&gt;
|-&lt;br /&gt;
| Dagger&lt;br /&gt;
| Melee&lt;br /&gt;
| 20/60&lt;br /&gt;
| +7&lt;br /&gt;
| 1d4+4&lt;br /&gt;
|-&lt;br /&gt;
| Spear&lt;br /&gt;
| Melee&lt;br /&gt;
| 20/60&lt;br /&gt;
| +4&lt;br /&gt;
| 1d6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! &#039;&#039;&#039;Skills&#039;&#039;&#039; (&#039;&#039;&#039;Proficient&#039;&#039;&#039;, &#039;&#039;&#039;&#039;&#039;Expertise&#039;&#039;&#039;&#039;&#039;)&lt;br /&gt;
! &#039;&#039;&#039;Other Proficiencies&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Languages&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
*&#039;&#039;&#039;Acrobatics&#039;&#039;&#039; (Dex) +8&lt;br /&gt;
*&#039;&#039;&#039;Animal Handling&#039;&#039;&#039; (Wis) +6&lt;br /&gt;
*Arcana (Int) +1&lt;br /&gt;
*&#039;&#039;&#039;Athletics&#039;&#039;&#039; (Str) +4&lt;br /&gt;
*Deception (Cha) -1&lt;br /&gt;
*History (Int) +1&lt;br /&gt;
*&#039;&#039;&#039;Insight&#039;&#039;&#039; (Wis) +6&lt;br /&gt;
*&#039;&#039;&#039;Intimidation&#039;&#039;&#039; (Cha) +3&lt;br /&gt;
*&#039;&#039;&#039;Investigation&#039;&#039;&#039; (Int) +5&lt;br /&gt;
*Medicine (Wis) +2&lt;br /&gt;
*&#039;&#039;&#039;Nature&#039;&#039;&#039; (Int) +5&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Perception&#039;&#039;&#039;&#039;&#039; (Wis) +10&lt;br /&gt;
*Performance (Cha) -1&lt;br /&gt;
*Persuasion (Cha) -1&lt;br /&gt;
*Religion (Int) +1&lt;br /&gt;
*Sleight of Hand (Dex) +4&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Stealth&#039;&#039;&#039;&#039;&#039; (Dex) +12&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Survival&#039;&#039;&#039;&#039;&#039; (Wis) +10&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
*Light &amp;amp; Medium Armor&lt;br /&gt;
*Shields&lt;br /&gt;
*Simple &amp;amp; Martial Weapons&lt;br /&gt;
*Thieve&#039;s Tools&lt;br /&gt;
*Tinker&#039;s Tools&lt;br /&gt;
*Tool: Vehicles (land)&lt;br /&gt;
*Tool: Machinery&lt;br /&gt;
*Disguise Kit&lt;br /&gt;
*Poisoner&#039;s Kit&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
*English&lt;br /&gt;
*Common&lt;br /&gt;
*Elven&lt;br /&gt;
*Thieves&#039; Cant&lt;br /&gt;
*Dari-Persian&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Features &amp;amp; Feats ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Racial &amp;amp; Background&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;Mask of the Wild&#039;&#039;: You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.&lt;br /&gt;
*&#039;&#039;Blessing of the Forest&#039;&#039;: Action - pass my Mask of the Wild feature to another for an hour, or until I pass it to another creature.&lt;br /&gt;
*&#039;&#039;Uthgardt Heritage&#039;&#039;: You find twice as much food and water as you normally would when you forage. Additionally, you can call upon the hospitality of your people, and those folk allied with your tribe.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rogue Features&#039;&#039;&#039;&lt;br /&gt;
*1st Level: Expertise, Sneak Attack (+1d6)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ranger Features&#039;&#039;&#039;&lt;br /&gt;
*1st Level: &#039;&#039;&#039;Favored Foe&#039;&#039;&#039; - Hunter’s Mark spell known, doesn&#039;t count against spells known, doesn&#039;t require concentration. Can cast it Wis Mod times w/o concentration or expending a slot per long rest., &#039;&#039;&#039;Deft Explorer&#039;&#039;&#039; - Roving: +5 Speed, Climbing &amp;amp; Swimming is equal to walking speed. Canny: Expertise in Athletics, +2 languages.&lt;br /&gt;
*2nd Level: &#039;&#039;&#039;Fighting Style&#039;&#039;&#039; - Archery (+2 w/ Ranged Weapons), &#039;&#039;&#039;Spellcasting&#039;&#039;&#039; (see &amp;quot;Magic&amp;quot; below&amp;quot;), &#039;&#039;&#039;Spell Versatility&#039;&#039;&#039; - When you finish a long rest, you can replace a spell you learned from your Spellcasting feature with another spell from the ranger spell list. The new spell must be the same level as the spell you replace, &#039;&#039;&#039;Spellcasting Focus&#039;&#039;&#039; - May use Druidic spell focus. &#039;&#039;&#039;Ranger Spells&#039;&#039;&#039; - The following spells expand the ranger spell list: Entangle, Searing Smite, Aid, Gust of Wind, Magic Weapon, Enhance Ability, Warding Bond&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Feats&#039;&#039;&#039;&lt;br /&gt;
*1st Level: &#039;&#039;&#039;Sharpshooter&#039;&#039;&#039; (Ranged Weapons) No disadvantage at long range. Ignore half cover and three-quarters cover. May take -5 to hit &amp;amp; +10 dmg.&lt;br /&gt;
&lt;br /&gt;
== Magic ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;&#039;Casting Ability&#039;&#039;&#039; Wisdom&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Save DC&#039;&#039;&#039; 14 &#039;&#039;&#039;Attack Bonus&#039;&#039;&#039; +6&lt;br /&gt;
|&lt;br /&gt;
: * = doesn&#039;t count against known spells&lt;br /&gt;
: † = cast once per long rest for free&lt;br /&gt;
: ^ = cast Wis mod per long rest for free&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! &#039;&#039;&#039;Cantrips&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;1st Level&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
*Create Bonfire&lt;br /&gt;
*Druidcraft&lt;br /&gt;
*Prestidigitation&lt;br /&gt;
*Shape Water&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
*Detect Magic * †&lt;br /&gt;
*Disguise Self *&lt;br /&gt;
*Ensnaring Strike&lt;br /&gt;
*Goodberry&lt;br /&gt;
*Hunter&#039;s Mark * ^&lt;br /&gt;
*Longstrider&lt;br /&gt;
*Speak with Animals * †&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Equipment ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Magical Equipment&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Longbow +3&#039;&#039;&#039; (very rare)&lt;br /&gt;
:&#039;&#039;&#039;Glamoured Studded Leather&#039;&#039;&#039; (rare) - AC 13 + Dex Mod, can appear as clothing&lt;br /&gt;
:&#039;&#039;&#039;Bracers of Archery&#039;&#039;&#039; (uncommon, attunement) - +2 bow dmg&lt;br /&gt;
:&#039;&#039;&#039;Efficient Quiver&#039;&#039;&#039; (uncommon)&lt;br /&gt;
:&#039;&#039;&#039;Elvin Boots&#039;&#039;&#039; (uncommon) - adv on stealth&lt;br /&gt;
:&#039;&#039;&#039;Aril Ring&#039;&#039;&#039; (common, attunement) - &#039;&#039;A ring of polished yew. In place of a gem, the ring has a single, living aril.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
:As a Bonus Action, the wearer may pluck the ring&#039;s berry. When doing so, a fey spirit in the form of a sparrow appears. As an Action, the berry can be eaten (effects as a single Goodberry), fed to another, or it can be fed to the sparrow. If the sparrow doesn&#039;t get the berry, it fluffs up its feathers and chatters angrily.&lt;br /&gt;
&lt;br /&gt;
:If the aril is fed to the sparrow, the bird will act as a messenger, per the Message cantrip. The bird must be able to physically get to the person the message is intended for. The bird will land and whisper the message in the recipient&#039;s ear. After a minute transpires, the bird will return to the feywild, any impending messages undelivered. Sparrows use the same attributes as Canaries.&lt;br /&gt;
&lt;br /&gt;
:It&#039;s said that these messengers can also carry messages to the spirits of the dead, but if so, the dead don&#039;t typically respond. If sent to deliver such a message, the sparrow merely disappears.&lt;br /&gt;
&lt;br /&gt;
:The ring will regrow a missing berry at dawn.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Glow Gem&#039;&#039;&#039; (common) - A gem that glows as brightly as a candle. The light the gem gives off is the same color as the gem. (orange topaz)&lt;br /&gt;
:&#039;&#039;&#039;Shaded Scimitar&#039;&#039;&#039; (common) - A Shaded weapon is mat black and reflects no light. It seems to disappear in the shadows and darkness.&lt;br /&gt;
&lt;br /&gt;
:In dimly lit or dark conditions, if a creature isn&#039;t already aware of the weapon&#039;s presence, it must make a DC 15 check to notice its presence (Perception or Investigation) even if it&#039;s being held. Attacks with an unnoticed Shaded weapon are made with advantage. After a Shaded weapon is used to attack in a combat, it is no longer difficult to perceive.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Unbreakable Arrow&#039;&#039;&#039; (common) x3&lt;br /&gt;
:&#039;&#039;&#039;Walloping Ammunition&#039;&#039;&#039; (Arrows, common) x2 - A creature hit by the ammunition must succeed on a DC 10 Strength saving throw or be knocked prone.&lt;br /&gt;
:&#039;&#039;&#039;Whistling Ammunition&#039;&#039;&#039; (Arrow, common) x1 - When in flight, the arrow makes a loud whistling noise.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Mundane Equipment&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Worn&#039;&#039;&#039;&lt;br /&gt;
::Glamored Studded Leather Armor 13 lbs&lt;br /&gt;
::Clothing (including boots &amp;amp; cloak) 5 lbs&lt;br /&gt;
::Efficient Quiver 2 lbs&lt;br /&gt;
:::Longbow +3&lt;br /&gt;
:::54 Arrows&lt;br /&gt;
:::3 Unbreakable Arrows&lt;br /&gt;
:::2 Walloping Arrows&lt;br /&gt;
:::1 Whistling Arrow&lt;br /&gt;
:::Shaded Scimitar&lt;br /&gt;
:::2 Spears&lt;br /&gt;
:::10 Torches&lt;br /&gt;
::&#039;&#039;&#039;Belt&#039;&#039;&#039;&lt;br /&gt;
:::Dagger 1 lb&lt;br /&gt;
:::&#039;&#039;&#039;Belt Pouch&#039;&#039;&#039; ~3 lbs&lt;br /&gt;
::::Tiny Tinder Box&lt;br /&gt;
::::Toilet Paper&lt;br /&gt;
::::Glow Gem (in lightproof container)&lt;br /&gt;
::::Thieves Tools&lt;br /&gt;
::::Compass&lt;br /&gt;
::::Chalk&lt;br /&gt;
::::Carpenter&#039;s Pencil&lt;br /&gt;
::::Spoon &amp;amp; Fork&lt;br /&gt;
::::Snacks&lt;br /&gt;
::::Small notepad&lt;br /&gt;
::::Monocular &lt;br /&gt;
::&#039;&#039;&#039;Pack&#039;&#039;&#039; 2 lbs (~25 lbs total)&lt;br /&gt;
:::Change of Clothes 2 lbs&lt;br /&gt;
:::100&#039; Type III Tan cammo paracord .5 lbs&lt;br /&gt;
:::100&#039; smaller lengths of paracord .5 lbs&lt;br /&gt;
:::Sleeping Bag 3 lbs&lt;br /&gt;
:::Backpacking Tarp 2 lbs&lt;br /&gt;
:::3 Days rations 6 lbs&lt;br /&gt;
:::Rags 1 lb&lt;br /&gt;
:::Sewing kit&lt;br /&gt;
:::Mess Kit 1 lb&lt;br /&gt;
:::Flask of oil 1 lb&lt;br /&gt;
:::Plastic bottle of Everclear 1 lb&lt;br /&gt;
:::Duct Tape .5 lbs&lt;br /&gt;
:::Small game snare building equip 2 lbs&lt;br /&gt;
:48 lbs total&lt;br /&gt;
:23 lbs w/o pack&lt;br /&gt;
&lt;br /&gt;
== Background ==&lt;br /&gt;
Jensen Isaiah Hawkins was born and raised in Eastern Oregon by a moderately abusive family of rigidly adhering fundamentalist Christians of an off-beat denomination. His family were also firm adherents of a number of Sovereign Citizen and Freemen-on-the-Land conspiracy theories. He thought his family&#039;s beliefs, both religious and otherwise, were insane. He was raised on a small ranch that wasn&#039;t always self sustaining. Jensen, or &amp;quot;Jay&amp;quot; as anyone who actually liked him called him (so not his family), had to learn to get by impoverished, and was often reduced to thievery and poaching to get by.&lt;br /&gt;
&lt;br /&gt;
When he was old enough, Jay joined the US Army. Being good on the land, and having been raised with a gun or bow at his side since he was small, but not being the brightest recruit, Jay landed in the infantry. In Basic Training, the shy Jensen quickly got named Screamin&#039; Jay by the Drill Sergeant, and the name stuck. Within a few years, after his first tour in Afghanistan, he got into the Rangers. He had his sights set on joining Special Forces if he could get into the training.&lt;br /&gt;
&lt;br /&gt;
After making it through Ranger training, he landed back in Afghanistan for another tour, this time, mostly on foot instead of in an APC. A couple of years into deployment, his platoon went down a hole in Afghanistan, chasing the Taliban. The cavern turned into torch lined halls of cyclopean stonework, peppered with grotesquely grinning gargoyle faces. Then the monsters came, along with an 80 ton stone block that barred their way back. The only way out was to go forward. Screamin Jay was the only one that made it out - but &amp;quot;out&amp;quot; was another world. A world of elves, orcs, dragons, and unicorns.&lt;br /&gt;
&lt;br /&gt;
On the other side, Jay found himself transformed into an elf. It was a little odd, but not insufferable. After wandering for a while, and getting into some trouble among the humans, who apparently didn&#039;t like elves, he went out into the wilds to find &amp;quot;his kind&amp;quot;, the elves. It wasn&#039;t long after entering their territory that he was picked up by a patrol of Wood Elves that looked much as he did. After a few days of questioning, they finally decided that he was telling the truth about his origins, and was no danger to them. He was offered a place among them, which he accepted. It wasn&#039;t long before he too was patrolling with their rangers.&lt;br /&gt;
&lt;br /&gt;
He was &amp;quot;over there&amp;quot; for ten years. It was a good life. He&#039;d been handfasted to a good elven woman for a few years, but they&#039;d had no children yet. But when a gateway in a dungeon offered him a way home, he had to take it. It&#039;s not that he wanted to take it. It was his duty to take it. And so he did. When he was found by a patrol and taken back to Kabul, at first he was treated like a deserter, but after some weeks of him steadfasting sticking to the truth, he was eventually treated as a headcase. He was drummed unceremoniously out of the Army with a medical discharge that said, &amp;quot;Psychiatric&amp;quot; on it. The day he was walked off base as a civilian, he was met by the recruiter for Project Kerberos.&lt;/div&gt;</summary>
		<author><name>Stattick</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Jensen_Hawkins_(Jay)_3rd_Level&amp;diff=374202</id>
		<title>Jensen Hawkins (Jay) 3rd Level</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Jensen_Hawkins_(Jay)_3rd_Level&amp;diff=374202"/>
		<updated>2019-11-23T19:53:11Z</updated>

		<summary type="html">&lt;p&gt;Stattick: /* Characteristics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Jensen Isaiah Hawkins (Jay or Screamin Jay) ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Race&#039;&#039;&#039; Elf, Wood  &#039;&#039;&#039;Sex&#039;&#039;&#039; Male  &#039;&#039;&#039;Background&#039;&#039;&#039; US Army Ranger (Uthgardt Tribe Member)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class&#039;&#039;&#039; Assassin Rogue / Gloom Stalker Ranger &#039;&#039;&#039;Level&#039;&#039;&#039; 1 / 2 &#039;&#039;&#039;Alignment&#039;&#039;&#039; Lawful Neutral&lt;br /&gt;
&lt;br /&gt;
== Characteristics ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Str&#039;&#039;&#039; 10 (+0)  &#039;&#039;&#039;Dex&#039;&#039;&#039; 17 (+3)  &#039;&#039;&#039;Con&#039;&#039;&#039; 14 (+2)  &#039;&#039;&#039;Int&#039;&#039;&#039; 12 (+1)  &#039;&#039;&#039;Wis&#039;&#039;&#039; 14 (+2)  &#039;&#039;&#039;Cha&#039;&#039;&#039; 8 (-1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Saving Throws&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Str&#039;&#039;&#039; 0  &#039;&#039;&#039;Dex&#039;&#039;&#039; +8  &#039;&#039;&#039;Con&#039;&#039;&#039; +2  &#039;&#039;&#039;Int&#039;&#039;&#039; +5  &#039;&#039;&#039;Wis&#039;&#039;&#039; +6  &#039;&#039;&#039;Cha&#039;&#039;&#039; -1&lt;br /&gt;
*Advantage vs charmed&lt;br /&gt;
*Magic can&#039;t put you to sleep&lt;br /&gt;
*Advantage on saves against plants that are magically created or manipulated to impede movement (entangle, etc).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Speed&#039;&#039;&#039; 40, Climbing 40, Swimming 40, +10&#039; first turn of combat. &lt;br /&gt;
*Nonmagical difficult terrain costs no extra movement.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Passive Perception&#039;&#039;&#039; 20 &#039;&#039;&#039;Passive Insight&#039;&#039;&#039; 16 &#039;&#039;&#039;Darkvision&#039;&#039;&#039; 90 feet&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;HPs&#039;&#039;&#039; 104 _________________ &#039;&#039;&#039;Hit Dice&#039;&#039;&#039; 10d10 / 3d6 &#039;&#039;&#039;AC&#039;&#039;&#039; 17 &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Initiative&#039;&#039;&#039; +6&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Proficiency Bonus&#039;&#039;&#039; +4&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! &#039;&#039;&#039;Weapon&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Type&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Range&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Attack&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Damage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Longbow +3&lt;br /&gt;
| Ranged&lt;br /&gt;
| 150 / 600&lt;br /&gt;
| +12&lt;br /&gt;
| 1d8+12&lt;br /&gt;
|-&lt;br /&gt;
| Scimitar&lt;br /&gt;
| Melee&lt;br /&gt;
| -&lt;br /&gt;
| +7&lt;br /&gt;
| 1d8+4&lt;br /&gt;
|-&lt;br /&gt;
| Dagger&lt;br /&gt;
| Melee&lt;br /&gt;
| 20/60&lt;br /&gt;
| +7&lt;br /&gt;
| 1d4+4&lt;br /&gt;
|-&lt;br /&gt;
| Spear&lt;br /&gt;
| Melee&lt;br /&gt;
| 20/60&lt;br /&gt;
| +4&lt;br /&gt;
| 1d6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! &#039;&#039;&#039;Skills&#039;&#039;&#039; (&#039;&#039;&#039;Proficient&#039;&#039;&#039;, &#039;&#039;&#039;&#039;&#039;Expertise&#039;&#039;&#039;&#039;&#039;)&lt;br /&gt;
! &#039;&#039;&#039;Other Proficiencies&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Languages&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
*&#039;&#039;&#039;Acrobatics&#039;&#039;&#039; (Dex) +8&lt;br /&gt;
*&#039;&#039;&#039;Animal Handling&#039;&#039;&#039; (Wis) +6&lt;br /&gt;
*Arcana (Int) +1&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Athletics&#039;&#039;&#039;&#039;&#039; (Str) +8&lt;br /&gt;
*Deception (Cha) -1&lt;br /&gt;
*History (Int) +1&lt;br /&gt;
*&#039;&#039;&#039;Insight&#039;&#039;&#039; (Wis) +6&lt;br /&gt;
*&#039;&#039;&#039;Intimidation&#039;&#039;&#039; (Cha) +3&lt;br /&gt;
*&#039;&#039;&#039;Investigation&#039;&#039;&#039; (Int) +5&lt;br /&gt;
*Medicine (Wis) +2&lt;br /&gt;
*&#039;&#039;&#039;Nature&#039;&#039;&#039; (Int) +5&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Perception&#039;&#039;&#039;&#039;&#039; (Wis) +10&lt;br /&gt;
*Performance (Cha) -1&lt;br /&gt;
*Persuasion (Cha) -1&lt;br /&gt;
*Religion (Int) +1&lt;br /&gt;
*Sleight of Hand (Dex) +4&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Stealth&#039;&#039;&#039;&#039;&#039; (Dex) +12&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Survival&#039;&#039;&#039;&#039;&#039; (Wis) +10&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
*Light &amp;amp; Medium Armor&lt;br /&gt;
*Shields&lt;br /&gt;
*Simple &amp;amp; Martial Weapons&lt;br /&gt;
*Thieve&#039;s Tools&lt;br /&gt;
*Tinker&#039;s Tools&lt;br /&gt;
*Tool: Vehicles (land)&lt;br /&gt;
*Tool: Machinery&lt;br /&gt;
*Disguise Kit&lt;br /&gt;
*Poisoner&#039;s Kit&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
*English&lt;br /&gt;
*Common&lt;br /&gt;
*Elven&lt;br /&gt;
*Thieves&#039; Cant&lt;br /&gt;
*Dari-Persian&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Features &amp;amp; Feats ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Racial &amp;amp; Background&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;Mask of the Wild&#039;&#039;: You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.&lt;br /&gt;
*&#039;&#039;Blessing of the Forest&#039;&#039;: Action - pass my Mask of the Wild feature to another for an hour, or until I pass it to another creature.&lt;br /&gt;
*&#039;&#039;Uthgardt Heritage&#039;&#039;: You find twice as much food and water as you normally would when you forage. Additionally, you can call upon the hospitality of your people, and those folk allied with your tribe.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rogue Features&#039;&#039;&#039;&lt;br /&gt;
*1st Level: Expertise, Sneak Attack (+1d6)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ranger Features&#039;&#039;&#039;&lt;br /&gt;
*1st Level: &#039;&#039;&#039;Favored Foe&#039;&#039;&#039; - Hunter’s Mark spell known, doesn&#039;t count against spells known, doesn&#039;t require concentration. Can cast it Wis Mod times w/o concentration or expending a slot per long rest., &#039;&#039;&#039;Deft Explorer&#039;&#039;&#039; - Roving: +5 Speed, Climbing &amp;amp; Swimming is equal to walking speed. Canny: Expertise in Athletics, +2 languages.&lt;br /&gt;
*2nd Level: &#039;&#039;&#039;Fighting Style&#039;&#039;&#039; - Archery (+2 w/ Ranged Weapons), &#039;&#039;&#039;Spellcasting&#039;&#039;&#039; (see &amp;quot;Magic&amp;quot; below&amp;quot;), &#039;&#039;&#039;Spell Versatility&#039;&#039;&#039; - When you finish a long rest, you can replace a spell you learned from your Spellcasting feature with another spell from the ranger spell list. The new spell must be the same level as the spell you replace, &#039;&#039;&#039;Spellcasting Focus&#039;&#039;&#039; - May use Druidic spell focus. &#039;&#039;&#039;Ranger Spells&#039;&#039;&#039; - The following spells expand the ranger spell list: Entangle, Searing Smite, Aid, Gust of Wind, Magic Weapon, Enhance Ability, Warding Bond&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Feats&#039;&#039;&#039;&lt;br /&gt;
*1st Level: &#039;&#039;&#039;Sharpshooter&#039;&#039;&#039; (Ranged Weapons) No disadvantage at long range. Ignore half cover and three-quarters cover. May take -5 to hit &amp;amp; +10 dmg.&lt;br /&gt;
&lt;br /&gt;
== Magic ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;&#039;Casting Ability&#039;&#039;&#039; Wisdom&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Save DC&#039;&#039;&#039; 14 &#039;&#039;&#039;Attack Bonus&#039;&#039;&#039; +6&lt;br /&gt;
|&lt;br /&gt;
: * = doesn&#039;t count against known spells&lt;br /&gt;
: † = cast once per long rest for free&lt;br /&gt;
: ^ = cast Wis mod per long rest for free&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! &#039;&#039;&#039;Cantrips&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;1st Level&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
*Create Bonfire&lt;br /&gt;
*Druidcraft&lt;br /&gt;
*Prestidigitation&lt;br /&gt;
*Shape Water&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
*Detect Magic * †&lt;br /&gt;
*Disguise Self *&lt;br /&gt;
*Ensnaring Strike&lt;br /&gt;
*Goodberry&lt;br /&gt;
*Hunter&#039;s Mark * ^&lt;br /&gt;
*Longstrider&lt;br /&gt;
*Speak with Animals * †&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Equipment ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Magical Equipment&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Longbow +3&#039;&#039;&#039; (very rare)&lt;br /&gt;
:&#039;&#039;&#039;Glamoured Studded Leather&#039;&#039;&#039; (rare) - AC 13 + Dex Mod, can appear as clothing&lt;br /&gt;
:&#039;&#039;&#039;Bracers of Archery&#039;&#039;&#039; (uncommon, attunement) - +2 bow dmg&lt;br /&gt;
:&#039;&#039;&#039;Efficient Quiver&#039;&#039;&#039; (uncommon)&lt;br /&gt;
:&#039;&#039;&#039;Elvin Boots&#039;&#039;&#039; (uncommon) - adv on stealth&lt;br /&gt;
:&#039;&#039;&#039;Aril Ring&#039;&#039;&#039; (common, attunement) - &#039;&#039;A ring of polished yew. In place of a gem, the ring has a single, living aril.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
:As a Bonus Action, the wearer may pluck the ring&#039;s berry. When doing so, a fey spirit in the form of a sparrow appears. As an Action, the berry can be eaten (effects as a single Goodberry), fed to another, or it can be fed to the sparrow. If the sparrow doesn&#039;t get the berry, it fluffs up its feathers and chatters angrily.&lt;br /&gt;
&lt;br /&gt;
:If the aril is fed to the sparrow, the bird will act as a messenger, per the Message cantrip. The bird must be able to physically get to the person the message is intended for. The bird will land and whisper the message in the recipient&#039;s ear. After a minute transpires, the bird will return to the feywild, any impending messages undelivered. Sparrows use the same attributes as Canaries.&lt;br /&gt;
&lt;br /&gt;
:It&#039;s said that these messengers can also carry messages to the spirits of the dead, but if so, the dead don&#039;t typically respond. If sent to deliver such a message, the sparrow merely disappears.&lt;br /&gt;
&lt;br /&gt;
:The ring will regrow a missing berry at dawn.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Glow Gem&#039;&#039;&#039; (common) - A gem that glows as brightly as a candle. The light the gem gives off is the same color as the gem. (orange topaz)&lt;br /&gt;
:&#039;&#039;&#039;Shaded Scimitar&#039;&#039;&#039; (common) - A Shaded weapon is mat black and reflects no light. It seems to disappear in the shadows and darkness.&lt;br /&gt;
&lt;br /&gt;
:In dimly lit or dark conditions, if a creature isn&#039;t already aware of the weapon&#039;s presence, it must make a DC 15 check to notice its presence (Perception or Investigation) even if it&#039;s being held. Attacks with an unnoticed Shaded weapon are made with advantage. After a Shaded weapon is used to attack in a combat, it is no longer difficult to perceive.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Unbreakable Arrow&#039;&#039;&#039; (common) x3&lt;br /&gt;
:&#039;&#039;&#039;Walloping Ammunition&#039;&#039;&#039; (Arrows, common) x2 - A creature hit by the ammunition must succeed on a DC 10 Strength saving throw or be knocked prone.&lt;br /&gt;
:&#039;&#039;&#039;Whistling Ammunition&#039;&#039;&#039; (Arrow, common) x1 - When in flight, the arrow makes a loud whistling noise.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Mundane Equipment&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Worn&#039;&#039;&#039;&lt;br /&gt;
::Glamored Studded Leather Armor 13 lbs&lt;br /&gt;
::Clothing (including boots &amp;amp; cloak) 5 lbs&lt;br /&gt;
::Efficient Quiver 2 lbs&lt;br /&gt;
:::Longbow +3&lt;br /&gt;
:::54 Arrows&lt;br /&gt;
:::3 Unbreakable Arrows&lt;br /&gt;
:::2 Walloping Arrows&lt;br /&gt;
:::1 Whistling Arrow&lt;br /&gt;
:::Shaded Scimitar&lt;br /&gt;
:::2 Spears&lt;br /&gt;
:::10 Torches&lt;br /&gt;
::&#039;&#039;&#039;Belt&#039;&#039;&#039;&lt;br /&gt;
:::Dagger 1 lb&lt;br /&gt;
:::&#039;&#039;&#039;Belt Pouch&#039;&#039;&#039; ~3 lbs&lt;br /&gt;
::::Tiny Tinder Box&lt;br /&gt;
::::Toilet Paper&lt;br /&gt;
::::Glow Gem (in lightproof container)&lt;br /&gt;
::::Thieves Tools&lt;br /&gt;
::::Compass&lt;br /&gt;
::::Chalk&lt;br /&gt;
::::Carpenter&#039;s Pencil&lt;br /&gt;
::::Spoon &amp;amp; Fork&lt;br /&gt;
::::Snacks&lt;br /&gt;
::::Small notepad&lt;br /&gt;
::::Monocular &lt;br /&gt;
::&#039;&#039;&#039;Pack&#039;&#039;&#039; 2 lbs (~25 lbs total)&lt;br /&gt;
:::Change of Clothes 2 lbs&lt;br /&gt;
:::100&#039; Type III Tan cammo paracord .5 lbs&lt;br /&gt;
:::100&#039; smaller lengths of paracord .5 lbs&lt;br /&gt;
:::Sleeping Bag 3 lbs&lt;br /&gt;
:::Backpacking Tarp 2 lbs&lt;br /&gt;
:::3 Days rations 6 lbs&lt;br /&gt;
:::Rags 1 lb&lt;br /&gt;
:::Sewing kit&lt;br /&gt;
:::Mess Kit 1 lb&lt;br /&gt;
:::Flask of oil 1 lb&lt;br /&gt;
:::Plastic bottle of Everclear 1 lb&lt;br /&gt;
:::Duct Tape .5 lbs&lt;br /&gt;
:::Small game snare building equip 2 lbs&lt;br /&gt;
:48 lbs total&lt;br /&gt;
:23 lbs w/o pack&lt;br /&gt;
&lt;br /&gt;
== Background ==&lt;br /&gt;
Jensen Isaiah Hawkins was born and raised in Eastern Oregon by a moderately abusive family of rigidly adhering fundamentalist Christians of an off-beat denomination. His family were also firm adherents of a number of Sovereign Citizen and Freemen-on-the-Land conspiracy theories. He thought his family&#039;s beliefs, both religious and otherwise, were insane. He was raised on a small ranch that wasn&#039;t always self sustaining. Jensen, or &amp;quot;Jay&amp;quot; as anyone who actually liked him called him (so not his family), had to learn to get by impoverished, and was often reduced to thievery and poaching to get by.&lt;br /&gt;
&lt;br /&gt;
When he was old enough, Jay joined the US Army. Being good on the land, and having been raised with a gun or bow at his side since he was small, but not being the brightest recruit, Jay landed in the infantry. In Basic Training, the shy Jensen quickly got named Screamin&#039; Jay by the Drill Sergeant, and the name stuck. Within a few years, after his first tour in Afghanistan, he got into the Rangers. He had his sights set on joining Special Forces if he could get into the training.&lt;br /&gt;
&lt;br /&gt;
After making it through Ranger training, he landed back in Afghanistan for another tour, this time, mostly on foot instead of in an APC. A couple of years into deployment, his platoon went down a hole in Afghanistan, chasing the Taliban. The cavern turned into torch lined halls of cyclopean stonework, peppered with grotesquely grinning gargoyle faces. Then the monsters came, along with an 80 ton stone block that barred their way back. The only way out was to go forward. Screamin Jay was the only one that made it out - but &amp;quot;out&amp;quot; was another world. A world of elves, orcs, dragons, and unicorns.&lt;br /&gt;
&lt;br /&gt;
On the other side, Jay found himself transformed into an elf. It was a little odd, but not insufferable. After wandering for a while, and getting into some trouble among the humans, who apparently didn&#039;t like elves, he went out into the wilds to find &amp;quot;his kind&amp;quot;, the elves. It wasn&#039;t long after entering their territory that he was picked up by a patrol of Wood Elves that looked much as he did. After a few days of questioning, they finally decided that he was telling the truth about his origins, and was no danger to them. He was offered a place among them, which he accepted. It wasn&#039;t long before he too was patrolling with their rangers.&lt;br /&gt;
&lt;br /&gt;
He was &amp;quot;over there&amp;quot; for ten years. It was a good life. He&#039;d been handfasted to a good elven woman for a few years, but they&#039;d had no children yet. But when a gateway in a dungeon offered him a way home, he had to take it. It&#039;s not that he wanted to take it. It was his duty to take it. And so he did. When he was found by a patrol and taken back to Kabul, at first he was treated like a deserter, but after some weeks of him steadfasting sticking to the truth, he was eventually treated as a headcase. He was drummed unceremoniously out of the Army with a medical discharge that said, &amp;quot;Psychiatric&amp;quot; on it. The day he was walked off base as a civilian, he was met by the recruiter for Project Kerberos.&lt;/div&gt;</summary>
		<author><name>Stattick</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Jensen_Hawkins_(Jay)_3rd_Level&amp;diff=374201</id>
		<title>Jensen Hawkins (Jay) 3rd Level</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Jensen_Hawkins_(Jay)_3rd_Level&amp;diff=374201"/>
		<updated>2019-11-23T19:50:06Z</updated>

		<summary type="html">&lt;p&gt;Stattick: /* Features &amp;amp; Feats */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Jensen Isaiah Hawkins (Jay or Screamin Jay) ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Race&#039;&#039;&#039; Elf, Wood  &#039;&#039;&#039;Sex&#039;&#039;&#039; Male  &#039;&#039;&#039;Background&#039;&#039;&#039; US Army Ranger (Uthgardt Tribe Member)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class&#039;&#039;&#039; Assassin Rogue / Gloom Stalker Ranger &#039;&#039;&#039;Level&#039;&#039;&#039; 1 / 2 &#039;&#039;&#039;Alignment&#039;&#039;&#039; Lawful Neutral&lt;br /&gt;
&lt;br /&gt;
== Characteristics ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Str&#039;&#039;&#039; 10 (+0)  &#039;&#039;&#039;Dex&#039;&#039;&#039; 17 (+3)  &#039;&#039;&#039;Con&#039;&#039;&#039; 14 (+2)  &#039;&#039;&#039;Int&#039;&#039;&#039; 12 (+1)  &#039;&#039;&#039;Wis&#039;&#039;&#039; 14 (+2)  &#039;&#039;&#039;Cha&#039;&#039;&#039; 8 (-1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Saving Throws&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Str&#039;&#039;&#039; 0  &#039;&#039;&#039;Dex&#039;&#039;&#039; +8  &#039;&#039;&#039;Con&#039;&#039;&#039; +2  &#039;&#039;&#039;Int&#039;&#039;&#039; +5  &#039;&#039;&#039;Wis&#039;&#039;&#039; +6  &#039;&#039;&#039;Cha&#039;&#039;&#039; -1&lt;br /&gt;
*Advantage vs charmed&lt;br /&gt;
*Magic can&#039;t put you to sleep&lt;br /&gt;
*Advantage on saves against plants that are magically created or manipulated to impede movement (entangle, etc).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Speed&#039;&#039;&#039; 40, Climbing 40, Swimming 40, +10&#039; first turn of combat. &lt;br /&gt;
*Nonmagical difficult terrain costs no extra movement.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Passive Perception&#039;&#039;&#039; 20 &#039;&#039;&#039;Passive Insight&#039;&#039;&#039; 16 &#039;&#039;&#039;Darkvision&#039;&#039;&#039; 90 feet&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;HPs&#039;&#039;&#039; 104 _________________ &#039;&#039;&#039;Hit Dice&#039;&#039;&#039; 10d10 / 3d6 &#039;&#039;&#039;AC&#039;&#039;&#039; 17 &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Initiative&#039;&#039;&#039; +6&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Proficiency Bonus&#039;&#039;&#039; +4&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! &#039;&#039;&#039;Weapon&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Type&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Range&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Attack&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Damage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Longbow +3&lt;br /&gt;
| Ranged&lt;br /&gt;
| 150 / 600&lt;br /&gt;
| +12&lt;br /&gt;
| 1d8+12&lt;br /&gt;
|-&lt;br /&gt;
| Scimitar&lt;br /&gt;
| Melee&lt;br /&gt;
| -&lt;br /&gt;
| +7&lt;br /&gt;
| 1d8+4&lt;br /&gt;
|-&lt;br /&gt;
| Dagger&lt;br /&gt;
| Melee&lt;br /&gt;
| 20/60&lt;br /&gt;
| +7&lt;br /&gt;
| 1d4+4&lt;br /&gt;
|-&lt;br /&gt;
| Spear&lt;br /&gt;
| Melee&lt;br /&gt;
| 20/60&lt;br /&gt;
| +4&lt;br /&gt;
| 1d6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! &#039;&#039;&#039;Skills&#039;&#039;&#039; (&#039;&#039;&#039;Proficient&#039;&#039;&#039;, &#039;&#039;&#039;&#039;&#039;Expertise&#039;&#039;&#039;&#039;&#039;)&lt;br /&gt;
! &#039;&#039;&#039;Other Proficiencies&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Languages&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
*&#039;&#039;&#039;Acrobatics&#039;&#039;&#039; (Dex) +8&lt;br /&gt;
*&#039;&#039;&#039;Animal Handling&#039;&#039;&#039; (Wis) +6&lt;br /&gt;
*Arcana (Int) +1&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Athletics&#039;&#039;&#039;&#039;&#039; (Str) +8&lt;br /&gt;
*Deception (Cha) -1&lt;br /&gt;
*History (Int) +1&lt;br /&gt;
*&#039;&#039;&#039;Insight&#039;&#039;&#039; (Wis) +6&lt;br /&gt;
*&#039;&#039;&#039;Intimidation&#039;&#039;&#039; (Cha) +3&lt;br /&gt;
*&#039;&#039;&#039;Investigation&#039;&#039;&#039; (Int) +5&lt;br /&gt;
*Medicine (Wis) +2&lt;br /&gt;
*&#039;&#039;&#039;Nature&#039;&#039;&#039; (Int) +5&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Perception&#039;&#039;&#039;&#039;&#039; (Wis) +10&lt;br /&gt;
*Performance (Cha) -1&lt;br /&gt;
*Persuasion (Cha) -1&lt;br /&gt;
*Religion (Int) +1&lt;br /&gt;
*Sleight of Hand (Dex) +4&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Stealth&#039;&#039;&#039;&#039;&#039; (Dex) +12&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Survival&#039;&#039;&#039;&#039;&#039; (Wis) +10&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
*Light &amp;amp; Medium Armor&lt;br /&gt;
*Shields&lt;br /&gt;
*Simple &amp;amp; Martial Weapons&lt;br /&gt;
*Thieve&#039;s Tools&lt;br /&gt;
*Tinker&#039;s Tools&lt;br /&gt;
*Tool: Vehicles (land)&lt;br /&gt;
*Tool: Machinery&lt;br /&gt;
*Disguise Kit&lt;br /&gt;
*Poisoner&#039;s Kit&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
*English&lt;br /&gt;
*Common&lt;br /&gt;
*Elven&lt;br /&gt;
*Thieves&#039; Cant&lt;br /&gt;
*Dari-Persian&lt;br /&gt;
*Sylvan&lt;br /&gt;
*Beast&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Features &amp;amp; Feats ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Racial &amp;amp; Background&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;Mask of the Wild&#039;&#039;: You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.&lt;br /&gt;
*&#039;&#039;Blessing of the Forest&#039;&#039;: Action - pass my Mask of the Wild feature to another for an hour, or until I pass it to another creature.&lt;br /&gt;
*&#039;&#039;Uthgardt Heritage&#039;&#039;: You find twice as much food and water as you normally would when you forage. Additionally, you can call upon the hospitality of your people, and those folk allied with your tribe.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rogue Features&#039;&#039;&#039;&lt;br /&gt;
*1st Level: Expertise, Sneak Attack (+1d6)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ranger Features&#039;&#039;&#039;&lt;br /&gt;
*1st Level: &#039;&#039;&#039;Favored Foe&#039;&#039;&#039; - Hunter’s Mark spell known, doesn&#039;t count against spells known, doesn&#039;t require concentration. Can cast it Wis Mod times w/o concentration or expending a slot per long rest., &#039;&#039;&#039;Deft Explorer&#039;&#039;&#039; - Roving: +5 Speed, Climbing &amp;amp; Swimming is equal to walking speed. Canny: Expertise in Athletics, +2 languages.&lt;br /&gt;
*2nd Level: &#039;&#039;&#039;Fighting Style&#039;&#039;&#039; - Archery (+2 w/ Ranged Weapons), &#039;&#039;&#039;Spellcasting&#039;&#039;&#039; (see &amp;quot;Magic&amp;quot; below&amp;quot;), &#039;&#039;&#039;Spell Versatility&#039;&#039;&#039; - When you finish a long rest, you can replace a spell you learned from your Spellcasting feature with another spell from the ranger spell list. The new spell must be the same level as the spell you replace, &#039;&#039;&#039;Spellcasting Focus&#039;&#039;&#039; - May use Druidic spell focus. &#039;&#039;&#039;Ranger Spells&#039;&#039;&#039; - The following spells expand the ranger spell list: Entangle, Searing Smite, Aid, Gust of Wind, Magic Weapon, Enhance Ability, Warding Bond&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Feats&#039;&#039;&#039;&lt;br /&gt;
*1st Level: &#039;&#039;&#039;Sharpshooter&#039;&#039;&#039; (Ranged Weapons) No disadvantage at long range. Ignore half cover and three-quarters cover. May take -5 to hit &amp;amp; +10 dmg.&lt;br /&gt;
&lt;br /&gt;
== Magic ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;&#039;Casting Ability&#039;&#039;&#039; Wisdom&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Save DC&#039;&#039;&#039; 14 &#039;&#039;&#039;Attack Bonus&#039;&#039;&#039; +6&lt;br /&gt;
|&lt;br /&gt;
: * = doesn&#039;t count against known spells&lt;br /&gt;
: † = cast once per long rest for free&lt;br /&gt;
: ^ = cast Wis mod per long rest for free&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! &#039;&#039;&#039;Cantrips&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;1st Level&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
*Create Bonfire&lt;br /&gt;
*Druidcraft&lt;br /&gt;
*Prestidigitation&lt;br /&gt;
*Shape Water&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
*Detect Magic * †&lt;br /&gt;
*Disguise Self *&lt;br /&gt;
*Ensnaring Strike&lt;br /&gt;
*Goodberry&lt;br /&gt;
*Hunter&#039;s Mark * ^&lt;br /&gt;
*Longstrider&lt;br /&gt;
*Speak with Animals * †&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Equipment ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Magical Equipment&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Longbow +3&#039;&#039;&#039; (very rare)&lt;br /&gt;
:&#039;&#039;&#039;Glamoured Studded Leather&#039;&#039;&#039; (rare) - AC 13 + Dex Mod, can appear as clothing&lt;br /&gt;
:&#039;&#039;&#039;Bracers of Archery&#039;&#039;&#039; (uncommon, attunement) - +2 bow dmg&lt;br /&gt;
:&#039;&#039;&#039;Efficient Quiver&#039;&#039;&#039; (uncommon)&lt;br /&gt;
:&#039;&#039;&#039;Elvin Boots&#039;&#039;&#039; (uncommon) - adv on stealth&lt;br /&gt;
:&#039;&#039;&#039;Aril Ring&#039;&#039;&#039; (common, attunement) - &#039;&#039;A ring of polished yew. In place of a gem, the ring has a single, living aril.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
:As a Bonus Action, the wearer may pluck the ring&#039;s berry. When doing so, a fey spirit in the form of a sparrow appears. As an Action, the berry can be eaten (effects as a single Goodberry), fed to another, or it can be fed to the sparrow. If the sparrow doesn&#039;t get the berry, it fluffs up its feathers and chatters angrily.&lt;br /&gt;
&lt;br /&gt;
:If the aril is fed to the sparrow, the bird will act as a messenger, per the Message cantrip. The bird must be able to physically get to the person the message is intended for. The bird will land and whisper the message in the recipient&#039;s ear. After a minute transpires, the bird will return to the feywild, any impending messages undelivered. Sparrows use the same attributes as Canaries.&lt;br /&gt;
&lt;br /&gt;
:It&#039;s said that these messengers can also carry messages to the spirits of the dead, but if so, the dead don&#039;t typically respond. If sent to deliver such a message, the sparrow merely disappears.&lt;br /&gt;
&lt;br /&gt;
:The ring will regrow a missing berry at dawn.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Glow Gem&#039;&#039;&#039; (common) - A gem that glows as brightly as a candle. The light the gem gives off is the same color as the gem. (orange topaz)&lt;br /&gt;
:&#039;&#039;&#039;Shaded Scimitar&#039;&#039;&#039; (common) - A Shaded weapon is mat black and reflects no light. It seems to disappear in the shadows and darkness.&lt;br /&gt;
&lt;br /&gt;
:In dimly lit or dark conditions, if a creature isn&#039;t already aware of the weapon&#039;s presence, it must make a DC 15 check to notice its presence (Perception or Investigation) even if it&#039;s being held. Attacks with an unnoticed Shaded weapon are made with advantage. After a Shaded weapon is used to attack in a combat, it is no longer difficult to perceive.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Unbreakable Arrow&#039;&#039;&#039; (common) x3&lt;br /&gt;
:&#039;&#039;&#039;Walloping Ammunition&#039;&#039;&#039; (Arrows, common) x2 - A creature hit by the ammunition must succeed on a DC 10 Strength saving throw or be knocked prone.&lt;br /&gt;
:&#039;&#039;&#039;Whistling Ammunition&#039;&#039;&#039; (Arrow, common) x1 - When in flight, the arrow makes a loud whistling noise.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Mundane Equipment&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Worn&#039;&#039;&#039;&lt;br /&gt;
::Glamored Studded Leather Armor 13 lbs&lt;br /&gt;
::Clothing (including boots &amp;amp; cloak) 5 lbs&lt;br /&gt;
::Efficient Quiver 2 lbs&lt;br /&gt;
:::Longbow +3&lt;br /&gt;
:::54 Arrows&lt;br /&gt;
:::3 Unbreakable Arrows&lt;br /&gt;
:::2 Walloping Arrows&lt;br /&gt;
:::1 Whistling Arrow&lt;br /&gt;
:::Shaded Scimitar&lt;br /&gt;
:::2 Spears&lt;br /&gt;
:::10 Torches&lt;br /&gt;
::&#039;&#039;&#039;Belt&#039;&#039;&#039;&lt;br /&gt;
:::Dagger 1 lb&lt;br /&gt;
:::&#039;&#039;&#039;Belt Pouch&#039;&#039;&#039; ~3 lbs&lt;br /&gt;
::::Tiny Tinder Box&lt;br /&gt;
::::Toilet Paper&lt;br /&gt;
::::Glow Gem (in lightproof container)&lt;br /&gt;
::::Thieves Tools&lt;br /&gt;
::::Compass&lt;br /&gt;
::::Chalk&lt;br /&gt;
::::Carpenter&#039;s Pencil&lt;br /&gt;
::::Spoon &amp;amp; Fork&lt;br /&gt;
::::Snacks&lt;br /&gt;
::::Small notepad&lt;br /&gt;
::::Monocular &lt;br /&gt;
::&#039;&#039;&#039;Pack&#039;&#039;&#039; 2 lbs (~25 lbs total)&lt;br /&gt;
:::Change of Clothes 2 lbs&lt;br /&gt;
:::100&#039; Type III Tan cammo paracord .5 lbs&lt;br /&gt;
:::100&#039; smaller lengths of paracord .5 lbs&lt;br /&gt;
:::Sleeping Bag 3 lbs&lt;br /&gt;
:::Backpacking Tarp 2 lbs&lt;br /&gt;
:::3 Days rations 6 lbs&lt;br /&gt;
:::Rags 1 lb&lt;br /&gt;
:::Sewing kit&lt;br /&gt;
:::Mess Kit 1 lb&lt;br /&gt;
:::Flask of oil 1 lb&lt;br /&gt;
:::Plastic bottle of Everclear 1 lb&lt;br /&gt;
:::Duct Tape .5 lbs&lt;br /&gt;
:::Small game snare building equip 2 lbs&lt;br /&gt;
:48 lbs total&lt;br /&gt;
:23 lbs w/o pack&lt;br /&gt;
&lt;br /&gt;
== Background ==&lt;br /&gt;
Jensen Isaiah Hawkins was born and raised in Eastern Oregon by a moderately abusive family of rigidly adhering fundamentalist Christians of an off-beat denomination. His family were also firm adherents of a number of Sovereign Citizen and Freemen-on-the-Land conspiracy theories. He thought his family&#039;s beliefs, both religious and otherwise, were insane. He was raised on a small ranch that wasn&#039;t always self sustaining. Jensen, or &amp;quot;Jay&amp;quot; as anyone who actually liked him called him (so not his family), had to learn to get by impoverished, and was often reduced to thievery and poaching to get by.&lt;br /&gt;
&lt;br /&gt;
When he was old enough, Jay joined the US Army. Being good on the land, and having been raised with a gun or bow at his side since he was small, but not being the brightest recruit, Jay landed in the infantry. In Basic Training, the shy Jensen quickly got named Screamin&#039; Jay by the Drill Sergeant, and the name stuck. Within a few years, after his first tour in Afghanistan, he got into the Rangers. He had his sights set on joining Special Forces if he could get into the training.&lt;br /&gt;
&lt;br /&gt;
After making it through Ranger training, he landed back in Afghanistan for another tour, this time, mostly on foot instead of in an APC. A couple of years into deployment, his platoon went down a hole in Afghanistan, chasing the Taliban. The cavern turned into torch lined halls of cyclopean stonework, peppered with grotesquely grinning gargoyle faces. Then the monsters came, along with an 80 ton stone block that barred their way back. The only way out was to go forward. Screamin Jay was the only one that made it out - but &amp;quot;out&amp;quot; was another world. A world of elves, orcs, dragons, and unicorns.&lt;br /&gt;
&lt;br /&gt;
On the other side, Jay found himself transformed into an elf. It was a little odd, but not insufferable. After wandering for a while, and getting into some trouble among the humans, who apparently didn&#039;t like elves, he went out into the wilds to find &amp;quot;his kind&amp;quot;, the elves. It wasn&#039;t long after entering their territory that he was picked up by a patrol of Wood Elves that looked much as he did. After a few days of questioning, they finally decided that he was telling the truth about his origins, and was no danger to them. He was offered a place among them, which he accepted. It wasn&#039;t long before he too was patrolling with their rangers.&lt;br /&gt;
&lt;br /&gt;
He was &amp;quot;over there&amp;quot; for ten years. It was a good life. He&#039;d been handfasted to a good elven woman for a few years, but they&#039;d had no children yet. But when a gateway in a dungeon offered him a way home, he had to take it. It&#039;s not that he wanted to take it. It was his duty to take it. And so he did. When he was found by a patrol and taken back to Kabul, at first he was treated like a deserter, but after some weeks of him steadfasting sticking to the truth, he was eventually treated as a headcase. He was drummed unceremoniously out of the Army with a medical discharge that said, &amp;quot;Psychiatric&amp;quot; on it. The day he was walked off base as a civilian, he was met by the recruiter for Project Kerberos.&lt;/div&gt;</summary>
		<author><name>Stattick</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Jensen_Hawkins_(Jay)_3rd_Level&amp;diff=374200</id>
		<title>Jensen Hawkins (Jay) 3rd Level</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Jensen_Hawkins_(Jay)_3rd_Level&amp;diff=374200"/>
		<updated>2019-11-23T19:49:11Z</updated>

		<summary type="html">&lt;p&gt;Stattick: /* Characteristics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Jensen Isaiah Hawkins (Jay or Screamin Jay) ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Race&#039;&#039;&#039; Elf, Wood  &#039;&#039;&#039;Sex&#039;&#039;&#039; Male  &#039;&#039;&#039;Background&#039;&#039;&#039; US Army Ranger (Uthgardt Tribe Member)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class&#039;&#039;&#039; Assassin Rogue / Gloom Stalker Ranger &#039;&#039;&#039;Level&#039;&#039;&#039; 1 / 2 &#039;&#039;&#039;Alignment&#039;&#039;&#039; Lawful Neutral&lt;br /&gt;
&lt;br /&gt;
== Characteristics ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Str&#039;&#039;&#039; 10 (+0)  &#039;&#039;&#039;Dex&#039;&#039;&#039; 17 (+3)  &#039;&#039;&#039;Con&#039;&#039;&#039; 14 (+2)  &#039;&#039;&#039;Int&#039;&#039;&#039; 12 (+1)  &#039;&#039;&#039;Wis&#039;&#039;&#039; 14 (+2)  &#039;&#039;&#039;Cha&#039;&#039;&#039; 8 (-1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Saving Throws&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Str&#039;&#039;&#039; 0  &#039;&#039;&#039;Dex&#039;&#039;&#039; +8  &#039;&#039;&#039;Con&#039;&#039;&#039; +2  &#039;&#039;&#039;Int&#039;&#039;&#039; +5  &#039;&#039;&#039;Wis&#039;&#039;&#039; +6  &#039;&#039;&#039;Cha&#039;&#039;&#039; -1&lt;br /&gt;
*Advantage vs charmed&lt;br /&gt;
*Magic can&#039;t put you to sleep&lt;br /&gt;
*Advantage on saves against plants that are magically created or manipulated to impede movement (entangle, etc).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Speed&#039;&#039;&#039; 40, Climbing 40, Swimming 40, +10&#039; first turn of combat. &lt;br /&gt;
*Nonmagical difficult terrain costs no extra movement.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Passive Perception&#039;&#039;&#039; 20 &#039;&#039;&#039;Passive Insight&#039;&#039;&#039; 16 &#039;&#039;&#039;Darkvision&#039;&#039;&#039; 90 feet&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;HPs&#039;&#039;&#039; 104 _________________ &#039;&#039;&#039;Hit Dice&#039;&#039;&#039; 10d10 / 3d6 &#039;&#039;&#039;AC&#039;&#039;&#039; 17 &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Initiative&#039;&#039;&#039; +6&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Proficiency Bonus&#039;&#039;&#039; +4&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! &#039;&#039;&#039;Weapon&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Type&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Range&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Attack&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Damage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Longbow +3&lt;br /&gt;
| Ranged&lt;br /&gt;
| 150 / 600&lt;br /&gt;
| +12&lt;br /&gt;
| 1d8+12&lt;br /&gt;
|-&lt;br /&gt;
| Scimitar&lt;br /&gt;
| Melee&lt;br /&gt;
| -&lt;br /&gt;
| +7&lt;br /&gt;
| 1d8+4&lt;br /&gt;
|-&lt;br /&gt;
| Dagger&lt;br /&gt;
| Melee&lt;br /&gt;
| 20/60&lt;br /&gt;
| +7&lt;br /&gt;
| 1d4+4&lt;br /&gt;
|-&lt;br /&gt;
| Spear&lt;br /&gt;
| Melee&lt;br /&gt;
| 20/60&lt;br /&gt;
| +4&lt;br /&gt;
| 1d6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! &#039;&#039;&#039;Skills&#039;&#039;&#039; (&#039;&#039;&#039;Proficient&#039;&#039;&#039;, &#039;&#039;&#039;&#039;&#039;Expertise&#039;&#039;&#039;&#039;&#039;)&lt;br /&gt;
! &#039;&#039;&#039;Other Proficiencies&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Languages&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
*&#039;&#039;&#039;Acrobatics&#039;&#039;&#039; (Dex) +8&lt;br /&gt;
*&#039;&#039;&#039;Animal Handling&#039;&#039;&#039; (Wis) +6&lt;br /&gt;
*Arcana (Int) +1&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Athletics&#039;&#039;&#039;&#039;&#039; (Str) +8&lt;br /&gt;
*Deception (Cha) -1&lt;br /&gt;
*History (Int) +1&lt;br /&gt;
*&#039;&#039;&#039;Insight&#039;&#039;&#039; (Wis) +6&lt;br /&gt;
*&#039;&#039;&#039;Intimidation&#039;&#039;&#039; (Cha) +3&lt;br /&gt;
*&#039;&#039;&#039;Investigation&#039;&#039;&#039; (Int) +5&lt;br /&gt;
*Medicine (Wis) +2&lt;br /&gt;
*&#039;&#039;&#039;Nature&#039;&#039;&#039; (Int) +5&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Perception&#039;&#039;&#039;&#039;&#039; (Wis) +10&lt;br /&gt;
*Performance (Cha) -1&lt;br /&gt;
*Persuasion (Cha) -1&lt;br /&gt;
*Religion (Int) +1&lt;br /&gt;
*Sleight of Hand (Dex) +4&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Stealth&#039;&#039;&#039;&#039;&#039; (Dex) +12&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Survival&#039;&#039;&#039;&#039;&#039; (Wis) +10&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
*Light &amp;amp; Medium Armor&lt;br /&gt;
*Shields&lt;br /&gt;
*Simple &amp;amp; Martial Weapons&lt;br /&gt;
*Thieve&#039;s Tools&lt;br /&gt;
*Tinker&#039;s Tools&lt;br /&gt;
*Tool: Vehicles (land)&lt;br /&gt;
*Tool: Machinery&lt;br /&gt;
*Disguise Kit&lt;br /&gt;
*Poisoner&#039;s Kit&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
*English&lt;br /&gt;
*Common&lt;br /&gt;
*Elven&lt;br /&gt;
*Thieves&#039; Cant&lt;br /&gt;
*Dari-Persian&lt;br /&gt;
*Sylvan&lt;br /&gt;
*Beast&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Features &amp;amp; Feats ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Racial &amp;amp; Background&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;Mask of the Wild&#039;&#039;: You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.&lt;br /&gt;
*&#039;&#039;Blessing of the Forest&#039;&#039;: Action - pass my Mask of the Wild feature to another for an hour, or until I pass it to another creature.&lt;br /&gt;
*&#039;&#039;Uthgardt Heritage&#039;&#039;: You find twice as much food and water as you normally would when you forage. Additionally, you can call upon the hospitality of your people, and those folk allied with your tribe.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rogue Features&#039;&#039;&#039;&lt;br /&gt;
*1st Level: Expertise, Sneak Attack (+1d6)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ranger Features&#039;&#039;&#039;&lt;br /&gt;
*1st Level: &#039;&#039;&#039;Favored Foe&#039;&#039;&#039; - Hunter’s Mark spell known, doesn&#039;t count against spells known, doesn&#039;t require concentration. Can cast it Wis Mod times w/o concentration or expending a slot per long rest., &#039;&#039;&#039;Deft Explorer&#039;&#039;&#039; - Roving: +5 Speed, Climbing &amp;amp; Swimming is equal to walking speed. Canny: Expertise in Athletics, +2 languages.&lt;br /&gt;
*2nd Level: &#039;&#039;&#039;Fighting Style&#039;&#039;&#039; - Archery (+2 w/ Ranged Weapons), &#039;&#039;&#039;Spellcasting&#039;&#039;&#039; (see &amp;quot;Magic&amp;quot; below&amp;quot;), &#039;&#039;&#039;Spell Versatility&#039;&#039;&#039; - When you finish a long rest, you can replace a spell you learned from your Spellcasting feature with another spell from the ranger spell list. The new spell must be the same level as the spell you replace, &#039;&#039;&#039;Spellcasting Focus&#039;&#039;&#039; - May use Druidic spell focus. &#039;&#039;&#039;Ranger Spells&#039;&#039;&#039; - The following spells expand the ranger spell list: Entangle, Searing Smite, Aid, Gust of Wind, Magic Weapon, Enhance Ability, Warding Bond&lt;br /&gt;
&lt;br /&gt;
== Magic ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;&#039;Casting Ability&#039;&#039;&#039; Wisdom&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Save DC&#039;&#039;&#039; 14 &#039;&#039;&#039;Attack Bonus&#039;&#039;&#039; +6&lt;br /&gt;
|&lt;br /&gt;
: * = doesn&#039;t count against known spells&lt;br /&gt;
: † = cast once per long rest for free&lt;br /&gt;
: ^ = cast Wis mod per long rest for free&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! &#039;&#039;&#039;Cantrips&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;1st Level&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
*Create Bonfire&lt;br /&gt;
*Druidcraft&lt;br /&gt;
*Prestidigitation&lt;br /&gt;
*Shape Water&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
*Detect Magic * †&lt;br /&gt;
*Disguise Self *&lt;br /&gt;
*Ensnaring Strike&lt;br /&gt;
*Goodberry&lt;br /&gt;
*Hunter&#039;s Mark * ^&lt;br /&gt;
*Longstrider&lt;br /&gt;
*Speak with Animals * †&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Equipment ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Magical Equipment&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Longbow +3&#039;&#039;&#039; (very rare)&lt;br /&gt;
:&#039;&#039;&#039;Glamoured Studded Leather&#039;&#039;&#039; (rare) - AC 13 + Dex Mod, can appear as clothing&lt;br /&gt;
:&#039;&#039;&#039;Bracers of Archery&#039;&#039;&#039; (uncommon, attunement) - +2 bow dmg&lt;br /&gt;
:&#039;&#039;&#039;Efficient Quiver&#039;&#039;&#039; (uncommon)&lt;br /&gt;
:&#039;&#039;&#039;Elvin Boots&#039;&#039;&#039; (uncommon) - adv on stealth&lt;br /&gt;
:&#039;&#039;&#039;Aril Ring&#039;&#039;&#039; (common, attunement) - &#039;&#039;A ring of polished yew. In place of a gem, the ring has a single, living aril.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
:As a Bonus Action, the wearer may pluck the ring&#039;s berry. When doing so, a fey spirit in the form of a sparrow appears. As an Action, the berry can be eaten (effects as a single Goodberry), fed to another, or it can be fed to the sparrow. If the sparrow doesn&#039;t get the berry, it fluffs up its feathers and chatters angrily.&lt;br /&gt;
&lt;br /&gt;
:If the aril is fed to the sparrow, the bird will act as a messenger, per the Message cantrip. The bird must be able to physically get to the person the message is intended for. The bird will land and whisper the message in the recipient&#039;s ear. After a minute transpires, the bird will return to the feywild, any impending messages undelivered. Sparrows use the same attributes as Canaries.&lt;br /&gt;
&lt;br /&gt;
:It&#039;s said that these messengers can also carry messages to the spirits of the dead, but if so, the dead don&#039;t typically respond. If sent to deliver such a message, the sparrow merely disappears.&lt;br /&gt;
&lt;br /&gt;
:The ring will regrow a missing berry at dawn.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Glow Gem&#039;&#039;&#039; (common) - A gem that glows as brightly as a candle. The light the gem gives off is the same color as the gem. (orange topaz)&lt;br /&gt;
:&#039;&#039;&#039;Shaded Scimitar&#039;&#039;&#039; (common) - A Shaded weapon is mat black and reflects no light. It seems to disappear in the shadows and darkness.&lt;br /&gt;
&lt;br /&gt;
:In dimly lit or dark conditions, if a creature isn&#039;t already aware of the weapon&#039;s presence, it must make a DC 15 check to notice its presence (Perception or Investigation) even if it&#039;s being held. Attacks with an unnoticed Shaded weapon are made with advantage. After a Shaded weapon is used to attack in a combat, it is no longer difficult to perceive.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Unbreakable Arrow&#039;&#039;&#039; (common) x3&lt;br /&gt;
:&#039;&#039;&#039;Walloping Ammunition&#039;&#039;&#039; (Arrows, common) x2 - A creature hit by the ammunition must succeed on a DC 10 Strength saving throw or be knocked prone.&lt;br /&gt;
:&#039;&#039;&#039;Whistling Ammunition&#039;&#039;&#039; (Arrow, common) x1 - When in flight, the arrow makes a loud whistling noise.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Mundane Equipment&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Worn&#039;&#039;&#039;&lt;br /&gt;
::Glamored Studded Leather Armor 13 lbs&lt;br /&gt;
::Clothing (including boots &amp;amp; cloak) 5 lbs&lt;br /&gt;
::Efficient Quiver 2 lbs&lt;br /&gt;
:::Longbow +3&lt;br /&gt;
:::54 Arrows&lt;br /&gt;
:::3 Unbreakable Arrows&lt;br /&gt;
:::2 Walloping Arrows&lt;br /&gt;
:::1 Whistling Arrow&lt;br /&gt;
:::Shaded Scimitar&lt;br /&gt;
:::2 Spears&lt;br /&gt;
:::10 Torches&lt;br /&gt;
::&#039;&#039;&#039;Belt&#039;&#039;&#039;&lt;br /&gt;
:::Dagger 1 lb&lt;br /&gt;
:::&#039;&#039;&#039;Belt Pouch&#039;&#039;&#039; ~3 lbs&lt;br /&gt;
::::Tiny Tinder Box&lt;br /&gt;
::::Toilet Paper&lt;br /&gt;
::::Glow Gem (in lightproof container)&lt;br /&gt;
::::Thieves Tools&lt;br /&gt;
::::Compass&lt;br /&gt;
::::Chalk&lt;br /&gt;
::::Carpenter&#039;s Pencil&lt;br /&gt;
::::Spoon &amp;amp; Fork&lt;br /&gt;
::::Snacks&lt;br /&gt;
::::Small notepad&lt;br /&gt;
::::Monocular &lt;br /&gt;
::&#039;&#039;&#039;Pack&#039;&#039;&#039; 2 lbs (~25 lbs total)&lt;br /&gt;
:::Change of Clothes 2 lbs&lt;br /&gt;
:::100&#039; Type III Tan cammo paracord .5 lbs&lt;br /&gt;
:::100&#039; smaller lengths of paracord .5 lbs&lt;br /&gt;
:::Sleeping Bag 3 lbs&lt;br /&gt;
:::Backpacking Tarp 2 lbs&lt;br /&gt;
:::3 Days rations 6 lbs&lt;br /&gt;
:::Rags 1 lb&lt;br /&gt;
:::Sewing kit&lt;br /&gt;
:::Mess Kit 1 lb&lt;br /&gt;
:::Flask of oil 1 lb&lt;br /&gt;
:::Plastic bottle of Everclear 1 lb&lt;br /&gt;
:::Duct Tape .5 lbs&lt;br /&gt;
:::Small game snare building equip 2 lbs&lt;br /&gt;
:48 lbs total&lt;br /&gt;
:23 lbs w/o pack&lt;br /&gt;
&lt;br /&gt;
== Background ==&lt;br /&gt;
Jensen Isaiah Hawkins was born and raised in Eastern Oregon by a moderately abusive family of rigidly adhering fundamentalist Christians of an off-beat denomination. His family were also firm adherents of a number of Sovereign Citizen and Freemen-on-the-Land conspiracy theories. He thought his family&#039;s beliefs, both religious and otherwise, were insane. He was raised on a small ranch that wasn&#039;t always self sustaining. Jensen, or &amp;quot;Jay&amp;quot; as anyone who actually liked him called him (so not his family), had to learn to get by impoverished, and was often reduced to thievery and poaching to get by.&lt;br /&gt;
&lt;br /&gt;
When he was old enough, Jay joined the US Army. Being good on the land, and having been raised with a gun or bow at his side since he was small, but not being the brightest recruit, Jay landed in the infantry. In Basic Training, the shy Jensen quickly got named Screamin&#039; Jay by the Drill Sergeant, and the name stuck. Within a few years, after his first tour in Afghanistan, he got into the Rangers. He had his sights set on joining Special Forces if he could get into the training.&lt;br /&gt;
&lt;br /&gt;
After making it through Ranger training, he landed back in Afghanistan for another tour, this time, mostly on foot instead of in an APC. A couple of years into deployment, his platoon went down a hole in Afghanistan, chasing the Taliban. The cavern turned into torch lined halls of cyclopean stonework, peppered with grotesquely grinning gargoyle faces. Then the monsters came, along with an 80 ton stone block that barred their way back. The only way out was to go forward. Screamin Jay was the only one that made it out - but &amp;quot;out&amp;quot; was another world. A world of elves, orcs, dragons, and unicorns.&lt;br /&gt;
&lt;br /&gt;
On the other side, Jay found himself transformed into an elf. It was a little odd, but not insufferable. After wandering for a while, and getting into some trouble among the humans, who apparently didn&#039;t like elves, he went out into the wilds to find &amp;quot;his kind&amp;quot;, the elves. It wasn&#039;t long after entering their territory that he was picked up by a patrol of Wood Elves that looked much as he did. After a few days of questioning, they finally decided that he was telling the truth about his origins, and was no danger to them. He was offered a place among them, which he accepted. It wasn&#039;t long before he too was patrolling with their rangers.&lt;br /&gt;
&lt;br /&gt;
He was &amp;quot;over there&amp;quot; for ten years. It was a good life. He&#039;d been handfasted to a good elven woman for a few years, but they&#039;d had no children yet. But when a gateway in a dungeon offered him a way home, he had to take it. It&#039;s not that he wanted to take it. It was his duty to take it. And so he did. When he was found by a patrol and taken back to Kabul, at first he was treated like a deserter, but after some weeks of him steadfasting sticking to the truth, he was eventually treated as a headcase. He was drummed unceremoniously out of the Army with a medical discharge that said, &amp;quot;Psychiatric&amp;quot; on it. The day he was walked off base as a civilian, he was met by the recruiter for Project Kerberos.&lt;/div&gt;</summary>
		<author><name>Stattick</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Jensen_Hawkins_(Jay)_11th_Level&amp;diff=374199</id>
		<title>Jensen Hawkins (Jay) 11th Level</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Jensen_Hawkins_(Jay)_11th_Level&amp;diff=374199"/>
		<updated>2019-11-23T19:47:52Z</updated>

		<summary type="html">&lt;p&gt;Stattick: /* Characteristics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Jensen Isaiah Hawkins (Jay or Screamin Jay) ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Race&#039;&#039;&#039; Elf, Wood  &#039;&#039;&#039;Sex&#039;&#039;&#039; Male  &#039;&#039;&#039;Background&#039;&#039;&#039; US Army Ranger (Uthgardt Tribe Member)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class&#039;&#039;&#039; Assassin Rogue / Gloom Stalker Ranger &#039;&#039;&#039;Level&#039;&#039;&#039; 3 / 8 &#039;&#039;&#039;Alignment&#039;&#039;&#039; Lawful Neutral&lt;br /&gt;
&lt;br /&gt;
== Characteristics ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Str&#039;&#039;&#039; 10 (+0)  &#039;&#039;&#039;Dex&#039;&#039;&#039; 18 (+4)  &#039;&#039;&#039;Con&#039;&#039;&#039; 14 (+2)  &#039;&#039;&#039;Int&#039;&#039;&#039; 12 (+1)  &#039;&#039;&#039;Wis&#039;&#039;&#039; 14 (+2)  &#039;&#039;&#039;Cha&#039;&#039;&#039; 8 (-1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Saving Throws&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Str&#039;&#039;&#039; 0  &#039;&#039;&#039;Dex&#039;&#039;&#039; +8  &#039;&#039;&#039;Con&#039;&#039;&#039; +2  &#039;&#039;&#039;Int&#039;&#039;&#039; +5  &#039;&#039;&#039;Wis&#039;&#039;&#039; +6  &#039;&#039;&#039;Cha&#039;&#039;&#039; -1&lt;br /&gt;
*Advantage vs charmed&lt;br /&gt;
*Magic can&#039;t put you to sleep&lt;br /&gt;
*Advantage on saves against plants that are magically created or manipulated to impede movement (entangle, etc).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Speed&#039;&#039;&#039; 40, Climbing 40, Swimming 40, +10&#039; first turn of combat. &lt;br /&gt;
*Nonmagical difficult terrain costs no extra movement.&lt;br /&gt;
*Standing only uses only 5&#039;. Can jump after moving 5&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Passive Perception&#039;&#039;&#039; 20 &#039;&#039;&#039;Passive Insight&#039;&#039;&#039; 16 &#039;&#039;&#039;Darkvision&#039;&#039;&#039; 90 feet&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;HPs&#039;&#039;&#039; 104 _________________ &#039;&#039;&#039;Hit Dice&#039;&#039;&#039; 10d10 / 3d6 &#039;&#039;&#039;AC&#039;&#039;&#039; 17 &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Initiative&#039;&#039;&#039; +6&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Proficiency Bonus&#039;&#039;&#039; +4&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! &#039;&#039;&#039;Weapon&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Type&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Range&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Attack&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Damage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Longbow +3&lt;br /&gt;
| Ranged&lt;br /&gt;
| 150 / 600&lt;br /&gt;
| +13&lt;br /&gt;
| 1d8+13&lt;br /&gt;
|-&lt;br /&gt;
| Scimitar&lt;br /&gt;
| Melee&lt;br /&gt;
| -&lt;br /&gt;
| +8&lt;br /&gt;
| 1d8+4&lt;br /&gt;
|-&lt;br /&gt;
| Dagger&lt;br /&gt;
| Melee&lt;br /&gt;
| 20/60&lt;br /&gt;
| +8&lt;br /&gt;
| 1d4+4&lt;br /&gt;
|-&lt;br /&gt;
| Spear&lt;br /&gt;
| Melee&lt;br /&gt;
| 20/60&lt;br /&gt;
| +4&lt;br /&gt;
| 1d6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! &#039;&#039;&#039;Skills&#039;&#039;&#039; (&#039;&#039;&#039;Proficient&#039;&#039;&#039;, &#039;&#039;&#039;&#039;&#039;Expertise&#039;&#039;&#039;&#039;&#039;)&lt;br /&gt;
! &#039;&#039;&#039;Other Proficiencies&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Languages&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
*&#039;&#039;&#039;Acrobatics&#039;&#039;&#039; (Dex) +8&lt;br /&gt;
*&#039;&#039;&#039;Animal Handling&#039;&#039;&#039; (Wis) +6&lt;br /&gt;
*Arcana (Int) +1&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Athletics&#039;&#039;&#039;&#039;&#039; (Str) +8&lt;br /&gt;
*Deception (Cha) -1&lt;br /&gt;
*History (Int) +1&lt;br /&gt;
*&#039;&#039;&#039;Insight&#039;&#039;&#039; (Wis) +6&lt;br /&gt;
*&#039;&#039;&#039;Intimidation&#039;&#039;&#039; (Cha) +3&lt;br /&gt;
*&#039;&#039;&#039;Investigation&#039;&#039;&#039; (Int) +5&lt;br /&gt;
*Medicine (Wis) +2&lt;br /&gt;
*&#039;&#039;&#039;Nature&#039;&#039;&#039; (Int) +5&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Perception&#039;&#039;&#039;&#039;&#039; (Wis) +10&lt;br /&gt;
*Performance (Cha) -1&lt;br /&gt;
*Persuasion (Cha) -1&lt;br /&gt;
*Religion (Int) +1&lt;br /&gt;
*Sleight of Hand (Dex) +4&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Stealth&#039;&#039;&#039;&#039;&#039; (Dex) +12&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Survival&#039;&#039;&#039;&#039;&#039; (Wis) +10&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
*Light &amp;amp; Medium Armor&lt;br /&gt;
*Shields&lt;br /&gt;
*Simple &amp;amp; Martial Weapons&lt;br /&gt;
*Thieve&#039;s Tools&lt;br /&gt;
*Tinker&#039;s Tools&lt;br /&gt;
*Tool: Vehicles (land)&lt;br /&gt;
*Tool: Machinery&lt;br /&gt;
*Disguise Kit&lt;br /&gt;
*Poisoner&#039;s Kit&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
*English&lt;br /&gt;
*Common&lt;br /&gt;
*Elven&lt;br /&gt;
*Thieves&#039; Cant&lt;br /&gt;
*Dari-Persian&lt;br /&gt;
*Sylvan&lt;br /&gt;
*Beast&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Features &amp;amp; Feats ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Racial &amp;amp; Background&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;Mask of the Wild&#039;&#039;: You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.&lt;br /&gt;
*&#039;&#039;Blessing of the Forest&#039;&#039;: Action - pass my Mask of the Wild feature to another for an hour, or until I pass it to another creature.&lt;br /&gt;
*&#039;&#039;Uthgardt Heritage&#039;&#039;: You find twice as much food and water as you normally would when you forage. Additionally, you can call upon the hospitality of your people, and those folk allied with your tribe.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rogue Features&#039;&#039;&#039;&lt;br /&gt;
*1st Level: Expertise, Sneak Attack (+2d6), &lt;br /&gt;
*2nd Level: Cunning Action: Bonus Action - You can  take the Dash, Disengage, or Hide action.&lt;br /&gt;
*3rd Level: Assassinate: You have advantage on attack rolls against any creature that hasn&#039;t taken a turn in the combat yet. In addition, any hit you score against a creature that is surprised is a critical hit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ranger Features&#039;&#039;&#039;&lt;br /&gt;
*1st Level: &#039;&#039;&#039;Favored Foe&#039;&#039;&#039; - Hunter’s Mark spell known, doesn&#039;t count against spells known, doesn&#039;t require concentration. Can cast it Wis Mod times w/o concentration or expending a slot per long rest., &#039;&#039;&#039;Deft Explorer&#039;&#039;&#039; - Roving: +5 Speed, Climbing &amp;amp; Swimming is equal to walking speed. Canny: Expertise in Athletics, +2 languages.&lt;br /&gt;
*2nd Level: &#039;&#039;&#039;Fighting Style&#039;&#039;&#039; - Archery (+2 w/ Ranged Weapons), &#039;&#039;&#039;Spellcasting&#039;&#039;&#039; (see &amp;quot;Magic&amp;quot; below&amp;quot;), &#039;&#039;&#039;Spell Versatility&#039;&#039;&#039; - When you finish a long rest, you can replace a spell you learned from your Spellcasting feature with another spell from the ranger spell list. The new spell must be the same level as the spell you replace, &#039;&#039;&#039;Spellcasting Focus&#039;&#039;&#039; - May use Druidic spell focus. &#039;&#039;&#039;Ranger Spells&#039;&#039;&#039; - The following spells expand the ranger spell list: Entangle, Searing Smite, Aid, Gust of Wind, Magic Weapon, Enhance Ability, Warding Bond&lt;br /&gt;
*3rd Level: &#039;&#039;&#039;Primal Awareness&#039;&#039;&#039; - Bonus spells that can be cast once per long rest w/o expending a slot. &#039;&#039;&#039;Gloom Stalker Archetype&#039;&#039;&#039; - &#039;&#039;Gloom Stalker Magic&#039;&#039; - expanded spell list that doesn&#039;t count against spells known, &#039;&#039;Dread Ambusher&#039;&#039; - Wis mod bonus to Initiative, +10 move on first turn of combat, can take an additional attack if I attack on the first round of combat &amp;amp; if it hits the target takes +1d8 dmg, &#039;&#039;Umbral Sight&#039;&#039; - +30&#039; to Darkvision, While in darkness, you are invisible to any creature that relies on darkvision to see you in that darkness.&lt;br /&gt;
*4th Level: &#039;&#039;&#039;ASI&#039;&#039;&#039; - &#039;&#039;Close Quarters Archer&#039;&#039; Feat&lt;br /&gt;
*5th Level: Extra Attack&lt;br /&gt;
*6th Level: Deft Explorer Improvement&lt;br /&gt;
*7th Level: &#039;&#039;&#039;Iron Mind&#039;&#039;&#039; - Gain proficiency in Wis Saving Throws&lt;br /&gt;
*8th Level: &#039;&#039;&#039;ASI&#039;&#039;&#039; - &#039;&#039;Athlete&#039;&#039; Feat. &#039;&#039;&#039;Land&#039;s Stride&#039;&#039;&#039; - Nonmagical difficult terrain costs no extra movement. Advantage on saves against plants that are magically created or manipulated to impede movement (entangle, etc). &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Feats&#039;&#039;&#039;&lt;br /&gt;
*1st Level: &#039;&#039;&#039;Sharpshooter&#039;&#039;&#039; (Ranged Weapons) No disadvantage at long range. Ignore half cover and three-quarters cover. May take -5 to hit &amp;amp; +10 dmg.&lt;br /&gt;
*4th Level: &#039;&#039;&#039;Close Quarters Archer&#039;&#039;&#039; (Ranged Weapons) Being in melee with a hostile creature doesn’t impose disadv on attacks. No disadv against prone targets if firing down on them. You can make an Opportunity Attack with your bow as if it were a melee weapon, firing an arrow as the target exits melee range.&lt;br /&gt;
*8th Level: &#039;&#039;&#039;Athlete&#039;&#039;&#039; Standing only uses only 5&#039;. Can jump after moving 5&#039;, rather than 10&#039;.&lt;br /&gt;
&lt;br /&gt;
== Magic ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;&#039;Casting Ability&#039;&#039;&#039; Wisdom&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Save DC&#039;&#039;&#039; 14 &#039;&#039;&#039;Attack Bonus&#039;&#039;&#039; +6&lt;br /&gt;
|&lt;br /&gt;
: * = doesn&#039;t count against known spells&lt;br /&gt;
: † = cast once per long rest for free&lt;br /&gt;
: ^ = cast Wis mod per long rest for free&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! &#039;&#039;&#039;Cantrips&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;1st Level&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;2nd Level&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
*Create Bonfire&lt;br /&gt;
*Druidcraft&lt;br /&gt;
*Prestidigitation&lt;br /&gt;
*Shape Water&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
*Detect Magic * †&lt;br /&gt;
*Disguise Self *&lt;br /&gt;
*Ensnaring Strike&lt;br /&gt;
*Goodberry&lt;br /&gt;
*Hunter&#039;s Mark * ^&lt;br /&gt;
*Longstrider&lt;br /&gt;
*Speak with Animals * †&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
*Beast Sense * †&lt;br /&gt;
*Locate Animals or Plants * †&lt;br /&gt;
*Pass Without Trace&lt;br /&gt;
*Rope Trick *&lt;br /&gt;
*Silence&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Equipment ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Magical Equipment&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Longbow +3&#039;&#039;&#039; (very rare)&lt;br /&gt;
:&#039;&#039;&#039;Glamoured Studded Leather&#039;&#039;&#039; (rare) - AC 13 + Dex Mod, can appear as clothing&lt;br /&gt;
:&#039;&#039;&#039;Bracers of Archery&#039;&#039;&#039; (uncommon, attunement) - +2 bow dmg&lt;br /&gt;
:&#039;&#039;&#039;Efficient Quiver&#039;&#039;&#039; (uncommon)&lt;br /&gt;
:&#039;&#039;&#039;Elvin Boots&#039;&#039;&#039; (uncommon) - adv on stealth&lt;br /&gt;
:&#039;&#039;&#039;Aril Ring&#039;&#039;&#039; (common, attunement) - &#039;&#039;A ring of polished yew. In place of a gem, the ring has a single, living aril.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
:As a Bonus Action, the wearer may pluck the ring&#039;s berry. When doing so, a fey spirit in the form of a sparrow appears. As an Action, the berry can be eaten (effects as a single Goodberry), fed to another, or it can be fed to the sparrow. If the sparrow doesn&#039;t get the berry, it fluffs up its feathers and chatters angrily.&lt;br /&gt;
&lt;br /&gt;
:If the aril is fed to the sparrow, the bird will act as a messenger, per the Message cantrip. The bird must be able to physically get to the person the message is intended for. The bird will land and whisper the message in the recipient&#039;s ear. After a minute transpires, the bird will return to the feywild, any impending messages undelivered. Sparrows use the same attributes as Canaries.&lt;br /&gt;
&lt;br /&gt;
:It&#039;s said that these messengers can also carry messages to the spirits of the dead, but if so, the dead don&#039;t typically respond. If sent to deliver such a message, the sparrow merely disappears.&lt;br /&gt;
&lt;br /&gt;
:The ring will regrow a missing berry at dawn.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Glow Gem&#039;&#039;&#039; (common) - A gem that glows as brightly as a candle. The light the gem gives off is the same color as the gem. (orange topaz)&lt;br /&gt;
:&#039;&#039;&#039;Shaded Scimitar&#039;&#039;&#039; (common) - A Shaded weapon is mat black and reflects no light. It seems to disappear in the shadows and darkness.&lt;br /&gt;
&lt;br /&gt;
:In dimly lit or dark conditions, if a creature isn&#039;t already aware of the weapon&#039;s presence, it must make a DC 15 check to notice its presence (Perception or Investigation) even if it&#039;s being held. Attacks with an unnoticed Shaded weapon are made with advantage. After a Shaded weapon is used to attack in a combat, it is no longer difficult to perceive.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Unbreakable Arrow&#039;&#039;&#039; (common) x3&lt;br /&gt;
:&#039;&#039;&#039;Walloping Ammunition&#039;&#039;&#039; (Arrows, common) x2 - A creature hit by the ammunition must succeed on a DC 10 Strength saving throw or be knocked prone.&lt;br /&gt;
:&#039;&#039;&#039;Whistling Ammunition&#039;&#039;&#039; (Arrow, common) x1 - When in flight, the arrow makes a loud whistling noise.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Mundane Equipment&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Worn&#039;&#039;&#039;&lt;br /&gt;
::Glamored Studded Leather Armor 13 lbs&lt;br /&gt;
::Clothing (including boots &amp;amp; cloak) 5 lbs&lt;br /&gt;
::Efficient Quiver 2 lbs&lt;br /&gt;
:::Longbow +3&lt;br /&gt;
:::54 Arrows&lt;br /&gt;
:::3 Unbreakable Arrows&lt;br /&gt;
:::2 Walloping Arrows&lt;br /&gt;
:::1 Whistling Arrow&lt;br /&gt;
:::Shaded Scimitar&lt;br /&gt;
:::2 Spears&lt;br /&gt;
:::10 Torches&lt;br /&gt;
::&#039;&#039;&#039;Belt&#039;&#039;&#039;&lt;br /&gt;
:::Dagger 1 lb&lt;br /&gt;
:::&#039;&#039;&#039;Belt Pouch&#039;&#039;&#039; ~3 lbs&lt;br /&gt;
::::Tiny Tinder Box&lt;br /&gt;
::::Toilet Paper&lt;br /&gt;
::::Glow Gem (in lightproof container)&lt;br /&gt;
::::Thieves Tools&lt;br /&gt;
::::Compass&lt;br /&gt;
::::Chalk&lt;br /&gt;
::::Carpenter&#039;s Pencil&lt;br /&gt;
::::Spoon &amp;amp; Fork&lt;br /&gt;
::::Snacks&lt;br /&gt;
::::Small notepad&lt;br /&gt;
::::Monocular &lt;br /&gt;
::&#039;&#039;&#039;Pack&#039;&#039;&#039; 2 lbs (~25 lbs total)&lt;br /&gt;
:::Change of Clothes 2 lbs&lt;br /&gt;
:::100&#039; Type III Tan cammo paracord .5 lbs&lt;br /&gt;
:::100&#039; smaller lengths of paracord .5 lbs&lt;br /&gt;
:::Sleeping Bag 3 lbs&lt;br /&gt;
:::Backpacking Tarp 2 lbs&lt;br /&gt;
:::3 Days rations 6 lbs&lt;br /&gt;
:::Rags 1 lb&lt;br /&gt;
:::Sewing kit&lt;br /&gt;
:::Mess Kit 1 lb&lt;br /&gt;
:::Flask of oil 1 lb&lt;br /&gt;
:::Plastic bottle of Everclear 1 lb&lt;br /&gt;
:::Duct Tape .5 lbs&lt;br /&gt;
:::Small game snare building equip 2 lbs&lt;br /&gt;
:48 lbs total&lt;br /&gt;
:23 lbs w/o pack&lt;br /&gt;
&lt;br /&gt;
== Background ==&lt;br /&gt;
Jensen Isaiah Hawkins was born and raised in Eastern Oregon by a moderately abusive family of rigidly adhering fundamentalist Christians of an off-beat denomination. His family were also firm adherents of a number of Sovereign Citizen and Freemen-on-the-Land conspiracy theories. He thought his family&#039;s beliefs, both religious and otherwise, were insane. He was raised on a small ranch that wasn&#039;t always self sustaining. Jensen, or &amp;quot;Jay&amp;quot; as anyone who actually liked him called him (so not his family), had to learn to get by impoverished, and was often reduced to thievery and poaching to get by.&lt;br /&gt;
&lt;br /&gt;
When he was old enough, Jay joined the US Army. Being good on the land, and having been raised with a gun or bow at his side since he was small, but not being the brightest recruit, Jay landed in the infantry. In Basic Training, the shy Jensen quickly got named Screamin&#039; Jay by the Drill Sergeant, and the name stuck. Within a few years, after his first tour in Afghanistan, he got into the Rangers. He had his sights set on joining Special Forces if he could get into the training.&lt;br /&gt;
&lt;br /&gt;
After making it through Ranger training, he landed back in Afghanistan for another tour, this time, mostly on foot instead of in an APC. A couple of years into deployment, his platoon went down a hole in Afghanistan, chasing the Taliban. The cavern turned into torch lined halls of cyclopean stonework, peppered with grotesquely grinning gargoyle faces. Then the monsters came, along with an 80 ton stone block that barred their way back. The only way out was to go forward. Screamin Jay was the only one that made it out - but &amp;quot;out&amp;quot; was another world. A world of elves, orcs, dragons, and unicorns.&lt;br /&gt;
&lt;br /&gt;
On the other side, Jay found himself transformed into an elf. It was a little odd, but not insufferable. After wandering for a while, and getting into some trouble among the humans, who apparently didn&#039;t like elves, he went out into the wilds to find &amp;quot;his kind&amp;quot;, the elves. It wasn&#039;t long after entering their territory that he was picked up by a patrol of Wood Elves that looked much as he did. After a few days of questioning, they finally decided that he was telling the truth about his origins, and was no danger to them. He was offered a place among them, which he accepted. It wasn&#039;t long before he too was patrolling with their rangers.&lt;br /&gt;
&lt;br /&gt;
He was &amp;quot;over there&amp;quot; for ten years. It was a good life. He&#039;d been handfasted to a good elven woman for a few years, but they&#039;d had no children yet. But when a gateway in a dungeon offered him a way home, he had to take it. It&#039;s not that he wanted to take it. It was his duty to take it. And so he did. When he was found by a patrol and taken back to Kabul, at first he was treated like a deserter, but after some weeks of him steadfasting sticking to the truth, he was eventually treated as a headcase. He was drummed unceremoniously out of the Army with a medical discharge that said, &amp;quot;Psychiatric&amp;quot; on it. The day he was walked off base as a civilian, he was met by the recruiter for Project Kerberos.&lt;/div&gt;</summary>
		<author><name>Stattick</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Jensen_Hawkins_(Jay)_11th_Level&amp;diff=374198</id>
		<title>Jensen Hawkins (Jay) 11th Level</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Jensen_Hawkins_(Jay)_11th_Level&amp;diff=374198"/>
		<updated>2019-11-23T19:45:11Z</updated>

		<summary type="html">&lt;p&gt;Stattick: /* Characteristics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Jensen Isaiah Hawkins (Jay or Screamin Jay) ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Race&#039;&#039;&#039; Elf, Wood  &#039;&#039;&#039;Sex&#039;&#039;&#039; Male  &#039;&#039;&#039;Background&#039;&#039;&#039; US Army Ranger (Uthgardt Tribe Member)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class&#039;&#039;&#039; Assassin Rogue / Gloom Stalker Ranger &#039;&#039;&#039;Level&#039;&#039;&#039; 3 / 8 &#039;&#039;&#039;Alignment&#039;&#039;&#039; Lawful Neutral&lt;br /&gt;
&lt;br /&gt;
== Characteristics ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Str&#039;&#039;&#039; 10 (+0)  &#039;&#039;&#039;Dex&#039;&#039;&#039; 18 (+4)  &#039;&#039;&#039;Con&#039;&#039;&#039; 14 (+2)  &#039;&#039;&#039;Int&#039;&#039;&#039; 12 (+1)  &#039;&#039;&#039;Wis&#039;&#039;&#039; 14 (+2)  &#039;&#039;&#039;Cha&#039;&#039;&#039; 8 (-1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Saving Throws&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Str&#039;&#039;&#039; 0  &#039;&#039;&#039;Dex&#039;&#039;&#039; +8  &#039;&#039;&#039;Con&#039;&#039;&#039; +2  &#039;&#039;&#039;Int&#039;&#039;&#039; +5  &#039;&#039;&#039;Wis&#039;&#039;&#039; +6  &#039;&#039;&#039;Cha&#039;&#039;&#039; -1&lt;br /&gt;
*Advantage vs charmed&lt;br /&gt;
*Magic can&#039;t put you to sleep&lt;br /&gt;
*Advantage on saves against plants that are magically created or manipulated to impede movement (entangle, etc).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Speed&#039;&#039;&#039; 40, Climbing 40, Swimming 40, +10&#039; first turn of combat. &lt;br /&gt;
*Nonmagical difficult terrain costs no extra movement.&lt;br /&gt;
*Standing only uses only 5&#039;. Can jump after moving 5&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Passive Perception&#039;&#039;&#039; 20 &#039;&#039;&#039;Passive Insight&#039;&#039;&#039; 16 &#039;&#039;&#039;Darkvision&#039;&#039;&#039; 90 feet&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;HPs&#039;&#039;&#039; 104 _________________ &#039;&#039;&#039;Hit Dice&#039;&#039;&#039; 10d10 / 3d6 &#039;&#039;&#039;AC&#039;&#039;&#039; 17 &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Initiative&#039;&#039;&#039; +6&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Proficiency Bonus&#039;&#039;&#039; +4&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! &#039;&#039;&#039;Weapon&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Type&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Range&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Attack&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Damage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Longbow +3&lt;br /&gt;
| Ranged&lt;br /&gt;
| 150 / 600&lt;br /&gt;
| +13&lt;br /&gt;
| 1d8+12&lt;br /&gt;
|-&lt;br /&gt;
| Scimitar&lt;br /&gt;
| Melee&lt;br /&gt;
| -&lt;br /&gt;
| +8&lt;br /&gt;
| 1d8+4&lt;br /&gt;
|-&lt;br /&gt;
| Dagger&lt;br /&gt;
| Melee&lt;br /&gt;
| 20/60&lt;br /&gt;
| +8&lt;br /&gt;
| 1d4+4&lt;br /&gt;
|-&lt;br /&gt;
| Spear&lt;br /&gt;
| Melee&lt;br /&gt;
| 20/60&lt;br /&gt;
| +4&lt;br /&gt;
| 1d6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! &#039;&#039;&#039;Skills&#039;&#039;&#039; (&#039;&#039;&#039;Proficient&#039;&#039;&#039;, &#039;&#039;&#039;&#039;&#039;Expertise&#039;&#039;&#039;&#039;&#039;)&lt;br /&gt;
! &#039;&#039;&#039;Other Proficiencies&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Languages&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
*&#039;&#039;&#039;Acrobatics&#039;&#039;&#039; (Dex) +8&lt;br /&gt;
*&#039;&#039;&#039;Animal Handling&#039;&#039;&#039; (Wis) +6&lt;br /&gt;
*Arcana (Int) +1&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Athletics&#039;&#039;&#039;&#039;&#039; (Str) +8&lt;br /&gt;
*Deception (Cha) -1&lt;br /&gt;
*History (Int) +1&lt;br /&gt;
*&#039;&#039;&#039;Insight&#039;&#039;&#039; (Wis) +6&lt;br /&gt;
*&#039;&#039;&#039;Intimidation&#039;&#039;&#039; (Cha) +3&lt;br /&gt;
*&#039;&#039;&#039;Investigation&#039;&#039;&#039; (Int) +5&lt;br /&gt;
*Medicine (Wis) +2&lt;br /&gt;
*&#039;&#039;&#039;Nature&#039;&#039;&#039; (Int) +5&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Perception&#039;&#039;&#039;&#039;&#039; (Wis) +10&lt;br /&gt;
*Performance (Cha) -1&lt;br /&gt;
*Persuasion (Cha) -1&lt;br /&gt;
*Religion (Int) +1&lt;br /&gt;
*Sleight of Hand (Dex) +4&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Stealth&#039;&#039;&#039;&#039;&#039; (Dex) +12&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Survival&#039;&#039;&#039;&#039;&#039; (Wis) +10&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
*Light &amp;amp; Medium Armor&lt;br /&gt;
*Shields&lt;br /&gt;
*Simple &amp;amp; Martial Weapons&lt;br /&gt;
*Thieve&#039;s Tools&lt;br /&gt;
*Tinker&#039;s Tools&lt;br /&gt;
*Tool: Vehicles (land)&lt;br /&gt;
*Tool: Machinery&lt;br /&gt;
*Disguise Kit&lt;br /&gt;
*Poisoner&#039;s Kit&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
*English&lt;br /&gt;
*Common&lt;br /&gt;
*Elven&lt;br /&gt;
*Thieves&#039; Cant&lt;br /&gt;
*Dari-Persian&lt;br /&gt;
*Sylvan&lt;br /&gt;
*Beast&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Features &amp;amp; Feats ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Racial &amp;amp; Background&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;Mask of the Wild&#039;&#039;: You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.&lt;br /&gt;
*&#039;&#039;Blessing of the Forest&#039;&#039;: Action - pass my Mask of the Wild feature to another for an hour, or until I pass it to another creature.&lt;br /&gt;
*&#039;&#039;Uthgardt Heritage&#039;&#039;: You find twice as much food and water as you normally would when you forage. Additionally, you can call upon the hospitality of your people, and those folk allied with your tribe.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rogue Features&#039;&#039;&#039;&lt;br /&gt;
*1st Level: Expertise, Sneak Attack (+2d6), &lt;br /&gt;
*2nd Level: Cunning Action: Bonus Action - You can  take the Dash, Disengage, or Hide action.&lt;br /&gt;
*3rd Level: Assassinate: You have advantage on attack rolls against any creature that hasn&#039;t taken a turn in the combat yet. In addition, any hit you score against a creature that is surprised is a critical hit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ranger Features&#039;&#039;&#039;&lt;br /&gt;
*1st Level: &#039;&#039;&#039;Favored Foe&#039;&#039;&#039; - Hunter’s Mark spell known, doesn&#039;t count against spells known, doesn&#039;t require concentration. Can cast it Wis Mod times w/o concentration or expending a slot per long rest., &#039;&#039;&#039;Deft Explorer&#039;&#039;&#039; - Roving: +5 Speed, Climbing &amp;amp; Swimming is equal to walking speed. Canny: Expertise in Athletics, +2 languages.&lt;br /&gt;
*2nd Level: &#039;&#039;&#039;Fighting Style&#039;&#039;&#039; - Archery (+2 w/ Ranged Weapons), &#039;&#039;&#039;Spellcasting&#039;&#039;&#039; (see &amp;quot;Magic&amp;quot; below&amp;quot;), &#039;&#039;&#039;Spell Versatility&#039;&#039;&#039; - When you finish a long rest, you can replace a spell you learned from your Spellcasting feature with another spell from the ranger spell list. The new spell must be the same level as the spell you replace, &#039;&#039;&#039;Spellcasting Focus&#039;&#039;&#039; - May use Druidic spell focus. &#039;&#039;&#039;Ranger Spells&#039;&#039;&#039; - The following spells expand the ranger spell list: Entangle, Searing Smite, Aid, Gust of Wind, Magic Weapon, Enhance Ability, Warding Bond&lt;br /&gt;
*3rd Level: &#039;&#039;&#039;Primal Awareness&#039;&#039;&#039; - Bonus spells that can be cast once per long rest w/o expending a slot. &#039;&#039;&#039;Gloom Stalker Archetype&#039;&#039;&#039; - &#039;&#039;Gloom Stalker Magic&#039;&#039; - expanded spell list that doesn&#039;t count against spells known, &#039;&#039;Dread Ambusher&#039;&#039; - Wis mod bonus to Initiative, +10 move on first turn of combat, can take an additional attack if I attack on the first round of combat &amp;amp; if it hits the target takes +1d8 dmg, &#039;&#039;Umbral Sight&#039;&#039; - +30&#039; to Darkvision, While in darkness, you are invisible to any creature that relies on darkvision to see you in that darkness.&lt;br /&gt;
*4th Level: &#039;&#039;&#039;ASI&#039;&#039;&#039; - &#039;&#039;Close Quarters Archer&#039;&#039; Feat&lt;br /&gt;
*5th Level: Extra Attack&lt;br /&gt;
*6th Level: Deft Explorer Improvement&lt;br /&gt;
*7th Level: &#039;&#039;&#039;Iron Mind&#039;&#039;&#039; - Gain proficiency in Wis Saving Throws&lt;br /&gt;
*8th Level: &#039;&#039;&#039;ASI&#039;&#039;&#039; - &#039;&#039;Athlete&#039;&#039; Feat. &#039;&#039;&#039;Land&#039;s Stride&#039;&#039;&#039; - Nonmagical difficult terrain costs no extra movement. Advantage on saves against plants that are magically created or manipulated to impede movement (entangle, etc). &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Feats&#039;&#039;&#039;&lt;br /&gt;
*1st Level: &#039;&#039;&#039;Sharpshooter&#039;&#039;&#039; (Ranged Weapons) No disadvantage at long range. Ignore half cover and three-quarters cover. May take -5 to hit &amp;amp; +10 dmg.&lt;br /&gt;
*4th Level: &#039;&#039;&#039;Close Quarters Archer&#039;&#039;&#039; (Ranged Weapons) Being in melee with a hostile creature doesn’t impose disadv on attacks. No disadv against prone targets if firing down on them. You can make an Opportunity Attack with your bow as if it were a melee weapon, firing an arrow as the target exits melee range.&lt;br /&gt;
*8th Level: &#039;&#039;&#039;Athlete&#039;&#039;&#039; Standing only uses only 5&#039;. Can jump after moving 5&#039;, rather than 10&#039;.&lt;br /&gt;
&lt;br /&gt;
== Magic ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;&#039;Casting Ability&#039;&#039;&#039; Wisdom&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Save DC&#039;&#039;&#039; 14 &#039;&#039;&#039;Attack Bonus&#039;&#039;&#039; +6&lt;br /&gt;
|&lt;br /&gt;
: * = doesn&#039;t count against known spells&lt;br /&gt;
: † = cast once per long rest for free&lt;br /&gt;
: ^ = cast Wis mod per long rest for free&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! &#039;&#039;&#039;Cantrips&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;1st Level&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;2nd Level&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
*Create Bonfire&lt;br /&gt;
*Druidcraft&lt;br /&gt;
*Prestidigitation&lt;br /&gt;
*Shape Water&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
*Detect Magic * †&lt;br /&gt;
*Disguise Self *&lt;br /&gt;
*Ensnaring Strike&lt;br /&gt;
*Goodberry&lt;br /&gt;
*Hunter&#039;s Mark * ^&lt;br /&gt;
*Longstrider&lt;br /&gt;
*Speak with Animals * †&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
*Beast Sense * †&lt;br /&gt;
*Locate Animals or Plants * †&lt;br /&gt;
*Pass Without Trace&lt;br /&gt;
*Rope Trick *&lt;br /&gt;
*Silence&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Equipment ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Magical Equipment&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Longbow +3&#039;&#039;&#039; (very rare)&lt;br /&gt;
:&#039;&#039;&#039;Glamoured Studded Leather&#039;&#039;&#039; (rare) - AC 13 + Dex Mod, can appear as clothing&lt;br /&gt;
:&#039;&#039;&#039;Bracers of Archery&#039;&#039;&#039; (uncommon, attunement) - +2 bow dmg&lt;br /&gt;
:&#039;&#039;&#039;Efficient Quiver&#039;&#039;&#039; (uncommon)&lt;br /&gt;
:&#039;&#039;&#039;Elvin Boots&#039;&#039;&#039; (uncommon) - adv on stealth&lt;br /&gt;
:&#039;&#039;&#039;Aril Ring&#039;&#039;&#039; (common, attunement) - &#039;&#039;A ring of polished yew. In place of a gem, the ring has a single, living aril.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
:As a Bonus Action, the wearer may pluck the ring&#039;s berry. When doing so, a fey spirit in the form of a sparrow appears. As an Action, the berry can be eaten (effects as a single Goodberry), fed to another, or it can be fed to the sparrow. If the sparrow doesn&#039;t get the berry, it fluffs up its feathers and chatters angrily.&lt;br /&gt;
&lt;br /&gt;
:If the aril is fed to the sparrow, the bird will act as a messenger, per the Message cantrip. The bird must be able to physically get to the person the message is intended for. The bird will land and whisper the message in the recipient&#039;s ear. After a minute transpires, the bird will return to the feywild, any impending messages undelivered. Sparrows use the same attributes as Canaries.&lt;br /&gt;
&lt;br /&gt;
:It&#039;s said that these messengers can also carry messages to the spirits of the dead, but if so, the dead don&#039;t typically respond. If sent to deliver such a message, the sparrow merely disappears.&lt;br /&gt;
&lt;br /&gt;
:The ring will regrow a missing berry at dawn.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Glow Gem&#039;&#039;&#039; (common) - A gem that glows as brightly as a candle. The light the gem gives off is the same color as the gem. (orange topaz)&lt;br /&gt;
:&#039;&#039;&#039;Shaded Scimitar&#039;&#039;&#039; (common) - A Shaded weapon is mat black and reflects no light. It seems to disappear in the shadows and darkness.&lt;br /&gt;
&lt;br /&gt;
:In dimly lit or dark conditions, if a creature isn&#039;t already aware of the weapon&#039;s presence, it must make a DC 15 check to notice its presence (Perception or Investigation) even if it&#039;s being held. Attacks with an unnoticed Shaded weapon are made with advantage. After a Shaded weapon is used to attack in a combat, it is no longer difficult to perceive.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Unbreakable Arrow&#039;&#039;&#039; (common) x3&lt;br /&gt;
:&#039;&#039;&#039;Walloping Ammunition&#039;&#039;&#039; (Arrows, common) x2 - A creature hit by the ammunition must succeed on a DC 10 Strength saving throw or be knocked prone.&lt;br /&gt;
:&#039;&#039;&#039;Whistling Ammunition&#039;&#039;&#039; (Arrow, common) x1 - When in flight, the arrow makes a loud whistling noise.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Mundane Equipment&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Worn&#039;&#039;&#039;&lt;br /&gt;
::Glamored Studded Leather Armor 13 lbs&lt;br /&gt;
::Clothing (including boots &amp;amp; cloak) 5 lbs&lt;br /&gt;
::Efficient Quiver 2 lbs&lt;br /&gt;
:::Longbow +3&lt;br /&gt;
:::54 Arrows&lt;br /&gt;
:::3 Unbreakable Arrows&lt;br /&gt;
:::2 Walloping Arrows&lt;br /&gt;
:::1 Whistling Arrow&lt;br /&gt;
:::Shaded Scimitar&lt;br /&gt;
:::2 Spears&lt;br /&gt;
:::10 Torches&lt;br /&gt;
::&#039;&#039;&#039;Belt&#039;&#039;&#039;&lt;br /&gt;
:::Dagger 1 lb&lt;br /&gt;
:::&#039;&#039;&#039;Belt Pouch&#039;&#039;&#039; ~3 lbs&lt;br /&gt;
::::Tiny Tinder Box&lt;br /&gt;
::::Toilet Paper&lt;br /&gt;
::::Glow Gem (in lightproof container)&lt;br /&gt;
::::Thieves Tools&lt;br /&gt;
::::Compass&lt;br /&gt;
::::Chalk&lt;br /&gt;
::::Carpenter&#039;s Pencil&lt;br /&gt;
::::Spoon &amp;amp; Fork&lt;br /&gt;
::::Snacks&lt;br /&gt;
::::Small notepad&lt;br /&gt;
::::Monocular &lt;br /&gt;
::&#039;&#039;&#039;Pack&#039;&#039;&#039; 2 lbs (~25 lbs total)&lt;br /&gt;
:::Change of Clothes 2 lbs&lt;br /&gt;
:::100&#039; Type III Tan cammo paracord .5 lbs&lt;br /&gt;
:::100&#039; smaller lengths of paracord .5 lbs&lt;br /&gt;
:::Sleeping Bag 3 lbs&lt;br /&gt;
:::Backpacking Tarp 2 lbs&lt;br /&gt;
:::3 Days rations 6 lbs&lt;br /&gt;
:::Rags 1 lb&lt;br /&gt;
:::Sewing kit&lt;br /&gt;
:::Mess Kit 1 lb&lt;br /&gt;
:::Flask of oil 1 lb&lt;br /&gt;
:::Plastic bottle of Everclear 1 lb&lt;br /&gt;
:::Duct Tape .5 lbs&lt;br /&gt;
:::Small game snare building equip 2 lbs&lt;br /&gt;
:48 lbs total&lt;br /&gt;
:23 lbs w/o pack&lt;br /&gt;
&lt;br /&gt;
== Background ==&lt;br /&gt;
Jensen Isaiah Hawkins was born and raised in Eastern Oregon by a moderately abusive family of rigidly adhering fundamentalist Christians of an off-beat denomination. His family were also firm adherents of a number of Sovereign Citizen and Freemen-on-the-Land conspiracy theories. He thought his family&#039;s beliefs, both religious and otherwise, were insane. He was raised on a small ranch that wasn&#039;t always self sustaining. Jensen, or &amp;quot;Jay&amp;quot; as anyone who actually liked him called him (so not his family), had to learn to get by impoverished, and was often reduced to thievery and poaching to get by.&lt;br /&gt;
&lt;br /&gt;
When he was old enough, Jay joined the US Army. Being good on the land, and having been raised with a gun or bow at his side since he was small, but not being the brightest recruit, Jay landed in the infantry. In Basic Training, the shy Jensen quickly got named Screamin&#039; Jay by the Drill Sergeant, and the name stuck. Within a few years, after his first tour in Afghanistan, he got into the Rangers. He had his sights set on joining Special Forces if he could get into the training.&lt;br /&gt;
&lt;br /&gt;
After making it through Ranger training, he landed back in Afghanistan for another tour, this time, mostly on foot instead of in an APC. A couple of years into deployment, his platoon went down a hole in Afghanistan, chasing the Taliban. The cavern turned into torch lined halls of cyclopean stonework, peppered with grotesquely grinning gargoyle faces. Then the monsters came, along with an 80 ton stone block that barred their way back. The only way out was to go forward. Screamin Jay was the only one that made it out - but &amp;quot;out&amp;quot; was another world. A world of elves, orcs, dragons, and unicorns.&lt;br /&gt;
&lt;br /&gt;
On the other side, Jay found himself transformed into an elf. It was a little odd, but not insufferable. After wandering for a while, and getting into some trouble among the humans, who apparently didn&#039;t like elves, he went out into the wilds to find &amp;quot;his kind&amp;quot;, the elves. It wasn&#039;t long after entering their territory that he was picked up by a patrol of Wood Elves that looked much as he did. After a few days of questioning, they finally decided that he was telling the truth about his origins, and was no danger to them. He was offered a place among them, which he accepted. It wasn&#039;t long before he too was patrolling with their rangers.&lt;br /&gt;
&lt;br /&gt;
He was &amp;quot;over there&amp;quot; for ten years. It was a good life. He&#039;d been handfasted to a good elven woman for a few years, but they&#039;d had no children yet. But when a gateway in a dungeon offered him a way home, he had to take it. It&#039;s not that he wanted to take it. It was his duty to take it. And so he did. When he was found by a patrol and taken back to Kabul, at first he was treated like a deserter, but after some weeks of him steadfasting sticking to the truth, he was eventually treated as a headcase. He was drummed unceremoniously out of the Army with a medical discharge that said, &amp;quot;Psychiatric&amp;quot; on it. The day he was walked off base as a civilian, he was met by the recruiter for Project Kerberos.&lt;/div&gt;</summary>
		<author><name>Stattick</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Jensen_Hawkins_(Jay)_3rd_Level&amp;diff=374197</id>
		<title>Jensen Hawkins (Jay) 3rd Level</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Jensen_Hawkins_(Jay)_3rd_Level&amp;diff=374197"/>
		<updated>2019-11-23T19:43:04Z</updated>

		<summary type="html">&lt;p&gt;Stattick: /* Characteristics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Jensen Isaiah Hawkins (Jay or Screamin Jay) ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Race&#039;&#039;&#039; Elf, Wood  &#039;&#039;&#039;Sex&#039;&#039;&#039; Male  &#039;&#039;&#039;Background&#039;&#039;&#039; US Army Ranger (Uthgardt Tribe Member)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class&#039;&#039;&#039; Assassin Rogue / Gloom Stalker Ranger &#039;&#039;&#039;Level&#039;&#039;&#039; 1 / 2 &#039;&#039;&#039;Alignment&#039;&#039;&#039; Lawful Neutral&lt;br /&gt;
&lt;br /&gt;
== Characteristics ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Str&#039;&#039;&#039; 10 (+0)  &#039;&#039;&#039;Dex&#039;&#039;&#039; 17 (+3)  &#039;&#039;&#039;Con&#039;&#039;&#039; 14 (+2)  &#039;&#039;&#039;Int&#039;&#039;&#039; 12 (+1)  &#039;&#039;&#039;Wis&#039;&#039;&#039; 14 (+2)  &#039;&#039;&#039;Cha&#039;&#039;&#039; 8 (-1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Saving Throws&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Str&#039;&#039;&#039; 0  &#039;&#039;&#039;Dex&#039;&#039;&#039; +8  &#039;&#039;&#039;Con&#039;&#039;&#039; +2  &#039;&#039;&#039;Int&#039;&#039;&#039; +5  &#039;&#039;&#039;Wis&#039;&#039;&#039; +6  &#039;&#039;&#039;Cha&#039;&#039;&#039; -1&lt;br /&gt;
*Advantage vs charmed&lt;br /&gt;
*Magic can&#039;t put you to sleep&lt;br /&gt;
*Advantage on saves against plants that are magically created or manipulated to impede movement (entangle, etc).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Speed&#039;&#039;&#039; 40, Climbing 40, Swimming 40, +10&#039; first turn of combat. &lt;br /&gt;
*Nonmagical difficult terrain costs no extra movement.&lt;br /&gt;
*Standing only uses only 5&#039;. Can jump after moving 5&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Passive Perception&#039;&#039;&#039; 20 &#039;&#039;&#039;Passive Insight&#039;&#039;&#039; 16 &#039;&#039;&#039;Darkvision&#039;&#039;&#039; 90 feet&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;HPs&#039;&#039;&#039; 104 _________________ &#039;&#039;&#039;Hit Dice&#039;&#039;&#039; 10d10 / 3d6 &#039;&#039;&#039;AC&#039;&#039;&#039; 17 &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Initiative&#039;&#039;&#039; +6&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Proficiency Bonus&#039;&#039;&#039; +4&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! &#039;&#039;&#039;Weapon&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Type&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Range&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Attack&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Damage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Longbow +3&lt;br /&gt;
| Ranged&lt;br /&gt;
| 150 / 600&lt;br /&gt;
| +12&lt;br /&gt;
| 1d8+12&lt;br /&gt;
|-&lt;br /&gt;
| Scimitar&lt;br /&gt;
| Melee&lt;br /&gt;
| -&lt;br /&gt;
| +7&lt;br /&gt;
| 1d8+4&lt;br /&gt;
|-&lt;br /&gt;
| Dagger&lt;br /&gt;
| Melee&lt;br /&gt;
| 20/60&lt;br /&gt;
| +7&lt;br /&gt;
| 1d4+4&lt;br /&gt;
|-&lt;br /&gt;
| Spear&lt;br /&gt;
| Melee&lt;br /&gt;
| 20/60&lt;br /&gt;
| +4&lt;br /&gt;
| 1d6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! &#039;&#039;&#039;Skills&#039;&#039;&#039; (&#039;&#039;&#039;Proficient&#039;&#039;&#039;, &#039;&#039;&#039;&#039;&#039;Expertise&#039;&#039;&#039;&#039;&#039;)&lt;br /&gt;
! &#039;&#039;&#039;Other Proficiencies&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Languages&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
*&#039;&#039;&#039;Acrobatics&#039;&#039;&#039; (Dex) +8&lt;br /&gt;
*&#039;&#039;&#039;Animal Handling&#039;&#039;&#039; (Wis) +6&lt;br /&gt;
*Arcana (Int) +1&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Athletics&#039;&#039;&#039;&#039;&#039; (Str) +8&lt;br /&gt;
*Deception (Cha) -1&lt;br /&gt;
*History (Int) +1&lt;br /&gt;
*&#039;&#039;&#039;Insight&#039;&#039;&#039; (Wis) +6&lt;br /&gt;
*&#039;&#039;&#039;Intimidation&#039;&#039;&#039; (Cha) +3&lt;br /&gt;
*&#039;&#039;&#039;Investigation&#039;&#039;&#039; (Int) +5&lt;br /&gt;
*Medicine (Wis) +2&lt;br /&gt;
*&#039;&#039;&#039;Nature&#039;&#039;&#039; (Int) +5&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Perception&#039;&#039;&#039;&#039;&#039; (Wis) +10&lt;br /&gt;
*Performance (Cha) -1&lt;br /&gt;
*Persuasion (Cha) -1&lt;br /&gt;
*Religion (Int) +1&lt;br /&gt;
*Sleight of Hand (Dex) +4&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Stealth&#039;&#039;&#039;&#039;&#039; (Dex) +12&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Survival&#039;&#039;&#039;&#039;&#039; (Wis) +10&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
*Light &amp;amp; Medium Armor&lt;br /&gt;
*Shields&lt;br /&gt;
*Simple &amp;amp; Martial Weapons&lt;br /&gt;
*Thieve&#039;s Tools&lt;br /&gt;
*Tinker&#039;s Tools&lt;br /&gt;
*Tool: Vehicles (land)&lt;br /&gt;
*Tool: Machinery&lt;br /&gt;
*Disguise Kit&lt;br /&gt;
*Poisoner&#039;s Kit&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
*English&lt;br /&gt;
*Common&lt;br /&gt;
*Elven&lt;br /&gt;
*Thieves&#039; Cant&lt;br /&gt;
*Dari-Persian&lt;br /&gt;
*Sylvan&lt;br /&gt;
*Beast&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Features &amp;amp; Feats ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Racial &amp;amp; Background&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;Mask of the Wild&#039;&#039;: You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.&lt;br /&gt;
*&#039;&#039;Blessing of the Forest&#039;&#039;: Action - pass my Mask of the Wild feature to another for an hour, or until I pass it to another creature.&lt;br /&gt;
*&#039;&#039;Uthgardt Heritage&#039;&#039;: You find twice as much food and water as you normally would when you forage. Additionally, you can call upon the hospitality of your people, and those folk allied with your tribe.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rogue Features&#039;&#039;&#039;&lt;br /&gt;
*1st Level: Expertise, Sneak Attack (+1d6)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ranger Features&#039;&#039;&#039;&lt;br /&gt;
*1st Level: &#039;&#039;&#039;Favored Foe&#039;&#039;&#039; - Hunter’s Mark spell known, doesn&#039;t count against spells known, doesn&#039;t require concentration. Can cast it Wis Mod times w/o concentration or expending a slot per long rest., &#039;&#039;&#039;Deft Explorer&#039;&#039;&#039; - Roving: +5 Speed, Climbing &amp;amp; Swimming is equal to walking speed. Canny: Expertise in Athletics, +2 languages.&lt;br /&gt;
*2nd Level: &#039;&#039;&#039;Fighting Style&#039;&#039;&#039; - Archery (+2 w/ Ranged Weapons), &#039;&#039;&#039;Spellcasting&#039;&#039;&#039; (see &amp;quot;Magic&amp;quot; below&amp;quot;), &#039;&#039;&#039;Spell Versatility&#039;&#039;&#039; - When you finish a long rest, you can replace a spell you learned from your Spellcasting feature with another spell from the ranger spell list. The new spell must be the same level as the spell you replace, &#039;&#039;&#039;Spellcasting Focus&#039;&#039;&#039; - May use Druidic spell focus. &#039;&#039;&#039;Ranger Spells&#039;&#039;&#039; - The following spells expand the ranger spell list: Entangle, Searing Smite, Aid, Gust of Wind, Magic Weapon, Enhance Ability, Warding Bond&lt;br /&gt;
&lt;br /&gt;
== Magic ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;&#039;Casting Ability&#039;&#039;&#039; Wisdom&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Save DC&#039;&#039;&#039; 14 &#039;&#039;&#039;Attack Bonus&#039;&#039;&#039; +6&lt;br /&gt;
|&lt;br /&gt;
: * = doesn&#039;t count against known spells&lt;br /&gt;
: † = cast once per long rest for free&lt;br /&gt;
: ^ = cast Wis mod per long rest for free&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! &#039;&#039;&#039;Cantrips&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;1st Level&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
*Create Bonfire&lt;br /&gt;
*Druidcraft&lt;br /&gt;
*Prestidigitation&lt;br /&gt;
*Shape Water&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
*Detect Magic * †&lt;br /&gt;
*Disguise Self *&lt;br /&gt;
*Ensnaring Strike&lt;br /&gt;
*Goodberry&lt;br /&gt;
*Hunter&#039;s Mark * ^&lt;br /&gt;
*Longstrider&lt;br /&gt;
*Speak with Animals * †&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Equipment ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Magical Equipment&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Longbow +3&#039;&#039;&#039; (very rare)&lt;br /&gt;
:&#039;&#039;&#039;Glamoured Studded Leather&#039;&#039;&#039; (rare) - AC 13 + Dex Mod, can appear as clothing&lt;br /&gt;
:&#039;&#039;&#039;Bracers of Archery&#039;&#039;&#039; (uncommon, attunement) - +2 bow dmg&lt;br /&gt;
:&#039;&#039;&#039;Efficient Quiver&#039;&#039;&#039; (uncommon)&lt;br /&gt;
:&#039;&#039;&#039;Elvin Boots&#039;&#039;&#039; (uncommon) - adv on stealth&lt;br /&gt;
:&#039;&#039;&#039;Aril Ring&#039;&#039;&#039; (common, attunement) - &#039;&#039;A ring of polished yew. In place of a gem, the ring has a single, living aril.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
:As a Bonus Action, the wearer may pluck the ring&#039;s berry. When doing so, a fey spirit in the form of a sparrow appears. As an Action, the berry can be eaten (effects as a single Goodberry), fed to another, or it can be fed to the sparrow. If the sparrow doesn&#039;t get the berry, it fluffs up its feathers and chatters angrily.&lt;br /&gt;
&lt;br /&gt;
:If the aril is fed to the sparrow, the bird will act as a messenger, per the Message cantrip. The bird must be able to physically get to the person the message is intended for. The bird will land and whisper the message in the recipient&#039;s ear. After a minute transpires, the bird will return to the feywild, any impending messages undelivered. Sparrows use the same attributes as Canaries.&lt;br /&gt;
&lt;br /&gt;
:It&#039;s said that these messengers can also carry messages to the spirits of the dead, but if so, the dead don&#039;t typically respond. If sent to deliver such a message, the sparrow merely disappears.&lt;br /&gt;
&lt;br /&gt;
:The ring will regrow a missing berry at dawn.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Glow Gem&#039;&#039;&#039; (common) - A gem that glows as brightly as a candle. The light the gem gives off is the same color as the gem. (orange topaz)&lt;br /&gt;
:&#039;&#039;&#039;Shaded Scimitar&#039;&#039;&#039; (common) - A Shaded weapon is mat black and reflects no light. It seems to disappear in the shadows and darkness.&lt;br /&gt;
&lt;br /&gt;
:In dimly lit or dark conditions, if a creature isn&#039;t already aware of the weapon&#039;s presence, it must make a DC 15 check to notice its presence (Perception or Investigation) even if it&#039;s being held. Attacks with an unnoticed Shaded weapon are made with advantage. After a Shaded weapon is used to attack in a combat, it is no longer difficult to perceive.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Unbreakable Arrow&#039;&#039;&#039; (common) x3&lt;br /&gt;
:&#039;&#039;&#039;Walloping Ammunition&#039;&#039;&#039; (Arrows, common) x2 - A creature hit by the ammunition must succeed on a DC 10 Strength saving throw or be knocked prone.&lt;br /&gt;
:&#039;&#039;&#039;Whistling Ammunition&#039;&#039;&#039; (Arrow, common) x1 - When in flight, the arrow makes a loud whistling noise.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Mundane Equipment&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Worn&#039;&#039;&#039;&lt;br /&gt;
::Glamored Studded Leather Armor 13 lbs&lt;br /&gt;
::Clothing (including boots &amp;amp; cloak) 5 lbs&lt;br /&gt;
::Efficient Quiver 2 lbs&lt;br /&gt;
:::Longbow +3&lt;br /&gt;
:::54 Arrows&lt;br /&gt;
:::3 Unbreakable Arrows&lt;br /&gt;
:::2 Walloping Arrows&lt;br /&gt;
:::1 Whistling Arrow&lt;br /&gt;
:::Shaded Scimitar&lt;br /&gt;
:::2 Spears&lt;br /&gt;
:::10 Torches&lt;br /&gt;
::&#039;&#039;&#039;Belt&#039;&#039;&#039;&lt;br /&gt;
:::Dagger 1 lb&lt;br /&gt;
:::&#039;&#039;&#039;Belt Pouch&#039;&#039;&#039; ~3 lbs&lt;br /&gt;
::::Tiny Tinder Box&lt;br /&gt;
::::Toilet Paper&lt;br /&gt;
::::Glow Gem (in lightproof container)&lt;br /&gt;
::::Thieves Tools&lt;br /&gt;
::::Compass&lt;br /&gt;
::::Chalk&lt;br /&gt;
::::Carpenter&#039;s Pencil&lt;br /&gt;
::::Spoon &amp;amp; Fork&lt;br /&gt;
::::Snacks&lt;br /&gt;
::::Small notepad&lt;br /&gt;
::::Monocular &lt;br /&gt;
::&#039;&#039;&#039;Pack&#039;&#039;&#039; 2 lbs (~25 lbs total)&lt;br /&gt;
:::Change of Clothes 2 lbs&lt;br /&gt;
:::100&#039; Type III Tan cammo paracord .5 lbs&lt;br /&gt;
:::100&#039; smaller lengths of paracord .5 lbs&lt;br /&gt;
:::Sleeping Bag 3 lbs&lt;br /&gt;
:::Backpacking Tarp 2 lbs&lt;br /&gt;
:::3 Days rations 6 lbs&lt;br /&gt;
:::Rags 1 lb&lt;br /&gt;
:::Sewing kit&lt;br /&gt;
:::Mess Kit 1 lb&lt;br /&gt;
:::Flask of oil 1 lb&lt;br /&gt;
:::Plastic bottle of Everclear 1 lb&lt;br /&gt;
:::Duct Tape .5 lbs&lt;br /&gt;
:::Small game snare building equip 2 lbs&lt;br /&gt;
:48 lbs total&lt;br /&gt;
:23 lbs w/o pack&lt;br /&gt;
&lt;br /&gt;
== Background ==&lt;br /&gt;
Jensen Isaiah Hawkins was born and raised in Eastern Oregon by a moderately abusive family of rigidly adhering fundamentalist Christians of an off-beat denomination. His family were also firm adherents of a number of Sovereign Citizen and Freemen-on-the-Land conspiracy theories. He thought his family&#039;s beliefs, both religious and otherwise, were insane. He was raised on a small ranch that wasn&#039;t always self sustaining. Jensen, or &amp;quot;Jay&amp;quot; as anyone who actually liked him called him (so not his family), had to learn to get by impoverished, and was often reduced to thievery and poaching to get by.&lt;br /&gt;
&lt;br /&gt;
When he was old enough, Jay joined the US Army. Being good on the land, and having been raised with a gun or bow at his side since he was small, but not being the brightest recruit, Jay landed in the infantry. In Basic Training, the shy Jensen quickly got named Screamin&#039; Jay by the Drill Sergeant, and the name stuck. Within a few years, after his first tour in Afghanistan, he got into the Rangers. He had his sights set on joining Special Forces if he could get into the training.&lt;br /&gt;
&lt;br /&gt;
After making it through Ranger training, he landed back in Afghanistan for another tour, this time, mostly on foot instead of in an APC. A couple of years into deployment, his platoon went down a hole in Afghanistan, chasing the Taliban. The cavern turned into torch lined halls of cyclopean stonework, peppered with grotesquely grinning gargoyle faces. Then the monsters came, along with an 80 ton stone block that barred their way back. The only way out was to go forward. Screamin Jay was the only one that made it out - but &amp;quot;out&amp;quot; was another world. A world of elves, orcs, dragons, and unicorns.&lt;br /&gt;
&lt;br /&gt;
On the other side, Jay found himself transformed into an elf. It was a little odd, but not insufferable. After wandering for a while, and getting into some trouble among the humans, who apparently didn&#039;t like elves, he went out into the wilds to find &amp;quot;his kind&amp;quot;, the elves. It wasn&#039;t long after entering their territory that he was picked up by a patrol of Wood Elves that looked much as he did. After a few days of questioning, they finally decided that he was telling the truth about his origins, and was no danger to them. He was offered a place among them, which he accepted. It wasn&#039;t long before he too was patrolling with their rangers.&lt;br /&gt;
&lt;br /&gt;
He was &amp;quot;over there&amp;quot; for ten years. It was a good life. He&#039;d been handfasted to a good elven woman for a few years, but they&#039;d had no children yet. But when a gateway in a dungeon offered him a way home, he had to take it. It&#039;s not that he wanted to take it. It was his duty to take it. And so he did. When he was found by a patrol and taken back to Kabul, at first he was treated like a deserter, but after some weeks of him steadfasting sticking to the truth, he was eventually treated as a headcase. He was drummed unceremoniously out of the Army with a medical discharge that said, &amp;quot;Psychiatric&amp;quot; on it. The day he was walked off base as a civilian, he was met by the recruiter for Project Kerberos.&lt;/div&gt;</summary>
		<author><name>Stattick</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Jensen_Hawkins_(Jay)_3rd_Level&amp;diff=374196</id>
		<title>Jensen Hawkins (Jay) 3rd Level</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Jensen_Hawkins_(Jay)_3rd_Level&amp;diff=374196"/>
		<updated>2019-11-23T19:42:07Z</updated>

		<summary type="html">&lt;p&gt;Stattick: /* Characteristics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Jensen Isaiah Hawkins (Jay or Screamin Jay) ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Race&#039;&#039;&#039; Elf, Wood  &#039;&#039;&#039;Sex&#039;&#039;&#039; Male  &#039;&#039;&#039;Background&#039;&#039;&#039; US Army Ranger (Uthgardt Tribe Member)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class&#039;&#039;&#039; Assassin Rogue / Gloom Stalker Ranger &#039;&#039;&#039;Level&#039;&#039;&#039; 1 / 2 &#039;&#039;&#039;Alignment&#039;&#039;&#039; Lawful Neutral&lt;br /&gt;
&lt;br /&gt;
== Characteristics ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Str&#039;&#039;&#039; 10 (+0)  &#039;&#039;&#039;Dex&#039;&#039;&#039; 17 (+3)  &#039;&#039;&#039;Con&#039;&#039;&#039; 14 (+2)  &#039;&#039;&#039;Int&#039;&#039;&#039; 12 (+1)  &#039;&#039;&#039;Wis&#039;&#039;&#039; 14 (+2)  &#039;&#039;&#039;Cha&#039;&#039;&#039; 8 (-1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Saving Throws&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Str&#039;&#039;&#039; 0  &#039;&#039;&#039;Dex&#039;&#039;&#039; +8  &#039;&#039;&#039;Con&#039;&#039;&#039; +2  &#039;&#039;&#039;Int&#039;&#039;&#039; +5  &#039;&#039;&#039;Wis&#039;&#039;&#039; +6  &#039;&#039;&#039;Cha&#039;&#039;&#039; -1&lt;br /&gt;
*Advantage vs charmed&lt;br /&gt;
*Magic can&#039;t put you to sleep&lt;br /&gt;
*Advantage on saves against plants that are magically created or manipulated to impede movement (entangle, etc).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Speed&#039;&#039;&#039; 40, Climbing 40, Swimming 40, +10&#039; first turn of combat. &lt;br /&gt;
*Nonmagical difficult terrain costs no extra movement.&lt;br /&gt;
*Standing only uses only 5&#039;. Can jump after moving 5&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Passive Perception&#039;&#039;&#039; 20 &#039;&#039;&#039;Passive Insight&#039;&#039;&#039; 16 &#039;&#039;&#039;Darkvision&#039;&#039;&#039; 90 feet&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;HPs&#039;&#039;&#039; 104 _________________ &#039;&#039;&#039;Hit Dice&#039;&#039;&#039; 10d10 / 3d6 &#039;&#039;&#039;AC&#039;&#039;&#039; 17 &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Initiative&#039;&#039;&#039; +6&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Proficiency Bonus&#039;&#039;&#039; +4&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! &#039;&#039;&#039;Weapon&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Type&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Range&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Attack&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Damage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Longbow +3&lt;br /&gt;
| Ranged&lt;br /&gt;
| 150 / 600&lt;br /&gt;
| +12&lt;br /&gt;
| 1d8+9&lt;br /&gt;
|-&lt;br /&gt;
| Scimitar&lt;br /&gt;
| Melee&lt;br /&gt;
| -&lt;br /&gt;
| +7&lt;br /&gt;
| 1d8+4&lt;br /&gt;
|-&lt;br /&gt;
| Dagger&lt;br /&gt;
| Melee&lt;br /&gt;
| 20/60&lt;br /&gt;
| +7&lt;br /&gt;
| 1d4+4&lt;br /&gt;
|-&lt;br /&gt;
| Spear&lt;br /&gt;
| Melee&lt;br /&gt;
| 20/60&lt;br /&gt;
| +4&lt;br /&gt;
| 1d6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! &#039;&#039;&#039;Skills&#039;&#039;&#039; (&#039;&#039;&#039;Proficient&#039;&#039;&#039;, &#039;&#039;&#039;&#039;&#039;Expertise&#039;&#039;&#039;&#039;&#039;)&lt;br /&gt;
! &#039;&#039;&#039;Other Proficiencies&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Languages&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
*&#039;&#039;&#039;Acrobatics&#039;&#039;&#039; (Dex) +8&lt;br /&gt;
*&#039;&#039;&#039;Animal Handling&#039;&#039;&#039; (Wis) +6&lt;br /&gt;
*Arcana (Int) +1&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Athletics&#039;&#039;&#039;&#039;&#039; (Str) +8&lt;br /&gt;
*Deception (Cha) -1&lt;br /&gt;
*History (Int) +1&lt;br /&gt;
*&#039;&#039;&#039;Insight&#039;&#039;&#039; (Wis) +6&lt;br /&gt;
*&#039;&#039;&#039;Intimidation&#039;&#039;&#039; (Cha) +3&lt;br /&gt;
*&#039;&#039;&#039;Investigation&#039;&#039;&#039; (Int) +5&lt;br /&gt;
*Medicine (Wis) +2&lt;br /&gt;
*&#039;&#039;&#039;Nature&#039;&#039;&#039; (Int) +5&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Perception&#039;&#039;&#039;&#039;&#039; (Wis) +10&lt;br /&gt;
*Performance (Cha) -1&lt;br /&gt;
*Persuasion (Cha) -1&lt;br /&gt;
*Religion (Int) +1&lt;br /&gt;
*Sleight of Hand (Dex) +4&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Stealth&#039;&#039;&#039;&#039;&#039; (Dex) +12&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Survival&#039;&#039;&#039;&#039;&#039; (Wis) +10&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
*Light &amp;amp; Medium Armor&lt;br /&gt;
*Shields&lt;br /&gt;
*Simple &amp;amp; Martial Weapons&lt;br /&gt;
*Thieve&#039;s Tools&lt;br /&gt;
*Tinker&#039;s Tools&lt;br /&gt;
*Tool: Vehicles (land)&lt;br /&gt;
*Tool: Machinery&lt;br /&gt;
*Disguise Kit&lt;br /&gt;
*Poisoner&#039;s Kit&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
*English&lt;br /&gt;
*Common&lt;br /&gt;
*Elven&lt;br /&gt;
*Thieves&#039; Cant&lt;br /&gt;
*Dari-Persian&lt;br /&gt;
*Sylvan&lt;br /&gt;
*Beast&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Features &amp;amp; Feats ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Racial &amp;amp; Background&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;Mask of the Wild&#039;&#039;: You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.&lt;br /&gt;
*&#039;&#039;Blessing of the Forest&#039;&#039;: Action - pass my Mask of the Wild feature to another for an hour, or until I pass it to another creature.&lt;br /&gt;
*&#039;&#039;Uthgardt Heritage&#039;&#039;: You find twice as much food and water as you normally would when you forage. Additionally, you can call upon the hospitality of your people, and those folk allied with your tribe.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rogue Features&#039;&#039;&#039;&lt;br /&gt;
*1st Level: Expertise, Sneak Attack (+1d6)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ranger Features&#039;&#039;&#039;&lt;br /&gt;
*1st Level: &#039;&#039;&#039;Favored Foe&#039;&#039;&#039; - Hunter’s Mark spell known, doesn&#039;t count against spells known, doesn&#039;t require concentration. Can cast it Wis Mod times w/o concentration or expending a slot per long rest., &#039;&#039;&#039;Deft Explorer&#039;&#039;&#039; - Roving: +5 Speed, Climbing &amp;amp; Swimming is equal to walking speed. Canny: Expertise in Athletics, +2 languages.&lt;br /&gt;
*2nd Level: &#039;&#039;&#039;Fighting Style&#039;&#039;&#039; - Archery (+2 w/ Ranged Weapons), &#039;&#039;&#039;Spellcasting&#039;&#039;&#039; (see &amp;quot;Magic&amp;quot; below&amp;quot;), &#039;&#039;&#039;Spell Versatility&#039;&#039;&#039; - When you finish a long rest, you can replace a spell you learned from your Spellcasting feature with another spell from the ranger spell list. The new spell must be the same level as the spell you replace, &#039;&#039;&#039;Spellcasting Focus&#039;&#039;&#039; - May use Druidic spell focus. &#039;&#039;&#039;Ranger Spells&#039;&#039;&#039; - The following spells expand the ranger spell list: Entangle, Searing Smite, Aid, Gust of Wind, Magic Weapon, Enhance Ability, Warding Bond&lt;br /&gt;
&lt;br /&gt;
== Magic ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;&#039;Casting Ability&#039;&#039;&#039; Wisdom&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Save DC&#039;&#039;&#039; 14 &#039;&#039;&#039;Attack Bonus&#039;&#039;&#039; +6&lt;br /&gt;
|&lt;br /&gt;
: * = doesn&#039;t count against known spells&lt;br /&gt;
: † = cast once per long rest for free&lt;br /&gt;
: ^ = cast Wis mod per long rest for free&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! &#039;&#039;&#039;Cantrips&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;1st Level&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
*Create Bonfire&lt;br /&gt;
*Druidcraft&lt;br /&gt;
*Prestidigitation&lt;br /&gt;
*Shape Water&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
*Detect Magic * †&lt;br /&gt;
*Disguise Self *&lt;br /&gt;
*Ensnaring Strike&lt;br /&gt;
*Goodberry&lt;br /&gt;
*Hunter&#039;s Mark * ^&lt;br /&gt;
*Longstrider&lt;br /&gt;
*Speak with Animals * †&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Equipment ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Magical Equipment&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Longbow +3&#039;&#039;&#039; (very rare)&lt;br /&gt;
:&#039;&#039;&#039;Glamoured Studded Leather&#039;&#039;&#039; (rare) - AC 13 + Dex Mod, can appear as clothing&lt;br /&gt;
:&#039;&#039;&#039;Bracers of Archery&#039;&#039;&#039; (uncommon, attunement) - +2 bow dmg&lt;br /&gt;
:&#039;&#039;&#039;Efficient Quiver&#039;&#039;&#039; (uncommon)&lt;br /&gt;
:&#039;&#039;&#039;Elvin Boots&#039;&#039;&#039; (uncommon) - adv on stealth&lt;br /&gt;
:&#039;&#039;&#039;Aril Ring&#039;&#039;&#039; (common, attunement) - &#039;&#039;A ring of polished yew. In place of a gem, the ring has a single, living aril.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
:As a Bonus Action, the wearer may pluck the ring&#039;s berry. When doing so, a fey spirit in the form of a sparrow appears. As an Action, the berry can be eaten (effects as a single Goodberry), fed to another, or it can be fed to the sparrow. If the sparrow doesn&#039;t get the berry, it fluffs up its feathers and chatters angrily.&lt;br /&gt;
&lt;br /&gt;
:If the aril is fed to the sparrow, the bird will act as a messenger, per the Message cantrip. The bird must be able to physically get to the person the message is intended for. The bird will land and whisper the message in the recipient&#039;s ear. After a minute transpires, the bird will return to the feywild, any impending messages undelivered. Sparrows use the same attributes as Canaries.&lt;br /&gt;
&lt;br /&gt;
:It&#039;s said that these messengers can also carry messages to the spirits of the dead, but if so, the dead don&#039;t typically respond. If sent to deliver such a message, the sparrow merely disappears.&lt;br /&gt;
&lt;br /&gt;
:The ring will regrow a missing berry at dawn.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Glow Gem&#039;&#039;&#039; (common) - A gem that glows as brightly as a candle. The light the gem gives off is the same color as the gem. (orange topaz)&lt;br /&gt;
:&#039;&#039;&#039;Shaded Scimitar&#039;&#039;&#039; (common) - A Shaded weapon is mat black and reflects no light. It seems to disappear in the shadows and darkness.&lt;br /&gt;
&lt;br /&gt;
:In dimly lit or dark conditions, if a creature isn&#039;t already aware of the weapon&#039;s presence, it must make a DC 15 check to notice its presence (Perception or Investigation) even if it&#039;s being held. Attacks with an unnoticed Shaded weapon are made with advantage. After a Shaded weapon is used to attack in a combat, it is no longer difficult to perceive.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Unbreakable Arrow&#039;&#039;&#039; (common) x3&lt;br /&gt;
:&#039;&#039;&#039;Walloping Ammunition&#039;&#039;&#039; (Arrows, common) x2 - A creature hit by the ammunition must succeed on a DC 10 Strength saving throw or be knocked prone.&lt;br /&gt;
:&#039;&#039;&#039;Whistling Ammunition&#039;&#039;&#039; (Arrow, common) x1 - When in flight, the arrow makes a loud whistling noise.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Mundane Equipment&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Worn&#039;&#039;&#039;&lt;br /&gt;
::Glamored Studded Leather Armor 13 lbs&lt;br /&gt;
::Clothing (including boots &amp;amp; cloak) 5 lbs&lt;br /&gt;
::Efficient Quiver 2 lbs&lt;br /&gt;
:::Longbow +3&lt;br /&gt;
:::54 Arrows&lt;br /&gt;
:::3 Unbreakable Arrows&lt;br /&gt;
:::2 Walloping Arrows&lt;br /&gt;
:::1 Whistling Arrow&lt;br /&gt;
:::Shaded Scimitar&lt;br /&gt;
:::2 Spears&lt;br /&gt;
:::10 Torches&lt;br /&gt;
::&#039;&#039;&#039;Belt&#039;&#039;&#039;&lt;br /&gt;
:::Dagger 1 lb&lt;br /&gt;
:::&#039;&#039;&#039;Belt Pouch&#039;&#039;&#039; ~3 lbs&lt;br /&gt;
::::Tiny Tinder Box&lt;br /&gt;
::::Toilet Paper&lt;br /&gt;
::::Glow Gem (in lightproof container)&lt;br /&gt;
::::Thieves Tools&lt;br /&gt;
::::Compass&lt;br /&gt;
::::Chalk&lt;br /&gt;
::::Carpenter&#039;s Pencil&lt;br /&gt;
::::Spoon &amp;amp; Fork&lt;br /&gt;
::::Snacks&lt;br /&gt;
::::Small notepad&lt;br /&gt;
::::Monocular &lt;br /&gt;
::&#039;&#039;&#039;Pack&#039;&#039;&#039; 2 lbs (~25 lbs total)&lt;br /&gt;
:::Change of Clothes 2 lbs&lt;br /&gt;
:::100&#039; Type III Tan cammo paracord .5 lbs&lt;br /&gt;
:::100&#039; smaller lengths of paracord .5 lbs&lt;br /&gt;
:::Sleeping Bag 3 lbs&lt;br /&gt;
:::Backpacking Tarp 2 lbs&lt;br /&gt;
:::3 Days rations 6 lbs&lt;br /&gt;
:::Rags 1 lb&lt;br /&gt;
:::Sewing kit&lt;br /&gt;
:::Mess Kit 1 lb&lt;br /&gt;
:::Flask of oil 1 lb&lt;br /&gt;
:::Plastic bottle of Everclear 1 lb&lt;br /&gt;
:::Duct Tape .5 lbs&lt;br /&gt;
:::Small game snare building equip 2 lbs&lt;br /&gt;
:48 lbs total&lt;br /&gt;
:23 lbs w/o pack&lt;br /&gt;
&lt;br /&gt;
== Background ==&lt;br /&gt;
Jensen Isaiah Hawkins was born and raised in Eastern Oregon by a moderately abusive family of rigidly adhering fundamentalist Christians of an off-beat denomination. His family were also firm adherents of a number of Sovereign Citizen and Freemen-on-the-Land conspiracy theories. He thought his family&#039;s beliefs, both religious and otherwise, were insane. He was raised on a small ranch that wasn&#039;t always self sustaining. Jensen, or &amp;quot;Jay&amp;quot; as anyone who actually liked him called him (so not his family), had to learn to get by impoverished, and was often reduced to thievery and poaching to get by.&lt;br /&gt;
&lt;br /&gt;
When he was old enough, Jay joined the US Army. Being good on the land, and having been raised with a gun or bow at his side since he was small, but not being the brightest recruit, Jay landed in the infantry. In Basic Training, the shy Jensen quickly got named Screamin&#039; Jay by the Drill Sergeant, and the name stuck. Within a few years, after his first tour in Afghanistan, he got into the Rangers. He had his sights set on joining Special Forces if he could get into the training.&lt;br /&gt;
&lt;br /&gt;
After making it through Ranger training, he landed back in Afghanistan for another tour, this time, mostly on foot instead of in an APC. A couple of years into deployment, his platoon went down a hole in Afghanistan, chasing the Taliban. The cavern turned into torch lined halls of cyclopean stonework, peppered with grotesquely grinning gargoyle faces. Then the monsters came, along with an 80 ton stone block that barred their way back. The only way out was to go forward. Screamin Jay was the only one that made it out - but &amp;quot;out&amp;quot; was another world. A world of elves, orcs, dragons, and unicorns.&lt;br /&gt;
&lt;br /&gt;
On the other side, Jay found himself transformed into an elf. It was a little odd, but not insufferable. After wandering for a while, and getting into some trouble among the humans, who apparently didn&#039;t like elves, he went out into the wilds to find &amp;quot;his kind&amp;quot;, the elves. It wasn&#039;t long after entering their territory that he was picked up by a patrol of Wood Elves that looked much as he did. After a few days of questioning, they finally decided that he was telling the truth about his origins, and was no danger to them. He was offered a place among them, which he accepted. It wasn&#039;t long before he too was patrolling with their rangers.&lt;br /&gt;
&lt;br /&gt;
He was &amp;quot;over there&amp;quot; for ten years. It was a good life. He&#039;d been handfasted to a good elven woman for a few years, but they&#039;d had no children yet. But when a gateway in a dungeon offered him a way home, he had to take it. It&#039;s not that he wanted to take it. It was his duty to take it. And so he did. When he was found by a patrol and taken back to Kabul, at first he was treated like a deserter, but after some weeks of him steadfasting sticking to the truth, he was eventually treated as a headcase. He was drummed unceremoniously out of the Army with a medical discharge that said, &amp;quot;Psychiatric&amp;quot; on it. The day he was walked off base as a civilian, he was met by the recruiter for Project Kerberos.&lt;/div&gt;</summary>
		<author><name>Stattick</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Jensen_Hawkins_(Jay)_3rd_Level&amp;diff=374195</id>
		<title>Jensen Hawkins (Jay) 3rd Level</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Jensen_Hawkins_(Jay)_3rd_Level&amp;diff=374195"/>
		<updated>2019-11-23T19:40:51Z</updated>

		<summary type="html">&lt;p&gt;Stattick: /* Characteristics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Jensen Isaiah Hawkins (Jay or Screamin Jay) ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Race&#039;&#039;&#039; Elf, Wood  &#039;&#039;&#039;Sex&#039;&#039;&#039; Male  &#039;&#039;&#039;Background&#039;&#039;&#039; US Army Ranger (Uthgardt Tribe Member)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class&#039;&#039;&#039; Assassin Rogue / Gloom Stalker Ranger &#039;&#039;&#039;Level&#039;&#039;&#039; 1 / 2 &#039;&#039;&#039;Alignment&#039;&#039;&#039; Lawful Neutral&lt;br /&gt;
&lt;br /&gt;
== Characteristics ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Str&#039;&#039;&#039; 10 (+0)  &#039;&#039;&#039;Dex&#039;&#039;&#039; 17 (+3)  &#039;&#039;&#039;Con&#039;&#039;&#039; 14 (+2)  &#039;&#039;&#039;Int&#039;&#039;&#039; 12 (+1)  &#039;&#039;&#039;Wis&#039;&#039;&#039; 14 (+2)  &#039;&#039;&#039;Cha&#039;&#039;&#039; 8 (-1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Saving Throws&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Str&#039;&#039;&#039; 0  &#039;&#039;&#039;Dex&#039;&#039;&#039; +8  &#039;&#039;&#039;Con&#039;&#039;&#039; +2  &#039;&#039;&#039;Int&#039;&#039;&#039; +5  &#039;&#039;&#039;Wis&#039;&#039;&#039; +6  &#039;&#039;&#039;Cha&#039;&#039;&#039; -1&lt;br /&gt;
*Advantage vs charmed&lt;br /&gt;
*Magic can&#039;t put you to sleep&lt;br /&gt;
*Advantage on saves against plants that are magically created or manipulated to impede movement (entangle, etc).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Speed&#039;&#039;&#039; 40, Climbing 40, Swimming 40, +10&#039; first turn of combat. &lt;br /&gt;
*Nonmagical difficult terrain costs no extra movement.&lt;br /&gt;
*Standing only uses only 5&#039;. Can jump after moving 5&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Passive Perception&#039;&#039;&#039; 20 &#039;&#039;&#039;Passive Insight&#039;&#039;&#039; 16 &#039;&#039;&#039;Darkvision&#039;&#039;&#039; 90 feet&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;HPs&#039;&#039;&#039; 104 _________________ &#039;&#039;&#039;Hit Dice&#039;&#039;&#039; 10d10 / 3d6 &#039;&#039;&#039;AC&#039;&#039;&#039; 17 &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Initiative&#039;&#039;&#039; +6&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Proficiency Bonus&#039;&#039;&#039; +4&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! &#039;&#039;&#039;Weapon&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Type&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Range&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Attack&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Damage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Longbow +3&lt;br /&gt;
| Ranged&lt;br /&gt;
| 150 / 600&lt;br /&gt;
| +13&lt;br /&gt;
| 1d8+9&lt;br /&gt;
|-&lt;br /&gt;
| Scimitar&lt;br /&gt;
| Melee&lt;br /&gt;
| -&lt;br /&gt;
| +8&lt;br /&gt;
| 1d8+4&lt;br /&gt;
|-&lt;br /&gt;
| Dagger&lt;br /&gt;
| Melee&lt;br /&gt;
| 20/60&lt;br /&gt;
| +8&lt;br /&gt;
| 1d4+4&lt;br /&gt;
|-&lt;br /&gt;
| Spear&lt;br /&gt;
| Melee&lt;br /&gt;
| 20/60&lt;br /&gt;
| +4&lt;br /&gt;
| 1d6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! &#039;&#039;&#039;Skills&#039;&#039;&#039; (&#039;&#039;&#039;Proficient&#039;&#039;&#039;, &#039;&#039;&#039;&#039;&#039;Expertise&#039;&#039;&#039;&#039;&#039;)&lt;br /&gt;
! &#039;&#039;&#039;Other Proficiencies&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Languages&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
*&#039;&#039;&#039;Acrobatics&#039;&#039;&#039; (Dex) +8&lt;br /&gt;
*&#039;&#039;&#039;Animal Handling&#039;&#039;&#039; (Wis) +6&lt;br /&gt;
*Arcana (Int) +1&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Athletics&#039;&#039;&#039;&#039;&#039; (Str) +8&lt;br /&gt;
*Deception (Cha) -1&lt;br /&gt;
*History (Int) +1&lt;br /&gt;
*&#039;&#039;&#039;Insight&#039;&#039;&#039; (Wis) +6&lt;br /&gt;
*&#039;&#039;&#039;Intimidation&#039;&#039;&#039; (Cha) +3&lt;br /&gt;
*&#039;&#039;&#039;Investigation&#039;&#039;&#039; (Int) +5&lt;br /&gt;
*Medicine (Wis) +2&lt;br /&gt;
*&#039;&#039;&#039;Nature&#039;&#039;&#039; (Int) +5&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Perception&#039;&#039;&#039;&#039;&#039; (Wis) +10&lt;br /&gt;
*Performance (Cha) -1&lt;br /&gt;
*Persuasion (Cha) -1&lt;br /&gt;
*Religion (Int) +1&lt;br /&gt;
*Sleight of Hand (Dex) +4&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Stealth&#039;&#039;&#039;&#039;&#039; (Dex) +12&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Survival&#039;&#039;&#039;&#039;&#039; (Wis) +10&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
*Light &amp;amp; Medium Armor&lt;br /&gt;
*Shields&lt;br /&gt;
*Simple &amp;amp; Martial Weapons&lt;br /&gt;
*Thieve&#039;s Tools&lt;br /&gt;
*Tinker&#039;s Tools&lt;br /&gt;
*Tool: Vehicles (land)&lt;br /&gt;
*Tool: Machinery&lt;br /&gt;
*Disguise Kit&lt;br /&gt;
*Poisoner&#039;s Kit&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
*English&lt;br /&gt;
*Common&lt;br /&gt;
*Elven&lt;br /&gt;
*Thieves&#039; Cant&lt;br /&gt;
*Dari-Persian&lt;br /&gt;
*Sylvan&lt;br /&gt;
*Beast&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Features &amp;amp; Feats ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Racial &amp;amp; Background&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;Mask of the Wild&#039;&#039;: You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.&lt;br /&gt;
*&#039;&#039;Blessing of the Forest&#039;&#039;: Action - pass my Mask of the Wild feature to another for an hour, or until I pass it to another creature.&lt;br /&gt;
*&#039;&#039;Uthgardt Heritage&#039;&#039;: You find twice as much food and water as you normally would when you forage. Additionally, you can call upon the hospitality of your people, and those folk allied with your tribe.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rogue Features&#039;&#039;&#039;&lt;br /&gt;
*1st Level: Expertise, Sneak Attack (+1d6)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ranger Features&#039;&#039;&#039;&lt;br /&gt;
*1st Level: &#039;&#039;&#039;Favored Foe&#039;&#039;&#039; - Hunter’s Mark spell known, doesn&#039;t count against spells known, doesn&#039;t require concentration. Can cast it Wis Mod times w/o concentration or expending a slot per long rest., &#039;&#039;&#039;Deft Explorer&#039;&#039;&#039; - Roving: +5 Speed, Climbing &amp;amp; Swimming is equal to walking speed. Canny: Expertise in Athletics, +2 languages.&lt;br /&gt;
*2nd Level: &#039;&#039;&#039;Fighting Style&#039;&#039;&#039; - Archery (+2 w/ Ranged Weapons), &#039;&#039;&#039;Spellcasting&#039;&#039;&#039; (see &amp;quot;Magic&amp;quot; below&amp;quot;), &#039;&#039;&#039;Spell Versatility&#039;&#039;&#039; - When you finish a long rest, you can replace a spell you learned from your Spellcasting feature with another spell from the ranger spell list. The new spell must be the same level as the spell you replace, &#039;&#039;&#039;Spellcasting Focus&#039;&#039;&#039; - May use Druidic spell focus. &#039;&#039;&#039;Ranger Spells&#039;&#039;&#039; - The following spells expand the ranger spell list: Entangle, Searing Smite, Aid, Gust of Wind, Magic Weapon, Enhance Ability, Warding Bond&lt;br /&gt;
&lt;br /&gt;
== Magic ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;&#039;Casting Ability&#039;&#039;&#039; Wisdom&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Save DC&#039;&#039;&#039; 14 &#039;&#039;&#039;Attack Bonus&#039;&#039;&#039; +6&lt;br /&gt;
|&lt;br /&gt;
: * = doesn&#039;t count against known spells&lt;br /&gt;
: † = cast once per long rest for free&lt;br /&gt;
: ^ = cast Wis mod per long rest for free&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! &#039;&#039;&#039;Cantrips&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;1st Level&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
*Create Bonfire&lt;br /&gt;
*Druidcraft&lt;br /&gt;
*Prestidigitation&lt;br /&gt;
*Shape Water&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
*Detect Magic * †&lt;br /&gt;
*Disguise Self *&lt;br /&gt;
*Ensnaring Strike&lt;br /&gt;
*Goodberry&lt;br /&gt;
*Hunter&#039;s Mark * ^&lt;br /&gt;
*Longstrider&lt;br /&gt;
*Speak with Animals * †&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Equipment ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Magical Equipment&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Longbow +3&#039;&#039;&#039; (very rare)&lt;br /&gt;
:&#039;&#039;&#039;Glamoured Studded Leather&#039;&#039;&#039; (rare) - AC 13 + Dex Mod, can appear as clothing&lt;br /&gt;
:&#039;&#039;&#039;Bracers of Archery&#039;&#039;&#039; (uncommon, attunement) - +2 bow dmg&lt;br /&gt;
:&#039;&#039;&#039;Efficient Quiver&#039;&#039;&#039; (uncommon)&lt;br /&gt;
:&#039;&#039;&#039;Elvin Boots&#039;&#039;&#039; (uncommon) - adv on stealth&lt;br /&gt;
:&#039;&#039;&#039;Aril Ring&#039;&#039;&#039; (common, attunement) - &#039;&#039;A ring of polished yew. In place of a gem, the ring has a single, living aril.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
:As a Bonus Action, the wearer may pluck the ring&#039;s berry. When doing so, a fey spirit in the form of a sparrow appears. As an Action, the berry can be eaten (effects as a single Goodberry), fed to another, or it can be fed to the sparrow. If the sparrow doesn&#039;t get the berry, it fluffs up its feathers and chatters angrily.&lt;br /&gt;
&lt;br /&gt;
:If the aril is fed to the sparrow, the bird will act as a messenger, per the Message cantrip. The bird must be able to physically get to the person the message is intended for. The bird will land and whisper the message in the recipient&#039;s ear. After a minute transpires, the bird will return to the feywild, any impending messages undelivered. Sparrows use the same attributes as Canaries.&lt;br /&gt;
&lt;br /&gt;
:It&#039;s said that these messengers can also carry messages to the spirits of the dead, but if so, the dead don&#039;t typically respond. If sent to deliver such a message, the sparrow merely disappears.&lt;br /&gt;
&lt;br /&gt;
:The ring will regrow a missing berry at dawn.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Glow Gem&#039;&#039;&#039; (common) - A gem that glows as brightly as a candle. The light the gem gives off is the same color as the gem. (orange topaz)&lt;br /&gt;
:&#039;&#039;&#039;Shaded Scimitar&#039;&#039;&#039; (common) - A Shaded weapon is mat black and reflects no light. It seems to disappear in the shadows and darkness.&lt;br /&gt;
&lt;br /&gt;
:In dimly lit or dark conditions, if a creature isn&#039;t already aware of the weapon&#039;s presence, it must make a DC 15 check to notice its presence (Perception or Investigation) even if it&#039;s being held. Attacks with an unnoticed Shaded weapon are made with advantage. After a Shaded weapon is used to attack in a combat, it is no longer difficult to perceive.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Unbreakable Arrow&#039;&#039;&#039; (common) x3&lt;br /&gt;
:&#039;&#039;&#039;Walloping Ammunition&#039;&#039;&#039; (Arrows, common) x2 - A creature hit by the ammunition must succeed on a DC 10 Strength saving throw or be knocked prone.&lt;br /&gt;
:&#039;&#039;&#039;Whistling Ammunition&#039;&#039;&#039; (Arrow, common) x1 - When in flight, the arrow makes a loud whistling noise.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Mundane Equipment&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Worn&#039;&#039;&#039;&lt;br /&gt;
::Glamored Studded Leather Armor 13 lbs&lt;br /&gt;
::Clothing (including boots &amp;amp; cloak) 5 lbs&lt;br /&gt;
::Efficient Quiver 2 lbs&lt;br /&gt;
:::Longbow +3&lt;br /&gt;
:::54 Arrows&lt;br /&gt;
:::3 Unbreakable Arrows&lt;br /&gt;
:::2 Walloping Arrows&lt;br /&gt;
:::1 Whistling Arrow&lt;br /&gt;
:::Shaded Scimitar&lt;br /&gt;
:::2 Spears&lt;br /&gt;
:::10 Torches&lt;br /&gt;
::&#039;&#039;&#039;Belt&#039;&#039;&#039;&lt;br /&gt;
:::Dagger 1 lb&lt;br /&gt;
:::&#039;&#039;&#039;Belt Pouch&#039;&#039;&#039; ~3 lbs&lt;br /&gt;
::::Tiny Tinder Box&lt;br /&gt;
::::Toilet Paper&lt;br /&gt;
::::Glow Gem (in lightproof container)&lt;br /&gt;
::::Thieves Tools&lt;br /&gt;
::::Compass&lt;br /&gt;
::::Chalk&lt;br /&gt;
::::Carpenter&#039;s Pencil&lt;br /&gt;
::::Spoon &amp;amp; Fork&lt;br /&gt;
::::Snacks&lt;br /&gt;
::::Small notepad&lt;br /&gt;
::::Monocular &lt;br /&gt;
::&#039;&#039;&#039;Pack&#039;&#039;&#039; 2 lbs (~25 lbs total)&lt;br /&gt;
:::Change of Clothes 2 lbs&lt;br /&gt;
:::100&#039; Type III Tan cammo paracord .5 lbs&lt;br /&gt;
:::100&#039; smaller lengths of paracord .5 lbs&lt;br /&gt;
:::Sleeping Bag 3 lbs&lt;br /&gt;
:::Backpacking Tarp 2 lbs&lt;br /&gt;
:::3 Days rations 6 lbs&lt;br /&gt;
:::Rags 1 lb&lt;br /&gt;
:::Sewing kit&lt;br /&gt;
:::Mess Kit 1 lb&lt;br /&gt;
:::Flask of oil 1 lb&lt;br /&gt;
:::Plastic bottle of Everclear 1 lb&lt;br /&gt;
:::Duct Tape .5 lbs&lt;br /&gt;
:::Small game snare building equip 2 lbs&lt;br /&gt;
:48 lbs total&lt;br /&gt;
:23 lbs w/o pack&lt;br /&gt;
&lt;br /&gt;
== Background ==&lt;br /&gt;
Jensen Isaiah Hawkins was born and raised in Eastern Oregon by a moderately abusive family of rigidly adhering fundamentalist Christians of an off-beat denomination. His family were also firm adherents of a number of Sovereign Citizen and Freemen-on-the-Land conspiracy theories. He thought his family&#039;s beliefs, both religious and otherwise, were insane. He was raised on a small ranch that wasn&#039;t always self sustaining. Jensen, or &amp;quot;Jay&amp;quot; as anyone who actually liked him called him (so not his family), had to learn to get by impoverished, and was often reduced to thievery and poaching to get by.&lt;br /&gt;
&lt;br /&gt;
When he was old enough, Jay joined the US Army. Being good on the land, and having been raised with a gun or bow at his side since he was small, but not being the brightest recruit, Jay landed in the infantry. In Basic Training, the shy Jensen quickly got named Screamin&#039; Jay by the Drill Sergeant, and the name stuck. Within a few years, after his first tour in Afghanistan, he got into the Rangers. He had his sights set on joining Special Forces if he could get into the training.&lt;br /&gt;
&lt;br /&gt;
After making it through Ranger training, he landed back in Afghanistan for another tour, this time, mostly on foot instead of in an APC. A couple of years into deployment, his platoon went down a hole in Afghanistan, chasing the Taliban. The cavern turned into torch lined halls of cyclopean stonework, peppered with grotesquely grinning gargoyle faces. Then the monsters came, along with an 80 ton stone block that barred their way back. The only way out was to go forward. Screamin Jay was the only one that made it out - but &amp;quot;out&amp;quot; was another world. A world of elves, orcs, dragons, and unicorns.&lt;br /&gt;
&lt;br /&gt;
On the other side, Jay found himself transformed into an elf. It was a little odd, but not insufferable. After wandering for a while, and getting into some trouble among the humans, who apparently didn&#039;t like elves, he went out into the wilds to find &amp;quot;his kind&amp;quot;, the elves. It wasn&#039;t long after entering their territory that he was picked up by a patrol of Wood Elves that looked much as he did. After a few days of questioning, they finally decided that he was telling the truth about his origins, and was no danger to them. He was offered a place among them, which he accepted. It wasn&#039;t long before he too was patrolling with their rangers.&lt;br /&gt;
&lt;br /&gt;
He was &amp;quot;over there&amp;quot; for ten years. It was a good life. He&#039;d been handfasted to a good elven woman for a few years, but they&#039;d had no children yet. But when a gateway in a dungeon offered him a way home, he had to take it. It&#039;s not that he wanted to take it. It was his duty to take it. And so he did. When he was found by a patrol and taken back to Kabul, at first he was treated like a deserter, but after some weeks of him steadfasting sticking to the truth, he was eventually treated as a headcase. He was drummed unceremoniously out of the Army with a medical discharge that said, &amp;quot;Psychiatric&amp;quot; on it. The day he was walked off base as a civilian, he was met by the recruiter for Project Kerberos.&lt;/div&gt;</summary>
		<author><name>Stattick</name></author>
	</entry>
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