Daggerheart - Heroes of Nentir: Hastig
Character Sheet[edit]
Class: Ranger (Wayfinder)
Heritage: Ridgeborne Giant
Traits: Agility +1, Strength +1, Finesse 0, Instinct +2, Presence -1, Knowledge 0 Evasion: 12 Armor: 3 Damage Thresholds: 7/14 Hit Points: 7 Stress: 6 Hope: 2
Experiences: Speaks softly and carries a big stick +2, Stonefang mountain guide +2 Proficiency: 1
Primary Weapon: Quarterstaff (Instinct, Melee range, 1d10+3 physical damage, two-handed) Secondary Weapon: None Armor: Leather (base thresholds 6/13, score 3) Inventory: torch, 50' rope, basic supplies, minor stress potion, handful of gold, sentimental stone
Heritage Features[edit]
Endurance (Giant): Gain an additional Hit Point slot at character creation.
Reach (Giant): Treat any weapon, ability, spell, or other feature that has a Melee range as though it has a Very Close range instead.
Steady (Ridgeborne): You have advantage on rolls to traverse dangerous cliffs and ledges, navigate harsh environments, and use your survival knowledge.
Ranger Features[edit]
Hold Them Off (Hope Feature): Spend 3 Hope when you succeed on an attack with a weapon to use that same roll against two additional adversaries within range of the attack.
Ranger's Focus (Class Feature): Spend a Hope and make an attack against a target. On a success, deal your attack's normal damage and temporarily make the attack's target your Focus. Until this feature ends or you make a different creature your Focus, you gain the following benefits against your Focus:
- You know precisely what direction they are in.
- When you deal damage to them, they must mark a Stress.
- When you fail an attack against them, you can end your Ranger's Focus feature to reroll your Duality Dice.
Wayfinder Features[edit]
Spellcast Trait: Agility
Ruthless Predator (Foundation Feature): When you make a damage roll, you can mark a Stress to gain a +1 bonus to your Proficiency. Additionally, when you deal Severe damage to an adversary, they must mark a Stress.
Path Forward (Foundation Feature): When you're traveling to a place you've previously visited or you carry an object that has been at the location before, you can identify the shortest, most direct path to your destination.
Domain Cards[edit]
Deft Maneuvers (Level 1 Bone Ability, Recall Cost 0): Once per rest, mark a Stress to sprint anywhere within Far range without making an Agility Roll to get there. If you end this movement within Melee range of an adversary and immediately make an attack against them, gain a +1 bonus to the attack roll.
Gifted Tracker (Level 1 Sage Ability, Recall Cost 0): When you're tracking a specific creature or group of creatures based on signs of their passage, you can spend any number of Hope and ask the GM that many questions from the following list.
- What direction did they go?
- How long ago did they pass through?
- What were they doing in this location?
- How many of them were here?
- When you encounter creatures you've tracked in this way, gain a +1 bonus to your Evasion against them.
Background[edit]
- A defining moment in Hastig's life
- The coming of age ceremony: Hastig was required to journey out into the Stonefangs on his own to locate a large stone that "spoke" to him. He would then have to bring the stone back to his home village and carve it into a self-representation. This stone would stand in the village with all of the other stones carved over the centuries so that he would still be home with his family and kin and neighbors even as he journeyed abroad. The small stone he carries with him was from that same larger rock.
- Why did Hastig leave the Stonefangs?
- I'm assuming he was hired to guide or escort someone and life then just ensued (perhaps that's the third connection: would anyone of the party who still needs a connection have wanted to hire Hastig for some reason while passing through the Stonefangs?). He still has that piece of stone to connect him with home, and he has visited from time to time. But the puny lowlanders are so very interesting, and he keeps descending to see what they're up to.
- You've travelled many dangerous lands, but what is the one place you refuse to go?
- Hastig has never set foot in the Dawnforge Mountains as he and his people consider them haunted beyond measure.
Connections[edit]
- What friendly competition do we have?
- Taman: I feel like Taman would love to be able to claim to be able to out drink a giant. Whether or not he can remains to be seen
- Why do you act differently when we're alone than when others are around?
- Eliseach: Eliseach has internalized some aspects of her upbringing, and in public, tends to revert to that, so she's more standoffish with Hastig in public, but in private (and here, I figure that means 'alone with the group'), she's much more open.
- What threat have you asked me to watch for, and why are you worried about it?
- Rose: Frost witches! Their chilly servants could be anywhere! Especially when it's cold!