Zlava the Ranger

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ZLAVA BINO

Name: Zlava Bino
Alignment: Neutral Good
Gender: Male
Race: Teifling
Class: Ranger
Level: 9
Age:

Description: 5'5", 134 lbs.
Personality: I do the work that needs doing. No more, and never less.
Ideal: If you don't use your might to protect others, than what's the point?
Bond: The common folk need someone to keep the monsters away.
Flaw: I prefer complete honesty and simple solutions. An arrow through the heart is always honest and simple.
Faith: Any god that's listening. And if they're not listening, to hell with 'em.
Home Village: Pava

Ability Scores

Strength: 12 (+1)
Dexterity: 16 (+3)
Constitution: 14 (+2)
Intelligence: 10 (0)
Wisdom: 14 (+2)
Charisma: 11 (0)

AC: 16
HP: 68
Hit Dice: 9d10
Speed: 30'
Proficiency:+4

Melee Attack: +5 (Str) / +7 (Dex) if the weapon has Finesse
Ranged Attack: +7
Spell Attack: +6(Ranger spells)/+4 (Tiefling spells)
Spell Save DC: 14 (Ranger spells)/12 (Tiefling spells)

Initiative Bonus+3
Passive Perception 16
Passive Insight 12

Spells

Spell Slots:
Level 1 4
Level 2 3
Level 3 2


Cantrips known: 1 Thaumaturgy

Spells Known/Prepared:
Level 1Hunter's Mark, Ensnaring Strike, Longstrider, Protection from Evil
Level 2Spike Growth, Pass Without Trace, Zone of Truth
Level 3Revivify, Magic Circle

Saving Throws

Strength: +5
Dexterity: +7
Constitution: +2
Intelligence: +0
Wisdom: +2
Charisma: +0

Languages Known

Common, Infernal, Abyssal

Proficiencies

Armor: Light armor, medium armor, shields
Weapons: Simple and martial weapons
Tools: Woodworking kit

Skills

Animal Handling +6, Survival +6, Perception +6, Athletics +5, Stealth +7

Feats, Traits, and Features

Darkvision. You have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Infernal Resistance. You have Resistance to fire.
Infernal Legacy. You can cast the Thaumaturgy cantrip. You can cast Hellish Rebuke and Darkness once each per long rest. Casting is based on CHA.
Sharpshooter. You have mastered ranged weapons and can make shots that others find impossible. Attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls. Your ranged weapon attacks ignore half cover and three-quarters cover. Before you make an attack with a ranged weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack's damage.
Spellcasting Focus. You can use a druidic focus as a spellcasting focus for your Ranger spells.
Favored Enemy: Feinds and Abbarations. You have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them. When you gain this feature, you also learn one language of your choice that is spoken by your favored enemies, if they speak one at all.
Natural Explorer: Forests and Mountains. You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you’re proficient in. While traveling for an hour or more in your favored terrain, you gain the following benefits: Difficult terrain doesn’t slow your group’s travel. Your group can’t become lost except by magical means. Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger. If you are traveling alone, you can move stealthily at a normal pace. When you forage, you find twice as much food as you normally would. While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.
Fighting Style: Archery. You gain a +2 bonus to attack rolls you make with ranged weapons.
Primeval Awareness. You can use your action and expend one ranger spell slot to focus your awareness on the region around you. For 1 minute per level of the spell slot you expend, you can sense whether the following types of creatures are present within 1 mile of you (or within up to 6 miles if you are in your favored terrain): aberrations, celestials, dragons, elementals, fey, fiends, and undead. This feature doesn’t reveal the creatures’ location or number.
Hunter's Sense You have the ability to peer at a creature and magically discern how best to hurt it. As an action, choose one creature you can see within 60 feet of you. You immediately learn whether the creature has any damage immunities, resistances, or vulnerabilities and what they are. If the creature is hidden from divination magic, you sense that it has no damage immunities, resistances, or vulnerabilities. You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses of it when you finish a long rest.
Slayer's Preyyou can focus your ire on one foe, increasing the harm you inflict on it. As a bonus action, you designate one creature you can see within 60 feet of you as the target of this feature. The first time each turn that you hit that target with a weapon attack, it takes an extra 1d6 damage from the weapon. This benefit lasts until you finish a short or long rest. It ends early if you designate a different creature.
Supernatural Defense You gain extra resilience against your prey’s assaults on your mind and body. Whenever the target of your Slayer’s Prey forces you to make a saving throw and whenever you make an ability check to escape that target’s grapple, add 1d6 to your roll.

Background

Folk Hero
Skill Proficiencies: Animal Handling, Survival
Tool Proficiencies: One type of musical instrument
Languages: One of your choice
Rustic Hospitality: Since you come from the ranks of the common folk, you fit in among them with ease. You can find a place to hide, rest, or recuperate among other commoners, unless you have shown yourself to be a danger to them. They will shield you from the law or anyone else searching for you, though they will not risk their lives for you.

Gear

Amulet of the Planes (Broken/Cursed) Each character bears a piece of this broken amulet and cannot be rid of it. Each piece functions as the amulet described in the DMG with the following limitations:

  • Activating one piece activates all the pieces with the result/destination of the original activation.
  • Once any piece of the amulet has been activated, no piece may be activated until after the completion of a short or long rest.
  • The Mortal Realm (Prime Material Plane) cannot be reached by the broken amulet.

2x Potion of Greater Healing [4d4+4]
Chain shirt (14 +max 2 Dex)
Daggers, handaxe, rapier
+1 longbow
Bracers of archery
Explorer's pack (backpack, a bedroll, a mess kit, a tinderbox, 10 days of rations, waterskin, 50 feet of hempen rope)
Bullseye lantern and flask of oil
Traveller's clothes
Druidic focus
TBC
Group item
150 GP

Character Backstory

It had always been like that, in the village. Beard-n'-robe types talked about "planes" and "gates" and "infernal influences," but all the villagers knew there were always monsters in the woods, and sometimes a child would be born...different. Sometimes those children grew up to be good at keeping the monsters in the woods away. Sometimes very good indeed. One found some friends and stopped the monsters from coming altogether, just in time for another bunch of monsters to try and flood the world. Ah well. Back to work.