Difference between revisions of "Brekki Longtoes"

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== Ability Scores ==
 
== Ability Scores ==
  
{|  style="width:600px;text-align:center;"
+
'''Strength''' 12 (+1)<br>
|-
+
''' Dexterity''' 16 (+3)<br>
! STR !! DEX !! CON !! INT !! WIS !! CHA
+
'''Constitution''' 12 (+1)<br>
|-
+
'''Intelligence''' 10 (0)<br>
| style="background-color:lightgrey;" colspan="6" |
+
'''Wisdom''' 13 (+1)<br>
|-
+
'''Charisma''' 14 (+2)
| 12 (+1) || 16 (+3) || 12 (+1) || 10 (0) || 13 (+1) || 14 (+2)
 
|}
 
  
 
== Proficiencies ==
 
== Proficiencies ==

Revision as of 08:04, 14 August 2020

Brekki Longtoes is a mid-ranking Knight of the Grandmother's Guard, an order of handpicked troops under the direct command of the matriachs of Blackwater Brake, as attested by his scarlet mantle with its copper lilypad brooch. He received much of his early training in the Feywild as squire to the grippli envoy to their fey allies. His chivalry and gracious manner have since made him a valued negotiator in his own right, often sent on dangerous diplomatic missions among friends and foes alike.

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Race - Grippli (Bog Born)
Background - Soldier
Class & Level - Ranger (Fey Wanderer) 3
Alignment - Neutral Good

Proficiency Bonus +2
Hero Points 6

Height 3ft 2in
Weight 32lb

Personality Traits - I am always polite and respectful (and immaculate groomed).
Ideal - Greater Good. We show our worth through service to others.
Bond - Mine honor is my life.
Flaw - Defeat leaveth me prey to crippling dark moods.

Ability Scores

Strength 12 (+1)
Dexterity 16 (+3)
Constitution 12 (+1)
Intelligence 10 (0)
Wisdom 13 (+1)
Charisma 14 (+2)

Proficiencies

Armor - light, medium, shields
Weapons - simple, martial
Tools - Harrow cards, vehicles (water)

Saving Throws - Strength, Dexterity
Skills - Animal Handling +3, Athletics +5, Intimidation +4, Insight +3, Nature +2, Perception +3, Persuasion +4, Stealth +5 (disadvantage), Survival +3

Languages - Common, Grippli, Halfling, Primordial, Sylvan

Features & Traits

Grippli (Bog Born)
Amphibious - Breathe normally in both air and water.
Darkvision - Within 60 feet treat dim light as bright, and darkness as dim light.
Leaping Stride - Standing long jump Strength x 2 feet, standing high jump 6 + Str feet.
Prehensile Tongue - As a bonus action, manipulate object up to 25 feet away weighing up to 5 pounds.
Weaponpaste - Make 1d6 doses per long rest; inflict Poisoned condition until end of next turn.
Soldier
Military Rank - Command respect, requisition equipment, access military sites.
Ranger (Fey Wanderer)
Cunning Will - Advantage on saving throws against being charmed or frightened, proficiency in Persuasion.
Deft Explorer (canny) - Double proficiency in Athletics, learn Halfling and Sylvan.
Dreadful Strikes - As a bonus action, imbue weapons with 1d6 psychic damage for the turn.
Favored Enemy (humanoids) - Advantage on checks to track and recall information, +2 weapon damage, learn Primordial.
Feywild Gifts - Illusory butterflies flutter around you while you take a short or long rest.
Fey Wanderer Magic - Learn Charm Person as a ranger spell.
Fighting Style (druidic warrior) - Learn Druidcraft and Mending as ranger cantrips.
Primeval Awareness - Communicate with animals; concentrate for a minute to sense numbers, direction and distance of favored enemies within 5 miles.
Spellcasting Focus - Use druidic focus for ranger spells.

Equipment

Worn
Fine clothes
Military insignia (red mantle with copper brooch)
Scale armor
Shield
Rapier
Shortbow and 20 arrows
Mistletoe.jpg
Pouch
Harrow deck (a unique work of art brought from the Feywild)
Knife
Piece of chalk
Sprig of mistletoe (druidic focus)
Steel mirror
30gp
Backpack
Bedroll
Mess kit
Scroll case
Shovel
Silk rope 50ft
Tinderbox
Waterskin
Whetstone

Mucker, riding frog

Armor Class 11
Hit Points 18 (4d8)
Speed 30ft, swim 30ft

Ability Scores - Str 12 (+1), Dex 13 (+1), Con 11 (0), Int 2 (-4), Wis 10 (0), Cha 3 (-4)
Skills - Perception +2, Stealth +3
Senses - Darkvision 30ft, passive Perception 12

Amphibious - Breathe both air and water.
Standing Leap - Standing long jump 20ft, standing high jump 10ft.

Bite +3 to hit, 1d6+1 piercing damage; grapple, restrain (escape DC 11)
Swallow - Bite attack against grappled Small target; restrain, blind, 2d4 acid damage per turn

Tactical Statistics

Passive Perception 13
Initiative +3
Speed 30ft
Armor Class 16, 18 with shield
Hit Point Maximum 25
Hit Dice 3d10
Saving throws - advantage against being charmed or frightened; Strength +3, Dexterity +5, Constitution +1, Intelligence 0, Wisdom +1, Charisma +2

Rapier +5 to hit, 1d8+3 piercing damage (+2 against humanoids; +1d6 psychic damage with bonus action)
Shortbow +5 to hit, 1d6+3 piercing damage (+2 against humanoids; +1d6 psychic damage with bonus action), range 80/320

Magical Statistics

Ability - Wisdom
Spell Save DC 11
Spell Attack Bonus +3

Cantrips - Druidcraft, Mending
1st-Level Spells (3 slots) - Charm Person, Fog Cloud, Goodberry, Hunter's Mark

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