Editing Jensen Hawkins (Jay) 11th Level

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'''Speed''' 40, Climbing 40, Swimming 40, +10' first turn of combat.  
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'''Speed''' 40, Climbing 40, Swimming 40, +10 first turn of combat. Nonmagical difficult terrain costs no extra movement.
*Nonmagical difficult terrain costs no extra movement.
 
*Standing only uses only 5'. Can jump after moving 5'
 
  
 
'''Passive Perception''' 20 '''Passive Insight''' 16 '''Darkvision''' 90 feet
 
'''Passive Perception''' 20 '''Passive Insight''' 16 '''Darkvision''' 90 feet
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'''HPs''' 104 _________________ '''Hit Dice''' 10d10 / 3d6 '''AC''' 17  
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'''HPs''' 104 '''AC''' 17  
  
'''Initiative''' +6 '''Proficiency Bonus''' +4
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'''Initiative''' +6
  
'''Extra Attack''' - You can attack twice, instead of once, whenever you take the Attack action on your turn.
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'''Proficiency Bonus''' +4
 
 
{| class="wikitable"
 
|-
 
! '''Weapon'''
 
! '''Type'''
 
! '''Range'''
 
! '''Attack'''
 
! '''Damage'''
 
|-
 
| Longbow +3
 
| Ranged
 
| 150 / 600
 
| +13
 
| 1d8+9
 
|-
 
| Scimitar
 
| Melee
 
| -
 
| +8
 
| 1d8+4
 
|-
 
| Dagger
 
| Melee
 
| 20/60
 
| +8
 
| 1d4+4
 
|-
 
| Spear
 
| Melee
 
| 20/60
 
| +4
 
| 1d6
 
|}
 
  
 
{| class="wikitable"
 
{| class="wikitable"
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|}
 
|}
  
== Features & Feats ==
+
== Character Features ==
  
 
'''Racial & Background'''
 
'''Racial & Background'''
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'''Ranger Features'''
 
'''Ranger Features'''
 
*1st Level: '''Favored Foe''' - Hunter’s Mark spell known, doesn't count against spells known, doesn't require concentration. Can cast it Wis Mod times w/o concentration or expending a slot per long rest., '''Deft Explorer''' - Roving: +5 Speed, Climbing & Swimming is equal to walking speed. Canny: Expertise in Athletics, +2 languages.
 
*1st Level: '''Favored Foe''' - Hunter’s Mark spell known, doesn't count against spells known, doesn't require concentration. Can cast it Wis Mod times w/o concentration or expending a slot per long rest., '''Deft Explorer''' - Roving: +5 Speed, Climbing & Swimming is equal to walking speed. Canny: Expertise in Athletics, +2 languages.
*2nd Level: '''Fighting Style''' - Archery (+2 w/ Ranged Weapons), '''Spellcasting''' (see "Magic" below"), '''Spell Versatility''' - 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, '''Spellcasting Focus''' - May use Druidic spell focus. '''Ranger Spells''' - The following spells expand the ranger spell list: Entangle, Searing Smite, Aid, Gust of Wind, Magic Weapon, Enhance Ability, Warding Bond
+
*2nd Level: '''Fighting Style''' - Archery (+2 w/ Ranged Weapons), '''Spellcasting'''
*3rd Level: '''Primal Awareness''' - Bonus spells that can be cast once per long rest w/o expending a slot. '''Gloom Stalker Archetype''' - ''Gloom Stalker Magic'' - expanded spell list that doesn't count against spells known, ''Dread Ambusher'' - 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 & if it hits the target takes +1d8 dmg, ''Umbral Sight'' - +30' to Darkvision, While in darkness, you are invisible to any creature that relies on darkvision to see you in that darkness.
+
*3rd Level: '''Ranger Archetype (Gloom Stalker)''' - ''Gloom Stalker Magic'' - expanded spell list that doesn't count against spells known, ''Dread Ambusher'' - 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 & if it hits the target takes +1d8 dmg, ''Umbral Sight'' - +30' to Darkvision, While in darkness, you are invisible to any creature that relies on darkvision to see you in that darkness. '''Primal Awareness''' - Bonus spells that can be cast once per long rest w/o expending a slot.
*4th Level: '''ASI''' - ''Close Quarters Archer'' Feat
 
*5th Level: Extra Attack
 
*6th Level: Deft Explorer Improvement
 
*7th Level: '''Iron Mind''' - Gain proficiency in Wis Saving Throws
 
*8th Level: '''ASI''' - ''Athlete'' Feat. '''Land's Stride''' - Nonmagical difficult terrain costs no extra movement. Advantage on saves against plants that are magically created or manipulated to impede movement (entangle, etc).  
 
  
'''Feats'''
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----
*1st Level: '''Sharpshooter''' (Ranged Weapons) No disadvantage at long range. Ignore half cover and three-quarters cover. May take -5 to hit & +10 dmg.
 
*4th Level: '''Close Quarters Archer''' (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.
 
*8th Level: '''Athlete''' Standing only uses only 5'. Can jump after moving 5', rather than 10'.
 
 
 
== Magic ==
 
 
 
{| class="wikitable"
 
|-
 
|
 
'''Casting Ability''' Wisdom
 
 
 
'''Save DC''' 14 '''Attack Bonus''' +6
 
|
 
: * = doesn't count against known spells
 
: † = cast once per long rest for free
 
: ^ = cast Wis mod per long rest for free
 
|}
 
 
 
'''Spell Slots''' 4 / 3
 
 
 
'''Used Slots''' 1 / 0
 
 
 
{| class="wikitable"
 
|-
 
! '''Cantrips'''
 
! '''1st Level'''
 
! '''2nd Level'''
 
|-
 
|
 
*Create Bonfire
 
*Druidcraft
 
*Prestidigitation
 
*Shape Water
 
 
 
|
 
*Detect Magic * †
 
*Disguise Self *
 
*Ensnaring Strike
 
*Goodberry
 
*Hunter's Mark * ^
 
*Longstrider
 
*Speak with Animals * †
 
 
 
|
 
*Beast Sense * †
 
*Locate Animals or Plants * †
 
*Pass Without Trace
 
*Rope Trick *
 
*Silence
 
 
 
|}
 
 
 
== Equipment ==
 
 
 
<big>'''Magical Equipment'''</big>
 
:'''Longbow +3''' (very rare)
 
:'''Glamoured Studded Leather''' (rare) - AC 13 + Dex Mod, can appear as clothing
 
:'''Bracers of Archery''' (uncommon, attunement) - +2 bow dmg
 
:'''Efficient Quiver''' (uncommon)
 
:'''Elvin Boots''' (uncommon) - adv on stealth
 
:'''Aril Ring''' (common, attunement) - ''A ring of polished yew. In place of a gem, the ring has a single, living aril.''
 
 
 
:As a Bonus Action, the wearer may pluck the ring'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't get the berry, it fluffs up its feathers and chatters angrily.
 
 
 
: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's ear. After a minute transpires, the bird will return to the feywild, any impending messages undelivered. Sparrows use the same attributes as Canaries.
 
 
 
:It's said that these messengers can also carry messages to the spirits of the dead, but if so, the dead don't typically respond. If sent to deliver such a message, the sparrow merely disappears.
 
 
 
:The ring will regrow a missing berry at dawn.
 
 
 
:'''Glow Gem''' (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)
 
:'''Shaded Scimitar''' (common) - A Shaded weapon is mat black and reflects no light. It seems to disappear in the shadows and darkness.
 
 
 
:In dimly lit or dark conditions, if a creature isn't already aware of the weapon's presence, it must make a DC 15 check to notice its presence (Perception or Investigation) even if it'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.
 
  
:'''Unbreakable Arrow''' (common) x3
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'''Spells'''
:'''Walloping Ammunition''' (Arrows, common) x2 - A creature hit by the ammunition must succeed on a DC 10 Strength saving throw or be knocked prone.
+
*'''Cantrips'''
:'''Whistling Ammunition''' (Arrow, common) x1 - When in flight, the arrow makes a loud whistling noise.
+
**Blade Ward
 +
**Dancing Lights
 +
**Minor Illusion
 +
**Mending
 +
**Ray of Frost#
 +
*'''1st Level'''
 +
**Cure Wounds
 +
**Longstrider
 +
**Sleep
 +
**Thunderwave
 +
*'''2nd Level'''
 +
**Cloud of Daggers
 +
**Hold Person
 +
**Witch Bolt%
 +
*'''3rd Level'''
 +
**Major Image
 +
**Leomund's Tiny Hut
 +
**Tongues
 +
*'''4th Level'''
 +
**Ice Storm%
 +
**Polymorph
 +
*'''5th Level'''
 +
**Greater Restoration
 +
**Mass Cure Wounds
 +
**Cone of Cold#
 +
*'''6th Level'''
 +
**True Seeing
  
<big>'''Mundane Equipment'''</big>
+
'''Equipment'''
:'''Worn'''
+
*Amplifying Guitar (Common Magic Item)
::Glamored Studded Leather Armor 13 lbs
+
*+2 Studded Leather Armor (Very Rare Magic Item)
::Clothing (including boots & cloak) 5 lbs
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*+2 Rapier (Rare Magic Item)
::Efficient Quiver 2 lbs
+
*Bracers of Archery (Uncommon Magic Item)
:::Longbow +3
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*Bag of Holding (Uncommon Magic Item)
:::54 Arrows
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*Cloak of Protection (Uncommon Magic Item)
:::3 Unbreakable Arrows
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*Short Bow
:::2 Walloping Arrows
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*5 Sealed Quivers, each containing 20 Arrows for Short Bow (Kept in Bag of Holding)
:::1 Whistling Arrow
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*Quiver with 20 Arrows for Short Bow
:::Shaded Scimitar
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*50' Rope
:::2 Spears
+
*150' Rope (Kept in Bag of Holding)
:::10 Torches
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*4 Potions of Healing
::'''Belt'''
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*6 Fine Outfits (Kept in Bag of Holding)
:::Dagger 1 lb
+
*3 Aristocratic Ball Gowns (Kept in Bag of Holding)
:::'''Belt Pouch''' ~3 lbs
+
*Make up Kit
::::Tiny Tinder Box
 
::::Toilet Paper
 
::::Glow Gem (in lightproof container)
 
::::Thieves Tools
 
::::Compass
 
::::Chalk
 
::::Carpenter's Pencil
 
::::Spoon & Fork
 
::::Snacks
 
::::Small notepad
 
::::Monocular
 
::'''Pack''' 2 lbs (~25 lbs total)
 
:::Change of Clothes 2 lbs
 
:::100' Type III Tan cammo paracord .5 lbs
 
:::100' smaller lengths of paracord .5 lbs
 
:::Sleeping Bag 3 lbs
 
:::Backpacking Tarp 2 lbs
 
:::3 Days rations 6 lbs
 
:::Rags 1 lb
 
:::Sewing kit
 
:::Mess Kit 1 lb
 
:::Flask of oil 1 lb
 
:::Plastic bottle of Everclear 1 lb
 
:::Duct Tape .5 lbs
 
:::Small game snare building equip 2 lbs
 
:48 lbs total
 
:23 lbs w/o pack
 
  
== Background ==
 
 
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's beliefs, both religious and otherwise, were insane. He was raised on a small ranch that wasn't always self sustaining. Jensen, or "Jay" 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.
 
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's beliefs, both religious and otherwise, were insane. He was raised on a small ranch that wasn't always self sustaining. Jensen, or "Jay" 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.
  

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