Difference between revisions of "Leandar"

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(Stat Block)
(Weapons and Armor)
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***Range 20/60
 
***Range 20/60
  
*Leather armor
+
*Studded Leather armor
**AC 11 + Dex mod
+
**AC 12 + Dex mod
  
 
==Retainers, Familiars, and Mounts==
 
==Retainers, Familiars, and Mounts==

Revision as of 11:25, 31 July 2016

[working on a background and motivation]


Stat Block

STR DEX CON INT WIS CHA
10 18 11 11 18 10
+0 +4 +0 +0 +4 +0
  • Level: 4
  • Race: Half-Elf
  • Class: Ranger
    • Beastmaster
  • Alignment: Lawful Good
  • Background: Outlander
  • Proficiency bonus: +2
  • Total Hit Points: 22
  • Passive Perception: 14
  • Armor Class: 15
  • Speed: 35 feet (7 inches)
  • Personality: Determined
  • Ideal: Honor
  • Bond: Last of her tribe, will ensure their name is remembered
  • Flaw: Slow to trust

Proficiencies and Skills

  • Acrobatics (Dex) +4
  • Animal Handling (Wis) +6
  • Arcana (Int) +0
  • Athletics (Str) +2
  • Deception (Cha) +0
  • History (Int) +0
  • Insight (Wis) +6
  • Intimidation (Cha) +0
  • Investigation (Int) +2
  • Medicine (Wis) +4
  • Nature (Int) +0
  • Perception (Wis) +6
  • Performance (Cha) +0
  • Persuasion (Cha) +0
  • Religion (Int) +0
  • Sleight of Hand (Dex) +4
  • Stealth (Dex) +6
  • Survival (Wis) +6


  • Saving Throws: Dexterity, Strength
  • Languages: [written on character sheet]
  • Tools: Pan flute
  • Training: ---
  • Weapons and Armor: All weapons, light & medium armor, shield

Spells and Features and Feats

  • Favored Enemy: Goblinoid, Orcs
    • Advantage on Wisdom (Survival) checks to track. Advantage on Itelligence checks to recall information about them.
  • Natural Explorer: Grassland
    • Proficiency bonus is doubled on Intelligence and Wisdom checks related to the favored terrain.
    • Traveling for an hour or more in favored terrain gains the following benefits:
      • Difficult terrain does not slow the group's travel.
      • Group cannot become lost except by magical means.
      • Remain alert to danger even when engaged in another activity while traveling such as hunting, navigating, tracking, foraging, etc.
      • If traveling alone, can move stealthiliy at a normal pace.
      • Find twice as much food as you normally would.
      • While tracking other creatures, can learn exact number, their sizes, and how long ago they passed through the area.
  • Darkvision
  • Wanderer: Can recall terrain, general layout, and general location. Can locate locate food & water for self and up to five others (so long as food & water are available).
  • Fighting Style: Archery (+2 to ranged attacks)
  • Spells
    • Level 1 (3 slots)
      • Hunters Mark
        • Casting Time: 1 bonus action
        • Range: 90 feet (18 inches)
        • Components: V
        • Duration: Concentration, up to 1 hour
        • Choose a creature you can see within range and mystically mark it as your quarry. Until the spell ends, you deal an extra 1d6 damage to the target whenever you hit it with a weapon attack, and you have advantage on any Wisdom (Perception) or (Survival) check you make to find it. If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to mark a new creature.
        • Higher Levels: When using spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain concentration for up to 24 hours.
      • Hail of Thorns
        • Casting Time: 1 bonus action
        • Range: Self
        • Components: V
        • Duration: Concentration, up to 1 minute
        • The next time you hit a creature with a ranged weapon attack before the spell ends, this spell creates a rain of thorns that sprouts from your ranged weapon or ammunition. In addition to the normal effect of the attack, the target of the attack and each creature within 5 feet (1 inch) of it must make a Dexterity saving throw. A creature takes 1d10 piercing damage on failed save, or half as much damage on a successful one.
        • Higher levels: When using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st (to a maximum of 6d10).
      • [TBD]

Weapons and Armor

  • Longbow
    • +8 to hit
    • 1d8+4 piercing damage
    • Range 150/600
  • Spear (versatile, thrown)
    • 1-handed
      • +2 to hit
      • 1d6 piercing damage
    • 2-handed
      • +2 to hit
      • 1d8 piercing damage
    • Thrown
      • +8 to hit
      • 1d6+4 piercing damage
      • Range 20/60
  • Dagger (finesse, light, thrown)
    • Melee
      • +6 to hit
      • 1d4 piercing damage
    • Thrown
      • +8 to hit
      • 1d4+4 piercing damage
      • Range 20/60
  • Studded Leather armor
    • AC 12 + Dex mod

Retainers, Familiars, and Mounts

Guri - lion cub

STR DEX CON INT WIS CHA
14 15 10 3 14 7
+2 +2 +0 -4 +2 -2
  • Hit points: 13 (3d8)
  • AC 12
  • Speed
    • 50 ft
    • Climb 40 ft
  • Skills
    • Perception +4
    • Stealth +6
    • Passive Perception +14
  • Attacks
    • Bite
      • +4 to hit
      • 1d6+2 piercing damage
    • Claw
      • +4 to hit
      • 1d4+2 slashing damage
    • Pounce
      • move 20 ft or more and attack
      • target must make DC 12 saving throw or be knocked prone

Possessions, Mundane

Explorer's pack

Pan flute

Staff

Hunting trap

[animal trophy]

Traveler's clothes

belt pouch

Possessions, Treasure

Gold: 190

Silver: 0

Possessions, Party Loot

Possessions, Magical


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