Difference between revisions of "Leandar"

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(Stat Block)
(Spells and Features and Feats)
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**Once camouflaged, try to hide.  Gain +10 bonus to Dex (Stealth) check as long as remain there without moving or taking actions.
 
**Once camouflaged, try to hide.  Gain +10 bonus to Dex (Stealth) check as long as remain there without moving or taking actions.
 
**Once you move or take an reaction or action, then you must camouflage again to gain the benefit
 
**Once you move or take an reaction or action, then you must camouflage again to gain the benefit
 +
*Feral Senses
 +
**Attacking invisible creatures does not impose disadvantage on attack roll(s).
 +
**Aware of the location of any invisible creates within 30 feet (6 squares) of self provided that you aren't blind or deaf.
  
  

Revision as of 15:50, 22 March 2017

[working on a background and motivation]

Half-elf. Maternal side was Elven, Fey/Eladrin. She died when Leandar's village in the mortal plane was assaulted by Orcs/Goblins/Hobgoblins. He took over her duties in herding the sacred sun cows to aid her Eladrin relatives. They bestowed full Elf-ness to him.


Stat Block

STR DEX CON INT WIS CHA
10 20 12 12 18 10
+0 +5 +1 +1 +4 +0
  • Level: 18
  • Race: Half-Elf
  • Class: Ranger
    • Beastmaster
  • Alignment: Lawful Good
  • Background: Outlander
  • Piety
    • Malar 6
  • Proficiency bonus: +6
  • Total Hit Points: 123
  • Passive Perception: 20
  • Armor Class: 17
  • 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) +5
  • Animal Handling (Wis) +10
  • Arcana (Int) +0
  • Athletics (Str) +6
  • Deception (Cha) +0
  • History (Int) +0
  • Insight (Wis) +10
  • Intimidation (Cha) +0
  • Investigation (Int) +6
  • Medicine (Wis) +4
  • Nature (Int) +0
  • Perception (Wis) +10
  • Performance (Cha) +0
  • Persuasion (Cha) +0
  • Religion (Int) +0
  • Sleight of Hand (Dex) +5
  • Stealth (Dex) +11
  • Survival (Wis) +10


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

Spells and Features and Feats

  • Darkvision
    • See in lowlight/dimlight
    • Up to 60 feet (12 squares)
  • 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)
  • Favored Enemy: Goblinoid, Orcs, Giants, Dragons
    • Advantage on Wisdom (Survival) checks to track. Advantage on Intelligence checks to recall information about them.
  • Natural Explorer: Grassland, Forest, TBD
    • 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 stealthily 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.
  • Land's Stride
    • Nonmagical difficult terrain does not cost extra movement
    • Pass through nonmagical plants without taking damage or being slowed
    • Advantage on magical plants or magically manipulated plants, such as Entangled
  • Hiding in Plain Sight
    • spend one minutes (10 turns/rounds)
    • must have access to naturally occurring materials to create camoufalge
    • Once camouflaged, try to hide. Gain +10 bonus to Dex (Stealth) check as long as remain there without moving or taking actions.
    • Once you move or take an reaction or action, then you must camouflage again to gain the benefit
  • Feral Senses
    • Attacking invisible creatures does not impose disadvantage on attack roll(s).
    • Aware of the location of any invisible creates within 30 feet (6 squares) of self provided that you aren't blind or deaf.


  • Fighting Style: Archery (+2 to ranged attacks)
  • Extra Attack: Gain an extra attack when taking an Attack Action
  • Sharpshooter
    • Attacking at long-range does not impose disadvantage.
    • Ranged attacks ignore half cover and three-quarters cover.
    • May take -5 to attack roll to add +10 to damage. Indicate before attack roll to use.


  • Beastmaster
    • Ranger's Companion
      • Takes turn on own initiative. Doesn't take an action unless commanded. Can move.
      • Use Attack to command it to Attack, Dash, Disengage, Dodge, or Help. Extra Attack let you take one attack and it take an attack.
      • If incapacitated, will focus on protecting you.
      • While traveling through favored terrain, you can move stealthily at a normal pace.
    • Exceptional Training
      • On a turn the beast doesn't attack, you can use your bonus action to command beast to Dsh, Disengage, Dodge, or Help.
    • Bestial Fury
      • When you expend an attack for it to attack, your animal may make two attacks OR use the Multiattack feature if it has that.


  • Spells
    • Spell Stats
      • Attack: +10 (Wis Mod + Proficiency Bonus)
      • Spell DC: 18 (8 + Wis Mod + Proficiency Bonus)
      • Know Ten (10) Spells
    • Level 1 (4 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).
      • Cure Wounds
        • Casting Time: 1 action
        • Range: Touch
        • Components: V, S
        • Duration: Instantaneous
        • Creature you touch reagins a number of hit points equal to 1d8 + spellcasting modifier (+4).
        • Higher levels: When you cast this spell using a spell slot of 2nd level or higher, hit points regained is 1d8 per level (ex. 2d8+4 for 2nd level slot, 3d8+4 for 3rd level, etc.).
    • Level 2 (3 slots)
      • Cordon of Arrows
        • Casting Time: 1 action.
        • Range: 5 feet
        • Components: S, M, V
        • Duration: 8 hours
        • 4 pieces of ammunition. If a creature comes within 30 feet (6 squares), then one piece of ammunition flies out towards it. Must make a Dex save or take 1d6 piercing damage. Can be made to ignore particular creatures. Ammo is destroyed upon use.
    • Level 3 (3 slots)
      • Conjure Animals
        • Casting time: 1 action
        • Components: S, V
        • Duration: 1 hour, concentration
        • Summon up fey spirits that take the forms of beasts. They appear in unoccupied spaces that you can see within range. Choose out of the following options:
          • One beast of challenge rating 2 or lower
          • Two beasts of challenge rating 1 or lower
          • Four beasts of challenge rating 1/2 or lower
          • Eight beasts of challenge rating 1/4 or lower
        • Each beasts is considered fey and disappears when it drops to 0 hit points.
        • Summoned creatures are friendly to you & your companions
        • Roll initiative for the creatures as a group. They obey any verbal commands issued by you. Verbal commands take no action. If you don't issue any commands, they can still defend themselves.
        • Higher Levels: Cast it using a 5th level slot and twice as many appear.
      • Lightning Arrow
        • Casting time: 1 bonus action
        • Components: S, V
        • Duration: 1 minute, concentration
        • Uses 1 arrow. Next ranged attack during spell's duration, ammo transforms into a bolt of lightning. Make normal attack roll. Target takes 4d8 lightning damage on hit or half on a miss.
        • Whether you hit or miss, each creature within 10 feet (2 squares) must make a dexterity saving throw. If they fail, they take 2d8 lightning damage. If they succeed, damage is halved.
        • Higher levels: When cast at 4th level or high, damage is increased by 1d8 for each slot above third (5d8 for 4th, 6d8 for 5th).
      • Protection from Energy
        • Casting Time: 1 action
        • Components: V, S
        • Duration: 1 hour, Concentration
        • description: For duration, creature (including self) is resistant to one damage type: acid, cold, fire, lightning, or thunder.
    • Level 4 (3 slots)
    • Level 5 (1 slot)
      • Conjure Volley
        • Casting Time: 1 Action
        • Range: 150 feet
        • Components: V,S,M
        • Duration: Instantaneous
        • Description: 40 foot-radius, 20 feet tall. 8d8 damage on failed save, half on successful save. Dexterity save.


  • ASIs:
    • 4th: Sharpshooter feat
    • 8th: DEX to 20
    • 12th: TBD
    • 16th: Con & Int

Weapons and Armor

  • Oathbow
    • +12 to hit
    • 1d8+7 piercing damage
    • Range 600/600
    • When you make a ranged attack roll with this weapon against your sworn enemy, you have advantage on the roll.
    • In addition, your target gains no benefit from cover, other than total cover, and you suffer no disadvantage due to long range.
    • If the attack hits, your sworn enemy takes an extra 3d6 piercing damage.
    • While your sworn enemy lives, you have disadvantage on attack rolls with all other weapons.
    • When you use this weapon to make a ranged attack, you can, as a command phrase, say, “Swift death to you who have wronged me.” The target of your attack becomes your sworn enemy until it dies or until dawn seven days later. You can have only one such sworn enemy at a time. When your sworn enemy dies, you can choose a new one after the next dawn.
  • Longbow
    • +12 to hit
    • 1d8+7 piercing damage
    • Range 150/600
  • Spear (versatile, thrown)
    • 1-handed
      • +5 to hit
      • 1d6 piercing damage
    • 2-handed
      • +5 to hit
      • 1d8 piercing damage
    • Thrown
      • +12 to hit
      • 1d6+5 piercing damage
      • Range 20/60
  • Dagger (finesse, light, thrown)
    • Melee
      • +10 to hit
      • 1d4+5 piercing damage
    • Thrown
      • +12 to hit
      • 1d4+5 piercing damage
      • Range 20/60
  • Studded Leather armor
    • AC 12 + Dex mod

Retainers, Familiars, and Mounts

Guri - lion

STR DEX CON INT WIS CHA
17 15 13 3 12 8
+3 +2 +1 -4 +1 -1


  • Hit points: 64 (Ranger level x4)
  • AC 19 (Armor + Dex Mod + Prof Bonus)
  • Studded Leather barding (12 + Dex Mod AC)
  • Speed
    • 50 ft (10 inches)


  • Skills
    • Perception +8
    • Stealth +11
    • Passive Perception +18


  • Attacks
    • Bite
      • +10 to hit
      • 1d8+8 piercing damage
    • Claw
      • +10 to hit
      • 1d6+8 slashing damage


  • Abilities
    • Pounce
      • move 20 ft or more and then attack
      • target must make DC 12 saving throw or be knocked prone
      • If knocked prone, make a bite attack.
    • Keen Smell
      • Advantage on Wisdom (Perception) checks when relying on smell
    • Pack Tactics
      • Advantage on attack rolls
      • IF ally is within 5 feet (1 sq) of enemy AND ally is not incapacitated
    • Running leap
      • part of its movement AND after a 10 foot running start, can jump up to 25 feet
    • Flight

Possessions, Mundane

Explorer's pack

Pan flute

Staff

Hunting trap

[animal trophy]

Traveler's clothes

belt pouch

Woodcarving tools

Possessions, Treasure

Gold: 110,952

Silver: 0

Possessions, Party Loot

Possessions, Magical

  • Equipment
    • Bracers of Archery - allows proficiency with all bows. Adds +2 damage to all bow attacks. Attuned.
    • Cloak of ______ (from a sun cow) - +1 AC. +1 to all saving throws. Opponents have Disadvantage on ranged attacks against wearer. May use _____ action (bonus?) to light up an area with a 30' radius. Attuned.
    • Oathbow. Attuned.
    • Pipes of Haunting.
      • You must be proficient with wind instruments to use these pipes.
      • They have 3 charges. You can use an action to play them and expend 1 charge to create an eerie, spellbinding tune.
      • Each creature within 30 feet of you that hears you play must succeed on a DC 15 Wisdom saving throw or become Frightened of you for 1 minute.
      • If you wish, all creatures in the area that aren’t hostile toward you automatically succeed on the saving throw.
      • A creature that fails the saving throw can repeat it at the end of each of its turns, ending the effect on itself on a success.
      • A creature that succeeds on its saving throw is immune to the effect of these pipes for 24 hours.
      • The pipes regain 1d3 expended charges daily at dawn.
    • Pipes of the Sewers.
      • You must be proficient with wind instruments to use these pipes. While you are attuned to the pipes, ordinary rats and giant rats are indifferent toward you and will not attack you unless you threaten or harm them.
      • The pipes have 3 charges. If you play the pipes as an action, you can use a bonus action to expend 1 to 3 charges, calling forth one swarm of rats with each expended charge, provided that enough rats are within half a mile of you to be called in this fashion (as determined by the GM). If there aren’t enough rats to form a swarm, the charge is wasted. Called swarms move toward the music by the shortest available route but aren’t under your control otherwise. The pipes regain 1d3 expended charges daily at dawn.
      • Whenever a swarm of rats that isn’t under another creature’s control comes within 30 feet of you while you are playing the pipes, you can make a Charisma check contested by the swarm’s Wisdom check. If you lose the contest, the swarm behaves as it normally would and can’t be swayed by the pipes’ music for the next 24 hours. If you win the contest, the swarm is swayed by the pipes’ music and becomes friendly to you and your companions for as long as you continue to play the pipes each round as an action. A friendly swarm obeys your commands. If you issue no commands to a friendly swarm, it defends itself but otherwise takes no actions. If a friendly swarm starts its turn and can’t hear the pipes’ music, your control over that swarm ends, and the swarm behaves as it normally would and can’t be swayed by the pipes’ music for the next 24 hours.
    • Pearl of Power. Regain up to a 3rd level spell slot once per day.
  • Consumables
    • Potion of Healing - Regain 2d+2 hit points on use. Use requires an action.
    • Magic Arrow +2 - +2 to Attack roll AND damage. Once used, becomes regular arrow again.
    • Magic Arrow +1 (7 of them) - +1 to Attack roll AND damage. Once used, becomes regular arrow again.

Item Formualas

Rare

  • Magic Arrow +2
    • costs 2,500 per arrow.
    • Takes 100 days to make

Uncommon

  • Magic Arrow +1
    • a week and a half per arrow to create, half the time it would take to make a non-consumable item.
    • One-shot magic items also take half the money to make (10 days), so 250 gold pieces per arrow.

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