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09:23, 27th April 2024 (GMT+0)

Hunter


Name: Hunter
Dust Goblins have a name, plus a name for their tribe that outsiders can known and the true name of their tribe
True Name: Nightstalker
Nicknames: Deepstalker, Gloomstalker
Tribe: Handreach (Chieftain: Jericho)
 Father: Rarg (29) True name: Ashborn
 Mother: Jekli (27) True name: Flamesword
 Sister: Flert (12) True name: Cinderlust
Class: Ranger (Level 3)
Alignment: Neutral Good
Age: 14 Height: 3'2" Weight: 40 lbs
Hair color: Black Eyes: Red
Deity: ?
 Symbol:
 Domain:

Familiar:
https://www.5esrd.com/database/creature/wolpertinger/

Initiative: +3   Speed: 35'   Vision: Darkvision 60
Passive Perception: 12, Passive Investigation: 10

AC: 14 (Smoldering Mithril Spiked Armor) + 2 (MaxDex) = 16
Save Proficiencies: Strength (2+0): 2, Dexterity (2+3): 5
Advantage on saves vs being charmed or frightened.

Normal spiked armor is a medium armor consisting of a leather coat and leggings covered with lots of spikes typically made from metal or stone. It costs 75gp, has an AC of 14+ Dexterity Modifier (Max 2), has Disadvantage on Stealth, and weighs 45lbs. The Smoldering Mithril Spiked Armor is made of Mithril and does not cause disadvantage on stealth, has a weight of 22.5lbs and has puffs of forest green smoke that rise from the armor. It is considered a magic item of common rarity. The Smoldering Mithril Spiked Armor is worth 395gp and is claimed by Hunter.   the spikes add 1d4 dmg each time you grapple or are grappled plus you can always use them as a dagger like punch attack for 1d4 damage

HP: 28 (hit dice: 1d10)
(10(LVL1)+6(CON*LVL)+6+6)

STR: 12
CON: 14 (13+1(race))
DEX: 16 (13+2(race)+1(feat))
INT: 10 (Adv to get info on humanoids)
WIS: 14
CHA: 12

Proficiency Bonus: +2
Spell DC: 8+2(proficiency)+2(Wis) = 12
Spell Attack: 2(proficiency)+2(Wis) = 4

Melee Attack: 2(Prof)+3(Dex) = 5/5
 Colossus Slayer: +1d8 dmg per round on a hit.
 Favored Enemy: +2 dmg v humanoids
 Shortswords: 1d6+3 piercing per hit.
 Whip: 1d4+3 slashing, reach
 Spiked Armor: 1d4+3 piercing (as a dagger or when grappling)

Ranged Attack: 2(Prof)+3(Dex) = 5
 Light Crossbow (80/320): 1d8 piercing, Loading, two-handed

Hunter has gained the boon Bestial Calling (Hunter has learned the Summon Beast spell and can cast it once a day without a spell slot and not needing concentration at a level equal to his proficiency bonus. This ability recharges after a long rest.) [This means that it won't count against the number of known ranger spells for Hunter and he can use 2nd level or higher spell slots for it.]
Spells: (Known: 3)
Lv 1 (3 slots): Hunter's Mark (Concentration; +1d6 dmg on target for 1 hour), Speak with Animals
(Later level: Fog Cloud)


Natural Explorer
You are a master of navigating the natural world, and you react with swift and decisive action when attacked. This grants you the following benefits:
• You ignore difficult terrain.
• You have advantage on initiative rolls.
• On your first turn during combat, you have
advantage on attack rolls against creatures
that have not yet acted.
In addition, you are skilled at navigating the
wilderness. You gain the following benefits when traveling for an hour or more:
• 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:
Two-Weapon Fighting: (Got at lv2)
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Primeval Awareness
Beginning at 3rd level, your mastery of ranger lore allows you to establish a powerful link to beasts and to the land around you.
You have an innate ability to communicate with beasts, and they recognize you as a kindred spirit. Through sounds and gestures, you can communicate simple ideas to a beast as an action, and can read its basic mood and intent. You learn its emotional state, whether it is affected by magic of any sort, its short-term needs (such as food or safety), and actions you can take (if any) to persuade it to not attack.
You cannot use this ability against a creature that you have attacked within the past 10 minutes.
Additionally, you can attune your senses to determine if any of your favored enemies lurk nearby. By spending 1 uninterrupted minute in concentration (as if you were concentrating on a spell), you can sense whether any of your favored enemies are present within 5 miles of you. This feature reveals which of your favored enemies are present, their numbers, and the creatures’ general direction and distance (in miles) from you.
If there are multiple groups of your favored enemies within range, you learn this information for each group

Hunter’s Prey (Got at lv3)
Colossus Slayer. Your tenacity can wear down the most potent foes. When you hit a creature with a weapon attack, the creature takes an extra 1d8 damage if it’s below its hit point maximum. You can deal this extra damage only once per turn.


3 class skills
Skills: (B=Background,C=Class,F=Feat,R=Race)
F Acrobatics (Dex): 2(prof)+3(Dex)=5
C Animal Handling (Wis): 2(prof)+2(Wis)=4
  Arcana (Int): 0
C Athletics (Str): 2(prof)+1(Str)=3
  Deception (Cha): 1
  History (Int): 0 (Adv to get info on humanoids)
  Insight (Wis): 2
  Intimidation (Cha): 1
  Investigation (Int): 0 (Adv to get info on humanoids)
  Medicine (Wis): 0
C Nature (Int): 2(prof)+0(Int)=2 (Adv to get info on humanoids)
B Perception (Wis): 2(prof)+2(Wis)=4
  Performance (Cha): 1
  Persuasion (Cha): 1
  Religion (Int): 0 (Adv to get info on humanoids)
B Sleight of Hand (Dex): 2(prof)+3(Dex)=5
R Stealth (Dex): 2(prof)+3(Dex)=5
R Survival (Wis): 2(prof)+2(Wis)=4 (Adv when tracking humanoids)

Proficiencies:
Armor: Light armor, medium armor, shields
Weapons: Simple weapons, martial weapons
Tools: None


Feats:
01) Squat Nimbleness
• +1 Str or Dex (chose dex)
• +5 walking speed (which for dust gob, would be 35/7 tiles).
• Free skill prof in either acro or athletics. (chose acro)
• advantage on escape vs grapple checks.

04) Ability Increase: +2 to ??
16) Ability Increase: +2 to ??

Future Feats:
08)
12)
20)

??) Dual Wielder
• +1 AC when wielding a separate weapon in each hand.
• Can two-weapon fight even with non-light weapons.
• Draw or stow two one-handed weapons in the same action.
??) Skilled (Gain proficiency in three skills/tools of choice)
• Insight
• Intimidation
• Persuasion
??) Stealthy
• +1 Dex
• You gain proficiency in the Stealth skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.
• If you are hidden, you can move up to 10 feet in the open without revealing yourself if you end the move in a position where you’re not clearly visible.


Languages: Common, Elven(class), Goblin, Sylvan(BG)
(wants to learn: )
Learning: Draconic (10 of 50 days committed)

Background: Folk Hero


Feature: 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.

Defining Event:
-I saved people during a natural disaster.

Traits:
-I judge people by their actions, not their words.
-If someone is in trouble, I'm always ready to lend help.
-When I set my mind to something, I follow through no
matter what gets in my way.
-I have a strong sense of fair play and always try to find
the most equitable solution to arguments.
-I'm confident in my own abilities and do what I can to
instill confidence in others.
Ideals:
-Respect. People deserve to be treated with dignity and respect. (Good)
-Might. If I become strong, I can take what I want - what I deserve. (Evil)
-Sincerity. There's no good in pretending to be something I'm not. (Neutral)
Bonds:
-I will make my clan and family proud by my actions.
-I worked the land, I love the land, and I will protect the land.
Flaws:
-I remember every insult I've received and nurse a silent resentment toward anyone who's ever wronged me.
-Violence is my answer to almost any challenge.


//EQUIPMENT
•studded leather (45gp) 13 lbs.
•two shortswords (10gp each) 2 lbs each
•an explorer’s pack (10gp) 59 lbs.
 backpack (2gp) 5 lbs.
 bedroll (1gp) 7 lbs.
 mess kit (2 sp) 1 lbs.
 tinderbox (5 sp) 1 lbs.
 10 torches (1 sp) 10 lbs.
 10 days of rations (5gp) 20 lbs.
 Waterskin (2 sp) 5 lbs. x 2
 50 feet of hempen rope (1gp) 10 lbs. x2

Weapons:
 Light Crossbow (25gp) 1d8, loading, 5 Lbs. <-- recommended by Will
 Whip (2gp) 3 lbs.
Quiver (1gp) 1 lb.
  Crossbow bolts (20 for 1gp) 1.5 lbs. x3
Quiver (1gp) 1 lb.
  Grappling (2gp) 1.5 lb. x3

Ascender (4gp) - lbs
Ashiaro (2gp) 2 lbs
Caltrops x 20 (1gp) 2 lbs
Chalk (1 piece) (1cp) - lb.
Crowbar (2gp) 5 lbs
Filtered mask (8gp) 1 lbs
Grappling hook (2gp) 4 lbs
Healer's Kit (5gp) 3 lbs
Manacles (2gp) 6 lbs
Map, area (5gp) - lb.
Nekode (2gp) 1 lb.
Periscope (8gp) 1 lb.
Rain catcher (1gp) 5 lb.
Snorkel (5cp) 1 lb.
Vial (1gp) - lbs
Weaponblack (1gp) - lb.
Whistle, signal (5cp) - lb.

Carpenter's Tools (8gp) 6 lbs


TOTAL GP: 164.31/200
TOTAL LB: 147/180



-------------------------
Carrying Capacity:
Normal: 225 lbs
Push/Drag/Lift: 450 lbs

MAGIC ITEMS: ( * = attuned )

Hand:
Hand:
Neck:

Cloak:
Body:
Belt:
Hip:
Back:
 Contents: Bedroll, Mess Kit, Tinderbox, Rope, Changes of clothes (Traveler's, Common, Fine), Lyre, Dragonchess Set, Three-Dragon Ante Set, Weaver's Tools, Perfume, Mother's Book, Sticks of Incense (5), Candles (5), Cask of Dwarven Brandy (1)
Ring:
Feet:

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RACE: Dust Goblin
Ability Score Increase. Your Dexterity score increases by 2, and your Constitution score increases by 1.
Age. Dust goblins generally reach maturity by the age of 12, but their environment and physical variations make it nearly impossible to draw conclusions about their lifespan. There are reliable reports of dust goblins as old as 40, but they rarely die of old age.
Alignment. Dust goblins have a marked tendency toward neutrality and evil, especially among those tribes that are most fanatical in their worship of the Great Old Ones. Those dust goblins on the fringes of the Wastes who enjoy trade with other races, however, see a larger occurrence of neutrality and occasional good tendencies.
Size. Dust goblins stand just over 3 feet tall and are slender
and emaciated. Your size is Small.
Speed. Dust goblins are quick on their feet for their size.
Your base walking speed is 30 feet.
Darkvision. Accustomed to life in the gloom, 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.
Alien Mind. You have advantage on saving throws against being charmed or frightened.
Strange and Deadly Surroundings. You have proficiency in the Stealth and Survival skills.
Languages. You can speak, read, and write Common and Goblin. The written form of the dust goblin dialect of Goblin is pictographic and capable of remarkable subtlety, though it is largely impenetrable to outsiders.
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Spells


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/ ELEMENTS \