Name: Morris
Race: Armadillo-Kin / Class: Ranger / Level: 4
Attributes
Str: 18 / +4
Dex: 16 / +3
Con: 16 / +3
Int: 12 / +1
Wis: 12 / +1
Cha: 12 / +1
Saves
Str: +6
Dex: +5
Con: +3
Int: +1
Wis: +1
Cha: +1
Info: AC: 15 (Natural) / Ini: +3 / PB: +2 / HP: 40
Claws: Attk: +6 / D: 1d6+4 / R: Melee
Shortsword: Attk: +6 / D: 1d6+4 / R: Melee
Dagger: Attk: +6 / D: 1d4+4 / R: Thrown
Shortbow: Attk: +7 / D: 1d6+3 / R: Near
Gear: Pack, Canteen, Rations, Bedroll, Lantern, Oil, Mess Kit, Torches, Rope
Traits (Armadillo-kin): Darkvision. Carapace (Natural Armor): 12 + Dex. Digging Claws: 1d6 + Str/Dex; Burrow 25 ft.
Skills: Athletics: +6, Medicine: +3, Perception: +3 (Passive: 13), Survival: +5
Feats: Mobile
Deft Explorer (Canny): Gain Expertise with Survival / Fighting Style (Archery): +2 to-hit with Ranged weapons
Favored Enemy (Monstrosities): Advantage to Track; +2 damage
Primal Awareness: Speak With Animals
Dread Ambusher: +10 ft. Movement; +1d8 damage when surprising a target / Umbra Sight: Darkvision set to 60 ft.
Spellcasting
Attk: +3 / Save: 11
1st - Slots: 3: Cure Wounds, Hunter's Mark, Zephyr Strike + Disguise Self, Speak with Animal
Notes
- Morris is a Ranger operating near the settlement of Pit. This settlement, once founded by a Paladin named Lady Hope, attracts prospectors, adventurers, travelers, and tourists to the massive mining and dungeon complex that the Lady tried to cleanse. Although she has disappeared, the gems have yet to stop flowing, except when monsters have invaded the tunnels and required clearing out.
- Morris currently concentrates to threats on the surface of the area. Such as dealing with Red Knife bandits, giant scorpions, Gnoll Raiders, and Scorpion Men slavers. As a native Armadillo-Kin, Morris is able to operate under the blazing sun to scout these threats and make sure several oases that the travelers use are safe.
- Is a member of the Regulators Guild. A guild of often martial types, such as Rangers and Fighters, who are dedicated to protecting the arid Red Hills and keeping people safe. Their guild hall is located somewhere in the Saint Sabban Pass outside of Pit. A clay and wooden roof fortress that the Regulators often pick up their assignment and distribute pay given by the grateful leadership of Pit. Morris is often paid in various gem stones over actual coins.
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