[bar]Quellathe Meliamne, Ranger (Beastmaster) 6[/bar]
[sblock=Quellathe Meliamne]
Name: Quellathe Meliamne
Class and Level: Ranger (Beast Master) 6
Background: Outlander
Race: Elf
Alignment: CG
XP: ?
Inspiration: 2
Initiative: +3
HP: 42/46
AC: 15 (16 when dual wielding)
Speed: 30
Hit Dice: 6 d10
Proficiency Bonus: +3
STR:10 (+0) Save: +3
DEX:17 (+3) Save: +6
CON: 12 (+1)
INT: 12 (+1)
WIS: 15 (+2)
CHA: 8 (-1)
Languages:
Common, Elven, Sylvan, Orc, Goblin
Skills
Acrobatics (DEX): +3
Animal Handling (WIS):* +5
Athletics (STR): * +3
Arcana (INT): +1
Deception (CHA): -1
History (INT): +1
Insight (WIS): +2
Intimidation (CHA): -1
Investigation (INT): +1
Medicine (WIS): +2
Nature (INT): *+ 4
Perception (WIS):* +5
Performance (CHA): -1
Persuasion (CHA): -1
Religion: (INT): +1
Slight of Hand (DEX): +3
Stealth (DEX): * +6
Survival (WIS):* +5
*Indicates proficiency (proficiency bonus already added where appropriate)
Features/Feats
Favored enemy (Orcs, Gnolls, Goblins, Hobgoblins)
Natural explorer (Forest, grassland)
Fighting Style: Archery (+2 to attack rolls with ranged weapons)
Primeval Awareness (spell slot to sense types of creatures 1mile radius; 6 in FT)
Extra Attack
Beast Companion: Naeris (Panther)
Wanderer (from background)
Healer (feat instead of level 4 ASI): use healer’s kit to: 1)stabilize and return to 1HP; 2) restore HP: 1d6+4+ creature’s max HD)
Darkvision 60ft
Fey Ancestry (adv. vs. charm, immune to sleep)
Trance instead of sleep
Dual wielder: +1 AC when dual wield, 2hand even if not light, draw stow 2 as if one
Proficiencies
Simple & Martial Weapons
Light & Medium armor, shields
Bird pipes
Weapons & Armor
Long bow of Warning +8 to hit, 1d8+3 piercing
20 arrows
2 scimitars +6 to hit, 1d8+3 slashing (1d8 with second hand)
2 daggers +6 to hit 1d4+3 piercing (1d4 with second hand)
Net (+6?)
Studded Leather armor
Consumable Magic Items
Potion of Healing (0/3)
Dust of Disappearance (1/2)
Spell Scrolls: Animal Friendship, Detect Poison and Disease, Speak with Animals (x2), Fog Cloud
"Permanent" Magic Items
Cloak of Elvenkind (Disadv on others perception checks; adv. on stealth: when hood is up)
Bow of Warning (adv, on initiative, I & companions w/in 30 ft can't be surprised; weapon wakes self & companions in range from non-magical sleep if danger approaches)
Equipment
A staff, Backpack, traveler’s clothes
the paw of a rabbit I couldn’t save
bedroll, mess kit, waterskin, tinderbox,
10 torches
10 days rations
50 ft rope
Whetstone
Shovel
Spyglass
Healer’s Kit x2 (18/20 uses total)
Known Spells (Spell Save DC is 13; Spell Attack Bonus +5)
Cantrip: (From High Elf/Grey elf heritage)
Booming Blade (on successful melee attack: 2d8 thunder damage + damage of attack; additional 2d8 if creature willingly moves)
1st Level:
Hunter’s Mark
Speak with Animals
Hail of Thorns
2nd Level:
Beast Sense
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[sblock=Personality]
Personality: I feel far more comfortable around animals than people
Ideal: We should honor and respect the creatures of the wilds.
Bond: An injury to my wilderness home is an injury to me
Flaw: I have a heart for wounded animals and will go out of my way to help/heal them.
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[sblock=Background]
Quellathe was born into the elven community of Forest Glen in Celene, near the border with Pomarj. Early on she learned she was more comfortable with--and better understood by--animals than people. She was, nevertheless, devoted to her people and became one of the scouts who patrolled the borders of her people's land and protected them from orcs, gnolls, and goblinoids. Over the last few years, the enemies of her people have become more organized, with a wider, nefarious purpose. And some members of her community who left to Celene to visit kin in other places have never returned. Quellathe and her companion Naeris set out to learn more about both threats, which led to her connection with Hakan. She has joined Tirion and the others, believing that slavers may be behind the disappearance of traveling elves. [/sblock]
[sblock=Naeris, Quellathe's Panther companion]
HP: 24
AC: 15 (12+prof bonus)
Speed: 50 ft; climb 40 ft
Proficiency Bonus: +3
STR:14 (+2)
DEX:15 (+2)
CON: 10 (+0)
INT: 3 (-4)
WIS: 14 (+2)
CHA: 7 (-2)
Skills: Perception +7 (+4 + prof bonus); Stealth +9 (+6 + prof bonus)
Senses: Passive Perception 17 (inc. prof. Bonus)
Keen Smell: adv. On Wisdom (Perception) checks that rely on smell
Pounce: DC 12 Strength save to avoid being knocked prone if hit with a claw attack when panther has moved at least 20 feet straight toward target to attack. If knocked prone, panther can take a bonus action to make a bit attack against the target
Bite: +7 to hit, reach 5ft, 1d6+5 piercing
Claw: +7 to hit, reach 5ft, 1d4+5 slashing
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