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[5E] [RG] JM's A Bit of Trouble
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<blockquote data-quote="doghead" data-source="post: 7901000" data-attributes="member: 8243"><p>"Morning frost and the smell of cold after a clear autumn night before for the first fall of winter snow"</p><p>aka</p><p>Frost, Morning Frost, Autumn, Deadsmell, Winter Snow, Night.</p><p></p><p>[SPOILER="Elvish Name"]Injasarielsha'thé lo-Rohinja of the Iolanthe</p><p>aka</p><p>Sariel[/SPOILER]</p><p></p><p>Female, wood elf ranger (hunter conclave) 4</p><p></p><p>Description:</p><p>Dark skin. Green eyes. Plain features.</p><p>Long black hair braided and gathered in a loose ponytail.</p><p>Slender build. Taller than average. Broad shoulders.</p><p></p><p>Medium humanoid (wood elf), chaotic good.</p><p>Tools: Flute.</p><p>Senses: Darkvision, Passive Perception 15</p><p>Languages: Common, Elvish, Draconic, Orc.</p><p></p><p>Armor Class 16 (Studded Leather)</p><p>Hit Points 32 (Hit Dice 4d10) Speed 35 ft.</p><p>STR 12 (+1) DEX 18 (+4) CON 13 (+1)</p><p>INT 10 (0) WIS 16 (+3) CHA 08 (-1)</p><p></p><p>Proficiencies (+2 proficiency bonus)</p><p>Saving Throws Str +3, Dex +6; advantage on saves against being charmed.</p><p>Skills Athletics +3, Insight +5, Nature +2, Perception +5, Stealth +6, Survival +5</p><p>Armour: Light, medium.</p><p>Weapons: Simple weapons, martial weapons.</p><p></p><p>Actions</p><p>Attack. You can attack when you take this action, using the following:</p><ul> <li data-xf-list-type="ul">Shortsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 1d6 + 4 piercing damage.</li> <li data-xf-list-type="ul">Handaxe. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 1d6 + 1 slashing damage.</li> <li data-xf-list-type="ul">Handaxe. Ranged Weapon Attack +8 to hit, range 20/60 ft., one target. Hit 1d6 + 4 slashing damage.</li> <li data-xf-list-type="ul">Sling. Ranged Weapon Attack +8 to hit, range 30/120ft., one target, Hit 1d4 + 4 bludgeon damage </li> <li data-xf-list-type="ul">Longbow. Ranged Weapon Attack: +8 to hit, range 150/600 ft., one target. Hit: 1d8 + 4 piercing damage.</li> </ul><p>Primeval Awareness. Ranger feature.</p><p></p><p>Options</p><ul> <li data-xf-list-type="ul">Fey Ancestry. Wood Elf trait.</li> <li data-xf-list-type="ul">Fey Ancestry. Mask of the Wild.</li> <li data-xf-list-type="ul">Favored Enemy. Ranger feature.</li> <li data-xf-list-type="ul">Natural Explorer. Ranger feature.</li> <li data-xf-list-type="ul">Colossus Slayer. Hunter feature.</li> <li data-xf-list-type="ul">Spellcasting. Ranger feature. Spell Save DC: 13</li> </ul><p> Spell Attack Modifier: +5 Spell Slots: 1st-level (3)</p><p></p><p>Spells Known</p><p>* 1st-level spells: goodberry, hunter’s mark, longstrider</p><p>Equipment</p><p>* Studded leather (45gp), shortsword (10gp), handaxe (2)(10gp), longbow (53gp)(with 60 arrows), explorer’s kit (10gp), hunting trap (10gp), flute (2gp), Sling (1sp).</p><p>Wealth</p><p>* 199 gp</p><p></p><p>[SPOILER="Background (Outlander)"]A child of the Iotanthe tribe, you grew up in the wilds, far from civilization and the comforts of town and technology. The wilds are in your blood. Even in places where you don’t know the specific features of the terrain, you know the way of the wild.</p><p>Wanderer. You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.</p><p>Faction. The Iolanthe are allies of the Emerald Enclave, a group dedicated to maintaining the delicate balance between nature and civilization.</p><p>Personality Trait. I once spent 6 years stalking a dragon until it finally agreed to answer my three questions.</p><p>Ideal. Life is like the seasons, in constant change, and we must change with it.</p><p>Bond. I am a child of the Iolanthe, the guardians of the forest wilds that protect and sustain us.</p><p>Flaw. I am quick to judge. Too quick sometimes.[/SPOILER]</p><p></p><p>[SPOILER="The Iolanthe"]The Iolanthe are "organised into scattered, carefully concealed villages united under a gerontocratic hierarchy composed of village councils consisting of the most distinguished families' eldest members. These councils were often advised by local druids, whose influence played no small part in wood elven politics and who frequently served as the webbing that bound any number of villages together as one realm." [Races of Faerun, pp45-47]. As with most wood elves (also called wild elves, green elves, or forest elves) the Iolanthe tend to be "reclusive and distrusting of non-elves." [Players Handbook 5E, p24].[/SPOILER]</p></blockquote><p></p>
[QUOTE="doghead, post: 7901000, member: 8243"] "Morning frost and the smell of cold after a clear autumn night before for the first fall of winter snow" aka Frost, Morning Frost, Autumn, Deadsmell, Winter Snow, Night. [SPOILER="Elvish Name"]Injasarielsha'thé lo-Rohinja of the Iolanthe aka Sariel[/SPOILER] Female, wood elf ranger (hunter conclave) 4 Description: Dark skin. Green eyes. Plain features. Long black hair braided and gathered in a loose ponytail. Slender build. Taller than average. Broad shoulders. Medium humanoid (wood elf), chaotic good. Tools: Flute. Senses: Darkvision, Passive Perception 15 Languages: Common, Elvish, Draconic, Orc. Armor Class 16 (Studded Leather) Hit Points 32 (Hit Dice 4d10) Speed 35 ft. STR 12 (+1) DEX 18 (+4) CON 13 (+1) INT 10 (0) WIS 16 (+3) CHA 08 (-1) Proficiencies (+2 proficiency bonus) Saving Throws Str +3, Dex +6; advantage on saves against being charmed. Skills Athletics +3, Insight +5, Nature +2, Perception +5, Stealth +6, Survival +5 Armour: Light, medium. Weapons: Simple weapons, martial weapons. Actions Attack. You can attack when you take this action, using the following: [LIST] [*]Shortsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 1d6 + 4 piercing damage. [*]Handaxe. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 1d6 + 1 slashing damage. [*]Handaxe. Ranged Weapon Attack +8 to hit, range 20/60 ft., one target. Hit 1d6 + 4 slashing damage. [*]Sling. Ranged Weapon Attack +8 to hit, range 30/120ft., one target, Hit 1d4 + 4 bludgeon damage [*]Longbow. Ranged Weapon Attack: +8 to hit, range 150/600 ft., one target. Hit: 1d8 + 4 piercing damage. [/LIST] Primeval Awareness. Ranger feature. Options [LIST] [*]Fey Ancestry. Wood Elf trait. [*]Fey Ancestry. Mask of the Wild. [*]Favored Enemy. Ranger feature. [*]Natural Explorer. Ranger feature. [*]Colossus Slayer. Hunter feature. [*]Spellcasting. Ranger feature. Spell Save DC: 13 [/LIST] Spell Attack Modifier: +5 Spell Slots: 1st-level (3) Spells Known * 1st-level spells: goodberry, hunter’s mark, longstrider Equipment * Studded leather (45gp), shortsword (10gp), handaxe (2)(10gp), longbow (53gp)(with 60 arrows), explorer’s kit (10gp), hunting trap (10gp), flute (2gp), Sling (1sp). Wealth * 199 gp [SPOILER="Background (Outlander)"]A child of the Iotanthe tribe, you grew up in the wilds, far from civilization and the comforts of town and technology. The wilds are in your blood. Even in places where you don’t know the specific features of the terrain, you know the way of the wild. Wanderer. You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth. Faction. The Iolanthe are allies of the Emerald Enclave, a group dedicated to maintaining the delicate balance between nature and civilization. Personality Trait. I once spent 6 years stalking a dragon until it finally agreed to answer my three questions. Ideal. Life is like the seasons, in constant change, and we must change with it. Bond. I am a child of the Iolanthe, the guardians of the forest wilds that protect and sustain us. Flaw. I am quick to judge. Too quick sometimes.[/SPOILER] [SPOILER="The Iolanthe"]The Iolanthe are "organised into scattered, carefully concealed villages united under a gerontocratic hierarchy composed of village councils consisting of the most distinguished families' eldest members. These councils were often advised by local druids, whose influence played no small part in wood elven politics and who frequently served as the webbing that bound any number of villages together as one realm." [Races of Faerun, pp45-47]. As with most wood elves (also called wild elves, green elves, or forest elves) the Iolanthe tend to be "reclusive and distrusting of non-elves." [Players Handbook 5E, p24].[/SPOILER] [/QUOTE]
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[5E] [RG] JM's A Bit of Trouble
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