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<blockquote data-quote="GreenKarl" data-source="post: 7129586" data-attributes="member: 6801242"><p>Hmm just need some background I think... </p><p></p><p><strong>NAME</strong>: Eevuu Farseeker</p><p>[ATTACH]84786[/ATTACH]</p><p></p><p><strong>Class</strong>: Ranger (Primal)</p><p><strong>Background</strong>: Outlander – Tribal Nomad (Skills – Athletics, Survival; Tools - one type of musical instrument: flute; Languages – one of choice: Gith; Basic Equipment; 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><strong>Race</strong>: Elf (Darkvision 60ft; Proficiency with Perception; Fey Ancestry; Trance sleep; Fleet of Foot; Mask of the Wild – can attempt to hide even when you are only lightly obscured by foliage, etc.)</p><p></p><p><strong>STR 12 (+1/+3)</strong></p><p><strong>DEX 20 (+5/7)</strong></p><p>CON 15 (+2)</p><p>INT 12 (+1)</p><p>WIS 17 (+3)</p><p>CHA 16 (+3)</p><p></p><p><strong>Armor Class</strong>: 16 (leather +dexterity)</p><p><strong>Speed</strong> 35ft</p><p><strong>Hit Points</strong> 12 (HD 1/1d10)</p><p><strong>Proficiency Bonus</strong> +2</p><p><strong>Proficiencies</strong> Armor (Light, medium armor, shields), Weapons (simple weapons, martial weapons), Tools (Musical Instrument - Flute +5)</p><p><strong>Saving Throws</strong> Strength, Dexterity</p><p><strong>Skills</strong> Athletics (+3), Handle Animals (+5), Nature (+3), Perception (+5), Stealth (+7), Survival (+5)</p><p><strong>Initiative</strong> +5; <strong>Senses</strong> <em>passive</em> Perception 15, darkvision 60ft. </p><p><strong>Favored Enemy</strong>: Monstrosities (+2 damage rolls with weapon attacks, advantage on Wisdom/Survival checks and Intelligence checks to recall information about them).</p><p><strong>Natural Explorer</strong>: grants the following – Ignore Difficult Terrain; Advantage with Initiative Rolls; On first turn of combat I have advantage on attack rolls against creatures who have not acted yet; when traveling an hour or more, grants the following benefits – Difficult terrain does not slow your group’s travel; Your group cannot become lost except by magical means; Even while engaged in another activities when traveling (foraging, tracking, etc.) you remain alert to danger; when you travel alone you can move stealthily at normal speed; When foraging you find twice as much food as normal; While tracking you also learn the exact number, size and how long ago your target has passed through the area.</p><p><strong>Wild Talent</strong> Psychic Spark</p><p><strong>Languages</strong>: Tyrian, Tribal Elf, Gith </p><p></p><p><strong>Attacks</strong> Longbow +7 to hit, 1d8+5 piercing, Ammunition (range 150/600), heavy two handed</p><p>Short Sword +7 to hit, 1d6+5 piercing, finesse, light </p><p><strong>Gear</strong> leather armor, two short swords, an explorer’ pack, longbow and quiver with 20 arrows, staff, hunter trap, trophy from an animal you killed, bone flute, traveler’s cloths, a belt pouch containing 10gp</p><p></p><p><strong>Personality Traits</strong> I am driven by wanderlust. </p><p><strong>Ideal</strong> - <strong><em>Change</em></strong>. Life is like the seasons, in constant change, and we must change with it. (Chaotic)</p><p><strong>Bond</strong> I suffer awful visions of a coming disaster and will do anything to prevent it.</p><p><strong>Flaw</strong> Don’t expect me to save those who can’t save themselves. It is nature’s way that the strong thrive and the weak perish</p></blockquote><p></p>
[QUOTE="GreenKarl, post: 7129586, member: 6801242"] Hmm just need some background I think... [B]NAME[/B]: Eevuu Farseeker [ATTACH=CONFIG]84786._xfImport[/ATTACH] [B]Class[/B]: Ranger (Primal) [B]Background[/B]: Outlander – Tribal Nomad (Skills – Athletics, Survival; Tools - one type of musical instrument: flute; Languages – one of choice: Gith; Basic Equipment; 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.) [B]Race[/B]: Elf (Darkvision 60ft; Proficiency with Perception; Fey Ancestry; Trance sleep; Fleet of Foot; Mask of the Wild – can attempt to hide even when you are only lightly obscured by foliage, etc.) [B]STR 12 (+1/+3)[/B] [B]DEX 20 (+5/7)[/B] CON 15 (+2) INT 12 (+1) WIS 17 (+3) CHA 16 (+3) [B]Armor Class[/B]: 16 (leather +dexterity) [B]Speed[/B] 35ft [B]Hit Points[/B] 12 (HD 1/1d10) [B]Proficiency Bonus[/B] +2 [B]Proficiencies[/B] Armor (Light, medium armor, shields), Weapons (simple weapons, martial weapons), Tools (Musical Instrument - Flute +5) [B]Saving Throws[/B] Strength, Dexterity [B]Skills[/B] Athletics (+3), Handle Animals (+5), Nature (+3), Perception (+5), Stealth (+7), Survival (+5) [B]Initiative[/B] +5; [B]Senses[/B] [I]passive[/I] Perception 15, darkvision 60ft. [B]Favored Enemy[/B]: Monstrosities (+2 damage rolls with weapon attacks, advantage on Wisdom/Survival checks and Intelligence checks to recall information about them). [B]Natural Explorer[/B]: grants the following – Ignore Difficult Terrain; Advantage with Initiative Rolls; On first turn of combat I have advantage on attack rolls against creatures who have not acted yet; when traveling an hour or more, grants the following benefits – Difficult terrain does not slow your group’s travel; Your group cannot become lost except by magical means; Even while engaged in another activities when traveling (foraging, tracking, etc.) you remain alert to danger; when you travel alone you can move stealthily at normal speed; When foraging you find twice as much food as normal; While tracking you also learn the exact number, size and how long ago your target has passed through the area. [B]Wild Talent[/B] Psychic Spark [B]Languages[/B]: Tyrian, Tribal Elf, Gith [B]Attacks[/B] Longbow +7 to hit, 1d8+5 piercing, Ammunition (range 150/600), heavy two handed Short Sword +7 to hit, 1d6+5 piercing, finesse, light [B]Gear[/B] leather armor, two short swords, an explorer’ pack, longbow and quiver with 20 arrows, staff, hunter trap, trophy from an animal you killed, bone flute, traveler’s cloths, a belt pouch containing 10gp [B]Personality Traits[/B] I am driven by wanderlust. [B]Ideal[/B] - [B][I]Change[/I][/B]. Life is like the seasons, in constant change, and we must change with it. (Chaotic) [B]Bond[/B] I suffer awful visions of a coming disaster and will do anything to prevent it. [B]Flaw[/B] Don’t expect me to save those who can’t save themselves. It is nature’s way that the strong thrive and the weak perish [/QUOTE]
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