Bellalalalinda ("Bell") L. O.
Forest Gnome Ranger 7 (Beastmaster)
Str 8 (-1, save +2)
Dex 16 (+3, save +6)
Int 14 (+2, adv. vs. magic)
Wis 14 (+2, adv. vs. magic)
Con 13 (+1)
Cha 10 (+0, adv. vs. magic)
Size S
Speed 35, Climb 35, Swim 35
AC 17
Init +3 (advantage)
Hit Points: 52 (7d10)
Inspiration: 0
Proficiency bonus: +3
Proficiencies: simple and melee weapons, light and medium armour, shields
Skills: Athletics, Perception, Stealth, Investigation, Survival
Tools: Herbalism kit
Languages: Common, Gnomish, Goblin, Giant, Gnoll.
Attacks:
Light Crossbow, 1d20+6 to hit, 1d8+3 piercing damage (+4 vs humanoids and giants), 2-handed
Short Sword, 1d20+6 to hit, 1d6+3 piercing damage
Background: Castaway (custom)
* skills: Acrobatics, Survival
* tools: Herbalism kit, language
* feature: All Eyes on You (SCAG)
Forest Gnome
* darkvision 60’
* Advantage on Int, Wis, and Cha saves vs. magic
* Cantrip: Minor illusion (DC 13)
* Speak with small beasts.
Ranger abilities:
* Greater Favoured Enemy: Humanoids and Giants
- +4 damage with weapon attacks
- advantage on Wis (survival) checks to track and on int. checks to recall info.
- advantage on saving throws on spells and abilities
* Natural Explorer
- ignore difficult terrain
- advantage on initiative
- advantage in round 1 on attack rolls on creatures that haven’t acted.
- when travelling for an hour or more:
-- difficult terrain doesn't’ slow group
-- can’t be lost non-magically
-- remain alert, even when doing something else
-- if alone, can move stealthily at normal pace
-- 2x food from foraging
-- when tracking, learn numbers, sizes, and how long ago they passed.
* Fighting Style: Mariner.
- +1 AC if in Light or Med armour, no shield
- climb/swim speeds = to move.
* Spellcasting
- slots: 4x level 1, 3x level 2 (DC: 13)
- 5 spells known:
-- level 1: Hunter’s Mark, Goodberry, Cure Wounds
-- level 2: Spike Growth, Lesser Restoration
* Primeval awareness
- as action, communicate simple ideas to beasts, etc. (not vs creatures attacked in past 10 min.)
- attune senses to see if favoured enemies lurk nearby: 1 min concentration gives numbers, direction, and distance w/in 5 miles
* Animal Companion
- replace animal companion with 8 hrs and 50gp of herbs and food; resurrect with 25gp worth.
* Companion’s Bond: Ape (see below)
- rolls own init, obeys commands
* Coordinated attack: if my companion can see me on my turn, it can uses its reaction to make a melee attack
* Beast's Defense: while my companion can see me, he gets advantage on all saving throws.
Feat:
* Lucky: 3 luck points/long rest. Spend one to re-roll an attack, save, or check, or an attack against me.
* Sharpshooter: no disadv. at long range; ignore 1/2 and 3/4 cover; -5 to attack for +10 damage. [Christmas 2016 bonus]
* Mobile: +10' move (included above), Dash not slowed by difficult terrain, make a melee attack and no opp attacks for that turn form that creature [January 2018 bonus]
Skills
+6 (dex) Acrobatics [P]
+2 (wis) Animal Handling
+2 (int) Arcana
-1 (str) Athletics
+0 (cha) Deception
+2 (int) History
+2 (wis) Insight
+0 (cha) Intimidation
+5 (int) Investigation [P]
+2 (wis) Medicine
+2 (int) Nature
+5 (wis) Perception [P]
+0 (cha) Performance
+0 (cha) Persuasion
+2 (int) Religion
+3 (dex) Sleight of Hand
+6 (dex) Stealth [P]
+5 (wis) Survival [P]
(Uses UA "Revised Ranger" (2016).
Whistler
Ape Companion (level 6)
AC 12 +3 prof = 15
HP 19 (3d8+6) > 7d8+14 = 47
Speed 30’, climb 30’
STR 18, DEX 14, INT 6 WIS 12 CON 14 CHA 7
Skills: Athletics +7, Perception +4 (passive 14), Stealth +5, Insight +4
Other:
* add proficiency to AC, damage, and all saves
* ASI to strength
* when it sees me, reaction for extra attack
* when it sees me, advantage on all saves
Attacks:
Fist 1d20+7 1d6+7 bludgeoning
Rock 1d20+7 (25/50), 1d6+7 bludgeoning
Bond: would give my life for Bellalalalinda
Trait: Will helpfully groom any of my allies
Flaw: blames self when things go wrong
Equipment: (650 gp starting, - 50 for companion)
“rare herbs and fine food” x 2 = 50gp
Light crossbow (25 gp)
- 40 bolts (2gp)
shortsword x 2 (20gp)
Breastplate (400 gp)
Component pouch (25gp)
traveller's clothes (2gp)
Backpack (2gp)
- Herbalism kit (5gp)
- bedroll (2gp)
- fine clothes (15gp)
- 50' silken rope (10gp)
- crowbar (2gp)
- robes for Whistler (1gp)
- 41gp
[sblock="Level 6"]Forest Gnome Ranger 6 (Beastmaster)
Str 8 (-1, save +2)
Dex 16 (+3, save +6)
Int 14 (+2, adv. vs. magic)
Wis 14 (+2, adv. vs. magic)
Con 13 (+1)
Cha 10 (+0, adv. vs. magic)
Size S
Speed 35, Climb 35, Swim 35.
AC 17
Init +3 (advantage)
Hit Points: 45 (6d10)
Inspiration: 0
Proficiency bonus: +3
Proficiencies: simple and melee weapons, light and medium armour, shields
Skills: Athletics, Perception, Stealth, Investigation, Survival
Tools: Herbalism kit
Languages: Common, Gnomish, Goblin, Giant, Gnoll.
Attacks:
Light Crossbow, 1d20+6 to hit, 1d8+3 piercing damage (+4 vs humanoids and giants), 2-handed
Short Sword, 1d20+6 to hit, 1d6+3 piercing damage
Background: Castaway (custom)
* skills: Acrobatics, Survival
* tools: Herbalism kit, language
* feature: All Eyes on You (SCAG)
Forest Gnome
* darkvision 60’
* Advantage on Int, Wis, and Cha saves vs. magic
* Cantrip: Minor illusion (DC 13)
* Speak with small beasts.
Ranger abilities:
* Greater Favoured Enemy: Humanoids and Giants
- +4 damage with weapon attacks
- advantage on Wis (survival) checks to track and on int. checks to recall info.
- advantage on saving throws on spells and abilities
* Natural Explorer
- ignore difficult terrain
- advantage on initiative
- advantage in round 1 on attack rolls on creatures that haven’t acted.
- when travelling for an hour or more:
-- difficult terrain doesn't’ slow group
-- can’t be lost non-magically
-- remain alert, even when doing something else
-- if alone, can move stealthily at normal pace
-- 2x food from foraging
-- when tracking, learn numbers, sizes, and how long ago they passed.
* Fighting Style: Mariner.
- +1 AC if in Light or Med armour, no shield
- climb/swim speeds = to move.
* Spellcasting
- slots: 4x level 1, 2x level 2 (DC: 13)
- 4 spells known:
-- level 1: Hunter’s Mark, Goodberry, Cure Wounds
-- level 2: Spike Growth
* Primeval awareness
- as action, communicate simple ideas to beasts, etc. (not vs creatures attacked in past 10 min.)
- attune senses to see if favoured enemies lurk nearby: 1 min concentration gives numbers, direction, and distance w/in 5 miles
* Animal Companion
- replace animal companion with 8 hrs and 50gp of herbs and food; resurrect with 25gp worth.
* Companion’s Bond: Ape (see below)
- rolls own init, obeys commands
* Coordinated attack: if my companion can see me on my turn, it can uses its reaction to make a melee attack
Feat:
* Lucky: 3 luck points/long rest. Spend one to re-roll an attack, save, or check, or an attack against me.
* Sharpshooter: no disadv. at long range; ignore 1/2 and 3/4 cover; -5 to attack for +10 damage. [Christmas 2016 bonus]
* Mobile: +10' move (included above), Dash not slowed by difficult terrain, make a melee attack and no opp attacks for that turn form that creature [January 2018 bonus]
Skills
+6 (dex) Acrobatics [P]
+2 (wis) Animal Handling
+2 (int) Arcana
-1 (str) Athletics
+0 (cha) Deception
+2 (int) History
+2 (wis) Insight
+0 (cha) Intimidation
+5 (int) Investigation [P]
+2 (wis) Medicine
+2 (int) Nature
+5 (wis) Perception [P]
+0 (cha) Performance
+0 (cha) Persuasion
+2 (int) Religion
+3 (dex) Sleight of Hand
+6 (dex) Stealth [P]
+5 (wis) Survival [P]
Whistler
Ape Companion (level 6)
AC 12 +3 prof = 15
HP 19 (3d8+6) > 6d8+12 = 40
Speed 30’, climb 30’
STR 18, DEX 14, INT 6 WIS 12 CON 14 CHA 7
Skills: Athletics +7, Perception +4 (passive 14), Stealth +5, Insight +4
Other:
* add proficiency to AC, damage, and all saves
* ASI to strength
Attacks:
Fist 1d20+7 1d6+7 bludgeoning
Rock 1d20+7 (25/50), 1d6+7 bludgeoning
Bond: would give my life for Bellalalalinda
Trait: Will helpfully groom any of my allies
Flaw: blames self when things go wrong
Equipment: (650 gp starting, - 50 for companion)
“rare herbs and fine food” x 2 = 50gp
Light crossbow (25 gp)
- 40 bolts (2gp)
shortsword x 2 (20gp)
Breastplate (400 gp)
Component pouch (25gp)
traveller's clothes (2gp)
Backpack (2gp)
- Herbalism kit (5gp)
- bedroll (2gp)
- fine clothes (15gp)
- 50' silken rope (10gp)
- crowbar (2gp)
- robes for Whistler (1gp)
- 41gp
[/sblock][sblock="Level 5"]Forest Gnome Ranger 5 (Beastmaster)
Str 8 (-1, save +2)
Dex 16 (+3, save +6)
Int 14 (+2, adv. vs. magic)
Wis 14 (+2, adv. vs. magic)
Con 13 (+1)
Cha 10 (+0, adv. vs. magic)
(points spent: 0, 9+r, 4+r, 7, 5, 2 = 27)
Size S
Speed 25, Climb 25, Swim 25.
AC 17
Init +3 (advantage)
Hit Points: 39 (5d10)
Inspiration: 0
Proficiency bonus: +3
Proficiencies: simple and melee weapons, light and medium armour, shields
Skills: Athletics, Perception, Stealth, Investigation, Survival
Tools: Herbalism kit
Languages: Common, Gnomish, Goblin, Giant
Attacks:
Light Crossbow, 1d20+6 to hit, 1d8+3 piercing damage (+2 vs humanoids), 2-handed
Short Sword, 1d20+6 to hit, 1d6+3 piercing damage
Background: Castaway (custom)
* skills: Acrobatics, Survival
* tools: Herbalism kit, language
* feature: All Eyes on You (SCAG)
Forest Gnome
* darkvision 60’
* Advantage on Int, Wis, and Cha saves vs. magic
* Cantrip: Minor illusion (DC 13)
* Speak with small beasts.
Ranger abilities:
* Favoured Enemy: Humanoids
- +2 damage with weapon attacks
- advantage on Wis (survival) checks to track and on int. checks to recall info.
* Natural Explorer
- ignore difficult terrain
- advantage on initiative
- advantage in round 1 on attack rolls on creatures that haven’t acted.
- when travelling for an hour or more:
-- difficult terrain doesn't’ slow group
-- can’t be lost non-magically
-- remain alert, even when doing something else
-- if alone, can move stealthily at normal pace
-- 2x food from foraging
-- when tracking, learn numbers, sizes, and how long ago they passed.
* Fighting Style: Mariner.
- +1 AC if in Light or Med armour, no shield
- climb/swim speeds = to move.
* Spellcasting
- slots: 4x level 1, 2x level 2 (DC: 13)
- 4 spells known:
-- level 1: Hunter’s Mark, Goodberry, Cure Wounds
-- level 2: Spike Growth
* Primeval awareness
- as action, communicate simple ideas to beasts, etc. (not vs creatures attacked in past 10 min.)
- attune senses to see if favoured enemies lurk nearby: 1 min concentration gives numbers, direction, and distance w/in 5 miles
* Animal Companion
- replace animal companion with 8 hrs and 50gp of herbs and food; resurrect with 25gp worth.
* Companion’s Bond: Ape (see below)
- rolls own init, obeys commands
* Coordinated attack: if my companion can see me on my turn, it can uses its reaction to make a melee attack
Feat:
* Lucky: 3 luck points/long rest. Spend one to re-roll an attack, save, or check, or an attack against me.
Skills
+6 (dex) Acrobatics [P]
+2 (wis) Animal Handling
+2 (int) Arcana
-1 (str) Athletics
+0 (cha) Deception
+2 (int) History
+2 (wis) Insight
+0 (cha) Intimidation
+5 (int) Investigation [P]
+2 (wis) Medicine
+2 (int) Nature
+5 (wis) Perception [P]
+0 (cha) Performance
+0 (cha) Persuasion
+2 (int) Religion
+3 (dex) Sleight of Hand
+6 (dex) Stealth [P]
+5 (wis) Survival [P]
Characteristics:
Personality:
Ideal:
Bond:
Flaw:
Whistler
Ape Companion (level 5)
AC 12 +3 prof = 15
HP 19 (3d8+6) > 5d8+10 = 33
Speed 30’, climb 30’
STR 18, DEX 14, INT 6 WIS 12 CON 14 CHA 7
Skills: Athletics +7, Perception +4 (passive 14), Stealth +5, Insight +4
Other:
* add proficiency to AC, damage, and all saves
* ASI to strength
Attacks:
Fist 1d20+7 1d6+7 bludgeoning
Rock 1d20+7 (25/50), 1d6+7 bludgeoning
Bond: would give my life for Bellalalalinda
Trait: Will helpfully groom any of my allies
Flaw: blames self when things go wrong
Equipment: (650 gp starting, - 50 for companion)
“rare herbs and fine food” x 2 = 50gp
Light crossbow (25 gp)
- 40 bolts (2gp)
shortsword x 2 (20gp)
Breastplate (400 gp)
Component pouch (25gp)
traveller's clothes (2gp)
Backpack (2gp)
- Herbalism kit (5gp)
- bedroll (2gp)
- fine clothes (15gp)
- 50' silken rope (10gp)
- crowbar (2gp)
- robes for Whistler (1gp)
- 41gp
To do:
* bonds and background[/sblock]