Paelias “Ara” Quicksilver Elenloth of Greyhawk
Wood Elf (Ranger)
Level: 3
Age: 185 Height: 5’ 11” Weight: 170lbs Size: Medium Speed: 35 feet
Alignment: Chaotic Good
Background: Outlander
STR 12 (+1)
DEX 17 (+3)
CON 12 (+1)
INT 11
WIS 14 (+2)
CHR 10
Saves: STR (+3) DEX (+5) CON (+1) WIS (+2)
(Advantage on all saving throws against charm and no sleep spells)
HP: 33 (1d8)
AC: 14 (+2 w Shield)
Proficiency Bonus: +2
Initiative: +2
Archery: +2 all ranged weapons
Passive Percept: 12
Darkvision 60'
Languages: Elvish, Common, Draconic
Proficiencies: Light & Medium Armor and shields, Simple and Martial Weapons
Proficient Skills:
(WIS) Animal Handling (+4)
(STR) Athletics (+3)
(INT) Investigation (+2)
(WIS) Perception (+4)
(DEX) Stealth (+5)
(WIS) Survival (+4)
Abilities:
Mask of the Wild: Hide when only lightly obscured
Horde Breaker: Once on each of your turns, you can make another attack with the same weapon against a different creature that is within 5ft of the original target and within range of your weapon
Primeval Awareness: action and 1 ranger spell slot, can sense creatures within 1mi (6mi favored terrain)
Natural Explorer (Forest): You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. When you make an INT or WIS check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you are proficient in. While traveling for an hour or more in your favored terrain, you gain the following benefits:
- Difficult terrain doesn’t slow your groups travel
- Your group can’t become lost except by magical means
- Even when you are engaged in another activity while traveling you remain alert to danger
- If you are traveling alone, you can move stealthily at a normal pace
- When you forage, you find twice as much food as you normally would
- While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area
Wanderer: You’ve an excellent memory for maps and geography and 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, etc.
Spell casting: Save DC: 12 ; Attack: +4
Slots: 1st - 3
Spells:
Hail of Thorns: 1 Bonus Action; Self; V; Concentration, up to 1min
The next time you hit a creature with a ranged weapon attack before spell ends, this creates a rain of thorns that sprout from your ranged weapon or ammunition. In addition to the normal effect of the attack, the target of the attack and each creature within 5 feet of it must make a DEX saving throw. A creature takes 1d10 piercing damage on a failed save, or half as much damage on a successful one.
Ensnaring Strike: 1 bonus action; Self; V; Concentration, up to 1min
The next time you hit a creature with a weapon attack before this spell ends, a writhing mass of thorny vines appears at the point of impact, and the target must succeed on a STR saving throw or be restrained by the magical vines until the spell ends. A Large or larger creature has advantage on this saving throw. Of the target succeeds on the save, the vines shrivel away. While restrained, the target takes 1d6 piercing damage at the start of each of its turns. A restrained by vines or one that can touch the creature can use its action to make a STR check against your spell save DC. On a success, the target is freed.
Cure Wounds: 1 action; Touch; V, S; Instantaneous
A creature you touch regains a number of hit points equal to 1d8 + spellcasting ability modifier. This spell has no effect on undead or constructs.
Weapons:
Studded Leather Armor (AC 12)
"Death’s Whisper", Longbow +1 Att: (+8 ) Dam: (1d8+4) [60arrows (3 quivers)]
Darts (40) Att: (+7) Dam: (1d4+3)
Rapier Att: (+5) Dam: (1d8+3)
Shield (+2 AC)
Equipment:
Dungeoneer's Pack: (Backpack, Crowbar, Hammer, Tinderbox,10 pitons, 10 torches, 10 days rations, water skin, 50' rope)
“Suldal” - Riding Horse (Speed: 60 ft; Carrying: 480lbs)
Riding Saddle
Saddle Bags
Staff
Hunting Trap
Animal Trophy
Traveler’s Clothes
Pouch for GPs
Grappling Hook
Manacles
Healer's Kit (10. Stabilize 0 hp)
Potion of Healing (2d4+2)
2 Vials of Acid (Ranged attack/Dam 2d6)
2lbs Silver
2lbs Copper
Gold: (5d4x10) x 3 + 10 (Outlander)
490 - 294 (equipment) – 89 (steed) = 107
Trait: I am driven by a need for adventure and revenge
Ideal: Life is like the seasons, in constant change, and we must change with it.
Bond: I will bring terrible wrath down on the evil Drow that took my love
Flaw: I am slow to trust members of other races and societies
Wood Elf (Ranger)
Level: 3
Age: 185 Height: 5’ 11” Weight: 170lbs Size: Medium Speed: 35 feet
Alignment: Chaotic Good
Background: Outlander
STR 12 (+1)
DEX 17 (+3)
CON 12 (+1)
INT 11
WIS 14 (+2)
CHR 10
Saves: STR (+3) DEX (+5) CON (+1) WIS (+2)
(Advantage on all saving throws against charm and no sleep spells)
HP: 33 (1d8)
AC: 14 (+2 w Shield)
Proficiency Bonus: +2
Initiative: +2
Archery: +2 all ranged weapons
Passive Percept: 12
Darkvision 60'
Languages: Elvish, Common, Draconic
Proficiencies: Light & Medium Armor and shields, Simple and Martial Weapons
Proficient Skills:
(WIS) Animal Handling (+4)
(STR) Athletics (+3)
(INT) Investigation (+2)
(WIS) Perception (+4)
(DEX) Stealth (+5)
(WIS) Survival (+4)
Abilities:
Mask of the Wild: Hide when only lightly obscured
Horde Breaker: Once on each of your turns, you can make another attack with the same weapon against a different creature that is within 5ft of the original target and within range of your weapon
Primeval Awareness: action and 1 ranger spell slot, can sense creatures within 1mi (6mi favored terrain)
Natural Explorer (Forest): You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. When you make an INT or WIS check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you are proficient in. While traveling for an hour or more in your favored terrain, you gain the following benefits:
- Difficult terrain doesn’t slow your groups travel
- Your group can’t become lost except by magical means
- Even when you are engaged in another activity while traveling you remain alert to danger
- If you are traveling alone, you can move stealthily at a normal pace
- When you forage, you find twice as much food as you normally would
- While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area
Wanderer: You’ve an excellent memory for maps and geography and 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, etc.
Spell casting: Save DC: 12 ; Attack: +4
Slots: 1st - 3
Spells:
Hail of Thorns: 1 Bonus Action; Self; V; Concentration, up to 1min
The next time you hit a creature with a ranged weapon attack before spell ends, this creates a rain of thorns that sprout from your ranged weapon or ammunition. In addition to the normal effect of the attack, the target of the attack and each creature within 5 feet of it must make a DEX saving throw. A creature takes 1d10 piercing damage on a failed save, or half as much damage on a successful one.
Ensnaring Strike: 1 bonus action; Self; V; Concentration, up to 1min
The next time you hit a creature with a weapon attack before this spell ends, a writhing mass of thorny vines appears at the point of impact, and the target must succeed on a STR saving throw or be restrained by the magical vines until the spell ends. A Large or larger creature has advantage on this saving throw. Of the target succeeds on the save, the vines shrivel away. While restrained, the target takes 1d6 piercing damage at the start of each of its turns. A restrained by vines or one that can touch the creature can use its action to make a STR check against your spell save DC. On a success, the target is freed.
Cure Wounds: 1 action; Touch; V, S; Instantaneous
A creature you touch regains a number of hit points equal to 1d8 + spellcasting ability modifier. This spell has no effect on undead or constructs.
Weapons:
Studded Leather Armor (AC 12)
"Death’s Whisper", Longbow +1 Att: (+8 ) Dam: (1d8+4) [60arrows (3 quivers)]
Darts (40) Att: (+7) Dam: (1d4+3)
Rapier Att: (+5) Dam: (1d8+3)
Shield (+2 AC)
Equipment:
Dungeoneer's Pack: (Backpack, Crowbar, Hammer, Tinderbox,10 pitons, 10 torches, 10 days rations, water skin, 50' rope)
“Suldal” - Riding Horse (Speed: 60 ft; Carrying: 480lbs)
Riding Saddle
Saddle Bags
Staff
Hunting Trap
Animal Trophy
Traveler’s Clothes
Pouch for GPs
Grappling Hook
Manacles
Healer's Kit (10. Stabilize 0 hp)
Potion of Healing (2d4+2)
2 Vials of Acid (Ranged attack/Dam 2d6)
2lbs Silver
2lbs Copper
Gold: (5d4x10) x 3 + 10 (Outlander)
490 - 294 (equipment) – 89 (steed) = 107
Trait: I am driven by a need for adventure and revenge
Ideal: Life is like the seasons, in constant change, and we must change with it.
Bond: I will bring terrible wrath down on the evil Drow that took my love
Flaw: I am slow to trust members of other races and societies
Last edited by trouble7332 on Mon Nov 20, 2017 10:53 pm; edited 3 times in total