Raukus MacMairtain
Ranger 4 (hunter)
Renegade
Soldier
Str 12
Dex 18
Con 14
Int. 10
Wis 14
Cha 10
HP: 36
AC:
Saves: str +3 dex +7
PP: 14
Skills:
Athletics
Perception
Deception
Stealth
Survival
Insight
Favored enemy: English
+2 damage, adv survival to track
Natural Explorer
You are a master of navigating the natural world, and you react with swift and decisive action when attacked. This grants you the following benefits:
You ignore difficult terrain.
You have advantage on initiative rolls.
On your first turn during combat, you have advantage on attack rolls against creatures that have not yet acted.
In addition, you are skilled at navigating the wilderness. You gain the following benefits when traveling for an hour or more:
Difficult terrain doesn’t slow your group’s travel.
Your group can’t become lost except by magical means.
Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), 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.
Two-Weapon Fighting. When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Colossus Slayer: Your tenacity can wear down the most potent foes. When you hit a creature with a weapon attack, the creature takes an extra 1d8 damage if it’s below its hit point maximum. You can deal this extra damage only once per turn.
Gambits: 3 known, 3 slots at 1st
Hunters Mark, fog cloud, ensnaring strike, (fog of war, non sequitur)
Ability Score Increase. Your Dexterity score
increases by 2, and your Wisdom score increases by 1.
Heritage: Scottish Highlander
Speed. Your walking speed is 30 feet.
Darkvision. Accustomed to night fighting, you have
superior vision in dark and dim conditions. You can see
in dim light within 60 feet of you as if it were bright light,
and in darkness as if it were dim light. You can’t discern
color in darkness, only shades of gray.
Scoundrel's Luck. When you would be reduced to 0
hit points, you can instead cause that attack or effect to
reduce you to 1 hit point. Perhaps the shot was deflected
by a lucky coin in your pocket, or a convenient slip causes
a slash to glance off your starched collar. After you use
this trait, you can't use it again until you finish a long rest.
Fast Talker. You have proficiency in the Deception skill.
Tricks of the Trade. You can cast fog of war and non
sequitur with this trait, using Wisdom as your casting ability.
Once you cast either gambit, you can’t cast it again with
this trait until you finish a long rest. You can also cast these
gambits using any gambit slots you have.
Renegade Training. You have proficiency with all
simple and martial carbines.
Languages. You can speak read, and write your
heritage language, as well as one language of your choice. Scottish\Gaelic and English
Skill Proficiencies: Athletics, Perception
Tool Proficiencies: Tinker’s tools,
gaming set or
Equipment: An old uniform belonging to the army you
served in (traveler’s clothes in quality), 3 vent picks, a
mess kit, a set of dice or cards, and a pouch containing
$1 in Continental dollars.
Tinkers Tools
Bagpipe
3 vent picks
Last edited by Chris on Tue Oct 31, 2023 11:30 pm; edited 3 times in total