Harpy’s Messengers (Adventure Group)

Baggage Train

Adholf – Ranger 4th
Hobgoblin, male, right handed, 6’5”, #268, black hair, yellow eyes
Vision: Darkvision 60’
Health/Hit Points = 6,6,6,6 + 12 = 36
Strength: 18 [+4 bonus] / Intelligence: 9 / Wisdom: 12 [+1 bonus] / Dexterity: 13 [+1 bonus] / Constitution: 17 [+3 bonus] / Charisma: 9 / Sanity: 10
SAVING THROWS: Strength (+2 & +4 = +6), Dexterity (+2 & +1 = +3)
LANGUAGES: Common Orlec, Goblin/Orrish,
ARMOR: light armor, medium armor, shields
WEAPONS: simple weapons, martial weapons
Athletics, Survival, Nature, Perception, Stealth
TOOLS: Recorder/flute
# Attacks: 1
Initiative: +1
Ranger Archetype: Hunter
Fighting Style = Two-Weapon Fighting > When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second Attack.
Horde Breaker: Once on each of your turns when you make a weapon Attack, you can make another Attack with the same weapon against a different creature that is within 5 feet of the original target and within range of your weapon.
Favored Enemy: Monstrosities > You have significant experience studying, tracking, hunting, and even talking to a certain type of enemy. You have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence Checks to recall information about them.
Natural Explorer: Mountain
Primeval Awareness: You can use your action and expend one Ranger spell slot to focus your awareness on the region around you. For 1 minute per level of the spell slot you expend, you can sense whether the following types of creatures are present within 1 mile of you (or within up to 6 miles if you are in your favored terrain): Aberrations, Celestials, Dragons, Elementals, fey, Fiends, and Undead. This feature doesn’t reveal the creatures’ location or number.
Martial Advantage. Once per turn, the hobgoblin can deal an extra 7 (2d6) damage to a creature it hits with a weapon attack if that creature is within 5 ft. of an ally of the hobgoblin that isn’t incapacitated.

Dual Wielder: You master fighting with two weapons, gaining the following benefits:
You gain a +1 bonus to AC while you are wielding a separate melee weapon in each hand.
You can use two-weapon fighting even when the one-handed melee weapons you are wielding aren’t light.
You can draw or stow two one-handed weapons when you would normally be able to draw or stow only one.

Tactical #1
Adholf was meant to hunt and strike down enemies of the land. He is keen to always be on the side of life and and nature, and sees himself as a defender against the cancer and corruption of evil. As a warrior, he views himself as the one who must make the tough decisions, which sometimes seem crude or repugnant in fighting evil. He always goes for the most powerful of foes – groups if possible, using both weapons. He prefers for others to do direct engagement if he can maneuver to strike from the flank or behind in single foe fights. Against groups, he is the wall against which they break and will be in the middle.
Armor: Breastplate
> Resilience = 2 (Breastplate 2; -1 Result Shift / 1 less Armor Class)
> Armor Class: 15 [armor]/16 [Dex +1]/17 [style] Weapon(s):
Hand axe (for throwing 30’ or melee)
> Attack bonus = +6
> Damage = D6/3 + 4 for strength = 7 simple/ 10 full / 26 critical
Battle Axe and War Pick
> Attack bonus = +6
> Damage = D8/4 + 4 for strength = 8 simple/ 12 full / 20 critical
(axe can be used 2 handed for 9 / 14 / 24 damage)

Slots = 3; 1st x 3
Ensnaring Strike
Hunters MArk
Hail of Thorns

Background: Outlander (outcast)

Rogue 1st/Wizard 5th [Enchantment] Human, female, 5’6”, 147#, pale skinned, red hair [shaved close], right handed, light brown eyes, age: 24
HD: 8, 4, 4, 4, 4, 4 +6 = 34
Essence: 21 – 5 Occult Aptitude, -1 Coven
Background: Sage
Strength: 9
Intelligence: 17
Wisdom: 12
Dexterity: 16
Constitution: 13
Charisma: 10
Sanity: 12
Proficiency +3 @ 6th level
Skills: Arcana (INT), History (INT), Sleight of Hand (DEX), Investigation (INT), Perception (WIS), Stealth (DEX)
Tools: Thieves Tools,
Ability/Saves: Dexterity, Intelligence
Languages: Celestial (literate), Animal Mimicry, Dundarum (literate), Feyloise (literate)
Items: robe of scintillating colors; characters recheck init averting eyes (blood bond)
Occult Aptitude 1 / Mana 4
Feat: Glamour of Violence
> Caster may use Suggestion to a) Provoke a willing target to Rage a number of times in a Long Rest equal to their Proficiency Bonus; b) Gain Advantage on any chance to resist charm or sleep; and c) 1/Short Rest may, as a Reaction, dispel any fear or fright effect.
Feat: Essence of Reflection
> when u use Hypnotic Gaze, get a mirror image (max = int bonus for 1 minute)
Cantrips: Prestidigitation, Light, Dancing Lights, Firebolt (2D10/11)
> Occult Mirage
1st: Hideous Laughter, Charm Person, Mage Armor, Detect Magic, Sleep, Color Spray, Alarm, Silent Image
2nd:Hold Person, Darkness, Invisibility, Suggestion
3rd: Glyph of Warding, Fear, Protection from Energy
Create a perfect silent image of a shield man with spear with a glowing tip to draw attackers away from party.
= saw a vision of faith = makes it perfect!
Ritual of the Dark Sun
Character can cast Contagion 1/Long Rest
Character can cast Hellish Rebuke 1/Short Rest –Damage is cold, does max. Damage + their proficiency bonus if they do average to themselves (bypass any resistance or immunity)
Character always has Advantage on Stealth checks