Essence: 19-8-2 = 9 / Aptitude (1 Divine [-4], 1 Kinetic [-4], -2 Feywild); “Edge of Life” Ranger Focus
Skills: History +4, Athletics +9 (+1 Kinetic Affinity), Investigation +4, Nature +4, Animal Handling +5, Stealth +3, Perception +5/+7 scent based checks (Darkvision 60′)
Lores: [+2] Bureaucracy (of Orlec), Starcraft Piloting (Feywild)
Tools: Herbalist Kit [see Interpretation + XGE and Overview); Recipes: {DC 5} CALM For sedating and calming the condemned 1 hour (adv on Sanity); {DC 5} SALVE 1 Pt. Healing; {DC 5} PLANT TREAT (add water); {DC 10} LIVER TREAT for animal treats; {DC 10} BURN BALM 1 pt. fire/acid/frost; {DC 10} POULTICE 3 pt. Short Rest on wound; {DC 15} NURTURE 3 pt malaise/disease (+ dispel 1 Exhaustion for 1 day); {DC 5} WAR PAINT (orc tribal; CHA penalty = bonus to Intimidate); {DC 15} PEP -1 Exhaustion/+1 Con 1 hour; +1 Exhaustion
Ability: Strength, Dexterity
Land Circles: Coastal (for “Shikari”)
Languages: Orrish (literate), Dundarum (human; literate), Kaithlen (haushrin); Sahuagin, Speech of Beast and Leaf; a few primordial words for elemental liturgy.
Armor: Light [E], Medium [E], Shields
Weapons: Martial, Simple (prefer axes, pole arms, spears, and staffs)
Fighting Style: Dueling +2 damage (any melee weapon 1 or 2 handed and nothing else)
Savage Attacks: When you score a critical hit with a melee weapon Attack, you can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit.
[FEATS] Polearm Master (Opportunity attack when opponent crosses reach, d4 Bonus Action attack with blunt end); Orcish Fury – When you hit with an attack made with a simple or martial weapon, you can roll one of the weapon’s damage dice an additional time and add it as extra damage of the weapon’s damage type. Once you use this ability, you can’t use it again until you finish a short or long rest. Immediately after you use your Relentless Endurance trait, you can use your reaction to make one weapon attack.
Inspired Leadership: Grant inspiration; 1/Short Rest.
Primeval Awareness: Allows you to establish a powerful link to beasts and to the land around you. You have an innate ability to communicate with beasts, and they recognize you as a kindred spirit. Through sounds and gestures, you can communicate simple ideas to a beast as an action, and can read its basic mood and intent. You learn its emotional state, whether it is affected by magic of any sort, its short-term needs (such as food or safety), and actions you can take (if any) to persuade it to not attack. You cannot use this ability against a creature that you have attacked within the past 10 minutes. Additionally, you can attune your senses to determine if any of your favored enemies lurk nearby. By spending 1 uninterrupted minute in concentration (as if you were concentrating on a spell), you can sense whether any of your favored enemies are present within 5 miles of you. This feature reveals which of your favored enemies are present, their numbers, and the creatures general direction and distance (in miles) from you. If there are multiple groups of your favored enemies within range, you learn this information for each group.
Favored Enemy: Kaithlen and Cazua (2 humanoids) +2 damage/Advantage on Wisdom and Intelligence tracks to know details and track them.
GREATER = Sahuagin (+4 damage; advantage on saves against the spells and abilities used by them)
Bonded with Nature: [Aptitude = Divine 1/Kinetic 1] “One with the Land”
Favored Terrain: Coastal
You are a master of navigating the natural world, and you react with swift and decisive action when attacked – taking advantage of every element of terrain, weather, light, etc. This grants you the following benefits:
In addition, you are skilled at navigating the wilderness. You gain the following benefits when traveling for an hour or more (companions only gain it if you are leading them):
Faith: ELEMENTAL/Anima (Dennio [earth] venerated – mostly powerful in The Oldening; “Let the blood of my foes feed the earth.”
> Moon Maiden Blessing: 1 (Bless or Short Rest)
AC: Skum (14) + shield (+2) = 16
> Resilience 1 (shield) / 1 (Hide = alternate)
> Armored Maneuvers: Armor, if worn and already having Resilience, +1 extra resilience which can only be used by the character, they adapt it until they drop/doff the item. Once dropped, it is considered Useless.
HIT POINTS: 61 (15/10/6/6/6/6, +12; heal 3/Short Rest (x2 w/Tidebreak Isle effect when drunk); Relentless Endurance + Second Wind [E] x2 = buffs)
> Relentless Endurance: 1/Short Rest, When reduced to 0 Hit Points but not killed, you can drop to 1 hit point instead.
> Second Wind: Enhanced/Bonus Action = d10/5 + ranger level 1/Short Rest > Kinetic = Suppresses a level of Exhaustion for an hour per proficiency bonus, and gets Proficiency Bonus in healing {14}.
= -4 -5
Hide (Makes his own Hide; symbols/hunting scenes/landscapes) Hide AC: 12 [1 Resilience] Treated Skum Armor: 14 AC, 3 resilience, 1 damage absorption, 2 psychic damage absorption, Light hide armor, Tailored Flexible, salt waterproof, no disadvantage to swim, 2 uses of barrier {fire/cold/Acid} 1 use of barrier {Psychic} Cost = 5000 SC
Favored Terrain: Coast = +1 STR [21]
+8 Attack
Halberd: +5 attack; 10’ reach; STR/Style/Bond/Race/living – blade [d10] 12/17/37(1), butt [d4] 9/11/19(1)
battle axe: (d8/d10) 1h = 9/13/21 (str/living) / 2h = 11/15/31(1) (str/living)
Hand axe – (when traveling) d6/3 +1dmg edge, + 5 (str) = 10/13/25(1)
Short Bow (re-curve/+1 dmg/init; r=100; 15 str) 4/7/13
[@BEAR = Claws 9/12/20 (2d4 + 4 = 9/12/20; 1 attack only at +4 Attack)]
Footwear: soft leather shoes (none in countryside or city if not needed)
Backpack: blanket, linen (sack/rags), small tarp + clothes [2 sets] large cloak w/full cowl, breeches, tunic; washes clothes in water with natural flower/plant oils each day, whetstone, 2 bow strings, flint + tinder/3 torches/1 oil flask; rolling apron/kit (skinning+tanning)
Satchel: made from hide 2 headed aquatic dog like thing: Herbalist kit (oils+3 dyes) + 2 poison sacks > weapon d6 poison + poisoned state if both; Orc tribal war paint
Purse: [around neck] 10 silver, whistle (silvery/feels like reef)
NOT CARRIED = studded leather (given by town; greater resilience 1); 2 explorer packs with ciphered notebooks and better drawing tools
JOB = Pole and pennant: a sign representing gaol and headsman services; [Black leather] hood w/mask + high leather gloves + black leather apron for job duties; shackles that once held Cazua Emperor’s check and balance, as a vampire, on the island. Book of the names of all lawfully killed and their crimes (written by a judge or sheriff)
Grylls is a large female black bear, 143 lbs, dark black fur; she likes to have a skunk stripe put on her as a joke – it helps townsfolk relax a bit more around her and she thinks its funny.
HP: [4] 8/4/4/4/4/4 + 12 = 40; AC: 13; Speed 40/Climb 30
STR 15/WIS 12/DEX 10/CON 14/INT 2/CHA 7
Proficiency: All Saving Throws; AC, Damage; Animal Handling (rally other animals; +4), Athletics (+5); [Advantage on] Perception (using smell; Passive = 13/+4) / Gains Favored Enemy benefits / Beast Sense [at will; Bonus Action to ‘connect’]
COMBAT: Claws 10/13/21 (2d4/5 + 5; 1 attack only at +2/+ [PB] Attack)
* Coordinated Attack @5th: When you use the Attack action on your turn, if your companion can see you, it can use its reaction to make a melee attack.
* Rallying Cry: Heals Proficiency Bonus when ranger uses Second Wind.
bond: The ranger who travels with me is a beloved companion for whom I would gladly give my life.
trait: I have a knack for showing up in the nick of time.
flaw: If there’s food left unattended, I’ll eat it. (often wrangles other animals to help.)
Requirements: Eschew ALL spell casting (no multi-classing with spells, no Charms; Ranger UA variant only); 1 Kinetic Aptitude, 1 Divine Aptitude; Chosen at 1st level character and Ranger class, and pre-choosing Hunter as their archetype.