Bok_Choi

Mousefolk Malin

Jun 2nd, 2018
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  1. https://drive.google.com/file/d/0B6eHVaEIoWbBZWRid0tkMnhPMXM/view
  2. https://drive.google.com/file/d/0B40nce9YZ1MbYTdFLUx0cnFtbnc/view
  3. Pg 90, 231, 142
  4.  
  5. ~General Info~
  6. Class: Ranger (Nomad Conclave)
  7. Race: Mousefolk
  8. Name: Malin Pauxillulus
  9. Sex: Male
  10. Alignment: Lawful Evil
  11. Height: 2 ¼ feet tall
  12. Weight: 23 pounds
  13. Age: 8 years
  14. Background: Urchin
  15. Skill Proficiencies: Sleight of Hand, Stealth, Perception, Investigation, Athletics, Animal Handling, Insight, Survival, Acrobatics
  16. Tool Proficiencies: Disguise kit, thieves' tools
  17. Languages: Common, Squeak Speak
  18.  
  19.  
  20. Trait: I like to squeeze into small places where no one else can get at me.
  21. Ideal: People: I help the people who help me-that's what keeps us alive.
  22. Bond: I escaped my life of poverty by robbing an important person, and I'm wanted for it.
  23. Flaw: It's not stealing if I need it more than someone else.
  24.  
  25. ~Race Traits~
  26. Ability Score Increase; Your Dexterity score increases by 2.
  27. Age: A Mousefolk reaches adulthood at the age of 5 and lives to be about 40 years old.
  28. Size: Mousefolk grow between 2 and 2 ½ feet tall and weighs about 25 pounds. Your size is small.
  29. Keen Senses: You have proficiency in the Perception skill.
  30. Mousefolk Weapon Training: You have proficiency with the rapier, shortsword, shortbow, and handaxe.
  31. Nimble Dodge: When attacked by an Attack of opportunity, you may use your reaction to impose disadvantage on that attack.
  32. Languages: You can speak, read, and write Common and Squeak Speak.
  33. Ability Score Increase: Your Wisdom score increases by 1.
  34. Brave: You have advantage on saving throws against being frightened.
  35. Speak With Small Beasts: Through sounds and gestures, you can communicate simple ideas with Small or smaller beasts.
  36.  
  37. ~Class Traits~
  38. Armor: Light armor, medium armor, shields
  39. Weapons: Simple weapons, martial weapons
  40. Saving Throws: Strength, Dexterity
  41. Favored Enemy: Beasts. You have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them. When you gain this feature, you also learn one language of your choice that is spoken by your favored enemies, if they speak one at all. You choose one additional favored enemy, as well as an associated language, at 6th and 14th level.
  42. Natural Explorer: While traveling for an hour or more in your favored
  43. Terrain (Forest), you gain the following benefits:
  44. Difficult terrain doesn't slow your group's travel.
  45. Your group can't become lost except by magical means.
  46. Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.
  47. If you are traveling alone, you can move stealthily at a normal pace.
  48. When you forage, you find twice as much food as you normally would.
  49. While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.
  50. You choose additional favored terrain types at 6th and 10th level.
  51. Fighting Style: Dueling.
  52. When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
  53.  
  54. ~~Ranger Archetype: Nomad Conclave~~
  55. Breadth of Knowledge: Starting at 3rd level, you have proficiency or fluency in one additional skill, tool, or language of your choice. In addition, you have advantage on saving throws to avoid becoming magically lost.
  56. Psionic Influence: When you choose this archetype at 3rd level, you learn psionic acts. When you reach 7th, 11th, and 15th levels, you learn one additional act of your choice.
  57. ~~
  58. Savage Mind: You've learned to cut flesh with additional vigor, from either enjoyment, experience, force of will, or a combination thereof. Once per turn when you roll damage for a weapon attack, you can reroll the weapon's damage dice and use either total.
  59. Chameleon Ego: You have advantage on Dexterity (Stealth) checks when your are not charmed or frightened, and have control of your mind.
  60. Unlocked Knowledge: Choose two skills, two languages, two tools, or a mix totalling 2. You have proficiency or fluency in your choices.
  61. ~~
  62.  
  63. Spells known: 3
  64. Spell slots: First: 3
  65. ~~
  66. Cure Wounds: A creature you touch regains a number of hit points
  67. equal to 1d8 +your spellcasting ability modifier. This spell has no effect on undead or constructs. At Higher Levels, when you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.
  68. Ensnaring Strike: 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 strength saving throw or be restrained by the magical vines until the spell ends. A Large or larger creature has advantage on this saving throw. If the target succeeds on the save, the vines shrivel away. While restrained by this spell, the target takes ld6 piercing damage at the start of each of its turns. A creature restrained by the vines or one that can touch the creature can use its action to make a strength check against your spell save DC. On a success, the target is freed. At Higher Levels, if you cast this spell using a spell slot of 2nd level or higher, the damage increases by ld6 for each slot level above 1st.
  69. Zephyr Strike: You move like the wind. Until the spell ends, your movement doesn’t provoke opportunity attacks. Once before the spell ends, you can give yourself advantage on one weapon attack roll on your turn. That attack deals an extra 1d8 force damage on a hit. Whether you hit or miss, your walking speed increases by 30 feet until the end of that turn.
  70. ~~
  71. Spellcasting Ability: Wisdom is your spellcasting ability for your ranger spells, since your magic draws on your attunement to nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a ranger spell you cast and when making an attack roll with one.
  72. Spell save DC = 8 + your proficiency bonus + your Wisdom modifier (14)
  73. Spell attack modifier = your proficiency bonus + your Wisdom modifier (6)
  74.  
  75. Primal awareness: Beginning at 3rd level, 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.
  76.  
  77.  
  78. Equipment: leather armor, 2 shortswords, longbow, 20 arrows, dungeoneer’s pack (backpack, a crowbar, a hammer, 10 pilons, 10 lorches, a tinderbox, 10 days of rations, a waterskin, 50 feet of hemp rope), a small knife, a map of the city you grew up in, a pet mouse, a token to remember your parents by, a set of common clothes, and a belt pouch
  79.  
  80. ~Stats~
  81. (9, 17, 16, 14, 7, 11) (+2 Dex, +1 Wis)
  82. Strength: 14 (+2)
  83. Dexterity: 20 (+5)
  84. Constitution: 11 (+0)
  85. Wisdom: 18 (+4)
  86. Intelligence: 9 (-1)
  87. Charisma: 7 (-2)
  88. AC: 16
  89. HP: 28 (1d10 or 6 per level)
  90. Funds: 10gp
  91.  
  92. Prof. Bonus: 2
  93. Initiative: +5
  94. Hit: 1d20+6
  95. Shortsword: 1d6+6
  96. Longbow: 1d8+4
  97.  
  98. ~~Backstory~~
  99. I know and care little for typical mousefolk. They’re the ones who left me here after all. I could have lived with my own clan, travelling from city to city, exploring the lands far and wide, but not anymore. And don’t you dare say that this is my fault. Okay, maybe I stole a little something I wasn’t supposed to, but what can you do when your family is falling into despair? I *saved* them, yet they still never thanked me. Instead, they kicked me the curb, like I had somehow doomed them all by preventing our deaths. No matter. I’ve simply been biding my time, watching from the shadows of the cities, hitching a ride from place to place, picking up all these neat little tricks. How else can I survive if not by feeding off the rich? The rich like you. Here, let me show you. Shhh. Don’t be scared. This’ll only last ‘till I’m gone. I assume this is your gold? It’s mine now. Oh, no, my people never taught *me* how to ensnare people in vines… Much like how they never taught me how to pickpocket, or open locks, or slit someone’s throat all the way from one ear to the other. Ha! I don’t do that anymore though. Don’t rush getting yourself out of these vines. I’ll be halfway to the next city by then.
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