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Bok_Choi

The Great Hieronymus Venari

Feb 24th, 2019
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  1. Race: Aarakocra
  2. Class: Ranger (Monster Slayer)
  3. Name: Hieronymus Venari (Hiero in short)
  4. Sex: M
  5. Alignment: Chaotic Good
  6. Age: 8 (Aarakocra reach maturity at age 3)
  7. Background: Folk Hero
  8. Saving Throws: Strength/Dex
  9. Armour/Weapon Proficiencies: Light/medium armor, shields, simple/martial weapons
  10. Skill Proficiencies: (Athletics, Perception, Insight) (Animal Handling, Survival)
  11. Tool Proficiencies: Land vehicles, Carpenter’s tools
  12. Languages: Common, Aarakocra, Auran, Infernal
  13. Proficiency bonus: 2
  14.  
  15. ~~Background~~
  16. Defining Event: I stood alone against a terrible monster.
  17. Feature: Rustic Hospitality: Since you come from the ranks of the common folk, you fit in among them with ease. You can find a place to hide, rest, or recuperate among other commoners, unless you have shown yourself to be a danger to them. They will shield you from the law or anyone else searching for you, though they will not risk their lives for you.
  18. Personality Trait: I'm confident in my own abilities and do what I can to instill confidence in others.
  19. Ideal: Freedom. Tyrants must not be allowed to oppress the people.
  20. Flaw: I'm convinced of the significance of my destiny, and blind to my shortcomings and the risk of failure.
  21.  
  22. ~~Race Traits~~
  23. Ability Score Increase. Your Dexterity score increases by 2, and your Wisdom score increases by 1.
  24. Age. Aarakocra reach maturity by age 3. Compared to humans, aarakocra don’t usually live longer than 30 years.
  25. Alignment. Most aarakocra are good and rarely choose sides when it comes to law and chaos. Tribal leaders and warriors might be lawful, while explorers and adventurers might tend toward chaotic.
  26. Size. Aarakocra are about 5 feet tall. They have thin, lightweight bodies that weigh between 80 and 100 pounds.
  27. Your size is Medium.
  28. Speed. Your base walking speed is 25 feet.
  29. Flight. You have a flying speed of 50 feet. To use this speed, you can’t be wearing medium or heavy armor.
  30. Talons. You are proficient with your unarmed strikes, which deal 1d4 slashing damage on a hit.
  31. Language. You can speak, read, and write Common, Aarakocra, and Auran.
  32.  
  33. ~~Class Traits~~
  34. Favored Enemy:
  35. 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. 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.
  36. **Fiends**
  37.  
  38. Natural Explorer:
  39. You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you're proficient in. You choose additional favored terrain types at 6th and 10th level.
  40. While traveling for an hour or more in your favored terrain, you gain the following benefits:
  41. Difficult terrain doesn't slow your group's travel.
  42. Your group can't become lost except by magical means.
  43. Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.
  44. If you are traveling alone, you can move stealthily at a normal pace.
  45. When you forage, you find twice as much food as you normally would.
  46. While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.
  47. **Forest**
  48.  
  49. Fighting Style: Dueling
  50. 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.
  51.  
  52. ~~Spells: 3 known, 3 first level slots~~
  53. 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.
  54. Spell save = 8 + prof. Bonus + Wis mod (11)
  55. Spell attack mod = prof. Bonus + Wis mod (3)
  56.  
  57.  
  58. Ensnaring Strike:
  59. 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.
  60.  
  61. Cure Wounds:
  62. A creature you touch regains a number of hit points 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.
  63.  
  64. Hunter’s Mark:
  65. You choose a creature you can see within range and mystically mark it as your quarry. Until the spell ends, you deal an extra 1d6 damage to the target whenever you hit it with a weapon attack. and you have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find it. If the target drops to 0 hit points before this spell ends. you can use a bonus action on a subsequent turn of yours to mark a new creature. At Higher Levels: When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours.
  66.  
  67.  
  68.  
  69. ~~
  70.  
  71. Primeval Awareness:
  72. You can use your action and expend one ranger spell slot to focus your awareness on the region around you. For 1 minute per leveI 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, celestiais, dragons, elementals, fey, fiends, and undead. This feature doesn't reveal the creatures' location or number.
  73.  
  74. ~~Ranger Archetype: Monster Slayer~~
  75.  
  76. Hunter’s Sense:
  77. You gain the ability to peer at a creature and magically discern how best to hurt it. As an action, choose one creature you can see within 60 feet of you. You immediately learn whether the creature has any damage immunities, resistances, or vulnerabilities and What they are. If the creature is hidden from divination magic, you sense that it has no damage immunities, resistances, or vulnerabilities. You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses of it when you finish a long rest.
  78.  
  79. Slayer’s Prey:
  80. You can focus your ire on one foe, increasing the harm you inflict on it. As a bonus action, you designate one creature you can see within 60 feet of you as the target of this feature. The first time each turn that you hit that target with a weapon attack, it takes an extra 1d6 damage from the weapon. This benefit lasts until you finish a short or long rest. It ends early if you designate a different creature.
  81.  
  82. Magic:
  83. Protection from Evil and Good
  84. Until the spell ends, one willing creature you touch is protected against certain types of creatures: aberrations, celestiais, elementals, fey, fiends, and undead. The protection grants several benefits. Creatures of those types have disadvantage on attack rolls against the targel. The target also can't be charmed, frightened, or possessed by them. Ir the target is already charmed, frightened, or possessed by such a creature, the target has advantage on any new saving throw against the relevant effect.
  85.  
  86. ~~Base Stats: (7, 10, 10, 10, 11, 17)~~
  87. Str: 18 (+4)
  88. Dex: 12 (+1)
  89. Con: 10 (0)
  90. Int: 8 (-1)
  91. Wis: 12 (+1)
  92. Chr: 10 (0)
  93. HP: 28
  94. AC: 12
  95.  
  96. Equipment: Leather Armour, two shortswords, longbow, 20 arrows, backpack, a crowbar, a hammer, 10 pitons, 10 torches, a tinderbox, 10 days of rations, a waterskin, 50 feet of rope, Carpenter’s tools, a shovel, an iron pot, a set of common clothes, and a belt pouch.
  97. GP: 10
  98.  
  99. Hit: 1d20+4+(Prof 2) | Damage: 1d6+4+(Dueling 2)
  100.  
  101. Backstory:
  102. O ho HO! I was once but a humble farmer in the great plane of the air. My family and I lived in peace and harmony with the tribes in the expanse of sky. But one day… The largest, most terrifying creature I had ever seen attacked with the ferocity of a thousand winter storms! It was made of pure thunder and lightning, the hurricane-force winds nearly lifting my humble abode into space! I couldn’t let anyone be hurt, so that is when I made my decision. I bid a sorrowful farewell to my family and went out to confront this creature of thunder and lightning. We tangled, and our fight split the sky and the clouds! We tumbled down from the plane of air in the greatest fight the sky had ever seen and crashed into the tumultuous ocean swells below. We fought for five days and five nights, and and the beginning of the sixth day, as the beautiful yolk-orange sun was rising against the blackest of night skies, I managed to quell the magnificent beast with a strike of my shortsword. O HO HO! What a fight it was! It was then I knew my purpose! I must hunt down the beasts and tyrants of this world and bring the world to a glorious new peace!
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