Valeros

Lucian Faucon's page

269 posts. Alias of Talomyr.


Race

Spells:
1st: Cure Wounds, Disguise Self, Hunter's Mark, Speak with Animals, Zephyr Strike; 2nd: Beast Sense, Protection from Poison, Rope Trick

Classes/Levels

Skills:
Insight + 5, Nature +4, Perception +8, Persuasion +3, Stealth +5, Survival +8

Gender

Human Male Ranger (Gloom Stalker) 5 | HP 35/44 | AC 19 | Init: +4 w/ Adv. | Spells: 1st - 0/4; 2nd - 0/2 | Favored Foe: 2/3 | Passive Percept: 18 | Saves: STR: +7 DEX: +6 CON: +3 INT: +2 WIS: +3 CHA: +1 | HD: 2/5 | Conditions: Lycanthropy

About Lucian Faucon

Class: Ranger (Gloom Stalker)

Background - Urban Bounty Hunter:

Skill Proficiencies: Insight, Nature, Perception, Persuasion, Stealth, Survival
Tool Proficiency: Thieves' Tools, Dice Set

Feature: Ear to the Ground

You are in frequent contact with people in the segment of society that your chosen quarries move through. These people might be associated with the criminal underworld, the rough-and-tumble folk of the streets, or members of high society. This connection comes in the form of a contact in any city you visit, a person who provides information about the people and places of the local area.

Alignment: Neutral Good

Ability Scores:
STR: 16 (+3) DEX: 14 (+2) CON: 14 (+2) INT: 12 (+1) WIS: 14 (+2) CHA: 10 (+0)

Proficiency Bonus: +3
Initiative: +4 (Dex + Wis)
Movement: 30 ft
Passive Perception: 18
Passive Insight: 15
Passive Investigation: 11

Proficiencies and Languages:
Armor: Light, Medium, Shields
Weapons: Simple and Martial
Tools: Thieve's Tools
Languages: Common, Sylvan, Infernal, Celestial

Defense:

AC: 19 (Breastplate Armor + Dex + Shield + Cloak)
HP: 44 (5d10 + 10)
HD: 5d10

Saving Throws: (w/Bonus from Cloak)
STR: +7 DEX: +6 CON: +3 INT: +2 WIS: +3 CHA: +1

Offense:
Longsword of Warning +6; 1d8/1d10 + 3 Slashing
- No suprise for all in 30 ft; Advantage on initiative checks
Longbow +5; 1d8 + 2 Piercing; 150/600 ft range
Dagger +6; 1d4 + 3; 20/60 ft range
Flail +6; 1d8 + 3 Bludgeoning

Spell: +5; DC
Spell Slots: 1st Level - 4; 2nd Level - 2

Spells Known: (4 + Conclave/Primeval Awareness)
1st: Cure Wounds, Disguise Self, Hunter's Mark, Speak with Animals, Zephyr Strike
2nd: Beast Sense, Protection from Poison, Rope Trick

*May be cast once per day without expending a spell slot

Actions in Combat: Attack, Cast a Spell, Dash, Disengage, Dodge,
Grapple, Help, Hide, Improvise, Ready, Search, Shove, Use an Object

Feats:

Skill Expert: You gain proficiency in a skill. You also gain expertise in a skill which you are already proficient in. Proficiency in Nature, Expertise in Survival, +1 to Dexterity

Skills: (* = Proficient; ** = Expertise)
Acrobatics +2
Animal Handling +2
Arcana +1
Athletics +3
Deception +0
History +1
*Insight +5
Intimidate +0
Investigation +1
Medicine +2
*Nature +4
**Perception +8
Performance +0
*Persuasion +3
Religion +1
Sleight of Hand +2
*Stealth +5
**Survival +8

Racial Features:

Speed: Your base walking speed is 30 feet.

Languages: You can speak, read, and write Common and one extra language of your choice. Humans typically learn the languages of other peoples they deal with, including obscure dialects. They are fond of sprinkling their speech with words borrowed from other tongues: Orc curses, Elvish musical expressions, Dwarvish military phrases, and so on. Sylvan

Ability Score Increase: Your ability scores each increase by 1.

Class Features:

Favored Foe: This 1st-level feature replaces the Favored Enemy feature and works with the Foe Slayer feature. You gain no benefit from the replaced feature and don't qualify for anything in the game that requires it.

When you hit a creature with an attack roll, you can call on your mystical bond with nature to mark the target as your favored enemy for 1 minute or until you lose your concentration (as if you were concentrating on a spell).

The first time on each of your turns that you hit the favored enemy and deal damage to it, including when you mark it, you increase that damage by 1d4.

You can use this feature to mark a favored enemy a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

This feature's extra damage increases when you reach certain levels in this class: to 1d6 at 6th level and to 1d8 at 14th level.

Deft Explorer: This 1st-level feature replaces the Natural Explorer feature. You gain no benefit from the replaced feature and don't qualify for anything in the game that requires it.

You are an unsurpassed explorer and survivor, both in the wilderness and in dealing with others on your travels. You gain the Canny benefit below, and you gain an additional benefit when you reach 6th level and 10th level in this class.

Canny (1st Level)
Choose one of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make using the chosen skill. Perception

You can also speak, read, and write 2 additional languages of your choice. Infernal, Celestial

Roving (6th Level)
Your walking speed increases by 5, and you gain a climbing speed and a swimming speed equal to your walking speed.

Tireless (10th Level)
As an action, you can give yourself a number of temporary hit points equal to 1d8 + your Wisdom modifier (minimum of 1 temporary hit point). You can use this action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

In addition, whenever you finish a short rest, your exhaustion level, if any, is decreased by 1.

Fighting Style: At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again. Dueling - 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.

Spellcasting: By the time you reach 2nd level, you have learned to use the magical essence of nature to cast spells, much as a druid does.

Spell Slots
The Ranger table shows how many spell slots you have to cast your ranger spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

For example, if you know the 1st-level spell Animal Friendship and have a 1st-level and a 2nd-level spell slot available, you can cast Animal Friendship using either slot.

Spells Known of 1st Level and Higher
You know two 1st-level spells of your choice from the ranger spell list.

The Spells Known column of the Ranger table shows when you learn more ranger spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level.

Additionally, when you gain a level in this class, you can choose one of the ranger spells you know and replace it with another spell from the ranger spell list, which also must be of a level for which you have spell slots.

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.

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier

Spell attack modifier = your proficiency bonus + your Wisdom modifier

Spellcasting Focus (Optional)
At 2nd level, you can use a druidic focus as a spellcasting focus for your ranger spells. A druidic focus might be a sprig of mistletoe or holly, a wand or rod made of yew or another special wood, a staff drawn whole from a living tree, or an object incorporating feathers, fur, bones, and teeth from sacred animals.

Primal Awareness: This 3rd-level feature replaces the Primeval Awareness feature. You gain no benefit from the replaced feature and don't qualify for anything in the game that requires it.

You can focus your awareness through the interconnections of nature: you learn additional spells when you reach certain levels in this class if you don't already know them, as shown in the Primal Awareness Spells table. These spells don't count against the number of ranger spells you know.

Primal Awareness Spells
Level Spell
3rd Speak with Animals
5th Beast Sense
9th Speak with Plants
13th Locate Creature
17th Commune with Nature

You can cast each of these spells once without expending a spell slot. Once you cast a spell in this way, you can't do so again until you finish a long rest.

Gloom Stalker Magic
Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Gloom Stalker Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.

Gloom Stalker Spells
Level Spells
3rd Disguise Self
5th Rope Trick
9th Fear
13th Greater Invisibility
17th Seeming

Dread Ambusher: At 3rd level, you master the art of the ambush. You can give yourself a bonus to your initiative rolls equal to your Wisdom modifier.

At the start of your first turn of each combat, your walking speed increases by 10 feet, which lasts until the end of that turn. If you take the Attack action on that turn, you can make one additional weapon attack as part of that action. If that attack hits, the target takes an extra 1d8 damage of the weapon's damage type.

Umbral Sight: At 3rd level, you gain darkvision out to a range of 60 feet. If you already have darkvision from your race, its range increases by 30 feet.

You are also adept at evading creatures that rely on darkvision. While in darkness, you are invisible to any creature that relies on darkvision to see you in that darkness.

Extra Attack: Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Gear:
Cloak of Protection (A)
Longsword of Warning (A)
Breastplate Armor
Shield
Longbow
20 Arrows
Dagger
Flail
Traveler's Clothes
Backpack
- Dice
- Mess Kit
- Bedroll
- Rations (5)
- Rope, Hemp 50 ft
- Grappling Hook
- Waterskin
- Healer's Kit
- Manacles
- Whetstone
- Healing Potion (2)

Money:
PP:
GP: 23
EP:
SP: 19
CP: 10

Backstory & Other Details:

Lucian served the Elturel guard in life, sticking primarily to outskirts of the city and specialized in bringing in those who had escaped or were hiding from the Hellriders' justice. His memories are somewhat foggy beyond that - he was killed in execution of his duties to the realm and was buried and had gone to his just reward. Shortly after Elturel had be forcefully drug into the Nine Hells, the dead began to rise from their graves, including Lucian. The difference was he had come back differently - he was not a mindless, shambling, rotting corpse like so many others - he had come back much as he was just before his life ended, including the bleeding gash in his stomach. Lucian had managed to crawl away from the erupting cemetery and into the woods. Remembering the many lessons learned throughout the years of the bounty nature could provide, he staunched the wound and bandaged it. The days, weeks, and months would go by as Lucian learned to survive in this hellscape, all along trying to figure out why this had happened to Elturel, why he had come back the way he had, and what could be done to make everything right again.

Faith: Uncertain...

Personality Traits:
I am always calm, no matter what the situation. I never raise my voice or let my emotions control me.

I don’t pay attention to the risks in a situation. Never tell me the odds.

Ideals:
People. I’m loyal to my friends, not to any ideals, and everyone else can take a trip down the Styx for all I care. (Neutral)

Bonds:
Something important was taken from me, and I aim to steal it back. My life had been taken from me, but it was lost in the line of duty, protecting the people of Elturel, but I was at peace with that. Suddenly, I am ripped from the afterlife, and forced back into my body - not as so many around me were, but truly back to life, only to find my beloved Elturel in a bleak hellscape. Why? Why am I back as I am and what can I do to return Elturel to where it belongs?

Flaws:
If there’s a plan, I’ll forget it. If I don’t forget it, I’ll ignore it.

Height: 6' 0"
Weight: 195 lbs
Hair: Dark Brown
Eyes: Blue
Skin Tone: Tanned
Age: 36