Racoon

Badger the Rover's page

473 posts. Alias of Gnomezrule.


Race

Forest Gnome Ranger 6 HP 36/49 | AC 16 |Hit Dice 4/4d10 |Init. +4 | Speed/Swim 25ft| Passive Perception 12

Gender

Male

Size

38"

Age

35

Alignment

Neutral Good

Deity

Baervan Wildwanderer

Location

Saltmarsh

Languages

Common, Draconic, Gnomish, Goblin

Occupation

Town Guard (Scout) and Wilderness Guide

Homepage URL

Badger

Strength 8
Dexterity 18
Constitution 14
Intelligence 10
Wisdom 14
Charisma 12

About Badger the Rover

Badger the Rober
Neutral Good Ranger Level 5
Init +4; Perception +2
DEFENSE
AC 16 (+2 Dex +4 Scale Mail)
HP 49 (6d10+12);
OFFENSE
Speed 25
Melee Shortsword +7 (1d6+5)
Melee Dagger +7 (1d4+5)
Range Shortbow +6 (1d6+6) range 80/320
Space 5ft.; Reach 5

Skills:

Acrobatics +4
Animal Handling +4
Arcana +0
Athletics +1
Deception +1
History +0
Insight +2
Intimidation +1
Investigation +0
Medicine +2
Nature +2
Perception +2
Performance +2
Persuasion +1
Religion +0
Sleight of Hand +6
Stealth +6 (Dis)
Survival +4

Race:
Forest Gnome
+2 Intelligence, +1 Dexterity
Size- Small
Speed- 25ft
Natural Illusionist- You know the minor illusion cantrip. Intelligence is your spellcasting ability for it.
Speak with Small Animals- Through sounds and gestures, you can communicate simple ideas with Small or smaller beasts. Forest gnomes love animals and often keep squirrels, badgers, rabbits, moles, woodpeckers, and other creatures as beloved pets.
Languages- Common, Gnome

Background-:
Outlander
Feature: Wanderer- You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.
Proficiencies Athletics, Survival, Lute, & Goblin
Personality Traits
-I’m driven by a wanderlust that led me away from home.
-I’m always picking things up, absently fiddling with them, and sometimes accidentally breaking them.
Ideals
-Greater Good. It is each person’s responsibility to make the most happiness for the whole tribe. (Good)
Bonds
-My family, clan, or tribe is the most important thing in my life, even when they are far from me.
Flaws
-There’s no room for caution in a life lived to the fullest.
-Violence is my answer to almost any challenge.

Class:

Proficiencies- Animal Handling, Nature, Stealth
Favored Enemy- Humanoids: Beginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy commonly encountered in the wilds. Choose a type of favored enemy: beasts, fey, humanoids, monstrosities, or undead. You gain a +2 bonus to damage rolls with weapon attacks against creatures of the chosen type. Additionally, 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, typically one spoken by your favored enemy or creatures associated with it. However, you are free to pick any language you wish to learn. (Kobolds, Goblinoids & Draconic).
Natural Explorer- You are a master of navigating the natural world, and you react with swift and decisive action when attacked. This grants you the following benefits:
* You ignore difficult terrain.
* You have advantage on initiative rolls.
* On your first turn during combat, you have advantage on attack rolls against creatures that have not yet acted.
In addition, you are skilled at navigating the wilderness. You gain the following benefits when traveling for an hour or more:
* Difficult terrain doesn’t slow your group’s travel.
* Your group can’t become lost except by magical means.
* Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.
* If you are traveling alone, you can move stealthily at a normal pace.
* When you forage, you find twice as much food as you normally would.
* While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.
Swamp You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions.
Fighting Style You adopt a particular style of fighting as your specialty. Two-Weapon Fighting: When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Spellcasting
1st Level Spell Slots: 2/4
1st Level Spells Known:
- Hunter's Mark
- Cure Wounds
2nd Level Spell Slots 1/2
2nd Level Spells Known:
-Spike Growth
-Pass Without Trace
Primeval Awareness Beginning at 3rd level, your mastery of ranger lore 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.
Colossus SlayerYour tenacity can wear down the most potent foes. When you hit a creature with a weapon attack, the creature takes an extra 1d8 damage if it’s below its hit point maximum. You can deal this extra damage only once per turn.
Greater Favored Enemy- Dragons: At 6th level, you are ready to hunt even deadlier game. Choose a type of greater favored enemy: aberrations, celestials, constructs, dragons, elementals, fiends, or giants. You gain all the benefits against this chosen enemy that you normally gain against your favored enemy, including an additional language. Your bonus to damage rolls against all your favored enemies increases to +4. Additionally, you have advantage on saving throws against the spells and abilities used by a greater favored enemy.

Equipment:

Traveler's Outfit
Mariner's Scale Mail
Bracers of Archery
Medal of the Horizonback
Breathing Bubble
Shortsword +1
Shortsword +1
Dagger
Longbow
Explorer's Kit
*Healing Potion
*Healing Potion
*Healing Potion
*Backpack
*Bedroll
*Rope
*Soap
*Thieves Tools
*Torches (10)
*Rations (10 Days)
*Waterskin
*Bullywug trinkets
119 gp
116pp

History:
Badger was raised by a group of gnomes that lived in the Hool Marshes. Last year, lizardfolk fell upon your home. You escaped in the confusion, became lost, and ended up here. If anyone wants to go bash those scaly murderers, you're ready to leap into action.
A couple of years ago when goblins emerged from the Dreadwood to raid the area, you distracted them long enough for the militia to prepare an ambush that sent them fleeing back to the forest. The captain of the guard, Eliander Fireborn, has given you a commission as an officer of the town guard.

Appearance:
Barely over three feet the scruffy looking gnome is topped with a red tinged crop of auburn hair. It runs down the sides of his face in thick mutton chops. He has excitable green eyes. His ears poke out from his hair ending in sharp points. He wears a reddish leather brigandine (type of scale mail) armor. He has thick boots that end above the knee that look like he has been wading in water. He wears a dull grey cloak. Strung over his shoulder is a longbow and at his belt is a short sword.

Personality:
Badger is an earned nickname. Surely and gruff in general. Loves a good drink. Doesn't tolerate bullies. Has a strong sense of duty.

Saltmarsh Contacts:
More details of a key NPC ally:
Eliander (male human) fought in the royal army of Keoland, where he earned a name driving the wild things of the Dreadwood away from the settled lands. Eliander suffered a tremendous injury to his leg in a battle against an owlbear and now walks upon a finely carved wooden peg. Despite his injury and advancing age, the burly captain of the Saltmarsh town guard remains an imposing figure. Eliander is a local celebrity thanks to his facility with languages, and he is often called upon by the town's various organizations to assist with translations. He is fully literate in Common, Dwarvish, Gnomish, Elvish, and Halfling; he can also speak and understand Orc and Draconic.
Personality Traits. Caution guides Eliander's thoughts and his every action. Slow and steady wins the day, as he likes to say.
Ideal. Eliander is a faithful servant of the crown. The law must be obeyed, as faithful service and iron discipline are the surest ways to maintain peace and order.
Bond. Once he gives his word, Eliander keeps it to the death. Honor is his life, and treachery earns his wrath.
Flaw. Eliander is stubborn to a fault. Once he sets his mind to a belief or a course of action, little can dissuade him.

More details of key locations:
4. Eliander's House. Tucked at the edge of town and overlooking the sea, Eliander's home provides him with a relaxing sanctuary away from the bustle of Saltmarsh. Eliander maintains the largest library in town; during his days of military service, he made a hobby of collecting rare books. If you need information on the history of Saltmarsh, you might find it in Eliander's archives.

12. Hoolwatch tower. This 60-foot-tall tower was the first defensive building of Saltmarsh, and it still serves as an armory and lookout as well as the official base of the town guard. Eliander spends most of his time here in his duties as commander of the guard. He sometimes has need for adventurers, and at such times he posts jobs on a board hanging by the tower's entrance.

3. The Wicker Goat. Bearing the dubious honor of being the oldest tavern in town, the Wicker Goat is owned by Lankus Kurrid (male human), a retired officer of the Keoish army who caters to the dwarven miners and town guard. The two-story building has sleeping quarters for rent on the upper floor, usually sufficient to accommodate the slow stream of travelers making their way through Saltmarsh on the way to somewhere else.