Boggard Hunter

Baka Uno's page

2 posts. Alias of scranford.


Full Name

Baka Uno

Race

Tortle

Classes/Levels

Ranger - 1

Gender

Male

Size

Medium

Age

27

Alignment

LN

Languages

Aquan, Common, Giant, Sylvan

Occupation

Guide and Explorer

Strength 16
Dexterity 10
Constitution 14
Intelligence 11
Wisdom 14
Charisma 10

About Baka Uno

Baka Uno - Tortle Ranger 1

Spoiler:

LN M Tortle Ranger 1
18 years old, 5'10" tall, 445 lbs, Brown shell, dark brown skin, orange eyes.
Speed 30'
Size Medium

What many tortles consider a simple life, others might call a life of adventure. They are nomad survivalists eager to explore the wilderness.

Str 16 (+2 Racial) SAVE: +5*
Dex 10 SAVE: +2*
Con 14 SAVE: +2
Int 11 SAVE: +0
Wis 14 (+1 Racial) SAVE: +2
Cha 10 SAVE: +0

Skills:
Athletics +5, History +2, Investigation +2, Nature +2, Perception +4, Survival +4

+2 Strength, +1 Wisdom, Claws, Hold Breath, Natural Armor, Shell Defense, Survival Instinct

Languages: Aquan, Common, Giant, Sylvan
HP 12
AC 19 (Natural 17*, Shield +2)

Lifestyle: Modest (1-gp)

TORTLE

Claws: Your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.

Hold Breath: You can hold your breath for up to 1 hour at a time. Tortles aren’t natural swimmers, but they can remain underwater for some time before needing to come up for air.

Natural Armor: Due to your shell and the shape of your body, you are ill-suited to wearing armor. Your shell provides ample protection, however; it gives you a base AC of 17 (your Dexterity modifier doesn’t affect this number). You gain no benefit from wearing armor, but if you are using a shield, you can apply the shield’s bonus as normal.

*Shell Defense: You can withdraw into your shell as an action. Until you emerge, you gain a +4 bonus to AC, and you have advantage on Strength and Constitution saving throws. While in your shell, you are prone, your speed is 0 and can’t increase, you have disadvantage on Dexterity saving throws, you can’t take reactions, and the only action you can take is a bonus action to emerge from your shell.

Survival Instinct: You gain proficiency in the Survival skill. Tortles have finely honed survival instincts.

RANGER
Proficiencies:
Armor: Light armor, medium armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Strength, Dexterity
Skills: Choose three from Animal Handling, +Athletics, Insight, Investigation, +Nature, +Perception, Stealth, and Survival

Favored Enemy: Giants
[spoiler]
Beginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.

Choose a type of favored enemy: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select two races of humanoid (such as gnolls and orcs) as favored enemies.

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. As you gain levels, your choices should reflect the types of monsters you have encountered on your adventures.

Natural Explorer Mountains

Spoiler:

You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. Choose one type of favored terrain: arctic, coast, desert, forest, grassland, mountain, swamp, or the Underdark. 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.

While traveling for an hour or more in your favored terrain, you gain the following benefits:

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.
You choose additional favored terrain types at 6th and 10th level.

Background: Archeologist

Spoiler:

An archaeologist learns about the long-lost and fallen cultures of the past by studying their remains — their bones, their ruins, their surviving masterworks, and their tombs. Those who practice archaeology travel to the far corners of the world to root through crumbled cities and lost dungeons, digging in search of artifacts that might tell the stories of monarchs and high priests, wars and cataclysms.

Skill Proficiency: History
Tool Proficiency: Cartographers Tools
Bonus Language: Sylvan
Historical Knowledge: When you enter a ruin or dungeon, you can correctly ascertain its original purpose and determine its builders, whether those were dwarves, elves, humans, yuan-ti, or some other known race. In addition, you can determine the monetary value of art objects more than a century old.

Personality Traits:I might fail, but I will never give up;
I love a good puzzle or mystery.

IdealsDanger. With every great discovery comes grave danger. The two walk hand in hand. (Any)

Bonds:I hope to bring prestige to a library, a museum, or a university.

Flaws:When given the choice of going left or right, I always go left.

Equipment: Longbow, (20)Arrows, (2) Shortswords, Shield, Backpack, Bedroll, Traveler's clothes, Bullseye Lantern, Mess Kit, Miners Pick, Rations (1-day), Rope,hempen (50'), Shovel, two-person tent, tinderbox, torch, waterskin.
Money 25 GP

Attacks
Longbow: +2 / 1d8(P) / 150'/600' / Ammunition, Range, Heavy, 2-H.
Shortsword(1): +5 / 1d6+3(P) / Finesse, Light
Shortsword(2): +5 / 1d6(P) / Finesse, Light

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