Duelist

Carric Amastacia's page

625 posts. Alias of Filios.


Classes/Levels

Male Wood Elf Ranger Monster Slayer (Soldier)/4; AC: 16; HP: 36/36; Passive Perception 14; Init +4 (Adv); Saves: Str +2, Dex +6; HD Used 1/3

About Carric Amastacia

Male Wood Elf Ranger Monster Slayer (Soldier)4
Chaotic Good
Height: 5'10", Weight: 185 LBS, Age 110
Init +4; Passive Perception 14
XP:3345/6500
Inspiration:0

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DEFENSE
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Armor Breast Plate (14 + 2 Dex)
AC: 16 (No Armor - 13)
HP: 36

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OFFENSE
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Speed 35 ft.
Melee
Shortsword +6 (1d6+4)(+2 Fav Enemy)
Dagger +6 (1d4+4)(+2 Fav Enemy)
Ranged
Longbow +8 (1d8+4+2)(+2 Fav Enemy) (30 Arrows) (1 - +2 Arrow)(150'/600')
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STATISTICS
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Str 10, Dex 19, Con 14, Int 10, Wis 14, Cha 10
Proficiency Bonus +2
Elf Weapon Training Proficient with Longsword, Shortsword, Shortbow, or Longbow
Saving Throws Advantage vs. Charm, Strength (+3) Dexterity (+5)
Tools Gaming Set - Dice, Vehicles - Land
Skills Athletics (+2), Intimidate (+2), Investigation (+2), Perception (+4), Stealth (+6), Survival (+4)
Languages: Common, Elvish, Orcish
Gear: Breast Plate Armor, Explorer's Pack: backpack, bedroll, mess kit, tinderbox, 10 torches, 10 days rations, waterskin, 50' hempen rope, insignia of rank - Sergeant of Knights in Silver, bone dice, belt pouch, Potion of Healing (2d4+2), Arrow of Entanglement (Acts as spell upon hit - one use), +2 Arrow, Bracers of Archery (+2 Damage)

Coin:
PP:
GP: 641
EP:
SP: 7
CP: 2
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CLASS FEATURES/RACIAL TRAITS
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Darkvision 60' dim light at bright light and darkness as dim light.
Keen Senses Proficiency in Perception.
Ability Increase +2 Dexterity as an Elf, and +1 Wisdom as a Wood Elf.
Fey Ancestry Advantage on saving throws against being charmed, and magic cannot put you to sleep.
Trance No sleep required. Four hour meditative trance is all that is required, and it equals a full 8 hours sleep.
Mask of the Wild You can attempt to hide when lightly obscured by natural phenomena like foliage, heavy rain, falling snow, and mist.
Fleet of Foot Base Speed equals 35'.
Favored Enemy (Humanoids - Humans and Orcs) +2 to DAM rolls against them. Advantage on on Wisdom (Survival Checks) to track your favored enemy as well as intelligence checks to recall information about them. Gain Orcish as a language.
Natural Explorer 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 acted. When traveling for an hour or more: difficult terrain does not slow the party; group cannot become lost except by magical means; even when engaged in another activity, you are alert to danger; if alone, you can move stealthily at normal speed; foraging yields 2X the food; and, while tracking others, you learn their exact number, sizes, and how long ago they passed.
Fighting Style: Archer +2 to Attack Rolls made with ranged weapons.
Hunter's Sense At 3rd level, 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.
Slayer's Prey
Starting at 3rd level, 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.
Primeval Awareness Expend one Ranger spell slot as an action to concentrate for 1 minute per spell slot level. You can sense whether the following types of creatures are within 1 mile of you, or 6 miles of favored terrain: aberrations, celestial, dragons, elementals, fiends, Fey and undead. It does not reveal creature's location or number.
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SPELLS
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Level 1, 2 Spell Slots

Hunter's Mark
Cure Wounds
Protection From Evil
Hail of Thorns
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BACKGROUND - SOLDIER
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Specialty - Scout
Military Rank - Sergeant Soldiers loyal to the Knights in Silver still recognize my authority and influence, and they defer to me, if of lower rank. I can invoke my rank to exert influence over other soldiers and requisition simple equipment or horses for temporary use. I can also usually gain access to friendly military encampments and fortresses where my rank is recognized.
Personality Trait 1: I'm full of inspiring and cautionary tales from my military experience relevant to almost every combat situation.
Personality Trait 2: I am quick with a joke to lighten any dangerous situation.
Ideal: When people follow orders blindly, they embrace a kind of tyranny.
Bond: Those who fight beside me are those worth dying for.
Flaw: My hatred for my enemies, particularly Orcs, is blind and unreasoning.

History/Backstory:
Carric is tall for an elf, standing six and one half feet tall. He is very muscular, but in a wiry, athletically-built manner. He has long golden hair which he normally keeps tied back. His eyes are a penetrating deep violet. He is well-spoken and well-mannered, but he enjoys good drink and fine women. He is quick with a joke and often likes to keep things light-hearted in the face of danger.

Carric was born and raised in a Wood Elf settlement in Silverymoon. His father was a retired Knight in Silver, and Carric followed naturally in his footsteps. His abilities as a scout sent him to different parts of the woods to battle the enemies of Silverymoon, primarily Orcs. However, even rising quickly to the rank of Sargent of the Knights in Silver and having his family and friends close at hand, did not quell Carric's wanderlust.

Carric befriended an allied Harper Agent, Dieredon, who would often provide information on Orc troop movements beyond the patrols of the Knights of Silver. Dieredon's tales of far off places turned the embers of Carric's wanderlust to a raging fire. Although never formally suggested, Carric imagined himself joining the ranks of the Harpers one day so that he too could travel as an agent on distant assignments. The time had come, and Carric left Silverymoon to use his abilities to benefit others across the lands of the Sword Coast.