Male Human Ranger (Soldier) Monster Slayer/3; AC: 18; HP: 26/26;Passive Perception 14; Init +3 (Adv); Saves: Str +6, Dex +5; HD Used 0/2
About Cole Hillman
Male Human Ranger(Soldier) Monster Slayer 3
Chaotic Good
Height: 6'3", Weight: 225 LBS, Age 22
Init +3; Passive Perception 14
XP:
Inspiration:
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DEFENSE
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Armor Scale Mail and Shield (14 + Dex + 2)
AC: 18 (No Armor - 13)
HP: 26
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OFFENSE
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Speed 30 ft.
Melee
+1 Longsword +7 (1d8+7)(+2Fav Enemy)
Battleaxe +6 (1d8+6)(+2 Fav Enemy)
Dagger +6 (1d4+4)(+2 Fav Enemy)
Unarmed Strike +6 (1d4+4) (+2 Fav Enemy)
Ranged
Longbow +5 (1d8+3)(+2 Fav Enemy)
(20 Arrows) (150'/600')
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STATISTICS
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Str 18, Dex 17, Con 14, Int 10, Wis 14, Cha 10
Proficiency Bonus +2
Feat Tavern Brawler
Saving ThrowsStrength (+6) Dexterity (+5)
Tools Gaming Set - Dice, Vehicles - Land
Skills Athletics (+6), Intimidate (+2), Investigation (+2), Perception (+4), Stealth (+5), Survival (+4)
Languages: Common, Elvish, Orcish
Gear: Scale Mail Armor, Shield, Explorer's Pack: backpack, bedroll, mess kit, tinderbox, 10 torches, 10 days rations, waterskin, 50' hempen rope, bone dice, belt pouch. Potion of Heroism. Horn of Silent Alarm
Potion of Heroisim:
For 1 hour after drinking it, you gain 10 Temporary Hit Points that last for 1 hour. For the same Duration, you are under the effect of the bless spell (no Concentration required). This blue potion bubbles and steams as if boiling.
To save you from having to look up bless
A bless spell has the following effect: Whenever a target of the bless spell makes an attack roll or a saving throw before the spell ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw.
Horn of Silent Alarm:
Horn of Silent Alarm Wondrous item, common
This horn has 4 charges. When you use an action to blow it, one creature of your choice can hear the horn's blare, provided the creature is within 600 feet of the horn and not deafened. No other creature hears sound coming from the horn. The horn regains 1d4 expended charges daily at dawn.
Coin:
PP:
GP: 24
EP:
SP:
CP:
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CLASS FEATURES/RACIAL TRAITS
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Favored Enemy (Humanoids) +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.
Tavern Brawler Accustomed to rough-and-tumble fighting using whatever weapons happen to be at hand, you gain the following benefits.+1 to Strength. Proficient with improvised weapons and unarmed strikes. Your unarmed strike does 1d4. When you hit a creature with an unarmedstrike or as an improvised weapon on your turn, you can use a bonus action to grapple the target.
Fighting Style - Dueling+2 Damage when using one weapon in one hand.
Spellcasting Monster Slayer Archetype Monster Slayer Magic you receive extra Spells that do not count against Spells Known.
Hunter's Sense As an action you choose a creature within 60 feet. You immediately know whether it has damage immunities, resistance, or vulnerabilities, and what they are. If it it his hidden from divination magic, you sense it has none. You can use this a number of times per long rest equal to your Wis modifier.
Slayer's Prey as a bonus action you can focus ire on one target within 60 feet. The first time each turn that you hit this creature, it takes an additional 1d6 damage. The benefit lasts until you take a short or long rest, or it ends earlier if you designate another 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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1st Level ( 3 Slots)
Hunters Mark Cure Wounds Zephyr Strike Protection From Evil and Good
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BACKGROUND - SOLDIER
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Specialty - Scout Military Rank - Private Soldiers loyal to the Rangers of Nirmathas 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: I'm full of inspiring and cautionary tales from my military experience relevant to almost every combat 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 is blind and unreasoning.
History/Backstory:
Cole was born and raised in a logging settlement in the northrn forests of Nirmathas. His father was a retired Nirmathas Ranger, and Cole was expected to follow naturally in his footsteps. However, even with such lineage and expectations, and having his family and friends close at hand, did not quell Cole's wanderlust. He spent only a short time in the ranks of the Nirmathas Rangers as a Scout with the rank of Private. However, his family name brought more attention to him than he preferred.
Cole left home and the Nirmathas Rangers to set out on his own. He has landed most recently in Kassen where he has taken up continued tutelage with Arnama Lastrid. In a country known for its rangers, it’s no surprise that Kassen has its own.
Cole is a large, muscular man, but he is jovial and good-natured to his friends. He has been known to overindulge on occasion, and his well-known for his skills at fisticuffs.
Tasks:
The barge will take you to Tamran faster and safer than any trip through the Fangwood." Cygar draws a line along the river and then down the shore of the lake. "About six days. My contact there is a ranger, Reginar. Go to Tamran, learn what you can of the tomb raiders and their connection to this mask. Recover the amulets if you can, so that they can be removed to safety.