Vsevolod

Gazul Ironfist's page

388 posts. Alias of Grumbaki.


Race

HP (44/44) Saves (6/4/6/-1/1/-1) Init (+2, adv) AC (19)

Classes/Levels

Passive Perception (13) Inspiration (0:1) Lvl 1 (0/3)

Gender

Lvl 4 Dwarven Underdark Scout Ranger

Special Abilities

90ft darkvision

Languages

Common, Dwarven, Sylvan

Strength 19
Dexterity 14
Constitution 18
Intelligence 8
Wisdom 12
Charisma 8

About Gazul Ironfist

Battleaxe: +6 / 1d8+4 (+2 vs humanoids)

Race, Background:

Dwarf
* Speed; Your base walking speed is 25 feet. Your speed is not reduced by wearing heavy armor.
* Darkvision: Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
* Dwarven Resilience: You have advantage on saving throws against poison, and you have resistance against poison damage (explained in the “Combat” section).
* Dwarven Combat Training: You have proficiency with the battleaxe, handaxe, light hammer, and warhammer.
* Tool Proficiency You gain proficiency with smith’s tools
* Stonecunning: Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.

Ear to the Ground
* This connection is established whenever you visit a city as there is bound to be contact and interactions with people of that city, people you make connections with will be willing to give you high grade valuable information about the people and society there and the commonly visited yet important places in that area.

Skills, Proficiencies, Equipment:

Skills

Background: Persuasion, Stealth
Class: Perception, Survival, Athletics
Trait: Nature

* Persuasion, Nature (+1)
* Survival, Perception (+3)
* Stealth (+4)
* Athletics (+6)

Proficiencies
* Gaming Set (cards) (+2)
* Artisan Tools (Smith) (+2)

Equipment
* Breastplate, Smith Tools, Battleaxe, Handaxe, Light Hammer, Dagger, Shield, Longbow (with 20 arrows), Explorer’s Pack, 5 gold
* Jade Belt (Str increased from 16 to 19)

Feats
* Resiliency - Con

UE Ranger:

Favored Enemy
* 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: humanoids. 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.

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.

Primeval Awareness: Can communicate to animals, who see him as a kindred spirit. Can't use it on an animal that he attacked within the past 10 minutes and know its emotional state, its immediate needs and whether it is effected by magic. Can spend 1 minute to see if any favored enemies are within 5 miles.

Underdark Scout: +10 bonus to speed if first round of combat if attack action used to make an attack then gain +1 additional attack. When hiding from creatures they gain no benefits from darkvision.

Level Plan:

Lvl 2: Fighting Style Defensive (+1 AC)
Lvl 3: Deep Stalker
Lvl 4: Resilient +1 Con (18)
Lvl 6: Greater Favored Enemy Giants
Lvl 7: Iron Mind
Lvl 8: Fighting Initiate: Dueling Fighting Style (+2 damage), Fleet of Foot
Lvl 10: Hide in Plain Sight
Lvl 11: Stalker's Fury
Lvl 12: +2 Wis (14)
Lvl 14: Vanish
Lvl 15: Stalker's Dodge
Lvl 16: +2 Wis (16)
Lvl 18: Feral Senses
Lvl 20: +2 Wis (18), Foe Slayer

Spells:

Level 3
* 3x Lvl 1 spells
* Spells Known: Lvl 1 (Hunter’s Mark, Cure Light Wounds, Disguise Self, Detect Magic)

Level 5
* 4x Lvl 1 spells, 2x Lvl 2 spells
* Spells Known: Lvl 1 (Hunter’s Mark, Cure Light Wounds, Detect Magic) Lvl 2 (Lessor Restoration)

Level 7
* 4x Lvl 1 spells, 3x Lvl 2 spells
* Spells Known: Lvl 1 (Hunter’s Mark, Cure Light Wounds, Detect Magic) Lvl 2 (Lessor Restoration, Silence)

Level 9
* 4x Lvl 1 spells, 3x Lvl 2 spells, 2x Lvl 3 spells
* Spells Known: Lvl 1 (Hunter’s Mark, Cure Light Wounds, Detect Magic) Lvl 2 (Lessor Restoration, Silence), Lvl 3 (Protection from energy)

Level 11
* 4x Lvl 1 spells, 3x Lvl 2 spells, 3x Lvl 3 spells
* Spells Known: Lvl 1 (Hunter’s Mark, Cure Light Wounds, Detect Magic) Lvl 2 (Lessor Restoration, Silence), Lvl 3 (Protection from energy, Nondetection)

Level 13
* 4x Lvl 1 spells, 3x Lvl 2 spells, 3x Lvl 3 spells, 1x Lvl 4 Spell
* Spells Known: Lvl 1 (Hunter’s Mark, Cure Light Wounds, Detect Magic) Lvl 2 (Lessor Restoration, Silence), Lvl 3 (Protection from energy, Nondetection), Lvl 4 (Freedom of Movement)