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About HedgerowXP: 300 ------------
Traits:
Appearance: Hedgerow's brown hair has streaks of blonde from sun bleaching and leathery brown skin owing to his extensive time spent outdoors. No one would accuse him of being handsome but he has a rugged strength of determination and confidence that is apparent in his demeanor. His face, chest, and arms are covered in bristly unkempt hair, spilt liberally by many white scars from a life spent working with clawed animals. He is average height and weight for a hill dwarf. Story:
The dwarf now known as Hedgerow was once known by a different name, though it has been lost to time and likely will not be remembered. The young lad was part of a merchant clan of hill dwarves that made good coin by spearheading trade opportunities between the peoples of Geoff and Ulek, and the many villages between. The young dwarf remembers little of his father, save his fierce devotion to the dwarven god of battle - Clangeddin. On a fateful day the father's caravan was traveling through the great Dim Forest when they were assaulted by a raiding party of giants. The hill dwarf clan caravaneers were not prepared for such an onslaught and were no match for the invaders. Shoving the young dwarf into the woods, his father shooed him to safety with a few hasty parting words, then returned to the clan to buy his son adequate time to disappear into the forest. The dwarf child ran into the wood with tears streaming down his face, unsure of his father's fate, unsure of where he would go, unsure even of his next meal. The child traveled all day, finally succumbing to sleep in the nook of a sturdy tree branch. The following lonely day turned into days and the days revealed nothing but unending trees. His rumbling stomach combined with his fierce determination to survive (so that his father had not perished in vain) led him to an inner strength that he never knew existed. There was something about the woods that sparked an inner fire -- a fire that quite literally manifested as flames that erupted from his palm. Not comprehending the 'how', the young dwarf intuitively pointed the flames at a coney hiding under a hedge. FOOM! He stood wide-eyed for a moment, staring in disbelief. Not only had he conjured flame from nothingness, but he had sent the flame flying toward an agile target! The inviting savory smell of roast rabbit snapped him out of his moment of clarity, and he dove to the forest floor, thrusting the burned coney into his starving mouth. A few short minutes later he stood up to regain his bearings but was taken aback as he met the gaze of a sylvan elf bowman who stood a mere ten feet from where he had feasted upon his kill. The elf spoke to him in the common tongue of men.
--------------- He and the elf spent the next several years together. After going back to the boy's father's caravan and finding nothing but burned wreckage and death, Yistlian and the child decided the child's future was uncertain. The elf took the dwarf boy in, adopted him as his own, and taught him the ways of the woods. Yistlian had witnessed the druidic magic used by the boy and knew it was a unique and special opportunity to influence a youth in a profoundly positive way. The elf was an avid ranger but did his best to instruct the child on how to survive in the wild and how to find his center. Yistlian was confident that further druidic power would manifest in time - and he was right. Named for the place where they first met, the elf began addressing the boy as "Hedgerow", gifting him with a new name to go along with his new life. ---------- Many years went by and eventually Hedgerow went off on his own, though he never forgot his beloved mentor and adopted elven father. Having heard about increased giant activity and other clashing armies in the region, Hedgerow felt an inner fire burning pushing him in a desire to help. He made contact with a scout group led by a half-elf name Vex, hailing from the nearby city of Hochoch. He made a friendship with several scouts, aiding them with information, tracking, and recent intelligence regarding the movements of giant warriors. It wasn't long before he himself joined the ranks of these soldiers, using his magic and warhammer in a fierce determination to end the forces of tyranny.
================== Magic (+5 to hit; DC 13, Level 2 + Wis 3 = 5 spells)
================== Statistics
Proficiencies
Skills Perception +5 (passive 15), Insight +5, Athletics +3, Survival +5
Future Abilities:
Primal Strike (at 6th level your attacks in beast form count as magical) Languages Common, Dwarfish, Druidic, Elfish Background Outlander. Feature: Wanderer (Can always recall 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 the land offers sufficient means) Equipment
Original, for reference:
Background The dwarf now known as Hedgerow was once known by a different name, though it has been lost to time and likely will not be remembered. The young lad was part of a merchant clan of hill dwarves that made good coin by spearheading trade opportunities between the peoples of Geoff and Ulek, and the many villages between. The young dwarf remembers little of his father, save his fierce devotion to the dwarven god of battle - Clangeddin. On a fateful day the father's caravan was traveling through the great Dim Forest when they were assaulted by a raiding party of giants. The hill dwarf clan caravaners were not prepared for such an onslaught and were no match for the invaders. Shoving the young dwarf into the woods, his father shooed him to safety with a few hasty parting words, then returned to the clan to buy his son adequate time to disappear into the woods. The dwarf child ran into the woods with tears streaming down his face, unsure of his father's fate, unsure of where he would go, unsure of his next meal. The child traveled all day, finally sleeping in the nook of a sturdy tree branch. The next lonely day turned into days and the days revealed nothing but unending trees. His rumbling stomach combined with his fierce determination to survive (so that his father had not perished in vain) led him to an inner strength that he never knew existed. There was something about the woods that sparked an inner fire -- a fire that quite literally manifested as flames that erupted from his palm. Not comprehending the 'how', the young dwarf intuitively pointed the flames at a coney hiding under a hedge. FOOM! He stood wide-eyed for a moment, staring in disbelief. Not only had he conjured flame from nothingness, but he had claimed an animal for dinner with it! The inviting savory smell of roast rabbit snapped him out of his moment of clarity, and he dove to the forest floor, thrusting the burned coney into his starving mouth. A few short minutes later he stood up to regain his bearings, and met the gaze of a sylvan elf bowman who stood a mere ten feet from where he had feasted upon his kill. The elf spoke to him in the common tongue of men.
--------------- He and the elf spent the next several years together. After going back to the boy's father's caravan and finding nothing but burned wreckage and death, Yistlian and the child decided the child's future was uncertain. The elf took the dwarf boy in, adopted him as his own, and taught him the ways of the woods. Yistlian had witnessed the druidic magic used by the boy and knew it was a unique and special opportunity to influence a youth in a profoundly positive way. The elf was an avid ranger but did his best to instruct the child on how to survive in the wild and how to find his center. Yistlian was confident that further druidic power would manifest in time - and he was right. Named for the place where they first met, the elf began addressing the boy as "Hedgerow", gifting him with a new name to go along with his new life. ---------- Many years went by and eventually Hedgerow went off on his own, though he never forgot his beloved mentor and adopted elven father. Having heard about increased giant activity in the region, Hedgerow felt an inner fire burning pushing him in a desire to help. He made contact with a scout group led by a half-elf name Vex, hailing from the nearby city of Hochoch. He made a friendship with several scouts, aiding them with information, tracking, and recent intelligence regarding the movements of giant warriors. After the war ended, his good friend Vex and his fellow war scouts invited Hedgerow to their city to share in the victory celebrations. In the last seven years since the war, Hedgerow has made a home both inside the town and in its nearby woods. He is often seen coming and going, bringing in furs and fresh meats to be sold to local merchants. He is also known to get into fights over perceived slights about his heritage, or the blatant mistreatment of people and animals. He suffers no fools when it comes to intentional abuse. Though he is more at home in the wilds, he has developed an admiration for the peoples of Hochoch in their fight for freedom and spends an increasing amount of time within the city's walls. Hedgerow mostly avoids the recent politics of Hochoch, sticking to his inner code for guidance. ---------------- Appearance: Hedgerow's brown hair has streaks of blonde from sun bleaching and leathery brown skin owing to his extensive time spent outdoors. No one would accuse him of being handsome but he has a rugged strength of determination and confidence that is apparent in his demeanor. His face, chest, and arms are covered in bristly unkempt hair, spilt liberally by many white scars from a life spent working with clawed animals. He is average height and weight for a hill dwarf. Traits:
Campaign questions:
------------ Statistics
Proficiencies
Skills Perception +6 (passive 16), Insight +6, Athletics +3, Survival +6
Magic (+6 to hit; DC 14, Level 4 + Wis 4 = 8 spells)
Background Outlander. Feature: Wanderer (Can always recall 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 the land offers sufficient means) Equipment
Brown Bear:
Brown Bear Large beast, unaligned AC 11 (natural armor) HP 34 (4d10+12) Speed 40ft., climb 30ft. STR DEX CON INT WIS CHA 19(+4) 10(+0) 16(+3) 2(−4) 13(+1) 7(−2) Skills: Perception +3 Senses: Passive Perception 13 Challenge 1 (200 XP) Keen Smell: The bear has advantage on Wisdom (Perception) checks that rely on smell. Actions: Multiattack. The bear makes two attacks: one with its bite and one with its claws. Bite: Melee Weapon, Attack: +5 to hit, reach 5ft., one target. Hit: 1d8+4 piercing damage. Claws: Melee Weapon, Attack: +5 to hit, reach 5ft., one target. Hit: 2d6+4 slashing damage. ------------ Giant Hyena:
Giant Hyena Large beast, unaligned AC 12 HP 45 (6d10+12) Speed 50ft. STR 16(+3) DEX 14(+2) CON 14(+2) INT 2(-4) WIS 12(+1) CHA 7(-2) Skills Perception +3 Senses Passive Perception 13 Challenge 1 (200 XP) Rampage: When the hyena reduces a creature to 0 hit points with a melee attack on its turn, the hyena can take a bonus action to move up to half its speed and make a bite attack. Actions Bite: Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit: 2d6+3 piercing damage. ---------- Giant Spider:
Giant Spider Large beast, unaligned AC 14 (natural armor) HP 26 (4d10+4) Speed 30 ft., climb 30 ft. STR 14(+2) DEX 16(+3) CON 12(+1) INT 2(-4) WIS 11(+0) CHA 4 (-3) Skills Stealth +7 Senses blindsight 10 ft., darkvision 60ft., Passive Perception 10 Challenge 1 (200 XP) Spider Climb: The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Web Sense. While in contact with a web, the spider knows the exact location of any other creature in contact with the same web. Web Walker: The spider ignores movement restrictions caused by webbing. Actions Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 7 (1d8 + 3) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 9 (2d8) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way. Web (Recharge 5–6). Ranged Weapon Attack: +5 to hit, range 30/60 ft., one creature. Hit: The target is restrained by webbing. As an action, the restrained target can make a DC 12 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage). ----------- Tiger:
Tiger Large beast, unaligned AC 12, HP 37 (5d10 + 10) Speed 40 ft. STR 17(+3), DEX 15(+2), CON 14(+2), INT 3(−4), WIS 12(+1), CHA 8(−1) Skills Perception +3, Stealth +6 Senses darkvision 60 ft., passive Perception 13 Challenge 1 (200 XP) Keen Smell. The tiger has advantage on Wisdom (Perception) checks that rely on smell. Pounce: If the tiger moves at least 20 feet straight
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