Jagrin Grath

Jack Elroy Powers's page

245 posts. Alias of Atlas2112.


Full Name

Jack Elroy Powers

Classes/Levels

Human Ranger 3| AC: 15 | HP: 31/31 | 1st: 3/3

Gender

| Init: +3 (w/adv) | Perc: +4 | Atk: +8/d10+4| FX:

About Jack Elroy Powers

Human Revised Ranger 1| AC: 14 | HP: 13/13 | 1st: not yet ;) | Init: +3 (w/adv) | Perc: +4 | FX:
.

Age: 19 years
Height: 5'10"
Weight: 205
Eyes: Soul-touching Brown eyes
Hair: Midnight Black hair

Race: Human(variant) Background: Urchin Class: Ranger
STR 10 (+0) DEX 16 (+3) CON 16 (+3) INT 8 (-1) WIS 14 (+2) CHA 8 (-1)
HP:10+3=13 (HD:1)
AC:15
Initiative:+3
Speed: 30
Proficiency +2
Alignment:NG
Melee: (+2+0)+2/1d6+0
Range: (+2+3+0)=+7=+5+2/d10+3

Proficiencies:
Saving Throws:Str, Dex
Skills (class): Insight, Athletics, Perception
Skills: (Background): Sleight of Hand, Stealth
Skill (human): Acrobatics
Weapons:Simple, Martial
Armor:Light, Medium, shields
Tools: Disguise kit, Thief's tools
Languages: TBD

Spellcasting:
Spell Attack: not yet ;)
Spellcasting DC:
Spell Level:
Spell Slots:
Spells Known:
Spells Prepared:

1st:
Hunter's Mark: Bonus, 1 hr, +1d6 to Target, may shift as bonus when dead.

Goodberry: Up to ten berries appear in your hand and are infused with magic for the duration. A creature can use its action to eat one berry. Eating a berry restores 1 hit point, and the berry provides enough nourishment to sustain a creature for one day.
The berries lose their potency if they have not been consumed within 24 hours o f the casting of this spell.

Hail of Thorns: Bonus, In addition to the normal effect of the attack, the target o f the attack and each creature within 5 feet o f it must make a Dexterity saving throw. A creature takes 1dlO piercing damage on a failed save, or half as much damage on a successful one.


Class & Race Abilities:
Class Features:
Saves:Str, Dex
Skills (class): Insight, Athletics, Perception
Skills: (Background): Sleight of Hand, Stealth
Skill (human): Acrobatics

Class Features:Favored Enemy (Humanoids) [+2 bonus to damage rolls with weapon attacks ]
[Additionally, you have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.]

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 yet acted.]

Fighting style: [2nd lvl] (Archery. +2 Ranged attack.)

Ranger Archetype: 3rd lvl: Hunter Conclave
Horde Breaker. Once on each of your turns
when you make a weapon attack, you can make
another attack with the same weapon against a
different creature that is within 5 feet of the
original target and within range of your weapon.

Race Features:
Ability Scores:
Skills:
Languages:
Other:

Human variant feat: C r o s s b o w E x p e r t
Thanks to extensive practice with the crossbow, you
gain the following benefits:
• You ignore the loading quality o f crossbows with
which you are proficient.
• Being within 5 feet o f a hostile creature doesn’t
impose disadvantage on your ranged attack rolls.
• When you use the Attack action and attack with a one handed
weapon, you can use a bonus action to attack
with a loaded hand crossbow you are holding.


Inventory:

Coins & Gems:
PP: 15
GP: 85
EP
SP
CP:

Armor: Studded Leather (12+Dx) (45gp)

Weapons:
Heavy <{METAL}> Crossbow! +1( 1d10+1 piercing 18 lb. Ammunition (range 100/400), heavy, loading, two-handed (50 gp)
40 bolts, .50 cal.

2 short swords

Readied Items:

Trinkets:
A small knife,
a map o f the city

a token to remember your parents by,
a set of common clothes

Other Items:
Dungeoneer’s Pack(12gp): Includes a backpack, a crowbar,
a hammer, 10 pitons, 10 torches, a tinderbox, 10 days
of rations, and a waterskin. The pack also has 50 feet of
hempen rope strapped to the side of it.

Thieves' Tools


Background:

Background: Urchin

Specialty:

Feature: City Secrets
You know the secret patterns and flow to cities and can
find passages through the urban sprawl that others would
miss. When you are not in combat, you (and companions
you lead) can travel between any two locations in the city
twice as fast as your speed would normally allow.

Trait: I bluntly say what other people are hinting at or hiding.

Ideal: We have to take care of each other,
because no one else is going to do it. (Lawful)

Bond: My town or city is my home, and I’ll fight to defend it.

Flaw: Gold seems like a lot of money to me, and I’ll do just
about anything for more of it.

History:

Orion is originally from Varisia. He grew up the middle child in a large family of woodsmen. His kin had no hand for farming, so they made a living trapping wild game and selling the meat and skins.
A land-rights dispute with a large group of powerful, influential (for Varisia) Chelexian settlers caused a minor land war, and his parents and two oldest brothers took up arms to "defend their way of life." They all died impotently on the battlefield, and the family was scattered. Most of the younger children were taken in by an uncle who was a mildly successful farmer, while Orion felt ejected from the land, and, in a series of decisions made from either naivete or boredom, wandered into the gravitational pull of Korvosa, following rumors of gold.

Quite the Mercenary
The local Hucrele family offer reward for the return of either two of the scions, or their signet rings and tales of their deaths. The two in question are Talgen and Sharwyn Hucrele. Talgen was a trained warrior and Sharwyn had studied spellcraft, they went to the Sunless Citadel with companions a month ago and have not been heard from since. The family offer 125gp per person for each of the signet rings, and will double the reward should they be returned alive.