![]()
About Jiminy HargroveAbout Jiminy Hargrove
Strength 18 (+4)*
Dice Expressions:
[dice=Initiative]1d20+5[/dice]
DEFENSE
OFFENSE
Weapon Proficiencies: Simple weapons, Martial Weapons PROFICIENCIES
*Proficient
Tools
Jiminy's Backstory:
Historically the Hargrove family was known for their hardiness and adherence to a sense of justice. One would struggle to find a scholar you could pay enough to remember or find records of just how the Hargrove’s came into power in the Kingdom of Kastadin. It didn’t matter much anyway to Jiminy. You might as well have told him he was the heir to a pile of rocks that were particularly impressive two centuries ago. Before their untimely passing his mom would regale a young Jiminy with secondhand tales of his family before the wars. Two centuries is a long time for tales to be stretched in whatever direction the teller saw fit. He wasn’t sure just how far those tales drifted from the truth, but as an adult he was certain that his birthright to a now defunct barony in the Kingdom of Kastadin would never fill his belly nor warm his bones on the colder nights. Call him what you will, but Jiminy Hargrove was a pragmatic man.
One of the harsher winters saw him bury both his parents, and before the same winter ended he had been signed on as a soldier in the Kastadin military. A decade of service for a full belly, a warm bedroll, and a few coins a month to lose in the brothels sounded like a winning proposition for a young Jiminy. His body took to the work, and before he was 25 he had been promoted to the cavalry. He excelled at horsemanship, both in ranged combat and as a skirmisher. He also took to the tutelage of one of the healers, a Halfling by the name of Radomir Greenleaf, and learned quite a bit in the ways of herbalism and natural potioncraft. When his decade had finished, he had seen enough of war to decline reenlistment and wandered off into the woods near a small village to set up his new life. He spent his time tending the small cabin he had built, and ranged the wilderness for the next decade, learning all he could of woodcraft and survival. He took great solace in the quietude of the forest, and enjoyed the peace from the screams of the battlefield. To this day he isn’t sure just how he came to find the tiny copper drake in his burlap sack of figs recently harvested. He couldn’t explain it to anyone even if magically compelled to. He just remembered reaching a blind hand into the sack for another as he sat on the porch of his cabin snacking on the seasonal delights and yelping as the tiny creature latched onto two of his fingers. He drug it from the sack with the little dragon dangling from his digits, mouth sticky with the syrup of the fruits. He was no lover of dragons, given the nature of them to establish dominion over everything they see whether for good or evil ends. He didn’t hate them, but he saw them as selfish creatures. When the copper drake released its grip and dropped into his lap, Jiminy was helpless to its affections when it curled up and drifted off into a peaceful slumber. Figgy (as one would only be inclined to name a drake of such an auspicious meeting) was at his side from there on out. Over time he began to feel the connection the magical creature was forming in his very soul. Arrows let loose at creatures he hunted started showing signs of acidic wounding where they struck. He eventually grew to work in concert with Figgy, training the little drake to only empower his weapons when it was beneficial. They grew inseparable, and the only detractor to that bond was Jiminy’s horse Naia, who forever remained skittish as the copper drake’s endless pranking.
Martial Maneuvers:
Lancer Strike (Action): 1st Degree Spirited Steed; No exertion cost You knock your opponent prone with a direct hit from your weapon. You must be wielding a weapon with the reach property, mounted, and move 20 or more feet in order to use this maneuver. Make a melee weapon attack against a creature within your weapon’s reach. On a hit, you deal an extra 1d6 damage and the creature makes a Strength saving throw or is knocked prone. Dangerous Strikes (Action): 1st degree Razor's Edge; no exertion cost The execution and follow through of your strike is exquisite with not an iota of force wasted.
Swift Stance (Bonus Action): 1st Degree Rapid Current; 1 exertion
Covering Fire (Action): 1st Degree Biting Zephyr; 1 exertion Making haphazard shots to dissuade enemies, you force opponents onto the defensive by unleashing death from above so an ally can move into position.
Doubleshot (Action): 1st Degree Biting Zephyr; 1 exertion
Quickdraw (Reaction): 2nd Degree Biting Zephyr; 2 exertion
As long as you are not surprised, when initiative is rolled you can use your reaction to draw a weapon and make a ranged attack with it. Practiced Roll (Bonus Action): 2nd Degree Razor’s Edge; 1 exertion With a series of low steps and somersaults you expertly maneuver around opponents.
Parrying Counter (Reaction) 2nd Degree Rapid Current, 1 exertion Pointing your weapon at your foe you challenge them, forcing them to lower their defenses so you can launch an attack of your own. At the end of your turn, you can use your reaction to gain an expertise die to your AC against one creature you can see within reach. This increase to your AC only applies to the chosen creature and ends at the start of your next turn. If the creature misses with one or more attacks against you before the start of your next turn, you can make a melee weapon attack against it. Heritage Features:
Heritage Features (Human)
Fast Learner. You gain proficiency in one additional skill of your choice. In addition, you require half as much time as normal to train yourself in the use of a suit of armor, tool, or weapon during downtime. Intrepid. When you make an ability check, attack roll, or saving throw, you can choose to gain an expertise die on that roll. Once you use this trait, you cannot use it again until you finish a short or long rest. Diehard Survivor Foes of humanity may see them as ants, but humans are equally difficult to eliminate. The ancestors of human beings learned to survive through the harshest conditions, including drought, winter, and famine. Humans, in their stubbornness, can even pull themselves back from the brink of death to fulfill their dreams. You have the following traits: Feast and Famine You can tighten your belt during hard times. You can go a number of days equal to your Constitution modifier without suffering any fatigue from lack of Supply . Afterward you require twice as much Supply for as many days as you went without. Radical Perseverance Through your sheer stubbornness and will to live, you sometimes manage to wriggle out of death’s grasp. You die after 4 failed death saving throws instead of 3. Culture Features:
Culture Features (Lone Wanderer)
Characters raised as lone wanderers share a variety of traits in common with one another. Culture of My Own: You have rejected other cultures in favor of building your own. You gain four skill or tool proficiencies of your choice. Heirloom: You carry a family or cultural heirloom. Choose one weapon worth 100 gold or less. You begin play with a masterwork version of that weapon. (Longbow) Languages:[/i} You can speak, read, write, and sign Common, Draconic, and Primordial Background Features:
Background Features (Soldier)
[i]Ability Score Increases: +1 to Strength and Constitution Skill Proficiencies: Athletics and Animal Handling Tool Proficiencies: Gaming set [Playing Cards] Class Features: Ranger:
Exploration Knack BUILD SHELTER You can spend a day (8 hours) building a basic shelter which protects up to 8 people from the elements and reduces the likelihood of attack from monsters and bandits. The shelter counts as a haven. It lasts for as long as it is needed, but falls apart permanently after being left for a month unattended. Once you have used this feature, you cannot do so again for a week. GUIDE While traveling, when you would have a failure or critical failure for a Scout journey activity, you succeed instead, and you can Scout while engaged in any other journey activity. HUNTSMAN When you use the Hunt and Gather journey activity, you gain advantage on your Survival checks. SURVIVALIST When traveling you may undertake two journey activities instead of one. Both activities must be from the following list: Befriend Animal, Harvest, Hunt and Gather, Scout. STUDIED ADVERSARY
FAMILIAR TERRAIN
COMBAT MANEUVERS
STRIDE AND SEEK
HUNTER’S TARGET
SWIFT FEET
TRAINED ACCURACY
ACCURACY BONUS
ACCURACY RESERVE
WILDERNESS MYSTIQUE
EXTRA ATTACK
Skilled Survivalist Archetype Features:
-At 3rd level when you select this archetype,
-Also at 3rd level, you learn to rely on your
If you also have a sharp stone such as flint
-Finally, at 3rd level you become especially
Drakewarden Features:
Drake Companion As an action, you can magically summon the drake that is bound to you. It appears in an unoccupied space of your choice within 30 feet of you. The drake is friendly to you and your companions, and it obeys your commands. See its game statistics in the accompanying Drake Companion stat block, which uses your proficiency bonus (PB) in several places. Whenever you summon the drake, choose a damage type listed in its Draconic Essence trait. You can determine the cosmetic characteristics of the drake, such as its color, its scale texture, or any visible effect of its Draconic Essence; your choice has no effect on its game statistics. In combat, the drake shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the drake can take any action of its choice, not just Dodge. Destiny:
Destiny (Slayer)
Motivation Expression: Your craft is the ultimate projection of your inner self. Source of Inspiration: War of Attrition You gain Inspiration whenever you strike a blow against an especially powerful creature related to your destiny (but not necessarily your specific destined foe). Force the powerful enemy’s retreat, obtain an item important to their defeat, gain a significant insight into their location or intentions, defeat one of their trusted lieutenants. Inspiration Feature: Slayer's Gift Fighting the creatures of darkness hones both your mental and physical prowess. After you roll an ability check, attack roll, or saving throw but before you know the outcome, you may spend your inspiration to add a +5 bonus to that roll. FULFILLING YOUR DESTINY You fulfill your destiny as a Slayer when you defeat a specific and powerful creature connected to your fate. Destroy Vashika, Queen of the Vampires, thwart the aboleth Birgamoz’s terrible plans of domination, imprison the Dread Knight Maza Dunn. Fulfillment Feature: Eyes of the Slayer You have stared the darkness in the eye and now few can meet your gaze. While you are not incapacitated, you can use a bonus action to fix any hostile creature within 20 feet of you with an unsettling look, seeming to stare into its very soul. The creature makes a Wisdom saving throw with a DC equal to your passive Intimidation score. On a failure, it is frightened until the end of its next turn. On a success, it is immune to this ability for 24 hours. Feats:
Feats
SURGICAL COMBATANT Your knowledge of anatomy and physiology is a boon to your allies and a bane to your foes. You gain the following benefits: -You gain proficiency with the Dangerous Strikes maneuver and do not have to spend exertion to activate it. -You gain proficiency in Medicine. If you are already proficient, you instead gain an expertise die. -You gain an expertise die on Medicine checks made to diagnose the cause of or treat wounds. TENACIOUS (WISDOM)
MOUNTED WARRIOR
Dual Wielding Expert
-Wielding a weapon in each hand grants you a +1 bonus to AC.
MARTIAL SCHOLAR
Exploration Pillar Activity:
HERBALISM KIT This kit contains the tools needed to carefully harvest and process rare herbs into remedies. You can attempt to harvest rare herbs from areas with abundant flora by spending an hour searching and making an herbalism kit check. You randomly obtain one of the following medicinals on a result of 16–22: adderwort roots, dried yewclaw bark, fairy cap, ironwood acorn, pressed spiderbulb, sycamore petal poultice. On a result of 23–27 you instead obtain one rare herb, and on a result of 28 or higher you obtain 2 rare herbs. With 1 minute of preparation a rare herb can be quickly processed into a basic healing potion, 2 rare herbs can be made into an antitoxin, or 3 rare herbs can be made into a greater healing potion. COVER TRACKS While moving at a slow pace, an adventurer can cover the party’s tracks with a Survival check so that it is harder for pursuers to follow. The adventurer’s Survival check result is the DC for any pursuer’s Survival check to track them. Critical Failure. The party leaves an obvious trail, and their pursuers gain a day’s worth of travel covering the distance between them for each day spent doing this journey activity. Failure. The party leaves a trail, and their pursuers continue to harass them. Success. The party manages to put an extra day between themselves and their pursuers for each day spent doing this journey activity. Critical Success. The party lose their pursuers. HUNT AND GATHER It’s often fruitful for an adventurer to track and kill game, or forage for food and water, along the road with a Survival check. Critical Failure. The adventurer gains toxic Supply, and the entire party suffers a level of fatigue. Failure. The adventurer gains no Supply. Success. The adventurer gains 1 Supply per day spent doing this journey activity. Critical Success. The adventurer gains double the Supply. SCOUT
Header:
Header Use Record
Fatigue 0/7 Strife 0/7 Exertion Pool 9/9 Trained Accuracy 4/4 Intrepid 1/1 (short or long) Swift Feet 1/1 (short or long) Hunter’s Target 1/1 (short or long) Longbow Arrows (40/40) Inspiration 0/1 |