Abra Lopati

Jiminy Hargrove's page

71 posts. Alias of BodaciousGaming.


Full Name

Jiminy Hargrove

Race

Human | Skilled Survivalist 5 | HP 70/70 | AC 19/20 (DW) | CMDC 16 | Saves Str +7; Dex +8; Con +4; Int +3; Wis +7; Cha +1 | Exertion Pool 8/9 | Trained Accuracy 4/4 | Passive Perception 17 (22 versus invisible/hidden) | Initiative +5

Classes/Levels

Speed 35' | Figgy HP 30/30 | AC 17

Gender

Male

Size

Medium

Age

43

Alignment

Lawful Neutral

Languages

Common, Draconic, Primordial

Strength 18
Dexterity 20
Constitution 18
Intelligence 12
Wisdom 18
Charisma 16

About Jiminy Hargrove

About Jiminy Hargrove
Jiminy Hargrove
Class Ranger Level 5
Heritage: Human; Culture: Lone Wanderer; Background: Soldier; Destiny: Dominion
Size Medium; Speed 30 ft. (60 ft. mounted)
Proficiency Bonus +3
Languages Common, Draconic, Primordial
Maneuver DC 16
Riding Horse HP: 19/19 AC: 13 (Cloth Brigandine Barding + 1 Dex)

Strength 18 (+4)*
Dexterity 20 (+5)*
Constitution 18 (+4)
Intelligence 16 (+3)
Wisdom 18 (+4)*
Charisma 12 (+1)
* Saving throw proficiency (+3)

Dice Expressions:

[dice=Initiative]1d20+5[/dice]
[dice=Perception]1d20+7[/dice]
[dice=+1 Saber]1d20+9; 1d8+6[/dice]
[dice=+1 Saber(mounted)]1d20+9; 1d10+6[/dice]
[dice=Longbow]1d20+8; 1d8+5[/dice]
[dice=Pike]1d20+7; 1d10+4[/dice]
[dice=Brass Knuckles]1d20+7; 1d4[/dice]
[dice=Herbalism Kit]1d20+1d4+7[/dice]

DEFENSE
Hit Points 70 (Hit dice 5d10 + 20)
Fatigue 0; Strife 0
Armor Class 19 [Unarmored Defense 10 + Dex Mod (5) + Wis Mod (4)]/20 (Dual Wielding)
Armor Proficiencies light armor; medium armor; shields

OFFENSE
+1 Saber Melee Weapon Attack: +9 to hit, reach 5 ft, one target. Hit: 1d8(1d10 mounted) + 6 piercing damage
Pike Melee Weapon Attack: +7 to hit, reach 10 ft (Disadvantage against creatures 5' away), one target. Hit: 1d10 + 4 piercing damage
Longbow Ranged Weapon Attack: +8 to hit, range 150’/600’ ft, one target. Hit: 1d8 + 5 piercing damage
Brass Knuckles Melee Weapon Attack: +7 to hit, range 5', one target. Hit: 1d4 bludgeoning damage

Weapon Proficiencies: Simple weapons, Martial Weapons

PROFICIENCIES
SKILLS
Acrobatics
Animal Handling* (riding)
Arcana
Athletics* (climbing)[+5 Climb or Swim]
Culture
Deception
Engineering
History
Insight*
Intimidation
Investigation*
Medicine**(herbalism, animals); ***When used to diagnose the cause of or treat wounds
Nature* (Beast Lore)
Perception*
Performance
Persuasion*
Religion
Sleight of Hand
Stealth* (Camouflage)
Survival**

*Proficient
**Expertise 1d4
***Expertise 1d6
(Skill Specialty)

Tools
Playing Cards
Herbalism Kit (Wisdom)
Sewing Kit
* Add expertise die.

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.

Jiminy Inventory Sheet

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.
When you activate this maneuver, you take the Attack action and make a weapon attack, as well as any additional attacks granted by Extra Attack. Until the start of your next turn, your weapon attacks score a critical hit on a roll of 19–20.
If you already have a feature that increases the range of your critical hits, your critical hit range increases by 1 (maximum 17–20).

Swift Stance (Bonus Action): 1st Degree Rapid Current; 1 exertion
Your speed increases by 5 feet

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.
Choose a number of creatures equal to your proficiency bonus that you can see within your weapon’s normal range. Until the start of your next turn, a chosen creature’s movement does not provoke opportunity attacks from creatures you can see as you pelt the area nearby with missiles.
For each opportunity attack a chosen creature would have otherwise provoked, you expend one piece of ammunition or thrown weapon.

Doubleshot (Action): 1st Degree Biting Zephyr; 1 exertion
You palm two blades or knock two arrows, launching both missiles at the same opponent.
The next ranged weapon attack you make uses two missiles instead of one. On a hit, you deal an additional weapon damage die.

Quickdraw (Reaction): 2nd Degree Biting Zephyr; 2 exertion
With incredible swiftness you tear your weapon from its sheath and let fly a reckless attack.

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.
Move 20 feet. This movement doesn’t provoke opportunity attacks from creatures you can see.

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
You have significant experience studying, tracking, hunting, and even communicating with your enemies. Choose a type of adversary: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select two humanoid heritages (such as gnolls and orcs) as studied adversaries.
You have advantage on Survival checks to track your studied adversaries, as well as on ability checks to recall information about them. You also learn to communicate with basic words in a language of your choice that is spoken by your studied adversaries, if they speak one at all.
During a long rest, you can replace a current studied adversary with a new one.

FAMILIAR TERRAIN
At 1st level, you are particularly adept at traveling and surviving in natural environments. When making an Intelligence or Wisdom check related to any natural terrain, you gain an expertise die if using a skill you're proficient in. While traveling in any natural terrain, you gain the following benefits:
-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 you remain alert to danger. Your passive Perception increases by 2.
-If you are traveling alone, you can move stealthily at a normal pace.
-When you Hunt and Gather, you find twice as much Supply 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.

COMBAT MANEUVERS
At 2nd level, you gain the ability to use combat maneuvers. You gain proficiency in two combat traditions from the following list: Biting Zephyr, Mirror’s Glint, Rapid Current, Razor’s Edge, Spirited Steed, and Unending Wheel. You learn two maneuvers of your choice from traditions you are proficient with.
You gain an exertion pool equal to twice your proficiency bonus, regaining any spent exertion at the end of a short or long rest. You use your maneuvers by spending points from your exertion pool. The Maneuvers Known column of the Ranger table shows when you learn more maneuvers from a tradition you are proficient with, while the Maneuver Degree column shows the highest degree you can select maneuvers from at a given level.
Additionally, whenever you learn a new maneuver, you can choose one of the maneuvers you know and replace it with another maneuver of the same degree from a tradition you are proficient with.

STRIDE AND SEEK
Your wilderness survival instincts guide your physical and mental training. You gain one of the following features at 2nd level. You gain the other feature when you reach 5th level in this class.

HUNTER’S TARGET
You can use your bonus action to focus your attention on a specific enemy. Choose a creature you can see within 90 feet to mark as your quarry. For 1 hour, you are focused on this creature. You gain a +1 bonus to weapon attack rolls against the creature, and your weapon attacks against it deal an extra 1d6 damage. In addition, you have advantage on Perception and Survival checks you make to find it. If the creature drops to 0 hit points before the hour ends, you can use a bonus action to mark a new quarry.
Once you use this feature, you can’t use it again until you finish a short or long rest.

SWIFT FEET
You can use your bonus action to move with greater agility. For 1 minute, your movement doesn’t provoke opportunity attacks. You can choose to end this effect early to either increase your Speed by 30 feet until the end of your turn or gain advantage on a weapon attack.
Once you use this feature, you can’t use it again until you finish a short or long rest.

TRAINED ACCURACY
At 2nd level, you learn to maintain a level of discipline that spills over into everything you do. This perpetual state of focus allows you to perform incredible feats.

ACCURACY BONUS
When you make a weapon attack, you can use your reaction to gain an attack bonus or damage bonus as shown on the Accuracy Bonus table. Between long rests, you have a number of uses equal to your Wisdom modifier (3).
1 use -> +1 to hit or +1d6 damage
2 uses -> +2 to hit or +3d6 damage
3 uses -> +3 to hit or +5d6 damage

ACCURACY RESERVE
If you have not moved since the beginning of your last turn, you gain a +1 bonus to weapon attack rolls until the end of your turn. You lose this bonus if you move.

WILDERNESS MYSTIQUE
At 4th level your experience as an expert survivalist manifests at the subconscious level. Choose one of the following options:
KINDRED SPIRIT
You intuitively sense when another wilderness expert is nearby. Your passive Perception increases by 5 to detect hidden or invisible creatures within 30 feet of you, and you instantly detect whether any creature you can see is proficient with Stealth or Survival.

EXTRA ATTACK
At 5th level you can attack twice, instead of once, whenever you take the Attack action on your turn.

Skilled Survivalist Archetype Features:

-At 3rd level when you select this archetype,
you learn to keep yourself safe without the
need for armor. While not wearing armor
and not wielding a shield, your AC equals
10 + your Dexterity modifier + your Wisdom
modifier.

-Also at 3rd level, you learn to rely on your
advanced wilderness skills to see you
through. Choose one of the following to be
proficient in: Perception, Stealth, Survival,
Nature. If you are already proficient, you can
instead gain an expertise die.
You also can fashion your own weapons.
When in an area with the appropriate
raw materials available (as determined by
the Narrator), you can fashion one of the
following over the course of a short rest
with the aid of a dagger or similar bladed
implement: blowgun with 10 needles,
shortbow with 5 arrows, 50 needles, 20
arrows, club, greatclub, quarterstaff, spear.

If you also have a sharp stone such as flint
or obsidian available, you can fashion a
dagger, handaxe, or macuahuitl (if culturally
appropriate) without the use of a bladed
implement. These weapons have the flaw
property and any creature except you suffers
disadvantage on attack rolls made with them.

-Finally, at 3rd level you become especially
adept at hunting local creatures. Choose
one of the following creature types: beast,
monstrosity, plant. You gain an expertise
die on attack rolls made against creatures
of the chosen type. Additionally, when you
deal damage to such a creature, it takes an
additional 1d4 damage.

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)
Choose an attribute and raise it by 1, up to the attribute cap of 20, and become proficient with saving throws using the selected attribute.

MOUNTED WARRIOR
You fight as if you were born to the saddle.
-You gain proficiency with the Lancer Strike maneuver and do not have to spend exertion to activate it.
-Attacks targeting your mount target you instead, if you choose.
-Your mount gains Evasion, as per the 7th level rogue class feature, while you are riding it.

Dual Wielding Expert
You are a whirlwind of steel.

-Wielding a weapon in each hand grants you a +1 bonus to AC.
-You may dual-wield any two weapons without the two-handed quality.
-You can sheathe or unsheathe two weapons as part of your movement action.

MARTIAL SCHOLAR
Prerequisite: Proficiency with at least one martial weapon
You have taken the time to learn some advanced combat techniques. You gain the following benefits:
-You gain proficiency in a combat tradition of your choice.
-You learn two combat maneuvers from a combat tradition you know. If you don’t already know any combat maneuvers, both must be 1st degree. Combat maneuvers gained from this feat do not count toward the maximum number of combat maneuvers you know.
-Your exertion pool increases by 3. If you do not have an exertion pool, you gain an exertion pool with 3 exertion, regaining your exertion whenever you finish a short or long rest.

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
An adventurer roams at a distance from the party, making a Perception check seeking vantage points to look ahead.
Note: This journey activity may only be performed once per region.
Critical Failure. The adventurer gets lost and suffers a level of fatigue before returning to the party.
Failure The adventurer learns nothing useful.
Success The party automatically learns one region which adjoins the current region for each day spent doing this journey activity. Additionally, the party gains advantage on perception checks made against any attempts to surprise or ambush them during the period that the adventurer is scouting.
Critical Success. As a success, and the adventurer finds a handy path. The party gains half a day’s travel for each day spent doing this journey activity.

TRACK
A designated tracker can ensure that the party remains on the trail of their prey with a Survival check. This check is opposed by the Survival check of the creature being tracked if it is attempting to hide its tracks, or the region’s journey activity DC if it is not.
Critical Failure. The party loses their prey.
Failure. The party falls back an extra day between themselves and their prey for each day spent doing this journey activity.
Success. The party continues to follow their prey.
Critical Success. The adventurer finds an obvious trail, and the party gains a day’s worth of travel covering the distance between them and their prey for each day spent doing this journey activity.

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