About Kela Tharken
The Tharken family is only a minor one with House Tharashk. And, due to the foolish activities of Kela's uncle has lost much of their influence. During her childhood Kela's family was focused on reclaiming respect among the House, attempting to expand operations and cut costs wherever they could. For Kela though this focus seemed small minded. She had grown up entranced by the stories of her ancestors. Their wisdom recognised by the Vvaraak the dragon, their success in the Daelkyr War and their ongoing commitment to guarding the world even as the kingdoms seek to destroy each other.
Her parents disagreed vehemently, since Kela was dragonmarked they felt she ought to be responsible for reviving the Tharken family prospects with the House. Kela finally gave up on getting their blessing in her late teens and left home in the night to join the Gatekeepers.
Successfully completing the training to become a hunter of the Gatekeepers is a difficult task, but one that Kela took to with enthusiasm that never quite flagged. For the first few years she worked as part of a hunting group within the Shadow Marches. But the Gatekeepers were changing, in the aftermath of the Last Was and the Mourning a desire to expand operations, to look beyond the traditional borders was taking hold.
One of the results of this was some members being encouraged to work alongside different hunting groups, in new regions, learning of different techniques and dangers. For Kela this seemed like an opportunity to expand her world beyond the familiarity of the Shadow Marches and she agreed to travel to the Eldeen Reaches and work alongside one of the more established hunting groups there.
Medium NG Humanoid (Half-Orc)
AC: 15 (leather) HP 44/44 Speed 30 ft.
STR 10 (+0) DEX 18 (+4) CON 15 (+2) INT 10 (+0) WIS 14 (+2) CHA 9 (-1)
Saving Throws STR +3, DEX +7
Skills: Athletics +3, Nature +3, Perception +5 +1d4, Stealth +7, Survival +5 +1d4
Tools: Cartographer's Kit, Herbalism Kit
Senses: Darkvision 60 ft
Languages: Common, Goblin, Infernal
Favoured Enemy (Aberrations): advantage on Survival and Intelligence checks
Natural Explorer (Swamp): double proficiency bonus on Intelligence and Wisdom checks
Spell DC: 13 Spell Attack: +5
1st level (4/4 slots): Absorb Elements, Hunter’s Mark, Protection from Evil and Good
2nd level (2/2 slots): Locate Animals and Plants, Misty Step, Pass without Trace, Spike Growth
Extra Attack Make two attacks when you take the Attack action
Longbow +7 to hit,range 150ft (600ft), 1d8+4 piercing
Shortsword +7 to hit, 1d6+6 piercing
Detect Portal (1/1) once per short rest, detect the distance and direction to the closest planar portal within 1 mile
Imprint Prey (1/1) bonus action, once per short rest, choose one creature you can see within 30 ft. When tracking your quarry, double the result of your Intuition die. When your quarry is within 60 ft., you have a sense of its location: it can’t be hidden from you, gains no benefit from invisibility, and your attacks against it ignore half cover.
Planar Warrior bonus action, choose one creature you can see within 30 ft. Next hit on this turn with a weapon converts damage to force +1d8
Belt Pouch (10gp)
Horn of Silent Alarm
Bag of Holding
Race – Half-Orc (Mark of Finding):
Ability Score Increase: Strength, Dexterity and Wisdom scores all increase by 1.
Darkvision: You can see in dim light within 60ft 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.
Hunter’s Intuition: When you make a Wisdom (Perception) or Wisdom (Survival) check, you can roll one Intuition die, a d4, and add the number rolled to the ability check.
Imprint Prey: As a bonus action, choose one creature you can see within 30 feet of you. The target is imprinted in your mind until it dies or you use this trait again. Alternatively, you can imprint a creature as your quarry whenever you succeed on a Wisdom (Survival) check to track it. When you are tracking your quarry, double the result of your intuition die. When your quarry is within 60 feet of you, you have a general sense of its location. Your attacks against it ignore half cover. If you can’t see the target when you attack it, your inability to see it doesn’t impose disadvantage on the attack roll. Likewise, your quarry doesn’t gain advantage on attack rolls against you due to being hidden or invisible. Once you use this trait, you cannot use it again until you finish a short or long rest.
Nature’s Voice: When you reach 3rd level you gain the ability to cast locate animals or plants, but only as a ritual.
Languages: Common, Goblin
Background – Gatekeeper Hunter:
Skill Proficiency: Athletics, Nature
Tool Proficiency: Herbalism Kit, Cartographer's Kit
Equipment: One set of traveller’s clothes, a tattoo representing your place in the order, and a pouch containing 10 gp.
Feature: Gatekeeper Regard
You receive shelter and succor from members of your order and those sympathetic to its aims. This help comes in the form of shelter and meals, and healing when appropriate, as well as occasionally risky assistance, such as a band of local citizens rallying to aid a sorely pressed hunter in a fight, or those who support the order helping to smuggle a hunter out of town when she is being hunted unjustly. (from Knight of the Order feature, Sword Coast Adventurer’s Guide)
Class – Ranger (Horizon Walker):
Hit Dice: 5d10
Armor Proficiency: Light armor, medium armor, shields
Weapon Proficiency: Simple weapons, martial weapons
Saving Throw Proficiency: Strength, Dexterity
Skills: Perception, Stealth, Survival
Equipment: Leather armor, two shortswords, explorer’s pack, longbow, quiver, and 20 arrows
Favored Enemy (Aberrations): You have advantage on Wisdom (Survival) checks to track your favoured enemy, as well as on Intelligence checks to recall information about them. You also learn the Infernal language.
Natural Explorer (Swamp): When you make an Intelligence or Wisdom check related to your favoured terrain, your proficiency bonus is doubled if you are using a skill that you’re proficient in.
While travelling for an hour or more in your favoured terrain, you gain the following benefits.
Difficult terrain doesn’t slow your groups travel
Your group can’t become lost except by magical means
Even when engaged in another activity while travelling (such as foraging, navigating, or tracking), you remain alert to danger.
If you are travelling alone, you can move stealithly 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.
Fighting Style (Dueling): When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
Detect Portal: As an action, you detect the distance and direction to the closest planar portal within 1 mile of you. Once you use this feature, you can’t use it again until you finish a short or long rest.
Planar Warrior: As a bonus action, choose one creature you can see within 30 feet of you. The next time you hit that creature on this turn with a weapon attack, all damage dealt by the attack becomes force damage, and the creature takes an extra 1d8 force damage from the attack.
Primeval Awareness: You can use your action and expend one ranger spell slot to focus your awareness on the region around you. For 1 minute per level of the spell slot you expend you can sense whether the following types of creatures are present within 1 mile of you (or within up to 6 miles if you are in your favoured terrain): aberrations, celestials, dragons, elementals, fey, fiends, and undead. This feature doesn’t reveal the creatures’ location or number.
Ability Score Improvement: +2 Dexterity
Extra Attack: You can attack twice, instead of once, whenever you take the Attack action on your turn.