Erastil

Orym Rednose's page

156 posts. Alias of Gnomezrule.


Full Name

Orym

Race

Male Firbolg NG Ranger 1

Classes/Levels

AC 14 HP 7/12 Passive Perception 15 Init +2 Proficency Bonus + 2 Current Picture of Orym

Homepage URL

Orym

Strength 18
Dexterity 15
Constitution 16
Intelligence 9
Wisdom 15
Charisma 9

About Orym Rednose

Orym "Rednose"
Medium, Firbolg, Ranger 1, NG
[b]Armor Class
14 (Studded Leather)
Hit Points 12 (1d10+2)
Ability Scores STR 18 (+4), DEX 15 (+2), CON 16 (+3) INT 9 (-1), WIS 15 (+2), CHA 9 (-1)
Senses Sight/sense (range), Passive Perception 12
Speed 30ft.
Languages Common (Free), Elven (Race), Giant (Race), & Sylvan (Background)

Attacks:

Scimitar- Martial Melee: +6 to hit, range -. Hit: 1d6+4 slashing
Properties: proficient, finesse, light
Sickle- Simple Melee: +6 to hit, range -. Hit: 1d4+4 slashing
Properties: proficient, light
Club- Simple Melee: +6 to hit, range -. Hit: 1d4+4 bludgeoning
Properties: proficient, light
Longbow- Martial Ranged: +4 to hit, range 150/600. Hit: 1d8+2 piercing
Properties: proficient, ammunition, heavy, two-handed
Dagger- Simple Melee: +6 to hit, range 20/60. Hit: 1d4+4 piercing
Properties: proficient, finesse, light, thrown, underwater

Skills:

Strength +4
• Athletics +4
Dexterity +2
• Acrobatics + 2
• Sleight of Hand +2
• Stealth +2
Intelligence -1
• Arcana -1
• History -1
• Investigation -1
• Nature +1
• Religion -1
Wisdom +3
• Animal Handling +5
• Insight +5
• Medicine +3
• Perception +5
• Survival +5
Charisma +0
• Deception +0
• Intimidation +0
• Performance +0
• Persuasion

Race:

Firbolg
• +1 Strength, +2 Wisdom
• Size. Medium
• Speed. 30ft
• Hidden Step. magically turn invisible (bonus action) until the start of your next turn or until you attack, make a damage roll, or force someone to make a saving throw. Regain ability after a short or long rest.
• Powerful Build. one size larger when determining carrying capacity and push, drag or lift weight
• Speech of Beast and Leaf. communicate in a limited manner with beasts and plants. They can understand the meaning of your words, though you have no special ability to understand them in return. You have advantage on all Charisma checks you make to influence them
• Firbolg Magic. cast Detect Magic and Disguise Self once, regain ability after a short or long rest. Detect Magic (divination) cast 1 act, range self, duration 10 min/Concentration, component VS 30ft rad, sense presence of magic, action to see aura of object or creature & learn school of magic. Disguise Self (illusion) cast 1 act, range self, duration 1 hr, component VS alter appearance (3ft short/tall, thin/fat), Investigation check vs spell DC to discern (3ft shorter) - Spell Ability (Wis) Save DC 13
• Language. Common, Elvish, Giant

Race:

Firbolg
• +1 Strength, +2 Wisdom
• Size. Medium
• Speed. 30ft
• Hidden Step. magically turn invisible (bonus action) until the start of your next turn or until you attack, make a damage roll, or force someone to make a saving throw. Regain ability after a short or long rest.
• Powerful Build. one size larger when determining carrying capacity and push, drag or lift weight
• Speech of Beast and Leaf. communicate in a limited manner with beasts and plants. They can understand the meaning of your words, though you have no special ability to understand them in return. You have advantage on all Charisma checks you make to influence them
• Firbolg Magic. cast Detect Magic and Disguise Self once, regain ability after a short or long rest.
›› Detect Magic (divination) cast 1 act ᴿ, range self, duration 10 min ᶜᵒᶰ, component VS
30ft rad, sense presence of magic, action to see aura of object or creature & learn school of magic
›› Disguise Self (illusion) cast 1 act, range self, duration 1 hr, component VS
alter appearance (1ft short/tall, thin/fat), Investigation check ⱽˢ spell DC to discern (3ft shorter)
- Spell Ability (Wis) Save DC 13
• Language. Common, Elvish, Giant

Class:

Ranger
• Armor. Light & medium armor, shields
• Weapons. Simple and martial weapons
• Tools. none
• Saves. Strength, Dexterity
• Skills. Choose 3 from Animal Handling, Athletics, Insight, Investigation, Nature, Perception,
Stealth, and Survival
• Favored Enemy
Enemies: Humanoid
Advantage on Wisdom (Survival) checks to track favored enemy and Intelligence checks to
recall information about them
• Natural Explorer: You are a master of navigating the natural world, and you react with swift and decisive action when attacked. This grants you the following benefits:
• 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. In addition, you are skilled at navigating the wilderness. You gain the following benefits when traveling for an hour or more:
• 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 (such as foraging, navigating, or tracking), you remain alert to danger.
• If you are traveling alone, you can move stealthily 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.

Background:

Far Traveler
• Region: Chult
• Feature: All Eyes on You- Your accent, mannerisms, figures of speech, and perhaps even your appearance all mark you as foreign. Curious glances are directed your way wherever you go, which can be a nuisance, but you also gain the friendly interest of scholars and others intrigued by far-off lands, to say nothing of everyday folk who are eager to hear stories of your homeland. You can parley this attention into access to people and places you might not otherwise have, for you and your companions. Noble lords, scholars, and merchant princes, to name a few, might be interested in hearing about your distant homeland and people.
• Why Are You Here. Emissary
• Skills. Insight, Perception
• Tools. One type of gaming set or musical instrument: Dulcimer
• Lifestyle. Modest, 1 gp per day
• Languages. Sylvan
Personality Traits:
1- Trait 1- I start my day with rituals unfamiliar to those around me.
2- Trait 2- I have a code of honor or sense of propriety that others around me do not understand.
Ideal: Suspicious I must be careful because I have no way of telling friend from foe here.
Bond: Though I had no choice I lament leaving my loved ones behind. I hope to see them one day.
Flaw: I don't take kindly to some of the actions and motivations of the people of this land, because these people are different from me.

Equipment:

Explorer's outfit
Studded Leather
Scimitar
Sickle
Dagger x2
Longbow
20 Arrows
Belt pouch 5gp
Dulcimer
Explorer's Pack
• Backpack
• Bedroll
• Mess kit
• Tinderbox
• 10 Torches
• 10 days of rations
• Walerskin
50 feet of hemp rope

Appearance:
Head and shoulders well above most of the tallest men stands this grey skinned giant. A solid frame though not bulky. He has blonde hair kept long in loose waves. The hair from the top of his head bound behind his ears in a pony tail with the back of his hair falling free, an elvish style but clearly this is no elf. His gear is natural and worn in browns and greens. His ears jut out to the side of his head wide ending in sharp points. Two read braids drop from his temples down his sideburns he rest of his face is buried in a gnarly beard. His features are not fragile but light save for his nose which is large for his face and looks reddish. His eyes are deep brown like stained wood. He walks with a large walking stick which could easily serve as a club, a sickle hangs on his belt along with a well-made, elven, scimitar, judging from the craftsmanship. Across his back is a peculiar wooden shape with strings that run the length of it beside his large longbow. Orym

Personality:
Orym is kind. He soft spoken and gentle. Looking down on most seeking to do no harm unless provoked or deserved. Despite his demeanor he views most civilized folk he meets as dangerous consumers of the world. He tries to hide his thinly veiled contempt toward any economy beyond gifting or sharing. He views these excesses as almost outside of people's control. Believing it to be their nature.

History:
Orym was born over a century ago. He ranged the Dreadwood protecting its creatures and his clan from dangers of evil creatures and the incursion of those who do not respect life. Seldom ranging far from the lands his people hunted. His clan was allies of the elves of the forest. It is only in recent weeks that have driven a change in Orym's life long routine. A human baby girl was found in the reeds of the southern Dreadwood. The elders of his clan have elected that the baby is to be returned to her people. Orym was stuck with the mission. Orym took an elven name when given his quest. He has made his way to Saltmarsh and directed to a tavern, 'the Wicker Goat' by those manning the gate, who can't stop calling him Rednose not unlike the few human hunters he has met who have ventured to the Dreadwood.