Tsadok Goldtooth

Ozz the Bog Ghost's page

344 posts. Alias of Lord Grey.


Full Name

Ozz

Race

HP: 55/71, AC: 15, HD: 4/9, Pass Perc: 16 (Darkvision 60), Init: +1, Spell Save DC: 14, Inspiration: Y

Special Abilities

+9 to attack with STR based melee and ranged attacks. Spells: 1st- 2/4 || 2nd- 3/3 || 3rd: 2/2|| Relentless End: 1/1

Deity

Tempus

Occupation

Bogshark!

Strength 20
Dexterity 12
Constitution 15
Intelligence 8
Wisdom 14
Charisma 10

About Ozz the Bog Ghost

Ozz the Bog Ghost
Class Ranger 9 (Hunter)
Race Half Orc
Background Outlander
Alignment Neutral
Age 32
Height/Weight 6'8, 250 lbs
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Total HP 71
AC 15
Init +1
Speed 30
Passive Perception 15
Hit Dice 8d10
Spell Save DC 13
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Saving Throws
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STR +8, DEX +4, CON +2, INT -1, WIS +2, CHA 0

Equipment Scale mail, Explorer's pack, Battle Axe, 5 Javelins, two toy soldiers (one with a missing head) in Neverwinter's colors, 1 Healing Potions (2d4+2)

Proficient Skills/Tools athletics +8, intimidate +3, nature +2, Perception +5, survival +5, Stealth (dis) +4, Singing +3(+ability)
Languages Common, Orc, Elven, Giant
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Special Abilities
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dark vision Thanks to your orc blood, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it w ere bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Relentless Endurance When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can’t use this feature again until you finish a long rest.
Savage Attacks When you score a critical hit with a melee weapon attack, you can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit.

favored enemy (Civilized Humanoids, Elementals):

Beginning at 1st level, you have significant
experience studying, tracking, hunting, and even
talking to a certain type of enemy commonly
encountered in the wilds.
Choose a type of favored enemy: beasts, fey,
humanoids, monstrosities, or undead. You gain a
+2 bonus to damage rolls with weapon attacks
against creatures of the chosen type. Additionally,
you have advantage on Wisdom (Survival) checks
to track your favored enemies, as well as on
Intelligence checks to recall information about
them.
When you gain this feature, you also learn one
language of your choice, typically one spoken by
your favored enemy or creatures associated with it.
However, you are free to pick any language you
wish to learn.

Greater Favored Enemy
At 6th level, you are ready to hunt even deadlier
game. Choose a type of greater favored enemy:
aberrations, celestials, constructs, dragons,
elementals, fiends, or giants. You gain all the
benefits against this chosen enemy that you
normally gain against your favored enemy,
including an additional language. Your bonus to
damage rolls against all your favored enemies
increases to +4.
Additionally, you have advantage on saving
throws against the spells and abilities used by a
greater favored enemy.


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.

Wanderer You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.
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.
Primeval Awareness:
Beginning at 3rd level, your mastery of ranger
lore allows you to establish a powerful link to
beasts and to the land around you.
You have an innate ability to communicate
with beasts, and they recognize you as a kindred
spirit. Through sounds and gestures, you can
communicate simple ideas to a beast as an action,
and can read its basic mood and intent. You learn
its emotional state, whether it is affected by
magic of any sort, its short-term needs (such as
food or safety), and actions you can take (if any)
to persuade it to not attack.
You cannot use this ability against a creature
that you have attacked within the past 10
minutes.
Additionally, you can attune your senses to
determine if any of your favored enemies lurk
nearby. By spending 1 uninterrupted minute in
concentration (as if you were concentrating on a
spell), you can sense whether any of your
favored enemies are present within 5 miles of
you. This feature reveals which of your favored
enemies are present, their numbers, and the
creatures’ general direction and distance (in
miles) from you.
If there are multiple groups of your favored
enemies within range, you learn this information
for each group

Horde Breaker:

Hunter’s Prey
At 3rd level, you gain one of the following
features of your choice

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.

Extra Attack
Beginning at 5th level, you can attack twice,
instead of once, whenever you take the Attack
action on your turn.

Escape the Horde
Opportunity attacks against you are made with disadvantage.

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Spells Known
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1st level 4 slots
Hunter's Mark
Fog Cloud
Absorb Elements (PC)
2nd Level 3 slots
Healing Spirit
Locate Object

3nd Level 2 slots
Protection from Energy

Personality Traits:
Ozz is a quiet half-orc, who tends to respond in grunts then words. He is frequently eying the horizon for trouble, almost seeming lost in thought, making it difficult to tell if he is paying attention to what is directly around him or not. He possess a soft, quiet happy and a hard, quiet rage. Sometimes Ozz can be indecisive about the best course of action, and generally jumps at the opportunity to follow his comrades' orders.

Ideals:
Ozz seeks to live off of the society they had outcast and hunted him for most of his life. Any chance to get a bit of payback is a chance worth taking.

Bonds:
Ozz can be rather self-sacrificing if one of his gang is in trouble. If he thinks there is a chance to save one of his friends, he'll distract a dragon to give them time to get away.

Flaws:
His bitterness of men and elves has created a mean temperament in Ozz. He can cause all sorts of trouble around these folk given the opportunity.

Backstory:
Oz doesn't remember much of his childhood. The first decade of his life was a blur of small villages, rough memories of faces, and lots of traveling. There was always a sense of urgency in these days. In his first vivid memories he was alone. He wandered into a town with the clothes on his back and a pouch with some coin, some food, and his toy soldiers. He was often unwelcome, and there seemed to be some elves that were trying to find him. He had a natural distrust of elves which grew to a loathing of elves and a distrust of everyone else. Long, hard years of struggling, surviving, and running marked his life for many years. Then he wandered into the Evermoors. These lands provided safety for him, and in his late teens he met the Bogsharks, and joined them never to look back at a different way of life. He's pretty honest about his past with his Bogshark family. The only thing he holds back is that he thinks that the elves hunting him are from Neverwinter, the place where his forgotten memories originate.

Physical Description:
Tall and sturdy, Ozz clearly looks like a physical force of destruction. His years of hard survival has trained him to be a living weapon and his body shows as much. Scars, large muscles, and a mean looking temperament mark his visage.