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About Ozz the Bog GhostOzz the Bog Ghost
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)
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.
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
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
Extra Attack
Escape the Horde
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3nd Level 2 slots
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. |