Lord Villastir

"Quinn" - Quinntithas Larentil's page

52 posts. Alias of Talomyr.


Classes/Levels

Skills:
Arcana +3, Athletics + 4, Nature +4, Perception + 8, Persuasion +5, Stealth +8, Survival + 5

Gender

River Elf Male Fey Wanderer Ranger 8| HP 15/60 | AC 17 | Initiative +5 | Spells: 1st - 2/4, 2nd - 1/3 | Favored Foe 3/3 | Passive Perception 18 | Saves: STR: +4 DEX: +8 CON: +1 INT: +0 WIS: +2 CHA: +0 | Conditions: Exhaustion 1

About "Quinn" - Quinntithas Larentil

Class: Ranger (Fey Wanderer)

Background - Arbonesse Exile (MHH pg 99):

Skill Proficiencies: Arcana, Survival
Tool Proficiency: One Set of Artisan's Tools - Woodcarver's Tools
Language: One of your choice - Vilya (Sylvan)

Feature: Arbonesse Heritage - An elder of Arbonesse pass some of their secret knowledge down to you. You know of one relatively safe Fey Road that begins in the Arbonesse and leads elsewhere in Midgard, as well as the means to open the way.

Alignment: Chaotic Good

Ability Scores:
STR: 12 (+1) DEX: 20 (+5) CON: 12 (+1) INT: 10 (+0) WIS: 14 (+2) CHA: 10 (+0)

Proficiency Bonus: +3
Initiative: +5
Movement: 35 ft (walking, climbing, swimming)
Passive Perception: 18
Passive Insight: 12
Passive Investigation: 10

Proficiencies and Languages:
Armor: Light, Medium, Shields
Weapons: Simple and Martial
Tools: Woodcarver's Tools
Languages: Trade Tongue, Linlambe (Elvish), Vilya (Sylvan), Northern Tongue

Defense:

AC: 17 (Armor + Dex)
HP: 60 (8d10 + 8)
HD: 8d10

Saving Throws:
STR: +4 DEX: +8 CON: +1 INT: +0 WIS: +2 CHA: +0

Offense:
Arbonessi Joining Blades +9; 2d6 + 6 slashing (joined)
Right Joining Blade +8; 1d6 + 6 (unjoined)
Left Joining Blade +9; 1d6 + 5 (unjoined)
Longbow +8; 1d8 + 5 Piercing
Club +8; 1d4 + 5 Bludgeoning
Dagger +8; 1d4 + 5 Piercing; Range - 20/60

Spell:+5; DC 13
Spell Slots: 1st Level - 4; 2nd Level - 3

Spells Known: (5 + Conclave/Primeval Awareness)
Cantrip: Mage Hand
1st: Charm Person*, Cure Wounds, Hunter's Mark, Speak with Animals*, Zephyr Strike
2nd: Beast Sense*, Misty Step*, Pass Without Trace, Summon Beast

*May be cast once per day without expending a spell slot

Actions in Combat: Attack, Cast a Spell, Dash, Disengage, Dodge,
Grapple, Help, Hide, Improvise, Ready, Search, Shove, Use an Object

Feats:

Slasher: (+1 Dexterity)

Once per turn when you hit a creature with an attack that deals slashing damage, you can reduce the speed of the target by 10 feet until the start of your next turn.

When you score a critical hit that deals slashing damage to a creature, you grievously wound it. Until the start of your next turn, the target has disadvantage on all attack rolls.

Skills: (* = Proficient; ** = Expertise)
Acrobatics +5
Animal Handling +2
*Arcana +3
*Athletics +4
Deception +2
History +0
Insight +2
Intimidate +2
Investigation +0
Medicine +2
*Nature +4
**Perception +8
Performance +2
*Persuasion +5
Religion +0
Slight of Hand +5
*Stealth +8
*Survival +5

Racial Features:

Darkvision: Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet 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.

Keen Senses: You have proficiency in the Perception skill.

Fey Ancestry: You have advantage on saving throws against being charmed, and magic can't put you to sleep.

Trance Elves don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is "trance.") While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.

If you meditate during a long rest, you finish the rest after only 4 hours. You otherwise obey all the rules for a long rest; only the duration is changed.

Languages: You can speak, read, and write Common and Elvish. Elvish is fluid, with subtle intonations and intricate grammar. Elven literature is rich and varied, and their songs and poems are famous among other races. Many bards learn their language so they can add Elvish ballads to their repertoires.

Elf Weapon Training: You have proficiency with the longsword, shortsword, shortbow, and longbow.

Cantrip You know one cantrip of your choice from the wizard spell list. Intelligence is your spellcasting ability for it. Mage Hand

Extra Language: You can speak, read, and write one extra language of your choosing. Northern Tongue

Class Features:

Favored Foe: This 1st-level feature replaces the Favored Enemy feature and works with the Foe Slayer feature. You gain no benefit from the replaced feature and don't qualify for anything in the game that requires it.

When you hit a creature with an attack roll, you can call on your mystical bond with nature to mark the target as your favored enemy for 1 minute or until you lose your concentration (as if you were concentrating on a spell).

The first time on each of your turns that you hit the favored enemy and deal damage to it, including when you mark it, you increase that damage by 1d4.

You can use this feature to mark a favored enemy a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

This feature's extra damage increases when you reach certain levels in this class: to 1d6 at 6th level and to 1d8 at 14th level.

Deft Explorer: This 1st-level feature replaces the Natural Explorer feature. You gain no benefit from the replaced feature and don't qualify for anything in the game that requires it.

You are an unsurpassed explorer and survivor, both in the wilderness and in dealing with others on your travels. You gain the Canny benefit below, and you gain an additional benefit when you reach 6th level and 10th level in this class.

Canny (1st Level)
Choose one of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make using the chosen skill. Perception

You can also speak, read, and write 2 additional languages of your choice. Aklo, Valeran

Roving (6th Level)
Your walking speed increases by 5, and you gain a climbing speed and a swimming speed equal to your walking speed.

Tireless (10th Level)
As an action, you can give yourself a number of temporary hit points equal to 1d8 + your Wisdom modifier (minimum of 1 temporary hit point). You can use this action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

In addition, whenever you finish a short rest, your exhaustion level, if any, is decreased by 1.

Fighting Style: At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again. Two-Weapon Fighting - When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Spellcasting: By the time you reach 2nd level, you have learned to use the magical essence of nature to cast spells, much as a druid does.

Spell Slots
The Ranger table shows how many spell slots you have to cast your ranger spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

For example, if you know the 1st-level spell Animal Friendship and have a 1st-level and a 2nd-level spell slot available, you can cast Animal Friendship using either slot.

Spells Known of 1st Level and Higher
You know two 1st-level spells of your choice from the ranger spell list.

The Spells Known column of the Ranger table shows when you learn more ranger spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level.

Additionally, when you gain a level in this class, you can choose one of the ranger spells you know and replace it with another spell from the ranger spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability
Wisdom is your spellcasting ability for your ranger spells, since your magic draws on your attunement to nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a ranger spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier

Spell attack modifier = your proficiency bonus + your Wisdom modifier

Spellcasting Focus (Optional)
At 2nd level, you can use a druidic focus as a spellcasting focus for your ranger spells. A druidic focus might be a sprig of mistletoe or holly, a wand or rod made of yew or another special wood, a staff drawn whole from a living tree, or an object incorporating feathers, fur, bones, and teeth from sacred animals.

Primal Awareness: This 3rd-level feature replaces the Primeval Awareness feature. You gain no benefit from the replaced feature and don't qualify for anything in the game that requires it.

You can focus your awareness through the interconnections of nature: you learn additional spells when you reach certain levels in this class if you don't already know them, as shown in the Primal Awareness Spells table. These spells don't count against the number of ranger spells you know.

Primal Awareness Spells
Level Spell
3rd Speak with Animals
5th Beast Sense
9th Speak with Plants
13th Locate Creature
17th Commune with Nature

You can cast each of these spells once without expending a spell slot. Once you cast a spell in this way, you can't do so again until you finish a long rest.

Dreadful Strikes: At 3rd level, you can augment your weapon strikes with mind-scarring magic, drawn from the gloomy hollows of the Feywild. When you hit a creature with a weapon, you can deal an extra 1d4 psychic damage to the target, which can take this extra damage only once per turn.

The extra damage increases to 1d6 when you reach 11th level in this class.

Fey Wanderer Magic: Also at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Fey Wanderer Spells table. Each spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.

Fey Wanderer spells
Level Spell
3rd Charm Person
5th Misty Step
9th Dispel Magic
13th Dimension Door
17th Mislead
You also possess a preternatural blessing from a fey ally or a place of fey power. Choose your blessing from the Feywild Gifts table or determine it randomly.

Feywild Gift - Small horns or antlers sprout from your head.

Otherworldly Glamour: Additionally at 3rd level, your fey qualities give you a supernatural charm. As a result, whenever you make a Charisma check, you gain a bonus to the check equal to your Wisdom modifier (minimum of +1).

In addition, you gain proficiency in one of the following skills of your choice: Deception, Performance, or Persuasion.

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

Beguiling Twist:
Beginning at 7th level, the magic of the Feywild guards your mind. You have advantage on saving throws against being charmed or frightened.

In addition, whenever you or a creature you can see within 120 feet of you succeeds on a saving throw against being charmed or frightened, you can use your reaction to force a different creature you can see within 120 feet of you to make a Wisdom saving throw against your spell save DC. If the save fails, the target is charmed or frightened by you (your choice) for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a successful save.

Land's Stride: Starting at 8th level, moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.

In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such as those created by the Entangle spell.

Gear:
Arbonessi Joining Blades +1
Studded Leather Armor
Traveler's Clothes
Dagger
Club
Longbow
20 Arrows
Signal Whistle
Backpack
- Bedroll,
- Mess kit
- Tinderbox
- 10 torches
- 10 days of rations
- Waterskin
- 50 feet of hempen rope
- Cook's Utensils
- A carved humanoid bone totem
- Woodworker's Tools
- Antitoxin
- 2 Potions of Healing
- Steel Mirror

Riding Horse (Argos)
- Saddle
- Two Person Tent
- Saddlebags
-- Hunting Trap
-- Fishing Tackle

Money:
PP:
GP: 85
EP: 7
SP: 15
CP: 10

Backstory & Other Details:

The fey folk of northern Courlandia are running scared. Several refugees have arrived along the Fey Roads in the last few days. They speak of an ancient evil stirring up war between fey and mortal kin while a new more threatening evil has arrived. Crusaders of the Sun God looking to cleanse the land and impose their will upon all who have called the Orzu Peninsula home. All of this unrest coming from one particular region, piqued Quinntithas's interest and concern, at which point he set out to see what can be done to aide his fellow fey folk.

As a traveled to the region, he dug more into the situation and learned a bit more as he got closer to Courlandia, picking up bits and pieces here and there, but the big revelations were the visions.

The visions have plagued Quinn for weeks now. A vile, evil blade capable of cowing the gods themselves has somehow returned to the world. Powers swirl around this dread artifact in an attempt to secure it for their own dark purposes. In so many of your visions the world burns in holy wars or swarms of undead or draconic fire. Nothing is certain or fore ordained, but each of the nightmares seems to begin in a tiny fishing village along the wild coast of Courlandia. A dwarf, a priest of Khors, a halfling scoundrel, and a brawling bearkin all seem to have some part to play to avoid the worst possible futures.

What is behind these visions, hard to say but given Quinn's connection to Fey Folk, it certainly could be some power from the Fey Realm that for whatever reason is unable to cross over itself.

Faith:

Personality Traits: I work hard to do any job right the first time.

Ideals: My survival depends on the efforts of my fellows, and their survival depends on me.

Bonds: I hold the fey folk in high regard and avoid offending them.

Flaws: I have no respect for those who do not pull their own weight.

Height: 5' 10"
Weight: 145 lbs
Hair: Dark Brown
Eyes: Green
Skin Tone: Fair
Age: 126