Count Lucinean Galdana

Domingo Santana's page

359 posts. Alias of wicked_raygun.


Full Name

Domingo Santana

Race

HP 30/34 | AC 16 | Saves STR +2 DEX +6 CON +3 INT +0 WIS +4 CHA +0 | spd 30 | Perc. +6; Pass. 16 |

Classes/Levels

Human Ranger 3 | 975xp | HD 1/3 | Insp. 0/1 | Effects: None

Gender

Combat:
Revolver +6 (1d8+4) 6/6 ammo | TWF +4,+4 | Saber +6 (1d6+4)

Size

Medium

Age

37

Alignment

Lawful Good

Deity

Pelor

Location

Level 3 = 900 XP

Languages

Common, Elvish

Occupation

Tracker, Mapmaker

Homepage URL

Game Info Doc

Strength 10
Dexterity 18
Constitution 17
Intelligence 11
Wisdom 18
Charisma 10

About Domingo Santana

Note: We need a short rest to gain our Hit dice, and a long rest to gain class features even though we're past the 3rd level threshold.

***

Healing Surge:

DMG p.266-267

This optional rule allows characters to heal up in the thick of combat and works well for parties that feature few or no characters with healing magic, or for campaigns in which magical healing is rare.

As an action, a character can use a healing surge and spend up to half his or her Hit Dice. For each Hit Die spent in this way, the player rolls the die and adds the character's Constitution modifier. The character regains hit points equal to the total. The player can decide to spend an additional Hit Die after each roll.

A character who uses a healing surge can't do so again until he or she finishes a short or long rest.

Under this optional rule, a character regains all spent Hit Dice at the end of a long rest. With a short rest, a character regains Hit Dice equal to his or her level divided by four (minimum of one die).

For a more superheroic feel, you can let a character use a healing surge as a bonus action, rather than as an action.

***

Backstory:

Folks at Phandalin don't rightly know from where Domingo Santana hails. Most assume he come from back East a ways. You can kind of hear it in his voice a bit. It's hard to pick up though. Of course, Old Dom ain't never spoke about it, which was fine enough so long as he kept to himself.
Only thing that ever did get folks tongues wagging was when he would knock back one too many. Never hurt nobody, mind, but it just seemed like the man was hurtin' something fierce. You know that quiet? The real tense one that surrounds a man thinking bad, hard thoughts? He'd get that about him, and it was damned unsettling.

When he was sober, he employed himself as a mapmaker and a hunter. Did better than you'd might think. He made a fair bit of coin mapping out game trails, and warning folks off monster holes. He'd take on other jobs when pickings was slim, but never seemed to make much of a deal of it.

Yeah, no one thought too much of Old Dom until the Hogan Gang came to town. Bounty hunters, or so they claimed. I'd lay good money that they was 5 times worse than anyone they ever hauled in. They came into the saloon every now and again. Real rowdy bunch. Drove off the other patrons and were too rough with the ladies. I tried telling them off and got a broken arm for my trouble.

That's when Dom walked into the saloon from gods knows where. Ain't seen him in a couple weeks. I assume he was off mapping some place somewheres. But that don't matter. Like I said, he walked in and took a look at me writhing on the ground hollering all sorts of colorful language.

Dom got into that tense quiet, only this time he was sober.

"Get out," he told them.

They just laughed. There were five of them, and only one Dom.

"Get out. Not gonna ask again."

This time they drew iron. And I -- I don't rightly remember what happened after that. I was sort of driftin' in and out of consciousness at the time. Big pain will do that sometimes. I do remember a lot of noise, and then Dom asking me if I was okay. I do remember him calling for the Sheriff and the Doc. Dom waited there with me the whole time.

Sheriff tried to lock up Old Dom, but me and the girls set him straight. Dom didn't pick no fight, he just ended it. A few of the Hogan Gang was still breathing, but they hauled tail out of there as soon as they could. Bastards even stole my horse. I was a wreck. Broken arm was one thing. But no way I could feed my family without a horse.

I guess Dom heard me. He comes around my home about a week later with my horse and a couple ounces of lead rattling inside him. Me and the Misses patched him up, and asked him what happened. He gave us a look, and we knew we was better off not knowin'.

We never saw no sign of the Hogan Gang no more.

***

Background:

Background: Folk Hero
Defining Moment: Drove the Hogan Gang out of town.
Feature: Rustic Hospitality
Personality Trait: I'm stubborn as a mule. And I prefer to suss out a situation before I act.
Ideal: Respect. People deserve to be treated with dignity and respect.
Bond: I protect those who can't protect themselves.
Flaw: I hit the bottle a little too hard.

***

Stats:

Domingo Santana
Male human ranger 2
Medium humanoid, lawful good

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Armor Class 16 (Heavy Overwear)
Hit Points 26 (2d10+6)
Speed 30 ft.
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STR 10 (+0), DEX 18 (+4), CON 17 (+3), INT 11 (+0), WIS 18 (+4), CHA 10 (+0), HON 14 (+2)
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Saving Throws Str +2, Dex +6
Skills Animal Handling +6, Nature +2, Perception +6, Stealth +6, Survival +6
Senses passive Perception 16
Languages Common, Elvish
Tools Cartographer's Tools, Vehicles (land)

Actions
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Dagger. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20 ft./60 ft., one target.
Hit: 1d4+4 piercing damage.

Revolver. Ranged Weapon Attack: +6 to hit, range 60 ft./240 ft., one target., Aimed, Reload (6)
Hit: 1d8+4 piercing damage.

Rifle. Ranged Weapon Attack: +6 to hit, range 120 ft./480 ft., one target., Aimed, Loading, Two-Handed
Hit: 1d10+4 piercing damage.

Unarmed Strike. Melee Weapon Attack: +2 to hit, reach 5 ft., one creature.
Hit: 1 bludgeoning damage.

Class Features
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Favored Enemy. Beasts. ADV on WIS (survival) for tracking, and intelligence checks to recall info.
Natural Explorer. Desert. Check PHB p.191.
Fighting Style Two-weapon Fighting (Special: treat revolvers as light weapons.)

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
System Reference Document 5.0 Copyright 2016, Wizards of the Coast, Inc.

***

Equipment:

• Money $28.89
• cartographer's tools
• shovel
• iron pot
• set of common clothes
• pouch
• heavy over wear
• dagger
• saber
• revolver x2
• 19 revolver bullets
• sack
• backpack
• bedroll
• mess kit
• tinderbox
• 10 torches
• 7 days of rations
• waterskin
• 50 feet hempen rope

***

Spells:

Spells Known (2): cure wounds, hunter's mark
Spell Slots: 1st (0/2)