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Defense
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AC 16 (11 armor +4 DEX +1 dual wield)
hp 13 (1d10+3)
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Offense
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Speed 30 ft.
Melee
. Quarterstaff +6 (1d6+4)
. Hand axe +6 (1d6+4)
Ranged
. Long bow +6 (1d8+4)
Spellcasting(Spell DC 14, Spell Attack +6).
Ranger Spells Known
.
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Statistics
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STR 18 (+4), DEX 18 (+4), CON 16 (+3), INT 10 (0), WIS 18 (+4), CHA 12(+1)
Proficiency Bonus +2
Feats Skills
Acrobatics +4
Animal Handling +6
Arcana +0
Athletics +6
Deception +1
History +0
Insight +4
Intimidation +1
Investigation +0
Medicine +6
Nature +2
Perception +6
Performance +1
Persuasion +1
Religion +0
Sleight of Hand +4
Stealth +4
Survival +6
Feats Dual Wielder You add a +1 bonus to AC while you are wielding a separate melee weapon in each hand, can use two-weapon fighting even when the one-handed melee weapons you are wielding aren't light, and can draw or stow two one-handed weapons when you would normally be able to draw or stow only one.
Languages Common, Elvish, Primordial, Sylvan
SQ Other Gear
Hand Axe,Longbow,Quarterstaff
Arrows x20
Leather armor
Backpack, Bedroll, Mess Kit, Tinderbox, Torch x10, Rations x10, Waterskin, Hempen Rope
scroll of Animal Friendship gifted from Selvra
flowstone of Druidcraft (cantrip). (Flowstones are where the flow has concentrated from the Woe of Ruin and are cut to create magical items)
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Special Abilities
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Favored Foe - When you hit a creature with an attack roll, you can 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 can increase that damage by 1d4.
Natural Explorer (Grassland) - You have a favored terrain type. Your proficiency bonus is doubled for proficient skills when you make an INT or WIS check related to it. While traveling for an hour or more in your chosen terrain, difficult terrain doesn’t slow your group’s travel, your group can’t become lost except by magical means, you remain alert to danger even when you are engaged in another activity, you can move stealthily at a normal pace (while alone), you find twice as much food while foraging, and while tracking creatures, you learn the exact number, sizes, and how long ago they passed through the area.
Background
Eleanor the Fat, they called her. Eleanor Big-boned, Eleanor the Wide. Children were very good at creating names for one who looked different. And as usual, they were very merciless and cruel, and kept mocking and teasing the poor girl. This went on for years, until they - both Eleanor and the other kids - learned that being big also meant being strong. And one day Piotr went a little too far with his jests. Eleanor, tears in her eyes, picked a fallen branch from the ground, and swung in anger. It was almost the death of little Piotr, that now swing. And from that day onwards, no one called Eleanor names to her face.
But the damage was already done. Eleanor shied away from other people and found comfort only in the wilds and in animals. Birds in particular were her favourite. They offered companionship without caring how big or odd she looked. And for whatever reason, the birds seemed to like her as well. Eleanor and her black birds - wherever she went, the birds came as well. And people noticed that, and knew that where black birds were gathered, the strange girl wouldn’t be far. “I see Rooks a-coming”, they said. And that name stuck.
By chance or fate, a Carnivalle came near her town one day. Seeing all those wonders and the strange people of the Blue Veil troupe, Rooks immediately knew the troupe would be where she belongs. Without hesitation she left her family and joined the troupe, where Selvra took her under her wing, recognising Rooks connection with the wild. But to earn her keep, she must work. And while she is trying to teach her birds to perform for audience, it is easier said than done. So for now, she just helps Selvra in tending her beasts. Although Borag has said she could take part in the strongman shows whenever she would like…
Boons:
Today while daydreaming on the path to Nevermore, you saw what you thought was a scarecrow. It seemed to hover towards you and as it got closer you could tell it was not a scarecrow, but a humanoid figure made completely of birds. You looked around the wagon and no one else seemed to notice or react to it. When you turned back it was facing you. The birds chirped in unison "Seven Days" and then dispersed and flew away.
You start the campaign with a whistle carved out of wood that resembles a sparrow. Once per long rest you can blow it and a sparrow will come if you are outside. This sparrow will carry a telepathic message of up to 10 words to one identified soul within a 10 mile radius.