Spooky

Servius Acinon Venator's page

17 posts. Alias of Art Burd.


About Servius Acinon Venator

Race Makhor (Acinonyxan)
Class Ranger
Background Soldier (Scout)
Alignment Chaotic Good
Gender Male

Init +3 (advantage); Senses: Darkvision; Passive Perception: 13

Background:
Servius volunteered to join the 7th pride when he came of age, wishing to serve the Empire to the best of his ability. However, he is more free-spirited than the average Makhor, and he chafed at the strict rules and regulations that the army possessed. Wishing to be free from being watched over every minute of every day, during training he requested to be taught how to better be a scout for the army. This request was accepted due to his natural ability to move quickly and silently across many different types of terrain. These skills were further enhanced during his training, where he also trained to use the majority of weapons, focusing on the longbow. It was also during this time that he met Tiberius Acinon Cecilianus, who would become his closest friend. Tiberius had trained to focus more on melee combat, mainly dual-wielding a rapier and shortsword.

Once the two of them finished their training, they were assigned to the same cohort in the legion. Due to the extent to which they complemented each other, they were often sent out scouting as a two-person team, especially on long-range missions. It was on one of these missions where Servius' life changed. As they traveled through a small wooded ravine, they were ambushed by a small band of Human and Meerk warriors. Servius does not remember much of what occurred, as he was hit on the back of his head early in the fight, causing him to black out. Once he regained consciousness, he saw that the majority of the enemy had been slain. However, as he looked around, he also noticed that Tiberius had not escaped the battle unharmed. Approaching his friend, he saw that Tiberius had been brutally stabbed in the gut several times, and was too weak to move on his own. They were several days travel away from either the main force of the army or the nearest friendly town, and they both knew that TIberius would not be able to survive the journey. Making a dying request of his friend, Tiberius asked Servius to end his life quickly, so that he would not suffer as much. Taking his companions sword, Servius did as his friend asked, knowing that it would go against his honor if he did not. Returning to the army in shame, Servius brought back his friends body in order for him to receive a proper burial. Not long after, Servius left the army, not wishing to see any other friends die.

Appearance:
From the waist up, Servius resembles a humanoid cheetah. Below this, he has the body of an actual cheetah.

Basically this.

Height: 6'8"
Weight: 260 lbs

Personality:

Personality Traits
* I know that I am not the smartest individual, and as such tend to refrain from talking overly much. I am worried that I will make a fool of myself, or worse.
* I've lost too many friends, and I'm slow to make new ones.

Ideal
Independence When people follow orders blindly, they embrace a kind of tyranny.

Bond
My shortsword belonged to a friend who fell in battle. I keep it to remind myself of the sacrifices I have made in the past.

Flaw
I am terrified of dying alone, with no friends around to watch over me as I pass on from this world.

DEFENSE
AC: 15 (12+3)
HP: 25
Hit Dice: 3d10
Saving Throws:
Str: +3, Dex: +6, Con: +2
Int: +1, Wis: +2, Cha: +2

OFFENSE
Speed: 50 ft.
Melee: enchanted Shortsword +5 (1d6+3)
Claws +5 (1d6+3)
Ranged: Longbow +7 (1d8+3)
Pistol +7 (1d10)
Special Attacks: Pounce

STATISTICS
Str: 12 (+1), Dex: 16 (+3), Con: 13 (+1)
Int: 9 (-1), Wis: 13 (+1), Cha: 13 (+1)
Proficiency Bonus: +2

SKILLS
Acrobatics +3
Animal Handling +1
Arcana -1
*Athletics +3
Deception +1
History -1
*Insight +3
*Intimidation +3
Investigation +1
Medicine +1
*Nature +1
*Perception +3
Performance +1
Religion -1
Sleight of Hand +3
*Stealth +5
*Survival +3
*Proficient

PROFICIENCIES & LANGUAGES
Languages: Common & Imperial
Armor: Light armor, medium armor, shields
Weapons: Simple weapons, martial weapons
Tools: Playing Cards, vehicles (land)
:

ABILITIES
Darkvision: 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.

Claws: Your claws are natural melee weapons, with which you’re proficient. If you hit with a claw, the target takes slashing damage equal to 1d6 + your Strength or Dexterity modifier (these claws count as having the light and finesse weapon qualities) .

Hunter of Prey: Your feral instincts make you well suited for stalking prey, and grant you proficiency in Perception and Stealth.

Pounce: If you move at least 20 feet straight toward a target and then hit it with a melee weapon attack (including your claws) on the same turn, roll the weapon’s damage dice twice and add them together. Once you use this ability, you can’t use it again until you finish a short or long rest.

Quadruped: You count as one size larger when determining your carrying capacity and the weight you can push or drag.

Burst of Speed: Your base walking speed increases by 10 feet. When using your Pounce ability, you only need to move 5 feet in a straight line towards your intended target.

Favored Enemy: (Humanoids) At 1st level, choose one type of favored enemy: beasts, fey, humanoids, monstrosities, and 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.

Natural Explorer: At 1st level, you have 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.

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, 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.

Fighting Style: (Archery) At 2nd level, 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.
* Archery: You gain a +2 bonus to attack rolls you make with ranged weapons.

Spellcasting::
By the time you reach 2nd level, you have learned to cast spells.

Spell Slots
The Ranger table shows how many spell slots you have to cast your 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.

Spells Known
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. 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

Primeval Awareness: Beginning at 3rd level, 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.

Ranger Conclave: (Hunter) At 3rd level, you choose to emulate the ideals and training of a ranger conclave. Your choice grants you features at 3rd level and again at 5th, 7th, 11th, and 15th level.

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

* Colossus Slayer: When you hit a creature with a weapon attack, the creature takes an extra 1d8 damage if it's below its hit point maximum. You can deal this extra damage only once per turn.

Military Rank: You have a military rank from your career as a soldier. Soldiers loyal to your former military organization still recognize your authority and influence, and they defer to you if they are of a lower rank. You can invoke your rank to exert influence over other soldiers and requisition simple equipment or horses for temporary use. You can also usually gain access to friendly military encampments and fortresses where your rank is recognized.

SPELLCASTING
Spells Known: Cure Wounds, Hail of Thorns, Hunter's Mark
Spell Save DC: 11

EQUIPMENT
Longbow
2 quivers (40 arrows)
Pistol (100 bullets)
Potions of Healing (4)
Studded Leather Armor
Explorer's Pack
Traveler's Clothing
Grappling Hook
Whetstone
Shortsword
Healer's Kit
Pouch (2)
Playing Card Set
Candles (5)
Oil (2)
Sack
Coins: 0 GP, 2 SP, 3 CP