Shalelu Andosana

Sharee Blackfeather's page

85 posts. Alias of WhtKnt.


Full Name

Sharee Blackfeather

Race

Wood Elf

Classes/Levels

Ranger 3 || HP 23/23 || AC 14 || S+3 D+5 C+1 I+0 W+2 Ch+0 || PP 14

Skills:
Arcana +4, Athletics +5, Nature +2, Perception +4, Stealth +5, Survival +4

Gender

Female

Size

Medium

Age

123

Special Abilities

Archery, darkvision, favored enemy, hunter's prey, keen senses, mask of the wild, natural explorer, primal awareness, spellcasting, trance

Alignment

Chaotic good

Location

Mobile

Languages

Common, Elvish

Occupation

Undead slayer

Strength 12
Dexterity 17
Constitution 12
Intelligence 11
Wisdom 14
Charisma 10

About Sharee Blackfeather

Sharee Blackfeather

Race: Wood Elf
Class: Ranger
Level: 3
Alignment: Chaotic good
Ranger Conclave: Beast Conclave

Strength: 13 (+1) [+3 saves]
Dexterity: 17 (+3) [+5 saves]
Constitution: 12 (+1)
Intelligence: 11 (+0)
Wisdom: 14 (+2)
Charisma: 10 (+0)

Hit Points: 23
Armor Class: 14
Speed: 35 feet
Initiative: +3

SKILLS:
Acrobatics: +3
Animal handling: +2
* Arcana: +2
** Athletics: +5
Deception: +0
History: +0
Insight: +2
Intimidation: +0
Investigation: +0
Medicine: +0
* Nature: +2
* Perception: +4
Performance: +0
Persuasion: +0
Religion: +0
Sleight of hand: +3
* Stealth: +5
* Survival: +4

PROFICIENCIES:
Armor: Light Armor, Medium Armor, Shields
Weapons: Martial Weapons, Simple Weapons
Tools: None
Languages: Abyssal, Common, Elvish, Infernal

FEATS: Brawny

SPECIAL ABILITIES:
Animal Companion: Kalish, panther. The animal companion loses its Multiattack action, if it has one. The companion obeys your commands as best it can. It rolls for initiative like any other creature, but you determine its actions, decisions, attitudes, and so on. If you are incapacitated or absent, your companion acts on its own. When using your Natural Explorer feature, you and your animal companion can both move stealthily at a normal pace.

Archery Fighting Style: You gain a +2 bonus to attack rolls you make with ranged weapons.

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.

Favored Enemy (Undead): You gain a +2 bonus to damage rolls with weapon attacks against creatures of the chosen type. You have advantage on Survival checks to track your favored enemies, as well as on INT checks to recall information about them. You also learn one language of your choice that is spoken by your favored enemies, if they speak one at all.

Favored Terrain (Forest): 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.

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

Haunted One: Heart of Darkness: Those who look into your eyes can see that you have faced unimaginable horror and that you are no stranger to darkness. Though they might fear you, commoners will extend you every courtesy and do their utmost to help you. Unless you have shown yourself to be a danger to them, they will even take up arms to fight alongside you, should you find yourself facing an enemy alone.

Keen Senses: You have proficiency in the Perception skill.

Mask of the Wild: You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.

Primeval Awareness: As an action, you can expend one ranger spell slot (1 minute per level of spell slot) to sense whether any aberrations, celestials, dragons, elementals, fey, fiends, or undead are present within 1 mile of you (or within up to 6 miles if you are in your favored terrain). This feature doesn’t reveal the creatures’ location or number.

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.

Personality Traits
I don’t run from evil. Evil runs from me.
I put no trust in divine beings.

Ideals
I kill monsters to make the world a safer place, and to exorcise my own demons. (Good)

Bonds
I would sacrifice my life and my soul to protect the innocent.

Flaws
I talk to spirits that no one else can see.

Backstory
Sharee suffers from a terrible tragedy that she caused. When she was a young lass (relatively speaking), her hubris led her to believe that she was invincible. She learned of a vampire's nest near her home village and decided to put the creature to rest. Unfortunately, she failed and the vampire took revenge upon her village, slaughtering every last man, woman, and child except Sharee herself, leaving her alive to suffer the consequences of her pride.

Devastated, the girl pledged her life to the destruction of the undead scourge. She fled the remains of her village and took up with a ranger who agreed to teach her the ways of the wild. But she never forgot her past, and her failure and the consequences thereof hung low over her head. She pledged that she would avenge her people and finish the job that she started.

EQUIPMENT: 16 arrows, backpack, bedroll, chest, crowbar, hammer, holy symbol, holy water, leather armor, longbow, manacles, mess kit, steel mirror, flask of oil, 10 days rations, 50 feet hemp rope, 2 shortswords, 9 wooden stakes, 2 tinderboxes, 13 torches, waterskin

SPELLS:
Cure wounds, hunter's mark, jump, speak with animals