Taergan Flinn

Stensan Feyson's page

22 posts. Alias of Daniel Stewart.


Full Name

Stensan Feyson

Race

Half-Elven

Classes/Levels

Ranger-5, HP: 44, AC: 16, Prof. Bonus: +3,

Gender

Male

Size

M

Age

89

About Stensan Feyson

Class: Ranger Level 5 XP (6,500/14,000) Heritage: Elf /Human Culture: Lone Wander Background: Outlander Destiny: Coming of Age
Size: Medium; Speed: 30
Languages: Common, Elvish, Goblin, Sylvan
Maneuver DC: 15

Strength 14 (2) *
Dexterity 19 (4)*
Constitution 14 (2)
Intelligence 12 (1)
Wisdom 14 (2)
Charisma 12 (1)
*saving throw proficiency (+3)

Defense
Hit Points 44 Hit Dice d10
Fatigue 0; Strife 0
Armor Class: 16
Armor proficiencies: light, medium, shields

Offense
TBD

Spellcasting
Spell Save DC 13; Spell Attack Bonus +5
Cantrips (2): Shillelagh, Druidcraft
Known Spells (4): Purify Food and Drink (R), Speak with Animals (R), Goodberry, Earth Barrier
1st Level Slots: 3

Proficiency Bonus (+3)
Skills:
Animal Handling
Athletics*
Culture
Insight
Nature*
Perception*
Stealth
Survival*
*gains expertise die 1d4
Tools:
Herbalist Kit

Saving Throws
Strength
Dexterity

Feat: Physician
You are a capable healer, able to mend wounds and treat ailments. You gain the following benefits.
• When you use a healer’s satchel to stabilize a dying creature, it regains a number of hit points equal to your Wisdom modifier.
• You can use an action and spend one use of a healer’s satchel to tend to a creature. The creature regains 1d6 + 4 hit points, plus additional
hit points equal to its maximum number of hit dice. The creature can’t regain hit points from this feat again until it finishes a short or long rest.

Equipment: Traveler’s clothes, waterskin, healer’s kit, 7 days rations, MW Mithral Chainshirt, BowStaff*, dagger, hand axe, backpack, bedroll, blanket, waterskin, belt pouch, Healer's Kit, Herbalist Kit, 50' silk rope, flint and tinder

BACKGROUND:

Stensan, or just Sten to his friends, was born in the small village of Marthon to a half-elven mother, Alsanna and a human father, Gregor. Sten’s mother was the daughter of an infamous Eldrain Elf by the name of Luanna, who married a human and settled in the area of Witchcross. The locals did not approve of this union, and as such Alsanna’s childhood was turbulent and difficult. Her younger brother, Irathas, took more after their father, and could almost pass as human, where she was so much more her mother’s daughter, and the stamp of her Elven heritage was there for all to see.
Alsanna learned to become a herbalist and hedge-witch at her mother’s skirts. She had a very small ability to touch the magical weave of the world, and as such her tinctures and poultices were much more effective than those of other healers. By the time she was 30 years old, Alsanna had had enough of the abuse and condemnation of her peers and decided to leave the village. Luanna, somewhat relieved to see her daughter leaving the nest, gave her two gifts. One was a staff to help protect herself while in the wilds, and the second was a well stocked healer’s kit to help her in her chosen profession. Alsanna first went to stay at the secluded cabin her mother and father had built in the Witchwood, but a solitary existence was not for her, and soon she had moved out of the woods and into the village of Marthon.
For several years she treated the sick and injured of the area, earning her the respect and trust of the locals. One extreme winter, when giants had come down from the Giantshield Mountains to raid the farms and villages in the area, a young, and handsome warrior was brought to her. The lad had killed a rampaging giant, but the cost was being savaged by the creatures warg companion. Alsanna did all she could, and saved the youth, but he could no longer be considered handsome, and his left leg was so badly mangled that Alsanna was forced to amputate. For weeks afterwards the young warrior healed in body but became further and further sickened in his soul. He saw himself as an ugly cripple, good for nothing and unlovable. One day she returned from foraging medicinal herbs from the Marth Forest, to find the youth, Eamon, on the floor and not moving. Broken crockery showed that the man had rummaged through her herbs and most likely took something to try and end his life. Using the little magical power she possessed, Alsanna was able to bring him back from the brink of death. Her anger and relief warred with each other, as well as something else. Over the months she had tended the warrior she had grown quite close to him…so close that she now realized she loved him.
Alsanna spent the next few years helping Eamon come to grips with his condition. Little by little the handicapped warrior regained his lost resolve and self-worth. Alsanna had a wooden leg and foot fashioned for him to help Eamon move around more freely, and soon he was no longer seen limping down the lanes and paths with his crutches, but rather striding down the road with confidence and dignity. It was 5 years after the warg had taken his leg that Eamon found himself in a similar situation, this time with a small band of orc’s and their wolf pets. The group had attempted to waylay a small caravan travelling from down the Dawn Way towards Brindol. Just outside the village the bandits struck, but they were not expecting Alsanna and Eamon out on the road on their way back from a local farmer’s steading where Alsanna had just help birth the farmers third child. The Caravan had a few guards but they were hard pressed. Without thinking, Eamon scutter forward and, plucking a spear dropped by one of the orcs, stabbed a wolf in it’s neck, killing the beast. Not stopping there, he swiftly dispatched 2 orcs and another wolf, before the brigands turned tail and ran. While he was battling these foes, one of the orcs got off a lucky shot with it’s bow and struck Alsanna. Eamon’s heart almost stopped when he saw her on the ground, blood pouring from the wound. Luckily it was not a mortal wound, and Alsanna was able to patch herself up and they returned to her home in Marthon. Once back in the comfort and safety of the village, Eamon proposed marriage to Alsanna, for he realized that he could not live without her. The two were wed in the spring and the whole of the town celebrated their union. Eamon was even offered a position on the local militia for his actions against the bandit orcs.
So it was the warrior and healer lived together in their little cottage in Marthon, but soon they had a new occupant, a son by the name of Stensan. Stensan grew up learning about the wilds from his mother and fighting from his father. The lad grew strong and quick and spent most of his time exploring the eves of the Marth Forest. By the time he was 18 years old, he was working with the local militia (who his father now ran), acting as a scout for the group. By 20 years of age, the boy realized that he was more adapt living in the wilds than with others in town. Seeing that the boy was getting ready to move out into the wide world, Alsanna presented him with the staff her mother had given to her.

FEATURES
Heritage: Half-Elf

ELF TRAITS
Age: Half-Elf children mature at the same rate as human children, but to elven sensibilities they are not considered fully “adult” until a century of time has passed. This can cause problems for most Half-Elves consider themselves adult around the same time as their human counterparts.
Size: Half Elves builds run the gamut of willowy dancer, to muscular warrior. Most seem to have athletic builds. Most stand as tall as average humans, although some are a head or so shorter. Your size is Medium.
Speed: Your base Speed is 30 feet.
Darkvision: Having your ancestral origins in the twilight realms, 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.
Fey Ancestry: You gain an expertise die on saving throws against being charmed, and magic can’t put you to sleep.
Intrepid: Your survival instinct is remarkably strong. When you make an ability check, attack roll, or saving throw, you can choose to gain an expertise die on that roll. Once you use this trait, you cannot use it again until you finish a short or long rest.

ELF GIFTS
PRETERNATURAL AWARENESS
The conventional senses of elves are thought to be more finely tuned than those of other mortals. Some scholars debate whether it is merely a matter of sensitivity, or if the elvish trance meditation heightens their awareness in a way other mortals simply are unable to rival.
Elves with the gift of Preternatural Awareness have the following traits:
• Keen Senses. You gain proficiency in Perception.
• Prophetic Instincts. Your ability to detect danger is nearly supernatural. You gain a bonus to initiative rolls equal to your Wisdom modifier, and you can’t be surprised while conscious.
CULTURE: Lone Wanderer
Even with the myriad of cultures present to choose from, there will always be those who prefer to march to the beat of their own drum. A lone wanderer shirks all connection to the cultures and communities around them in favor of making their own path. No two lone wanderers are alike, even those that might share a heritage—they all have their own personal goals, superstitions, and traditions. Because of this, lone wanderer culture is the most diverse as well as the most disjointed. You will never find communities that share this culture, but occasionally, when forced together, lone wanderers who can manage to get along can form nomadic groups.
Choosing this culture does not mean you forego having any personal connections, however. Lone wanderers can have families, former mentors, or old friends which may have influenced their decision to stake it out on their own, or that may make them regret it.
Culture of My Own. You have rejected other cultures in favor of building your own. You gain four skill or tool proficiencies of your choice. (Nature, Animal Handling, Culture, Insight)
Heirloom. You carry a family or cultural heirloom. Choose one weapon worth 100 gold or less. You begin play with a masterwork version of that weapon. (MW Longbow called Cúthalion)
Languages. You can speak, read, write, and sign Common and two additional languages. (Elven, Goblin)

BACKGROUND: Outlander
You lived far from the farms and fields of civilization. You know the beauties and the dangers of the wilderness. Were you part of a nomadic tribe? A hunter or guide? A lone wanderer or explorer? A guardian of civilization against monsters, or of the old ways against civilization?
Ability Score Increases: +1 to Constitution and one other ability score. (+1 Dexterity)
Skill Proficiencies: Survival, and either Athletics or Intimidation.
Tool Proficiencies: Herbalism kit.
Languages: One of your choice. (Sylvan)

Feature: Trader. If you’re in or near the wilderness and have a trading relationship with a tribe, settlement, or other nearby group, you can maintain a moderate lifestyle for yourself and your companions by trading the products of your hunting and gathering.
Adventures and Advancement. During your travels, wilderness dwellers may come to you for help battling monsters and other dangers. If you succeed in several such adventures, you may earn the freely given aid of up to 8 warriors .

DESTINY: Coming of Age
Not all heroes have a clear path ahead of them. Some are still finding their footing and are dreaming big all the same: of adventure, the open road, a chance to prove one’s worth, and having a life worth living.
You fulfill your Coming of Age destiny when you complete the hero’s journey.
Return to your homeland after defeating an immense threat, become the leader of an organization you were lowly in, learn the truth of life through great hardship.
Fulfillment Feature: Returned. With the journey complete, you finally know who you are—or rather who you became along the way. When you gain this feature, you immediately choose the fulfillment feature from another destiny. You gain the chosen fulfillment feature, which replaces this one.

Motivation: Prove Yourself
You want to show what you’re an adult in the eyes of both Humans and Elves.

Specialties:
At 1st level, you also gain two skill specialties. Each skill has a list of suggested specialties. Choose two skill specialties from skills you are proficient in.
Survival (Tracking) Athletics (Running)
Bonus Knowledge:
Having a higher Intelligence means having more knowledge than other characters. During character creation, for each point of your Intelligence modifier above 0 you can choose a skill specialty chosen from lore skills (Arcana, Culture, Engineering, History, Nature, Religion). If you are not proficient in any lore skills you either gain proficiency with a lore skill, choose an extra language known, or pick a tool proficiency in one artisan’s tool, gaming kit, instrument, or vehicle. (Nature-Plant Lore)

CLASS Ranger Level 5
HIT POINTS
Hit Dice: 1d10 per ranger level
Hit Points at 1st Level: 10 + your Constitution modifier (+2)
Hit Points at Higher Levels: 6 + your Constitution modifier per ranger level after 1st
PROFICIENCIES
Armor: Light armor, medium armor, shields
Weapons: Simple weapons, martial weapons
Tools: Herbalism kit
Saving Throws: Strength, Dexterity
Skills: Choose three from Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, and Survival

EXPLORATION KNACKS: For a ranger exploration isn't just something that happens between destinations—it’s a way of life. You start with two ranger exploration knacks of your choice. Your exploration knacks are detailed at the end of the class description. The Knacks Known column of the Ranger table shows when you learn more exploration knacks.
SURVIVALIST (1ST)
When traveling you may undertake two journey activities instead of one. Both activities must be from the following list: Befriend Animal, Harvest, Hunt and Gather, Scout.
RELENTLESS PURSUIT (1st)
Once you have successfully picked up the tracks of a creature, you are able to follow those tracks without any need for further checks for a period of up to 7 days.
HUNTSMAN (2rd)
When you use the Hunt and Gather journey activity, you gain advantage on your Survival checks.
GUIDE (4th)
While traveling, when you would have a failure or critical failure for a Scout journey activity, you succeed instead, and you can Scout while engaged in any other journey activity.

FAMILIAR TERRAIN
At 1st level, you are particularly adept at traveling and surviving in natural environments. When making an Intelligence or Wisdom check related to any natural terrain, you gain an expertise die if using a skill you're proficient in. While traveling in any natural terrain, you gain the following benefits:
• 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. Your passive Perception increases by 2.
• If you are traveling alone, you can move stealthily at a normal pace.
• When you Hunt and Gather, you find twice as much Supply 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.

STUDIED ADVERSARY
You have significant experience studying, tracking, hunting, and even communicating with your enemies. Choose a type of adversary: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select two humanoid heritages (such as gnolls and orcs) as studied adversaries.
You have advantage on Survival checks to track your studied adversaries, as well as on ability checks to recall information about them. You also learn to communicate with basic words in a language of your choice that is spoken by your studied adversaries, if they speak one at all.
During a long rest, you can replace a current studied adversary with a new one.

COMBAT MANEUVERS
At 2nd level, you gain the ability to use combat maneuvers. You gain proficiency in two combat traditions from the following list: Biting Zephyr, Mirror’s Glint, Rapid Current, Razor’s Edge, Spirited Steed, and Unending Wheel. You learn two maneuvers of your choice from traditions you are proficient with.
Exertion pool: 6
Degree: up to 2nd
Maneuvers Known:
Point Blank Shot: Use a bonus action to make ranged weapon attacks in melee without disadvantage. 1 point, 1st Degree, Bonus Action
Double Shot: Fire two missiles and do extra damage. 1 point, 1st Degree, Action
Counter Shot: Shoot a missile out of the air. 1 point, 2nd Degree, Reaction
Quick Draw: Use your reaction to draw a weapon and make a ranged attack when initiative is rolled. 2 points, 2nd Degree, Reaction

STRIDE AND SEEK
Your wilderness survival instincts guide your physical and mental training. You gain one of the following features at 2nd level. You gain the other feature when you reach 5th level in this class.
HUNTER’S TARGET
You can use your bonus action to focus your attention on a specific enemy. Choose a creature you can see within 90 feet to mark as your quarry. For 1 hour, you are focused on this creature. You gain a +1 bonus to weapon attack rolls against the creature, and your weapon attacks against it deal an extra 1d6 damage. In addition, you have advantage on Perception and Survival checks you make to find it. If the creature drops to 0 hit points before the hour ends, you can use a bonus action to mark a new quarry.
Once you use this feature, you can’t use it again until you finish a short or long rest.
SWIFT FEET
You can use your bonus action to move with greater agility. For 1 minute, your movement doesn’t provoke opportunity attacks. You can choose to end this effect early to either increase your Speed by 30 feet until the end of your turn or gain advantage on a weapon attack.
Once you use this feature, you can’t use it again until you finish a short or long rest.

TRAINED ACCURACY
At 2nd level, you learn to maintain a level of discipline that spills over into everything you do. This perpetual state of focus allows you to perform incredible feats. When using Trained Accuracy, the bonus to attack rolls from Fighting Style: Archery becomes a +2 bonus to damage on ranged weapon attacks.
Note: An adventurer that has Fighting Style: Archery gains no bonus to attack rolls from the fighting style when using Trained Accuracy, and instead gains a +2 bonus to damage on ranged weapon attacks.
ACCURACY BONUS
When you make a weapon attack, you can use your reaction to gain an attack bonus or damage bonus as shown on the Accuracy Bonus table. Between long rests, you have a number of uses equal to your Wisdom modifier (minimum 1).
Table: Accuracy Bonus
Bonus Cost
+1 hit or +1d6 1 use
+2 hit or +3d6 damage 2 uses
+3 hit or +5d6 damage 3 uses

ACCURACY RESERVE
If you have not moved since the beginning of your last turn, you gain a +1 bonus to weapon attack rolls until the end of your turn. You lose this bonus if you move.

RANGER ARCHETYPE: Wildborn
There is magic in the raw wilderness of nature, and some rangers have learned to tap into it.
SPELLCASTING
When you reach 3rd level, your deep connection to nature grants you the ability to cast spells.
CANTRIPS
At 3rd level, you know two cantrips of your choice from the druid spell list. These spells count as ranger spells for you. You learn an additional cantrip at 10th level.
SPELL SLOTS
The Wildborn Spellcasting 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 OF 1ST-LEVEL OR HIGHER
You know three 1st-level spells of your choice from the druid spell list. The Spells Known column of the Wildborn Spellcasting table shows when you learn more spells of your choice from this feature. Each of these spells must be of a level for which you have spell slots.
Additionally, when you gain a level in this class, you can choose one of the spells you know from this feature and replace it with another druid spell of a level for which you have spell slots.
SPELLCASTING ABILITY
Wisdom is your spellcasting ability for your 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 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

ABILITY SCORE IMPROVEMENT
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. (+1 Dexterity, +1 Wisdom)

WILDERNESS MYSTIQUE
At 4th level your experience as an expert survivalist manifests at the subconscious level.
KINDRED SPIRIT
You intuitively sense when another wilderness expert is nearby. Your passive Perception increases by 5 to detect hidden or invisible creatures within 30 feet of you, and you instantly detect whether any creature you can see is proficient with Stealth or Survival.

EXTRA ATTACK
At 5th level you can attack twice, instead of once, whenever you take the Attack action on your turn.