Feats

Feat: Background
Hunter Lv4: Mobile
Hunter LV8: Observant
Hunter LV12: -
Ranger LV4: ASI Constitution +2

Vision

Common Sight:1) Yes
Passive Perception: 25
Dark Vision: 60ft
True Sight: -
Tremor Sense: -
Blind Sight: 10ft


Attunment

Slot 1:
Slot 2: Tattoo of Ogre Strength
Slot 3: Hunter's Mark of Protection

Movement

Walking 60ft
Swimming 00ft
Climbing 00ft
Flying 00ft

Currency

Platinum Gold Silver Copper
0 124 6 172
Occupation Qualified Worker
(Slayer, Retail)
Income Lifestyle
+3 GpD -2GpD
Other Expences/Income
Medicine for monster venom
Remington Injury Care
Monster Bounty
Monster Loot Spoils
Retail Commission

GpD = Gold per Day

Location Item Stats
Head -
Amulet Narkul's Seal of Obedience Leashes Ravi to Narkul
Cloak Yellow Scarf of Protection AC +2 & Saves +2
Clothes Common Clothes
Armour -
Arms/Hands -
Ring/s -
Belt Hunter's Belt
Boots -
Weapon Blood Burial 1d10 +2 Slashing
Slayer of Giants
Shield/Ammo/Offhand Blood Burial Two Handed
Sub-Weapon Nil
Back Tattoo Hunter's Mark of Protection AC+3 / Saves +3
A simple yet striking mark design by the very first Blood Hunters, It was a common mark held by most Hunters and offered them extra protection against the horrors they hunt. Equivalent to a Greater mark of Protection, Often found on the torso or back of a hunter but also along their right leg and even face.
Arm Tatoos Tattoo of Oger Strenght Strength score =19

Carrying Capacity
STR (19) x 15 = Carry Capacity
STR (19) x 30 = Lift, Push, Pull Capacity

Carry Capacity Lift, Push, Pull Capacity Equipped Load
285Ibs / 129Kg 570Ibs / 258Kg 000Ibs

Consumables & Useful Items

Item Name Details
Light Crossbow
Small Chest
Tinder Box
Flask of Holy Water
Wooden Steak 3
Torch 3
Rope 50ft
Rations 10
-
-

Special Items

Name Detail
Crowbar
Small Hammer
Hunter Trinket
Silver Mirror
Bedroll
Water skin
Delta's Notebook
-
-
-

Misc / Junk Items

Item Detail
Animal Bones
-
-
-
-
-
-
-
-
-
Attack Hit Damage
Blood Burial +10 1d10+6
Blood Burial + Rite +10 (1d10+6)+1d8
Blood Burial + Rite + Rage +10 (1d10+8)+1d8
Blood Burial + Rite + Rage + Lycan +10 (1d10+10)+1d8
Unarmed +10 1d8+4
Unarmed + Rite +10 (1d8+4)+1d8
Unarmed + Rite + Lycan +10 (1d8+8)+1d8
Unarmed + Rite + Lycan + Rage +10 (1d8+10)+1d8

Core Saves
STR +0 DEX +0 CON +0
INT +0 WIS +0 CHA +0
Spell Slots
1st 4 2nd 2 3rd -
4th - 5th - 6th -
7th - 8th - 9th -
Skill Saves
Acrobatics +4
Medicine +10
Animal Handling +4
Nature +2
Arcana +8
Perception +15 ADV
Athletics +10
Performance -2
Deception -2
Persuasion -2
History +2
Religion +2
Insight +10
Sleight of Hand +4
Intimidation -2
Stealth +4
Investigation +13
Survival +10
Passive Ability Stat Source
Keen Senses Perception Racial
Natural Tracker Survival Racial
Swift Stride Movement +5ft Racial
FS: Blind Fighting Vision Lv2 Hunter
Hightened Sences Perception Lv3 Hunter
Feat:Mobile Movement Lv4 Hunter
Extra Attack Attack Lv5 Hunter
Stalker's Prowess Movement Lv7 Hunter
Feat: Observant Skill Bonus LV8 Hunter
Hardened Soul Saves Lv9 Hunter
Dark Augmentation Movement + Save Throws LV10 Hunter
Feat: Fighter Initiate Unarmed Attack LV12 Hunter
Unarmored Defense AC LV1 Barbarian
Danger Sense DEX Save LV2 Barbarian
Natural Explorer Various LV1 Ranger
FS: Great Weapon Master 00 Lv2 Ranger
Primeval Awareness Vision Lv3 Hunter
Active Ability Description Action Usage/Recovery Source
Shifting Character Buff Bonus Action Uses = Proficiency Bonus Racial
Crimson Rite Weapon Buff Bonus Action 1 Active Lv 2 Hunter
Blood Maledict Blood Based Cantrips Various 3 Per Day Lv 1 Hunter
Bane Mark Rite on Hit Effects No Action 1 per Long rest Lv 6 Hunter
Lycan Transform Transformation Action/Bonus/Reaction 1 per Day Lv 3 Hunter
Name Short description Action/Bonus/Reaction 2 per Day Lv 00 Class
Name Short description Action/Bonus/Reaction 2 per Day Lv 00 Class
Name Short description Action/Bonus/Reaction 2 per Day Lv 00 Class
Rage Character Buff Bonus Action 2 per Long Rest Lv 1 Barbarian
Wild Shape Transformation Bonus Action 2 per Day Lv 1 Druid

Vicar Transformation Stats

Lycan Weapon Attacks

Unarmed: -
Blood Burial: -
Bite: -
  • Werewolf
  • Armor Class: 19 (natural armor)
  • Hit Points:
  • Speed:
    • 70ft
  • Damage Resistance: Bludgeoning, Piercing, Slashing, Psychic, Necrotic
  • Damage Weakness: Radiant, Silvered
  • Condition Immunities:
  • Senses: 20ft Blind Sense, 120ft Darkvision
STR DEX CON INT WIS CHA
19 (+4) 17 (+3) 18 (+4) 14 (+1) 18 (+4) 7 (-2)

Barbarian's Rage Bonuses

Damage Resistance: Bludgeoning, Piercing, Slashing
Strength: Advantage on Checks & Saves
Bonus Damage: +2 Damage to Strength based Attacks
  • Reseliant Hide2)
    • Resistance to Bludgeoning, Piercing, Slashing
    • AC +1
  • Feral Might3)
    • Advantage on Strength Checks & Saving Throws
    • +2 to Melee Damage
    • Bonus action for Unarmed Attack
  • Improved Predatory Strikes
    • +2 to Unarmed Hit
    • Unarmed Attacks are considered Magical

Short Description of Background

Skill Proficiencies

  • Arcana
  • Medicine

Languages

  • Abyssal
  • Draconic

Equipment (If Any)

  • A set of traveler's clothes
  • a book containing information about your former marks
  • belt pouch containing 10gp

Feature: Feat Name


Great Singora, Remington

  • Giant Eagle
  • Armor Class: 16 (natural armor)
  • Hit Points: 10 + five times your level
  • Speed:
    • 15ft , fly 80ft
STR DEX CON INT WIS CHA
10 (+0) 17 (+3) 14 (+2) 13 (+1) 17 (+3) 11 (+0)
  • Damage Immunities: Nil
  • Condition Immunities: Nil
  • Senses: 1 mile ease of sight, passive Perception 20
  • Languages: understands the languages you speak,
  • Proficiency Bonus: equals your bonus
    • Advantage on Wisdom Checks that rely on sight

Actions

  • Claw. Weapon Attack:
    3+PB to Hit, 1d10+5 Damage.

On my way home from Covania…i kid you not i saw an entier part of the eart rise up from the ground. I had to go check it out.
Turns out i gatecrashed some undead's reserection and the adventuring party that had been attempting to prevent it.

The undead was slain, wasnt much of a fight if i am totally honest, i hung the body in the traditional hunters mark to prevent tarnation of the land, i bit of a supersticious thing but i belive it works.

Hand cut off, host dies, far realm portal open.

9 swords of grey hawk.

Everybody goes missing in the marsh.

Giant serpent in the marsh, Confirmed to be basilisk.
Baskilisks like to hunt dusk and dawn. at disadvantage when in the dark.
Stone gaze can be used against them with mirrors.

Drindri is old friend of Narkul but Narkul hasent been around for thousands of years.
ear and the eye are in dragon hold looking for a sword.

4 days by wing, very remote hut, needs a map.

Litch has a 1-10 day respawn.

Young king named Dathoths

Halder, long white hair, member of the manor.

Lizard folk

Dragonborn; Head of security

Teenage half elf

Redkil:
Very religious town
had a civial war
Many demons took refuge

Notice board bunties

Troll head, 75 Gold per troll
east of the city
3-10 trolls
always a constant problem

Half elven women harvering tiflings
alera.
40 years old
Wet district last known location
Evidence of known locations
a weeklong search

green dragon born
female
escape capture but took wounds.
fled west
2 nights ago , held for three days

Knights of Palace
Blue tifling Azker
Silver DRagon born Johime

Contact name: Male human, Kenway in the dray distict, basking stone.

Trolls
Large
Packs of 2-3
Reginitive ability

THE GOLDEN CAVERNS

Giant Vault door.


1)
Standard eye sight
2) , 3)
Hunter LV3
  • character/ravi/stats.txt
  • Last modified: 6 months ago
  • by Kyle