[center][b]Character Name:[/b] Aramil Nailo [b]Class & Level:[/b] Ranger 3 [b]Race:[/b] Wood Elf [b]Background:[/b] Outlander [b]Alignment:[/b] Chaotic Neutral [b]Experience Points[/b] 900 [b][u]Abilities & Modifiers[/u][/b] [b]Strength:[/b] 10 [b]Dexterity:[/b] 18 (16 base + 2 racial bonus) [b]Constitution:[/b]12 [b]Intelligence:[/b] 12 [b]Wisdom:[/b] 17 (16 base + 1 racial bonus) [b]Charisma:[/b] 9 (9 base) [b][u]Skills[/u][/b] [b]Acrobatics:[/b] 4 [b]Animal Handling*:[/b] 8 [b]Arcana:[/b] 1 [b]Athletics*:[/b] 5 [b]Deception:[/b] -1 [b]History:[/b] 1 [b]Insight:[/b] 3 [b]Intimidation:[/b] -1 [b]Investigation:[/b] 1 [b]Medicine:[/b] 3 [b]Nature*:[/b] 9 [b]Perception*:[/b] 5 [b]Performance:[/b] -1 [b]Persuasion:[/b] -1 [b]Religion:[/b] 3 [b]Sleight of Hand:[/b] 4 [b]Stealth*:[/b] 9 [b]Survival*:[/b] 8 [b]Armor Class:[/b] 15 [b]Hit Point Maximum/Current Hit Points:[/b] 25 [b]Personality Traits:[/b] I place no stock in wealthy or well-mannered folk. Money and manners won't save you from a hungry owlbear. [b]Ideals:[/b] Life is like the seasons, in constant change, and we must change with it. [b]Bonds:[/b] My family, clan, or tribe is the most important thing in my life, even when they are far from me. [b]Flaws:[/b] I am slow to trust members of other races, tribes, and societies. [b]Features &Traits:[/b] [hider]Fey Ancestry. You have advantage on saving throws against being charmed, and magic can’t put you to sleep Mask of the Wild (racial): You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena Favored Enemy: Beast Natural Explorer/Favored Terrain (Forest): Gain double proficiency bonuses to Wis and Int checks involving skill you are proficient in involving your favored terrain. After traveling for one hour in your favored terrain, your group isn't slowed by difficult terrain and can't become lost in forest. For yourself, you remain alert for danger when doing other activities like foraging or tracking, can move stealthily at a normal pace, can find twice as much food while foraging, and can figure out more details about enemies you are tracking: how many there are, what size, and how long ago they passed through the area. Fighting Style (Archery): +2 bonus to attack rolls with ranged weapons. [hider=Spellcasting] Hail of Thorns: The next time you hit a creature with a ranged weapon attack before the spell ends, this spell creates a rain of thorns that sprouts from your ranged weapon or ammunition. In addition to the normal effect of the attack, the target of the attack and each creature within 5 feet of it must make a Dexterity saving throw. A creature takes 1dlO piercing damage on a failed save, or half as much damage on a successful one. Hunter's Mark: You choose a creature you can see within range and mystically mark it as your quarry. Until the spell ends, you deal an extra 1d6 damage to the target whenever you hit it with a weapon attack, and you have advantage on any W isdom (Perception) or W isdom (Survival) check you make to find it. If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to mark a new creature Goodberry: Up to ten berries appear in your hand and are infused with magic for the duration. A creature can use its action to eat one berry. Eating a berry restores 1 hit point, and the berry provides enough nourishment to sustain a creature for one day. The berries lose their potency if they have not been consum ed within 24 hours of the casting of this spell. [/hider] Primeval Awareness: can expend one spell to sense aberrations, dragons, elementals, fey, fiends, and undead within one mile of you for 1 minute per level of the spell expended. You cannot sense the location or the number of these creatures. [hider=Ranger Archetype: Hunter] Horde Breaker: When you make a weapon attack, you can make another attack with the same weapon against a different creature that is within 5 feet of the original target and within range of your weapon.[/hider][/hider] [b]Equipment/Money:[/b] Weapons: Shortsword x2, Longbow, and 20 arrows Armor Leather Misc: Backpack, bedroll, a mess kit, a tinderbox, 10 torches, 10 days of rations, a waterskin, and 50 feet of hempen rope Money: 10 GP [b]Other Proficiencies & Languages:[/b] Languages: Common and Elven [b]Character Appearance (picture required):[/b] [hider=visual help][img]https://s-media-cache-ak0.pinimg.com/originals/e7/24/77/e72477d617f481acf8293d758dce8c03.jpg[/img][/hider] [b]Age:[/b] 150 [b]Height:[/b] 5'2 [b]Weight:[/b] 125lbs [b]Eyes:[/b] Silver [b]Skin:[/b] Lightly Tan [b]Hair:[/b] Black [b]Allies & Organizations:[/b] None [b]Character Backstory:[/b] Aramil was born as Faen and grew up in the vast forests to the north with his small, secluded tribe. Born into a family of hunters, Faen was taught how to use a bow almost from the moment he could walk and make a fist. His father was her main teacher and taught Faen how to track, stalk, and kill prey from a distance with a bow and arrow. He was taught how to live off the land, how to know how many resources he would need to survive the night, and how to find those resources. Upon reaching his fiftieth birthday, Faen was sent out to the wilds to survive for two how decades by himself with only a knife and flint as his tools for survival. Facing wild beasts, harsh weather, and complete isolation, Faen was pushed to his limits to survive and grew stronger as a hunter and Ranger. By the time he had returned to the village, he already felt a deeper connection to nature but he had also developed a thirst for hunting stronger then any he felt before On his hundredth birthday, a group of adventurers from the south visited his people and, under seemingly peaceful circumstances, spent some time in the village. However, unknown to the tribe, the group had stolen a treasured artifact from a tribe of nearby orcs, angering them. In the middle of the night, the orc launched a raid on the tribe, taking them by surprise. As Faen fought alongside his tribesmen and helped hold off the invaders, he caught the adventurers trying to sneak away with the artifact. Confronting them, he was struck by a bolt to the chest by one of the group before they made their escape and left the elf to die. Thankfully, Faen was found by one of the village healers and was not among the dead that night. Taking in the sight of the ruined tribe and seeing that things would have to change, Faen felt anger for the cowards who dared run away after his tribe had provided them shelter. Swearing vengeance, he told the remaining elders of the tribe what he had discovered and requested to right the wrong that had been inflicted upon them. He was granted permission but only after he became an adult. So Faen spent the next few decades training and upon his hundredth birthday, took the name Aramil. Packing his things, Aramil set off and began his hunt. Fifteen years have passed and he is no closer to finding his quarry. But, upon hearing about groups of adventurers being hired to find an ancient artifact, Aramil headed for Ulna Themar, hoping this would bring his closer to his tribe's vengeance. [b]Treasure:[/b] Iron symbol of an unknown god. [/center]