[ +- ] Shump Character Outline - 2021-05-21
Name : Shump
Race : Yroc ....... Alignment : Neutral Good
Class(es) : Ranger (Gloom Stallker) - 5
Background : Outlander ....... Inspiration : 1 ....... Proficiency Bonus : 3
Constitution : 16 (+3 / +3) ....... Dexterity ... : 12 (+1 / +3) ....... Wisdom . : 13 (+1 / +1)
Strength ..... : 18 (+4 / +7) ........ Intelligence : 8 (-1 / -1) ......... Charisma : 8 (-1 / -1)
Total HP : 58 ....... Temp HP : 0 ....... AC : 16 ....... Initiative : +1 ....... Speed : 30
Combat Features
... Battleaxe
... Attack Bonus +7 Damage: 1d8+4 Slashing
... Versatile (1d10+4 Slashing)
... Warhammer
... Attack Bonus +7 Damage: 1d8+4 Bludgeoning
... Versatile (1d10+4 Slashing)
... Handaxe
... Attack Bonus +7 Damage: 1d6+4 Bludgeoning
... Light, Thrown (Range 20/60)
... Dagger
... Attack Bonus +7 Damage: 1d4+4 Slashing
... Finesse, Light, Thrown (Range 20/60)
... Heavy Crossbow
... Attack Bonus +4 Damage: 1d10+1 Piercing
... Heavy, Loading, Two Handed, Ammunition (Range 100/400)
Spell Slots ....... Spell Attack : +4 ....... Spell DC : 12
..... First ... : 4/4
..... Second : 2/2
Gloom Stalker Spells Known
1st - Expeditious Move
2nd - Misty Step
Other Spells Known
1st - Animal Friendship
1st - Cure Wounds
2nd - Find Traps
2nd - Silence
Skills
Acrobatics ............ (Dex) ... +1 .............. Legerdemain ....... (Dex) ... +1
Animals ............... (Wis) .... +1 ............... Medicine ............ (Wis) ... +1
Arcana ................. (Int) ..... -1 ............... Nature* ............. (Int) .... +2
Athletics* ............. (Str) .... +7 ............... Perception* ........ (Wis) ... +4
Deception ............ (Cha) .... -1 .............. Performance ........ (Cha) .... -1
History ................ (Int) ..... -1 ............... Persuasion .......... (Cha) .... -1
Insight* ............... (Wis) ... +3 .............. Religion ............... (Int) ..... -1
Intimidation* ........ (Cha) .. +2" .............. Stealth* ............. (Dex) ... +4
Investigation ......... (Int) .... -1 ............... Survival** .......... (Wis) ... +7
" ... Bone Armor adds a +3 to Intimidation
Languages : Human, Yroc
Feats/Abilities
Menacing
• The character gains the Intimidation skill for free
Powerful Build
• The character counts as one size larger when determining their carrying capacity and the weight they can push, drag, or lift.
Background: Stranger in a Strange Land
• The character has been to or is from a strange place where they have seen things that others cannot begin to fathom. They have Advantage versus Intimidation and Fear checks or their opponent has Disadvantage if attempting to Intimidate or instill Fear into them.
Background: Wanderer
• The character has an excellent knack with some aspect of nature and gains expertise with one of the following skills (Survival*, Nature, or Animal Handling). In addition, when foraging for food or water, the character can re-roll one die but must use that second roll.
Natural Explorer (Forest)
• The character has Advantage on Navigation checks while traveling at Normal or Slow Pace and no Disadvantage at a Fast Pace. If traveling alone and at a Normal Pace they gain all the benefits of a Slow Pace.
Fighting Style: Two-Weapon Fighting
• When engaged in two-weapon fighting, the character can add their Strength to the damage of the second attack as well.
Primeval Awareness
• The character can use a full round action to focus their awareness on the wilderness around them. They can, by periodically checking while moving at a Normal or Slow Pace, perceive things better.
.... Slower Pace
......... 1) They can sense the direction of Aberrations, Celestials, Dragons, Elementals, Fey, Fiends, and
............. Undead out to a range of 100 feet or 600 feet if in a Forest.
......... 2) They may Forage Passively with a (+4 to the Passive Survival check)
......... 3) They may Navigate Passively with a (+4 to the Passive Survival check) (If Auto-Succeed then
............. GM Rolls 2d6 on a 2 then Off Course)
.... Normal Pace
......... 1) They gain Advantage to all checks to perceive danger (or gain a +4 to their Passive Perception)
......... 2) They gain Advantage to perceive (or a +4 to Passive Perception) the presence of or to actively
............. follow Aberrations, Celestials, Dragons, Elementals, Fey, Fiends, and Undead out to a range of
............. 50 feet or 300 feet if in a Forest.
......... 3) They gain Advantage to Forage if maintaining a Normal pace (or slower) for the entire day.
......... 4) They gain Advantage to Navigation checks if maintaining a Normal pace (or slower) for the entire day.
......... 5) If alone hostile creations suffer Disadvantage to detect the character (or receive a -4 penalty to their
............. Passive Perception).
.... Fast Pace
......... 1) The character negates the Disadvantage (but cannot gain Advantage) to Passive Perception versus
............. Aberrations, Celestials, Dragons, Elementals, Fey, Fiends, and Undead.
......... 2) The character negates the normal Disadvantage to Navigation checks (but cannot gain Advantage)
............. at this pace.
... The above assumes that there is no magical interference taking place which can deter or outright cancel this
... ability, although if this is the case the character will be aware of the disturbance although they will have no
... insights as to what might be causing it.
Extra Attack
• The character can attack twice, instead of once, whenever they take the Attack action.
Umbral Sight
• The character's Dark Vision extends out to 90 feet
Dual Wielder
• The character can use any one handed weapon in both hands. Can draw OR stow two one-handed weapons at
Equipment the same time. Gains +1 AC if using a weapon in both hands.
Carrying Capacity : Light (180 lbs) ..... Medium (360 lbs) ..... Heavy (540 lbs)
-- Worn --
• Bone Breastplate (+3 Intimidation) with Bone Helmet
• Traveler's Clothing
• Waterskin
• Holy symbol on stout leather cord
Total Weight Worn : ??
-- Carried --
• Battleaxe
• Warhammer
• Handaxe
• Heavy Crossbow
• Case w/Bolts 20 / 20
• Dagger in boot
• Belt Pouch w/10 gp ... 0 sp ... 0 cp
• Belt Pouch w/Sweet Meats 10 / 8
-- Backpack -- (5 lbs)
• Quilted Bedroll
• Quilted Blanket
• Wax Candles x2
• Mess Kit
• Rations (10 Days)
• Hempen Rope 50'
• Lute
• Personnel Tent
• Tinderbox
• Whetstone
• Ornate Knife that belonged to a chieftain
• Map Case with Area Maps
• Set of Manacles
• Sacks x2
• Block of Soap
• Chalk
Total Weight Carried : ??
[ +- ] Backstory - Personality
Personality
..... Trait : I place no stock in wealthy or well-mannered folk. Money and manners will not save you from a hungry beast.
..... Ideal : Life is like the seasons, in constant change, and we must change with it.
..... Bond : My word is my word. I do what I agree to do, always.
..... Flaw : I am slow to trust members of other races, tribes, and societies.
Back Story
Shump is generally a loner and one who watches out for himself first, but his word/honor is his life. This gives him non fully chaotic outlook nor a fully lawful one. He does not take life if it can be avoided. He is not big on redemption. He tends to keep with druids about the balance of nature. He does not like things that constantly change as you cannot trust them. Such creatures should never be.
He follows Dukagsh (Male) God of Explorers, Guides, and Travelers. He is a fairly devout follower. Shump is from the darkest spot of the forest. A place most would not go. He comes to the city to see his sister and work. It is not his preferred place to be.
Shump has some musical ability that he keeps mostly to himself. He can play a lute, although he lost his previous one and has not felt the want to get a new one. Like loosing a loved one and will not start a new relationship. His only real cares have been for his sister. Most people see Shump as a big lout. A guide at best and while he is not smartest, he is rather intuitive.
He is a guide now a days to keep coins in his pocket. He has been a bounty hunter before but has given it up. He found it too restrictive. Still knows a few people from that.
He is from Southbridge Village originally. Can be found there or in neighboring forest areas. Sometimes seen at the local Inn/Tavern ran by Mamz.("Yes Mam", "No Mam") He is known as a fine guide.
He has always looked after his kid sister, Morky in town. Their parents are dead. His family left the tribe to live in the city, but with their death, it has left matters in Shump's hands as he the oldest and only male.
Morky, Shump's kid sister is known to be rather feisty. After getting tired of Shump baby sitting her she joined the city guard to prove she is of worth.
People known due to Bounty Hunting: Paladin Shahadur