Starting concept:
A hunter/tracker helping villages as they wander. And it's a bearded girl dwarf. Bearded girls are fun I reckon.
[ +- ] Basics
Name: Falkrunn¹
Age: ?****⁽ⁿᵒᵗᵉ ¹⁾
Alingment: Lawful Good
Size:¹ Medium, 4′ 3″, 150 lbs
Speed:¹ 25 ft
Patron: Moradin
Eyes: Green
Skin: Tan
Hair: Brown
Strength 18
Dexterity 16
Constitution 13+2
Intelligence 15
Wisdom 15+1
Charisma 12
[ +- ] Race: Gold Dwarf
Race: Gold Dwarf ⁽¹⁾⁽²⁾⁽ⁿᵒᵗᵉ ²⁾
- Dwarf traits:¹
• ASI Constitution +2
• Darkvision (see a dim light within 60 ft of you) + 30 ft (Gloom Stalker)
• Dwarven Resilience (saving throw poison adv.; resilience poison dmg.)
• Dwarven Combat Training (proficiency battleaxe, handaxe, throwing hammer, warhammer)
• Tool Proficiency (brewer's supplies) ⁽ⁿᵒᵗᵉ ³⁾
• Stonecunning (Intelligence(history) check related to stonework = proficience in history, +2x proficience bonus) ⁽ⁿᵒᵗᵉ ⁶⁾
• Languages (Common and Dwarvish)
• subrace Gold Dwarf
- ASI Wisdom +1
- Dwarven Toughness (hit point maximum +1, then +1 every level)
[ +- ] Class: Consensus Ranger
Class: Consensus Ranger level 3
• Hit Dice: 3d10
• Hit Points: 12 + (3+6) + (2+6) + (1+1+1 dwarven toughness) = 32
• Proficiencies:
- armor: light armor, medium armor, shields
- weapons: simple weapons, martial weapons
- tools: -
- saving throws: strength, dexterity
- skills: insight, investigation, perception
- equipment: leather armor; two shortswords, longbow and a quiver of 20 arrows
• favored enemy: orcs + trolls (language: orc) OR ??? ⁽ⁿᵒᵗᵉ ⁴⁾
• natural explorer: forest⁽ⁿᵒᵗᵉ ⁵⁾*
• natural healing
• fighting style: two-weapon fighting (ability modifier to the damage of the second attack)
• spellcasting:
- 3 1st level spells
• Hunter's Mark*
• Cure Wounds*
• Fog Cloud
• Expeditious Retreat (Gloom Stalker)*
• primal instincts*
•
[ +- ] Personality
Background: Outlander?⁽ⁿᵒᵗᵉ ⁷⁾
• skill proficiencies: athletics, survival
• tool proficiencies: one type of musical instrument (Horn?)
• language: goblin
• equipment: a staff, a hunting trap, a trophy from an animal you killed, a set of traveler's clothes, and a belt pouch containing 10 gp
Origin: Bounty Hunterr?
Traits:
• I watch over my friends as if they were a litter of newborn pups
• I'm always picking things up, absently fiddling with them, and sometimes accidentally breaking them.
Ideal:
• Greater Good. It is each person's responsibility to make the most happiness for the whole tribe.
Bond:
• My family, clan, or tribe is the most important thing in my life, even when they are far from me.
Flaw:
• I remember every insult I've received and nurse a silent resentment toward anyone who's ever wronged me.
[ +- ] Backstory
So, the idea is that Falkrunn's family are traders in the clan, so they're taking care of the packages when en route, dealing with the haggling and getting what is needed. I'd imagine there has been a casulty, which dwarfs wouldn't take lightly. And Falkrunn would also be going on there trade journeys before getting the idea (or divine sign) that rather than waiting to be ambushed, she should be the ambusher, in order to truly make the roads safer for travel. So, she became a ranger. In the beginning her main goal was strolling the surroundings of the road and tracking any signs of evildoers, but she realized it isn't just the trade routes that are dangerous, many other spots near villages are and so she ended up wandering from a village to village, accepting people's job offers if they were related to tracking and hunting monsters or finding missing people (or animals). She does return to her clan periodically, for sure. Proficiencies (insight, investigation and perception) I chose because she's primarily in the ranger business hunting and tracking down creatures. That's where investigation and perception comes in. Insight, that's handy when dealing with people seeking help as they don't necessarily tell it all, and helps with investigations, too. The background outlander is probably not the exact pick, but I kinda like the vibe? I would get rid of the instrument, I think. Survival proficiency from the background makes sense, as with tracking you have to wander whereever and survive on not a lot, right.
I went with highest strength as I am meaning to fight with two weapons. Dexterity is second, for stealth, followed by wisdom for casting. Strength makes sense from her racial background, I'd say and wisdom make sense as she'd be somewhat experienced at this point of story, therefore obtaining some wisdom. Followed with intelligence, beccause apparently investigation is intelligence, and that's something she'd be good at, and she also had to learn using the brewer's supplies, so that's kinda smart. Her charisma is lowest. I don't know if I should swap the intelligence and charisma. But I'm imagining that she seems rough to people around her, which is kind of a dwarf thing. Also she probably spends most of her time "working", right, so not really a lot of times when she can use her social skills, haha.
Her proficiency in the brewer's supplies, I mentioned it in notes below, but yes. That would be tied to her survival skill and the wandering situation, as it's handy if you know how to purify water if you're in the middle of nowhere, or if you're making diy dissinfection that also can lif up your spirit. Handy...
Her patron would be Moradin, it's a lawful good dwarven god, so that fits with the dwarven tendencities to cater traditions, and I like that he encounraged harmonious existence between races, that's neat. That's why she ended up helping everyone in need, not just her dwarven trader relatives.
Additional details for my personality decisions;
the "i protect my friends" trait, I think that's cute, she might be slower to befriend someone (because... dwarf), but when she does, she really does. the "always picking things up" trait is also cute and quirky. I wouldn't imagine she does that when she's out on the hunt, but in a inn or tavern? Absolutely. Or perhaps in a dungeon too, if she doesn't sense a danger, and it also kinda plays into her investigating, because when you're looking for clues, you probably pick up a thing or two. Her ideal is 100 % "greater good". The hunting pays her, but she's absolutely willing to work for the minimum if there's no other way, just to make sure all people are o-k. I took the one I choose from the outlander page and I might look into the other tables if there is something more similar to what I'm thinking of. Her bond is her clan, because dwarfs. The "remembering every insult" flaw I like, but I'll probably be on the lookout for something else because i'm sure there's something more fun for roleplay, but it's very on brand. As in, very dwarf. A lot of my choices are based on dwarfness. Huh.
And why gloom stalker? That goes back to the ambush them first philosophy,... in their home. and monster homes are most likely in caves and deep forests,...
[ +- ] Notes
Sources:
¹ Player's Handbook
² Sword Coast Adventurer's Guide
* House Rules
Notes:
ⁿᵒᵗᵉ ¹ I don't know how to age characters. I don't want her to be too old, but not too young as well. I was thinking late forties I suppose given the longevity of Dwarves...?
ⁿᵒᵗᵉ ² Went for shield dwarf initially as I though that the history of the golbin v shield dwarfs war could be a good initiative for a dwarf to go for a "monster hunter" career. But then I did some more reading on the other dwarf variants and the
fandom wiki mentioned that "
Gold dwarves were often trained specifically to battle the horrendous aberrations that were known to come from the Underdark." which is from a setting book for 3rd edition. Which is intriguing? And as they're hill dwarfs, they "
have keen senses, deep intuition and remarkable resilience." which, in the end, seems to fit the "monster hunter" better than mountain dwarfs' "
strong and hardy, accustomed to a difficult life in rugged terrain." (PHB) although, that is also a handy description. I just think that the emphasis on the intuition is better. I also like the gold dwarfs' perfectition.
ⁿᵒᵗᵉ ³ Went for Brewer's supplies as I don't see ranger using smith's tools or the third one. Well, maybe some ranger, not my ranger. I also think it's cool for the "witcher" vibe as it's basically "potions" and it also means some advantage for things like water purification or wound disinfection, which sounds handy for someone on the hunt.
ⁿᵒᵗᵉ ⁴ Orcs + Goblins, because, obviously due to the race and they're also common monsters, so that would fit the helpful every day monster slayer. But perhaps some other enemy choice would be better? I was thinking of swapping one of them with trolls, too
ⁿᵒᵗᵉ ⁵ Forest, because the idea for the back story is, that she used to look after trade routes, mostly, and most problems arrise whenever the trade route goess through/near forest area. I reckon.
ⁿᵒᵗᵉ ⁶ I suppose there's lore reason for this, but I don't... see why it is there? I don't mind having this trait or anything, but it's weird for the chararcter I think, maybe. It's probably lore that goes over my head...
ⁿᵒᵗᵉ ⁷ Probably doesn't fit the most. Don't get the musical proficiency for the character.
Would she know how to read?
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