Ithor Quentin Character in Verum | World Anvil

Ithor Quentin

Ithor Quentin

Alignment
Neutral Good
Age
25
Children
Gender
Male
Eyes
Brown
Hair
Brown
Skin Tone/Pigmentation
Tanned
Height
3'3 ft
Weight
45 lb

Ithor Quentin

Stout Halfling Race
Khao-Jungle/Druid In Training Origin
Ranger (Scalecaller Concalve) 3 Class & Level
Neutral Good Alignment
Silloway Deity
World Wanders Faction
Ranger Rank/Position
4 Loyalty
Company

Strength 11
+0
Dexterity 18
+4
constitution 16
+3
intelligence 11
+0
wisdom 15
+2
charisma 10
+0
Total Hit Dice 1d10
Hit Die
1d10+3
+2 proficiency bonus
+2 Strength
+6 Dexterity
+3 Constitution
+0 Intelligence
+2 Wisdom
+0 Charisma
saving throws
+3 Acrobatics
+4 Animal Handling
+0 Arcana
+2 Athletics
+0 Deception
+0 History
+2 Insight
+0 Intimidation
+2 Investigation
+2 Martial
+2 Medicine
+2 Nature
+4 Perception
+0 Performance
+0 Persuasion
+0 Religion
+3 Sleight of Hands
+5 Stealth
+2 Survival
skills

 
7
MV

Prestige

Attunement Slots
15
Armor Class
40
Hit Points
+0
Initiative
25
Speed
WeaponAttackDamage
Short bow 1d20+2+3+2 1d6+3
Handaxe 1d20+2 1d6
Shortsword 1d20+2+3 1d6+3
Attacks
Saving Throws:
Strength
Dexterity

Skills:
Athletics (Silloway)
Nature(Khao)
Animal Handling(Druid Training)
Investigation
Stealth
Perception

Tools:
Herbalism Kit
Ranger Stones
Cartographer's Kit

Armor: Light, Medium, Shields, Khaoan Gliding Suit
Weapons: Martial, Simple
Proficiences
Guidance:(Action, Touch) You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends.

Ranger Spells:
1st Level (3 Slots)
Hunters Mark
Hunters Mark, Casting Time: 1 bonus action
Range: 90 feet
Components: V
Duration: Concentration, up to 1 hour
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 Wisdom (Perception) or Wisdom (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.


Zephyr Strike
Zephyr Strike: Casting Time: 1 bonus action
Range: Self
Components: V
Duration: Concentration, up to 1 minute
You move like the wind. Until the spell ends, your movement doesn't provoke opportunity attacks.
Once before the spell ends, you can give yourself advantage on one weapon attack roll on your turn. That attack deals an extra 1d8 force damage on a hit. Whether you hit or miss, your walking speed increases by 30 feet until the end of that turn.


Hail of Thorns
Hail of ThornsCasting Time: 1 bonus action
Range: Self
Components: V
Duration: Concentration, up to 1 minute
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 1d10 piercing damage on a failed save, or half as much damage on a successful one.

At Higher Levels. If you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st (to a maximum of 6d10).

Spellcasting
Khaon Gliding Suit
Khaoan Gliding Suit
Cost: 300 gp
AC: 12 + Dex
Strength: -
Stealth: -
Weight: 8 lbs
Special: When you fall willingly, you can move 5 feet laterally for every 10 feet you fall, and reduce the distance by 20 feet for calculating fall damage.


2x Handaxes
Shortbow, Quiver, 15 arrows

Money: 1054x GP

2x meat offerings (two raw chickens and a day of rations)

Explorer's Pack: a backpack
a bedroll
a mess kit
a tinderbox
10 torches
10 days of rations
a waterskin
50 feet of hempen rope

Guiding Stone
This opal, infused with the power of the ranger stone, radiates with guidance. While attuned this item allows the wielder to: always know the direction of north, produce the light of a torch on the stone as an action, heats and cools respectively to make the temperature more comfortable, and be protected from the negative effects of temperature except in the most extreme cases.


A staff, a cartographer's kit, Ranger Stones,
x2 Bandoliers, x2 Potions of Healing, x0 Antitoxin.
Traveler's Clothes

Pets:
Faun

AC: 15 (10+2+2+1)
HP: 18 (3d8+5)
Speed: 30ft, 30+20ft fly
Senses: 60ft darkvision, 14 passive perception
Str:14
Dex:12
Con:10
Int:7
Wis:14
Cha:12
Proficiencies: All saving throws, Perception, Athletics
Stealth+3, Perception+4
Steady Breath: The companion can breathe normally at high altitudes.

Traits:
Good-Threaten my friends threaten me
Bad-My idea of hello is a flurry of licks to the face

Actions:
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 +2) piercing damage (1d6 if Large, 1d8 if Huge). [1d20+4]/[1d4+2]

Bite attack: Melee Weapon with 5ft Reach Attack[1d20+(0?)] Damage[1d6+(0?) piercing]

Tail Sweep: Your companion’s tail can sweep under the creatures around it. As an action, all creatures surrounding your companion within 5 feet must make a Dexterity saving throw with a DC determined by your companion’s Strength score or be knocked prone and take 1d4 bludgeoning damage (1d6 if Large, 1d8 if Huge).


Evolution Points: 7 Total
Level 4
1-Bite attack: Melee Weapon with 5ft Reach Attack[1d20+(0?)] Damage[1d6+(0?) piercing]

1-Stabilizing Saliva: Your companion’s saliva becomes a coagulant. As an action, your companion can stabilize an unconscious and dying creature within 5 feet of it. This evolution can not be paired with any poisonous bite evolutions.
This evolution can not be repeated.

4-Increase Fly Speed: +40ft, 70 total

1-Tail Sweep: Your companion’s tail can sweep under the creatures around it. As an action, all creatures surrounding your companion within 5 feet must make a Dexterity saving throw with a DC determined by your companion’s Strength score or be knocked prone and take 1d4 bludgeoning damage (1d6 if Large, 1d8 if Huge).

This evolution can not be repeated.

 

Equipment
World Wanders
Faction
Mad Man
Stat Array
Race
Fortune's Favor
Fortune smiles upon you more often than it would upon others. You gain the following benefits:
Increase your DEXTERITY by 1, to a maximum of 20.
Your Lucky racial feature improves as follows:
When you roll a 1, 2, or 3 on an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.
Brave. You have advantage on saving throws against being frightened.
Halfling Nimbleness. You can move through the space of any creature that is of a size larger than yours.
Stout Resilience. You have advantage on saving throws against poison, and you have resistance against poison damage.


Languages: Common, Halfling, Draconic (class)

Class:
Favored Enemy: Beasts You gain a +2 bonus to damage rolls with weapon attacks against creatures of the chosen type. Additionally, you have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.

Natural Explorer
You ignore difficult terrain.
You have advantage on initiative rolls.
On your first turn during combat, you have advantage on attack rolls against creatures that have not yet acted.

In addition, you are skilled at navigating the wilderness. You gain the following benefits when traveling for an hour or more:
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 (such as foraging, navigating, or tracking), you remain alert to danger.
If you are traveling alone, you can move stealthily at a normal pace.
When you forage, you find twice as much food 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.


Primeval Awareness
Beginning at 3rd level, your mastery of ranger lore allows you to establish a powerful link to beasts and to the land around you.

You have an innate ability to communicate with beasts, and they recognize you as a kindred spirit. Through sounds and gestures, you can communicate simple ideas to a beast as an action, and can read its basic mood and intent. You learn its emotional state, whether it is affected by magic of any sort, its short-term needs (such as food or safety), and actions you can take (if any) to persuade it to not attack.

You cannot use this ability against a creature that you have attacked within the past 10 minutes.

Additionally, you can attune your senses to determine if any of your favored enemies lurk nearby. By spending 1 uninterrupted minute in concentration (as if you were concentrating on a spell), you can sense whether any of your favored enemies are present within 5 miles of you. This feature reveals which of your favored enemies are present, their numbers, and the creatures' general direction and distance (in miles) from you.

If there are multiple groups of your favored enemies within range, you learn this information for each group.


Loyalty Benefits:
Primal Surge
Loyalty 2

Primal Surge.
As a bonus action, you heal yourself for 4d6 hit points and your next damage roll has 4d6 primal damage added to it. Once you use this ability you cannot use it again until you complete a long rest.


Loyalty 3
Loyalty 3
Your Ranger training has granted you advantage on Survival checks made to track humanoids.


Gain one Druid Cantrip: Guidance

Fighting Style: Archery You gain a +2 bonus to attack rolls you make with ranged weapons.


Class/Racial Features & Traits