Tanya Degurechaff Character in Verum | World Anvil

Tanya Degurechaff

Children

Tanya

Variant Human Race
Badlands Origin
Revised Ranger 8 Class & Level
Lawful Neutral Alignment
Talven Deity
Imperium Faction
Member Rank/Position
8 Loyalty
I.E.F Company

Strength 10
+0
Dexterity 16
+3
constitution 11
+0
intelligence 14
+2
wisdom 14
+2
charisma 16
+3
Total Hit Dice 8d10
Hit Die
1d10+0
+3 proficiency bonus
+5 Strength
+8 Dexterity
+2 Constitution
+4 Intelligence
+2 Wisdom
+5 Charisma
saving throws
+3 Acrobatics
+2 Animal Handling
+2 Arcana
+3 Athletics
+3 Deception
+5 History
+5 Insight
+6 Intimidation
+5 Investigation
+2 Martial
+2 Medicine
+2 Nature
+3 Perception
+3 Performance
+3 Persuasion
+2 Religion
+3 Sleight of Hands
+3 Stealth
+2 Survival
skills

 
34
MV
0
Prestige
1
Attunement Slots
18
Armor Class
60
Hit Points
+8
Initiative
30ft
Speed
Longbow 1d20+7 1d8+3+1d6
Attacks
Proficiencies

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Talven - Insight

Armor: Light armor, medium armor, shields

Weapons: Simple weapons, martial weapons

Tools: Woodcarvers Tools (Factionless), Painters Supplies, Cook's Utensils (Expertise), Alchemists Supplies.

Skills: Athletics, Investigation, Perception, History (Factionless), Intimidation (Variant Human).

ASI - +1 Dex, +1 Cha, (Variant Human)

Feat: Alert
You gain a +5 bonus to initiative.
You can't be surprised while you are conscious.
Other creatures don't gain advantage on attack rolls against you as a result of being unseen by you.

Feat: Ritual Caster (Wizard)

Feat: Sharpshooter (8th Level)

Attribute Cap Increase - +2 Dexterity and +2 Intelligence


Skills

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Beginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy commonly encountered in the wilds.
Choose a type of favored enemy: beasts, fey, (humanoids), monstrosities, or undead. 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. When you gain this feature, you also learn one language of your choice, typically one spoken by your favored enemy or creatures associated with it. However, you are free to pick any language you wish to learn. (Elven, Imperial.) (Common, Wastes.)

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.

At 6th level, you are ready to hunt even deadlier game. Choose a type of greater favored enemy: aberrations, (celestials), constructs, dragons, elementals, fiends, or giants. You gain all the benefits against this chosen enemy that you normally gain against your favored enemy, including an additional language. Your bonus to damage rolls against all your favored enemies increases to +4. Additionally, you have advantage on saving throws against spells and abilities used by a greater favored enemy. (Celestial)

Fleet of Foot
Beginning at 8th level, you can use the Dash action as a bonus action on your turn.

Sharpshooter
You have mastered ranged weapons and can make shots that others find impossible. You gain the following benefits:
Attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls.
Your ranged weapon attacks ignore half cover and three-quarters cover.
Before you make an attack with a ranged weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack's damage.

Proficiences
1st Level
Hunters Mark
Zepyhr Strike
Absorb Elements
Ritual - Alarm and Find Familiar
2nd Level
Healing Spirit
Pass Without Trace
Lesser Restoration
Spellcasting
Items and Equips

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Longbow
Quiver (20 Arrows) (9)
Leather Armor
(2) Shortswords
Explorers Pack
Painter's Supplies
Imperial Robes
FadeSteel Ring
3 Crafting Tokens
Cooks Utensils
Rapier
Masterwork Half-Plate (Base - Lamina from the Deep)
0 GP
Koril
Molvaya Khalazza
2 Superior Healing Potions
4 Greater Healing Potions
Potion of Necrotic Resistance
4 Fire Breath Potions
1 Alchemists Supplies
1 Herbalism Kit
5 Oil Flasks
1 Healers Kits
2 Soaps
1 Manacle
2 Waterskins
2 Backpacks
Potion of Heroism (2)
1 Scroll of Lesser Restoration
1 Scroll of Cure Wounds
Potion of Growth (2)
Serpent Venom

Die Reichfaust - +1 Longbow - Very Rare - Attunement: Beast Conclave Ranger

Fashioned using the superior methods of the old ways, this weapon is beauty in both form and function. Those who gaze upon it witness a taste of the glory of the old empire.

Your Wisdom score is increased by 3, to a maximum equal to your ability score cap.

This longbow deals an additional 1d6 lightning damage on hit.

Bestialischer Zorn. As a bonus action, you can empower your Animal Companion by turning it into an unstoppable killing machine. While empowered, it gains resistance to physical damage, becomes immune to the restrain and grapple conditions, and does an extra d6 thunder damage on melee attacks for 1 minute. This ability can be used once and refreshes on a long rest.

[Base Material, Enhancement, Enchantment, Spell Invocation]

Gorilla Guard
Masterwork Full Plate Barding (Ape) - Major Rare

This full plate barding grants the following abilities to its wearer:

Sinister Bulwark. Any necrotic damage you take is reduced by 1.

Whenever Sinister Bulwark reduces damage, this item gains a charge, to a maximum of three charges. All charges are lost at the end of combat.

Stalwart Retribution. As an action, you can spend three charges to increase the necrotic damage reduced by Sinister Bulwark by 1 for one minute. Once during this duration, as a reaction to Sinister Bulwark reducing damage, you can grant 10 temporary hit points to a creature you can see within 30 feet. You can use Stalwart Retribution once per long rest.

[Base Material, Enhancement, Enchantment, Spell Invocation]

Equipment
Imperium
Faction
Madman
Stat Array
Sub-Origin - House of Malcees - Ashes of Heresy - Whenever you would succeed on a saving throw vs an enemy controlled spell, you gain a +5 to the next damage roll you make with a weapon or spell. If that spell was from a divine source, the damage bonus is +10.
Class/Racial Features & Traits

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