====== Hallech ======
^ AC ^ Traits ^
| **16** \\ [12+Dex] \\ Studded Leather | |
^ Melee \\ Dagger(Finesse) ^ Ranged \\ Heavy Crossbow ^
| +9 ► 1d4+5 \\ Piercing \\ | +12 ► 1d10+6 \\ Magical & Piercing \\ (100/400) \\ |
|[[http://rpg.lohardt.com/lib/exe/fetch.php?cache=&w=473&h=700&tok=ca8baa&media=random:characters:5xdaqno.png|{{:random:characters:5xdaqno.png?99|Kunstnerisk gengivelse af Hallech}}]]|
|**Race: \\ Birthplace: \\ Age: \\ Build: \\ Height: \\ Weight: \\ Hair Color: \\ Eye Color: \\ Habitual Dress: \\ Parents:**|Human Variant \\ Koldland \\ 33 \\ Normal \\ 6'0" \\ 192 lbs. \\ Chestnut \\ Brown \\ Armor \\ Adopted by Croza Pej|
|Inspiration: ☆¤ ||
|Hallechan Antorain Ga Bia'i Niitot Zarain blev født under en blodsmåne til en banditkonge der døde kort tid efter. \\
Han blev adopteret af Croza Pej, en gammel fordrukken præst Lathander's rektifikations legion. \\
Legionen kæmpede imod en nekromancer enklave i Netheril. \\
Hallech overlevede men det meste af hans regiment "Kul regimentet" faldt til de udøde og rejste sig igen. \\
\\
Disillusioneret rejste Hallech ud i verdenen i søgen på en plads i livet der ikke bestod i at tjene en sag han ikke troede på. \\
Flere års rejse efter har han affundet sig med en tilgang fra by til by, lavende småjobs hvor der er betaling.|
====== Attributes ======
| **+1** \\ Strength: 13 \\ **Save-Prof** \\ | **+4** \\ Dexterity: 20 \\ **Save-Prof ** | **+1** \\ Constitution: 12 \\ \\ | **-1** \\ Intelligence: 8 \\ \\ | **+3** \\ Wisdom: 16 \\ \\ | **-1** \\ Charisma: 8 \\ \\ |
|■ Athletics|□ Acrobatics \\ □ Sleight of Hand \\ ■ Stealth| |□ Arcana \\ □ History \\ □ Investigation \\ □ Nature \\ ■ Religion|□ Animal Handling \\ □ Insight \\ ■ Medicine \\ ■ Perception \\ ■ Survival|□ Deception \\ □ Intimidation \\ □ Performance \\ □ Persuasion|
| Proficiency Bonus: **+4** ||||||
|■ Lang:Common ■ Lang:Undercommon ■ Lang:Sylvan ■ Instrument:Bagpipes ■ Tool:Thieves Tools \\ ■ Armor:Light, Medium, & Shields ■ Weapons:Simple, Martial ||||||
| **HP:** 69/69 \\ __ 5*(6+1)+5*(5+1)+4 __ \\ \\ ||| **Hit Dice: 9/9** \\ (5d10+5)/(4d8+1) \\ (Recover half on LR) |||
====== Limited Resources ======
__SpellDC:__ **14** (8+3+3)
|__**Orisons**__ \\ [[https://thebombzen.com/grimoire/spells/guidance|Guidance]] \\ [[https://thebombzen.com/grimoire/spells/light|Light]] \\ [[https://thebombzen.com/grimoire/spells/mending|Mending]] \\ [[https://grimoire.thebombzen.xyz/spells/resistance|Resistance]] |
|__**1st (4/LR)**(-4)__ \\ R[[https://thebombzen.com/grimoire/spells/hunters-mark|Hunter's Mark]] \\ R[[https://thebombzen.com/grimoire/spells/goodberry|Goodberry]] \\ R[[https://thebombzen.com/grimoire/spells/hail-of-thorns|Hail of Thorns]] \\ Ð[[https://thebombzen.com/grimoire/spells/divine-favor|Divine Favor]] \\ Ð[[https://thebombzen.com/grimoire/spells/shield-of-faith|Shield of Faith]] \\ C[[https://thebombzen.com/grimoire/spells/bless|Bless]] \\ C[[https://thebombzen.com/grimoire/spells/create-or-destroy-water|Create/Destroy Water]] \\ C[[https://thebombzen.com/grimoire/spells/protection-from-evil-and-good|Protection from Evil & Good]] \\ C[[https://thebombzen.com/grimoire/spells/guiding-bolt|Guiding Bolt]]|
|__**2nd (3/LR)**(-3)__ \\ R[[https://thebombzen.com/grimoire/spells/pass-without-trace|Pass Without Trace]] \\ Ð[[https://grimoire.thebombzen.xyz/spells/magic-weapon|Magic Weapon]] \\ Ð[[https://grimoire.thebombzen.xyz/spells/spiritual-weapon|Spiritual Weapon]] \\ C[[https://grimoire.thebombzen.xyz/spells/aid|Aid]] \\ C[[https://grimoire.thebombzen.xyz/spells/silence|Silence]] \\ C[[https://grimoire.thebombzen.xyz/spells/locate-object|Locate Object]]|
| __**3rd (3/LR)**(-3)__ \\ Ð[[https://grimoire.thebombzen.xyz/spells/crusaders-mantle|Crusader's Mantle]] \\ Ð[[https://grimoire.thebombzen.xyz/spells/spirit-guardians|Spirit Guardians]] \\ C[[https://grimoire.thebombzen.xyz/spells/revivify|Revivify]] |
| __**4th (1/LR)**(-1)__ |
**War Priest(3/LR):**(-3) \\
**Channel Divinity(1/LR):**(-1) \\
**Cone of Cold (3/Day(DC:15)):** ()
====== Holdings ======
W Heavy Crossbow (Kul legionen)
W-A Heavy Crossbow (Delbans Æt)
W ╘ 144 Bolts
W Studded Leather Armor
W Werewolf Tail
W Traveler's Clothes
W 4xDagger
W Backpack
W A small knife
W Ratskull Dagger
W Gammel dolk fra Argynvosthold By
W Thieves tools
W-A Cloak of Elvenkind (Disadv on Wis+Per against)
W Boots of elvenkind (Adv stealth *)
W Stormkikkert3000
W 2 Betterberries
W cloak+boots of elvenkind
P Journal of Rudolph van Richten
P Brev (Fra Durst Manor)
P 1 Goodberries
P 10 Hallech's Hjemegns guldstykker
P 7 PP
P 229 GP
P 70 EP
P 24 CP
P 3 Pp Strahdified
BP 6 Darts
BP Crowbar
BP Hammer
BP 8x Piton
BP 1 x Torch
BP Tinderbox
BP 10x Rations
BP Waterskin (Søvand fra Krezk (smager af Qildor))
BP Hempen Rope (50')
BP Cold-Weather Outfit
BP Grappling hook
BP 3 Sække
BP Væsseste
BP Silver Rapier with pink glass hilt.
Ir Signal Whistle
BP Waterskin
Ir Ireena's Bedroll
BP Wight Støv
BP Metalskrin åbner kun ved blodsofring
BP Blazing sun festival plakat
BP Chalk
Telt til Ireena & Stella
BP Brugt/Ødelagt halskæde til en skjoldvogter
BP Wisebark Root
Fælles Loot
Sneget ind i Ralfses oppakning
7 PP
239 GP
70 EP
24 CP
====== Feat & Features ======
Thanks to extensive practice with the crossbow, you gain the following benefits: \\
• You ignore the loading quality of crossbows with which you are proficient. \\
• Being within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged attack rolls. \\
• When you use the Attack action and attack with a one handed weapon, you can use a bonus action to attack with a hand crossbow you are holding.
You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.
Beginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy. \\
\\
You have advantage on Wisdom (Survival) checks to track undead, as well as on Intelligence checks to recall information about them. When you gain this feature, you also learn one language of your choice that is spoken by undead, if they speak one at all. \\
You choose one additional favored enemy, as well as an associated language, at 6th and 14th level. As you gain levels, your choices should reflect the types of monsters you have encountered on your adventures.
You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. Choose one type of favored terrain: arctic, coast, desert, forest, grassland, mountain, swamp, or the Underdark. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you’re proficient in. \\
While traveling for an hour or more in your favored terrain, you gain the following benefits: \\
• 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.
You choose additional favored terrain types at 6th and 10th level.
At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option m ore than once, even if you later get to choose again. \\
• Archery: You gain a +2 bonus to attack rolls you make with ranged weapons.
Beginning at 3rd level, you can use your action and expend one ranger spell slot to focus your awareness on the region around you. For 1 minute per level of the spell slot you expend, you can sense whether the following types of creatures are present within 1 mile of you (or within up to 6 miles if you are in your favored terrain): aberrations, celestials, dragons, elementals, fey, fiends, and undead. This feature doesn’t reveal the creatures’ location or number.
Once on each of your turns 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.
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
At 1st level, you choose a domain shaped by your choice of Deity and the gifts they grant you. Your choice grants you domain spells and other features when you choose it at 1st level. It also grants you additional ways to use Channel Divinity when you gain that feature at 2nd level, and additional benefits at 6th, 8th, and 17th levels.
When you gain your first level in a class other than your initial class, you gain some of the new class's starting proficiencies: \\
Light armor, medium armor, shields.
From 1st level, your god delivers bolts of inspiration to you while you are engaged in battle. When you use the Attack action, you can make one weapon attack as a bonus action. \\
\\
You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.
At 2nd level, you gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You start with two such effects: Turn Undead and an effect determined by your domain. Some domains grant you additional effects as you advance in levels, as noted in the domain description.
When you use your Channel Divinity, you choose which effect to create. You must then finish a short or long rest to use your Channel Divinity again.
Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your cleric spell save DC.
Beginning at 6th level, you can use your Channel Divinity twice between rests, and beginning at 18th level, you can use it three times between rests. When you finish a short or long rest, you regain your expended uses.
Starting at 2nd level, you can use your Channel Divinity to strike with supernatural accuracy. When you make an attack roll, you can use your Channel Divinity to gain a +10 bonus to the roll. You make this choice after you see the roll, but before the DM says whether the attack hits or misses.
====== Noter ======
------------
Readings:
Personlig:
Broken one: Fortvivlet over sin tro.
Trader Man skal finde det man har at handle med.
Horseman ham der er efter mig, blændende
Gruppe:
Missionary:
Have dækket af sne fugleskræmsler symboliserer viden
Myrmidon:
Beskyttelse fra ham der jæger jer "Look for a den of wolves in the hills. Overlooking a mountain lake. The treasure belongs to mother night."
Old: "den of wolves overlooking a mountain lake treasure belongs to mother night"
Paladin:
Styrke, magt, sollys, retfærdigheden sovende prins, tjener af lyset, broder af mørket skatten ligger hos ham.
Seer:
Skinder lys over ham der vil tjene jer imod mørket hader mørket, nøglefigur i kamp imod mørket dusk elf lever blandt vistani, lidt stort tab, hjemsøgt af lidelse
Fjende - Beast
Bæstet sidder på hans mørke trone, der vil vi have vores endelige møde med ham.
Armbrøst
I det forglemte tempel under søen ligger
----------------
Patrina Vallikov tusmørke elver blev stenet ihjel, elskerinde af Strahd??
vampyr-viden 20 check
varulv-viden 20 check
wight-viden 20 check
Will o' the Wisp-viden 20 check
Delban, stjernen i himlen
11 The character’s lungs burn as if from acute smoke
inhalation, and the character exhales wisps of smoke
with every breath. The character suffers disadvantage to
all Dexterity (Stealth) checks due to a constant, irritating
cough brought on by this affliction.
As an action, the character may cough up a billowing
cloud of foul-smelling smog in a 10 ft. radius. This smog
heavily obscures the area, and dissipates after 1 minute
(or 1 round in a moderate wind). Once this ability has
been used, the character must finish a short or long rest
before it can be used again.
^Lvl ^Prof ^Feature ^
|Rgr1 |+2 |Favored Enemy, Natural Explorer |
|Rgr2 |+2 |Fighting Style, Spellcasting |
|Rgr3 |+2 |Primeval Awareness, Ranger Conclave |
|Rgr4 |+2 |ASI(+2 DEX) |
|Rgr5 |+3 |Extra Attack |
|clr1 |+3 |Spellcasting, Divine Domain(War) |
|Clr2 |+3 |Channel Divinity (x1), Divine Domain feature |
| |||
|Clr3 |+3 | |
|Clr4 |+4 |ASI(Feat: Sharpshooter) |