Beauregard-Pierre d’Henri au Amélie-sur-Mer ... (etc)...le Maurice
3rd level mountain dwarf ranger
Beauregard-Pierre d’Henri au Amélie-sur-Mer de Monsieur le Boulanger-François le Quatrième Tremblay-Claudette du-Rochefort René le Maurice
3rd Level – Mountain Dwarf Ranger
Passive perception: 15
Weight: 200 lb
Speed: 25 ft (not reduced by wearing heavy armour)
Proficiency bonus: +2
Wealth: 430 GP
Current Hit points: 28
Hit Dice: 1d10 per ranger level
Armor: Light armor, medium armor, shields
Weapons: Simple weapons, martial weapons, battleaxe, handaxe, throwing hammer, and warhammer.
Tools: Smith’s tools, Mason’s tools
Saving Throws: Strength, Dexterity
Skills: Stealth, Perception, Survival, Athletics, History
Darkvision. Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
Dwarven Resilience. You have advantage on saving throws against poison, and you have resistance against poison damage.
Stonecunning. Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.
Languages. You can speak, read, and write Common, Gnomish, Dwarfish, Goblin, Sign (conversational).
Pack Tactics. Advantage on attack rolls against aberrations if one of the following is adjacent: Tabby, Rock, Valerian, Raevori, Lucens.
Favored Enemy – Humanoids
• + 2 to damage rolls with weapon attacks
• advantage on Survival check to track humanoids
• advantage on Intelligence checks to recall information about them
• 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.
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.
Defense: While you are wearing armour, you gain a +1 bonus to AC.
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.
TDB second half.
Colossus Slayer. Your tenacity can wear down the most potent foes. When you hit a creature with a weapon attack, the creature takes an extra 1d8 damage if it’s below its hit point maximum. You can deal this extra damage only once per turn.
Spell save DC = 8 + your proficiency bonus + your Wisdom modifier = 13
Spell attack modifier = your proficiency bonus + your Wisdom modifier = +5
3 known spells, 3 first level spell slots.
Cure Wounds – 1st-level evocation
Casting Time: 1 action
Components: V, S
A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st
Hail of Thorns – 1st-level conjuration
Casting Time: 1 bonus action
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).
Hunter’s Mark – 1st-level divination
Casting Time: 1 bonus action
Range: 90 feet
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.
At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours.
Background: Frequent Attendee of Dwarven Summer Camp
Skills: athletics, history
Tool/Language proficiencies: Mason’s tools, Dwarvish
Background Feature: TBD
Weapons & Armour
|Parmentier||1d8 + 4 slashing,||versatile (1d10)||Attack: + 6|
|Longbow||1d8 + 1 piercing||(150/600) two-handed||Attack: + 3|
|Javelin||1d6 + 4 piercing||thrown (30/120)||Attack: + 6|
Shield +2 AC
Breastplate AC 14 + dex (1) = 15
Carry Capacity: 180 lb
Current Downtime Projects:
Includes week of July 22nd.
Sign language (five weeks – 15/30)
Got Masonry book on August 13th. Needs 12 research points (cost as crafting points).
The story begins: a heavily-laden dwarven trading caravan winding slowly through the treacherous mountain passes. Unbeknownst to them: a vicious and desperate band of highwaymen, lying in wait. The outcome: one dwarven baby, tucked away in a corner and luckily overlooked, to be found by a collective of gnomes passing through on their way back to their remote alpine colony.
Beauregard-Pierre d’Henri au Amélie-sur-Mer de Monsieur le Boulanger-François le Quatrième Tremblay-Claudette du-Rochefort René le Maurice* was adopted and raised by the gnomes who found her — a reclusive clan who inhabited a series of airy tunnels running through the mountains. The commune consisted of a combination of rock gnomes and forest gnomes who had come together generations before to protect the nearby settlements from threats out of the wild mountainous region. They cared greatly for the people who lived in the cities and towns at the foot of their mountains (although preferably from a distance). Beauregard grew up as one of them, learning both their folksy woodsy ways and their love of good, solid craftsmanship. Balancing their love of the natural world and their love of manufacturing, the gnomes trained Beauregard to be a ranger and an artisan through a blend of hippie love nonsense, fierce battle-training, and a conscientious program of industrial skills.
Undeterred by their own propensity towards seclusion, as Beauregard aged her community decided that she needed to connect with her Dwarven Heritage. Beginning at age eight, they sent her off for one month each summer to stay with a very nice dwarven family in the nearest multicultural city who could teach her the ways of her people, such as baking and swinging a pickaxe around.** However, with her thick gnomish accent and inability to make a soufflé rise properly, Beauregard never felt like a true dwarf – and it was hard to feel quite like the other gnomes, when she stood two heads taller than any of them and weighed five times as much. She grew up content, but a little unsure of her place in the world.
Despite (or perhaps because of) her upbringing in quite strikingly wild territory and her vigorous ranger training, Beauregard distinguished herself not only by her prodigious strength and admirable wisdom, but by her almost immeasurable fearfulness. Constantly terrified by any hint of approaching violence and by those noises you hear in the woods at night and sometimes even the noises you hear in your own home at night too, Beauregard failed to flourish into the robust and tireless ranger that her family hoped she’d be, despite picking up the technical skills for it with a doggedness that did her ancestors proud. She did love some aspects of rangering (such as the cute bugs with a billion legs, the pretty wildflowers, and the sense of satisfaction at being able to protect the soft townspeople from owlbears and orcs) but could barely tolerate many others (such as the blisters, the largely granola-based diet, and the sense of sheer terror at having to fight the owlbears and orcs yourself). She took to cities with great enthusiasm (Restaurants! Beds with real pillows! Really well-built gates, with guards at them!), although she still appreciated the harsh beauty of the wild.
When she reached the age of majority, Beauregard set out on what was intended to be a short bout of travelling to explore the regions near her home, and to both find and improve herself. She was half-way through this journey of self-discovery, and becoming increasingly frustrated by the timorousness that made up the bulk of what she was discovering, when she found herself spending a few nights at the inn of Port City. After a night of listening to the bards swap stories of valour in Silanya, which called to mind the stories she had loved as a child of the Great Dwarven Warriors of old, Beauregard was seized with a powerful urge to surpass her old ways. She determined that she would drag herself, kicking and screaming if necessary, towards a new, better self. In the morning, she wrote a careful letter to her family explaining her decision and then booked passage on the next boat to Silanya — where she would have ample opportunity to develop some mettle and much less ample opportunity to go back to her previous cowardly ways.
Beauregard boarded the ship to Silanya hoping to make her mark on the world, find herself, conquer her fears, and not get slaughtered by anything really horrific (not necessarily in that order).
* So named by her backwoods gnomish village – none of whom spoke Dwarfish and all of whom were completely unfamiliar with the concept of a) gendered names and b) the difference between first names and surnames but several of whom had at one point met a dwarf and knew what a dwarven name should sound like. They sat down, methodically compiled a list of the names of every dwarf they had ever met or heard of, and then proceeded to carefully construct a name for their new daughter — making up for their preternatural phonetic recall and inexplicable ability to guess at obscure dwarven spellings with their frankly appalling grasp of semantic analysis. Beauregard came very close to being named “Mon-Frère-Claude" but at the last minute it was decided that it didn’t quite suit her. Despite having become uncomfortably aware of her unconventional name very shortly after introducing herself to a dwarf for the first time, Beauregard appreciates that her family loved her enough to try to give her a Good Dwarven Name, despite it being so very far from their wheelhouse.
** The gnomes were very concerned that Beauregard not feel alienated from her dwarvenness. On her 11th birthday, they presented her with her very own Dwarven Battleaxe, which they had shipped specially and then painstakingly carved with historical dwarven runes to evoke things which they understood to be very important to dwarves: Honour, Diligence, Courage, and – due to an unfortunate transcriptional error – Potato (which, it can be noted, did still qualify for the category of Very Important to Dwarves, if not exactly as the gnomes had intended).