Hammingburg Militia
The Hammingburg militia and town guard are an interesting lot of disparate folks, who all come together in such an organized and efficient manor that they have improved the quality of the Haimshanders by degrees of magnitude. The project of a Kingdoms General who retired out "to the sticks", the militia folk are much more disciplined and effective than one would think at first glance. Originally a force of volunteers, five years ago the positions became paying ones, as the Guardsfolk were so effective. They had become a necessary part of life out in the frontier, protectors of those who simply are not warriors. A simple farmer should not be expected to fight off a Flight of Kobolds, for instance. They have become quite fraternal, holding secret rituals during promotions, etc., but people are willing to put up with this because the militia is so darn effective. They are brilliant horsefolk, able to fight from horseback, directing their mounts with their knees and shouted commands. In fact, their ability to shoot their crossbows while they are mounted has given them the edge in most of their combat engagements, and their strictly disiplined drills and practice battles prepared them for the worst, whenever that may happen. They follow a strict military chain of command. They are, also, woodsfolk, at heart. They are quite at home out here in the forest, and adept at moving long distances very quietly, heavily armored though they be. It also means that if supply lines are cut off, for instance, they can be sustainably self suffient.
Hammingburg Guard
6 Level (0/23000 XP for level-up) Woodsfolk Background Human Race / Species / Heritage Neutral Good Alignment
Ranger
Level 6
Hit Dice: 6/6
1d10+0 Class 1
Level 6
Hit Dice: 6/6
1d10+0 Class 1
STR
8
8
-1
DEX
18
18
+4
CON
10
10
+0
INT
12
12
+1
WIS
18
18
+4
CHA
10
10
+0
40
Hit Points
Hit Points
+8
Initiative (DEX)
Initiative (DEX)
20
Armor Class (AC)
Armor Class (AC)
+3
Prof. Bonus
Prof. Bonus
30/60
Speed (walk/run/fly)
Speed (walk/run/fly)
3 / 3
Kenku Recall
Kenku Recall
Spellcasting ...
+7
Attack mod
WIS
Ability
+4
Abi Mod
15
Save DC
+6 | Expertise Bonus | |
+3 | Proficiency Bonus |
+2 | Strength | |
+7 | Dexterity | |
+0 | Constitution | |
+1 | Intelligence | |
+4 | Wisdom | |
+0 | Charisma |
+7 | Acrobatics | DEX | |
+7 | Animal Handling | WIS | |
+4 | Arcana | INT | |
-1 | Athletics | STR | |
+0 | Deception | CHA | |
+1 | History | INT | |
+7 | Insight | WIS | |
+0 | Intimidation | CHA | |
+1 | Investigation | INT |
+4 | Medicine | WIS | |
+4 | Nature | INT | |
+10 | Perception | WIS | |
+0 | Performance | CHA | |
+0 | Persuasion | CHA | |
+4 | Religion | INT | |
+4 | Sleight of Hand | DEX | |
+7 | Stealth | DEX | |
+10 | Survival | WIS |
Weapon / Attack | AB | Abi | Dmg | Dmg Type | |
---|---|---|---|---|---|
Longbow | +9 | DEX | 1d8+4 | ||
Hunting Knife | +7 | DEX | 1d4+4 | ||
Finesse, Light, Thrown (range 20/60) |
Spell Book
Feats:
L1: Point-blank Shooter
L1: (bonus) Craysilt Initiate (Heavy Armor)
L3: Skill Expert
L5: Lucky
L1: Point-blank Shooter
L1: (bonus) Craysilt Initiate (Heavy Armor)
L3: Skill Expert
L5: Lucky
Features & Traits
Equipment Copper: 11, Silver: 25, Electrum: 12, Gold: 10, Platinum: 2 Money
Common
Druidic
Elvish
Druidic
Elvish
Languages & Proficiencies
™ & © Wizards of the Coast - D & D 5e Character Sheet v2.07, made by Tillerz - Updated: 2023-05-29
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