Bungus Meeply

Bungus Meeply

Bungus is a polite little man.

Trophy hunter

View Character Profile
Age
4
Children
Gender
Male
Eyes
Gray
Skin Tone/Pigmentation
Lime green
Height
2ft
Weight
40lbs

Bungus Meeply

Grippli Race
Khao [Jungle] (Tracker) Origin
Ranger 1 Class & Level
Lawful Good Alignment
Vidderick Deity
Steton Striders Faction
Member Rank/Position
2 Loyalty
N/A Company

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

 
0
MV
0
Prestige
1
Attunement Slots
16
Armor Class
15
Hit Points
+3
Initiative
30/30
Speed
Attacks
Light armour, Medium armour, Shields, Weapons, Ukulele, Brewer's supplies,

Athletics, Insight, Survival, Perception, Stealth, Martial, Nature,
Proficiences
Bungus plushy (in bank)
Scale mail, Short sword (2), Hunting trap,

x2 Cross bow bolt case
x1 light crossbow
x1 wand
x1 totem
x1 silk rope (50ft)
x1 grappling hook
x1 portable ram

Huntmaster's trap:
When you use your action or bonus action to set it, this trap forms a saw-toothed steel ring that snaps shut when a creature steps on the pressure plate in the center. The trap is affixed by a heavy chain to an immobile object, such as a tree or spike driven into the ground. A creature that steps on the plate must succeed on a DC 15 Dexterity saving throw or take 1d4 Piercing damage and stop moving. At the beginning of each subsequent turn, until a successful DC 15 Medicine check is made or they are healed in any way, they take an additional 1d4 bleed damage as the trap had cut into their limb. Thereafter, until the creature breaks free of the trap, its movement is limited by the length of the chain (typically 3 feet long). A creature can use its action to make a DC 15 Strength check, freeing itself or another creature within its reach on a success. Each failed check deals 2 piercing damage to the trapped creature.
When a creature breaks out of this trap, it resets itself to the closed position. A creature can spend 1 minute to disengage the Hunting Trap for later use.

Bandolier 1:

Bandolier 2: Empty vial (2)

Explorer's pack,

104gp
0ct
Equipment
Steton Striders
Faction
Mad Man
Stat Array
Darkvision 60, Amphibious, +2 STR cap,
You have resistance to falling damage and suffer no damage from falls of 30ft or less.

Prehensile Tongue:
You can grasp things with your tongue. It has a reach of 15 feet, and it can lift a number of pounds equal to five times your Strength score. You can use it to do the following simple tasks: lift, drop, hold, push, or pull an object or a creature; open or close a door or a container; grapple someone; or make an unarmed strike. Your DM might allow other simple tasks to be added to that list of options.
Your tongue can't wield weapons or shields or do anything that requires manual precision, such as using tools or magic items or performing the somatic components of a spell.

Hops for Days:
You have proficiency in the Athletics skill and advantage on any check made to jump.

Favoured Enemy (Humanoid):
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
-Advantage on initiative
-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.

Walk the Halls:
Whenever a character with this boon would die, there is a 15% chance that they immediately return to life. If they are returned to life in this way they come back with half of their hit points and with no afflictions. Some enemies may have abilities to bypass this. Once this occurs it can never occur again. This does not prevent death from old age.
Class/Racial Features & Traits

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