Heather Shattercliffe

Heather Shattercliffe (a.k.a. Veteran)

Physical Description

General Physical Condition

Fit, lithe, tone muscle.

Body Features

Light skin, long, brown, and unkempt hair, hazel eyes, shorter side of average.

Facial Features

Narrow and angular face

Identifying Characteristics

Tattoo of Bullette with Feller's blade in it's back on her back, a yeti head on her right shoulder, a behir wrapped around her right arm, and the Strider's symbol on her left shoulder.

Physical quirks

Right handed, slightly hunched over

Special abilities

Ranger Magic and senses

Apparel & Accessories

Hides and furs covering as much as possible when in armor, much more revealing when not, bracelet with fishing hook around right wrist.

Specialized Equipment

Katars as default to dual weild, longbow, studded leather armor

Mental characteristics

Personal history

Heather was born in a tribe in Steton that hunted the monstrosities of Steton and used as many pieces of them as they possibly could for everything they needed. As she was growing up, she trained to be a hunter and scout with lesser prey and helped the healers of the tribe. When she turned 18, she went on her first true hunt and had her coming of age ceremony that night, but a group of Bullettes came in and destroyed the tribe. She got away and believes she is the last of her tribe.   After a few days wondering and surviving off the land, she found the Growling Hall and soon after joined the Steton Striders. Hunting the monstrosities of Steton in the Striders helped her get accustomed to her new life easier. She hunted for the Striders with varying personal success for some time, and she eventually realized she wanted to join with Dubok, and that became certain after having gone on a hunt with him. She finally joined with after she was trusted to go on an incredibly difficult mission with Dubok, and some of the other striders.

Gender Identity

Female

Sexuality

Straight

Education

Tribal training in hunting and medicine.

Employment

Member of the Steton Striders

Accomplishments & Achievements

Slain various monstrosities, including a griffon, a mutated manticore, owlbears, two behirs, umberhulks, girallons, and chimeras.   Stopped a cult from finishing experiments in turning humans and other humanoid races into dragons, including killing a half dragon.   Calmed the spirits in the Hall of Heroes, killing and being impaled by a carnage elemental.

Failures & Embarrassments

Being shown up by two people who hate Striders on a hunt that the Striders were hired for.

Mental Trauma

Having seen her entire tribe slaughtered by Bullettes.

Intellectual Characteristics

Determined, perceptive, serious doing work

Morality & Philosophy

Traditions should be upheld, loyalty to those she fights with.

Personality Characteristics

Motivation

Hunting big monsters, one day being able to slay a dragon, continuing her line.

Savvies & Ineptitudes

Great at scouting, perceiving, and healing, terrible with social interaction.

Likes & Dislikes

Likes meats, fruits, mild sweets, the thrill of the hunt. Dislikes pompous assholes, bitter things.

Virtues & Personality perks

Patient, perceptive

Vices & Personality flaws

Gets restless after too long without a hunt

Personality Quirks

Tends to let Dubok do the talking in general social situations and just listens.

Hygiene

Never brushes her hair, generally keeps things clean.

Social

Contacts & Relations

Member of the Steton Striders, knows Chloe Andoren of the World Wanderers, Tank, Peep, Arakokana Felegra, and Arton Mead of the Bard's College, Eldigan, Tar'uum of the Watch Wall, and White from the Collector's estate.

Family Ties

Married to Dubok Shattercliffe

Religious Views

Worships Tilt

Social Aptitude

HA, she is not apt at all.

Mannerisms

Tilts her head to the side when annoyed.

Speech

Probably an alto

Relationships

Heather Shattercliffe

Lover (Vital)

Towards Dubok Shattercliffe

5
5

Honest


Dubok Shattercliffe

Lover (Vital)

Towards Heather Shattercliffe

5
5

Frank


History

Met at the Growling Hall, at one point Heather realized she was interested in joining with Dubok, and too show it, just kissed him. She became certain she wanted to join him after seeing him in action in their second mission together and told him. They joined as soon as they could, which was longer than it should have been.

Relationship Reasoning

Dubok is incredibly strong muscular, and caring, and he treats her well. Because of the strength of these feelings within Heather, she has promised to be there with him and help him rebuild his tribe.

Commonalities & Shared Interests

They both love hunting monstrosities, and come from ruined tribes.

Shared Acquaintances

Steton Striders, Chloe, Tar'uum, Peep, White, Eldigan, Arton, Ara, Tank

Legal Status

Married under Tilt

Wealth & Financial state

Doesn't care for wealth too much, but it can be useful. 3865 gold

Heather grew up in a tribe of monster hunters that was destroyed by bullettes. Soon after, she joined the Steton Striders.

Current Location
The Growling Hall
View Character Profile
Alignment
Chaotic Neutral
Species
Honorary & Occupational Titles
Veteran
Birthplace
A tribe in Steton
Spouses
Siblings
Children
Current Residence
The Growling Hall
Gender
Female
Eyes
Hazel, perceptive
Hair
Long, dark brown, unkempt
Skin Tone/Pigmentation
Pale
Height
5'4"
Weight
134
Known Languages
Common (Grass), Draconic (Claw), Giant (Simple), Thieves' Cant

Heather Shattercliffe

Variant Human Race
Steton, Dragon Slayer Origin
Monster Slayer Ranger/Scout Rogue 5/6 Class & Level
Alignment
Tilt Deity
Steton Striders Faction
Member Rank/Position
25 Loyalty
Company

Strength 11
+0
Dexterity 18
+4
constitution 15
+2
intelligence 10
+0
wisdom 16
+3
charisma 13
+1
Total Hit Dice 5/6
Hit Die
1d10/8+2
+4 proficiency bonus
+4 Strength
+8 Dexterity
+2 Constitution
+0 Intelligence
+3 Wisdom
+0 Charisma
saving throws
+8 Acrobatics
+3 Animal Handling
+4 Arcana
+4 Athletics
+0 Deception
+0 History
+2 Insight
+0 Intimidation
+0 Investigation
+11 Martial
+11 Medicine
+8 Nature
+11 Perception
+0 Performance
+0 Persuasion
+0 Religion
+4 Sleight of Hands
+12 Stealth
+11 Survival
skills

 
58
MV
3
Prestige
2
Attunement Slots
18
Armor Class
86
Hit Points
+8
Initiative
30
Speed
WeaponAttackDamage
Silvered Katar (shortsword) 1d20+8 1d6+4 piercing
Fadesteel 1d20+9 1d8+5 piercing +2 if the target is larger than me
Feller's Blade 1d20+5 2d6+1 slashing +2 if the target is larger than me
Winter's Claw 1d20+8 1d6+4 piercing + 1d4 if target is Hunter's Marked and fails dc 13 con save. If target is a monstrosity, half on a failed save
Writhe 1d20+8 1d6+4 slashing or piercing + 1d4 poison
Attacks
Strength and Dexterity saves
Acrobatics, Arcana, Athletics, Martial (expertise), Medicine (expertise), Nature (expertise), Perception (expertise), Stealth (expertise, Survival (expertise),
herbalism kit, brewer's supplies, thieves' tools, pan flute
Common (grass), Draconic (Claw), Giant(Simple), Orclin(Waste)
Proficiences
Hunter's Mark, Longstrider, Protection from Evil and Good, Cure Wounds,
zone of truth, pass without trace
Spellcasting

























































QuantityNameWeight
lbs.
19883Gold Pieces0
131Crafting Tokens0
0Food token sets0
1The Shapeless Suit (attuned)13
1Spectacles of Ocean Spray (not attuned)
1Writhe (attuned)3
1Winter's Claw (not attuned)2.5
1Huntmaster's Trap25
1Big Gulp's Big Gulping Backpack-40
1The Angler's Lure
1Money Pouch of Holding
1+1 Brewer's Supplies9
1Elk Bone Dagger with Bullette Carvings1
1Bork's Feller's Blade6
1Fadesteel Hunting Bow2
64Arrow3.5
10Dagger10
1Katar (reflavored shortsword)2
1Silver Shortsword2
6Potion of Healing14
5Potion of Greater Healing10
1Potion of Superior Healing2
2Potion of Poison Resistance4
1Potion of Growth4
2Potion of Invisibility4
1Scroll of Fog Cloud1
1Scroll of Locate Object1
1Scroll of Shield of Faith from Azolon1
1Scroll of Wind Wall1
5Bandolier5
3Scroll Case3
1Quiver1
1Bedroll7
1Mess Kit1
1Tinderbod1
2Torch3
5Day of Rations10
1Waterskin5
150 ft of Hempen Rope10
1Miner's Pick1
19Healer's Kit Charge7.8
1Herbalism Kit3
1Cold Weather Clothes4
1Component Pouch2
1Pole of Collapsing7
2Vial0
9Holy Water9
6Antitoxin
1Fish Hook Bracelet from Dubok0
1Giant Croc Bracer with Crocodile Teeth and a Silver Thread Lining from Eldigan0
1Wig of Color Changing0
1Kazoo (Flute)1
1Broken Bone Arrow with Strange Fletching recieved from rp event "Raided and Rotten"0
1hallucinogenic fungus (1/3rd of vial)0
1Liz the Dryad (special crafter)0
1Heather Thunderstep (special crafter)0
1Atin (special crafter)0

Equipment
Steton Striders
Faction
MAD Man
Stat Array
Steton
Stetonians are rumored to have the influence of giants within them. As such they are quite hardier than others. You gain +1 to Constitution

You are more in tune with nature – Skill Prof – Nature
Dragonslayer - You are resilient to damage in battle, especially against weaker unworthy challenges. You reduce all physical damage taken from non draconic enemies by 2. This stacks with other forms of damage reduction.

Skill Prof – Arcana

Feats

Ability Score Improvements
Variant Human - +1 Dexterity, +1 Wisdom
Steton - +1 Constitution

Rogue (Scout) Class Abilities
Sneak Attack - You know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 3d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon. You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll.
Skirmisher - You are difficult to pin down during a fight. You can move up to half your speed as a reaction when an enemy ends its turn within 5 feet of you. This movement doesn't provoke opportunity attacks.
Survivalist - You gain proficiency in the Nature and Survival skills if you don't already have it. Your proficiency bonus is doubled for any ability check you make that uses either of those proficiencies.
Uncanny Dodge - Starting at 5th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you.

Ranger (Monster Slayer) Class Abilities
Favored Enemy - You have significant experience studying, tracking, hunting, and even talking to a certain type of enemy commonly encountered in the wilds.

Choose monstrosities. 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 Draconic.
Natural Explorer - You are a master of navigating the natural world, and you react with swift and decisive action when attacked. This grants you the following benefits:

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.

In addition, you are skilled at navigating the wilderness. 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.
Two Weapon Fighting - When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Primeval Awareness - Your mastery of ranger lore allows you to establish a powerful link to beasts and to the land around you.

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.

Additionally, you can attune your senses to determine if any of your favored enemies lurk nearby. By spending 1 uninterrupted minute in concentration (as if you were concentrating on a spell), you can sense whether any of your favored enemies are present within 5 miles of you. This feature reveals which of your favored enemies are present, their numbers, and the creatures' general direction and distance (in miles) from you.

If there are multiple groups of your favored enemies within range, you learn this information for each group.
Hunter's Sense - You have the ability to peer at a creature and magically discern how best to hurt it. As an action, choose one creature you can see within 60 feet of you. You immediately learn whether the creature has any damage immunities, resistances, or vulnerabilities and what they are. If the creature is hidden from divination magic, you sense that it has no damage immunities, resistances, or vulnerabilities.

You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses of it when you finish a long rest.
Slayer's Prey - You can focus your ire on one foe, increasing the harm you inflict on it. As a bonus action, you designate one creature you can see within 60 feet of you as the target of this feature. The first time each turn that you hit that target with a weapon attack, it takes an extra 1d6 damage from the weapon.

This benefit lasts until you finish a short or long rest. It ends early if you designate a different creature.
Extra Attack - You can attack twice, instead of once, whenever you take the Attack action on your turn..



Misc.
Library of Kacael - Learned Orclin(Waste) from the Library of Kacael.
Veteran Title - This title allows you to use special items, access specific missions and grants you one free "knowledge" check on an enemy you face, once per battle. This free check is considered to be a moderate success.
Blessing of the Coliseum - Any that have defeated the carnage elemental receive a +1 to damage rolls with melee weapons for the entirety of next phase. (Phase 3)


Magic Items
The Shapeless Suit (attuned)
+1 Studded Leather – Major Rare – Attunement

This tribal set of garments seems to be made entirely from various animal and monster parts. Skittering thread is woven to create inner lining of the entire set as well as the gloves and boots. A Dire Wolf pelt covers the back, forearms, and shin protectors. Cat’s Eye thread is stitched together to create a neck guard and an Ancient Prey Feather is decoratively adorned to finish the entire piece.

While attuned to and wearing this armor, your Dexterity score increases by 2, to a maximum of 20. This is affected by ability score cap increases.

Warm Blooded. You gain resistance to cold damage.

Animal Magnetism. Once per long rest as an action, you can transform this set of armor to adorn the likeness of a specific animal. Choose and gain one of the following effects for 1 hour:
-Arachnid’s Crawl: you can move up, down, and across vertical surfaces, while leaving your hands free. You have a climbing speed equal to your walking speed.
-Wolf’s Hunt: Your movement speed is increased by 5 feet and gain advantage on Wisdom (Survival) checks made to follow a creature's trail.
-Eagle Eye: You gain advantage on Wisdom (Perception) checks that rely on sight. In conditions of clear visibility, you can make out details of creatures and objects as small as 2 feet across at least 1,000 feet away.
-Panther’s Prowl: You gain advantage on Dexterity (Stealth) checks and gain darkvision out to a range of 30 feet. If you already have darkvision, being attuned to this armor increases its range by 30 feet.

[Base Material, Adornment, Enhancement, Enchantment]
Big Gulp’s Big Gulping Backpack
Wonderous Sack – Major Uncommon – 800 GP

A fleshy pink and gray sack of skin that stretches from the size of a fist to the size of a man. It smells like dried fish as it is dried fish. It is quite easy to store things within

Can hold 40lbs of equipment without adding to carry weight. Additionally the bag can be used as a ration. Each time it is used in this way it loses 2lbs from the total weight it can carry until it is all eaten and the item is destroyed. (20 times)
Winter’s Claw
Shortsword – Major Uncommon – Attunement (Not Attuned)
Light, Finesse

Attunement by a Ranger

2.5lb: This shortsword has had its hilt replaced with the claw of a yeti, and blessed by a cleric of Talven. It radiates cold at all times, and light seems dimmer around it. Perhaps, in another time, it could have been something more.

Touch of Winter: While attuned to this item, when you successfully hit a target that is affected by Hunter’s Mark they must make a Constitution saving throw against your spell save DC, determined by your Wisdom. On a failed save they take 1d4 cold damage, none on a success. If the target is your Favored Enemy, they instead take half damage on a successful save.

Cold is the Night: While attuned to this item, you can use an action to summon a cold winter wind to snuff all nonmagical fires and lights, size medium or smaller within 30 feet.
Writhe
Katar – Rare – Attunement (Attuned)
Braced, Brutal, Finesse, Light

A braced blade made of a Manticore's spike, its poison still lingering within.

This weapon deals an additional 1d4 poison damage.

Lethal Injection. When you score a critical hit, you can use a reaction to deal an additional 2d8 poison damage. This ability has 2 uses that refresh on a long rest.

Cold is the Night: While attuned to this item, you can use an action to summon a cold winter wind to snuff all nonmagical fires and lights, size medium or smaller within 30 feet.
The Angler’s Lure
Wondrous Item – Major Uncommon – 800g – 8 Days

A lure enchanted with light, attached to a stick. Looks like it could be useful for hunting.

You can use your bonus action to drive this stick into the ground and activate its magic. All hostile creatures within 30 feet who can see it must succeed on a DC 13 Wisdom saving throw or be forced to use their next turn’s movement to move towards the lure. Once a creature is within 5 feet of the lure, the effect is broken, and they cannot be affected by the lure again for the next 24 hours. This ability is instantaneous, and refreshes at dawn each day.
Spectacles of Ocean Spray (not attuned)
Glasses – Rare (2000gp) – Attunement

Worthy 1

These glasses have a blue tint in their lenses.

You gain advantage on Wisdom (Perception) checks that rely on sight.

You can see through natural and magical mist and fog as if they did not exist.

Huntmaster's Trap
Hunting 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 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 snap shut again. A creature can spend 1 minute to disengage the hunting trap for later use.

Class/Racial Features & Traits