Little Fang

Children

Little Fang

Kobold Race
Steton/Giant Slayer Origin
Ranger (Beast Conclave) 8 Class & Level
Neutral Alignment
Gazenaroc Deity
World Wanderers Faction
Member Rank/Position
12 Loyalty
Company

Strength 9
-1
Dexterity 21
+5
constitution 16
+3
intelligence 10
+0
wisdom 15
+2
charisma 11
+0
Total Hit Dice 7
Hit Die
1d10+3
+3 proficiency bonus
+2 Strength
+8 Dexterity
+3 Constitution
+0 Intelligence
+2 Wisdom
+0 Charisma
saving throws
+5 Acrobatics
+5 Animal Handling
+0 Arcana
-1 Athletics
+0 Deception
+3 History
+2 Insight
+0 Intimidation
+0 Investigation
+2 Martial
+2 Medicine
+3 Nature
+5 Perception
+0 Performance
+0 Persuasion
+0 Religion
+4 Sleight of Hands
+8 Stealth
+5 Survival
skills

 
31
MV
2
Prestige
2
Attunement Slots
17
Armor Class
79
Hit Points
+5
Initiative
30
Speed
WeaponAttackDamageTypeRangeSpecial Qualities
Fangs of Winter 1d20+11 1d6+1d4+6 Piercing/Cold30/120Light
Light Crossbow 1d20+10 1d8+5 Piercing80/320Two-handed
Hand Crossbow 1d20+10 1d6+5 Piercing30/120Light
Shortsword 1d20+8 1d6+5 Piercing5Finesse, Light
Whip 1d20+8 1d4+5 Slashing10Finesse, Reach
Attacks
Armor: Light Armor, Medium Armor, Shields, Daborakian Kite Shield
Weapon: Simple Weapons, Martial Weapons
Tool: Ranger Stones, Cartographer's Tools (World Wanderer)
Languages: Common (Leaf), Giant (Noble), Deep Speech (Undercommon)
Proficiences
1st Level:
Fog Cloud, Goodberry, Zephyr Strike
2nd Level:
Healing Spirit, Pass Without Trace
Spellcasting
Gold: 584.7

Little Fang
Attunement:
ATTUNED - Fangs of Winter
+1 Hand Crossbow – Worthy 2, Twinned Attunement
1d6 Piercing + 1d4 Cold + 1

This item can be attuned to a familiar, pet, or animal companion through the use of the accompanying collar. When it is they benefit from the following effects: +1 enhancement bonus to attack and damage rolls, and they add an additional 1d4 Cold damage to their damage rolls. The collar, while attuned, stays with the familiar, pet, or animal companion, and if they die and are resummoned it is resummoned with them.

While attuned to this weapon your Dexterity score is set to 21, unless it is already higher.

Winter’s Touch: When you successfully strike with this crossbow, the creature must make a DC 15 Constitution saving throw. On a fail their movement speed is reduced by 10 until the end of your next turn. This effect does not effects creatures that are immune to having their speed changed. This effect cannot stack with itself.

Whiteout: Once per long rest, as an action you can fire a crossbow bolt into the air directly above you. For the next 5 rounds a blizzard spawns with a radius of 50 feet, centered around you. While inside the blizzard you are lightly obscured and do not suffer from Sunlight Sensitivity. The blizzard provides no other effects.

Winter’s Challenge: The Winter’s Challenge is one of proof of your skill as an archer and a marksmen. Slay a Frost Giant, Wyvern, or a pack of Winter Wolves. Upon completion, a special ability is unlocked.

UNATTUNED - Second Chance
Pair of Dice - Attunement
• You can reroll any saving throw you have failed and must take the new roll. This ability refreshes at dawn each day.
• You can reroll any attack roll that has missed a target and must take the new roll. This ability refreshes at dawn each day.
• You can reroll any skill check and must take the new roll. This ability refreshes at dawn each day.
• Whenever you miss an attack due to rolling a 1, you gain +2 to bonus on your next attack roll.

UNATTUNED - Belt of the Jade Myrmidon
Belt - Attunement
+1 to all attributes.
The wearer gains a +5 to movement speed.

UNATTUNED - Shroud of Autumn
Cloak - Attunement
As fall approaches and the leaves begin to change colors, the leaves that form this small cloak were painstakingly gathered, splashing it with hues of golds, reds, and browns.
• From Shadow to Shadow. As an action, your may expend a charge of this cloak to gain the benefits of the spell Pass without Trace. A veil of shadows and silence radiates from you, masking you and your companions from detection. For the duration, each creature you choose within 30 feet of you (including you) has a +5 bonus to Dexterity (Stealth) checks and can't be tracked except by magical means. A creature that receives this bonus leaves behind no tracks or other traces of its passage.
• Like the Wind. As a bonus action you may expend a charge of this cloak and your movement does not provoke opportunity attacks.On that same turn, should you make the attack action, your walking speed also increases by 15 feet, whether you hit or miss that attack. The effects of Like the Wind fade when you finish your turn.
• Additionally, as an action you may raise the hood of your cloak, expending two charges of the cloak. The magic of the Night Feathers releases a pulse of cold, the promise of winter to come. Choose one creature within 30 feet of you or your animal companion, the target must make a Constitution saving throw against your ranger spell DC. On a failure, a sheet of frost begins to cover the target, slowing their movement. An affected target's speed is halved, it takes a -2 penalty to AC and Dexterity saving throws, and it can't use reactions. On its turn, it can use either an action or a bonus action, not both. Regardless of the creature's abilities or magic items, it can't make more than one melee or ranged attack during its turn. A creature affected by this makes another Constitution saving throw at the start of it’s next turn. On a success the effect ends.
• This cloak has 5 charges. At dawn a total of 1d4+2 charges are regained.

Other Magic Items:

The Merry Berry Picnic Lunchbox for Two
Lunchbox - Common – 100 GP (1 day)
• A painted five pound wooden box that smells strongly of mistletoe. The paint job is sloppy, but has a kind of childlike charm.
• Lunch-Time: When a single goodberry is placed in the box and the lid is closed for 10 minutes it transforms into two sandwiches. Each sandwich can be eaten and is identical to a ration in weight and effect. They taste vaguely like good berries and spoil after a week.

Stormhold
Bolt Case - Major Uncommon (800gp, 8 days)
A metal bolt case that hums with electricity. When opened, it makes a faint rumbling thunder noise. Otherwise unadorned.
You can place up to 20 bolts into this case, transforming them into crackling bolts of energy. When fired they deal lightning damage instead of piercing damage, and the bolt is destroyed upon contact. Any unused bolts dissipate into nothing after 8 hours. You can use this ability once, and it refreshes at the next dawn.

Arms of Awe (14)
Bolts – Deal Thunder instead of Piercing damage; dissolve after fired.

Treant Leaf
Superior quality – Base, Enchantment for wondrous. Intelligence, Wisdom. Primal, Nature, Regeneration.

Bottled Lightning
Moderate quality – Enhancement for weapons, armor, ammunition. Nature, Lightning.

Talisbane Medallion
Given to Little Fang after defeating Talos Talisbane.

Weapons:
Light Crossbow (5 lb) [x2]
Hand Crossbow (2 lb) [x3]
Silvered Shortsword (2 lb)
Net (3 lb) [x3]
Silvered Whip (2 lb)

Armor:
Studded Leather Armor (13 lb)
Wooden Buckler (6 lb)

Bandoleer:
Scroll of Fog Cloud (1 lb)
Scroll of Absorb Elements (1 lb)
Scroll of Cure Wounds (1 lb)
Potion of Healing (1 lb) [x2]
Potion of Greater Healing (1 lb)

Other Consumables:
Blunted Bolts (0.2 lb) [x24]
Bolts (0.075 lb) [x100]
Stopper Bolts (0.25 lb) [x8]
Potion of Healing (1 lb) [x6]
Holy Water (1 lb) [x5]
Oil (1 lb)
Potion of Clairvoyance (1 lb)
Elixir of Health (1 lb)
Scroll of Shield of Faith (Azolon, 1 lb)
Scroll of Animal Messenger (1 lb)
Scroll of Zephyr Strike (1 lb)
Scroll of Absorb Elements (1 lb)
Scroll of Hail of Thorns (1 lb) [x2]
Scroll of Cure Wounds (1 lb) [x2]
Scroll of Lesser Restoration (1 lb) [x3]
Scroll of Healing Spirit (1 lb) [x1]
Scroll of Protection From Poison (1 lb)
Scroll of Expeditious Retreat (1 lb)
Scroll of Pass Without Trace (1 lb) [x2]
Banan [x10]

Other:
Waterskin (5 lb)
Component Pouch (2 lb)
Healer's Kit (3 lb)
Silk Rope (10 lb) [100 ft]
Rare Herbs and Food (100 gp)
Potion of Invulnerability Reagent [x3]
Cartographer's Tools (6 lb)
Scroll Case (1 lb)

Wind:
Consumables:
Bolts (0.075 lb) [x100]
Oil (1 lb) [x9]
Potion of Healing (1 lb) [x2]
Rations (2 lb) [x2]

Other:
Herbalism Kit (3 lb)
Pitons (0.25 lb) [x10]
Saddlebags (8 lb)
Tinderbox (1 lb)
Silk Rope (10 lb) [100 ft]
Calligrapher's Supplies (5 lb)
Caltrops (2 lb) [x2]

Equipment
World Wanderers
Faction
Mad Man
Stat Array
Feats:
Crossbow Expert
• 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.

Sharpshooter
• Attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls.
• Your ranged weapon attacks ignore half cover and three-quarters cover.
• Before you make an attack with a ranged weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack's damage.


Ranger: Beast Conclave
Favored Enemy - Monstrosities (Giant - Noble)
Beginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy commonly encountered in the wilds.
Choose a type of favored enemy: beasts, fey, humanoids, monstrosities, or undead. 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.
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.

Fighting Style
Archery
You gain a +2 bonus to attack rolls you make with ranged weapons.

Primeval Awareness
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.

Beast Companion Path (Land)
At 3rd level, you learn to use your magic to create a powerful bond with a creature of the natural world.

With 8 hours of work and the expenditure of 50 gp worth of rare herbs and fine food, you call forth an animal from the wilderness to serve as your faithful companion.

Companion's Bond

Coordinated Extra Attack
Beginning at 5th level, you and your animal companion form a more potent fighting force. When you use the Attack action on your turn, you can either attack twice, instead of once, or, if your companion can see you, you can forfeit one of your attacks to have your companion use its reaction to make a melee attack.
This does not stack with the Extra Attack class feature.
Your companion’s attacks are considered magical for the purposes of bypassing resistance

Greater Favored Enemy (Giants)
At 6th level, you are ready to hunt even deadlier game. Choose a type of greater favored enemy: aberrations, celestials, constructs, dragons, elementals, fiends, or giants. You gain all the benefits against this chosen enemy that you normally gain against your favored enemy, including an additional language. Your bonus to damage rolls against all your favored enemies increases to +4.

Additionally, you have advantage on saving throws against the spells and abilities used by a greater favored enemy.

Beast's Defense
At 7th level, while your companion can see you, it has advantage on all saving throws.

Fleet of Foot
Beginning at 8th level, you can use the Dash action as a bonus action on your turn.
Class/Racial Features & Traits

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