Temptran Elisbane

Temptran Elisbane

Mental characteristics

Personal history

Temptran's father is a dark elf who hails from the badlands, and his mother is a wood elf from the jungles of Khao. He lived in Bloodwave Bay for decades, making money off of treasures found in shipwrecks. When he was 160, he met his first love, a human man he had a child with. As the years went on, he watched him quickly grow old, and die. And eventually, he watched his son die of old age as well.   He traveled to Daborak after that, and after a few decades, met his second love, a human woman. Much to his surprise, she had his daughter within the year, and named them after his first love, Allec. Not wanting to watch his love and his child die old before him again, her left them before the child was 4.   He returned to Bloodwave Bay for a few years, but found it no longer felt like a home to him, so he traveled across Kalkatesh for a decade before ending in Steton where he now resides in, as a green warden of the last grove.

Gender Identity

Male

Sexuality

Pansexual
Alignment
Chaotic Good
Age
342
Birthplace
Bloodwave Bay
Children
Gender
Male
Eyes
Olive
Hair
Grey
Skin Tone/Pigmentation
Tanned
Height
184cm
Weight
112lbs
Known Languages
Elven (Dark), Druidic, Abyssal, Common (Sea),

Temptran Elisbane

Woood Elf Race
Bloodwave Bay (Shipwreck Diver) Origin
Ranger 1 Class & Level
Chaotic Good Alignment
Ezokhine Deity
Last Grove Faction
Green Warden Rank/Position
0 Loyalty
None Company

Strength 11
+0
Dexterity 18
+4
constitution 14
+2
intelligence 10
+0
wisdom 16
+3
charisma 11
+0
Total Hit Dice 1
Hit Die
1d10+2
+2 proficiency bonus
+2 Strength
+6 Dexterity
+2 Constitution
+0 Intelligence
+3 Wisdom
+0 Charisma
saving throws
+4 Acrobatics
+3 Animal Handling
+0 Arcana
+2 Athletics
+0 Deception
+0 History
+5 Insight
+0 Intimidation
+2 Investigation
+5 Martial
+3 Medicine
+0 Nature
+5 Perception
+0 Performance
+0 Persuasion
+0 Religion
+4 Sleight of Hands
+6 Stealth
+3 Survival
skills

 
0
MV
0
Prestige
1
Attunement Slots
16
Armor Class
12
Hit Points
+8
Initiative
35
Speed
Attacks
Weapons, Light armour, Medium armour, Shields,
Perception, Athletics, Investigation, Stealth, Martial, Insight,

Carpenter's tools, Herbalism kit,

Common, Elven, Abyssal, Druidic,
Proficiences
Scale mail, Shortsword (2), Longbow (20), Mantel of Seasons,
Explorer's pack, Herbalism kit,

Bandolier 1: Health potion (3)

Bandolier 2: Empty vial (2),

0CT
15GP
Equipment
Last Grove
Faction
Mad Man
Stat Array
+1 CT on completed mission, 5 bludgeoning DR, Hold breath four up to 1 hour, Darkvision 60, Trance, +2 to WIS cap, Nature's blessing,

You have advantage on saving throws against being charmed, and magic can't put you to sleep.

You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.

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.

Favoured enemy (undead) : +2 bonus to damage rolls with weapon attacks against undead, advantage on survival checks to track undead, advantage on martial checks against undead, advantage on intelligence checks to recall information on undead.

Earn an additional 20% gold from mission rewards based in Khao.
Class/Racial Features & Traits

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