Zareb Aldrich

Zareb Aldrich

A tall firbolg looking to get to know more about the world and how it functions, trying to become a better ranger.   Horzon walker theme:   Theme for that occasion:

Physical Description

General Physical Condition

A very slender firbolg, he looks fit, but not too strong.

Body Features

He's 7'5 ft and he has scars similar to burn marks on his right arm from his fingers all the way to his shoulder.

Facial Features

Long brown hair and a big beard.

Identifying Characteristics

The scars in his arm from his fingers to his shoulder.

Apparel & Accessories

Brown and green ranger clothes that appear to be tailored fit to a firbolg. On the top of his bow and on the wrist of his right arm there's another silver ribbon.

Mental characteristics

Personal history

Ask him

Personality Characteristics

Motivation

To find them

Savvies & Ineptitudes

Very bad with people.

Likes & Dislikes

Likes to cook, he hates people that treat animals badly.

Social

Social Aptitude

Bad with people, good with animals.

Hobbies & Pets

A small Basilisk Lizard called Jed.

A tall firbolg looking to get to know more about the world and how it functions, trying to become a better ranger.

View Character Profile
Alignment
Chaotic Good
Age
40
Birthplace
The Rift
Children
Current Residence
Silver Hall
Gender
Male
Eyes
Green
Hair
Brown
Skin Tone/Pigmentation
Blue
Height
7'5 ft
Weight
240ish lbs

Zareb Aldrich

Firbolg Race
The Rift (Envus) Origin
Ranger (Horizon Walker) 8 Class & Level
Neutral Good Alignment
Wondox Deity
The Steel Saints Faction
Quartermaster Rank/Position
10 Loyalty
Gourmet Guild Company

Strength 12
+1
Dexterity 18
+4
constitution 16
+3
intelligence 10
+0
wisdom 16
+3
charisma 11
+0
Total Hit Dice 8d10+3
Hit Die
1d10+3
+3 proficiency bonus
+4 Strength
+7 Dexterity
+3 Constitution
+0 Intelligence
+3 Wisdom
+0 Charisma
saving throws
+4 Acrobatics
+3 Animal Handling
+0 Arcana
+4 Athletics
+0 Deception
+0 History
+6 Insight
+0 Intimidation
+0 Investigation
+2 Martial
+0 Medicine
+0 Nature
+3 Perception
+0 Performance
+0 Persuasion
+0 Religion
+4 Sleight of Hands
+4 Stealth
+6 Survival
skills

 
34
MV
2
Prestige
1
Attunement Slots
18
Armor Class
86
Hit Points
+3
Initiative
30ft
Speed
WeaponAttackDamage
Longbow 1d20+9 1d8+4
Shortsword 1d20+7 1d6+4
Spineshot Bow 1d20+9 1d6+4
Silver Rapier 1d20+7 1d8+4
Honour of Ravens 1d20+10 1d8+1d4+5
Honour of Ravens - Marked 1d20+10 1d8+1d8+5
Attacks
Armor: light armor, medium armor, shields
Weapons: simple weapons, martial weapons
Skills: Insight, Survival, Martial
Tools: Deck of cards, Land Vehicles
Languages: Common, Elven, Giant, Silvan
Expertise: Cook's Utencils
Proficiences
1st Level (4 spell slots)
* Hunter's Mark
* Protection from evil and good
* Absorb Elements

2nd Level (3 spell slots)
* Misty Step
* Pass without Trace
* Lesser Restoration
* Healing Spirit
Spellcasting
Weight 187.1/360

Armor

Anointed Saint's Mail: +1 Chain Shirt, This armor is blessed by the way of the warrior and feels like a second skin; light, durable, and dependable. This armor counts as light armor instead of medium armor and it has no maximum Dexterity cap.
Spineshot Bow: This shortbow is designed for close-quarters fighting and unlike it's counterpart can be fired in melee without disadvantage.
Fadesteel Helm: This helmet removes the disadvantage penalty for sneaking in heavy armor, in addition, it provides a +1 to stealth checks.


Honour of Ravens
+1 Long Bow - Major Rare (3,000gp) - Attunement Attacks made with this weapon deal and additional 1d4 Necrotic damage. Raven’s Eye. As a Bonus action, you can mark a single creature that you can see. You gain advantage on Martial checks against that creature for one minute. This can be done once, regaining usage upon finishing a short or long rest. Raven’s Cruelty. If a creature is marked by Raven’s Eye and is within 30 feet of you, the additional Necrotic damage dealt by this Bow increases to 1d8. This item is Glorybound.


Raven's Quiver
Wondrous (Quiver) - Major Rare (2,000gp, 20 Days) - Attunement

Ravens

Huginn. As an item interaction, you can remove an arrow from this quiver. It deals 3d6 piercing damage if fired from a Shortbow, 3d8 piercing damage from a Longbow or 3d12 piercing damage from a Steton Greatbow on a hit. This consumes three pieces of the applicable ammunition from the quiver and it remains until the end of your next turn. You can do this once, regaining the use after finishing a long rest.

Muninn. As an item interaction, the next attack you make using this arrow has a critical hit range of 19-20 until the end of your next turn. You can do this three times, regaining all uses after finishing a long rest.


Weapons

Longbow
2 Shortswords
Spineshot Bow
Quiver (20 Arrows)
Quiver 2 (20 Silver arrows)
Viakan shield
Fadesteel Helm
Cloud Shoes (Flavored winged boots) (Attuned)
160 Silver Arrows


Bandoiler 1
1 potion of supreme healing
1 potion of supreme healing
1 potion of Speed


Bandoiler 2
1 potions of Invulnerability
1 potion of speed
1 oil of slipperiness


Bandoiler 3 (not active)
1 potion of supreme healing
1 potion of supreme healing
1 potion of supreme healing


Extra potions
3 Wyvern poisons
1 oil of slipperiness
3 Potion of Growth
1 Potion of Speed
7 Potion of Superior Healing
1 potions of greater healing
2 Potions of heroism
11 Potions of Healing


scrolls
1 Scroll of Gentle repose


Crafting materials


Mundate / Gold
Wondox holy symbol
Explorer's pack
Cook's Utensils
443 PP
5 SP
Cloak from "Emerald Slapsh"
Zareb Plushie
Mistletoe
82 Crafting Tokens

Equipment
The Steel Saints
Faction
The Mad Man
Stat Array
Firbolg Magic

You can cast detect magic and disguise self with this trait, using Wisdom as your spellcasting ability for them. Once you cast either spell, you can't cast it again with this trait until you finish a short or long rest. When you use this version of disguise self, you can seem up to 3 feet shorter than normal, allowing you to more easily blend in with humans and elves.


Hidden Step

As a bonus action, you can magically turn invisible until the start of your next turn or until you attack, make a damage roll, or force someone to make a saving throw. Once you use this trait, you can't use it again until you finish a short or long rest.


Powerful build

You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.


Speech of Beast and Leaf

You have the ability to communicate in a limited manner with beasts and plants. They can understand the meaning of your words, though you have no special ability to understand them in return. You have advantage on all Charisma checks you make to influence them.


Favored Enemy: 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


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.


Dectect Portal

At 3rd level, you gain the ability to magically sense the presence of a planar portal. As an action, you detect the distance and direction to the closest planar portal within 1 mile of you.
Once you use this feature, you can't use it again until you finish a short or long rest.


Planar Warrior

As a bonus action, choose one creature you can see within 30 feet of you. The next time you hit that creature on this turn with a weapon attack, all damage dealt by the attack becomes force damage, and the creature takes an extra 1d8 force damage from the attack. When you reach 11th level in this class, the extra damage increases to 2d8.


sharpshooter

You have mastered ranged weapons and can make shots that others find impossible. You gain the following benefits:
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.

 


Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.


Greater Favored Enemy; Aberrations
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.


Ethereal Step
At 7th level, you learn to step through the Ethereal Plane. As a bonus action, you can cast the etherealness spell with this feature, without expending a spell slot, but the spell ends at the end of the current turn.

Once you use this feature, you can't use it again until you finish a short or long rest.


Fleet of Foot
Beginning at 8th level, you can use the Dash action as a bonus action on your turn.


Thunderer
The sound of Steel Saints banging their shields before battle can be heard loud and clear. Steel Saints gain access to the following fighting style: You can make a bonus action melee attack using your shield with proficiency. When you do, use your Strength modifier and do 1d4+your Strength modifier bludgeoning damage. When you make this attack you lose the shield’s AC until the start of your next turn. Should your shield have a flat bonus to AC (+1, +2, +3), you can add that bonus to its attack roll and damage roll. This does not replace your current fighting style class feature.


Ironcross
The infantry of Daborak have long since learned to use even the greatest of weapons as a defense. Steel Saints gain access to the following fighting style: As a free action when you make your first attack on a turn, you can choose to use your greatsword as a defensive weapon. When you do, all attacks you make this turn are made with a -5 to hit, and you gain +3 AC until the start of your next turn, so long as you are wielding a greatsword. This does not replace your current fighting style class feature.


Silver Eagle's Call

A Steel Saint can use an action to let out a battle cry. All player character allies that can hear you within 30 feet can make an attack roll with a weapon against an enemy within the range of that weapon up to 30 feet. If the ally is a Steel Saint, they roll this attack with advantage. For each of these attacks that successfully deal damage, all player character allies within 30 feet of you are healed for 10 hit points. This ability can be used once per mission.

 

Class/Racial Features & Traits