{{:rpg:arcydea:characters:lili.png?nolink&250 |}} **Lilibeth Valenci** (and Auryx) Half-elf Beastmaster Ranger HP 42 AC 16 Prof Bonus: +3 | Stats | STR +1 (12) | DEX +4 (18) | CON +2 (14) | INT 0 (10) | WIS +2 (14) | CHA +0 (10) | | Saves | STR +4 | DEX +7 | CON +2 | INT +0 | WIS +2 | CHA +0 | Proficiencies: * Racial Skills (Half-elf Skill Versatility)- **Stealth, Nature** * Background Skills- **Athletics, Survival** * Class Skills- **Animal Handling, Perception, Investigation** * Armor: Light, Medium, Shields * Weapons: Simple and Martial weapons * Saving Throws: Strength & Dexterity === Half Elf Features === * Age: 26 * Alignment: Neutral Good * Size: Medium * Speed: 30ft * ASI: Your Charisma score increases by 2, and two other Ability Scores of your choice increase by 1 (Dexterity+Wisdom) * Darkvision: You can see in dim light within 60 feet of you as if it were bright light, and in Darkness as if it were dim light. You can’t discern color in Darkness, only Shades of Gray. * Fey Ancestry: You have advantage on Saving Throws against being Charmed, and magic can’t put you to sleep. * Skill Versatility: You gain proficiency in two Skills of your choice. * Languages: You can speak, read and write Common, Elvish, and Draconic === Beastmaster Ranger: === *** Favored Enemy: Dragons, Beasts** * You have advantage on Wisdom (Survival) checks to track your Favored enemies, as well as on Intelligence Checks to recall information about them. *** Favored Terrain: Forests, Mountains** * When you make an Intelligence or Wisdom check related to your Favored terrain, your Proficiency Bonus is doubled if you are using a skill that you're proficient in. * While traveling for an hour or more in your Favored terrain, you gain the following benefits: * 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. * Archery: You gain a +2 bonus to Attack rolls you make with Ranged Weapons. * Primeval Awareness: You can use your action and expend one Ranger spell slot to focus your awareness on the region around you. For 1 minute per level of the spell slot you expend, you can sense whether the following types of creatures are present within 1 mile of you (or within up to 6 miles if you are in your Favored terrain): Aberrations, Celestials, Dragons, Elementals, fey, Fiends, and Undead. This feature doesn't reveal the creatures' location or number. * Companion: [[:rpg:arcydea:characters:companion_auryx| Auryx]], Pseudodragon * ASI +2 Dex * Extra Attack === Background: Outlander === * Skill Proficiencies: Athletics, Survival * Tool Proficiencies: One type of musical instrument * Languages: One of your choice * Equipment: A staff, a hunting trap, a trophy from an animal you killed, a set of traveler's clothes, and a belt pouch containing 10 gp * Wanderer:You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth. === Equipment: === * Studded Leather * Longbow (Højvind) * Dagger * 40 arrows * Explorer's pack (bedroll, mess kit, 10 torches, 10 days rations, waterskin, 50 feet rope) * Hunting trap * Tooth of a saber cat 386 GP === Magic Items: === * Longsword of Warning, Uncommon-This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins. * Rope of Entanglement, Rare- This rope is 30 feet long and weighs 3 pounds. If you hold one end of the rope and use an action to speak its Command Word, the other end darts forward to Entangle a creature you can see within 20 feet of you. The target must succeed on a DC 15 Dexterity saving throw or become Restrained. You can release the creature by using a Bonus Action to speak a second Command Word. A target Restrained by the rope can use an action to make a DC 15 Strength or Dexterity check (target's choice). On a success, the creature is no longer Restrained by the rope. The rope has AC 20 and 20 Hit Points. It regains 1 hit point every 5 minutes as long as it has at least 1 hit point. If the rope drops to 0 Hit Points, it is destroyed.