Introduce your Ranger here for all to see. Leave a backstory and images.
Senna Hale: The Nightingale (Horizon Walker)
Senna was born with a silver spoon. As a member of an offshoot of House Tharashk, she grew up reaping the benefits of her family's mining corporation: Tharashk Mining. She was wealthy, well-educated, and smart. Her father, Edmund's, pride and joy; he groomed her from a young age to one day take over the company. Senna attended the University of New Sharn, where she got a master's degree in geology. She was a far cry from her family's prospecting roots. Still, as a wielder of the Mark of Finding, Senna's skills in tracking were unparalleled. She would often join the miners on expedition and assist them in finding rare minerals, such as orichalcum. Not that her family would have allowed this if they knew. Not only did they not want anything to happen to their beloved daughter, but it was also unseemly for someone of Senna's esteem to lower herself to the level of the common folk.
Senna learned very quickly how to disguise her identity and sneak out to be among the people. It was during one of these escapades that she learned her family's horrible secret. Tharashk Mining was practicing fracking, an operation which was devastating the sacred lands of the primal spirits. Senna confronted her father about this, urging him to stop, but he refused. Disgusted with herself and her family, she denounced her name and ran away. Lost in the forest one day, Senna was met by Amarok, the Wolf Spirit of the Hunt. Amarok taught Senna many things, including how to hunt, and that she had a responsibility to the Primal Spirits and the people of the land. She needed to put an end to her family's evil deeds. It was her redemption.
And so Senna crafted a new identity. An alter ego that could go places unnoticed and undetected. She would break into the fracking sites and destroy the machinery. Eventually, she adopted the name "The Nightingale," which is what the people began calling her. It was during this time that she came into possession of the Astra: The Legendary Star Bow and a relic of the ancient past. Eventually, Senna would begin expanding her scope and fighting against injustice in all its forms. Though few people knew her true identity, The Nightingale was beloved by the working class for punishing the corrupt and helping the poor.
Edmund eventually caught wind of a shadowy figure destroying his equipment and setting his operation back. Not knowing the cause of his woes was his own daughter, Edmund resorted to making a deal with a devil of the Nine Hells --Alistair-- to eliminate the problem. Alistair did this by ambushing Senna during one of her raids and casting a ritual that banished her to a completely different dimension.
When Senna awoke, she found herself far from home. Not only that, but the inter-planar travel (from one crystal sphere to another, as she would come to learn) left her molecules destabilized. When once she used to be one with the shadows --a Gloom Stalker-- she now had the ability to walk the planes --a Horizon Walker. However, this power had its downsides. With Senna's body destabilized, every planar jump she made, or every time she summoned the planes to assist her (Planar Warrior, Absorb Elements, Spike Growth) debilitated her condition, exacerbating her deterioration. If that wasn't bad enough, her legendary Bow was damaged during the planar journey, only able to lend her a fraction of its former power. Senna's willpower is strong, however. She now must navigate this strange realm, find a cure for her condition, and then find a way back home to finish what she started.
To further her goals, she joined up with a small group of adventurers, members of the Guild of Arceus, who were on a quest to stop a mad arcanist from using orichalcum to power his nefarious creations. Senna hopes that by tracking down this arcanist, she can find a way to cure herself and get back home.
This is the story of Senna Hale: The Nightingale; the One Who Walks the Horizons.
[Backstory] Gilli was born in the Underdark to one of the Houses in one of the Drow Cities. When she was around 10-12 another house decided to attack her house to eridicate them. One of her family members decided to save her by throwing her into a portal. Said portal sent her to the Feywild where she was found by a group of Eladrin, who decided to take care of her. Gilli lived with them for most of her life and sees them as her family, as they thought her most of what she knows (her skills and her values). She went back to the material plane around 10-20 years ago and has been adventuring through the world since.
[Campaign Plot] On her travels she made friends with the Half-Orc Paladin Winter and the Dragonborn Rogue Jin, they are currently on a quest from King Balian IV, who tasked them, and other parties, to traverse and map out the Unnamed Forest. A forest that has long been named impassable, because anyone who enters and manages to come back out either became a hermit, or went mad, or both.
[Sessions so far] After Gilli and her friends entered the forest they heard crying, following it to it's source they found the Tabaxi Sorcerer Elegant Pearl. After talking to him, they learned that he had been traveling with his sister and uncle, who both vanished in a ruin, after a portal opened in a wall. Pearl only didn't get caught in it himself thanks to his sister pushing him away. Gilli, Winter and Jin decided to help him and on the next day the four of them entered the ruin together. After some searching they managed to find a portal in the ruins and stepped through it, just to end up in the Feywilds. In the Feywilds they met a short little man with a white mustache and a red hat, who promised to get them to a tower, if they'd join him and his family for dinner. They followed him to his home, a gnarled old hut, looking very out of place in the otherwise vibrant surroundings.Two other, identical looking guys with red hats, aprons, nasty looking sickles and toothy grins emerged from the hut. Redcaps. The party's the dinner.
Ashryn Thena, the white knight (Hunter ranger, spell-less customization)
[Abort the world] Ashryn Thena is an aquatic elf that comes form a city-state called Atlantis. Atlantis is located at the coast of a tropical island near a reef. The city consist of a medium village and a half-submerged palace. Until two centuries ago it was a wild land, with no contact with other countries and in danger of being colonized by expansive human empires. Fortunately, because of great diplomatic skills of a current queen, the city remain independent and manage to keep up with other countries. Right now Atlantis is an important commercial node, and well know thanks to experienced sailors.
[Backstory] Ashryn was born in a noble family. When she was young she used to travel a lot with her parents, but never really liked all the comforts of a lavish live. At the age of sixteen she decided to become a soldier. In her country it is perfectly acceptable for a woman to become a soldier, however they are rather a symbol of emancipation than a military strength. Newly knighted Ashryn hated that and started to travel around the world to prove her strength. She is dreaming that one beautiful day she become a private guard of a royal family or even of a queen herself.
Introduce your Ranger here for all to see. Leave a backstory and images.
Selma Hale: The Seeker (Horizon Walker)
Selma was born with a silver spoon. As a member of an offshoot of House Tharashk, she grew up reaping the benefits of her family's mining corporation: Tharashk Mining. She was wealthy, well-educated, and smart. Her father, Edmund's, pride and joy; he groomed her from a young age to one day take over the company. Selma attended the University of New Sharn, where she got a master's degree in geology. She was a far cry from her family's prospecting roots. Still, as a wielder of the Mark of Finding, Selma's skills in tracking were unparalleled. She would often join the miners on expedition and assist them in finding rare minerals, such as orichalcum. Not that her family would have allowed this if they knew. Not only did they not want anything to happen to their beloved daughter, but it was also unseemly for someone of Selma's esteem to lower herself to the level of the common folk.
Selma learned very quickly how to disguise her identity and sneak out to be among the people. It was during one of these escapades that she learned her family's horrible secret. Tharashk Mining was practicing fracking, an operation which was devastating the sacred lands of the primal spirits. Selma confronted her father about this, urging him to stop, but he refused. Disgusted with herself and her family, she denounced her name and ran away. Lost in the forest one day, Selma was met by Amarok, the Wolf Spirit of the Hunt. Amarok taught Selma many things, including how to hunt, and that she had a responsibility to the Primal Spirits and the people of the land. She needed to put an end to her family's evil deeds. It was her redemption.
And so Selma crafted a new identity. An alter ego that could go places unnoticed and undetected. She would break into the fracking sites and destroy the machinery. Eventually, she adopted the name "The Seeker," which is what the people began calling her. It was during this time that she came into possession of the Astra: The Legendary Star Bow and a relic of the ancient past. Eventually, Selma would begin expanding her scope and fighting against injustice in all its forms. Though few people knew her true identity, The Seeker was beloved by the working class for punishing the corrupt and helping the poor.
Edmund eventually caught wind of a shadowy figure destroying his equipment and setting his operation back. Not knowing the cause of his woes was his own daughter, Edmund resorted to making a deal with a devil of the Nine Hells --Alistair-- to eliminate the problem. Alistair did this by ambushing Selma during one of her raids and casting a ritual that banished her to a completely different dimension.
When Selma awoke, she found herself far from home. Not only that, but the inter-planar travel (from one crystal sphere to another, as she would come to learn) left her molecules destabilized. When once she used to be one with the shadows --a Gloom Stalker-- she now had the ability to walk the planes --a Horizon Walker. However, this power had its downsides. With Selma's body destabilized, every planar jump she made, or every time she summoned the planes to assist her (Planar Warrior, Absorb Elements, Spike Growth) debilitated her condition, exacerbating her deterioration. If that wasn't bad enough, her legendary Bow was damaged during the planar journey, only able to lend her a fraction of its former power. Selma's willpower is strong, however. She now must navigate this stranger realm, find a cure for her condition, and then find a way back home to finish what she started.
To further her goals, she joined up with a small group of adventurers, members of the Guild of Arceus, who were on a quest to stop a mad arcanist from using orichalcum to power his nefarious creations. Selma hopes that by tracking down this arcanist, she can find a way to cure herself and get back home.
This is the story of Selma Hale: The Seeker; the One Who Walks the Horizons.
For someone from Eberron, calling yourself “the Seeker” is like calling yourself “the Christian.” The followers of the Blood of Vol, the third biggest religion in Khorvaire, are called Seekers.
Introduce your Ranger here for all to see. Leave a backstory and images.
Selma Hale: The Seeker (Horizon Walker)
Selma was born with a silver spoon. As a member of an offshoot of House Tharashk, she grew up reaping the benefits of her family's mining corporation: Tharashk Mining. She was wealthy, well-educated, and smart. Her father, Edmund's, pride and joy; he groomed her from a young age to one day take over the company. Selma attended the University of New Sharn, where she got a master's degree in geology. She was a far cry from her family's prospecting roots. Still, as a wielder of the Mark of Finding, Selma's skills in tracking were unparalleled. She would often join the miners on expedition and assist them in finding rare minerals, such as orichalcum. Not that her family would have allowed this if they knew. Not only did they not want anything to happen to their beloved daughter, but it was also unseemly for someone of Selma's esteem to lower herself to the level of the common folk.
Selma learned very quickly how to disguise her identity and sneak out to be among the people. It was during one of these escapades that she learned her family's horrible secret. Tharashk Mining was practicing fracking, an operation which was devastating the sacred lands of the primal spirits. Selma confronted her father about this, urging him to stop, but he refused. Disgusted with herself and her family, she denounced her name and ran away. Lost in the forest one day, Selma was met by Amarok, the Wolf Spirit of the Hunt. Amarok taught Selma many things, including how to hunt, and that she had a responsibility to the Primal Spirits and the people of the land. She needed to put an end to her family's evil deeds. It was her redemption.
And so Selma crafted a new identity. An alter ego that could go places unnoticed and undetected. She would break into the fracking sites and destroy the machinery. Eventually, she adopted the name "The Seeker," which is what the people began calling her. It was during this time that she came into possession of the Astra: The Legendary Star Bow and a relic of the ancient past. Eventually, Selma would begin expanding her scope and fighting against injustice in all its forms. Though few people knew her true identity, The Seeker was beloved by the working class for punishing the corrupt and helping the poor.
Edmund eventually caught wind of a shadowy figure destroying his equipment and setting his operation back. Not knowing the cause of his woes was his own daughter, Edmund resorted to making a deal with a devil of the Nine Hells --Alistair-- to eliminate the problem. Alistair did this by ambushing Selma during one of her raids and casting a ritual that banished her to a completely different dimension.
When Selma awoke, she found herself far from home. Not only that, but the inter-planar travel (from one crystal sphere to another, as she would come to learn) left her molecules destabilized. When once she used to be one with the shadows --a Gloom Stalker-- she now had the ability to walk the planes --a Horizon Walker. However, this power had its downsides. With Selma's body destabilized, every planar jump she made, or every time she summoned the planes to assist her (Planar Warrior, Absorb Elements, Spike Growth) debilitated her condition, exacerbating her deterioration. If that wasn't bad enough, her legendary Bow was damaged during the planar journey, only able to lend her a fraction of its former power. Selma's willpower is strong, however. She now must navigate this stranger realm, find a cure for her condition, and then find a way back home to finish what she started.
To further her goals, she joined up with a small group of adventurers, members of the Guild of Arceus, who were on a quest to stop a mad arcanist from using orichalcum to power his nefarious creations. Selma hopes that by tracking down this arcanist, she can find a way to cure herself and get back home.
This is the story of Selma Hale: The Seeker; the One Who Walks the Horizons.
For someone from Eberron, calling yourself “the Seeker” is like calling yourself “the Christian.” The followers of the Blood of Vol, the third biggest religion in Khorvaire, are called Seekers.
I didn't say I was from Eberron.
The world is homebrew, but does borrow some elements from Eberron (and many other official settings.)
Born to a super religious dwarven clan, where most of the members somehow followed an ecclesiastic life (turning into Clerics or Paladins), Yarin was more like an go-to attitude dwarf, happily enjoying the heat of the battles, but never losing the control of his temper or not acting carefully. An old and recluse order of Dwarven slayers, experts in tunnel fights and responsible to keep Underdark enemies in check, naturally enrolled Yarin to his lines and trained him to be one the best shadow warriors in his mountain.
Mâchoires is a gatorfolk (mechanically a lizardfolk) strength-based beast master ranger. He lives in the shoreline caves along the Sword Coast just north of the city of Neverwinter. His beast companion is a crocodile named Amie. (The DM and I built a medium size CR 1/4 crocodile specifically for Mâchoires.) His story exists in a great third party book titled Call from the Deep. (You all should check it out!) His favored terrain in the beginning of the story was coast, obviously. And his "favored creature" type (I don't like the term favored enemy) was beast, because of hunting and living more or less as a tribal survivalist. His favored terrain later expanded to include the ocean itself. And his other favored creature type was aberrations, because of the story of the book. In combat, he used a shield and the javelins he made himself before finding a magic longsword. He would bite enemies occasionally. He could hold his own in melee combat both defensively and offensively, could throw javelins for AoE ranged attacks (hail of thorns), and would bite and grapple enemies and drag them overboard ships to "death roll" them. He also practiced herbalism and took the healer feat. Amie was a straightforward CR 1/4 beast. She had a 1d6 bite attack that grappled and restrained on a hit, a +2 strength modifier, decent armor class (13 = natural armor +2 and dexterity +1), and a swim speed. She was a little slow on land, moving only 20 feet. She saved the wizard PC a couple of times, each time when an enemy started to walk towards the wizard Amie would bite them with an AoO and stop them in their tracks. The party had a halfling and a gnome and they took turns riding Amie from time to time, the wizard was one of them. Mâchoires took everything literally, and never had any emotional reaction to anything. Although the DM knew that if Amie ever died Mâchoires would get and stay enraged until he was killed. It never happened. Mâchoires also didn't understand the concept of money, which turned out to be quite an interesting little role play situation for all of the PCs. They wanted to give Mâchoires his cut of the treasure but knew he would just end up giving it away, spending it on dumb things, or get scammed by townsfolk or shopkeepers. By the end of the adventure Mâchoires had ordered a total of three sets of barding for Amie from three different armorers.
Mâchoires is a gatorfolk (mechanically a lizardfolk) strength-based beast master ranger. He lives in the shoreline caves along the Sword Coast just north of the city of Neverwinter. His beast companion is a crocodile named Amie. (The DM and I built a medium size CR 1/4 crocodile specifically for Mâchoires.) His story exists in a great third party book titled Call from the Deep. (You all should check it out!) His favored terrain in the beginning of the story was coast, obviously. And his "favored creature" type (I don't like the term favored enemy) was beast, because of hunting and living more or less as a tribal survivalist. His favored terrain later expanded to include the ocean itself. And his other favored creature type was aberrations, because of the story of the book. In combat, he used a shield and the javelins he made himself before finding a magic longsword. He would bite enemies occasionally. He could hold his own in melee combat both defensively and offensively, could throw javelins for AoE ranged attacks (hail of thorns), and would bite and grapple enemies and drag them overboard ships to "death roll" them. He also practiced herbalism and took the healer feat. Amie was a straightforward CR 1/4 beast. She had a 1d6 bite attack that grappled and restrained on a hit, a +2 strength modifier, decent armor class (13 = natural armor +2 and dexterity +1), and a swim speed. She was a little slow on land, moving only 20 feet. She saved the wizard PC a couple of times, each time when an enemy started to walk towards the wizard Amie would bite them with an AoO and stop them in their tracks. The party had a halfling and a gnome and they took turns riding Amie from time to time, the wizard was one of them. Mâchoires took everything literally, and never had any emotional reaction to anything. Although the DM knew that if Amie ever died Mâchoires would get and stay enraged until he was killed. It never happened. Mâchoires also didn't understand the concept of money, which turned out to be quite an interesting little role play situation for all of the PCs. They wanted to give Mâchoires his cut of the treasure but knew he would just end up giving it away, spending it on dumb things, or get scammed by townsfolk or shopkeepers. By the end of the adventure Mâchoires had ordered a total of three sets of barding for Amie from three different armorers.
Amie
Medium beast (crocodile), unaligned
Armor Class
13 (natural armor)
Hit Points
19 (3d8 + 6)
Speed
20 ft., swim 20 ft.
STR
15 (+2)
DEX
12 (+1)
CON
14 (+2)
INT
4 (-3)
WIS
10 (+0)
CHA
5 (-3)
Skills
Perception +2, Stealth +3
Senses
passive Perception 12
Languages
—
Challenge
1/4 (50 XP)
Hold Breath.
The crocodile can hold its breath for 15 minutes.
Actions
Bite.
Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2) piercing damage, and the target is grappled (escape DC 12). Until this grapple ends, the target is restrained, and Amie can't bite another target
Reactions
Aggressive.
Other creatures provoke an opportunity attack from Amie when they enter her reach.
Mâchoires is a gatorfolk (mechanically a lizardfolk) strength-based beast master ranger. He lives in the shoreline caves along the Sword Coast just north of the city of Neverwinter. His beast companion is a crocodile named Amie. (The DM and I built a medium size CR 1/4 crocodile specifically for Mâchoires.) His story exists in a great third party book titled Call from the Deep. (You all should check it out!) His favored terrain in the beginning of the story was coast, obviously. And his "favored creature" type (I don't like the term favored enemy) was beast, because of hunting and living more or less as a tribal survivalist. His favored terrain later expanded to include the ocean itself. And his other favored creature type was aberrations, because of the story of the book. In combat, he used a shield and the javelins he made himself before finding a magic longsword. He would bite enemies occasionally. He could hold his own in melee combat both defensively and offensively, could throw javelins for AoE ranged attacks (hail of thorns), and would bite and grapple enemies and drag them overboard ships to "death roll" them. He also practiced herbalism and took the healer feat. Amie was a straightforward CR 1/4 beast. She had a 1d6 bite attack that grappled and restrained on a hit, a +2 strength modifier, decent armor class (13 = natural armor +2 and dexterity +1), and a swim speed. She was a little slow on land, moving only 20 feet. She saved the wizard PC a couple of times, each time when an enemy started to walk towards the wizard Amie would bite them with an AoO and stop them in their tracks. The party had a halfling and a gnome and they took turns riding Amie from time to time, the wizard was one of them. Mâchoires took everything literally, and never had any emotional reaction to anything. Although the DM knew that if Amie ever died Mâchoires would get and stay enraged until he was killed. It never happened. Mâchoires also didn't understand the concept of money, which turned out to be quite an interesting little role play situation for all of the PCs. They wanted to give Mâchoires his cut of the treasure but knew he would just end up giving it away, spending it on dumb things, or get scammed by townsfolk or shopkeepers. By the end of the adventure Mâchoires had ordered a total of three sets of barding for Amie from three different armorers.
Amie (ranger companion 9)
Medium beast (crocodile), unaligned
Armor Class
17 (19 with scale mail barding)
Hit Points
36
Speed
20 ft., swim 20 ft.
STR
15 (+2)
DEX
12 (+1)
CON
14 (+2)
INT
4 (-3)
WIS
10 (+0)
CHA
5 (-3)
Skills
Perception +6, Stealth +7
Senses
passive Perception 16
Languages
—
Hold Breath.
The crocodile can hold its breath for 15 minutes.
Actions
Bite.
Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 9 (1d6 + 6) piercing damage, and the target is grappled (escape DC 12). Until this grapple ends, the target is restrained, and Amie can't bite another target
Reactions
Aggressive.
Other creatures provoke an opportunity attack from Amie when they enter her reach.
Wolf: (orc ranger, going to go monster hunter when high enough level.)
backstory:
Nesyur Uldrurz was born into a large, warlike orc tribe. he was taught of Ilneval, and to fear Ilneval. he was trained in the ways of combat from a young age, and was told to use it to support the tribe, and follow Ilneval. however, Nesyur always preferred hunting to war. he loved to stalk animals thought the forest, staying unseen, before rushing for the kill, short swords making quick work. this earned him the nickname "wolf", which is what he goes by to this day.
when wolf was still young, giants attacked his tribe, utterly killing most of them. he was one of the few survivors, and escaped north, into a tundra where they hoped the giants could not follow them.
survival was a constant struggle against the elements: to keep warm, find food, get shelter, and everything else. wolf became the hunter for the small-close knit group of surviving orcs, hunting and finding food wherever possible.
then, the terrible happened. the giants found us. they attacked, destroying and killing. wolf barely escaped, and made his way to human civilization, with one goal: to kill giants, to get revenge.
personality:
wolf is intense, focused, and down to earth. to him, there is little point to ideals such as peace, love, right, wrong, ect. he only wants what can help him get his goal, which is killing giants. he loves hunting, and all his intense anger dissolves in the thrill of the chase. deep down, without the anger at the giants, he is not so single minded, and intense, and loves hunting. spending time in nature, and loves to talk about what he found out in nature. he also loves spending time with others, and always tries to apear confidant and a master hunter, although this is not necessarily true, and his anger towards the giants makes him cover this side of him up.
From my birth, I had been chosen by Lord Elïn to protect his domain. It wasn't easy, being trained so hard and at such a young age, but the elder fey taught me well the art of archery. And so I began guarding the realm of a unicorn. At first I didn't understand why our peaceful home needed protection, but eventually I learned the warmth of a family and a community where one could feel safe, and that it was only through vigilant protection that our realm could be. I became a staunch protector of our woodland home, hidden in the mountains.
I was on patrol at the time. It was midnight, and screaming rang through the air. Drawn to the light of a raging fire, I ran towards it, hoping that my family and Lord Elïn (who I had come to love as a second father) were okay. As I drew closer to the fire, I could see my hope was in vain. My family's burnt, mutilated corpses lay there in the fire, and Lord Elïn bled out in front of my eyes. There was nothing I could do to save him, and I regret it to this day.
After this, I left. Terrified of what might come if those who were once my friends blamed me, who was supposed to be protecting our home from outside threats, for Lord Elïn's death, I ran. It was a long, hard run from our hidden mountain home to the edge of civilization, but I made it. And now that I am alone, I can do nothing but long for a new family and friends, and resent those who took the one I had before.
Love everyone's characters! Definitely got me excited to share my character that I recently created for a new campaign (homebrewed world) We're also starting at lvl 4, so the backstory might be a tad bit long. lol
Quill Bregar (Aasimar) : Gloomstalker Ranger (lvl 3) and Cleric of the Knowledge Domain (lvl 1)
Quill Bregar (human) was born in a small village where his parents ran a small leather working shop. Business was always steady due to passing travelers and rangers. Rangers were a fairly common sight in this village as it bordered a cursed and fallen city. These ruins fell victim to some dangerous dark magic, and now its cursed lands have openings to the Shadowfell, Abyss, and the Nine Hells where the dead walk and demons prey.
An only child, Quill helped around in the shop when necessary. Then one day, he met a young Half-Elven girl by the name of Alani, who stopped by with her Elven father, Beiro, as he looked to get some repairs done. Quill and Alani quickly became friends. They would often sneak off and Alani would teach Quill everything she was learning from her father as she was becoming a ranger herself. Quill proved to be quite talented in everything she would teach him, learning quickly.
As they reached adulthood, their childhood friendship inevitably developed into love. Quill still helped his parents run the shop while Alani became a full fledged ranger. She had her own territory to cover, and as a result, their meetings would become more scarce. On her birthday, Quill decides to find her while she's out on duty to pay her a visit. He crafted a beautiful set of studded armor to gift her. Quill ends up tracking her down and they spend a nice night together around the campfire. Little did they know that their naivety would result in a fiendish creature sneaking past them and murdering some farmers on the outskirts of the village.
They learn about this breach the following morning when Alani's father found and confronted them. Beiro scolded them both and lectured them upon the importance of a ranger's duties. Believing that these deaths were on Quill's hands, Quill vows to them both that he will do his best to avenge those farmers. Devastated, he rushes off with his gear while Alani and her father are still talking. Realizing he's gone, Alani chases after him against her father's wishes.
After a couple of hours, Quill locates the beast and begins battle from long range. He gets a couple of arrows off until the creature finally closes the gap. It was at that point he realized the 'beast' he was shooting at happened to be a fiendish Shoosuva. Alani joins the battle shortly after, followed by her father. They were severely outmatched and it wasn't long before Alani died. Beiro was downed next by the Shoosuva's stinger, and then it turned its focus on Quill. Its drooling fangs and glowing eyes were the last things Quill saw before everything faded to black.
You are not done yet.
As Quill opens his eyes and the world refocuses around him, he sees a middle aged woman with dark blonde hair and piercing blue eyes. She introduces herself as a Twilight Cleric under Selune, and assures him that the fiend has been slain. She explains that she has no idea on how her healing actually worked. Then explains how Quill's hair and skin color started changing in the process, noting his eyes as well.
They bury both Alani and Beiro, and Quilll takes Alani's bow as his own. Her bow was a beautifully crafted, polished, dark wooden bow with a moonstone embedded a few inches above the grip. (flavored ruby of the war mage) Quill then says goodbye, and follows the Cleric all the way to her temple where he becomes an acolyte of the Knowledge domain during his rehab and recovery.
Deeply traumatized, it's only his faith in Selune and his Deva that will help navigate him through his newfound life, battling demons outside and those he now has within.
He also hates dogs now or anything that would remind him of a Shoosuva. lol
Thank goodness for Heroforge since I have zero sketch skills. xD
Also, I have zero clue on how to create the pic within the post. So my 'art' is on those imgur links -edit- figured it out. xD
Still finishing up other pieces (and procastinating a bit) before I can wrap up an art for my Ranger, but I've got what it would look like in Baldur's Gate 3, and the tokens I use for the menagerie he walks around with:
Akhrûn Melishantar, of the Elves of Arundath in the Snakewood, seasoned Beast Master, wielder of Draconic Sorcery, servant of a young Green Dragon named Medalintuviaxath (or "Medal"), tamer of the Displacer Beast Laszsha, rider of the Griffon Arythimaer, bonded with the Infernal Pseudodragon Ssej, explorer of Avernus, and soon to be delver of the Abyss.
Gim, half orc Fae wanderer who has the only non tragic backstory in my group. He's silly, likes making friends, and used to be racist towards Fae but now has a pixie boyfriend. This has meant he has a spell that can turn him pixie sized, and we got a magic ring to turn the pixie big, which is very cool but they don't yet have clothes that can change with them.
He is a fisherman, like his father before him. After his father disappeared on an extended expedition to kill a large sea monster, he took over the family business. During his time on the ocean he uncovered magical knowledge to interact with nature. He has also gained the companionship of a small troop of fey that look like Lobsters (his swarm). Now, he travels with his adopted Triton son
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Introduce your Ranger here for all to see. Leave a backstory and images.
Senna Hale: The Nightingale (Horizon Walker)
Senna was born with a silver spoon. As a member of an offshoot of House Tharashk, she grew up reaping the benefits of her family's mining corporation: Tharashk Mining. She was wealthy, well-educated, and smart. Her father, Edmund's, pride and joy; he groomed her from a young age to one day take over the company. Senna attended the University of New Sharn, where she got a master's degree in geology. She was a far cry from her family's prospecting roots. Still, as a wielder of the Mark of Finding, Senna's skills in tracking were unparalleled. She would often join the miners on expedition and assist them in finding rare minerals, such as orichalcum. Not that her family would have allowed this if they knew. Not only did they not want anything to happen to their beloved daughter, but it was also unseemly for someone of Senna's esteem to lower herself to the level of the common folk.
Senna learned very quickly how to disguise her identity and sneak out to be among the people. It was during one of these escapades that she learned her family's horrible secret. Tharashk Mining was practicing fracking, an operation which was devastating the sacred lands of the primal spirits. Senna confronted her father about this, urging him to stop, but he refused. Disgusted with herself and her family, she denounced her name and ran away. Lost in the forest one day, Senna was met by Amarok, the Wolf Spirit of the Hunt. Amarok taught Senna many things, including how to hunt, and that she had a responsibility to the Primal Spirits and the people of the land. She needed to put an end to her family's evil deeds. It was her redemption.
And so Senna crafted a new identity. An alter ego that could go places unnoticed and undetected. She would break into the fracking sites and destroy the machinery. Eventually, she adopted the name "The Nightingale," which is what the people began calling her. It was during this time that she came into possession of the Astra: The Legendary Star Bow and a relic of the ancient past. Eventually, Senna would begin expanding her scope and fighting against injustice in all its forms. Though few people knew her true identity, The Nightingale was beloved by the working class for punishing the corrupt and helping the poor.
Edmund eventually caught wind of a shadowy figure destroying his equipment and setting his operation back. Not knowing the cause of his woes was his own daughter, Edmund resorted to making a deal with a devil of the Nine Hells --Alistair-- to eliminate the problem. Alistair did this by ambushing Senna during one of her raids and casting a ritual that banished her to a completely different dimension.
When Senna awoke, she found herself far from home. Not only that, but the inter-planar travel (from one crystal sphere to another, as she would come to learn) left her molecules destabilized. When once she used to be one with the shadows --a Gloom Stalker-- she now had the ability to walk the planes --a Horizon Walker. However, this power had its downsides. With Senna's body destabilized, every planar jump she made, or every time she summoned the planes to assist her (Planar Warrior, Absorb Elements, Spike Growth) debilitated her condition, exacerbating her deterioration. If that wasn't bad enough, her legendary Bow was damaged during the planar journey, only able to lend her a fraction of its former power. Senna's willpower is strong, however. She now must navigate this strange realm, find a cure for her condition, and then find a way back home to finish what she started.
To further her goals, she joined up with a small group of adventurers, members of the Guild of Arceus, who were on a quest to stop a mad arcanist from using orichalcum to power his nefarious creations. Senna hopes that by tracking down this arcanist, she can find a way to cure herself and get back home.
This is the story of Senna Hale: The Nightingale; the One Who Walks the Horizons.
Gilli, the houseless Drow (Horizon Walker)
[Backstory] Gilli was born in the Underdark to one of the Houses in one of the Drow Cities. When she was around 10-12 another house decided to attack her house to eridicate them. One of her family members decided to save her by throwing her into a portal. Said portal sent her to the Feywild where she was found by a group of Eladrin, who decided to take care of her. Gilli lived with them for most of her life and sees them as her family, as they thought her most of what she knows (her skills and her values). She went back to the material plane around 10-20 years ago and has been adventuring through the world since.
[Campaign Plot] On her travels she made friends with the Half-Orc Paladin Winter and the Dragonborn Rogue Jin, they are currently on a quest from King Balian IV, who tasked them, and other parties, to traverse and map out the Unnamed Forest. A forest that has long been named impassable, because anyone who enters and manages to come back out either became a hermit, or went mad, or both.
[Sessions so far] After Gilli and her friends entered the forest they heard crying, following it to it's source they found the Tabaxi Sorcerer Elegant Pearl. After talking to him, they learned that he had been traveling with his sister and uncle, who both vanished in a ruin, after a portal opened in a wall. Pearl only didn't get caught in it himself thanks to his sister pushing him away. Gilli, Winter and Jin decided to help him and on the next day the four of them entered the ruin together. After some searching they managed to find a portal in the ruins and stepped through it, just to end up in the Feywilds.
In the Feywilds they met a short little man with a white mustache and a red hat, who promised to get them to a tower, if they'd join him and his family for dinner. They followed him to his home, a gnarled old hut, looking very out of place in the otherwise vibrant surroundings.Two other, identical looking guys with red hats, aprons, nasty looking sickles and toothy grins emerged from the hut.
Redcaps.
The party's the dinner.
Ashryn Thena, the white knight (Hunter ranger, spell-less customization)
[Abort the world] Ashryn Thena is an aquatic elf that comes form a city-state called Atlantis. Atlantis is located at the coast of a tropical island near a reef. The city consist of a medium village and a half-submerged palace. Until two centuries ago it was a wild land, with no contact with other countries and in danger of being colonized by expansive human empires. Fortunately, because of great diplomatic skills of a current queen, the city remain independent and manage to keep up with other countries. Right now Atlantis is an important commercial node, and well know thanks to experienced sailors.
[Backstory] Ashryn was born in a noble family. When she was young she used to travel a lot with her parents, but never really liked all the comforts of a lavish live. At the age of sixteen she decided to become a soldier. In her country it is perfectly acceptable for a woman to become a soldier, however they are rather a symbol of emancipation than a military strength. Newly knighted Ashryn hated that and started to travel around the world to prove her strength. She is dreaming that one beautiful day she become a private guard of a royal family or even of a queen herself.
These are great so far. I can't wait to see what else people have come up with.
For someone from Eberron, calling yourself “the Seeker” is like calling yourself “the Christian.” The followers of the Blood of Vol, the third biggest religion in Khorvaire, are called Seekers.
I didn't say I was from Eberron.
The world is homebrew, but does borrow some elements from Eberron (and many other official settings.)
Yarin Ironsoul, Hill Dwarf Gloomstalker Ranger.
Born to a super religious dwarven clan, where most of the members somehow followed an ecclesiastic life (turning into Clerics or Paladins), Yarin was more like an go-to attitude dwarf, happily enjoying the heat of the battles, but never losing the control of his temper or not acting carefully. An old and recluse order of Dwarven slayers, experts in tunnel fights and responsible to keep Underdark enemies in check, naturally enrolled Yarin to his lines and trained him to be one the best shadow warriors in his mountain.
Mâchoires is a gatorfolk (mechanically a lizardfolk) strength-based beast master ranger. He lives in the shoreline caves along the Sword Coast just north of the city of Neverwinter. His beast companion is a crocodile named Amie. (The DM and I built a medium size CR 1/4 crocodile specifically for Mâchoires.) His story exists in a great third party book titled Call from the Deep. (You all should check it out!) His favored terrain in the beginning of the story was coast, obviously. And his "favored creature" type (I don't like the term favored enemy) was beast, because of hunting and living more or less as a tribal survivalist. His favored terrain later expanded to include the ocean itself. And his other favored creature type was aberrations, because of the story of the book. In combat, he used a shield and the javelins he made himself before finding a magic longsword. He would bite enemies occasionally. He could hold his own in melee combat both defensively and offensively, could throw javelins for AoE ranged attacks (hail of thorns), and would bite and grapple enemies and drag them overboard ships to "death roll" them. He also practiced herbalism and took the healer feat. Amie was a straightforward CR 1/4 beast. She had a 1d6 bite attack that grappled and restrained on a hit, a +2 strength modifier, decent armor class (13 = natural armor +2 and dexterity +1), and a swim speed. She was a little slow on land, moving only 20 feet. She saved the wizard PC a couple of times, each time when an enemy started to walk towards the wizard Amie would bite them with an AoO and stop them in their tracks. The party had a halfling and a gnome and they took turns riding Amie from time to time, the wizard was one of them. Mâchoires took everything literally, and never had any emotional reaction to anything. Although the DM knew that if Amie ever died Mâchoires would get and stay enraged until he was killed. It never happened. Mâchoires also didn't understand the concept of money, which turned out to be quite an interesting little role play situation for all of the PCs. They wanted to give Mâchoires his cut of the treasure but knew he would just end up giving it away, spending it on dumb things, or get scammed by townsfolk or shopkeepers. By the end of the adventure Mâchoires had ordered a total of three sets of barding for Amie from three different armorers.
Amie
Medium beast (crocodile), unaligned
Armor Class
13 (natural armor)
Hit Points
19 (3d8 + 6)
Speed
20 ft., swim 20 ft.
STR
15 (+2)
DEX
12 (+1)
CON
14 (+2)
INT
4 (-3)
WIS
10 (+0)
CHA
5 (-3)
Skills
Perception +2, Stealth +3
Senses
passive Perception 12
Languages
—
Challenge
1/4 (50 XP)
Hold Breath.
The crocodile can hold its breath for 15 minutes.
Actions
Bite.
Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2) piercing damage, and the target is grappled (escape DC 12). Until this grapple ends, the target is restrained, and Amie can't bite another target
Reactions
Aggressive.
Other creatures provoke an opportunity attack from Amie when they enter her reach.
Amie (ranger companion 9)
Medium beast (crocodile), unaligned
Armor Class
17 (19 with scale mail barding)
Hit Points
36
Speed
20 ft., swim 20 ft.
STR
15 (+2)
DEX
12 (+1)
CON
14 (+2)
INT
4 (-3)
WIS
10 (+0)
CHA
5 (-3)
Skills
Perception +6, Stealth +7
Senses
passive Perception 16
Languages
—
Hold Breath.
The crocodile can hold its breath for 15 minutes.
Actions
Bite.
Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 9 (1d6 + 6) piercing damage, and the target is grappled (escape DC 12). Until this grapple ends, the target is restrained, and Amie can't bite another target
Reactions
Aggressive.
Other creatures provoke an opportunity attack from Amie when they enter her reach.
Wolf: (orc ranger, going to go monster hunter when high enough level.)
backstory:
Nesyur Uldrurz was born into a large, warlike orc tribe. he was taught of Ilneval, and to fear Ilneval. he was trained in the ways of combat from a young age, and was told to use it to support the tribe, and follow Ilneval. however, Nesyur always preferred hunting to war. he loved to stalk animals thought the forest, staying unseen, before rushing for the kill, short swords making quick work. this earned him the nickname "wolf", which is what he goes by to this day.
when wolf was still young, giants attacked his tribe, utterly killing most of them. he was one of the few survivors, and escaped north, into a tundra where they hoped the giants could not follow them.
survival was a constant struggle against the elements: to keep warm, find food, get shelter, and everything else. wolf became the hunter for the small-close knit group of surviving orcs, hunting and finding food wherever possible.
then, the terrible happened. the giants found us. they attacked, destroying and killing. wolf barely escaped, and made his way to human civilization, with one goal: to kill giants, to get revenge.
personality:
wolf is intense, focused, and down to earth. to him, there is little point to ideals such as peace, love, right, wrong, ect. he only wants what can help him get his goal, which is killing giants. he loves hunting, and all his intense anger dissolves in the thrill of the chase. deep down, without the anger at the giants, he is not so single minded, and intense, and loves hunting. spending time in nature, and loves to talk about what he found out in nature. he also loves spending time with others, and always tries to apear confidant and a master hunter, although this is not necessarily true, and his anger towards the giants makes him cover this side of him up.
I am an average mathematics enjoyer.
>Extended Signature<
Rook, Satyr Ranger
From my birth, I had been chosen by Lord Elïn to protect his domain. It wasn't easy, being trained so hard and at such a young age, but the elder fey taught me well the art of archery. And so I began guarding the realm of a unicorn. At first I didn't understand why our peaceful home needed protection, but eventually I learned the warmth of a family and a community where one could feel safe, and that it was only through vigilant protection that our realm could be. I became a staunch protector of our woodland home, hidden in the mountains.
I was on patrol at the time. It was midnight, and screaming rang through the air. Drawn to the light of a raging fire, I ran towards it, hoping that my family and Lord Elïn (who I had come to love as a second father) were okay. As I drew closer to the fire, I could see my hope was in vain. My family's burnt, mutilated corpses lay there in the fire, and Lord Elïn bled out in front of my eyes. There was nothing I could do to save him, and I regret it to this day.
After this, I left. Terrified of what might come if those who were once my friends blamed me, who was supposed to be protecting our home from outside threats, for Lord Elïn's death, I ran. It was a long, hard run from our hidden mountain home to the edge of civilization, but I made it. And now that I am alone, I can do nothing but long for a new family and friends, and resent those who took the one I had before.
Come participate in the Competition of the Finest Brews, Edition XXVIII?
My homebrew stuff:
Spells, Monsters, Magic Items, Feats, Subclasses.
I am an Archfey, but nobody seems to notice.
Extended Signature
Love everyone's characters! Definitely got me excited to share my character that I recently created for a new campaign (homebrewed world)
We're also starting at lvl 4, so the backstory might be a tad bit long. lol
Quill Bregar (Aasimar) : Gloomstalker Ranger (lvl 3) and Cleric of the Knowledge Domain (lvl 1)
Quill Bregar (human) was born in a small village where his parents ran a small leather working shop. Business was always steady due to passing
travelers and rangers. Rangers were a fairly common sight in this village as it bordered a cursed and fallen city. These ruins fell victim
to some dangerous dark magic, and now its cursed lands have openings to the Shadowfell, Abyss, and the Nine Hells where the dead
walk and demons prey.
An only child, Quill helped around in the shop when necessary. Then one day, he met a young Half-Elven girl by the name of Alani, who
stopped by with her Elven father, Beiro, as he looked to get some repairs done. Quill and Alani quickly became friends. They would often sneak
off and Alani would teach Quill everything she was learning from her father as she was becoming a ranger herself. Quill proved to be
quite talented in everything she would teach him, learning quickly.
As they reached adulthood, their childhood friendship inevitably developed into love. Quill still helped his parents run the shop while
Alani became a full fledged ranger. She had her own territory to cover, and as a result, their meetings would become more scarce.
On her birthday, Quill decides to find her while she's out on duty to pay her a visit. He crafted a beautiful set of studded armor to gift her.
Quill ends up tracking her down and they spend a nice night together around the campfire. Little did they know that their naivety would
result in a fiendish creature sneaking past them and murdering some farmers on the outskirts of the village.
They learn about this breach the following morning when Alani's father found and confronted them. Beiro scolded them both and lectured them
upon the importance of a ranger's duties. Believing that these deaths were on Quill's hands, Quill vows to them both that he will do his best
to avenge those farmers. Devastated, he rushes off with his gear while Alani and her father are still talking. Realizing he's gone, Alani chases
after him against her father's wishes.
After a couple of hours, Quill locates the beast and begins battle from long range. He gets a couple of arrows off until the creature finally
closes the gap. It was at that point he realized the 'beast' he was shooting at happened to be a fiendish Shoosuva. Alani joins the battle
shortly after, followed by her father. They were severely outmatched and it wasn't long before Alani died. Beiro was downed next by the
Shoosuva's stinger, and then it turned its focus on Quill. Its drooling fangs and glowing eyes were the last things Quill saw before everything
faded to black.
You are not done yet.
As Quill opens his eyes and the world refocuses around him, he sees a middle aged woman with dark blonde hair and piercing blue eyes. She
introduces herself as a Twilight Cleric under Selune, and assures him that the fiend has been slain. She explains that she has no idea on how
her healing actually worked. Then explains how Quill's hair and skin color started changing in the process, noting his eyes as well.
They bury both Alani and Beiro, and Quilll takes Alani's bow as his own. Her bow was a beautifully crafted, polished, dark wooden bow with a
moonstone embedded a few inches above the grip. (flavored ruby of the war mage) Quill then says goodbye, and follows the Cleric all the way
to her temple where he becomes an acolyte of the Knowledge domain during his rehab and recovery.
Deeply traumatized, it's only his faith in Selune and his Deva that will help navigate him through his newfound life, battling demons outside and
those he now has within.
He also hates dogs now or anything that would remind him of a Shoosuva. lol
Thank goodness for Heroforge since I have zero sketch skills. xD
Also, I have zero clue on how to create the pic within the post. So my 'art' is on those imgur links-edit- figured it out. xD
How did you insert the picture?
Uploaded to imgur, then copy the image url, then paste in the 'insert image' source here and add .jpg at the end of the url
Orilumin the Hunter, Khoravar (half-elf), Beast Master, with a blood hawk named Talon.
Still finishing up other pieces (and procastinating a bit) before I can wrap up an art for my Ranger, but I've got what it would look like in Baldur's Gate 3, and the tokens I use for the menagerie he walks around with:
Akhrûn Melishantar, of the Elves of Arundath in the Snakewood, seasoned Beast Master, wielder of Draconic Sorcery, servant of a young Green Dragon named Medalintuviaxath (or "Medal"), tamer of the Displacer Beast Laszsha, rider of the Griffon Arythimaer, bonded with the Infernal Pseudodragon Ssej, explorer of Avernus, and soon to be delver of the Abyss.
Beast Master Ranger 17 / Draconic Bloodline Sorcerer 1
Art Portfolio
Gim, half orc Fae wanderer who has the only non tragic backstory in my group. He's silly, likes making friends, and used to be racist towards Fae but now has a pixie boyfriend. This has meant he has a spell that can turn him pixie sized, and we got a magic ring to turn the pixie big, which is very cool but they don't yet have clothes that can change with them.
Joshua Nicholson (Swarmkeeper Ranger)
He is a fisherman, like his father before him. After his father disappeared on an extended expedition to kill a large sea monster, he took over the family business. During his time on the ocean he uncovered magical knowledge to interact with nature. He has also gained the companionship of a small troop of fey that look like Lobsters (his swarm). Now, he travels with his adopted Triton son
Three-time Judge of the Competition of the Finest Brews! Come join us in making fun, unique homebrew and voting for your favorite entries!
Broop Blackarrow, my newest Goblin Gloomstalker Ranger currently at level 8 also competing in the Throwdown builds!
The Swift Hunter from Abyss