Master Sergeant Myev "Jerry" Falone, ret.
A retired soldier, vintner, devoted wife, mother of three grown children. Took a break from farming for the year to go visit her eldest daughter in West Haven. Now she continues onwards because she worries for the Party's ability to survive.
| Stat | Stat | Mod | Bonus | Proficient |
|---|---|---|---|---|
| Strength | 22 | +6 | +12 | y |
| Dexterity | 14 | +2 | +8 | y |
| Constitution | 16 | +3 | +3 | |
| Intelligence | 8 | -1 | -1 | |
| Wisdom | 16 | +3 | +3 | |
| Charisma | 7 | -2 | -2 |
Skills
| Skill | Mod | Prof |
|---|---|---|
| Acrobatics (dex) | 2 | |
| Animal handling (wis) | 3 | |
| Arcana (int) | -1 | |
| Athletics (str) | 12 | y |
| Deception (cha) | -2 | |
| History (int) | -1 | |
| Insight (wis) | 3 | |
| Intimidation (cha) | 4 | y |
| Intimidation (str) | 12 | y |
| Investigation (int) | -1 | |
| Medicine (wis) | 9 | y |
| Nature (int) | -1 | |
| Perception (wis) | 9 | y |
| Performance (cha) | -2 | |
| Persuasion (cha) | -2 | |
| Religion (rel) | -1 | |
| Sleight of Hand (dex) | 2 | |
| Stealth (dex) | 8 | y |
| Survival (wis) | 9 | y |
| Survival (wis) | 15 | yy |
These figures include a and Strenght 22 from the Titan Stone Knuckles.+1 to ability checks and saving throws from the Stone of Good Luck
| Stat | points | notes |
|---|---|---|
| Level | 17 | |
| Armor class | 18 | Heartkeeper Breastplate +1, +1 from Defense, no crits |
| Speed | 40 | (Ranger class + Mobile) |
| Climb Speed | 40 | (Cloak of Arachnida) ceilings |
| Hit points | 139 | hit die: 17d10 |
| Proficiency Bonus | +6 | |
| Passive wisdom | 19 | Wisdom (Perception) |
| Initiative | +2 | |
| Spell Save DC | 17 | 8 + Wisdom mod + Proficiency |
| Spell Save DC +2 | 19 | " + 2 from Moon Scythe |
| Spellcasting bonus | +9 | Wisdom mod + Proficiency |
| Resistances | half | Poison |
| Height | 6'7" | |
| Weight | 200 |
Defense
- Relentless Endurance
- When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can't use this feature again until you finish a long rest.
- Boon of the Defiant
- Once per short rest, as reaction, can reduce damage taken to 0.
- Fighting Style: Defense Enemy
- While wearing armor, gain +1 to AC
- Mobile (Feat, lvl 4)
- When you use the Dash action, dfficult terrain doesn't cost you extra movement on that turn.
- When you make a melee attack against a creature, you don't provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not.
- Defensive Tactic: Multiattack Defense (lvl 7)
- When a creature hits you with an attack, you gain a +4 bonus to AC against ali subsequent attacks made by that creature for the rest of the turn.
- Vanish (lvl 14)
- Bonus action: Hide, once per turn
- Can't be tracked by magical or nonmagical means.
- Land's Stride (lvl 8)
- Moving through nonmagical terrain costs no extra movement. Can also pass through nonmagical plants without being slowed or taking damage from them.
- Advantage on saving throws against plants that are magically create or manipulated to impede movement.
- Hide in Plain Sight (lvl 10)
- Spend 1 minute to camouflage yourself, gaining +10 to Stealth checks as long as you don't move or take actions.
- Stand Against The Tide (lvl 15)
- When a hostile creature misses you with a mele e attack, you can use your reaction to force that creature to repeat the same attack against another creature (other than itself) of your choice.
Attacks
| Weapon | Attack | Damage | notes |
|---|---|---|---|
| Moon Scythe | 1d20 + 14 | 1d10 slash + 2 + 6 | reach 10ft, +2 to spell attacks, damage, and spell save DCs with Druid and Ranger spells as long as you're holding it. |
| Titan Gauntlets | 1d20 + 13 | 1d4 unarmed + 6 | Damage doubled against buildings or structures. |
| Slayer of the Unnatural | 1d20 + 13 | 1d10 slash + 1 + 6 | reach 10ft, say hammer/pike/glaive to change to bludgeon/pierce/slash. +2d6 to Monstrosities. |
| Glaive | 1d20 + 12 | 1d10 slash + 6 | reach 10ft |
| Longbow | 1d20 + 12 | 1d8 piercing + 6 | 100/400 |
| Darts | 1d20 + 12 | 1d4 pierce + 6 | thrown, finesse, range 20/60 |
| Knife | 1d20 + 12 | 1d4 pierce + 6 | if thrown, range 20/60 |
| Sling | 1d20 + 12 | 1d4 bludgeon + 6 | 30/120 |
- Savage Attacker (Feat lv. 12)
- Once per turn when you roll damage for a melee weapon attack, you can reroll the weapon's damage die and use either total.
- Savage Attacks
- When you score a critical hit with a melee weapon attack, you can roll one of the damage dice one additional time and add it to the extra damage of the critical hit.
- Orcish Fury (Xanathar's Feat, lv. 8)
- When you hit with an attack using a simple or martial weapon, you can roll one of the weapon's damage dice an additional time and add it as extra damage of the weapon's damage type. Once per short or long rest.
- When taking Relentless Endurance, can use a reaction to make one weapon attack.
- Favored Enemy
- Enemy list: Monstrosities, Undead, Aberrations
- Advantage on Wisdom (Survival) to track favored enemies
- Advantage on Intelligence checks to recall info about favored enemies
- Horde Breaker (Hunter Archetype lvl 3)
- Once on turn when making weapon attack, make another attack with same weapon against different creature that is within 5 feet of the original target and within range of your weapon.
- Whirlwind Attack (Hunter Archetype lvl 11)
- You can use your action to make a melee attack against any number of creatures within 5 feet of you, with a separate attack roll for each target.
- Extra Attack (lvl 5)
- Attack twice when you take the Attack action, once per turn.
- Titan Stone Knuckles
- Carved from the heartstone of a Stone Primordial. Your strength score is now 22.
- Your attacks deal double damage to objects and structures.
Spells
Spell slots: (not saved between page loads)
Spells known:
- Hunter's Mark (1) preferred in combat vs high-powered foe
- Ensnaring Strike (1)
- Pass Without Trace (2)
- Silence (2)
- Ashardalon's Stride (3) great vs. crowds
- Lightning Arrow (3)
- Water Walk (3)
- Locate Creature (4)
- Freedom of Movement (4)
- Conjure Volley (5)
Bonus spells:
- Web, once per dawn, taking twice the volume that the spell usually does. (Cloak of Arachnida)
Attuned items
- Titan Stone Knuckles
- Moon Scythe
- Cloak of Arachnida
Characteristics
Middle-aged at 45 years old, 6'1", 230 lb. Grayish of skin and long in tooth. Walks like a soldier, talks in Dwarven-accented Common because of her Human upbringing in the North Haven's domain. She speaks Orc and Dwarvish as well.
- White hair from her first death.
- Her shadow shows that a sword sticks through her body.
- Natural Explorer
- Favored terrain: Mountains, Forests, Grasslands
- When traveling in favored terrain, for more than an hour, the following benefits happen:
- Proficiency bonus is doubled for Survival checks, so modifier is:
+15 - Difficult terrain doesn't slow group's travel.
- Group can't become lost except by magical means.
- Even when engaged in another activity while traveling, 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.
- When tracking other creatures, you also learn their exact number, sizes, and how long ago they passed through the area.
- Double the bonus on relevant skills.
- Primeval Awareness
- Use action and 1 Ranger spell slot to focus awareness on region around you
- For 1 minute per level spent, sense whether any following types of creatures are within 1 mile of you, or 6 miles in favored terrain.
- Sensable: Aberrations, celestials, dragons, elementals, fey, fiends, undead.
- Doesn't reveal location or number.
Proficiencies
- Languages
- Common
- Orc
- Dwarvish
- Headband of Comprehend Languages
- Other
- Simple weapons
- Martial weapons
- Light Armor
- Medium Armor
- Shields
- Land vehicles
- Dice
Backstory
After several successful military campaigns, Master Seargeant Myev "Jerry" Falone DJER' ree retired from the military forces of North Haven to pursue a retired life at the age of 28. She married her wife and they settled down on an inherited vinyard, from which they made decent enough money to adopt and raise three children, which they do: the children are 8, 12, and 16 at the time of the campaign. Jerry is 45; her wife is 48.
When the eldest child turned 15, she was old enough to choose her name and career, and went off to West Haven, just over the mountains and down the river, to a position as a governess in the employ of Falone's former commanding officer, Fenross, who Falone remains on good terms with.
Then-Colonel Fenross and Master Sergeant Falone were part of a North Haven brigade dispatched to the border conflict between that Haven and the Eastern Yuan-ti. During a period of extended fighting far to the East, the Haven forces were reduced so much that Master Sergeant Jerry Falone, NCO for a battalion, was put in command of a company. Despite Falone's best attempts to save her troops, the Yuan-ti wiped out the entire company, leaving only Falone alive. Fenross' forces were saved, at the cost of Jerry's willingness to command.
Why does Jerry leave home? Because she's going to visit her eldest daughter, Majorie. Majorie is working in the Fenross household as governess and maid while Fenross trains her in politics.
Jerry's family
Jerry was raised among Humans; her Orc parent was falsely accused of killing a child that had in fact been killed by goblins.
Jerry's family lives in Lanthet, near to the North Haven.
- Umara Nathandem
- Wife
- Human, Mulan subrace, 48 at time of this campaign.
- Majorie Nathandem-Falone
- Eldest daughter, named after the child of Jerry's commanding officer Fenross.
- Quarter-orc, 16 at time of this campaign.
- Last seen in West Haven with a crossbow.
- Shautha Nathandem-Falone
- Middle daughter
- Human, Mulan subrace, 12 at time of this campaign.
- Zolis Nathandem-Falone
- Youngest daughter
- Half-orc, 8 at time of this campaign.
Meta
What if Dominic Flandry married happily and settled down, had a happy life, and then decided to throw off the shackles of civilization and do some stuff? This character background is the result of those two stories intersecting.
Why a Half-Orc Ranger with Soldier background? Because my last character was a 5e Revised Ranger, and I wanted to explore the Ranger archetype in a more-purposeful way. Ship was played heavily into the Archer specialization with the Beast Master archetype, being functionally a ranged damage character with the Bear for non-magical up-close-and-personal damage. Seeking an alternative way to play the Ranger, something more melee but while buliding off of Ranger mechanics that I already was familiar with, I took the route of Strength-based Polearm Mastery, with the Hunter archetype. Guidance on race chosen came from Mistwell's ranger guide.
Feat goals: Polearm Master, Mobile.
Other ways this character could have ended up:
- Tortle or Mountain Dwarf sword-and-shield
- Human Variant dual-wielder
- Human Variant Polearm Master
Initial stats:
| Stat | points | bonus | saving throw | proficient |
|---|---|---|---|---|
| Strength | 19 | +4 | +6 | y |
| Dexterity | 14 | +2 | +4 | y |
| Constitution | 16 | +3 | +3 | |
| Intelligence | 8 | -1 | -1 | |
| Wisdom | 14 | +2 | +2 | |
| Charisma | 7 | -2 | -2 |