šŸ¹Farcis LovettšŸ¹ (Info)

F1NCHL0CKE

Info


Created
6 months, 5 days ago
Creator
F1NCHL0CKE
Favorites
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Profile


11

+0

STR

Athletics +0

16

+3

DEX

Acrobatics +3

Sleight of hand +3

Stealth +3

12

+1

CON

17

+3

INT

Arcana +3

History +6

Investigation +3

Nature +3

Religion +3

14

+2

WIS

Animal Handling +2

Insight +2

Medicine +2

Perception +8

Survival +5

14

+2

CHA

Deception +2

Intimidation +2

Performance +2

Persuasion +4

Farcis

"The truth is stranger than my own worst dreams"

Quiet Observant Careful

Summary


Farcis is a mild-mannered tiefling ranger who lives in the coastal town of Brineport with an elderly elf named Sionia, who acts as a sort of mother figure towards him. His advanced hunting skills were noticed by Brineportā€™s equivalent to the Royal Guard, and Farcis was invited to join them. He happily accepted, and soon rose to a pretty significant position. His life was going good, great, even, and he would have been content to continue as he was, living a normal and stable life with Sionia. That is, until he received a letter.

Proficiency Bonus
+3
Passive Wisdom
15
Armor Class
14
Initiative
+5
Speed
35ft
Hit Points
53
Hit Dice
7d10
Age
22
Gender
Male
Height
5'5
Weight
120 lbs
Build
Lanky

Class
Gloomstalker Ranger
Level
7
Race
Tiefling
Background
Noble

Traits & Features


Race: Tiefling

Darkvision

Hellish Resistance

Infernal Legacy

Class: Ranger

Favored Enemy

Deft Explorer

Fighting Style: Archery

Spellcasting Focus: Druidic

Spellcasting

Subclass: Gloomstalker

Primal Awareness

Dread Ambusher

Umbral Sight

Iron Mind

Alignment


Neutral GoodA neutral good character typically acts altruistically, without regard for or against lawful precepts such as rules or tradition. A neutral good character has no problems with cooperating with lawful officials, but does not feel beholden to them. In the event that doing the right thing requires the bending or breaking of rules, they do not suffer the same inner conflict that a lawful good character would.

Personality Traits:

Despite my noble birth, I do not place myself above other folk. We all have the same blood.

I put no trust in divine beings.

Ideals:

Respect. Respect is due to me because of my position, but all people regardless of station deserve to be treated with dignity. (Good)

Noble Obligation. It is my duty to protect and care for the people beneath me. (Good)

Bonds:

The common folk must see me as a hero of the people.

Flaws:

I am easily distracted by the promise of information.

If Iā€™m outnumbered, I will run away from a fight.

Story


Early Childhood

Farcis was born into a family of very wealthy and very powerful wizards, who valued magic and their reputation above all else. As he grew, Farcisā€™s parents began to realize that their sonā€™s magic was incredibly weak, and feared that if this information leaked to the general public, their image would be tarnished beyond repair. After all, if their son had weak magic, whatā€™s to say that their magical abilities arenā€™t the same? Would people accuse them of lying for all these years? Upon realizing their sonā€™s unforgivable faults, Farcisā€™s parents kicked him out of the family home, and claimed that some horrible illness had taken him. Before he left, a now ten year-old Farcis managed to get his hands on a good amount of money, knowing that it would come in handy in the future. His parents made him leave at night, in order to prevent him from being seen by the other townsfolk. He didnā€™t know where he was going to go, and knew on some level that his parents expected him to simply die alone in the middle of nowhere. This thought alone is what kept him going. He was going to survive, if only to spite his family who disowned him for something he had no power over.

After Leaving Home

He wandered aimlessly for months, buying food when he found himself near a town, and making sure to ration the food he had. After all, he didnā€™t know where he was going or when he would next be in a place where he could get a meal. One day, while wading through the water in the center of a thick mangrove forest, Farcis stumbled into an elderly elf who was collecting the leaves from some of the mangroves. Obviously surprised to find a young child wandering around by himself, the elf invited Farcis into her home, where she cooked up a meal and asked where the young tieflingā€™s parents were. Upon explaining his situation, the elf, who Farcis soon learned was named Sionia, told Farcis that he was more than welcome to stay and live with her in her home, which was located in a small coastal village named Brineport.

As he grew older, Farcis learned how to hunt for fish and other local game from Sionia, who encouraged him to better hone his skills by joining the village group of huntsmen. Farcis improved his hunting incredibly quickly after joining the other hunters, and his weapon of choice became his longbow, which had been handed down to him by Sionia. His advanced hunting skills were noticed by Brineportā€™s equivalent to the Royal Guard, and Farcis was invited to join them. He happily accepted, and soon rose to a pretty significant position. His life was going good, great, even, and he would have been content to continue as he was, living a normal and stable life with Sionia.

That is, until he recieved a letter.

Tastes


Likes

The Outdoors

His Longbow

People Watching

Dislikes

Arguments

People who flaunt their power and/or authority.

Large Crowds

Trivia


Personality

Farcis is a very quiet individual, and generally doesn't speak unless spoken to. He likes having strict formulated plans, rather than jumping into something headfirst. Despite being an incredibly skilled hunter, he doesn't kill for sport. He is rather fond of wild creatures after all.

Farcis isn't antisocial by any means. He doesn't go out of his way to avoid others, but if it were up to him, he'd prefer to be left to his own devices.

Notes
  • Received the nick in his right ear and the scar over his left eye during a particularly stressful hunting trip.
  • Ambidextrous.
  • Loves looking his best. He isn't arrogant, but can be described as vain about his appearance.

Proficiencies


Armor

Light Armor

Medium Armor

Shields

Weapons

Longbow(Custom-made gift from Sionia)

Martial Weapons

Simple Weapons

Tools

None

Saving Throws

Strength

Dexterity

Skills

Animal Handling

History

Perception

Persuasion

Survival

Languages

Deep Speech

Infernal

Elvish

Halfling

Draconic

Abyssal

Celestial

Primordial

Inventory


Max carrying capacity: N/A

Max pushing capacity: N/A

Weapons

Dagger

Handaxe

Death's Gaze

Magitech Rifle

Armor/Clothing

Clothes, Common

Gold jewlery(on horns, ears, and tail)

Miscellaneous

Quiver

An old antique pocket watch that no longer works. Gift from Sionia.

Letter

Attacks


Dagger

Type Melee Weapon/Piercing

Damage 1d4

Bonus +3

Handaxe

Type Melee Weapon/Slashing

Damage 1d6

Bonus +0

Longbow

Type Ranged Weapon/Piercing

Damage 1d8

Bonus +3

Magitech Rifle

Type Ranged Weapon/Force

Damage 2d12

Bonus +4

Death's Gaze

Type Ranged Weapon/Force/Necrotic

Damage 1d8

Bonus +3

Unarmed Strike

Type Melee Attack/Bludgeoning

Damage 1

Bonus +0

Spells


Thaumaturgy(Cantrip)

You manifest a minor wonder, a sign of supernatural power, within range. You create one of the following magical effects within range: Your voice booms up to three times as loud as normal for 1 minute. You cause flames to flicker, brighten, dim, or change color for 1 minute. You cause harmless tremors in the ground for 1 minute. You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers. You instantaneously cause an unlocked door or window to fly open or slam shut. You alter the appearance of your eyes for 1 minute. If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time, and you can dismiss such an effect as an action.

Absorb Elements(1st Lvl Abjuration)

The spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the spell ends. At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st.

Disguise Self(1st Lvl Illusion)

You make yourself--including your clothing, armor, weapons, and other belongings on your person--look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can't change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you. The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair. To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your spell save DC.

Cure Wounds(1st Lvl Evocation)

A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.

Hunter's Mark(1st Lvl Divination)

You choose a creature you can see within range and mystically mark it as your quarry. Until the spell ends, you deal an extra 1d6 damage to the target whenever you hit it with a weapon attack, and you have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find it. If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to mark a new creature. At Higher Levels: When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours.

Hellish Rebuke(1st Lvl Evocation)

You point your finger, and the creature that damaged you is momentarily surrounded by hellish flames. The creature must make a Dexterity saving throw. It takes 2d10 fire damage on a failed save, or half as much damage on a successful one. At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.

Darkness(2nd Lvl Evocation)

Magical darkness spreads from a point you choose within range to fill a 15-foot-radius sphere for the duration. The darkness spreads around corners. A creature with darkvision can't see through this darkness, and nonmagical light can't illuminate it. If the point you choose is on an object you are holding or one that isn't being worn or carried, the darkness emanates from the object and moves with it. Completely covering the source of the darkness with an opaque object, such as a bowl or a helm, blocks the darkness. If any of this spell's area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled.

Pass Without Trace(2nd Lvl Abjuration)

A veil of shadows and silence radiates from you, masking you and your companions from detection. For the duration, each creature you choose within 30 feet of you (including you) has a +10 bonus to Dexterity (Stealth) checks and can't be tracked except by magical means. A creature that receives this bonus leaves behind no tracks or other traces of its passage.

Rope Trick(2nd Lvl Transmutation)

You touch a length of rope that is up to 60 feet long. One end of the rope then rises into the air until the whole rope hangs perpendicular to the ground. At the upper end of the rope, an invisible entrance opens to an extradimensional space that lasts until the spell ends. The extradimensional space can be reached by climbing to the top of the rope. The space can hold as many as eight Medium or smaller creatures. The rope can be pulled into the space, making the rope disappear from view outside the space. Attacks and spells can't cross through the entrance into or out of the extradimensional space, but those inside can see out of it as if through a 3-foot-by-5- foot window centered on the rope. Anything inside the extradimensional space drops out when the spell ends.