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Ruby Blue

Medium Half Elf, Ranger (Prey Stalker), Chaotic Neutral

Armor Class 14
Hit Points 32
Speed: 8 Meterrs

STR

13
( +1 )

DEX

17
( +3 )

CON

9
( -1 )

INT

7
( -2 )

WIS

15
( +2 )

CHA

16
( +3 )

Saving Throws Str, Dex
Skills
Animal Handling
Investigation
Nature
Survival
Insight
Deception
 
Fey Ancestry

Resistance against the "Charm" condition and resist magically enforced sleep.

Senses

Dark Vision: 18 Meters

Languages Common, Elven, Dwarven, Draconic, Gnomish, Theives Cant, Dragon Whisper, Arkothian,
Proficiency Bonus +2

Description

Appearance

Ruby Blue is a 7'3 Half Elf. She has Pale skin and freckles lining the bridge of her nose and upper cheeks. Her hair is long and blonde with blue tips, it is unknown if these are natural or not and it is almost always done into a high ponytail.
Ruby wears a long sleaved White Blouse and a reinforced Brown Vest with Green leaves hand embrodered onto it. Atop of them, she wears a dark brown Brooker's Cloak that breaks apart into tassles halfway down and has a large dark green 04 sewn into it's back and a smaller one onto it's lapel; the cloak's hood is small and detatchable, that hides the wearer's identity from most angles. She wears a Black, Blue and Green Kilt atop her Stockings and Black Shorts, the Kilt is meant to hold many knives. For Footwear, Ruby wears a pair of Calfheight black traveller's boots.
In her hair Ruby has a Strange, Red Rose holding her hair up; it's thorny black roots tangle throughout her hair and she can't seem to remove it no matter how hard she tries.

Ruby's Personallity is like that of a Genderbent Frat Boy Stereotype mixed with Someone who has Something to Hide.

Dusty

Dusty is a Young, Female, Bone-Hound (a species originating from The Gnarled Wilds) who is approximatly 2 Years of Age. She has bonded to Ruby.
Her Fur is long, plentiful and whispy, a mixture of Ashen Greys to Dirty Whites comprise the colour of the Fur. The Fur lacks a distinct pattern to it.
Normally, at this stage in Life, Bone Hounds of Dusty's Age would habe begun thier collection of bones for armor; Dusty however has not had the chance and as such is bare.

 

Items

Regular

Leather Armor X1

Dagger (+1) X1

Hand Axe X1

Sickle X1

Longbow (+1)X1

Arrows X20

Parchment (one sheet) X2

Backpack X1

Grappling Hook X1

Bedroll X1

Candle X1

Flask (Filled with "Liquid Courage") X1

Mess Kit X1

Oil (Flask) X1

Rations (1 Day) X6

Robes X1

Tinder Box X1

Torch X9

Waterskin X1

Red Knitted Poncho X1

Oben-Unten T15 X1

12 Gauge Buckshot (SSQ) X10

Ammunition Pocket X1

The Devil & The Fey's Crossroad (Book) X1

A Consorted History of The Great Contental War (Book) X1

Codex Starsis (Book) X1

Book on astrology (Book) X1

Vial of Egg Goop X1

Vial of obomination blood X1

Vial of Soap X5

Table Corner X1

Levitation potions X7

Table X1

Random Book X1

Wild Berry Vodka (1/2 L) X1

   
Magic

Fake Grenade Rock X1

Crimson Rose X1

Battery Arrows X15

Spinal Arrows X14

Mistletoe Arrow X5 See Spinal Arrows

Street-Urchin Spines Arrows X5 See Battery Arrows

Elven Wood Arrows X2

Arrows +1 X40

Elixer of Health X1

 

SECRETS

Show spoiler

Her Real name is Samantha Brown

She has lost her future and doesn't know what to do now.

She likes the Party.

Ideals

Freedom, Liquor, Fighting, Fun,

Flaws

Mean Spirited, Doesn't talk about herself, Lacks Direction, Trapped in Herself

Spell Stats

Spell DC = (14)
Spell Attack = (6)
Casting Modifier = (4)

Caster Type: Ranger Lvl 3

You can cast known Ranger spells using WIS as your spellcasting modifier.

At will:
Cure Wounds

Casting Time: 1 Action.
Range: Touch.
Components: V,S.
Duration: Instantaneous.
A Creature you touch regains a number of hitpoints equal to 1D8 + (your Casting Modifier). This spell has no effect on Constructs and Damages Undead instead of healing them.

Speak with Animals

Casting Time: 1 Action.
Range: Self
Components: V,S.
Duration: 10 Minutes.
You gain the ability to comprehend and verbally communicate with Beasts, Monstrocities and Dragons; for the Duration of of this spell. The knowledge and awareness of creatures is limited by thier intelligence.

Spike Growth

Casting Time: 1 Action.
Range: 150.
Components: V,S,M (seven sharp thorns or seven small twigs, each sharpened).
Duration: Concentration, Up to 10 minutes.
The Ground in a 20-foot radius centred on a point within range twists and sprouts hard spikes and thorns. The area becomes difficult terrain for the durration. When a creature moves into or within the area, it takes 2D4 piercing damage for every 5 feet it travels. The Transformation of the ground is camoflauged to look natural-ish. Any creature that can't see the area at the time of the spell's casting must make a (WIS: PERCEPTION) saving throw against your (SPELL DC) to recognise the terrain as hazardous before entering it.

2/day:
Zephyr Strike

Casting Time: 1 Bonus Action.
Range: Self.
Components: V.
Duration: Concentration, Up to 1 minute.
Move like The Spine. Until this Spell Ends, your movement doesn't provoke opportunity attacks. Once before the spell ends, you can give yourself advantage on one weapon attack roll on your turn. That Attack deals an extra 1D8 Force Damage on a Hit. Whether you Hit or Miss, your Walking Speed increases by 30 Feet until the end of that turn.


Call-out

On the first turn of Combat; you may "Mark" an enemy as an free action for 1D4+Proficiency Bonus turns. On subsequent turns; A Creature may be marked as a Bonus Action.

Deft Treader

You move with no movement penalty in Difficult Terrain and have no disadvantage on Perception checks in Lightly Obscured areas.

Fighting Style

Archery
You gain a +2 bonus to attack rolls you make with ranged weapons.

 

Hunter Archetype: Prey Stalker

Crypto-Biology

As a Bonus Action, the Ranger may attempt to recall information about a creature of any of the following types: Plant, Beast, Undead, Construct, Fey & Elemental.
They Roll 2D6. They may roll Nature, History or Intelligence for this. Rolling a 7 or below, they recall nothing. On a 8-11, they can recall 2 of pools of Information. On a 12+ they recall all information that they could know of the creature. They can recall the following pools of Information:
The creature's Strengths & Saults (it's stats).
Damage vulnerabilities & damage resistances.
It's behaviours (such as avoiding Red Grass or Fresh Streams. If the creature does not have one, the DM may make it up).
The Abilities of The Creature.
They can do this an amount of times equal to thier Wis Modifier, refreshing after a short rest.

Actions

Boot Dagger (+1)

Combat is Started with this Weapon Equipped
Boot Dagger (+1). Range: Melee = 5ft / Thrown = 20/60ft. To Hit: +5. Damage: 1D4+1 (Piercing). Light.

Hand Axe

Hand Axe. Range: Melee = 5ft / Thrown = 20/60ft. To Hit: +4. Damage: 1D6 (Slashing). Light.

Sickle

Combat is Started with this Weapon Equipped
Sickle. Range: Melee = 5ft. To Hit: +4. Damage: 1D4 (Slashing). Light

Longbow (+1)

Combat is Started with this Weapon Equipped
Longbow (+1). Range: 150/600ft. To Hit: +5. Damage: 1D10+1 (Piercing). Two-Handed.

Oben-Unten T15

Combat is Started with this Weapon Equipped
Oben-Unten Model T15

 
Fake Grenade Rock

See; Fake Grenade Rock Statblock. Fake Grenade Rock

 
Use Alternative Ammunition

Battery Arrows X15

Spinal Arrows X14

Mistletoe Arrow X5 See Spinal Arrows

Street-Urchin Spines Arrows X5 See Battery Arrows

Elven Wood Arrows X2

Arrows +1 X40

Bonus Actions

Callout

A Chosen Creature becomes "Marked" for 1D4+Profficiency Bonus Turns.


Statblock Type

NPC Sheet

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