Roll20 uses cookies to improve your experience on our site. Cookies enable you to enjoy certain features, social sharing functionality, and tailor message and display ads to your interests on our site and others. They also help us understand how our site is being used. By continuing to use our site, you consent to our use of cookies. Update your cookie preferences .
×
Create a free account

Magan Aetheling

Magan Aetheling, Ranger 3 Medium Humanoid (Human), Lawful Neutral Armour Class 12, 13 TWF, 14 Shield (Mastercrafted Leathern Jacket, leather tunic underlay) DR 4,  Soak 1 (piercing), Coverage 1 (spiked bracers) Wounds  16  Vigour  28 (1d10+1d10+1d10) current:23 Speed 30 ft. (Ignore Difficult Terrain) Proficiency +2 Initiative +4 STR 17(+3), DEX 14 (+2), CON 14 (+2), INT 8 (-1), WIS 14(+2), CHA 10 (+0) Saving Throws Str +5, Dex +4 Skills Animal Handling +2, Athletics +5, Deception +2, Perception +4, Persuasion +2, Stealth +4 (adv to hide identity - cloak), Survival +4, Thieves' Tools +4, Disguise kit +2 Subskills: Tracking +5, Stalking +5 Senses  Passive Perception 14 Languages   Saxon - West Saxon, Brettonnic - Cornish, High Latin, Germanic - Frankish Spellcasting: Spellsave DC: 12 Spells known: 5 Spell Points: 5 HUNTER'S MARK 1st-leveI divination Casting Time: 1 bonus action Range: 90 feet Components: V Duration: Concentration, up to 1 hour 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. lf 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. LONGSTRIDER 1st-lev eI transmutation Casting Time: 1 action Range: Touch Components: V, S, M (a pinch of dirt) Duration: 1 hour You touch a creature. The target's speed increases by 10  feet until the spell ends. Cure Wounds Touch 1d8 + wis healing Animal Friendship 1 Target within 30ft Wis save negates, only works on animals with int 4 or less Goodberry Creates 10 berries that heal 1hp each and sustain a creature for 24 hours. Must be used within 24 hours of creation Favoured Enemy - Humanoids You gain a +2 bonus to damage rolls with weapon attacks against creatures of the chosen type. Additionally, you have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them. When you gain this feature, you also learn one language of your choice. Natural Explorer At 1st level, you have the following benefits: You ignore difficult terrain. You add wis on initiative rolls. On your first turn during combat, you have advantage on attack rolls against creatures that have not yet acted. You gain the following benefits when traveling for an hour or more: 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, 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. Hunter Conclave Some rangers seek to master weapons to better protect civilization from the terrors of the wilderness. Members of the Hunter Conclave learn specialized fighting techniques for use against the most dire threats, from rampaging ogres and hordes of orcs to towering giants and terrifying dragons. Hunter’s Prey At 3rd level, you gain one of the following features of your choice. Colossus Slayer . Your tenacity can wear down the most potent foes. When you hit a creature with a weapon attack, the creature takes an extra 1d8 damage if it’s below its hit point maximum. You can deal this extra damage only once per turn. Primeval Awareness Beginning at 3rd level, your mastery of ranger lore allows you to establish a powerful link to beasts and to the land around you. You have an innate ability to communicate with beasts, and they recognize you as a kindred spirit. Through sounds and gestures, you can communicate simple ideas to a beast as an action, and can read its basic mood and intent. You learn its emotional state, whether it is affected by magic of any sort, its short-term needs (such as food or safety), and actions you can take (if any) to persuade it to not attack. You cannot use this ability against a creature that you have attacked within the past 10 minutes. Additionally, you can attune your senses to determine if any of your favored enemies lurk nearby. By spending 1 uninterrupted minute in concentration (as if you were concentrating on a spell), you can sense whether any of your favored enemies are present within 5 miles of you. This feature reveals which of your favored enemies are present, their numbers, and the creatures’ general direction and distance (in miles) from you. If there are multiple groups of your favored enemies within range, you learn this information for each group. Two-Weapon Master You master fighting with two weapons, gaining the following benefits: You gain a +1 bonus to AC while you are wielding a separate weapon in each hand. You can use two-weapon fighting even when the one-handed melee weapon you are wielding in your main hand isn't a finesse weapon. You must still be wielding a light weapon in your off-hand. When you engage in two-weapon fighting, you can choose to forgo your proficiency bonus. If you do so, you can make an additional two-weapon fighting attack, also without your proficiency bonus. Actions Handaxe +5 (1d6 +3) Melee or Thrown Spiked light Shield +5 (1d6 +3) (bashing), or thrown (20/60) Heavy shield +5 (1d6 +3) (bashing) Gauntlet +5 (1d4 + 3) (beatdown 1d4) Shortbow +4 (1d6 +2) Thea +5 (2d4 + 3, or 1d10 +3) (versatile, parry) Axe +5 (1d8 + 3 or 1d10 +3) (sweeping, versatile) Greataxe +5 (1d12 + 3) (Sweeping, slow, wounding, heavy, two handed) Notes: Advantage on first turn against enemies that have not reacted, Favoured Enemy +2 Damage vs Humanoids +1d8 if a target is already damaged Fighting Style TWF means str bonus is also added to second attack with 2 weapons and attack with both weapons on aoo Background: Outlander Origin Exile Trait   I am intolerant of other faiths and condemn the worship of other gods Ideal  Noble Obligation: It is my duty to protect and care for those unable to defend themselves. Bond My family, clan, or tribe is the most important thing in my life, even when they are far from me. Flaw  I remember every insult I’ve received and nurse a silent resentment toward anyone who’s ever wronged me. Wanderer You have an excellent memory for maps and geography, and you can always recall the generallayout 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. (Becomes 10 people with natural explorer.) Appearance Magan has slightly curly blonde hair, a full beard and small scars on his face. His features are weather worn making him look much older than his 23 years. Background Feat: Animal Handler:  Raise Wisdom by 1 Prof Animal Handling You can use a bonus action on your turn to command one friendly beast within 60 feet of you that can hear you and that isn’t currently following the command of someone else. You decide now what action the beast will take and where it will move during its next turn, or you issue a general command that lasts for 1 minute, such as to guard a particular area. Equipment Warhorse - Ealing, war trained with military saddle  Mule with pack saddle attached by rope to Ealing - Errol son of Ealing Mundane Backpack  Bedroll  Blanket  Medium tent  Rope  Grappling hook  Hooded lantern  Survival kit  Cooking kit 1 Lute Armour Master Crafted Leathern Jacket Leathern Warrior Jacket Spiked light throwing Shield Buckler Heavy shield Weapons 4 x Handaxe ( 1d6, Light, Thrown - 20/60) - (2 on waist, 2 on back)  Spiked Gauntlet (1d4) Axe (Versatile - 1d8/1d10) - in heavy shield on Ealing's saddle  Broad Axe (1d12, Heavy) - strapped to horse saddle  3 x Seax (1d4, finesse, thrown - 20/60) - chest and each leg  Hunter's Bow (1d6, ranged - 60/320)  Waterproof weapon roll strapped to Errol's saddle containing langseax, 2 warseax, a mace and a club Consumable 20 arrows  12 days trail rations  2 pints oil  0GP 7sp 22cp  3 days animal feed Group loot: 28sp, agile breastplate, handaxe, dagger, arrows Isolde: Buckler and Handaxe Special Waterproof rolled leather case containing heirloom sword - Thea, and signet ring along with rolled noble's garb Thea True Sweord: Advantage on social checks against common people (Versatile - 1d8/1d10) - Thea is slightly large, even for a true sword, and in some cultures may have been considered a hand and a half sword, the high craftsmanship is clear, even though scratches and notches on the hilt indicate where jewels that were once situated have been pried off.
Ealing, Warhorse Large Beast, Unaligned Armour Class 17 (Plate barding) Wounds 15 Vigour 19 (3d10+3) Speed 60 ft. STR 18 (+4), DEX 12 (+1), CON 13 (+1), INT 2 (-4), WIS 12 (+1), CHA 7 (-2) Senses Passive Perception 11 Trampling Charge If the horse moves at least 20 feet straight toward a creature and then hits it with a hooves attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the horse can make another attack with its hooves against it as a bonus action. Actions Hooves  +6 11 (2d6 + 4 bludgeoning), reach 5 ft.
Background - a back story backwards The year 598 - Brittany "Bletius will have you hanged for this" Tobias drools. His leg is split open ankle to knee where Jeffrey had cut it open moments before taking Tobias' knife through his throat. Magan turns, pulls a giant sword from the saddle of his horse. The blade has been dulled and there is no glint as he raises it above his head. Small dents in the handle and guard betray where jewels have been prised from the hilt. The whistle as it swings effortlessly through the air sell the quality of the craftsmanship. The thud of Tobias'head on the floor, the efficacy of the swing. Then there were 3. 3 minutes earlier  Tobias winces as he struggles to stand on his wounded leg.  "That makes 4 more, how many have we lost today." He stares Magan down, Magan meets the glare and controls the laughter as he wonders whether the question is rhetorical or if Tobias genuinely can't work out the difference berween the 25 they started with and the 9 that remain.  " and all because you care more about you and yours than having our back."  Magan blinks, this could go on a while  "and the girl. You insisted we take that time wasting..."  Yawn  "... Should have cut her down like I said in the first place"  Hang on, this is getting dangerous  "Well better late than never, kill him, kill her, and let's have this all over now" Once again, steel flies, wood crunches, blood flows 10 minutes earlier  Tobias spits on the ground, grumbling to himself. Every few minutes he scowls at magan across the box of plunder strung between their horses. Tensions are high and the group is otherwise silent. Ealing suddenly rears, Magan is almost thrown from the saddle as the box spills its contents on the floor. The tug on the rope pulls Tobias from his horse which falls on him. 3 arrows follow taking small Tom from his horse. Ambush Then the charge. 3 minutes of swirling chaos later and the dead are once again strewn around 5hours earlier  The mercenary band lands their ship silently on the beach, sweeping in a well practiced arc they ensure they are alone. Darkness has fallen many hours ago and a small glimmer of torchlight shows a sentry post to the east. Leng and Banning move off silently towards it as Jeffrey removes a map from a small pouch on his belt. He studies it for a few minutes before gesturing towards a distant hill. Toland signals for the group to move out. Magan falls in with Jeffrey as the group winds its way towards the hill. 2 hours later the horses are left tied to some trees with young Tom to look over them as the building begins to fall into view, not a simple wooden structure as expected, but a stone wall, surrounding several structures of wood and stone. Leng and Banning fall back in as Toland gives a series of silent commands. Jeffrey and Magan draw bows and silently remove the guards from the north facing wall. Guards on a monastery? Grappling hooks are launched and the band begin the climb. As the first people reach the top of the wall a horn sounds and fighting begins on the eastern wall. Never mind, the mission continues. With attention drawn elsewhere the first half a minute is easy, knifes slide between chain links, throats spurt fountains, faces grow steel tongues. Then someone makes a heavy step, a second horn sounds, this one closer and the latrine pit spills it's contents on the cooling reeds. Go loud Torches are lit, cries go up, heavy steel is drawn, and the swirling chaos begins. Magan falls back into his old training ground habits, shield up, axe swinging, never stay still. Step left swing, step right duck. Catch the blow with the shield and slice the knee beneath. Throw the axe at the oncoming charge and back to his feet. Jeffrey by his right and Prasutagus to his left for now, but the formation could not hold long, men were falling down the line. Magan glanced to the east and saw the same. A building goes up in flames, the line folds into the full swirling chaos of battle. And in the midst of it all, a woman, surrounded by her own fallen, fighting like a valkyrie of the legends, laying Christians down left and right. The year 596 - somewhere in West Devon The days passed slowly, always moving west. Magan taught Jeffrey to fight, Jeffrey taught Magan to survive in the wild, moving unseen. Always moving west. 2 months earlier Slipping out of camp was easy, moving through the woods in the dark less so. He had to move quickly, it wouldn't be long before they noticed. A cry. And so it begins. Running, tripping, crawling, running. Cries all the time behind as the sun rose in the distance. Then smack.  Magan was facing down an arrow, on the end of the arrow was a bow, and holding that a hooded man. Magans sword was in his hand quick as a flash. "What are you doing here" "Poaching, you?" The man's tone was nonchalant, the relaxed calmness that comes from experience. The cries were getting closer Magan glanced over his shoulder "Escaping the army" The man smiled "Little well dressed for a soldier" "Looking a little well armed for a poacher" The cries were getting closer, accompanied by crashing of branches and clinking of chain. "You got a name" the grin broadened "Magan" "Jeffrey" the bow lowered "Together?" "Run!"
About Cerdic of Wessex Cerdic, Prince of wessex and 2nd in line to the throne. ............. In Wessex Castle, born and raised  Training with my brothers for most of my days  Archery, axes, learning to rule  But replacing my cousin didn't seem cool,  I had a fight with my dad,  And for my cousin I feared  So I hatched a plan to get out as soon as I could I went on a mission down to cornwall  Slipped from my guard train to live in the wild,  If anything I could say that this plan was bold,  A Prince in the wild? Like legends of old. I lived out in the wild, but didn't do well,  'Til I found a guy to teach me to hunt and to kill  We joined some mercenaries and kept heading west  To continue our story, and launch a new quest. Cerdic is eldest son to the current king ceolwulf, regent to the rightful heir Cynegils. Cerdic has 2 adopted 'brothers' (in actual fact cousins), sons of an aunt. Cerdic has been missing for 2 years after discovering a plot by his father to instil him on the throne in place of his cousin.
Cleric stuff for when editing works. vigour now 36 Cantrips: Guidance, Produce flame, Thaumaturgy 2 level 1 slots (prepared: bless, guiding bolt and Healing Word) Domain spells: Shield of Faith, Divine Favour Domain ability 2/day additional attack when attacking