Fighter (Level 2) Jaene of Saint Clair
Name Jaene of Saint Clair
Position Ranger
Rank Fighter (Level 2)
Character Information
Gender | Female | |
Race | Water Genasi | |
Class | Ranger | |
Background | Sailor |
Appearance, Attack, Defense
Height | 5' 11" | |
Weight | 130 lbs | |
Age | 24 | |
Hair Color | Dark Purple | |
Eye Color | Blue-Black | |
Physical Description | Skin: Medium Blue | |
Hit Points Maximum | 13 | |
Current Hit Points | 9 | |
Armor Class | 13 | |
Spellcasting Ability | wis | |
Spell Attack Bonus | +4 | |
Spell Save DC | 12 | |
Attack and Spellcasting Info | Longbow: +6 to hit, damage 1d8+2 piercing (two-handed, heavy, ranged 150/600, ammunition) 20 Arrows Quarterstaff: +2 to hit, damage 1d6 if one-handed, 1d8 if two-handed bludgeoning (versatile) Dagger: +4 to hit, damage 1d4+2 piercing (finesse, light, thrown 20/60) Hunter’s Mark adds 1d6 Zephyr Strike adds 1d8 (1 attack before spell ends, for which you also have advantage) |
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Saving Throw Proficiencies | STR, DEX |
Abilities
Strength | 10 | |
Strength Modifider | +0 (+2 for Saving Throws) | |
Dexterity | 15 | |
Dexterity Modifier | +2 (+4 for Saving Throws) | |
Constitution | 10 | |
Constitution Modifier | +0 | |
Intelligence | 12 | |
Intelligence Modifier | +1 | |
Wisdom | 15 | |
Wisdom Modifier | +2 | |
Charisma | 13 | |
Charisma Modifier | +1 |
Skills
Acrobatics (Dexterity) | +2 | |
Animal Handling (Wisdom) | +2 | |
Arcana (Intelligence) | +1 | |
Athletics (Strength) | +2 | |
Deception (Charisma) | +1 | |
History (Intelligence) | +1 | |
Insight (Wisdom) | +4 | |
Intimidation (Charisma) | +1 | |
Investigation (Intelligence) | +1 | |
Medicine (Wisdom) | +2 | |
Nature (Intelligence) | +3 | |
Perception (Wisdom) | +4 | |
Performance (Charisma) | +1 | |
Persuasion (Charisma) | +1 | |
Religion (Intelligence) | +1 | |
Sleight of Hand (Dexterity) | +2 | |
Stealth (Dexterity) | +2 | |
Survival (Wisdom) | +4 |
Proficiencies
Weapons Proficiencies | Martial, Simple | |
Armor Proficiencies | Light, Medium, Shields | |
Tools Proficiencies | Navigator's Tools, Vehicles (water) | |
Languages Known | Common, Infernal, Primordial | |
Proficiency Bonus | +2 |
Inventory
Current Inventory | Longbow (broken) Arrow Quiver (19 arrows) Dagger Quarterstaff Druidic Focus (dried sprig of mistletoe) Explorer's pack (Backpack, a bedroll, a mess kit, a tinderbox, 10 torches, 10 days of rations, and a waterskin. The pack also has a tent and 50 feet of silk rope strapped to the side of it.) Leather Armor (Light, AC11 + DEX mod) Clothes (common) Belaying pin (club) Scrap of cloth from the flag of my first ship Magic Item: Eyes of Charming: 3 charges of Charm Person (DC13), charges regained at dawn |
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Money | 24.5 |
Spells
Cantrips Known | 1 (from race) Shape Water (CON spellcasting ability) |
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Level 1 Spells Known | 2 Known Hunter’s Mark: 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. (Bonus action to cast, 1 hour) Zephyr Strike: You move like the wind. Until the 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. (Bonus action to cast, 1 minute) 2 Level 1 Spell Slots |
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Level 2 Spells Known | 1 (from race) Create or Destroy Water (CON spellcasting ability, 1 use until long rest, does not use a slot) |
Traits
Racial Traits | Acid Resistance You have resistance to acid damage. Amphibious You can breathe air and water. Swim You have a swimming speed of 30 feet. Call to the Wave You know the Shape Water cantrip. You can cast create or destroy water (2nd) once per long rest. CON is your spellcasting ability. |
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Class Traits | Proficiencies Insight Nature Survival Favored Enemy: Fiends You have advantage on Survival checks to track your favored enemies, as well as on INT checks to recall information about them. You also learn one language of your choice that is spoken by your favored enemies, if they speak one at all. Fiends are creatures of wickedness that are native to the Lower Planes. A few are the servants of deities, but many more labor under the leadership of archdevils and demon princes. Language: Infernal Natural Explorer You have a favored terrain type. Your proficiency bonus is doubled for proficient skills when you make an INT or WIS check related to it. While traveling for an hour or more in your chosen terrain, difficult terrain doesn’t slow your group’s travel, your group can’t become lost except by magical means, you remain alert to danger even when you are engaged in another activity, you can move stealthily at a normal pace (while alone), you find twice as much food while foraging, and while tracking creatures, you learn the exact number, sizes, and how long ago they passed through the area. Coast You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. Fighting Style: At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again. Archery You gain a +2 bonus to attack rolls you make with ranged weapons. Spellcasting: By the time you reach 2nd level, you have learned to use the magical essence of nature to cast spells, much as a druid does. |
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Background Traits | Ship's Passage When you need to, you can secure free passage on a sailing ship for yourself and your adventuring companions. You might sail on the ship you served on, or another ship you have good relations with (perhaps one captained by a former crewmate). Because you're calling in a favor, you can't be certain of a schedule or route that will meet your every need. Your DM will determine how long it takes to get where you need to go. In return for your free passage, you and your companions are expected to assist the crew during the voyage. |
Personality
Personality Traits | I work hard so that I can play hard when the work is done | |
Ideals | Freedom. The sea is freedom—the freedom to go anywhere and do anything. | |
Bonds | Ruthless pirates murdered my captain and crewmates, plundered our ship, and left me to die. Vengeance will be mine. I travel with the love of my life. |
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Flaws | My pride will probably lead to my destruction. |
History
Personal History | Jaene came from the coastal town of Saint Clair, a place where aquatic and terrestrial beings lived in harmony. She spent as much time in the land part of the town as she did in the water, and learned the ways of the land and the wildlife. However much freedom she felt in the sea, she understood that she had some flexibility in how to operate on land. She became an expert in wildlife, focussing on the coastal lands near Saint Clair. When she turned 18, Jaene joined the crew of a sailing ship, the Xehea (an old goddess of commerce) that brought trade goods between ports along the coast of Estrium and even out to the continent of Iben. One day, on the high seas, the Xehea was beset by a pirate led by the Demon Pirate Almok. Once thought to be a myth, Almok ended up being real. He killed the crew, plundered the ship, and abandoned her on the burning ship to die. He apparently did not realize she was Water Genasi and fine to live for long periods in the sea. She took a scrap from the Xehea's sail and over the course of many days made her way back to land. She spent some time recovering in the town of Stormrest, a port town in Southern Estrium which froze in the winter. While stranded there she spent her days foraging for what she could from what few coastal plants were still accessible and hunting what few animals were not hibernating, so the tavern owner could supplement his stores, and then worked as a bar maid in the evenings, all in exchange for room and board. She also spent time in the town's library, studying the ways of the fiend, so she could one day get her revenge on Almok the demon pirate. Every night, she listened to the lovely music and singing voice of Alicea of Reneau, the bard who was also overwintering in Stormrest and thus performing at the tavern. Over the course of that winter, the two began a deep and passionate romance. When Spring came, the two set out together.... |