Para's Characters

- STR -

11

0

- DEX -

18

+4

- CON -

16

+3

- INT -

11

0

- WIS -

16

+3

- CHA -

8

-1

Nature

Focused

+DEX / -CHA

Tariko

A Fomantis from far away.

Level Subclass Class Race
8 Gloom Stalker Ranger Fomantis
Gender Background Home Age
Male Far Traveler Everstone Forest, Laloa 19
Movement
Land 25ft. 7.6m Swim 25ft. 7.6m
Fly - Climb 25ft. 7.6m
Vision 60ft. 18.3m
AC Prof. HP Hit Dice Ini. Insp. Death Saves
16 +3 58 / 58 1d10 +7 0 Success 0 / 3
PP Failures 0 / 3
10 / 10

- STR -

11

0

- DEX -

18

+4

- CON -

16

+3

- INT -

11

0

- WIS -

16

+3

- CHA -

8

-1

Nature

Focused

+DEX / -CHA

Passive Skills
Insight 16
Investigation 10
Perception 16
Money
GP 197
SP 3
CP 0
Value Max.
Favored Foe 3 3
Primeval Awareness 3 3

Weapons

Name Hit T Attributes Damage Range Ammo Notes
Dagger +7 P Simple, F 1d4+4 20 / 60
Mace +3 B Simple 1d6+0
Kamura Iron Bow +9 P Martial, R 1d8+5 150 / 600 40 As a bonus action, as long as you have some on you, you can attach dust to coat the next 10 arrows.

Attacks

Name Hit / Save DC PP Target Range Save
Razor Leaf +17 2 Creatures 30ft. 9.1m DEX
All creatures within a 30 foot cone must make a Dexterity saving throw at disadvantage. If failed, deal 2D6 slashing damage, if successful deal half damage. Your DC save for this attack is 8+proficiency+Dexterity modifier.
Sweet Scent +12 2 Hostile Creatures 25ft. 7.6m CON
Cause all hostile creatures within a 25 foot radius of you to make a Constitution saving throw. If failed they gain disadvantage on all attack throws till the end of their next turn. Your DC save for this attack is 8 + proficiency bonus + Charisma Modifier.
Synthesis 3d6+8 5 Self 0ft. 0.0m
Heal 3D6+Wisdom modifier unless there is harsh sunlight or storm effects on the battlefield. During harsh sunlight heal 4D6+ Wisdom Modifier, during any other kind of storm heal 2D4. You can not heal over your max HP.
Fury Cutter +9 2 Creatures 5ft. 1.5m DEX
You slash at your foe with all your might. You see your foe has already taken damage, it's only a little bit more to take them out. Make an unarmed strike against a single target within 5 feet. On a hit deal 1D6 slashing damage, if the foe has already taken damage this round, this attack deals 1D8 slashing damage.

Armor

Name AC
Studded Leather 12

Saves

P Stat Bonus P Stat Bonus
X STR +3 X DEX +7
CON +3 INT 0
X WIS +6 CHA -1

Skills

P Name (ATTR) Bonus
Acrobatics DEX +4
Animal Handling WIS +3
Religion INT 0
X Perception WIS +6
X Nature INT +3
Intimidation CHA -1
Performance CHA -1
Medicine WIS +3
Arcana INT 0
Persuasion CHA -1
Investigation INT 0
History INT 0
Sleight of Hand DEX +4
Survival WIS +3
X Insight WIS +6
X Athletics STR +3
E Stealth DEX +10
Deception CHA -1

Abilities

Ability
Contrary: Once per long rest at the start of your turn you may cause advantage/disadvantage buffs to be inverted for one minute for all creatures within 20 feet. If a creature moves out of range their stats return to normal.
Class Abilities
Favored Foe: (1d6, enemy mark and add)
When you hit a creature with an attack roll, you can call on your mystical bond with nature to mark the target as your favored enemy for 1 minute or until you lose your concentration (as if you were concentrating on a spell).
The first time on each of your turns that you hit the favored enemy and deal damage to it, including when you mark it, you increase that damage by 1d4.
You can use this feature to mark a favored enemy a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
This feature's extra damage increases when you reach certain levels in this class: to 1d6 at 6th level and to 1d8 at 14th level.
Deft Explorer (Canny): Choose one of your skill proficiencies (Stealth) -> Expertise
Deft Explorer (Roving): Your walking speed increases by 5, and you gain a climbing speed and a swimming speed equal to your walking speed.
Fighting Style (Archery): You gain a +2 bonus to attack rolls you make with ranged weapons.
Primeval Awareness: Beginning at 3rd level, you can use your action and focus your awareness on the region around you. You can do this up to your profiency bonus. For 1 minute you can sense whether the following types of creatures are present within 1 mile of you (or within up to 6 miles if you are in your favored terrain): ‘Monsters’, Willowed and feral. This feature doesn’t reveal the creatures’ location or number. You know in which direction they are.
Extra Attack: Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Land's Stride: Starting at 8th level, moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard. In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the entangle spell.
Dread Ambusher: At 3rd level, you master the art of the ambush. You can give yourself a bonus to your initiative rolls equal to your Wisdom modifier.
At the start of your first turn of each combat, your walking speed increases by 10 feet, which lasts until the end of that turn. If you take the Attack action on that turn, you can make one additional weapon attack as part of that action. If that attack hits, the target takes an extra 1d8 damage of the weapon's damage type.
Umbral Sight: At 3rd level, you gain darkvision out to a range of 60 feet. If you already have darkvision from your race, its range increases by 30 feet. You are also adept at evading creatures that rely on darkvision. While in darkness, you are invisible to any creature that relies on darkvision to see you in that darkness.
Iron Mind: By 7th level, you have honed your ability to resist the mind-altering powers of your prey. You gain proficiency in Wisdom saving throws. If you already have this proficiency, you instead gain proficiency in Intelligence or Charisma saving throws (your choice).
Race Abilities
Sweet Smells: The smell that wafts off of you causes those around you to be more friendly towards you, however it doesn’t last forever. You can use the Friends cantrip and do not need any components to do so. This is a temporary trait, when the sheet is finished it will be updated.
Sunlight Nap: Sleeping in the sun helps you to feel more alive, more awake. If you take a long or short rest in the sunlight you regain all levels of exhaustion and gain proficiency on your first skill check after waking up. This is a temporary trait, when the sheet is finished it will be updated.
Extra Abilities
All Eyes on You (Background): Your accent, mannerisms, figures of speech, and perhaps even your appearance all mark you as foreign. Curious glances are directed your way wherever you go, which can be a nuisance, but you also gain the friendly interest of scholars and others intrigued by far-off lands, to say nothing of everyday folk who are eager to hear stories of your homeland.
You can parley this attention into access to people and places you might not otherwise have, for you and your traveling companions. Noble lords, scholars, and merchant princes, to name a few, might be interested in hearing about your distant homeland and people.
Languages
Common
Tribe language
Jthooic
Weapon, Armor & Tool Proficiencies
Weapon: Simple, Martial
Armor: Light, Medium, Shields
Tools: Woodcarver's Tools, Herbalism Kit, Poisoner's Kit

Spells

Known Spells 5
Spellcasting Mod. WIS
Spellcasting DC 16
Spell Slots 1 2 3 4 5 6 7 8 9
Maximum 4 3
Available 4 3
Level Name Special Components Casting Time Range Duration Save
0 Friends Via Sweet Smellls - 1 Action Self 1 Minute, concentration
For the duration, you have advantage on all Charisma checks directed at one creature of your choice that isn’t hostile toward you. When the spell ends, the creature realizes that you used magic to influence its mood and becomes hostile toward you. A creature prone to violence might attack you. Another creature might seek retribution in other ways (at the DM’s discretion), depending on the nature of your interaction with it.
1 Disguise Self Gloom Stalker V, S 1 Action Self 1 Hour
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.
1 Ensnaring Strike V 1 Bonus Action Self 1 Minute, concentration STR
The next time you hit a creature with a weapon attack before this spell ends, a writhing mass of thorny vines appears at the point of impact, and the target must succeed on a Strength saving throw or be restrained by the magical vines until the spell ends. A Large or larger creature has advantage on this saving throw. If the target succeeds on the save, the vines shrivel away. While restrained by this spell, the target takes 1d6 piercing damage at the start of each of its turns. A creature restrained by the vines or one that can touch the creature can use its action to make a Strength check against your spell save DC. On a success, the target is freed. At Higher Levels. If you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
1 Jump V, S, M 1 Action Touch 1 Minute
You touch a creature. The creature’s jump distance is tripled until the spell ends.
1 Hail of Thorns V 1 Bonus Action Self 1 Minute, concentration dex
The next time you hit a creature with a ranged weapon attack before the spell ends, this spell creates a rain of thorns that sprouts from your ranged weapon or ammunition. In addition to the normal effect of the attack, the target of the attack and each creature within 5 feet of it must make a Dexterity saving throw. A creature takes 1d10 piercing damage on a failed save, or half as much damage on a successful one. At Higher Levels. If you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st (to a maximum of 6d10).
2 Rope Trick Gloom Stalker V, S, M 1 Action Touch 1 Hour
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.
2 Aid V, S, M 1 Action 30ft. 9.1m 8 Hours
Your spell bolsters your allies with toughness and resolve. Choose up to three creatures within range. Each target’s hit point maximum and current hit points increase by 5 for the duration. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, a target’s hit points increase by an additional 5 for each slot level above 2nd.
2 Cordon of Arrows V, S, M 1 Action 5ft. 1.5m 8 Hours
You plant four pieces of nonmagical ammunition – arrows or crossbow bolts – in the ground within range and lay magic upon them to protect an area. Until the spell ends, whenever a creature other than you comes within 30 feet of the ammunition for the first time on a turn or ends its turn there, one piece of ammunition flies up to strike it. The creature must succeed on a Dexterity saving throw or take 1d6 piercing damage. The piece of ammunition is then destroyed. The spell ends when no ammunition remains. When you cast this spell, you can designate any creatures you choose, and the spell ignores them. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the amount of ammunition that can be affected increases by two for each slot level above 2nd.

Inventory

On Hand:

Name Notes
Light Leather Armor
Backpack
Bedroll
Mess kit
Tinderbox
x10 Torches
x10 Rations (days)
Waterkin
x50 Hempen Rope (ft.)
Maps from your homeland poorly wrought
Ascension Pendant Magical item, attunable. Can be activated once per long rest if attuned to. TBD. A teal & black pendant made of crystals in shape of a flower.
Jar of berry jam
Woodcarver's Tools knife, a gouge, and a small saw
Herbalism Kit
Poisoner's Kit
x2 Lum Berries
Seeds (bags) https://drive.google.com/drive/folders/19WIGDN0exDtfpiMh1IxZ9HHkDMpyUc_K
x3 Power Dust Flasks You can attach the power dust to coat the next 10 arrows you'll shoot for +1 damage per arrow
Shock Dust Flasks
Sleep Dust Flasks
Poison Dust Flasks
Empty Flask
Flask Case One case can hold 9 flasks. You can hold 3 flasks on you without a case.
Medium-sized Quiver Can hold 40 arrows.

Images

Image credits are pending, sorry, I need to look it up again :( - please contact Para for credits!

Lore

This section contains character spoilers. DO NOT read if you are in a campaign with me.
Personality
- Comes from an authoritative political and military system with clear hierarchies, if nobody challenges him, he will try to take the lead. If he feels challenged he might try to assert his authority
- Doesn’t know anything about the stuff that has happened outside of the tribe, such as about multiple worlds
- Doesn't talk much
- Common isn’t his native tongue, he speaks a bit strange
- Is very loyal
- Is direct and honest
- Curious about new things, but also suspicious and cautious
- Nocturnal
- Sleeps outside in the sun
- His tribe is everything to him
- Hates the bugs that invaded his forest
- Has some small rituals or quirks from his home that might seem strange to other people
- Generally hates bugs
- Has almost no sense of humor / weird sense of it
- Convinced of the superiority of his own culture
Backstory
Tariko the Fomantis lived in a forest far away, called Everstone Forest (in Laloa), where he was part of a tribe of Fomantis and Lurantis, called Son'nebel. Life has been peaceful, but since a few years things have changed. More and more bug-type Pokémon infested the forest and threatened the fragile ecosystem, slowly eating up the plants and trees and harassing the Lurantis (or so they felt like). Because of this the Lurantis started becoming a warrior/hunter tribe over the years, hunting for bugs at night to reclaim the forest. In general the tribe-structure became quite authoritarian over time and this is the world Tariko grew up in. The tribe was also pretty much isolated from the rest of the world. As all of the Fomantis, Tariko was trained from his youth to become a hunter. His father trained him and soon he would become a hunter just like him.
Tariko has an older sister. One day when he was eight and she was 12, she just disappeared one day. His parents never explained why and didn’t want to talk about it, just saying that she was a disgrace for the family. Tariko didn’t really understand. One day when he was out in the woods for training on his own, he spotted a hooded figure that seemed to want his attention. He was lured into a deep part of the woods that was overgrown. The hooded mask turned out to be his sister. She thought she travelled the world outside, and told Tariko of the wonders beyond the forest. He couldn’t really believe what he was hearing, never did the thought of leaving the forest cross his mind. Over the next few months they met in secret and she told him vague stories of a world beyond. Never anything too specific, saying it would be “too dangerous”, and that she knew he had to one day find out on his own. She tought him a language she learnt from a “place far away” so that they could communicate in secret and she also told him “he would one day need it” [Jthooic]. [She told him vague stories, that basically were supposed to give him hints of where the bugs came from, and that maybe they weren’t that bad after all, and that maybe something bigger was going on? Open for (other) ideas though! - Whatever it was, he certainly didn’t connect the dots yet] One day she didn’t arrive at the usual time at their meeting place. This was the last he heard of her.
One day when he found a flyer for the GoW that the wind had somehow guided into the forest, he for the first time realized that there was a world outside the forest. The thought of going on an adventure to explore the world occupied his mind more and more. Maybe he would learn something about where and why those bugs came from? One day, he decided he wanted to join. Despite his controversial decision to leave, he is still very loyal to his tribe and generally him leaving also wasn’t a huge problem for most of the tribe, except for a couple of people (most notably his father did not speak to him ever since he made this decision). He promised he would come back one day with all the knowledge he gathered and maybe even a plan to get rid of the bug pest once and for all. Maybe he would also find out, what happened to his sister? What all those stories meant?
Bonds
Father: Ezemir: High ranking army officer
Mother: Miranir
Sister: Liraleir (“outcast”, see above) - she is a normal colored Fomantis, however due to a race genetic condition, her eyes are shiny green
Best friend / blood brother: Zaluko (Fomantis): Best friends since childhood. During one of the training missions Tariko almost got killed and Zaluko saved his life. In general it is tradition to form a kind of blood bond with people outside your family you are very close with and that you trust with all your life. He asked Zaluko if he wanted to join him, but he declined, however he seemed supportive of Tarikos mission.
Additional Information
Evolution: - Tariko is from Everstone Forest, the forest is called that because of it's rather big amount of naturally occuring Everstones.
- In his tribe nobody is allowed to elolve until they are ready for a special ritual.
- Traditionally to be able to qualify for this ritual, you had to prove an act of braveness. Practically it's almost always been granted after the first "successful hunt" a hunter does on their own; ever since those bugs arrived - you also had to pass the physical requirement (level + sunlight)
- The ritual is done once a year on the longest day of the year on top the biggest hill in the forest (in a clearing) at noon. It involves drums being played and a ceremonial dance. At the end of the ceremony the Fomantis gets their necklace removed and evolve
- Tariko caries an Everstone pendant around his neck. It is replaced with a silver necklace once a Fomantis has evolved at the ritual