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Dentman - AI-generated fantasy Character

Dentman

Human · Ranger (Scout) · Level 1 · Sharp eyes, wild hair, travel-stained cloak, lithe body

Dentman

Dentman is a man of few words and zero patience for bureaucrats.
ACNone
HP20/20
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 0 · HP 20 · normal
AlignmentChaoticGenderMaleAge29
STR
DEX
CON
INT
WIS
CHA

Armor

Leather Armor (1 Armor)

Weapons

Longbow,
Hunter's Knife

Languages

Common

Features

13 features

Always on

  • Hack and Slash

    When When you attack an enemy in melee...

    On a 10+ deal your damage to the enemy and avoid their attack. At your option, you may choose to do +1d6 damage but expose yourself to the enemy's attack. On a 7–9, deal your damage to the enemy and the enemy makes an attack against you.

  • Volley

    When When you take aim and shoot at an enemy at range...

    On a 10+ you have a clear shot, deal your damage. On a 7–9, choose one: you have to move to get the shot placing you in danger as described by the GM, you have to take what you can get (minus 1d6 damage), or you have to take several shots (reduce your ammo by 1).

  • Defy Danger

    When When you act despite an imminent threat or suffer a calamity...

    On a 10+ you do what you set out to, the danger doesn't come to bear. On a 7–9, you stumble, hesitate, or flinch. The GM will offer you a worse outcome, hard bargain, or ugly choice.

  • Defend

    When When you stand in defense of a person, item, or location...

    On a 10+ hold 3. On a 7–9 hold 1. So long as you stand in defense, spend 1 hold to: redirect an attack to yourself, halve the attack's effect/damage, open up the attacker to an ally for +1 forward, or deal damage to the attacker equal to your level.

  • Spout Lore

    When When you consult your accumulated knowledge about something...

    On a 10+ the GM will tell you something interesting and useful about the subject relevant to your situation. On a 7–9 the GM will only tell you something interesting, it's on you to make it useful.

  • Discern Realities

    When When you closely study a situation or person...

    On a 10+ ask the GM 3 questions from the list. On a 7–9 ask 1. Take +1 forward when acting on the answers. Questions: What happened here recently? What is about to happen? What should I be on the lookout for? What here is useful or valuable to me? Who’s really in control here? What here is not what it appears to be?

  • Parley

    When When you have leverage on a GM character and manipulate them...

    Leverage is something they need or want. On a 10+ they do what you want if you first promise them something they're looking for. On a 7–9 they need some concrete assurance of your promise right now.

  • Human Ranger

    When When you make camp in a dungeon or city...

    You do not need to consume a ration. You know how to live off the land even in the most unlikely of places.

  • Hunt and Track

    When When you follow a trail of clues left by creatures...

    On a 10+ you may choose one: follow the creature's trail until there is a significant change in its direction or mode of travel, or gain a useful bit of information about your quarry. On a 7–9 you follow the trail until you find the very next sign of its presence.

  • Called Shot

    When When you attack a defenseless or surprised enemy at range...

    You can choose to deal your damage or name your target and roll+DEX. Target Head: 10+ as 7–9 plus they're stunned for a few seconds. 7–9: +1d6 damage. Target Arms: 10+ as 7–9 plus they drop anything they hold. 7–9: they take -2 damage forward. Target Legs: 10+ as 7–9 plus they're hobbled. 7–9: reduce their speed.

  • Animal Companion

    When You have a loyal animal companion...

    Companion: Scarred Wolf. Ferocity +2, Cunning +2, 1 Armor, 0 Instinct. Tags: Combat Trained, Track. It helps you. When you fight with it, add its Ferocity to your damage. When it dies, you can train a new one over a few days.

  • Command

    When When you work with your animal companion on something it's trained in...

    On a 10+ you succeed. On a 7–9 the companion succeeds but you must choose one: its Instinct comes to bear, it takes damage, or it is tired and cannot do this again until you rest.

  • Versatile SpecialistHumanHuman Rangers are as at home in the urban sprawl as the deep wild.

Spells

Spellcasting. Dentman casts with Wisdom ( to hit with spell attacks).

Gear

6 items

Weapons

  • Longbow
    Near, Far, 2 weight. A well-maintained recurve bow.
  • Hunter's Knife
    Hand, 1 weight. Used for skinning or close defense.

Armor

  • Leather Armor
    1 Armor, 1 weight. Worn protection.

Gear

  • Bundle of Arrows
    3 ammo, 1 weight. Steel-tipped shafts.
  • Adventuring Gear
    1 weight. Various tools for survival.
  • 5×
    Rations
    1 weight, 5 uses. Dried meat and hard biscuits.

Appearance

He has eyes like a hawk and dark hair that has not seen a comb in weeks. He wears a heavy leather gambeson that bears the faded marks of a royal unit patch, though the crest has been crudely cut out. He moves with a calculated stillness that suggests he is always scanning for a trap.

Mannerisms

He has a habit of sharpening his knife whenever he is bored or anxious. He speaks in short, clipped sentences and rarely makes eye contact with people he does not trust.

Personality

Dentman is a man of few words and zero patience for bureaucrats. He has a deep seated hatred for nobility and refuses to follow any order that does not make immediate sense to his own survival instincts. He trusts the wind and the wolf more than the words of any king. Despite his rough exterior, he is fiercely protective of those who have faced similar betrayal.

Ideals

Chaotic: Free someone from literal or figurative bonds.

Bonds

____ has no respect for the natural laws of the wild. ____ and I have shared blood in a desperate fight and I owe them. I will show ____ how to truly survive when the comforts of the city fail them.

Flaws

Hostile toward anyone in a position of authority. He will actively sabotage a plan if it comes from a noble or a high ranking official.

Quirks

Always sits with his back to a wall.
Whispers to his bow before taking a shot.
Refuses to sleep in a proper bed even when staying at an inn.

Background

Dentman was once a sergeant in the King's Elite Vanguard, a specialist group designed for scouting and survival. His career ended on a nameless ridge when a minor royal noble, eager for a mention in the chronicles, ordered his unit into a suicide charge across an open valley. The noble ignored Dentman's warnings of an ambush and sent fifty good men into a slaughter. Dentman was the only one who crawled back out of the mud, stained in his brothers' blood and clutching a broken bow string. That night he deserted. He cut the royal crest from his armor and fled into the wild. He realized that normalcy is a lie used by those in high towers to burn the lives of those on the ground. Now he lives on the edges of the world, aiding those the crown has forgotten while actively working to disrupt any authority that seeks to place chains on the common man. To him, the wilderness is the only place where the truth cannot be hidden by a fancy title.

“The noble ignored Dentman's warnings of an ambush and sent fifty good men into a slaughter.”
From their backstory
Background
Sharp eyes, wild hair, travel-stained cloak, lithe body

Connections

Species

Human

Media

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