Zander Califaxer
Zander Califaxer
Sheet
AC 15 · HP 12 · 30 ft.Saving throws
Skills
- Animal HandlingWIS
- AthleticsSTR
- InsightWIS
- NatureINT
- PerceptionWIS
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
6 featuresAlways on
- Favored EnemyLevel 1
You have significant experience studying, tracking, hunting, and even talking to a certain type of enemy. You have chosen Monstrosities. You have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them. You also learn the Orc language.
- Natural ExplorerLevel 1
You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. You have chosen Forest. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you’re proficient in.
- TraitHalf-ElfDarkvision (60 feet)
- Fey Ancestry (Advantage on saves vsHalf-ElfCharmed, magic cannot put you to sleep)
- TraitHalf-ElfSkill Versatility (Proficiency in Stealth and Perception)
- WandererOutlander
You have an excellent memory for maps and geography, and you can always recall the general layout 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.
Spells
Spellcasting. Zander Califaxer casts with Wisdom (spell save DC 11, to hit with spell attacks).
Gear
7 itemsWeapons
- 2×ShortswordA small, well-balanced martial blade.
- LongbowA heavy wooden bow used for long-range hunting.
Armor
- Leather ArmorLight armor made of toughened leather.
Gear
- QuiverContains 20 arrows.
- Dungeoneer's PackIncludes a backpack, crowbar, hammer, pitons, torches, tinderbox, rations, and waterskin.
- Hunting TrapA heavy iron trap for catching beasts.
- Animal TrophyA claw from a great owlbear Zander tracked.
Appearance
Zander stands lean and agile, with the sharp ears and elegant features of his elven mother paired with the rugged, broader frame of his human father. He wears deep forest-green leathers that are worn and scuffed from years in the brush. His hair is a sandy brown, usually tied back with a leather cord, and his eyes are a piercing, hawk-like green that never seems to stop scanning the horizon.
Mannerisms
Zander often squats rather than sits on chairs and frequently narrows his eyes as if looking at something miles away even when talking to someone right in front of him.
Personality
Zander is a man of few words, believing that most people talk simply to fill the silence that nature uses to speak. He is intensely observant and often identifies people by their scent or the way they walk before he bothers to learn their names. Though distant, he is deeply kind to creatures in distress.
Ideals
Greater Good. It is my duty to protect the natural cycle of life from those who would exploit or corrupt it for selfish gain.
Bonds
I carry a carved wooden figurine of an owl, given to me by my mother. It reminds me that I am always watched over by the spirits of the wood.
Flaws
I find the complex laws and social etiquettes of cities utterly baffling and often accidentally offend nobles with my bluntness.
Quirks
Background
Born on the fringes of the High Forest, Zander was the product of a brief but genuine romance between an elven glade-warden and a human fur trader. Neither community fully claimed him, so he spent his youth in the 'in-between' spaces, learning the language of the wind and the patterns of the migration. He earned his keep as a guide, leading merchant caravans through paths only he could see, avoiding the monstrosities that lurk in the deep shadows. Everything changed when a strange, weeping blight began to infect the ancient oaks of his home. Local authorities ignored the problem, viewing the forest as a mere resource. Realizing that the balance between civilization and the wild was tilting toward destruction, Zander took up his longbow and left the safety of the treeline. He now wanders the world, seeking the source of this corruption and acting as a silent sentinel for the natural places that cannot defend themselves.
“He earned his keep as a guide, leading merchant caravans through paths only he could see, avoiding the monstrosities that lurk in the deep shadows.”
- Background
- Outlander
Connections
Species
Half-Elf
Media
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