Mirodan Vašek
Mirodan Vašek
Sheet
AC 16 · HP 12 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- ArcanaINT
- AthleticsSTR
- DeceptionSTR
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
9 featuresAlways on
- Favored Enemy: Goblins
When When tracking or recalling information about goblins
His trained hunting instincts grant him advantage on Wisdom (Survival) checks to track goblins and Intelligence checks to recall information about them.
- Forest Wayfinder
When While traveling for an hour or more through forests
In forest terrain, he can guide companions efficiently, forage exceptionally well, and prevent the group from becoming lost except by magical means.
- Favored EnemyLevel 1
Choose one type of favored enemy. He has advantage on Wisdom (Survival) checks to track goblins and Intelligence checks to recall information about them. He also learns one language of his choice, Goblin.
- Natural ExplorerLevel 1
He is particularly familiar with forest terrain. When traveling for an hour or more through forests, difficult terrain does not slow his group, his group cannot become lost except by magical means, he remains alert to danger while traveling alone, and he can move stealthily at a normal pace when traveling alone. When foraging, he finds twice as much food as normal, and while tracking other creatures he learns their exact number, sizes, and how long ago they passed.
- DarkvisionHalf-ElfHe can see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light, though he cannot see color in darkness.
- Fey AncestryHalf-ElfHe has advantage on saving throws against being charmed, and magic cannot put him to sleep.
- Skill VersatilityHalf-ElfHe is proficient in two skills of his choice, Sleight of Hand and Stealth.
- LanguagesHalf-ElfHe can speak, read, and write Common and Elvish, and learns one additional language, Goblin.
- WandererOutlander
He has an excellent memory for maps and geography, and can find food and fresh water for himself and up to five other people each day, provided the land offers such resources.
Gear
11 itemsWeapons
- 2×ShortswordLight martial melee weapons used for close combat.
- LongbowA martial ranged weapon with a normal range of 150 feet and a long range of 600 feet.
- QuarterstaffA simple wooden staff useful for testing ground, crossing streams, and defending against animals.
Armor
- Scale mailMedium armor made of overlapping metal scales. Armor Class 14 + Dexterity modifier, maximum +2. Wearing it imposes disadvantage on Dexterity (Stealth) checks.
Gear
- 20×ArrowsAmmunition for the longbow.
- Dungeoneer's packA pack containing a backpack, a bedroll, a mess kit, a tinderbox, ten torches, ten days of rations, and a waterskin. The pack also has 50 feet of hempen rope tied to its side.
- Hunting trapA metal trap that snaps shut when a creature steps on its pressure plate.
- Trophy from a slain animalA token taken from a dangerous creature he defeated in the wild, a goblin finger bone wrapped in red thread.
- Traveler's clothesPlain travel clothing, repeatedly patched but kept clean and serviceable.
- Wooden whistleA small whistle carved from pale wood.
Purse
- 10×Gold piecesCoin pouch containing starting funds.
Appearance
A broad-shouldered half-elf with sun-browned skin, dark auburn hair tied loosely at the nape, and green-gray eyes that rarely stop measuring the land around him. His slightly prominent canine teeth show whenever he laughs or eats, giving his easy grin a foxlike edge. He wears well-fitted scale mail beneath a weather-faded green cloak, with careful repairs at the elbows and hem. His bow is polished and lovingly maintained, while nearly every other possession bears the honest wear of travel. He favors a belt pouch tied with bright blue thread, the only decorative touch in an otherwise practical outfit.
Mannerisms
He studies exits, tree lines, and boot soles during every conversation. Before making a difficult decision, he presses his tongue briefly against one canine tooth. He speaks quietly in settled places and becomes more animated when describing weather, tracks, or unfamiliar birds.
Personality
Mirodan is observant, patient, and unexpectedly warm once he decides someone is honest. He prefers practical kindness to grand speeches, such as repairing a stranger's boot or leaving a marked trail for the next traveler. He enjoys dry jokes, dislikes crowded inns, and has a habit of treating every animal as though it has a perfectly reasonable opinion.
Ideals
Freedom. No road, ruler, or tradition is worth preserving if it exists only to trap people who have no power to resist it.
Bonds
He carries a small wooden whistle carved by his father, and will risk himself to protect any traveler, child, or refugee abandoned beyond the reach of settled law.
Flaws
He is quick to distrust authority and even quicker to disobey it when he believes someone vulnerable is being treated unfairly. He also tends to vanish into the wilderness rather than admit that he is frightened, grieving, or simply out of his depth.
Quirks
Background
Mirodan Vašek was raised between two kinds of welcome. His elven mother belonged to a woodland caravan that moved between remote villages, while his human father served as a trail guide and hunter along the old border roads. Neither community treated him as entirely their own, but the forests did. He learned to read bent grass, broken twigs, bird alarms, and the subtle difference between a traveler who was lost and one who was hiding something. By adolescence, he could lead a family through three days of wilderness without once touching a marked road. When a band of goblin raiders began preying on isolated settlements, Mirodan joined the village militia and discovered that courage alone was not enough. He tracked the raiders through flooded pine country, freed captives from a ruined watchtower, and lost several friends when the militia pursued too far without understanding the terrain. Since then, he has traveled as a scout and guide, taking work wherever roads end and ordinary law becomes uncertain. He wants to make the wild safer for people who have nowhere else to go, but he refuses to become the kind of soldier who mistakes obedience for justice.
“Neither community treated him as entirely their own, but the forests did.”
- Background
- Outlander
Connections
Species
Half-Elf
Media
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