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Shurbert - AI-generated fantasy Character

Shurbert

Dragonborn · Ranger · Level 1 · Outlander

Shurbert

He is a quiet and observant individual who values the silence of the woods over the noise of the tavern.
AC16
HP11/11
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 16 · HP 11 · 30 ft.
AlignmentChaotic NeutralGenderMaleAge24 years
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

  • AthleticsSTR
  • NatureINT
  • PerceptionWIS
  • StealthDEX
  • SurvivalWIS

Armor

Light armor,
Medium armor,
Shields

Weapons

Simple weapons,
Martial weapons

Tools

Pan Flute

Languages

Common,
Draconic,
Sylvan,
Goblin

Features

9 features

Always on

  • Longbow

    When Action

    Ranged weapon attack. +4 to hit, 1d8+2 piercing damage.

  • Shortsword

    When Action

    Melee weapon attack. +5 to hit, 1d6+3 piercing damage.

  • Breath Weapon (Fire)

    When Action

    You exhale fire in a 15 foot cone. Each creature in the area must make a DC 11 Dexterity saving throw, taking 2d6 fire damage on a failure, or half as much on a success.

  • Favored EnemyLevel 1

    You have significant experience studying, tracking, hunting, and even talking to a certain type of enemy. You have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them. You choose Beasts as your favored enemy and learn the Goblin 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 choose 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.

  • TraitDragonbornDraconic Ancestry (Red)
  • TraitDragonbornBreath Weapon (Fire, 15ft Cone, DC 11 Dex save, 2d6 damage)
  • TraitDragonbornDamage Resistance (Fire)
  • 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. Shurbert casts with Wisdom (spell save DC 10, to hit with spell attacks).

Gear

8 items

Weapons

  • 2×
    Shortsword
    A light, finesse martial weapon dealing 1d6 piercing damage.
  • Longbow
    A heavy two handed weapon dealing 1d8 piercing damage with a range of 150/600 feet.

Armor

  • Scale Mail
    A coat and leggings of leather covered with overlapping pieces of metal, much like the scales of a fish.

Tools

  • Staff
    A simple walking staff used for travel.

Gear

  • Quiver and Arrows
    A quiver containing 20 arrows.
  • Explorer's Pack
    Includes a backpack, bedroll, mess kit, tinderbox, 10 torches, 10 days of rations, and a waterskin.
  • Hunting Trap
    A heavy iron trap used for catching game.
  • Traveler's Clothes
    Sturdy, weather-resistant clothing for the trail.

Appearance

Shurbert stands tall with vibrant crimson scales that have grown dull and dusty from years of living in the wild. His golden eyes are sharp and constantly scanning the horizon. He wears rugged scale mail reinforced with dark leather, and he often carries a longbow draped over one shoulder and two shortswords at his hips. His movements are deliberate and predatory.

Mannerisms

He frequently tilts his head to one side as if listening to something far away, and he always sits with his back against a solid wall or tree.

Personality

He is a quiet and observant individual who values the silence of the woods over the noise of the tavern. He speaks bluntly, often comparing the complexities of civilization to the simple laws of the forest. He is deeply protective of the natural world and distrusts those who take more than they need from the earth.

Ideals

Nature. The natural world is more important than the laws of men and gods. We must protect the balance of the ecosystem.

Bonds

I am the last guardian of a hidden, sacred grove and I must ensure no surveyor or developer ever finds its location.

Flaws

I am suspicious of anyone who wears clean clothes and refuses to get their hands dirty. I often forget that not everyone can survive on berries and brook water.

Quirks

He speaks to his weapons during long watches.
He refuses to sleep on a bed, preferring the dirt.
He carries a small pouch of dried pine needles to smell when he is stressed.

Background

Shurbert was once part of a militaristic dragonborn clan that focused on conquering the surrounding territories. He found no joy in the rigid structure of his kin and eventually chose exile over obedience when the chieftain ordered the clearing of an ancient grove for a new outpost. Shurbert realized then that his loyalties lay with the land itself, rather than a bloodline or a crown. For years he has wandered the untamed reaches of the continent, serving as an unofficial guardian of the green. He has learned to read the clouds like a book and hears warnings in the shift of the wind. He often lingers on the edges of small villages, trading game and pelts for the few tools he cannot forge himself, but he never stays under a roof for more than a night. He is a hunter, a tracker, and a ghost of the timberlands, seeking to maintain the delicate balance between expanding civilizations and the wild world that preceded them.

“Shurbert realized then that his loyalties lay with the land itself, rather than a bloodline or a crown.”
From their backstory
Background
Outlander

Connections

Species

Dragonborn

Media

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