Kertik Tassar
Kertik Tassar
Sheet
AC 13 · HP 11 · 35 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
12 featuresAlways on
- Favored EnemyLevel 1
Kertik has chosen beasts as her favored enemy. She has advantage on Wisdom (Survival) checks to track them and Intelligence checks to recall information about them. She also knows one language of her choice associated with them, Sylvan.
- Natural ExplorerLevel 1
Kertik is particularly familiar with one type of natural environment, forests. When she makes an Intelligence or Wisdom check related to this terrain, her proficiency bonus is doubled if she is using a skill in which she is proficient. While traveling for an hour or more in her favored terrain, she gains the associated exploration benefits, including difficult terrain not slowing her group, remaining alert to danger, finding twice as much food, and moving stealthily at a normal pace when traveling alone.
- Ranger TrainingLevel 1
Kertik can speak, read, and write Common, Elvish, and Sylvan.
- Ranger ProficienciesLevel 1
Kertik has learned to use light armor, medium armor, shields, simple weapons, and martial weapons.
- DarkvisionElfKertik can see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light. She cannot discern color in darkness, only shades of gray.
- Keen SensesElfKertik is proficient in the Perception skill.
- Fey AncestryElfKertik has advantage on saving throws against being charmed, and magic cannot put her to sleep.
- TranceElfKertik does not need to sleep. She meditates deeply for 4 hours to gain the same benefit that a human gains from 8 hours of sleep.
- Elf Weapon TrainingElfKertik is proficient with the longsword, shortsword, shortbow, and longbow.
- Wood ElfElfKertik's base walking speed is 35 feet. She can attempt to hide even when only lightly obscured by natural phenomena such as foliage, heavy rain, falling snow, mist, or other natural effects.
- Ability Score IncreaseElfKertik's Dexterity score increases by 2.
- WandererOutlander
Kertik has an excellent memory for maps and geography. She can recall the general layout of terrain, settlements, and natural landmarks she has seen, and can find food and fresh water for herself and up to five other people each day, provided the land offers such resources.
Gear
11 itemsWeapons
- 2×SpearA wide-bladed spear with a hooked, barbed head. One spear is kept ready for use, while the second is carried as a spare weapon.
- LongbowA longbow of dark yew, suited to forest shooting lanes.
Armor
- Leather armorMoss-green dyed leather armor, carefully maintained and reinforced for travel.
Tools
- Hunting trapA metal hunting trap with a chain and locking mechanism.
Gear
- 20×ArrowsBarbed arrows carried in a weatherproof quiver.
- Explorer's packA pack containing a bedroll, mess kit, tinderbox, torches, rations, waterskin, and rope.
- StaffA stout walking staff, useful for probing ground and marking trails.
- Trophy from an animalA preserved black-jawed pine marten skull, taken from an animal she tracked for three days during her first solo hunt.
- Traveler's clothesPlain traveler's clothes dyed in muted earth tones.
- PouchA small leather pouch containing her remaining starting coin.
Purse
- 10×Gold piecesStarting currency provided by the Outlander background.
Appearance
Kertik Tassar is a lean, long-limbed wood elf with bronzed skin, ash-grey hair, and steel-grey eyes. She keeps her hair cut to her jaw and ties one side back with strips of green-dyed hide, leaving the other side loose around her face. Her moss-green leather armor is carefully maintained despite its weathered appearance, and she carries a longbow strung with dark waxed cord, a quiver of barbed arrows, and a wide-bladed barbed spear across her back. Within moments of meeting someone, others notice that she rarely looks directly at faces. Her eyes move constantly instead, checking exits, branches, hands, shadows, and the spaces between people.
Mannerisms
Kertik pauses before entering any room or clearing, scanning the perimeter before acknowledging anyone present. When thinking, she touches the fletching of an arrow and silently counts nearby exits. She rarely sits with her back exposed, even among friends.
Personality
Kertik is observant, dryly humorous, and fiercely self-directed. She speaks in short, practical sentences and dislikes explaining decisions she has already made. She is more comfortable with animals than nobles, and more trusting of a stranger who admits fear than one who performs confidence. Beneath her prickly independence is a quiet instinct to protect the lost, especially those who remind her of herself.
Ideals
Freedom. No path, oath, or ruler should be allowed to claim a person's entire life. The wild survives because it refuses to remain in one shape.
Bonds
The emerald enclave that raised her is one of the few places Kertik considers truly hers. She will return to defend it if threatened, even if doing so means abandoning wealth, safety, or a promising trail.
Flaws
Kertik treats requests for permission as attempts at ownership. She is quick to abandon allies who become controlling, and she sometimes mistakes needless cruelty for honest independence.
Quirks
Background
Kertik Tassar was born beneath the ancient boughs of a secluded wood elf enclave in the deep forests of Faerun. Her people taught her the old paths, the language of birds, and the patience required to watch a trail without disturbing it. She never took easily to the enclave's quiet traditions. Where others saw sacred stillness, Kertik saw hidden routes, animal tracks, and borders that could be crossed. She began ranging beyond the settled groves, first as a hunter and guide, then as a scout for travelers who had no business being alive in the forest but paid well enough to try. Her years beyond the enclave made her useful and unwelcome in equal measure. Kertik learned to sleep beneath rain-soaked roots, read weather from the flight of crows, and barter with isolated villages without becoming tied to them. She considers civilization a temporary arrangement, useful when it provides iron, salt, or information, and irritating when it demands obedience. Now she wanders the forests and wild roads of Faerun, following rumors of poachers, ruined shrines, and unnatural tracks. She is not devoted to law, mercy, or any particular lord. She simply protects the places she has chosen to call hers, and decides for herself who has earned the right to pass through them.
“Her people taught her the old paths, the language of birds, and the patience required to watch a trail without disturbing it.”
- Background
- Outlander
Connections
Species
Elf
Media
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