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Torgar Axeblade - AI-generated fantasy Character

Torgar Axeblade

Kenku · Ranger (Hunter) · Level 11 · Urchin

Torgar Axeblade

Patient and observant, Torgar is more comfortable listening from the edge of a room than taking its center.
AC16
HP59/59
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 16 · HP 59 · 30 ft.
AlignmentChaotic NeutralGenderMaleAge32
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

  • AcrobaticsDEX
  • Animal HandlingWIS
  • ArcanaINT
  • AthleticsSTR
  • DeceptionCHA
  • HistoryINT
  • InsightWIS
  • IntimidationCHA
  • InvestigationINT
  • MedicineWIS
  • NatureINT
  • PerceptionWIS
  • PerformanceCHA
  • PersuasionCHA
  • ReligionINT
  • Sleight of HandDEX
  • StealthDEX
  • SurvivalWIS

Armor

Light armor,
Medium armor,
Shields

Weapons

Simple weapons,
Martial weapons

Tools

Disguise kit,
Thieves' tools

Languages

Common,
Auran,
Orc

Features

18 features

Action

  • Primeval AwarenessLevel 3

    You can use an action and expend a ranger spell slot to focus your awareness on the region around you. For 1 minute per spell slot level, you can sense whether favored enemies are present within 1 mile, or within up to 6 miles in your favored terrain. This does not reveal their number or location.

  • Extra AttackLevel 5

    You can attack twice, instead of once, whenever you take the Attack action on your turn.

  • Hide in Plain SightLevel 10

    Choose one ranger feature option at level 10. As an action, you can camouflage yourself by spending 1 minute creating natural camouflage while you remain against a surface. You gain a +10 bonus to Dexterity (Stealth) checks while motionless and have not moved or taken an action.

  • Multiattack: VolleyLevel 11

    Choose one Multiattack option. When you make a ranged attack on your turn, you can use your action to make a ranged attack against any number of creatures within 10 feet of a point you can see within your weapon's range. You need ammunition for each target, and make a separate attack roll for each.

Always on

  • Favored EnemyLevel 1

    Choose one favored enemy category. You have advantage on Wisdom (Survival) checks to track your favored enemies and on Intelligence checks to recall information about them. You also learn one language of your choice spoken by them. Chosen: humanoids, orcs and goblinoids.

  • Natural ExplorerLevel 1

    Choose one favored terrain. In that terrain, difficult terrain does not slow your group's travel, your group cannot become lost except by magic, and you gain benefits to tracking, foraging, and remaining alert. Chosen: urban terrain.

  • Fighting Style: ArcheryLevel 2

    You adopt the Archery fighting style, gaining a +2 bonus to attack rolls you make with ranged weapons.

  • SpellcastingLevel 2

    You can cast ranger spells using Wisdom. You know seven ranger spells and have four 1st-level, three 2nd-level, and three 3rd-level spell slots.

  • Hunter's Prey: Colossus SlayerLevel 3

    Choose one Hunter's Prey option. Once per turn, when you hit a creature with a weapon attack, it takes an extra 1d8 damage if it is below its hit point maximum.

  • Land's StrideLevel 8

    Moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed or taking damage from their thorns, spines, or similar hazards, and have advantage on saving throws against plants that are magically created or manipulated to impede movement.

  • Defensive Tactics: Multiattack DefenseLevel 7

    Choose one defensive tactic. When a creature hits you with an attack, you gain a +4 bonus to AC against all subsequent attacks made by that creature for the rest of the turn.

  • Ability Score ImprovementLevel 4

    At ranger levels 4 and 8, increase one ability score by 2 or two scores by 1, or take a feat. Torgar increased Dexterity by 2 at each level.

  • Ability Score ImprovementLevel 8

    At ranger level 8, increase one ability score by 2 or two scores by 1, or take a feat. Torgar increased Dexterity by 2.

  • Expert ForgeryKenkuYou can duplicate other creatures' handwriting and craftwork. You have advantage on ability checks made to produce forgeries or duplicates.
  • Kenku TrainingKenkuYou are proficient in two of the following skills: Acrobatics, Deception, Stealth, and Sleight of Hand. Chosen: Acrobatics and Sleight of Hand.
  • MimicryKenkuYou can mimic sounds you have heard, including voices. A listener can discern that the sound is an imitation with a successful Wisdom (Insight) check contested by your Charisma (Deception).
  • LanguagesKenkuYou can read and write Common and Auran, but cannot speak except through Mimicry.
  • City SecretsUrchin

    You know the secret patterns and signs used in cities to pass messages, find safe houses, and identify places where the poor can get help. You can move through a city quickly when you are not in combat, provided you are not leading others.

Spells

7 spells

Spellcasting. Torgar Axeblade casts with Wisdom (spell save DC 13, to hit with spell attacks).

1st level (4 slots): , ,

2nd level (3 slots): ,

3rd level (3 slots): ,

Gear

10 items

Weapons

  • Longbow
    A longbow suitable for hunting at range.
  • 2×
    Two shortswords
    A simple melee weapon for close quarters.
  • Dagger
    A small knife useful for cutting cord, preparing food, or defense.

Armor

  • Scale mail
    Medium armor, AC 14 + Dexterity modifier up to +2.

Tools

  • Disguise kit
    A compact kit for disguising oneself or altering a face's appearance.
  • Thieves' tools
    Tools for picking locks and disabling simple traps.

Gear

  • 20×
    Arrows
    Arrows carried in a quiver.
  • Explorer's pack
    A practical traveler's pack with bedroll, mess kit, tinderbox, ten torches, ten days of rations, and a waterskin.
  • Common clothes and hooded cloak
    A hooded cloak, worn and patched, with an inner pocket for small necessities.
  • Brass arrowhead on a cord
    A small keepsake from home, polished smooth at the rim by his thumb.

Appearance

A broad-shouldered male kenku with soot-dark feathers, a pale band of down at his throat, and a bow that looks almost too large for his rangy frame. His voice is a patchwork of borrowed phrases, bird calls, and copied human tones, usually delivered with a dry, level calm. When rattled, his breath comes in quick, airy clicks before he can find a voice to match it. He keeps a small brass arrowhead on a cord, its rim polished smooth from years of worrying it with his thumb.

Mannerisms

He often answers in a voice he has heard before, choosing the sound that seems most useful rather than the one that feels most natural. Before a difficult shot, he takes one slow breath and taps the brass arrowhead twice.

Personality

Patient and observant, Torgar is more comfortable listening from the edge of a room than taking its center. He is proud of his aim and quick to laugh at a well-earned boast, but his easy manner stiffens when someone calls his work cowardly or weak.

Ideals

Strength is what you can do for others when nobody is keeping score. He respects grit in any form, even when it does not look like his family's.

Bonds

He keeps his family's worn brass arrowhead close and sends home practical gifts whenever he can. He wants his kin to recognize his skill as a different kind of strength, not a lesser one.

Flaws

He treats doubt as an insult and will take a needless risk rather than admit he is outmatched. He also hides worry behind borrowed voices, so people may not realize he needs help until too late.

Quirks

Collects short phrases from strangers and repeats them later in their exact cadence.
Counts his arrows by touch whenever he is anxious.
Can mimic a kettle's first whistle so accurately that nearby cooks often turn around.

Background

Torgar was born into a household that measured affection in practical tests: who could carry the heaviest load, keep marching longest, or bring home supper after a hard day. His barbarian kin were not cruel, but their strength was loud and easy to recognize. Torgar's own strength arrived quietly. He watched, waited, and learned to put an arrow through a hanging fruit before anyone else noticed he had drawn. They praised the shot, then asked when he would learn to fight properly. He took that question as a challenge he could spend a lifetime answering. He left home for the city with a bow, a few copied phrases from his family, and little idea how to earn a meal. The alleys taught him to move unseen, read a room, and make a pursuer hear a friend's voice from the wrong doorway. He became an urchin by necessity and a ranger by patient practice, learning trails in the crowded streets as carefully as he learned tracks beyond them. Now he travels as a hunter and scout, measuring his worth by what he can protect and provide. He still sends home small proofs of his work, fletched arrows, useful maps, and stories told in the voices of people who were there.

“His barbarian kin were not cruel, but their strength was loud and easy to recognize.”
From their backstory
Background
Urchin

Connections

Species

Kenku

Media

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