Cairbre Gresk
Cairbre Gresk
Sheet
AC 13 · HP 9 · 30 ft.Saving throws
Skills
- AcrobaticsSTR
- Animal HandlingSTR
- ArcanaSTR
- AthleticsSTR
- DeceptionSTR
- HistorySTR
- InsightSTR
- IntimidationSTR
- InvestigationSTR
- MedicineSTR
- NatureSTR
- PerceptionSTR
- PerformanceSTR
- PersuasionSTR
- ReligionSTR
- Sleight of HandSTR
- StealthSTR
- SurvivalSTR
Armor
Weapons
Tools
Languages
Features
8 featuresAlways on
- Favored EnemyLevel 1
You have significant experience studying, tracking, hunting, and even talking to a certain type of enemy. Choose one type of favored enemy. You have advantage on Wisdom (Survival) checks to track your favored enemies and on Intelligence checks to recall information about them. Favored enemy: humanoids, specifically bandits and raiders.
- Natural ExplorerLevel 1
You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. Choose one type of favored terrain. In favored terrain, difficult terrain does not slow your group's travel, your group cannot become lost except by magical means, you remain alert to danger while traveling alone, you can move stealthily at a normal pace when traveling alone, you find twice as much food while foraging, and while tracking other creatures you learn their exact number, sizes, and how long ago they passed. Favored terrain: mountains.
- DarkvisionElfYou can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You cannot discern color in darkness, only shades of gray.
- Keen SensesElfYou have proficiency in the Perception skill.
- Fey AncestryElfYou have advantage on saving throws against being charmed, and magic cannot put you to sleep.
- TranceElfElves do not need to sleep. Instead, they meditate deeply for 4 hours each day, retaining consciousness during the meditation.
- Ability Score IncreaseElfYour Dexterity score increases by 2.
- WandererOutlander
He has an excellent memory for maps and geography, and can always recall the general layout of terrain, settlements, and natural landmarks he has seen. He can find food and fresh water for himself and up to five other people each day, provided the land offers berries, small game, water, or similar resources.
Spells
Spellcasting. Cairbre Gresk casts with Wisdom (spell save DC 7, to hit with spell attacks).
Gear
11 itemsWeapons
- 2×ShortswordLight, curved blades suitable for close combat. Each deals 1d6 piercing damage and has the finesse and light properties.
- LongbowA martial ranged weapon that deals 1d8 piercing damage and has the ammunition, heavy, and two-handed properties.
- StaffA stout wooden staff used for walking, defense, and marking trails.
Armor
- Scale mailMedium armor made from overlapping metal scales. The armor limits Dexterity bonus to AC to a maximum of +2.
Gear
- Dungeoneer's packA pack containing essential adventuring supplies, including a bedroll, mess kit, tinderbox, torches, rations, waterskin, and rope.
- 20×ArrowsAmmunition for the longbow.
- Hunting trapA mechanical trap used to catch small or medium creatures.
- Trophy from an animalA preserved claw from a pale mountain lynx, taken after Cairbre survived its attack.
- Traveler's clothesPlain, durable clothing suited to long travel.
- Belt pouchA small leather pouch containing his remaining starting coin.
Purse
- 10×Gold piecesStarting currency from the Outlander background.
Appearance
A lean, long-limbed male elf with weather-browned skin, slate-gray eyes, and dark auburn hair worn in a rough braid bound with strips of green hide. His pointed ears are nicked from old accidents, and a pale scar crosses his left cheek. He wears patched scale mail beneath a moss-colored cloak, with a weathered longbow and two shortswords kept close at hand.
Mannerisms
He studies the ground while people speak, answers questions after a deliberate pause, and keeps one hand near his bowstring whenever someone mentions official business. When entering unfamiliar country, he quietly names three landmarks under his breath.
Personality
Quietly observant and dryly humorous, Cairbre speaks little until he has measured the people around him. He is patient with animals, children, and the frightened, but abrupt with bullies and officials. He prefers practical kindness to grand promises, and he is more comfortable sharing a watch in silence than making conversation around a fire.
Ideals
Freedom. No road, border, lord, or law has the right to decide where a person may belong. The wild is dangerous, but at least it does not pretend its chains are kindness.
Bonds
He carries his missing sister Nessa's broken bowstring and will abandon a profitable contract to investigate credible news of her whereabouts.
Flaws
He assumes every unexplained disappearance is connected to his sister and can become reckless when pursuing even the weakest lead. He also distrusts formal authority so instinctively that he may sabotage a good plan simply because a magistrate, captain, or noble proposed it.
Quirks
Background
Cairbre Gresk was born among an isolated woodland elven community that treated the surrounding forest as both homeland and teacher. He learned early to read bent grass, broken twigs, bird alarms, and the changing smell of rain. His closest companion was his older sister, Nessa, who vanished while guiding refugees through a mountain pass during a winter storm. Cairbre found only her snapped bowstring and a line of footprints swallowed by snow. The elders called it an accident. He never believed them. Since then, Cairbre has lived as a road-walker, scout, and reluctant guide. He has crossed high moors, deep forests, and abandoned borderlands, earning his meals by trapping game and escorting travelers through places where roads have failed. He carries Nessa's bowstring wrapped around his wrist and searches for any sign that she survived. His wandering has also made him fiercely protective of strangers who are lost, hunted, or dismissed as inconvenient. He has little patience for laws that serve only the powerful, but he will risk himself without hesitation to put a frightened traveler back on a safe path.
“He learned early to read bent grass, broken twigs, bird alarms, and the changing smell of rain.”
- Background
- Outlander
Connections
Species
Elf
Media
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