Fatimo
Fatimo
Sheet
AC 16 · HP 100 · 30 ft.Saving throws
Skills
- Animal HandlingWIS
- AthleticsSTR
- InsightWIS
- IntimidationCHA
- InvestigationINT
- NatureINT
- PerceptionWIS
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
23 featuresAlways on
- Colossus Slayer
When Once per turn when a damaged creature is hit
When he hits a creature with a weapon attack, he can deal an extra 1d8 damage once per turn if the target is below its maximum hit points.
- Extra AttackLevel 5
When On his turn when he takes the Attack action
He can attack twice when taking the Attack action.
- Volley
When When attacking multiple creatures with a ranged weapon
He can use the Attack action to make one attack against each creature within range with a weapon he is wielding.
- Whirlwind Attack
When When surrounded by foes
He can use the Attack action to make one melee attack against one creature within 5 feet of him, then a second attack against a different creature within 5 feet of the first target.
- Evasion
When When making Dexterity saving throws against effects that allow one
Area effects that require a Dexterity saving throw can be partially or completely avoided.
- Favored EnemyLevel 1
You are an expert tracker and hunter. You gain benefits against one chosen favored enemy, and you learn extra information while traveling and tracking that foe.
- Natural ExplorerLevel 1
You are highly familiar with one type of natural environment. While traveling for an hour or more in that environment, you and your group gain significant benefits to travel, navigation, stealth, foraging, and avoiding hazards.
- Fighting Style: ArcheryLevel 2
You adopt a fighting style that grants a persistent combat benefit. Fatimo has the Archery fighting style, gaining a bonus to ranged weapon attack rolls.
- SpellcastingLevel 2
You can use a limited number of spell slots to cast ranger spells you know. Wisdom is your spellcasting ability.
- Ranger ArchetypeLevel 3
At 3rd level you choose a ranger archetype. Fatimo follows the Hunter path, specializing in aggressive battlefield pressure and survival through violence.
- Primeval AwarenessLevel 3
You can sense the presence and direction of certain creature types in a wide radius, even without seeing them directly.
- Ability Score ImprovementLevel 4
When you reach 4th level, and again at 8th and 12th level, you can increase one ability score by 2 or two ability scores by 1. Fatimo has used these improvements to refine his martial edge.
- Hunter's Prey: Colossus SlayerLevel 3
You gain one of the Hunter benefits at 3rd level, which for Fatimo is Colossus Slayer. Once per turn, you deal extra damage to a creature below its maximum hit points.
- Defensive Tactics: Escape the HordeLevel 7
At 7th level, you gain Defensive Tactics. Fatimo has chosen Escape the Horde, making opportunity attacks against him harder to land.
- Land's StrideLevel 8
Starting at 8th level, moving through nonmagical difficult terrain costs you no extra movement, and you cannot become lost by nonmagical means while exploring the wilderness.
- MultiattackLevel 11
At 11th level, you gain a Hunter improvement. Fatimo has Multiattack, allowing him to choose between stronger anti-group options in battle.
- Superior Hunter's Defense: EvasionLevel 12
At 12th level, your archetype grants Superior Hunter's Defense. Fatimo has Evasion, allowing him to partially or completely avoid harm from certain area effects.
- TraitHalf-ElfDarkvision
- TraitHalf-ElfFey Ancestry
- TraitHalf-ElfSkill Versatility
- TraitHalf-ElfAbility Score Increase, +2 Charisma and +1 to two other ability scores of choice
- TraitHalf-ElfLanguages, Common, Elvish, and one extra language of choice
- Military RankSoldier
You have a military rank from your career as a soldier. Soldiers loyal to your former command recognize your authority, and common soldiers treat you as a comrade in arms. You can invoke your rank to influence other soldiers and leverage your past service when dealing with military organizations.
Spells
9 spellsSpellcasting. Fatimo 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
9 itemsWeapons
- 2×ShortswordA pair of practical blades for close combat.
- LongbowA ranged weapon favored for hunting and battlefield skirmishing.
Armor
- Scale MailSturdy medium armor providing protection without fully restricting mobility.
Gear
- Dungeoneer's PackA ranger's travel kit containing necessities for wilderness survival.
- 20×ArrowsA bundle of arrows for the longbow.
- Insignia of RankA sign of former service and formal standing among soldiers.
- Trophy from a Fallen EnemyA memento taken from a fallen enemy, carried as proof of survival.
- Common ClothesA set of worn battle dress kept from his military years.
- Belt PouchA pouch containing the starting funds from his Soldier background.
Appearance
Fatimo is a lean, hard-eyed half-elf with weathered brown skin, sharp cheekbones, and long dark hair kept in a rough warrior's braid. He carries himself like a man always half a step from violence, with old soldier scars on his forearms and a restless gaze that never stays in one place for long. His armor is practical and worn, marked by travel, blood, and the open road, and he favors a longbow slung across his back with two shortswords always within easy reach.
Mannerisms
Fatimo speaks in short, clipped sentences and often answers questions with a stare before he answers with words. He checks doors, tree lines, and rooftops automatically, even in safe places. When angered, he goes very still instead of shouting, and when he is amused he lets out a sharp breath that almost sounds like a laugh.
Personality
Defiant, blunt, and impatient with hierarchy. Fatimo respects strength, competence, and the kind of honesty that comes from surviving hard places. He is not cruel for sport, but he is quick to escalate, and he treats freedom as something that must be defended with steel if necessary.
Ideals
Freedom. No person should be owned by a banner, a rank, or a commander. If a system demands cruelty to preserve itself, the system deserves to break.
Bonds
He keeps a battered token of his old unit, not out of loyalty, but as proof that he survived the machine that tried to own him. He will not abandon another outcast, runaway, or conscript if he can help it.
Flaws
Fatimo solves too many problems with violence, and he trusts his instincts more than he trusts plans or laws. He chafes against authority so hard that he may sabotage his own side just to avoid being commanded. If a situation smells even slightly like another chain of command, he gets reckless, antagonistic, and difficult to stop.
Quirks
Background
Fatimo was raised in a system that valued obedience over judgment and discipline over mercy. As a half-elf, he was never fully one thing or the other in the eyes of the officers who shaped him, only useful when pointed at a target and expected to hold the line. He learned how to march, kill, endure, and shut up. He also learned that the same banners that promised order were held aloft by men who fed on the powerless and called it duty. He eventually stopped pretending that service meant honor. Fatimo walked away from the army, not as a deserter begging forgiveness, but as a blade cutting itself free of the hand that wielded it. Now he fights for whoever suits him, when it suits him, and against anyone who tries to place a collar on his neck. The wilderness suits him better than barracks ever did. Out there, he says, the law is simple, the prey runs honest, and no officer can tell him what freedom is supposed to cost.
“He learned how to march, kill, endure, and shut up.”
- Background
- Soldier
Connections
Species
Half-Elf
Media
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