Hunter Harme

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Harme

SKILLS STRENGTH
CHARACTER NAME PROF. EXP. MOD. SKILL (ABILITY SCORE)

Sanity (SAN) = 13 (+1) +2


Acrobatics ( DEX )
17
PRONOUNS +1
Animal Handling ( WIS )
Monster Hunter
Arcana ( INT )
+4

CLASSES & LEVELS +3


Athletics ( STR )
Human AR: -5_EC: 12 ◆ +7

SPECIES/ANCESTRY/LINEAGE Deception ( CHA )


+1

Outlander: Beast Hunter 8


History ( INT )
+4
DEXTERITY
BACKGROUND
Insight ( WIS )
+1
15
Intimidation ( CHA )
+1
SPEEDS
CURRENT MAXIMUM
63 TEMP
◆ +8
Investigation ( INT )
TEMP 18 30ft

Walking ◆ +5
Medicine ( WIS )
LI HP AC
+2
HD FE INSP.
H

0ft
Nature ( INT )
AT

◆ +8
DE

Flying
+4 +7 SAVING THROWS 15ft
+1
Perception ( WIS )
PROF. ADV. DIS. MOD. SAVE
Climbing
+1
Performance ( CHA ) CONSTITUTION
PROF. INITIATIVE +3 Strength
BONUS

RESISTANCES
● +6
+2
Dexterity
Constitution Swimming
15ft +1
Persuasion ( CHA ) 16
VUL. RES. IMM. TYPE
● +8 Intelligence 0ft
+4
Religion ( INT )
Acid +1 Wisdom
Bludgeoning Burrowing
+2
Sleight of Hand ( DEX )
+1 Charisma
Cold
Fire SENSES PASSIVES
+2
Stealth ( DEX ) +3
Force RANGE SENSE
Perception ◆ +5
Survival ( WIS )
Lightning Blindsight
Necrotic Darkvision Investigation TOOLS/OTHER SKILLS
Piercing Tremorsense PROF. EXP. MOD. SKILL (ABILITY SCORE)
INTELLIGENCE
Poison Truesense Insight
Psychic ◆ +4 Herbalism Kit
18
Radiant NAVIGATION
Slashing Features Equipment Roleplay

Thunder Spells Look Up

Blinded Frightened Paralyzed Restrained +4


Charmed Grappled Petrified Stunned
Deafened Incapacitated Poisoned Unconscious
Exhaustion Invisible Prone Concentrating

WISDOM

WEAPON & SPELL ATTACKS


NAME HIT DAMAGE DETAILS ARMOR 13
+6
PROF. AC BONUS TYPE
Dancing Sword 1d8 + 3 Longsword Versatile (1d10 + 7)

Longsword +6 1d8(1d10)+ 3 Versitile ◆ Light Armor

Light Crossbow/20 2d6 80/320, two handed, reload, aquatic ◆ Medium Armor +1
◆ Heavy Armor

◆ Shields
CHARISMA
WEAPONS LANGUAGES
PROF. TYPE Common
12
◆ Simple

◆ Martial

Improvised +1
Unarmed
obviousmimic.com
FEATURES & TRAITS

FEATURE/TRAIT NAME USES ACTION FEATURE/TRAIT NAME USES ACTION FEATURE/TRAIT NAME USES ACTION

BONUS BONUS BONUS

SR LR REACTION SR LR REACTION SR LR REACTION

FEATURE/TRAIT NAME USES ACTION FEATURE/TRAIT NAME USES ACTION FEATURE/TRAIT NAME USES ACTION

BONUS BONUS BONUS

SR LR REACTION SR LR REACTION SR LR REACTION

Track Quary: Studied Response: True Grit:


Upon spending an hour examining your surroundings, and When an enemy you can see within 60 feet of you makes Adv on saving throws agains being frightened. Immune to being
succeeding on a medium DC Wisdom (Survival) check, you can track a weapon attack, you can use your reaction before the frightened by monsters in your grimoire.Additionally, after you
the movements of creatures that have passed through the area. You attack roll to make a weapon attack against that creature. damage a creature with a melee weapon attack using your reaction,
can ascertain the exact time and direction a creature went, if you are you can then choose a frightened creature within 60 feet that can see
familiar with the type of creature. Close Quarters: you (including yourself). That creature is no longer frightened.
When you hit with a melee weapon attack using your
Beast Hunters’ Lodge: reaction, you deal an extra 1d6 damage to the target. The Alert:
You know where to find a Beast Hunters’ Lodge that you can use in target then has DisAdv on their next weapon attack roll Can’t be surprised while conscious, and other creatures don’t gain
the wilderness to rest and escape danger. made this turn. Adv on attacks against you as a result of being unseen by you.

You have a lead as to the location of the lair of a powerful and Expert Strike:
dangerous creature. Such is your learning in the weaknesses of monsters that
you know exactly where to strike to inflict the most
Venarator: damage. Whenever you make a weapon attack you can
A team of experienced hunters who assist you in large hunts and add your intelligence modifier to both the attack and the
handle smaller jobs you assign to them. damage roll.

Access to the Beast Hunters’ Lodge’s library, which contains all Enduring Survivalist:
known weaknesses of beasts and monsters. You have learned how to survive on very little sleep or
nourishment. You can go without food or sleep for twice
Dueling: the amount of time than normal before automatically
When you are wielding a melee weapon in one hand and no other gaining a level of Exhaustion.
weapons, you gain a +2 bonus to damage rolls with that weapon.
Cook: You have mastered a variety of special recipes,
Improved Monster Grimoire: allowing you to prepare exotic and special dishes with
You add your proficiency bonus to any INT & WIS ability checks you useful effects. You gain the following benefits:
make that relate to the monster types in your grimoire. • You gain proficiency with cook's utensils. If you are
Dragons, Beasts, Undead, already proficient with them, you add double your prof.
bonus to checks you make with them.
• During a short rest, you can prepare a tasty meal
provided you have access to your cook's utensils and
sufficient food. You and up to 5 creatures of your choice
regain 2 extra HP per Hit Die spent during this rest.

EQUIPMENT
NAME QTY WEIGHT DETAILS NAME QTY WEIGHT DETAILS

Helm of Languages 1 2 lb Cast comprehend languages at will

Shortsword 1 2 lb

Announcement stn 1 0.5 lb 6 miles range. used to make announcement

Iron Flask DMG 178 1 0.5 lb DC 17 WIS save or be trapped inside flask.

Common Clothes 1 old and well worn

Tinder Box 1 10 uses

Torch 10 20 ft. bright light, 20 ft. dim light

hatchet 1

Herbalism Kit 1

Net 1

Hunting trap 1
CURRENCY
30 ft. rope 1
26 52 70 10
Pouch of Bait 1 10 uses.
COPPER SILVER ELECTRUM GOLD PLATINUM MIMICS

ATTUNED
NAME QTY WEIGHT DETAILS

Belt of STR, F giant 1 1 lb Makes STR stat 25

Cloak of Protection 1 1 lb +1 to AC and saving throws

WEIGHT CARRIED CARRYING CAPACITY PUSH/DRAG/LIFT Dancing Sword 1 3 lb Flies 30ft from me and attacks

0 150.00 300.00
CHARACTER APPEARANCE CHARACTER BACKSTORY
With a tattered grey cloak of protection over his dark plate armor of invulnerability, Harme Harme has been a Hunter for so long and survived so much that not many people care to ask
stands an imposing 6’7 feet tall. Always wearing his helm, very few have seen his face and him about his past anymore. He’s made it clear that he doesn’t talk about it anymore. Since
most of them are no longer amongst the living. people didn’t care for his sob story when he was a nobody, he doesn’t feel the need to share
now that he is one of the most feared killers in all the land.
Harme does not hide what he is. He walks into places letting people know exactly what he is
there for. The people that have worked with Harme have said that he is a very angry individual, but that
he doesn’t let the rage he has control him, which has made for some spectacularly gruesome
acts of violence to people he deems worthy of his time and energy.

Harme has tangled with the worst the land has to offer, and well… He’s still here, and they
aren’t.

The one thing that you should know about Hunter Harme if you cross his path is that he is
dedicated to bringing about death and judgement to those deserving, so you better watch
yourself.

ACQUAINTANCES & FRIENDS & FOES

The Hunt: Killers that root out evil and destroy it.

GOALS
I face problems head.on. A simple, direclt solution is
the best path to success.

WRITE THAT DOWN

Languages: Lower Bürach, Draconic, Sylvan,

IDEALS
I do what I must

BONDS
Evil will be snuffed out wherever it hides.

FLAWS

I obey the law, even if the law causes misery.


= PB + + 8 + PB = = PB + + 8 + PB =

SPELL ATTACK MOD CASTING ABILITY MOD SPELL SAVE DC SPELL ATTACK MOD CASTING ABILITY MOD SPELL SAVE DC

CANTRIPS 4TH LEVEL SLOTS


NAME RANGE SAVE/ATTACK TIME CONC. DURATION COMPONENTS
PREP NAME RANGE SAVE/ATTACK TIME CONC. DURATION COMPONENTS

5TH LEVEL SLOTS

PREP NAME RANGE SAVE/ATTACK TIME CONC. DURATION COMPONENTS

1ST LEVEL SLOTS

PREP NAME RANGE SAVE/ATTACK TIME CONC. DURATION COMPONENTS

Comprehend 6s 1 hour
✔ Languages

6TH LEVEL SLOTS

PREP NAME RANGE SAVE/ATTACK TIME CONC. DURATION COMPONENTS

2ND LEVEL SLOTS

PREP NAME RANGE SAVE/ATTACK TIME CONC. DURATION COMPONENTS

7TH LEVEL SLOTS

PREP NAME RANGE SAVE/ATTACK TIME CONC. DURATION COMPONENTS

8TH LEVEL SLOTS

3RD LEVEL SLOTS PREP NAME RANGE SAVE/ATTACK TIME CONC. DURATION COMPONENTS

PREP NAME RANGE SAVE/ATTACK TIME CONC. DURATION COMPONENTS

9TH LEVEL SLOTS

PREP NAME RANGE SAVE/ATTACK TIME CONC. DURATION COMPONENTS

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