<div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Tommel Wolf-Friend, Male Stout Halfling Ranger</div><div class="spoiler_body"><div class="floatright">(https://i.pinimg.com/564x/a5/ba/02/a5ba02da0662dc2bc9594165f7af517e.jpg)</div><div class="floatright"><table class="bbc_table"><tbody><tr><td><span class="bbc_size" style="font-size: 14pt;"><span class="bbc_size" style="font-size: 14pt;"><strong>Alignment:</strong> Neutral </span><br/><span class="bbc_size" style="font-size: 14pt;"><strong>Hit Points:</strong> 12</span><br/><span class="bbc_size" style="font-size: 14pt;"><strong>Armor Class:</strong> 14</span><br/><span class="bbc_size" style="font-size: 14pt;"><strong>Speed:</strong> 25</span><br/><span class="bbc_size" style="font-size: 14pt;"><strong>Initiative Bonus:</strong> +3</span><br/></span></td></tr></tbody></table></div><div class="floatleft">(https://i.pinimg.com/originals/dd/8a/6a/dd8a6a07373ba7500867e7a8a47ddccd.jpg)</div>   Tommel was, in fact, raised by wolves. Where he came from before that, he couldn't tell you, nor could he explain what struck the lupines to care for a baby halfling. Regardless, he's grateful and sees them as his family. His reintroduction to "civilization" was haphazard at best, and while he regards the beasts as his "true" people, he understands that taking up the two-legs way is the best way to protect those he loves.<br/><br/><span class="bbc_size" style="font-size: 14pt;">Proficiencies</span><br/><strong>Saving Throws:</strong> Strength, Dexterity<br/><strong>Skills:</strong> Animal Handling, Athletics, Nature, perception, Survival<br/><strong>Armor:</strong> Light and medium armor, shields<br/><strong>Weapons:</strong> All weapons<br/><strong>Tools:</strong> Bullroarer<br/><strong>Languages:</strong> common, Halfling, Goblin<br/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Equipment</div><div class="spoiler_body">Leather armor, two short swords, a shortbow w/20 arrows, a staff, a hunting trap, a trophy from an animal you killed, a set of traveler’s clothes, a belt pouch containing 10 gp, and an explorer's pack (contains a backpack, a bedroll, a mess kit, a tinderbox, 10 torches, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it.)</div></div><br/><br/><strong>Race:</strong> Stout Halfling<br/>   The comforts of home are the goals of most halflings’ lives: a place to settle in peace and quiet, far from marauding monsters and clashing armies; a blazing fire and a generous meal; fine drink and fine conversation. Though some halflings live out their days in remote agricultural communities, others form nomadic bands that travel constantly, lured by the open road and the wide horizon to discover the wonders of new lands and peoples. But even these wanderers love peace, food, hearth, and home, though home might be a wagon jostling along a dirt road or a raft floating downriver.<br/>   Halflings are an affable and cheerful people. They cherish the bonds of family and friendship as well as the comforts of hearth and home, harboring few dreams of gold or glory. Even adventurers among them usually venture into the world for reasons of community, friendship, wanderlust, or curiosity. They love discovering new things, even simple things, such as an exotic food or an unfamiliar style of clothing. Halflings work readily with others, and they are loyal to their friends, whether halfling or otherwise. They can display remarkable ferocity when their friends, families, or communities are threatened.<br/>   As a stout halfling, you’re hardier than average and have some resistance to poison. Some say that stouts have dwarven blood.<br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Lucky</div><div class="spoiler_body">When you roll a 1 on the d20 for an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.</div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Brave</div><div class="spoiler_body">You have advantage on saving throws against being frightened.</div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Halfling Nimbleness</div><div class="spoiler_body">You can move through the space of any creature that is of a size larger than yours.</div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Stout Resilience</div><div class="spoiler_body">You have advantage on saving throws against poison, and you have resistance against poison damage <strong>(If you would take poison damage, instead reduce it by half)</strong></div></div>.<br/><br/><br/><strong>Class:</strong> Ranger<br/>   Far from the bustle of cities and towns, past the hedges that shelter the most distant farms from the terrors of the wild, amid the dense-packed trees of trackless forests and across wide and empty plains, rangers keep their unending watch. Warriors of the wilderness, rangers specialize in hunting the monsters that threaten the edges of civilization—humanoid raiders, rampaging beasts and monstrosities, terrible giants, and deadly dragons. They learn to track their quarry as a predator does, moving stealthily through the wilds and hiding themselves in brush and rubble. Rangers focus their combat training on techniques that are particularly useful against their specific favored foes.<br/>   Thanks to their familiarity with the wilds, rangers acquire the ability to cast spells that harness nature’s power, much as a druid does. Their spells, like their combat abilities, emphasize speed, stealth, and the hunt. A ranger’s talents and abilities are honed with deadly focus on the grim task of protecting the borderlands.<br/>   This fierce independence makes rangers well suited to adventuring, since they are accustomed to life far from the comforts of a dry bed and a hot bath. Faced with city-bred adventurers who grouse and whine about the hardships of the wild, rangers respond with some mixture of amusement, frustration, and compassion. But they quickly learn that other adventurers who can carry their own weight in a fight against civilization’s foes are worth any extra burden. <br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Favored Enemy</div><div class="spoiler_body">Beginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.<br/><br/>Choose a type of favored enemy: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select two races of humanoid (such as gnolls and orcs) as favored enemies.<br/><br/>You have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.<br/><br/>When you gain this feature, you also learn one language of your choice that is spoken by your favored enemies, if they speak one at all.<br/><br/>You choose one additional favored enemy, as well as an associated language, at 6th and 14th level. As you gain levels, your choices should reflect the types of monsters you have encountered on your adventures.<br/><br/><strong>(At level 1, Tommel's favored enemies are two humanoid races; Humans and Goblins)</strong></div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Natural Explorer</div><div class="spoiler_body">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: arctic, coast, desert, forest, grassland, mountain, swamp, or the Underdark. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you’re proficient in.<br/><br/>While traveling for an hour or more in your favored terrain, you gain the following benefits:<br/><br/>   • Difficult terrain doesn’t slow your group’s travel.<br/>   • Your group can’t become lost except by magical means.<br/>   • Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.<br/>   • If you are traveling alone, you can move stealthily at a normal pace.<br/>   • When you forage, you find twice as much food as you normally would.<br/>   • While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.<br/><br/>You choose additional favored terrain types at 6th and 10th level.<br/><br/><strong>(At 1st level, Tommel's favored terrain is <span class="bbc_u">Forest.</span></strong>)</div></div><br/><strong>Background:</strong> Outlander<br/>   You grew up in the wilds, far from civilization and the comforts of town and technology. You’ve witnessed the migration of herds larger than forests, survived weather more extreme than any city-dweller could comprehend, and enjoyed the solitude of being the only thinking creature for miles in any direction. The wilds are in your blood, whether you were a nomad, an explorer, a recluse, a hunter-gatherer, or even a marauder. Even in places where you don’t know the specific features of the terrain, you know the ways of the wild. You've been to strange places and seen things that others cannot begin to fathom. Consider some of the distant lands you have visited, and how they impacted you<br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Background Feature</div><div class="spoiler_body">You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.</div></div></div></div><br/><br/>Tommel stood still looking around absorbing the lands that surround him. He didn't mind being on a graveyard for him it was just another lay of the lands and before going there he allready scouted it just to be sure. He stood still near the priest in his robes and listened to his story, but always listening to his surroundings just to stay alerted.  That was something he learned while being raised by a pack of wolves, never let your guard down.<br/>His 2 short swords and his shortbow where never far away and he made sure nothing was in its way for grabbing them. But not allot of creatures would get him by surprise he would have heard them coming from a distance and knew what he had to do. And if he was in a forest his senses and tracking skills would even be better. He could tell how big the group was and how may of them where in the group.<br/>He looked around again and saw a Human and a Tiefling speaking the other one was quiet. They both looked gorgeous and big, since he only was a halfling and not know for their big posture but they made it up with allot of other things.<br/><br/>"So Father what is it you would like us to do for you?"