A placeholder for player characters that are no longer active<br/><br/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Morgan Tully, played by RubySlippers</div><div class="spoiler_body"> <br/><div class="floatright">(http://cdn.obsidianportal.com/assets/108407/hekjabig.jpg)</div> <em>Human Ranger  (Folk Hero), Chaotic Good</em> <strong>AC</strong> 16 (studded leather)<br/><strong>Hit Points</strong> 10 (1d10) <strong>XP</strong> 0<br/><strong>Speed</strong> 30 ft.<br/><table class="bbc_table"><tbody><tr><td><div align="center"><strong>STR</strong></div></td><td><div align="center"><strong>DEX</strong></div></td><td><div align="center"><strong>CON</strong></div></td><td><div align="center"><strong>INT</strong></div></td><td><div align="center"><strong>WIS</strong></div></td><td><div align="center"><strong>CHA</strong></div></td></tr><tr><td>12 (+1)</td><td>18 (+4)</td><td>10 (+0)</td><td>8 (-1)</td><td>18 (+4)</td><td>10 (+0)</td></tr></tbody></table><strong>Saving Throws</strong> Str +3, Dex +6<br/><strong>Skills</strong> Acrobatics +6, Animal Handling +6, Athletics +3, Perception +6, Stealth +6, Survival +6<br/><strong>Senses</strong> passive Perception 16<br/><strong>Languages</strong> Celestial, Common<br/> <br/><span class="bbc_u">Features and Traits</span><br/><strong><em>Proficiencies.</em></strong> Light armor, medium armor, shields, simple weapons, martial weapons, carpenter’s tools, vehicles (land).<br/><strong>Favored Enemy.</strong> You gain a +2 bonus to damage rolls with weapon attacks against beasts. Additionally, you have advantage on Wisdom (Survival) checks to track them and on Intelligence checks to recall information about them.<br/><strong>Natural Explorer.</strong> You are a master of navigating the natural world, and you react with swift and decisive action when attacked. This grants you the following benefits:<br/>• You ignore difficult terrain.<br/>• You have advantage on initiative rolls.<br/>• On your first turn during combat, you have advantage on attack rolls against creatures that have not yet acted. <br/>In addition, you are skilled at navigating the wilderness. You gain the following benefits when traveling for an hour or more:<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/><strong><em>Dual Wielder.</em></strong> <br/>• You gain a +1 bonus to AC while you are wielding a separate melee weapon in each hand.<br/>• You can use two-weapon fighting even whcn the onehanded melee weapons you are wielding aren't light.<br/>• You can draw or stow two one-handed weapons when you would normally be able to draw or stow only one.<br/><strong><em>Rustic Hospitality.</em></strong> You can find a place to hide, rest, or recuperate among other commoners, unless you have shown yourself to be a danger to them. They will shield you from the law or anyone else searching for you, though they  will not risk their lives for you. <br/> <br/><span class="bbc_u">ACTIONS</span><br/><strong><em>Shortsword.</em></strong> Melee Weapon Attack: +6 to hit, 5 ft. reach, one target. <em>Hit:</em> 1d8+4 piercing damage. If she has a second shortsword readied, she can make an additional attack as a bonus action.<br/><strong><em>Shortbow.</em></strong> Ranged Weapon Attack: +6 to hit, range 80/320 ft., one target. <em>Hit:</em> 1d6+4 piercing damage.<br/><em><strong>Dagger.</strong> Melee or Ranged Weapon Attack:</em> +6 to hit, 5 ft. reach or range 20/30 ft., one target. <em>Hit:</em> 1d4+4 piercing damage. If she has a second dagger readied, she can make an additional attack as a bonus action.<br/> <br/><strong>Additional Equipment</strong><br/>Backpack, Healer’s Kit, Mess Kit, Tinderbox, 10 torches, 10 days of rations, Waterskin, 50 feet of rope, Quiver and 20 Arrows, Carpenter’s Tools, Reliquary (divine focus)<br/> <br/><strong>Age</strong> 18<br/><strong>Height</strong> 5’6”<br/><strong>weight</strong> 137 lbs<br/><strong>eyes</strong>Dark Brown<br/><strong>skin</strong>Faire<br/><strong>hair</strong>Dark Brown<br/> <br/><strong>Personality</strong><br/>I judge people by their actions, not their words. <br/><strong>Ideals</strong><br/>I trust that my deity will guide my actions, I have<br/>faith that if I work hard, things will go well. <br/><strong>Bonds</strong><br/> I protect those who cannot protect themselves. <br/><strong>Flaws</strong><br/>I am inflexible in my thinking.<br/> <br/>Member of the Order of the Green Triad<br/>The Church of the One<br/>Patron Saints Ann [Animals], Leopold the Hunter [Hunters] &amp; Miriam [Plants]<br/>Followers among the laity include farmers, gardeners, herbalists, herdsman, hunters, woodman and their families and similar rural and rustic people. <br/>Teaches the superiority of humans and the One over those who stole and abuse the Green Magic among the Enemy, holds the line against Elven Folk and any not worshiping the One and teaches the wilderness should be used wisely for the benefit of men and women of the human species and any who are loyal to the One. The Order of the Green Triad has some rivalries with the urban sects and some of the conservative arm for being backwards and rather crass in manners while they tend to see their rivals as ignoring the common people and the natural beauty of sexuality and living life. Clergy include experts who deal in the patrons areas, druids, paladins (Green Knights) and rangers. Symbol is the Ones holy symbol with the three saints as medals or some other imagery attached to it.<br/></div></div>