<div class="floatright">(https://elliquiy.com/elluiki/images/7/70/Bri8_ava_zps8cf447f8.jpg)</div><strong>Name:</strong>Ran Fletcher<br/><br/><strong>Age:</strong>16<strong>Size:</strong>Medium<br/><br/><strong>Appearance:</strong><br/>Build:      Hard bodied and buxom.<br/>Height:      5’10”<br/>Weight:      155lbs<br/>Skin:      Coppery tan.<br/>Hair:      Rich red.<br/>Eyes:      Deep emerald with dark blue rims.<br/>Style:      A skimpy leather miniskirt and halter.  She carries a quiver made from the fur of a large red fox, and three hand axes strapped across her back.  She wears three chocolate brown feathers from a golden eagle over her left ear.<br/><br/><strong>Sex/orientation:</strong>Female (Bi)<br/><br/><strong>Alignment:</strong>Chaotic Good<br/><br/><strong>Background:</strong>Born in Dryad's Wood on Oerth, Ran is the Third Daughter of Moran Fletcher.  Ran’s great uncle Vors--a huntsman, woodsguide, and militia scout--is the son of a wood elf.  He believes Ran--like himself--is touched by the spirit of the eagle.  Vors has been taking her hunting with him since she was eight.  During a brief and dramatic late in her fifteenth year, Ran battled alongside her family to protect Dryad's Wood and their elven neighbors.  She grew very strong, very quiclly, and defeated an orc cheiftan in single combat at the height of it.  Not long ago, Dryad's Wood fell briefly into the Worldfall.  RAn's curiosity got the better of her, and she didn't make it home before the town returned to Oerth.<br/><br/><strong>Personality:</strong><br/><br/><strong>Languages:</strong>Common, Elven,<br/><br/><hr/><strong>Race:</strong>Human<br/><br/><strong>Levels/Prof:</strong>Barbarian 5<br/><br/><strong>EXP:</strong>+700<br/><br/><strong>Ability scores:</strong><br/>Strength   14   +2<br/>Dexterity   16   +3<br/>Constituion   16   +3<br/>Inteligence   10   +0<br/>Wisdom      12   +1<br/>Charisma   12   +1<br/><br/><strong>Senses:</strong>Darkvision etc.<strong>Perc:</strong><br/><strong>Initiative:</strong>+3<strong>AC:</strong>16<strong>Speed:</strong>40<br/><strong>Hit points/HD:</strong>55<br/><strong>Skills/Proficiencies:</strong><br/>Athletics   +5<br/>Nature      +3<br/>Perception   +4<br/>Survival   +4<br/><br/><strong>Feats:</strong><br/><br/><strong>Features:</strong><br/>Origin:   Forester<br/>Feature (Wanderer):   You have an excellent memory for maps and geography, and you can always recall the general layout o f 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.<br/>Personality Trait:   I have a lesson for every situation, drawn from observing nature.<br/>Greater Good:   It is each person’s responsibility to make the most happiness for the whole tribe. (Good)<br/>Bond:   My kinsmen are the most important thing in my life, even when they are far from me.<br/>Flaw:   There’s no room for caution in a life lived to the fullest.<br/><br/><strong>Traits:</strong><br/>Rage (+2 Damage, 3/day)<br/>In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action.  While raging, you gain the following benefits if you aren’t w earing heavy armor:<br/>• You have advantage on Strength checks and Strength saving throws.<br/>• When you make a melee weapon attack using Strength, you gain a bonus to the damage roll that increases as you gain levels as a barbarian, as shown in the Rage Damage column o f the Barbarian table.<br/>• You have resistance to bludgeoning, piercing, and slashing damage.<br/>If you are able to cast spells, you can’t cast them or concentrate on them while raging.<br/>Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven’t attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.<br/>Once you have raged the number of times shown for your barbarian level in the Rages column of the Barbarian table, you must finish a long rest before you can rage again.<br/>Unarmored Defense<br/>While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.<br/>Reckless Attack<br/>Starting at 2nd level, you can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.<br/>Danger Sense<br/>At 2nd level, you gain an uncanny sense of when things nearby aren’t as they should be, giving you an edge when you dodge away from danger.  You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells.  To gain this benefit, you can’t be blinded, deafened, or incapacitated.<br/>Extra Attack<br/>Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.<br/>Fast Movement<br/>Starting at 5th level, your speed increases by 10 feet while you aren’t wearing heavy armor.<br/><br/>Spirit Seeker<br/>Yours is a path that seeks attunement with the natural world, giving you a kinship with beasts. At 3rd level when you adopt this path, you gain the ability to cast the beast sense and speak with animals spells, but only as rituals, as described in chapter 10.<br/><br/><strong>Equipment:</strong><br/>Bladed Shovel (Simple Weapon, 2 Handed, d10 Damage.)<br/><br/>Hand Ax x3<br/><br/>Long Bow<br/>40 Arrows<br/><br/>Explorer’s Pack<br/>Hunting trap<br/>Foxfur quiver made from a fox she took in a ritual hunt for this purpose.<br/>Traveler’s clothes<br/>Flute<br/>Belt pouch containing 10 gp<br/><br/><strong>Notes:</strong>