<div class="floatright">(https://scontent-dfw5-1.xx.fbcdn.net/v/t1.0-9/fr/cp0/e15/q65/35089327_5247588728636540_6124479186338840576_o.jpg?_nc_cat=0&amp;efg=eyJpIjoidCJ9&amp;oh=927395e6e4b813113774c3a8bdcad73e&amp;oe=5BB699F4)</div><div align="center"><span class="bbc_size" style="font-size: 14pt;"><span class="bbc_u"><strong>Rag “Ragsy” Stoutbrew </strong></span></span></div><br/><strong>Class/Level:</strong>Fighter/5<br/><strong>Background:</strong>Guild Artisan:Tanner<br/><strong>Race:</strong>Variant Human<br/><strong>Alignment:</strong>Neutral Good<br/><br/><hr/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Personality:</div><div class="spoiler_body"><br/>Friendly but direct, Ragsy is surprisingly well balanced for someone with her upbringing. She has cut out a life for herself one rabbit pelt at a time. Fiercely protective of it, her adventures are simply the latest in a series of desperate attempts to make more gold for the Orphanage. She reasons that she can only kill so many elk in a day and so a more lucrative endeavor is welcome... despite the risk. <br/><br/><hr/></div></div><br/><strong>Age:</strong>19<br/><strong>Height:</strong>5’10”<br/><strong>Weight:</strong>130<br/><strong>Eyes:</strong>Blue<br/><strong>Hair:</strong>Blonde<br/><br/><hr/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Backstory:</div><div class="spoiler_body"><br/>Abandoned in the Stoutbrew Tavern stable in the small fishing town of Broken Oar when she was scarce a child of five, Ragsy was taken in as a dogsbody to perform menial tasks for room and board. Tall for her age, she was a quick study in the janitorial arts. The more sadistic amongst the local fishermen began to called her “Rag”, and made a sport of making messes, abusing and otherwise heckling the girl.<br/><br/>She supplemented her meager “pay” by hunting. Week old spicy chum stews from the bottom of the pot and stale weevil bread could only keep her alive so long. Rag took to the bow with the zeal of someone whose life depended upon it.  Despite the conditions, time moved fast. Busy hands kept her mind off of the harsher realities of her situation. Seven years of tables covered in ale and vomit, cleaning up after drunkards and harlots did not endear the people of Broken Oar to her. <br/><br/>And so she was not overly upset when one night while she was hunting, something crept out of the harbor. They stank like seaweed and old death and she kept to the trees on the outskirts of town, unwilling to get close enough to even see what the dark shapes amidst the screams were. <br/><br/>The next morning, the sun rose on a ghost town and she raided it for whatever she could. No bodies were left but there were signs of violence. Blood stains on ceilings, three fingernails dug in so deep they were left sticking out of a tabletop, a wooden leg with twisted gnaw marks on it, a few dozen bloody teeth dumped into a beer mug for some inexplicable reason, they all told a story of horrors best left imagined. She burned the town to ash as she left, not wanting to leave the structures to gather specters. Rag shed no tears for them, but it should be said she did not feel anyone deserved the fate of Broken Oar. <br/><br/>Living in the wilderness wasn’t much worse than the conditions she’d suffered under as a dogsbody. Her ramshackle hut kept more rain off of her than the stable did. She came to enjoy living alone, keeping her own counsel. Come winter she traded furs with one of the villages further inland for when food was scarce. <br/><br/>Rag might very well have simply lived out her days simply but for the intervention of Lathandur. More accurately, the orphanage run by a small church of Lathandur intervened. The hunter took a shine to the priestesses and more specifically the kids. Rag began to sell more furs to further fund them and over time became a permanent fixture. A avid lover of children and an accidental philanthropist, most of her earnings from hunting and tanning go to the orphanage. They call her Ragsy and now in her nineteenth winter as her legend grew in the area, she finally began to feel like she had a family. <br/><br/>But still her dreams are a collection of harsh memories of her time at Stoutbrew or worse, the sounds she heard that final horrific night in Broken Oar...<br/></div></div><br/><hr/><br/><span class="bbc_u"><strong>Stats</strong></span><br/><br/><strong>Armor Class:</strong>16<br/><strong>Initiative:</strong>+2<br/><strong>Speed:</strong>30 (Walking)<br/><strong>Passive Perception:</strong>12<br/><strong>Hit Point Maximum:</strong>44<br/><strong>Hit Dice:</strong>5d10<br/><strong>Proficiency Bonus:</strong>+3<br/><br/><span class="bbc_u"><strong>Attributes</strong></span><br/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Rolls!</div><div class="spoiler_body">At 2018-08-07 18:48:09, Ragsy (uid: 870) rolls: 4d6k3 Result: 14 (https://elliquiy.com/forums/dicebot.php?r=123858)<br/>At 2018-08-07 18:39:10, Ragsy (uid: 870) rolls: 4d6k3 Result: 10 (https://elliquiy.com/forums/dicebot.php?r=123855)<br/>At 2018-08-07 18:39:04, Ragsy (uid: 870) rolls: 4d6k3 Result: 13 (https://elliquiy.com/forums/dicebot.php?r=123854)<br/>At 2018-08-07 18:38:35, Ragsy (uid: 870) rolls: 4d6k3 Result: 11 (https://elliquiy.com/forums/dicebot.php?r=123852)<br/>At 2018-08-07 18:38:30, Ragsy (uid: 870) rolls: 4d6k3 Result: 16 (https://elliquiy.com/forums/dicebot.php?r=123851)<br/>At 2018-08-07 18:38:25, Ragsy (uid: 870) rolls: 4d6k3 Result: 14 (https://elliquiy.com/forums/dicebot.php?r=123850)<br/></div></div>10,11,13,14,14,16<br/><br/><strong>Str:</strong>10<br/><strong>Dex:</strong>18 (16+1 Race+1 Score Inc)<br/><strong>Con:</strong>14<br/><strong>Int:</strong>12 (11+1 Score Inc)<br/><strong>Wis:</strong>14<br/><strong>Cha:</strong>14 (13+1 Race)<br/><br/><span class="bbc_u"><strong>Saving Throws</strong></span><br/><strong>Proficiencies:</strong>Dex, Con<br/><strong>Str:</strong>0<strong>Dex:</strong>+7<strong>Con:</strong>+5<strong>Int:</strong>+1<strong>Wis:</strong>+2<strong>Cha:</strong>+2<br/><br/><strong>Archetype: Battlemaster</strong><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">The Crunch</div><div class="spoiler_body">Superiority Dice (4)<br/>You start with four superiority dice, which are d8s, and you expend one whenever you use a maneuver. You regain them all when you finish a short or long rest. <br/><br/>Maneuvers: <br/><br/>Disarming Attack: When you hit a creature with a weapon attack, you can expend one superiority die to attempt to disarm the target, forcing it to drop one item of your choice that it’s holding. You add the superiority die to the attack’s damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet.<br/><br/>Precision Attack: When you make a weapon attack roll against a creature, you can expend one superiority die to add it to the roll. You can use this maneuver before or after making the attack roll, but before any effects of the attack are applied.<br/><br/>Trip Attack: When you hit a creature with a weapon attack, you can expend one superiority die to attempt to knock the target down. You add the superiority die to the attack’s damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you knock the target prone<br/><br/>Saving Throws:<br/>Maneuver save DC: (8 + your proficiency bonus (3) + your Strength or Dexterity modifier (Dexterity +4)) 15<br/><br/>Student of War-<br/>At 3rd level, you gain proficiency with one type of artisan's tool of your choice. (Alchemist Tools)<br/><br/><span class="bbc_u"><strong>Skills</strong></span><br/><br/><strong>Proficiencies:</strong> Acrobatics, Perception, Insight, Persuasion, Stealth<br/><br/><strong>Acrobatics (Dex):</strong> +7 <strong>Animal Handling (Wis):</strong> +2 <strong>Arcana (Int):</strong> +1 <strong>Athletics (Str):</strong> 0 <strong>Deception (Cha):</strong> +2 <strong>History (Int):</strong> +1 <strong>Insight (Wis):</strong> +5 <strong>Intimidation (Cha):</strong> +2 <strong>Investigation (Int):</strong>  +1 <strong>Medicine (Wis):</strong> +2 <strong>Nature (Int):</strong> +1 <strong>Perception (Wis):</strong> +5 <strong>Performance (Cha):</strong> +2 <strong>Persuasion (Cha):</strong> +5 <strong>Religion (Int):</strong>  +1 <strong>Sleight of Hand (Dex):</strong> +4 <strong>Stealth (Dex):</strong> +7 <strong>Survival (Wis):</strong> +2<br/> <br/><hr/><br/><strong>Proficiences:</strong><br/><br/>Proficiencies &amp; Languages<br/>• Proficiency Bonus: +3<br/>• Armor: All armor, Shields<br/>• Weapons: Simple Weapons, Martial Weapons<br/>• Tools: Leatherworking Tools, Alchemist Tools<br/>• Saving Throws: Dexterity, Constitution <br/>• Languages: Common, Sylvan, Orcish<br/><br/><br/><strong>Features and Traits:</strong><br/><br/>Fighting Style : Archery -<br/>You gain a +2 bonus to attack rolls you make with ranged weapons<br/><br/>Second Wind - <br/>At first level, on your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level. Once you use this feature, you must finish a short or long rest before you can use it again.<br/><br/>Action Surge - <br/><br/>Starting at second level, on your turn, you can take one additional action on top of your regular action and a possible bonus action. Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.<br/><br/>Sharpshooter -<br/>You have mastered ranged weapons and can make shots that others find impossible. You gain the following benefits:<br/><br/>Attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls.<br/><br/>Your ranged weapon attacks ignore half cover and three-quarters cover.<br/><br/>Before you make an attack with a ranged weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack’s damage.<br/><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/><br/>The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.<br/></div></div><hr/><br/><strong>Attacks/Spellcasting:</strong><br/><br/>Battlemaster Manuevers<br/>Save vs. DC 15<br/><br/>Rapier<br/>Damage Type: Piercing<br/>Attack: +7 to hit. Damage: 1d8+4 piercing damage.<br/><br/>Longbow<br/>Damage Type: Piercing<br/>Range:  600<br/>Attack: +10 to hit. Damage: 1d8+5 piercing damage.<br/><br/><hr/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Equipment:</div><div class="spoiler_body"><br/>Studded Leather <br/>Rapier<br/>Longbow +1<br/>40 arrows<br/>Bedroll<br/>Leatherworking Tools<br/>Alchemist Tools <br/>Mess kit<br/>Tinderbox<br/>10 torches<br/>50 feet of twine<br/>5 sets caltrops<br/>5 Empty sacks<br/>2 flasks lamp oil<br/>10 days of Rations<br/>Waterskin<br/>50 feet of Silk rope <br/>belt pouch<br/>set of fine clothes<br/></div></div><br/>Coins & Gems: 15 gold pieces (gp)