Lt. Bertrand Guiscard

Name: Lieutenant Bertrand Guiscard
Player: lurkd

Sex: Male
Age: 81
Race: Half-Elf

Class: Ranger
Alignment: Lawful Neutral
Level: 3
Proficiency: +2
Hit Points: d10+0[CON] | 22

Height: 6' 0"
Weight: 175 lbs
Size: Medium

Identifying Features: Pale skin with weathered features. Clean shaven, brown eyes, balding with some grey streaked black hair. Wears a vintage officer's trench coat, hat, and gloves. Large musket slung around the back and a pistol in his pocket just in case.


Strength 8 -1
Dexterity 16* +3
Constitution 10 +0
Intelligence 13 +1
Wisdom 15* +2
Charisma 14** +2



Arquebus d20+7 = +3[DEX]+2[PRO] +2[CLASS] 1d12+3[DEX] Ammunition, loading, two-handed
Pistol d20+7 = +3[DEX]+2[PRO] +2[CLASS] 1d10+3[DEX] Ammunition, loading
Dagger d20+5 = +3[DEX]+2[PRO] 1d4+3[DEX] Finesse, thrown


Spell Save DC: 8+2[WIS]+2[PRO] = 12
Spell Attack Mod: +2[WIS] +2[PRO] = +4

Spell Slots:
Slots 3

1st Level Spells:


Initiative: +3[DEX]

Land Speed: 30ft


AC: 12+3[DEX] = 15

Strength Save: -1[STR] +2[PRO]= +1
Dexterity Save: +3[DEX] +2[PRO]= +5
Constitution Save: +0[CON] = +0
Intelligence Save: +1[INT] = +1
Wisdom Save: +2[WIS] = +2
Charisma Save: +2[CHA] = +2

Racial Traits:

  • Ability Score Increase: Your Dexterity score increases by 2. Your intelligence score increases by 1.
  • Size: Half-elves range from under 5 to over 6 feet tall and have slender builds. Your size is Medium.
  • Speed: Your base walking speed is 30 feet.
  • Darkvision: You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light.
  • Keen Senses: You have proficiency in the Perception skill.
  • Fey Ancestry: You have advantage on saving throws against being charmed, and magic can’t put you to sleep.
  • Skill Versatility: You gain proficiency in two skills of your choice. (Perception, History)
  • Languages: You can speak, read, and write Common, Sylvan, and Elvish.

Class Features:

  • Armor: Light, Medium, Shields
  • Weapons: Simple, Martial
  • Skills: Stealth, Insight, Animal Handling
  • Favored Enemy: (Humans and Elves) You have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.
  • Fighting Style: (Archery) You gain a +2 bonus to attack rolls you make with ranged weapons.
  • Primeval Awareness: Beginning at 3rd level, you can use your action and expend one ranger spell slot to focus your awareness on the region around you. For 1 minute per level of the spell slot you expend, you can sense whether the following types of creatures are present within 1 mile of you (or within up to 6 miles if you are in your favored terrain): aberrations, celestials, dragons, elementals, fey, fiends, and undead. This feature doesn’t reveal the creatures’ location or number.
  • Natural Explorer: (Coast) You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. 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. While traveling for an hour or m ore in your favored terrain, you gain the following benefits:
    • Difficult terrain doesn’t slow your group’s travel.
    • Your group can’t become lost except by magical means.
    • Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.
    • If you are traveling alone, you can move stealthily at a normal pace.
    • When you forage, you find twice as much food as you normally would.
    • While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.
  • Ranger's Companion: At 3rd level, you gain a beast companion that accompanies you on your adventures and is trained to fight alongside you. The beast obeys your commands as best as it can. It takes its turn on your initiative, though it doesn’t take an action unless you command it to. On your turn, you can verbally command the beast where to move (no action required by you). You can use your action to verbally command it to take the Attack, Dash, Disengage, Dodge, or Help action.



  • Studded Leather Officer's Coat
  • Arquebus
  • Pistol
  • Dagger
  • Journal
  • Bicorne Hat
  • Explorer's Pack

Backstory (Soldier):

War has been your life for as long as you care to remember. You trained as a youth, studied the use of weapons and armor, learned basic survival techniques, including how to stay alive on the battlefield. You might have been part of a standing national army or a mercenary company, or perhaps a member of a local militia who rose to prominence during a recent war.

  • Skill Proficiencies: Athletics, Intimidation
  • Tool Proficiencies: One type of gaming set, vehicles (land)
  • Equipment: An insignia of rank, a trophy taken from a fallen enemy (a dagger), a set of bone dice or deck of cards, a set of common clothes, and a belt pouch containing 10 gp.
  • Specialty: Fusilier
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