Str- 14 |
Dex- 20 |
Con- 18 |
Int- 10 |
Wis- 18 |
Cha-10 |
+2 |
+5 |
+4 |
0 |
+4 |
0 |
Proficiency Bonus |
Armor Class |
Health Points |
Speed |
Initiative |
+5 |
18 |
150 |
35ft |
+5 |
Saving Throws- Strength +6, Dexterity +10
Skills-
- Athletics (Str) +7
- Survival (Wis) +9
- Animal Handling (Wis) +9
- Investigation (Int) +5
- Perception (Wis) +9
Physical description
Gunvald is a strong, burly Madgar human. At 145 years he is nearing the end of a Talons physical prime but age has not yet begun to show. He has a deep rumbling voice with a light russian accent, long wavy black hair that drapes over his shoulder and a thick but well groomed black beard. He is dressed in well maintained but battle worn leather armor, with a dark cloak with a hood almost permanently pulled over his head, obscuring all his facial features save his beard and his glowing animalistic eyes, giving him an air of menace and power. However, on the rare occasions when the hood is pulled back, it will reveal soft features and a small but warm smile.
History and Agenda
Gunvald is a Talon, but has not always been a conventional one. He can be a little looser with the Talon rules and guidelines, in particular with the rulings of when a Talon should intervene and what they should not concern themselves with. He believes in justice and protecting the innocent, even if that means going against local government or rulers which has made a number of personal enemies and put him at odds with both local rulers and members within the Talon Order itself. This came to a head 25 years ago when he intervened to save an elvin sorcerer, choosing to protect and train her as an apprentice, increasing the already existing tension between the Talons and the Mages of Cintras. This decision has been criticized by other senior Talons ever since, accusing him of putting the order at risk over the fate of a single individual.
Fighting Strategy
Gunvald is a mentor at heart. He will assist in battle as needed, supporting and aiding as he provided cover fire with his bow rather than take on the problem himself. However, when prompted to action he will step up when necessary. His priority will always be to protect his apprentice, and will do so by any means necessary.
Equipment
- Longbow and quiver (60 arrows)
- Short sword
- Explorers pack- bedroll, mess kit, tinder box, torches (10), Rations (10), 50ft rope, waterskin.
- common healing potion (2d4+2)
Feats
- Piercer- +1 in Str. or Dex., reroll one damage dice when you hit (piercing) and one additional damage dice in case of critical hit.
Abilities
- Favored Foe- When you hit a creature with an attack roll, you can call on your mystical bond with nature to mark the target as your favored enemy for 1 minute or until you lose your concentration (as if you were concentrating on a spell).
- The first time on each of your turns that you hit the favored enemy and deal damage to it, including when you mark it, you can increase that damage by 1d8.
- You can use this a number of times equal to your proficiency bonus before needing a long rest.
- Blind Fighting Style- You have blind sight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.
- Hunters Senses- As an action, choose one creature you can see within 60 feet of you. You immediately learn whether the creature has any damage immunities, resistances, or vulnerabilities and what they are. If the creature is hidden from divination magic, you sense that it has no damage immunities, resistances, or vulnerabilities.
- You can use this feature a number of times equal to your Wisdom modifier (4 times). You regain all expended uses of it when you finish a long rest.
- Slashers Prey- As a bonus action, you designate one creature you can see within 60 feet of you as the target of this feature. The first time each turn that you hit that target with a weapon attack, it takes an extra 1d6 damage from the weapon.
- This benefit lasts until you finish a short or long rest. It ends early if you designate a different creature.
- Extra Attack- Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
- Lands Stride- moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.
- In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the Entangle spell.
- Supernatural Defense- Whenever the target of your Slayer’s Prey forces you to make a saving throw and whenever you make an ability check to escape that target's grapple, add 1d6 to your roll.
- Vanish- you can use the Hide action as a bonus action on your turn. Also, you can't be tracked by nonmagical means, unless you choose to leave a trail.
- Mage Nemesis- When you see a creature casting a spell or teleporting within 60 feet of you, you can use your reaction to try to magically foil it. The creature must succeed on a Wisdom saving throw against your spell save DC, or its spell or teleport fails and is wasted.
- Once you use this feature, you can't use it again until you finish a short or long rest.
- Slayers Counter- If the target of your Slayer’s Prey forces you to make a saving throw, you can use your reaction to make one weapon attack against the quarry. You make this attack immediately before making the saving throw. If the attack hits, your save automatically succeeds, in addition to the attack’s normal effects.
- Transformation- Gunvald is a lycanthrope, and can shape change into a large bear or a hybrid form, gaining unique benefits from these changes. His AC increases by 2, and Health increases by 25 (hybrid) or 50 (bear). In bear form, he can make claw attacks, and in hybrid form he can make either claw or weapon attacks.
Actions
- Longbow- +10 to hit, 1d8+5 piercing damage.
- Shortsword- +10 to hit, 1d6+5 slashing damage.
- Claw Attack- +12 to hit, 2d4+5 slashing damage.
Attacking Abilities of Note-
- Favored Foe (can increase damage to single target by 1d8 for each time you hit it if you choose, 5 times use)
- Slashers Prey (BA, pick a creature within 60 ft, takes extra 1d6 damage)
- Mage Nemesis (counter spell once per day)
- Slayers Count (can counter attack creature marked as slasher prey if they force you to make a sav throw)
- Transformation (lycanthrope)
Spells
Spell save DC = 17
Spell attack modifier = +9
- 4 per day- Entangle (Con), Aid, Healing Spirit, Pass without a Trace (Con), Spike Growth (Battlefield Control).
- 3 per day- Revivify, Magic Circle, Stone Skin, Cure Wounds (3d8+8 healing)
- 1 per day- Plane Shift, Banishment