(Deceased) Alton Underbough
A rough and tumble professional scout and tracker.
Class: Huntsman/ 4
CG Male Lightfoot Halfling
24 years old
AC: 18 (+4 Dexterity, +3 Studded Leather, +1 Size, +1 Defense Style)
Speed: 20 ft.
Background: Mercenary Veteran
- Battleaxe + 5 (1d10+3)
- Crossbow + 6 (1d8 + 4 with a bayonet)
- Dagger [x12] +6 (1d4 + 4)
ABILITY SCORES/SAVING THROWS
- Strength: 18 (+ 4/+ 6)
- Dexterity: 14 (+ 2/+ 4)
- Constitution: 14 (+2)
- Intelligence: 13 (+1)
- Wisdom: 16 (+3)
- Charisma: 10 (+0)
- Athletics +6
- Stealth +4
- Perception +5
- Survival +5
- Persuasion +2
- Brave: You have advantage on saving throws against being frightened.
- Lucky: When you roll a 1 on an attack roll, ability check or saving throw, you can reroll the die and must use the new roll.
- Halfling Nimbleness: You can move through the space of any creature that is of a size larger than yours.
- Naturally Stealthy: You can attempt to hide even when you are obscured only by a creature that is at least 1 size larger than you are.
- Favored Enemy – Orc and Goblinoids: You have significant experience studying, tracking, hunting and even talking to Orcs and Goblinoids. You have advantage on Survival checks to track them, as well as on Intelligence checks to recall information about them. You also learn Goblin.
- Natural Explorer: You are particularly familiar with grasslands or deserts. When you make an Intelligence or Wisdom check related to that terrain, your proficiency bonus is doubled if you are using a skill that you’re proficient in. When traveling for an hour or more in that 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’re engaged in another activity while traveling (such as foraging, navigating or tracking) you remain alert to danger.
—If you’re 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.
- Fighting Style: Defense (+1 AC when wearing armor).
- Poultices: You can create healing poultices similar to some potions. When you forage, you can also collect a number of herbs equal to 1d4+WIS. You may turn them into healing poultices, applied over 1 minute to restore 1d6+WIS HP. They may alternatively be used as an action to stabilize a dying creature.
ALACRITY: Points Equal to Level
Quarry: 1 point and a bonus action, mark one creature within 90 ft as your quarry. For 24 hours, you deal an extra 1d4 damage and you get advantage on any checks made to find it. If the target drops to 0 HP, you can spend another point to mark a new quarry.
Survival: Spend 1 Alacrity as a reaction to take the Dodge, Disengage or Dash action on your turn. When you do this, you may spend an additional point to add +10 feet to speed.
- Colossus Slayer: Your tenacity can wear down the most potent foes. When you hit a creature with a weapon, the creature takes an extra 1d8 damage if it’s below its HP maximum. You deal this extra damage only once per turn.
- Savage Attacker (Feat)
- Playing Cards
- Land Vehicles
- A bright green feather, Insignia of Rank, Playing Cards, Hat, Backpack, Waterskin, Flask, Torch (x6), Map of Sorona, Sm. Rifle Ammunition (x60 or 20 reloads)
This halfling walks with sure steps and confidence in his demeanor. He is dressed in the rough clothes of a wanderer with that eccentric, Halfling flare. Most notably is his wide-brimmed pilgrim’s hat, which he almost always has. His large brown eyes are quite expressive, and though he doesn’t talk much, it isn’t hard to know what he is thinking. His blonde hair is thick and shaggy, and while clean-shaven, he has long mutton chops. He’s a bit brash and is usually quick to business.