Tinuir

Female Elven Veteran Ranger

She is an adult elf with brown eyes (behind a pair of spectacles), long black hair tied back in a knot, and medium brown skin.

Personality Traits: Hilarious, Kind, Daring.

Alignment: neutral.

Born: 428 AC (Age 372)

Orientation: Homosexual

Home: Ranger's Guild Hall

Settlement: Fynnasde

Mother: Ardande the First (Deceased)

Father: Olodor the First (Deceased)

Siblings

Statistics

STRDEXCONWISINTCHR
6 14 11 7 9 15
-2 +2 -1 +2

ACHPPassive
Perception
Speed
16 40 9 30 ft.

Alignment: neutral

Size: Medium

Senses: Darkvision

Actions:

  • Longbow. Ranged Weapon Attack: +5 to hit, range 150 / 600 ft., one target. Hit: 1d8 piercing damage.
  • Mace. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 1d6 bludgeoning damage.
  • Quarterstaff. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 1d8 bludgeoning damage. two handed.
  • Quarterstaff. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 1d6 bludgeoning damage.
  • Handaxe. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 1d6 slashing damage.
  • Handaxe. Ranged Weapon Attack: +1 to hit, range 20 / 60 ft., one target. Hit: 1d6 slashing damage.
  • Unarmed Strike. Melee Attack: +1 to hit, reach 5 ft., one target. Hit: 1 bludgeoning damage.

Skills: Perception +2, Survival +2, Investigation +3, Stealth +5

Abilities:

  • Fey Ancestry. Tinuir has advantage on saving throws against being charmed, and magic can't put them to sleep.
  • Multiattack. Tinuir attacks twice.
  • Spellcasting. Tinuir is a spellcaster. Her spellcasting ability is wis (spell save DC 10, +2 to hit with spell attacks).

Spells Known:

  • 1st-level (3 slots):

Spoken Languages: Elvish, Common

Inventory

Quantity Value Item Description Weight
18 5 cp Arrow 1 lb.
1 Doodles Some scribblings on a small scrap of paper.
1 5 gp Emblem A holy symbol is a representation of a god or pantheon. It might be an amulet depicting a symbol representing a deity, the same symbol carefully engraved or inlaid as an emblem on a shield, or a tiny box holding a fragment of a sacred relic. Appendix B lists the symbols commonly associated with many gods in the multiverse. A cleric or paladin can use a holy symbol as a spellcasting focus. To use the symbol in this way, the caster must hold it in hand, wear it visibly, or bear it on a shield.
1 15 gp Forgery Kit This small box contains a variety of papers and parchments, pens and inks, seals and sealing wax, gold and silver leaf, and other supplies necessary to create convincing forgeries of physical documents. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to create a physical forgery of a document. 5 lbs.
1 5 gp Handaxe A Simple Melee weapon. 1d6 slashing damage. Range: 5. (Thrown: 20/60.) Properties: Light, Thrown, Monk 2 lbs.
1 50 gp Longbow A Martial Ranged weapon. 1d8 piercing damage. Range: 150/600. Properties: Ammunition, Heavy, Two-Handed 2 lbs.
1 5 gp Mace A Simple Melee weapon. 1d6 bludgeoning damage. Range: 5. Properties: Monk 4 lbs.
1 5 gp 4 sp 9 cp Money Pouch Tinuir's money pouch. It has 5 gp, 2 sp and 29 cp in it. ¾ lb.
1 2 sp Quarterstaff A Simple Melee weapon. 1d6 bludgeoning damage. (Two-handed: 1d8 + Bludgeoning damage.) Range: 5. Properties: Versatile, Monk 4 lbs.
1 1 gp Quiver A quiver can hold up to 20 arrows. 1 lb.
1 50 gp Scale Mail Medium armour. Base AC: 14 + Dex modifier (max 2). Gives disadvantage to stealth checks. 45 lbs.
1 6 gp Street Map of Fynnasde An accurate street map of Fynnasde. Includes most streets and and many important dwellings. Also includes a small amount of the surrounding area.

Download as Fantasy Grounds NPC

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