Valar Rettelph

> "I made terrible mistakes out of anger. Now. I'm paying dearly for it and you're standing in my way to that debt. Stay out or stay down."
>
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## Character Infomation

### Connections

Alistair (companion)Yuldra (companion)Erlathan Virdan (Former teacher)

## Stats

Valar Rettelph is an ex-bounty hunter and the "hunter" of the venturing party known as *The Entourage*.

## **Description**

### **Appearance**

Valar has unique eyes with yellow irises with black sclera of the royal hobgoblin line that helps him see better in the dark; long slick back black hair. His face is always covered by one of his masks. His long trench coat covers the breastplate that was gifted to him by his master. He wears a pair of vambraces belong to his fallen friends (left) and foes (right) to remind him of his wrong doing in the past.

When he met the other adventurers, he was wearing a black Kenku-like mask (plague doctor mask) along with other gears. He bears a battleaxe on the back with some kind of contraption to help secure the weapon while going through the woods and a couple of daggers hidden under the coat. On the belt, there is another mask whose jaw seems to be broken.

### **Personality**

Valar is a taciturn one as his clumsy words draws conversations toward awkwardness and discomfort for either sides. Furthermore, he used to be short-tempered, which led to many of his former classmates' deaths. Now he tends to keep to himself and tries his best not to talk about his past.

Valar possesses a deep self-loathing to the point of suicide due to the lost of his school as he was the one to blame since he could have warned them off but he didn't. The only reason he kept clinging to himself is the assumed-lost family that his master told to find.

In his younger years, Valar was unfocused, and driven to prove himself, Though later in life he turned inward and put all attention to his goal.

Valar is reckless by birth, and sometime to a flaw, as he always tries to archive the goal no matter the cost, even if he has to pay with his own life. Though Lady Luck is still in his favor for now. He also has an interest in making masks out of the fallen, either of their clothes or resemble their appearance. This seems to be passed down by the elf master that used to make mask out of wood or hunt trophy to reward his disciples.

## **Biography**

### **Background**

Firstborn to a minor infecund noble in their great joy, his life took a turn soon after. The Taraman war knocks on their door as his father join the army to fight back, his mother feared for the child's life has sent him to a friend, **Erlathan Virdan**, an old Ranger elf living in the woods. Though she couldn't not come along nor bear to watch her son sent away, the mother did put the family emblem along side the baby so he could one day come home.

Virdan raise the boy like his own son, harsh but fair, rarely show his affection so as not to coddle his boy in front of other students. Valar learned quick and always showed off, which made Virdan more worried and did not show much tolerant for such actions. Which in turn push Valar away as he felt more and more lost, not belonging to the place. So one day, Valar join the Bounty Hunter Guild against his teacher oppose. Day past by as Valar cover his track well enough to keep his master unknown to his deed. But the tide turned again as the only bounty Valar could not hunt showed up, his own master. Returned to warn every body off, Valar reviewed his secrets to convince the master. On the contrary of his hope for gratitutde, Erlathan yelled at the pupil and expelled him. In his anger, Valar ran away just to pump into the horror acts of the bounty hunter: a team of 7 gruesomely slain. The sense started to come back to Valar's mind. He turned back, carefully placed traps and gather information from the tracks left behind. With his help, the school survived for another day, but they all had to fled deeper into the wood so as not to attract any other attack. Erlathan once again let the boy go away, this time with affection and gratitude. He gave Valar his family emblem back along with a mask made of oak resemble the forest demon as a token of recognition of his pupil growth and skill, and told him to find his way home.

Back out of the forest, Valar paid his tribute to the fallen friends, built them graves. A couple of soured Bounty hunters ambushed him when Valar let his guard down to make amend. Quick enough, Valar fight back but realized he was outnumbered. With the wits along with home ground advantage and much more luck, Valar managed to take down one of the attackers back and wounded one of the others but got wounded himself, broke his mask and lost the emblem to them. When the dust has settled, Valar check the grounds for safety and finished his business. He took one arm guard from the fallen foe and wore along with another taken from the graves to reminds him never to let anger rule over. Heard of his foul deeds, The bounty hunter guild put him on the test of 3 exclusive job to save the bounty on his master's head and his own from "excommunicado".

Now, on the trails to hunt the bastard that took his emblem, Valar keeps his other contracts closed to the track.

### **Relationships**

* Unknown(Father)
* Unknown (Mother)
* **Erlathan Virdan** (Former teacher)
* Alistair (team company)
* Yuldra (team company)

## **Character Information**

### **Goal**

His starting goal was to follow the trails on the emblem to come back home. A turn of events put him side tracks onto hunting other bounty hunters to take back the emblem. Knowing the struggle beforehand, his best hope is to find himself some companions to help him fight this hard fight. Which now put him in the very tavern that he met the others.

### **Items**

* A breastplate that consists of a plate cover the chest and upper abdomen with hardened-leather panel cover the lower abdomen
* A light green long trench coat, now with a patch from the Dulin Guild signature patch
* A battle axe in the contraption on the back
* Couple of daggers, and x2 scimitar like dagger (loot from the goblin captain)
* An explorer's pack
* Black kenku mask
* Broken oak mask
* Notebook with contain bounty tracks
* x1 Goblin net

### **Abilities**

#### **Hobgoblin**

* **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. You can't discern color in darkness, only shades of gray
* **Martial Training:** You are proficient with two martial weapons of your choice and with light armor.
* **Saving Face:** Hobgoblins are careful not to show weakness in front of their allies, for fear of losing status. If you miss with an attack roll or fail an ability check or a saving throw, you can gain a bonus to the roll equal to the number of allies you can see within 30 feet of you (maximum bonus of +5). Once you use this trait, you can't use it again until you finish a short or long rest.
* **Fey Ancestry:** Hobgoblins trace their origins to the Feywild, where they first appeared with their goblin and bugbear kin. That history has left its mark as mystic force continues to surround each Hobgoblin individual. You have advantage on saving throws you make to avoid or end the charmed condition on yourself.

#### **Feats**

* **Wanderer:** You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water and so forth.
* **Hunter's Sense (Monster Slayer conclave):** You gain the ability to peer at a creature and magically discern how best to hurt it. 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 (minimum of once). You regain all expended uses of it when you finish a long rest.*
* **Slayer's Prey(Monster Slayer conclave):** You can focus your ire on one foe, increasing the harm you inflict on it. 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.*

#### **Ranger Abilities**

* **Favored Enemy:** Humanoids.
* **Natural explorer:** Ignore difficult terrain, advantage on initiative rolls, advantage on attack rolls against not-yet-acted creatures on first turn of combat.
* **Dueling:** When you are wielding a melee weapon in one hand and no other Weapons, you gain a +2 bonus to Damage Rolls with that weapon.
* **Primeval Awareness:** 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.

#### **Ranger Spells**

##### **Spell known:**

**Absorb Elements (S, reaction, self, 1 round):** 1 reaction, which you take when you take acid, cold, fire, lightning, or thunder damage. The spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the spell ends.

**Hunter's Mark (V, bonus action, 90ft, Concentration, up to 1 hour):** You choose a creature you can see within range and mystically mark it as your quarry. Until the spell ends, you deal an extra 1d6 damage to the target whenever you hit it with a weapon attack, and you have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find it. If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to mark a new creature.

**Cure Wounds (V+S, action, touch):** A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.