Deb Merryfoote IV (4e Character)

"I'm thinkin the Lady O' the Forest sent me here to watch your back!"

Description:

== Created Using Wizards of the Coast D&D Character Builder ==
Deberrion Merryfoote IV, level 10
Halfling, Ranger
Fighting Style Option: Archer Fighting Style
Ranger Option: Prime Shot
Harper
Occupation – Hunter (+2 to Perception)

FINAL ABILITY SCORES
STR 16, CON 18, DEX 22, INT 10, WIS 18, CHA 16

STARTING ABILITY SCORES
STR 16, CON 17, DEX 18, INT 10, WIS 17, CHA 14

AC: 25 Fort: 21 Ref: 23 Will: 20
HP: 75 Surges: 10 Surge Value: 18

TRAINED SKILLS
Acrobatics +18, Athletics +13, Nature +14, Perception +16, Stealth +16

UNTRAINED SKILLS
Arcana +5, Bluff +8, Diplomacy +8, Dungeoneering +9, Endurance +9, Heal +9, History +5, Insight +9, Intimidate +8, Religion +5, Streetwise +8, Thievery +13

POWERS
Basic Attack: Melee Basic Attack
Basic Attack: Ranged Basic Attack
Halfling Racial Power: Second Chance
Hunter’s Quarry Power: Hunter’s Quarry
Ranger Attack 1: Nimble Strike
Ranger Attack 1: Twin Strike
Ranger Attack 1: Two-Fanged Strike
Ranger Attack 1: Hunter’s Bear Trap
Ranger Utility 2: Unbalancing Parry
Ranger Attack 3: Cut and Run
Ranger Attack 5: Splintering Shot
Ranger Utility 6: Weave Through the Fray
Ranger Attack 7: Hawk’s Talon
Ranger Attack 9: Thousand Arrow Awareness
Ranger Utility 10: Blood of the Fallen

FEATS
Defensive Mobility
Level 1: Hunter’s Aim
Level 2: Lethal Hunter
Level 4: Halfling Short Bow Hunter
Level 6: Lost in the Crowd
Level 8: Distant Advantage
Level 10: Weapon Expertise (Bow)

ITEMS
Dynamic Dagger +2
Magic Dagger +2
Wavestrider Boots x1
Bracers of the Perfect Shot (heroic tier) x1
Cloak of Resistance +1 x1
Potion of Mimicry (heroic tier)
Potion of Regeneration (heroic tier)
Restful Bedroll
Adventurer’s Kit
Grappling Hook
Dagger
Moonbow Shortbow +3 x1
Leather Armor of Resistance +2 x1
== End ==

Bio:

Deberrion Merryfoote IV is the great great grandson of Dorbo Merryfoote and Falene Merryfoote, the only two survivors of a drow raid upon the halfling hamlet of Palmer’s Grove on the northern outskirts of the Misty Forest over a century ago. The drow, Zaachaeus De’Barronn, saved the couple’s lives during the raid. Falene was pregnant at the time, and so to honor the one who gave them and their unborn son their lives, Dorbo and Falene named their baby Deberrion, a variation of Zaachaeus’ surname. In honor and remembrance of this gift of life, each generation has named their firstborn son Deberrion.

When Deb (Deberrion Merryfoote IV) was born into the world, the family had relocated from the lands of Daggerford, and had been living in the metropolis of Baulder’s Gate for two full generations. Deb’s father and mother ran a small but successful family carpentry business in the bustling city, where it fell to Deb to serve as a runner and delivery boy. One day on the eve of his 17th birthday, he returned from a delivery to find his parents had been violently attacked in the backroom of their shop. Deb’s mother had already succumbed to her wounds, but his father was able to pass on one last important message with his dying words, “Son, you were born for more than the life of a carpenter. For generations the Merryfoote men have failed to live up to our namesake, shirked the responsibility to pay forward the gift of life we had received so long ago. Go and find the one you were named after; you remember the tale, if he is still alive, find him, and it is there you will find your destiny.”

Scared for his life and alone, not knowing who was responsible for the death of his parents, Deb fled the city with no more than what he had on his back. He fled to the east but quickly became lost in the wilds outside of Baldur’s Gate. On his second night in the wilds, freezing, and without food or water, Deb was found near death by Rowan Greenmantle, a half-elf ranger. Rowan nursed the young halfling to health. After hearing Deb’s tale, Rowan offered to take Deb on as an apprentice and teach him the ways of the ranger, under the guidance of the Lady of the Forest, the Goddess Mielikki.

Over the next two winters Rowan taught Deb all the skills he would need to be a true ranger and servant of the Lady of the Forest. The halfling learned how to craft a strong bow, make arrows, use the short bow, short sword, and dagger. He learned to make a clean kill while hunting, skin an animal, dry and cure meat, and find herbs, edible roots, vegetation, and water. Rowan also taught Deb how to set a wound, and which plants were useful as remedies for all manner of ailments, as well as which were poisonous. Lastly, Rowan taught Deb how to speak to animals as well as how to read their behavior through their body language.

On the eve of his 19th birthday, Rowan decided that Deb was ready to test his skills in a true wilderness setting, the Reaching Wood. The Reaching Wood was an expansive forest that lay to the east, partially within the nation of Elturgard. And so in the waning days of Uktar 1478, Deb headed to the east with his half-elf mentor to test his skills.

For months Deb and Rowan traveled across the northern reaches of Elturgard attempting to gain access to the Reaching Wood, but found that the gauntlars (the soldiers of Elturgard) had built huge wooden palisades at the edge of the great forest. No one was allowed to enter upon pain of death. Rowan told the young halfling that they would continue heading east skirting the Reaching Wood in hopes that they would find a way into the great forest outside of Elturgard’s borders. Finally in early Tarsakh, 1479 the two made it to the hamlet of Elk Heart, the last settlement in the northeastern part of Elturgard. It was in this small settlement that Deb’s destiny would change forever. While talking to some of the locals about what lands lay beyond the northeastern border, Rowan and Deb were told about the Sunset Vale which lay to the north and east and its fiercely independent folk, but were warned not to head north up the trail from Elk Heart into the western part of the Vale. When the two rangers asked why, the locals described to them a small town that surrounded a lake a little over a days’ travel away. The town of Bear’s Head was quaint enough looking they said, but evil resided there, for the town was run by a drow elf named Zaachaeus! Hoping that this drow Zaachaeus was the same one from his family’s tale, Deb pleaded with Rowan to travel to Bear’s Head. Rowan, knowing the young halfling needed to seek out the drow, agreed and the two set out into the western expanses of the Sunset Vale and on to the small town of Bear’s Head.

No more than one hour after they had crossed into the lands claimed by Bear’s Head, Deb and Rowan came across a patrol of twelve riders in green cloaks. A moon eladrin, who introduced himself as High Sword Danin Treshtondale of Bear’s Head, questioned the two rangers as to their business in his land. Deb told the High Sword that he had come to see if the drow Zaachaeus was in fact the same drow who had once been a knight and protector of the Duchy of Daggerford over a century ago, and the savior of his ancestors at Palmer’s Grove. Danin informed the young halfling that Lord Regent Zaacheus of Bear’s Head was indeed the same drow, for Danin was one of the original members of the Cloaked Raiders, defenders of the Misty Forest and the Duchy of Daggerford, and had served alongside Zaachaeus even back then. Rowan, excited for his pupil, and seeing that Deb had been left speechless at the news, asked if they could continue onto the town to meet the Lord Regent. Danin informed the two that Zaachaeus was currently away, and could not take visitors, but that his younger brother Gaerd was the acting Lord Regent in Zaachaeus’ absence and would meet with them. The High Sword dispatched four of his riders to escort Rowan and Deb to the town with orders to take them to the Bear’s Head Inn and Alehouse to meet with Gaerd.

A couple hours before sundown Deb, Rowan and their escort arrived at the southwestern gate to the town. They had passed through an outer ring of ten wooden watchtowers and come upon the gate which was situated within a five foot tall stone wall that surrounded the entire town. A guard asked Rowan and Deb to hand over all their weapons, explaining that the weapons would be returned to them after they had been officially checked into the town’s registry and given identification papers. Their weapons would be kept safe in a locker at the Bear’s Head Inn and Alehouse, where Deb and Rowan could retrieve them when they chose to leave town. Deb could make out many two story cottages made of both wood and stone as well as plenty of trees and green gardens beyond the outer wall. Rowan commented to the young halfling on the unusually large number of men-at-arms stationed at the gate, and those patrolling the clean cobblestone streets of the town. At the town’s center lay a small but pristine blue lake. Deb could make out small fishing vessels on the lake’s calm waters. Eventually the two rangers were led to the center of town which was situated on the northern shore of the lake. A large two-storied building made of finely crafted wood and stone dominated the array of shops and buildings on the northern side of the town center. A sign hung over the double door entrance to the building that read: The Bear’s Head Inn and Alehouse. As one of the guards stationed at the entrance to the tavern opened the front door, Deb felt his heart beating rapidly as a strange feeling washed over him. He knew the moment he walked through those doors, his life would change forever.

Deb Merryfoote IV (4e Character)

Legacy of the Realms nightcrawler78