Longstride

Longstride

Stats (from Character Sheet)

STRDEXCONINTWISCHA
14 (+2)17 (+3)10 (+0)12 (+1)14 (+2)9 (-1)
  • HP: 44 / 44 (Hit Dice: 6d10 / +12) | AC: 15 (Studded Leather) | Speed: 30 ft.
  • Senses: Passive Perception 12, Passive Insight 15, Passive Investigation 11
  • Saves: STR +5 (proficient), DEX +6 (proficient)
  • Combat Stats:
    • Initiative: +3
    • Proficiency Bonus: +3
    • Heroic Inspiration: Active (Gained on every Long Rest via Human Resourceful)
    • Spell Save DC: 13 | Spell Attack Bonus: +5

Skills

(Note: Fey Wanderer’s Otherworldly Glamour adds WIS modifier (+2) to all Charisma checks)

  • Stealth: +9 (Expertise via Deft Explorer)
  • Athletics: +5 (Proficient)
  • Animal Handling: +5 (Proficient)
  • Insight: +5 (Proficient via Human Skillful)
  • Deception: +4 (Proficient via Otherworldly Glamour)
  • Acrobatics: +3 | Sleight of Hand: +3
  • Perception: +2 | Survival: +2 | Medicine: +2
  • Arcana: +1 | History: +1 | Investigation: +1 | Nature: +1 | Religion: +1
  • Intimidation: +1 | Performance: +1 | Persuasion: +1

Weapons & Attacks

  • Extra Attack: Can attack twice per Attack action.
  • Longbow: +6 to hit, 1d8+3 Piercing (Range 150/600 ft., Heavy, Two-Handed).
    • Weapon Mastery — Slow: Reduces hit target’s speed by 10 ft. until start of your next turn.
    • Sharpshooter: No disadvantage at long range (600 ft.) or in melee (5 ft.); ignores Half & Three-Quarters Cover.
  • Shortsword: +6 to hit, 1d6+3 Piercing (Finesse, Light).
    • Weapon Mastery — Vex: Advantage on your next attack roll against that target before the end of your next turn.
  • Scimitar: +6 to hit, 1d6+3 Slashing (Finesse, Light, Nick).
  • Daggers (2): +6 to hit, 1d4+3 Piercing (Range 20/60 ft., Finesse, Light, Thrown, Nick).
  • Unarmed Strike: +5 to hit, 3 Bludgeoning (Grapple/Shove DC 13).

Special Combat Features

  • Dreadful Strikes (Fey Wanderer): Once per turn on hit, deal an extra 1d4 Psychic damage.
  • Favored Enemy: Always have Hunter’s Mark prepared; 3 free casts per Long Rest without expending a spell slot.
  • Luck Points (Lucky Feat): 3 / Long Rest. Spend 1 to gain Advantage on a d20 test or impose Disadvantage on an attack against you.

Spells & Magic

  • Spell Slots: 4x Level 1, 2x Level 2 (Long Rest)
  • Cantrips (Fighting Style: Druidic Warrior):
    • Produce Flame: 1BA, Self, +5 spell attack, 2d8 Fire (10m duration / 60 ft. throw, V/S).
    • Thunderclap: 1 Action, Self (5 ft.), CON DC 13, 2d6 Thunder (S).
  • 1st Level:
    • Hunter’s Mark (Favored Enemy): 1BA, 90 ft., 1d6 Force dmg per hit, Conc. 1h (V) — 3 free casts/LR.
    • Charm Person (Fey Wanderer): 1 Action, 30 ft., WIS DC 13, Charmed 1h (V/S).
  • 2nd Level:
    • Misty Step (Fey Wanderer): 1BA, Self, Teleport up to 30 ft. (V).

Equipment & Inventory

  • Coinage: 23 GP
  • Attunement: 0 / 3 slots
  • Equipped / Carried:
    • Studded Leather Armor (AC 15)
    • Longbow + Quiver (20 Arrows)
    • Shortsword
    • Scimitar
    • 2 Daggers
    • Sprig of Mistletoe (Druidic Focus)
    • Thieves’ Tools
    • Dragonchess Set
    • Traveler’s Clothes
    • 2 Pouches
    • Cold Iron Batons (2): Looted from fallen Consortium spy in Session 9.
  • Backpack (55 lb.):
    • Bedroll, 2 Oil Flasks, 10 Rations, 50 ft. Rope, Tinderbox, 10 Torches, Waterskin.

Feats & Features

  • Sharpshooter (Level 4 Feat): +1 DEX (17). Ignore 1/2 and 3/4 cover; no disadvantage firing in melee range; no disadvantage at long range (up to 600 ft.).
  • Tough (Origin Feat via Human Versatile): +2 HP per level (+12 total at Level 6).
  • Lucky (Origin Feat via Wayfarer Background): 3 Luck Points per Long Rest.
  • Human Resourceful: Gain Heroic Inspiration automatically after each Long Rest.
  • Otherworldly Glamour (Fey Wanderer): Gain proficiency in Deception; add WIS modifier (+2) to all Charisma checks.
  • Deft Explorer (Ranger): Expertise in Stealth; learned Deep Speech and Undercommon.

Background & Organizations

Characteristics

  • Gender: Male | Age: 38 | Height: 6’1” | Weight: 185 lb.
  • Eyes: Green Hazel | Hair: Brown | Skin: Weathered leather
  • Languages: Common, Deep Speech, Dwarvish, Elvish, Undercommon

Mentorship under Gus & The Tidecallers

Longstride was taken in young by Gus, the legendary salvage diver and one of the founding pillars of The Tidecallers.

  • Training in Stillness & Attention: Longstride began with raw, instinctive druidic intuition. Gus honed that instinct into disciplined method—teaching him to read tide charts until the numbers became living warnings, to sit unmoving until a harbor forgot he was watching, and to move through water and crowds with unhurried economy.
  • The Secret Hand-Sign: Gus taught him the signature, deniable hand-sign of the Tidecallers (“I see you, and I am not seeing you, and we both know it”), a signal they still share.
  • Evolution of Combat: As Gus says, he didn’t make Longstride dangerous, he just “stopped him from being dangerous carelessly.” That foundation of sensory awareness and patient focus eventually ignited into Longstride’s flame magic (Produce Flame) and Fey Wanderer precision.
  • The Tidecallers Network: Longstride serves as an operative for the network, mapping hidden channels, monitoring corporate movements (The Atlas Group and Cold Iron Consortium), and carrying coded priority dispatches via Tidecaller Silk tags and environmental signs.
  • Full History: See Gus: A History.

Vessel: The Shadow Sprinter

  • The Shadow Sprinter: A 50ft high-performance catamaran with ghostcloth sails and lead-lined lockers. Longstride’s personal vessel, moored at The Drift and utilized as the party’s primary ship beginning in Session 10. (Early DM prep notes initially drafted this vessel under the placeholder name “The Night Stalker”, retconned upon boarding in S10). See The Shadow Sprinter.

Personality & Quirks

  • Scent of Shadow: Wears a heavy, expensive fragrance called Draco Black. He believes it evokes ‘unfathomable mystery’, but to an experienced tracker, it mostly evokes ‘I am hiding three feet to your left.’
  • The One Who Strides Long: Has a flair for the dramatic, particularly when delivering paper-airplane messages or making ‘shadowy’ appearances.

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