Renoir Fortemps

Season:
Curse of Strahd
Race:
Human (PhB24)
Class:
Ranger: Hollow Warden
Background:
Haunted One
Lifestyle:
Modest
Current Level:
1
Total GP:
150
Total Downtime:
10
Tag:
CoS
Faction:
None
Faction Rank:
Novice (rank 1)
Magic Item Count:
0
Magic Item Limit:
1

Log Entries

Date Played ▲ Adventure Title Session Levels GP Downtime Magic Items
2025-09-01 15:00 Charakter Creation 150 Show

Race:

(Tasha's Customizing Origin)
Variant Human
Alignment: True Neutral
Size: Medium
Speed: 30
Language: Common, Draconic, Elvish
Resourceful. You gain Heroic Inspiration whenever you finish a Long Rest.
Skillful. You gain proficiency in one skill of your choice. Intimidation.
Versatile. You gain an Origin feat of your choice (see "Feats").
Alert: You gain the following benefits.
Initiative Proficiency. When you roll Initiative, you can add your Proficiency Bonus to the roll.
Initiative Swap. Immediately after you roll Initiative, you can swap your Initiative with the Initiative of one willing ally in the same combat. You can't make this swap if you or the ally has the Incapacitated condition.
...
Ability Scores:
Str: 8
Dex: 15 (+2)
Con: 14
Int: 10
Wis: 15 (+1)
Cha: 8

Class: Ranger

Ranger: Hollow Warden
Level 1: Spellcasting
You have learned to channel the magical essence of nature to cast spells. See chapter 7 for the rules on spellcasting. The information below details how you use those rules with Ranger spells, which appear in the Ranger spell list later in the class’s description.
Spell Slots. The Ranger Features table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest.
Prepared Spells of Level 1+. You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose two level 1 Ranger spells.
The number of spells on your list increases as you gain Ranger levels, as shown in the Prepared Spells column of the Ranger Features table. Whenever that number increases, choose additional Ranger spells until the number of spells on your list matches the number in the Ranger Features table. The chosen spells must be of a level for which you have spell slots.
If another Ranger feature gives you spells that you always have prepared, those spells don’t count against the number of spells you can prepare with this feature, but those spells otherwise count as Ranger spells for you.
Changing Your Prepared Spells. Whenever you finish a Long Rest, you can replace one spell on your list with another Ranger spell for which you have spell slots.
Spellcasting Ability. Wisdom is your spellcasting ability for your Ranger spells.
Spellcasting Focus. You can use a Druidic Focus as a Spellcasting Focus for your Ranger spells.
Level 1: Favored Enemy
You always have the Hunter’s Mark spell prepared. You can cast it twice without expending a spell slot, and you regain all expended uses of this ability when you finish a Long Rest.
The number of times you can cast the spell without a spell slot increases when you reach certain Ranger levels, as shown in the Favored Enemy column of the Ranger Features table.
Level 1: Weapon Mastery
Your training with weapons allows you to use the mastery properties of two kinds of weapons of your choice with which you have proficiency. Whenever you finish a Long Rest, you can change the kinds of weapons you chose.

Proficiencies

Primery Ability: Dexterity and Wisdom
Hit Dice Die: D10 per Ranger level
Saving Throws Proficiencies: Strength and Dexterity
Skill Proficiencies: Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, or Survival
Weapons Proficiencies: Simple and Martial weapons
Armor Training: Light and Medium armor and Shields
Starting Equipment: Choose A or B: (A) Studded Leather Armor, Scimitar, Shortsword, Longbow, 20 Arrows, Quiver, Druidic Focus (sprig of mistletoe), Explorer’s Pack, and 7 GP; or (B) 150 GP

Background: Haunted One

You are haunted by something so terrible that you dare not speak of it. You’ve tried to bury it and run away from it, to no avail. Whatever this thing is that haunts you can’t be slain with a sword or banished with a spell. It might come to you as a shadow on the wall, a bloodcurdling nightmare, a memory that refuses to die, or a demonic whisper in the dark. The burden has taken its toll, isolating you from most people and making you question your sanity. You must find a way to overcome it before it destroys you.
Ability Scores: Strength, Constitution
Skill Proficiencies: Choose two of Arcana, Investigation, Religion, or Survival
Tool Proficiencies: None
Languages: Choose two languages, one of which being an exotic language (Abyssal, Celestial, Deep Speech, Draconic, Infernal, Primordial, Sylvan, or Undercommon)
Equipment: A monster hunter’s pack, and one trinket of special significance (choose one or roll on the Gothic Trinkets table). Also gain a set of set of common clothes and 1sp.

2025-10-31 20:00 DDAL04-1 Suits of the Mists 10 Show

Teilnehmer:
(1) Arikati020 - Calythra - ???? - Cleric: Domain of Twilight 1
(1) Bramymond - Renoir Fortemps - Human - Ranger: Hollow Warden 1
(1) C0ldw0lf - Lucien - Human - Druid: Circle of Stars 1
(1) Echo - Keltoris Oakguard - Hexblood - Warlock 1
(1) Karrakasz - Viktor - Human - Fighter 1
(1) Marcelinho - Scar - Shadar Kai - Barbarian 1


Loot:
625gp
2x Potion of Healing

Date Played ▲ Adventure Title Tier Session ACP TCP Downtime Renown
2025-09-01 15:00 Charakter Creation Show

Race:

(Tasha's Customizing Origin)
Variant Human
Alignment: True Neutral
Size: Medium
Speed: 30
Language: Common, Draconic, Elvish
Resourceful. You gain Heroic Inspiration whenever you finish a Long Rest.
Skillful. You gain proficiency in one skill of your choice. Intimidation.
Versatile. You gain an Origin feat of your choice (see "Feats").
Alert: You gain the following benefits.
Initiative Proficiency. When you roll Initiative, you can add your Proficiency Bonus to the roll.
Initiative Swap. Immediately after you roll Initiative, you can swap your Initiative with the Initiative of one willing ally in the same combat. You can't make this swap if you or the ally has the Incapacitated condition.
...
Ability Scores:
Str: 8
Dex: 15 (+2)
Con: 14
Int: 10
Wis: 15 (+1)
Cha: 8

Class: Ranger

Ranger: Hollow Warden
Level 1: Spellcasting
You have learned to channel the magical essence of nature to cast spells. See chapter 7 for the rules on spellcasting. The information below details how you use those rules with Ranger spells, which appear in the Ranger spell list later in the class’s description.
Spell Slots. The Ranger Features table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest.
Prepared Spells of Level 1+. You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose two level 1 Ranger spells.
The number of spells on your list increases as you gain Ranger levels, as shown in the Prepared Spells column of the Ranger Features table. Whenever that number increases, choose additional Ranger spells until the number of spells on your list matches the number in the Ranger Features table. The chosen spells must be of a level for which you have spell slots.
If another Ranger feature gives you spells that you always have prepared, those spells don’t count against the number of spells you can prepare with this feature, but those spells otherwise count as Ranger spells for you.
Changing Your Prepared Spells. Whenever you finish a Long Rest, you can replace one spell on your list with another Ranger spell for which you have spell slots.
Spellcasting Ability. Wisdom is your spellcasting ability for your Ranger spells.
Spellcasting Focus. You can use a Druidic Focus as a Spellcasting Focus for your Ranger spells.
Level 1: Favored Enemy
You always have the Hunter’s Mark spell prepared. You can cast it twice without expending a spell slot, and you regain all expended uses of this ability when you finish a Long Rest.
The number of times you can cast the spell without a spell slot increases when you reach certain Ranger levels, as shown in the Favored Enemy column of the Ranger Features table.
Level 1: Weapon Mastery
Your training with weapons allows you to use the mastery properties of two kinds of weapons of your choice with which you have proficiency. Whenever you finish a Long Rest, you can change the kinds of weapons you chose.

Proficiencies

Primery Ability: Dexterity and Wisdom
Hit Dice Die: D10 per Ranger level
Saving Throws Proficiencies: Strength and Dexterity
Skill Proficiencies: Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, or Survival
Weapons Proficiencies: Simple and Martial weapons
Armor Training: Light and Medium armor and Shields
Starting Equipment: Choose A or B: (A) Studded Leather Armor, Scimitar, Shortsword, Longbow, 20 Arrows, Quiver, Druidic Focus (sprig of mistletoe), Explorer’s Pack, and 7 GP; or (B) 150 GP

Background: Haunted One

You are haunted by something so terrible that you dare not speak of it. You’ve tried to bury it and run away from it, to no avail. Whatever this thing is that haunts you can’t be slain with a sword or banished with a spell. It might come to you as a shadow on the wall, a bloodcurdling nightmare, a memory that refuses to die, or a demonic whisper in the dark. The burden has taken its toll, isolating you from most people and making you question your sanity. You must find a way to overcome it before it destroys you.
Ability Scores: Strength, Constitution
Skill Proficiencies: Choose two of Arcana, Investigation, Religion, or Survival
Tool Proficiencies: None
Languages: Choose two languages, one of which being an exotic language (Abyssal, Celestial, Deep Speech, Draconic, Infernal, Primordial, Sylvan, or Undercommon)
Equipment: A monster hunter’s pack, and one trinket of special significance (choose one or roll on the Gothic Trinkets table). Also gain a set of set of common clothes and 1sp.

2025-10-31 20:00 DDAL04-1 Suits of the Mists 10 Show

Teilnehmer:
(1) Arikati020 - Calythra - ???? - Cleric: Domain of Twilight 1
(1) Bramymond - Renoir Fortemps - Human - Ranger: Hollow Warden 1
(1) C0ldw0lf - Lucien - Human - Druid: Circle of Stars 1
(1) Echo - Keltoris Oakguard - Hexblood - Warlock 1
(1) Karrakasz - Viktor - Human - Fighter 1
(1) Marcelinho - Scar - Shadar Kai - Barbarian 1


Loot:
625gp
2x Potion of Healing

Date Played ▲ Adventure Title Session XP GP Downtime Renown Magic Items
2025-09-01 15:00 Charakter Creation 150 Show

Race:

(Tasha's Customizing Origin)
Variant Human
Alignment: True Neutral
Size: Medium
Speed: 30
Language: Common, Draconic, Elvish
Resourceful. You gain Heroic Inspiration whenever you finish a Long Rest.
Skillful. You gain proficiency in one skill of your choice. Intimidation.
Versatile. You gain an Origin feat of your choice (see "Feats").
Alert: You gain the following benefits.
Initiative Proficiency. When you roll Initiative, you can add your Proficiency Bonus to the roll.
Initiative Swap. Immediately after you roll Initiative, you can swap your Initiative with the Initiative of one willing ally in the same combat. You can't make this swap if you or the ally has the Incapacitated condition.
...
Ability Scores:
Str: 8
Dex: 15 (+2)
Con: 14
Int: 10
Wis: 15 (+1)
Cha: 8

Class: Ranger

Ranger: Hollow Warden
Level 1: Spellcasting
You have learned to channel the magical essence of nature to cast spells. See chapter 7 for the rules on spellcasting. The information below details how you use those rules with Ranger spells, which appear in the Ranger spell list later in the class’s description.
Spell Slots. The Ranger Features table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest.
Prepared Spells of Level 1+. You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose two level 1 Ranger spells.
The number of spells on your list increases as you gain Ranger levels, as shown in the Prepared Spells column of the Ranger Features table. Whenever that number increases, choose additional Ranger spells until the number of spells on your list matches the number in the Ranger Features table. The chosen spells must be of a level for which you have spell slots.
If another Ranger feature gives you spells that you always have prepared, those spells don’t count against the number of spells you can prepare with this feature, but those spells otherwise count as Ranger spells for you.
Changing Your Prepared Spells. Whenever you finish a Long Rest, you can replace one spell on your list with another Ranger spell for which you have spell slots.
Spellcasting Ability. Wisdom is your spellcasting ability for your Ranger spells.
Spellcasting Focus. You can use a Druidic Focus as a Spellcasting Focus for your Ranger spells.
Level 1: Favored Enemy
You always have the Hunter’s Mark spell prepared. You can cast it twice without expending a spell slot, and you regain all expended uses of this ability when you finish a Long Rest.
The number of times you can cast the spell without a spell slot increases when you reach certain Ranger levels, as shown in the Favored Enemy column of the Ranger Features table.
Level 1: Weapon Mastery
Your training with weapons allows you to use the mastery properties of two kinds of weapons of your choice with which you have proficiency. Whenever you finish a Long Rest, you can change the kinds of weapons you chose.

Proficiencies

Primery Ability: Dexterity and Wisdom
Hit Dice Die: D10 per Ranger level
Saving Throws Proficiencies: Strength and Dexterity
Skill Proficiencies: Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, or Survival
Weapons Proficiencies: Simple and Martial weapons
Armor Training: Light and Medium armor and Shields
Starting Equipment: Choose A or B: (A) Studded Leather Armor, Scimitar, Shortsword, Longbow, 20 Arrows, Quiver, Druidic Focus (sprig of mistletoe), Explorer’s Pack, and 7 GP; or (B) 150 GP

Background: Haunted One

You are haunted by something so terrible that you dare not speak of it. You’ve tried to bury it and run away from it, to no avail. Whatever this thing is that haunts you can’t be slain with a sword or banished with a spell. It might come to you as a shadow on the wall, a bloodcurdling nightmare, a memory that refuses to die, or a demonic whisper in the dark. The burden has taken its toll, isolating you from most people and making you question your sanity. You must find a way to overcome it before it destroys you.
Ability Scores: Strength, Constitution
Skill Proficiencies: Choose two of Arcana, Investigation, Religion, or Survival
Tool Proficiencies: None
Languages: Choose two languages, one of which being an exotic language (Abyssal, Celestial, Deep Speech, Draconic, Infernal, Primordial, Sylvan, or Undercommon)
Equipment: A monster hunter’s pack, and one trinket of special significance (choose one or roll on the Gothic Trinkets table). Also gain a set of set of common clothes and 1sp.

2025-10-31 20:00 DDAL04-1 Suits of the Mists 10 Show

Teilnehmer:
(1) Arikati020 - Calythra - ???? - Cleric: Domain of Twilight 1
(1) Bramymond - Renoir Fortemps - Human - Ranger: Hollow Warden 1
(1) C0ldw0lf - Lucien - Human - Druid: Circle of Stars 1
(1) Echo - Keltoris Oakguard - Hexblood - Warlock 1
(1) Karrakasz - Viktor - Human - Fighter 1
(1) Marcelinho - Scar - Shadar Kai - Barbarian 1


Loot:
625gp
2x Potion of Healing