
Theodore and Lorelei
Theodore
Race | Harengon |
Class | Beast Master Ranger |
Background | Urban Bounty Hunter |
Alignment | CG |
Age | 19 |

'What do you think, Lorelei? Just you and me in the wilderness for a week?'
'Friend, you are in my rabbit's way. I advice you to move, before she gets angry.'
'I wonder who made these ruins. I wish we had more time to explore them.'
'Good girl! Have a carrot.'
Theodore is from the northern part of Cottenhorn, where a small tribe of Harengon once made their home. In the old forests around his home, the border between the Material Plane and the Feywild is thin, and it is easy to get lost. When Theodore was out foraging for food one day, he ventured into the Feywild and got lost. After wandering for many hours, he encountered Lorelei, a fey spirit. In exchange for a carrot he had saved as a snack, she led Theodore back to his village, and they soon became fast friends.
Master Pontus, the oldest and wisest member of Theodore's tribe, recognized the potential of someone with the friendship of such a spirit and taught Theodore the ways of natural magic and how to enhance his special bond with Lorelei. Using this training, Theodore and Lorelei grew even closer as they ranged the forests around the village for food and other resources.
Around a year after Theodore and Lorelei met, they came home to the village from a week-long trek in the nearby forests. They returned to find the village burnt down - the apparent work of a dragon. Stepping over the charred bodies of his kin, Theodore gathered what he could from the smoldering ruins and vowed he would one day return and avenge his tribe by slaying the dragon.
With nothing left for him in his village, he left on the back of Lorelei. He eventually found a place for himself in the civilizations of the Estian League. In Greystone he found some brief success as a bounty hunter, putting his and Lorelei's tracking skills to good use freelancing for the city guard. However, he never accepted a contract for someone he deemed to be down on their luck - one should not punch down.
Never content to stay in one play for long, Theodore now roams the Estian Islands, on the back of Lorelei. He is driven by his desire for revenge, and a wanderlust that has taken him far from his home in search of the power he needs to defeat the dragon.
Personality
Theodore is usually quite happy-go-lucky about things he cannot influence. However, the weight of what happened to his village weighs heavily on him, and he will not find rest until the dragon has been slain.
Traits
- I'm driven by a wanderlust that led me away from home. I want to see the wonders of the world.
- I prefer the company of Lorelei and other animals to that of people I don't know well.
Ideals
- Exploration. I will go to the end of the map, and beyond.
Bonds
- I am the last survivor of my tribe, and it is up to me to avenge them and continue their legacy.
Flaws
- I hate leaving a place without having explored it fully. One never knows what lies around the corner.
Appearance
Standing no more than 3 feet tall, Theodore has deep brown fur and a stout build. He wears dark leather scaled armor, and has a bandolier of carrots (goodberries) across his chest to keep Lorelei happy. His steel-shod staff is no taller than he is, but Theodore enhances its swings with his magic. He also wears a dark-green cape to better blend in with fields and foliage, when the mission requires stealth.
Lorelei
Lorelei's usual form is a 6-foot long brown-and-white rabbit with multi-colored fey markings in her long fur, both on her face, ears, and body. She has a fluffy mane of lighter fur around her neck. Her large ears hang down on the side of her head, and they flop around when she runs. The saddle on her back is simple, but allows a wearer to keep their weapons ready, and her saddlebags holds many useful items.
Lorelei's flying form is that of a wolpertinger, a winged rabbit with antlers. She rarely takes this form, however, preferring to stay close to Theodore in combat.
Lorelei
Medium Beast, Chaotic Good
Mod | Save | Mod | Save | Mod | Save | ||||||
---|---|---|---|---|---|---|---|---|---|---|---|
STR | 14 | +2 | +4 | DEX | 14 | +2 | +4 | CON | 15 | +2 | +4 |
INT | 8 | -1 | +1 | WIS | 14 | +2 | +4 | CHA | 11 | +0 | +2 |
Charge: If Lorelei moves at least 20 feet straight toward a target and then hits it with a maul attack on the same turn, the target takes an extra 3 (1d6) slashing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked Prone.
Primal Bond: You can add your proficiency bonus to any ability check or saving throw that the beast makes.
Actions
Maul: Melee Weapon attack: +6, reach 5ft. Hit: 8 (1d8+4) slashing damage.
Frontline melee ranger.
- Can't go STRanger, since we need at least 14 dex for AC.
- TWF is out due to no BA and the desire to have a shield
- Wis focus + druidic fighting: Shillelagh lets melee attacks keep up with rabbit attacks + better spells. Could eventually take a druid/cleric level for a range cantrip, and swap back to dueling.
- Magic Stone takes even more bonus actions, although Lorelei does most of the attacking later on.
- This is the way
- Dex focus + dueling + whip: reach, good range attacks too.
- Could monk dip to use a quarterstaff, but except for that, gain very little from the dip.
- Next ASIs:
- Con focus: Crusher, Resilient: Con, +2 Wis/PAM
- Wis focus: Fey Touched, Resilient: Wis, PAM
Jump distance for Lorelei:
- 14 feet long jump with a run up.
- 42 feet with the jump spell
- 5 feet high jump with a run up, but together they are around 5 feet tall, probably reach 10-11 feet up.
- 15 feet up, reach 20-21 feet with the jump spell
- If we assume rabbit hop can be used at the top of Lorelei's jump (doubtful, maybe with a check), add 10 feet to all of these, or 30 feet if we use two Jump spells.