Skögarr, Dwarf Ranger
Blog #5
5E Behind the screen.
The Genesis
I have made a character utilizing the rules detailed in the previous blog posts. Really, there are few rules for character creation itself, but the other rules helped guide the process.
This character will end up being an NPC in one of the games I’ll be running. He may or may not get utilized, we’ll see what the players do.
I really just wanted to see how smooth the process was (very smooth) and see what my thought process was along the way (interesting).
So this is the process of me making a character so I can better guide my players when it’s their turn to make characters.
The Stats
I went with the ACKS stat method as mentioned in the first blog post.
- 1x 5d6 top 3, min 13
- 2x 4d6 top 3
- 3x 3d6
With this method, I choose where to put the roll and then I rolled the stats down the line.
As a side note: I think I would allow a reroll of all stats if the modifiers totalled less than 0, before race modifiers. I saw this from Lamentations of the Flame Princess and thought it was a fair way of doing things.
With the ACKS method of stats, I decided what I wanted to roll up, a dwarf ranger, then placed the stats accordingly.
More explanations below, as it might seem confusing at first.
Oof!
Those are some rough stats.
They’d be worse without the hill dwarf bonuses.
No penalties, though, so that’s nice at least.
The Breakdown
STR was a higher consideration than DEX due to encumbrance rules. It works out for a lot of reasons, AC being one of those.
- Strength — Saved by the min 13 here. With this, we’re able to gear up the character and compensate for the low dex while, hopefully, avoiding heavy encumbrance.
- Dexterity — Big ol’ nothing here. I’m fine with the 0 modifier, we’ll just have to go for the medium armors.
I’ll be rolling with side initiative anyhow, so there is no initiative bonus when that is used. [pg. 270 DMG] - Constitution — Fortunately for being a dwarf (+2 CON), this got bumped up to a 0. Hill Dwarves also get a nice +1 HP per level, so that feels like a nice offset. Just have to be worried about massive damage.
- Wisdom — This is mostly what decided me on hill dwarf over mountain dwarf. A ranger with a penalty to survival? Nah, couldn’t live with that.
- Intelligence — I’m fine with no language bonuses, this guy is gonna be a recluse anyway.
- Charisma — This was a surprise, of course. What to do with this? Now, looking below at how close I am on encumbrance, charisma will help me with getting henchmen to haul stuff for me. He might be a little crazy from his seclusion, but he’s fairly persuasive.
Gold
I choose to roll for gold instead of taking the class + background kit [pg. 143 PHB]. I will have my players do this as well for their equipment. They will likely encounter trade offs, but I think this leads to a better game.
120 gp is what I rolled up out of 5d4x10, so a range of 50–200, just below the middle amount.
Shopping List
I really just went for it and checked back for weight afterwards. Still have some room left for loot. Which reminds me, buy some sacks for coins. Stuff can probably go in a backpack, if there’s room. You want sacks for all those coins, though!
Here I have the items as I bought them and have the gold left over right after. With weight in #s.
- Chain Shirt 20#
70 gp left - Shield 6#
60 gp left - Battleaxe 4#
50 gp left - Light hammer x3 6# (2# ea)
44 gp left - Healer’s Kit 3#
39 gp left - Explorer’s Pack
29 gp left after this.
Contents below. - Backpack 2#
- Bedroll 7#
- Mess kit 1#
- Tinderbox 1#
- Torches x10 10#
- Rations x10 days 20#
- Waterskin 5# full
- 50 ft rope 10#
- Sack x2 1# (1/2# ea)
28 gp 9 sp 8 cp left after this.
10 coins = 1 lb
so about + 5# for coins.
108 pounds (#) total
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We’re encumbered, but not heavily encumbered. 130 is our heavily encumbered limit.
The Class
I picked ranger because as mentioned this is intended to be an NPC. I thought that a ranger would make for a good guide, especially if the group doesn’t have an outdoorsman (outdoorsdwarf) to help them navigate the wilderness.
I choose beasts as my favored enemy, I figured this would help boost his otherwise lacking survival capabilities.
For the favored terrain, I chose forest. The game will feature a lot of forests, I like forests, so it was an easy choice.
The Background
Went with Hermit for the background. With a greater focus on the deities in this game, and going forward, I thought it would be more fun to have a character who is a recluse but for religious reasons.
So he fled to the wilds and worships the norse god Uller out there.
Out in the woods he has been isolated for some time. The nearby village knows of him and can tell players where to find him, generally. He rarely speaks, but when he does it’s to share his dogma with people.
He will also hunt in the winter and bring what he hunts to town as devotion to Uller.
The character sheet for Skögarr. Gear is as listed above. Usually when I have a sheet, I put gear on the back as there is far more space then the little they give you there.
Uller, the Winter Huntsman
Alignment: Neutral Good
Domains: Nature, Tempest
Symbol: A longbow over a backdrop of snow
Background: Ullr, known as the Winter Huntsman, is a revered deity in the pantheon of many northern realms, worshipped by those who respect and fear the wilds. He is the patron of hunters, rangers, and those who seek to live in harmony with the harsher aspects of nature. Ullr’s domain is the untamed wilderness of the coldest regions, where survival is a testament to skill and resilience.
Characteristics: Ullr is depicted as a robust figure, clad in furs and leathers, with a longbow slung over his shoulder and skis always at his side. He is a master archer and tracker, able to traverse the snow-covered landscape with ease and silence. His eyes, sharp and clear like the winter sky, miss nothing in his domain.
Worship and Followers: Ullr’s followers include rangers, druids, and barbarians who find solace and strength in the wild. They build modest shrines in his honor in hidden glades and mountain peaks. His clerics are skilled in survival and often serve as guides or protectors in harsh winter territories. Worship of Ullr involves respecting the balance of nature, ethical hunting practices, and the preservation of the wilderness.
Legends and Lore: Legends say that Ullr once walked the mortal realms, teaching the first hunters the art of the bow and how to ski across the snow. It is believed he can summon blizzards and calm storms, and he is often invoked for protection against the dangers of the wild. He is also seen as a guardian against evil creatures that roam the winter forests.
Festivals and Ceremonies: Ullr’s most significant festival occurs at the winter solstice, celebrating the longest night and the return of the sun. His followers partake in archery contests, skiing, and storytelling, and they offer sacrifices of game to earn Ullr’s favor for the coming year.
Conclusion
I’m not actually sure if this character will see any play. I’m gonna plop him in the region and the players may find out about him or stumble upon him.
I mostly made this character to try the method of character creation that I wish to present to my players. Overall, I think it’s great. I think the stat method is good, but if they find that less than appealing I will offer up 4d6 down the line.
I think the unpredictability of stats is a portion of what’s missing from 5e. Play what you get, instead of what you want. Grow the character instead of shoehorning your character idea into what’s happening.
I see this far less than ideal dwarf ranger and I think, damn, that looks fun.










