Wild Elf

Cererithil's page

138 posts. Alias of Helaman.


Full Name

Cererithil

Classes/Levels

AC15 HP 10/[10] passive perception 16 passive insight 12 Saves: S+1 D+5 Cn+2 I+2 W+2 Ch-1 HD 1/[1] Immune vs Charm and Sleep. Dark Vision.

Gender

Male Elvish Wilderness Warrior (Rogue)/1

Special Abilities

adv. on saving throws vs being charmed, Immune Sleep magic, darkvision, movement 35ft

Alignment

Neutral

Languages

Common, Elvish, Thieves Cant, Orcish

Strength 12
Dexterity 17
Constitution 14
Intelligence 10
Wisdom 14
Charisma 8

About Cererithil

AC 15
HP:10

Background:
Outlander

Skills/Tools:
Acrobatics +5, Athletics +3, Survival +4, Perception (expertise) +6, Stealth (expertise) +7, Investigation +2. Other: Thieves Tools +2 to attribute check and Musical Instrument (Flute) + 2 to attribute check. Poison kit, disguise kit.

Darkvision: You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness.
Keen Senses: You have proficiency in the Perception skill.
Fey Ancestry: You have advantage on saving throws against being charmed, and magic can’t put you to sleep.

Fleet of Foot: Your base walking speed increases to 35 feet.
Mask of the Wild: You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.

Feature: Wanderer
You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.

Cunning Action
Starting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action

Sneak Attack: +1d6 Damage. Once per turn, you can deal an extra damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon. You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll.

Assassinate: Starting at 3rd level, you are at your deadliest when you
get the drop on your enemies. You have advantage on attack rolls against any creature that hasn’t taken a turn in the combat yet. In addition, any hit you score against a creature that is surprised is a critical hit.

Expertise: At 1st level, choose two of your skill Profiencies, or one of your skill Profiencies and your proficiency with thieves’ tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen Profiencies.
At 6th level, you can choose two more of your Profiencies (in skills or with thieves’ tools) to gain this benefit.

Equipment
Leather armor
Shortsword
Shortbow + 20 arrows
2 daggers
Thieves tools
Explorer Pack [Includes a backpack, a bedroll, a mess kit, a tinderbox, 10 torches, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it.]
Staff
hunting trap
a trophy from an animal you killed (boars tooth necklace)
set of traveler’s clothes
belt pouch containing 10 gp

Background
Cererithil has always been protective of his people lands and took to the path of wilderness warrior even before he was an adult. He liked the peace of the woodlands even as he hunted those things that sought to bring his people harm. His tribe have were victorious against an orcish warbands invasion thanks to to Cererithils running from woods to village all day but since then this tribe has lived in peace until recently when animals and forest dwellers, including two of his tribe had gone missing. Cererithil knows something is amiss - it is too much of a pattern to be mere chance. He has decided to head into human lands to see if similar things are happening there, or to confirm if they are root of the problem!

Background traits, bonds etc
Traits:
I once ran twenty-five miles without stopping to warn to my clan of an approaching orc horde. I’d do it again if I had to.

I’m driven by a wanderlust and a sense of duty that led me away
from home.

Ideal:
Glory. I must earn glory in battle, for myself and my clan.

Bond:
My family, clan, or tribe is the most important thing in my life, even when they are far from me.

Flaw:
I am slow to trust members of other races, tribes, and societies. I am blunt and honest in my speech with them and hope they will be truthful as well - I have little time for lies.