Turquoise Giant

Fyird Olaafson's page

180 posts. Alias of scranford.


Full Name

Fyird Meliamne

Race

Wood Elf: AC-15, HP 9/5, INI +4, SPD 35', Passive Perception 16

Classes/Levels

Rogue / 1: Saves; STR -1, DEX +6, CON +1, INT +1, WIS +4, CHA +1

Gender

Male

Size

Medium

Age

111

Special Abilities

Wanderer, Darkvision, Expertise, Fey Ancestry, Mask of the Wild, Sneak Attack, Thieves Cant, Trance, Fleet of Foot

Alignment

N

Deity

Shevarash

Location

Waterdeep

Languages

Common, Elvish, Sylvan

Occupation

Guide, Scout, and Survival instructor

Strength 9
Dexterity 18
Constitution 12
Intelligence 9
Wisdom 18
Charisma 12

About Fyird Olaafson

Character Sheet

Spoiler:

Fyird Meliamne
Male Wood Elf Rogue 1
Medium humanoid, neutral
--------------------
Armor Class 15 (leather armor)
Hit Points 9 (1d8+1)
Speed 35 ft.
--------------------
STR 9 (-1), DEX 18 (+4), CON 12 (+1), INT 9 (-1), WIS 18 (+4), CHA 12 (+1)
--------------------
Saving Throws Dex +6, Int +1
Skills Acrobatics +6, Athletics +1, Investigation +1, Perception +6, Sleight of Hand +6, Stealth +8, Survival +6, Thieves Tools +8
Senses darkvision 60 ft., passive Perception 16
Languages Common, Elvish, Sylvan
Actions
--------------------

Dagger. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20 ft./60 ft., one target.
Hit: 1d4+4 piercing damage.

Dagger. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20 ft./60 ft., one target.
Hit: 1d4+4 piercing damage.

Rapier. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 1d8+4 piercing damage.

Shortbow. Ranged Weapon Attack: +6 to hit, range 80 ft./320 ft., one target.
Hit: 1d6+4 piercing damage.

Unarmed Strike. Melee Weapon Attack: +1 to hit, reach 5 ft., one creature.
Hit: 1 bludgeoning damage.

Equipment Dagger, Dagger, leather armor, Rapier, Shortbow, 10 feet of string, arrows (20), backpack, ball bearings (bag of 1,000), bell, candle (5), crowbar, hammer, lantern, hooded, oil (flask) (2), piton (10), pouch, rations (3), rations (2), rope, hempen (50 feet), thieves' tools, tinderbox, waterskin, 9 gp, 5 sp

Background
Outlander:
You grew up in the wilds, far from civilization and the comforts of town and technology. You’ve witnessed the migration of herds larger than forests, survived weather more extreme than any city-dweller could comprehend, and enjoyed the solitude of being the only thinking creature for miles in any direction. The wilds are in your blood, whether you were a nomad, an explorer, a recluse, a hunter-gatherer, or even a marauder. Even in places where you don’t know the specific features of the terrain, you know the ways of the wild.

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.

Personality Traits:
I’m driven by a wanderlust that led me away from home.

I place no stock in wealthy or well-mannered folk. Money and manners won’t save you from a hungry owlbear.

Ideals:
Change. Life is like the seasons, in constant change, and we must change with it. (Chaotic)

Bonds:
I am the last of my tribe, and it is up to me to ensure their names enter legend.

Flaws:
Don’t expect me to save those who can’t save themselves. It is nature’s way that the strong thrive and the weak perish.