Amalina's page

418 posts. Alias of Tareth.

Full Name

Amalina (the Stormhearted)


Woodwoman of Wilderland


Wanderer (7) | HP: 60/60| AC:16 | Init: +2 | Per: +6(16) | PB: +3 |Winter(Hound) AC: 15 ; HP: 28/28 | Inspiration: No



About Amalina

Amalina ( the Storm Hearted)
Wanderer 7
Init: +2; Perception: +6(+9)
XP: 28900
Permanent Shadow Points: 1
Temp. Shadow Points: 0
Inspiration: No

AC: 16
HP (7d10+7): 60
Armor: Hide Armor and Shield AC(16)
Saving Throws: STR, CON
Speed: 30 ft.
Proficiency Bonus: +3

Axe: +5 (1d8+2(+4/+6) S)
Great Bow: +5 (1d8+2 (+4) P)
Dagger: +5 (1d4+2 (+4)P)
Wolfhound (Winter): Bite +6(1d6+4 (+6)) AC15 HP: 28, Perception +6 (Advantage on Hearing and Smell Perception)

STR: 14(+2), DEX: 14(+2), CON: 12(+1), INT: 10(+0), WIS: 16(+3), CHA: 14(+2)

Acrobatics +2
* Animal Handling +6
Arcana +0
Athletics +2
Deception +2
History +0
* Insight +6
Intimidation +2
Investigation +0 (+3)
Lore +0
Medicine +3
* Nature +5
* Perception +6(+9)
Performance +2
* Persuasion +5
Religion +2
Riddles +0
* Shadow-lore: +3
Sleight of Hand +2
* Stealth +5
* Survival +6(+9)
Traditions +0

Languages: Vale of Anduin Tongue

Background: Hunted by the Shadow
Skill Proficiencies: Animal Handling, Insight, Nature, Perception, Persuasion, Shadow-lore, Stealth, Survival
Tool Proficiencies: None.
Other Proficiencies: Light Armor, Medium Armor, Shields, Simple Weapons, Martial Weapons.

Distinctive Quality: Cautious. You are considered in your actions, lest your carelessness give Shadow agents an opportunity.

Specialty: Woodwright. Sometimes you don’t have the convenience of your arms and armour. When that happens nature provides if you have the skills to shape it.

Hope: We are all equal on the road – we need to rely on each other’s common decency.

Despair: I put my friends in danger just by being with them.

Shadow Weakness: Wandering madness

Patron: Radagast the Brown, (Arwen Undomiel)
Known Lands (Western Eaves, Western Mirkwood, Heart of Mirkwood, East Anduin Vales, East Middle Vales, Trollshaws, Coldfells, Northern Lone Lands, +1 Undefined) : Long years spent roaming over the land have given you vast amounts of knowledge about some of the regions of Middle-earth. You know the terrain of such lands like
the backs of your hands and your lore can seem almost unnatural to any companions travelling with you. At 1st level, choose 3 regions + a number of regions equal to your Wisdom modifier from the Middle-earth maps. When you make an Intelligence or Wisdom check related to a land you know, your proficiency bonus is doubled if you are using a skill you are proficient in.

When you are traveling in one of your Known Lands you gain the following benefits:
* If any part of a journey passes through a land you know, the DC of your personal Event tests are lowered by 2.
* If the entire journey passes through lands you know, and you act as Guide, you lower the Peril Rating of the Journey by 2.
* You have advantage when making Wisdom saving throws against Corruption caused by Blighted lands you know.
* You cannot become lost under normal circumstances.
* You know at least one place in each Known Land where you can safely take a long rest: a settlement
where you have friends, perhaps, or a hidden cabin in the woods or simply a dry and defensible cavern or secret glade.
* You have advantage on Dexterity (Stealth) ability checks and can move stealthily at a normal pace.
* While tracking other creatures, you automatically learn their exact number, their sizes and how recently they passed through the area.

At both 6th and 10th level you choose an additional number of Known Lands equal to 1 + your Wisdom modifier, with a minimum of 1. With the Loremaster’s permission, you can save these Known Lands until you start exploring new areas – once chosen, they cannot be changed.

Ways of the Wild: You have a great deal of experience from traveling through the wilderness and surviving the various dangers that the wild constantly offers.

At 1st level, you have advantage on all Wisdom (Survival) ability checks when tracking others through the wilderness. If you act as a company’s Guide on a journey, you are considered to be assuming all vacant traveling roles (you are considered to ‘fill in’ as the company’s Hunter, Scout and Look-out at the same time, if no other companion is already covering that role).

At 6th level, your time in the Wild has taught you that only those that strike fast and hard live to fight another day. When fighting in the wilderness, your first round of attacks in every combat has advantage.

At 14th level, you can no longer be ambushed and cannot be surprised in the wilderness.

Fighting Style: Starting at 2nd level, you adopt a particular style of fighting as your speciality. Choose one of the following options. You cannot choose a Fighting Style more than once, even if you later get to choose again.

Dueling When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Natural Watchfulness: Also at 2nd level, whether traveling, exploring or even resting, you have learned to constantly pay attention to the sights and sounds of the world about you. When in the wilderness, your proficiency bonus for Perception is doubled, if you are proficient in Perception.

Rumour of the Earth: Also starting at 3rd level, when you stretch yourself upon the ground with your ear pressed against the turf you can decipher the sounds of the earth. You can hear it groan
when the enemy treads upon it, or echo the distant gallop of horses, or sing in tune with the rushing of tumbling waters.

Between each long rest, you may make a DC 15 Wisdom (Survival) ability check. On a success, the Loremaster must give you a useful piece of information about a quarry you are hunting or a place you are seeking. If you get 25 or higher as a result, the information gleaned may very well seem near-miraculous to others.

Extra Attack: Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Wanderer Archetype At 3rd level, you choose an archetype you strive to emulate. Choose from the Hunter of Beasts or Hunter of Shadows (both detailed at the end of the class description). Your
choice grants you features at 3rd level and again at 7th, 11th and 15th level.

Hunter of Shadows: The lonely souls who choose this archetype forever hunt the servants of the Enemy, wherever they may hide. There is no respite for such Wanderers and little hope of finalvvictory, yet they fight on, regardless.

Foe of the Enemy: Beginning at 3rd level, when you choose this archetype, all of your attacks made against servants of the Enemy inflict +2 damage. Such servants are Orcs, Goblins, Spiders, Trolls, many Evil Men and any other creature that willingly serves the Lord of Mordor.

In addition, you gain proficiency in the Shadow-lore skill.

Revenge: Beginning at 7th level, whenever a servant of the Enemy
successfully attacks you, as a reaction you can make a single attack against them in return.

Hound of Mirkwood: Your folk have always delighted in training great, longjawed hounds, stronger than wolves. You have chosen a wolfhound of Wilderland to accompany you in your wanderings and the faithfulness of your hound reinforces your spirit.

Raise your Wisdom score by 1 point.

Add your proficiency bonus to the Hound’s AC, attack rolls, damage rolls, saving throws and skills. Its hit points are equal to four times your level. The Hound heals using your Hit Dice. The Hound obeys your commands and stays by your side. On your turn, you may use your action to command the Hound to take an Attack, Dash, Dodge, Disengage or Help action. If you have the Extra Attack feature, you can make one weapon attack yourself while commanding your hound to Attack.

The training of a Hound of Mirkwood is an endeavour in itself; the teachings of Radagast have turned this craft into an art. When you first choose this virtue, your Hound learns to assist you with one skill as described under Support below. You can train him to Support additional skills, as well as to Fight in combat, as a separate undertaking during later Fellowship phases, as follows:
Support You can train your Hound to assist you in one activity. A dog can be trained to support you when making any one of the following ability checks: Charisma (Intimidation), Intelligence (Investigation) or Wisdom (Perception). It takes a Fellowship phase worth of training to teach your dog to complete an additional task. When you make ability checks using one of your Hound’s trained skills, you gain advantage, and count as proficient in the skill even if you are not – if you are proficient, you get to double your proficiency bonus.
Fight As a Fellowship phase undertaking, you may train your Hound to Attack, Dash, Disengage, Dodge or Help without requiring a command from you. Each action takes a separate Fellowship phase to train your Hound.

Expertise (Survival) You have practised a skill until it has become as natural as breathing. Choose a skill you are proficient in. Double your proficiency bonus on skill checks made with the chosen skill.

Equipment: Hide armour, an axe, a shield, a dagger, and a great bow with a quiver of 40 arrows, traveling gear, a travelling cloak, a belt dagger, 2d6 silver pennies, a hand-carved gaming set, grappling hook, fishing tackle, chalk, crowbar.

Magic Items: None


Arrows: 34/40

Sacred Soil (0/5 Uses): Soil gathered from the Field of Heroes. Can be used to cast Cure Wounds as a 2nd level spell for 2d8HP.

* Apprenticed under Radagast the Brown for several years.
* Returned to family only to find the village under the yoke of an agent of shadow who had forced everyone into debt and essentially indentured servitude.
* Killed the agent after seducing them and has been on the run ever since.