Shalelu Andosana

Astora, and Din's page

28 posts. Alias of Lichkicker1.


Race

Female Elf Ranger 1 [ HP 21/21 | XP 4 | AC 1 | DMG D8 | ] [ STR -1 | DEX +2 | CON +1 | INT +0 | WIS +1 | CHA +0 ]

Strength 8
Dexterity 16
Constitution 13
Intelligence 12
Wisdom 15
Charisma 9

About Astora, and Din

Look: Glowing Eyes, Hooded Head, Cape, Lithe Body

Alignment: Neutral - Help an animal or spirit of the wild.

Race: Elf - When you undertake a perilous journey through wilderness whatever job you take you succeed as if you rolled a 10+.

Character Description::
After their homeland was destroyed in a war with the Fire Elementals, the Elves are a scattered and changed people. With hair and skin the colour of ash and eyes like soft glowing embers, their appearance now reflects the desolation of their homeland.

When she left to fight the Fire Elementals with the rest of her kind, Astora left behind her old adventuring group who were stationed in the great city of Wrey. Realising now that she may have lost more than just her homeland in the 10 years passed, Astora now seeks to uncover the truth of what happened to her friends and to the great city.

Once a flighty and free spirit, years of war and loss have tempered her impulsive Elven nature and given her a dry wit, a cold resolve when she pursues her quarry, and a quick temper. While her focus gives her strength, her single-mindedness in pursuing her goals has the tendency lose sight of the bigger picture.

While many of her Elven kindred attempt to rebuild what is left of their civilization, Astora is looking only forward.

Damage: D8

Health: 8+Constitution, 21HP

Armor: 1 (Leather Armour)

Bonds:

  • Malachi's power is dangerous and unbalanced, I will teach him the balance of the wilds
  • Equipment (Load 11+STR, 6/10):

  • Hunter’s Bow (near, far, 1w)
  • Short Sword (close , 1w)
  • Bundle of Arrows (3 ammo, 1w)
  • Leather Armour (1 armour, 1w)
  • Dungeon Rations (10 uses,2w)
  • Starting Moves:

    Hunt and Track:
    When you follow a trail of clues left behind by passing creatures, roll+WIS.

    On a 7+, you follow the creature’s trail until there’s a significant change in its direction or mode of travel.
    On a 10+, you also choose 1:

  • Gain a useful bit of information about your quarry,the GM will tell you what
  • Determine what caused the trail to end
  • Called Shot:
    When you attack a defenseless or surprised enemy at range, you can choose to deal your damage or name your target and roll+DEX.
    HEAD
  • 10+: As 7–9, plus your damage
  • 7-9: They do nothing but stand and drool for a few moments.

    ARMS

  • 10+: As 7-9, plus your damage
  • 7 -9: They drop anything they’re holding.

    LEGS

  • 10+: As 7-9, plus your damage
  • 7-9: They’re hobbled and slow moving.
  • Animal Companion: Din, the Grey Panther (Cougar):

    Din is a sleek grey mountain lion, despite the protection of his elven rune collar that allowed him to fight the fiery denizens of the Elemental war, years of fighting have nonetheless left him scarred and burned in places. Getting on in years, but still ferocious when the need arises, Din can often be found curled by a warm hearth when Astora would rather he be tearing out someone's throat.

    Ferocity +2, Cunning +2, 0 Armor, Instinct +1
    Strengths Keen Senses, Stealthy
    Trainings: Fight Humanoids, Scout, Fight Monsters
    Weaknesses:Stubborn

    Command:
    When you work with your animal companion on something it’s trained in:
  • and you attack the same target, add its ferocity to your damage
  • and you track, add its cunning to your roll
    ƒƒ
  • and you take damage, add its armor to your armor
  • and you discern realities, add its cunning to your roll
    ƒƒ
  • and you parley, add its cunning to your roll
    ƒƒ
  • and someone interferes with you, add its instinct to their roll