Solveig Ayrdahl

Illyria of Rohan's page

185 posts. Alias of Sarah 'queen' B..


Gender

Female Rohirrim Slayer 2 | 25 HP | AC 15 | Perception +4 (Vigilant Senses) | Initiative +2 | Insight +4 | Wis save +2 | Con save +3 | Portrait I Other: Reckless Attack

About Illyria of Rohan

Female Rider of Rohan Slayer 2
Height: 5' 10", Age 21
Init +2; Passive Perception 14

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DEFENSE
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AC: 15 (Corslet of Mail 13, Dex 2)
HP: 25 (1d12+1)
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OFFENSE
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Speed 30 ft.

Melee
Long Sword +5 1d8+3 slashing Versatile (1d10)

Ranged
Spear +5 d6+3 piercing Thrown 20/60 Versatile (1d8)

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STATISTICS
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Eorlingas: +1 Wis, +1 Str, +1 Dex
Point-buy: 15, 13, 13, 12, 10, 10

Str 16 (+3), Dex 14 (+2), Con 12 (+1), Int 10 (+0), Wis 14 (+2), Cha 10 (+0)

Proficiency Bonus +2

Armour: Light armour, medium armour, shields
Weapons: Simple weapons, martial weapons

Saving Throws: Strength, Constitution

Animal Handling, Perception, Athletics, Insight, Survival

Skills: Acrobatics +2, Animal Handling +4, Athletics +5, Deception +0, *History +0, Insight +4, Intimidate +0, Investigation +0, Lore +0, Medicine +2, Nature +2, Perception +4, Performance +0, *Persuasion +0, Riddle +0, Shadow-lore +0, Sleight of Hand +2, Stealth +2, Survival +4, Traditions +0

Languages: Rohirrim, Sindarin (heavily-accented), Westron

Equipment:
Belt dagger, Longsword and a corslet of mail, three spears.

A riding horse (Fæstlîeg: coal-black stallion, 15 hands)
Red travelling cloak
Travelling gear for the current season
Saddlebags
Boots
Bronze arm-band

Shadow Weakness
Curse of Vengeance

Coin: 00 GP, 4 SP, 0 CP
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RACIAL TRAITS
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Martial

Ability Score Increase – Your Wisdom score increases by 1 and you may increase any two additional ability scores by 1.

Adventuring age - 16 to 40 The Riders of Rohan don’t usually become adventurers before their 16th year of age, when they are considered to be adults, and rarely continue beyond their forties when thoughts turn to looking after hearth and home.

Size – The Riders of Rohan, men and women, are generally tall. Generally well over 5 feet and often above 6 feet. Your size is Medium.

Speed – Your base walking speed is 30 feet.

Horse Lords – You have proficiency in the Animal Handling skill.

Starting Virtue – You gain one Riders of Rohan Cultural Virtue of your choice.

Languages – You can speak the tongue of Rohan which is loosely related to the tongue of the Anduin Vales. You can also speak Westron and easily make yourself understood in accented Sindarin.

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CLASS FEATURES
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Battle-fury
In battle, you fight with white-hot rage or cold, deadly precision. Whatever the character of your anger, on your turn, you can enter a Battle-fury as a bonus action. While in a Fury, you gain the following benefits if you aren’t wearing heavy armour:

* You have advantage on Strength checks and Strength saving throws.
* When you make a melee weapon attack using Strength, you gain a bonus to the damage roll (+2) that increases as you gain levels as a Slayer, as shown in the Fury Damage column of the Slayer table.
* You have resistance to bludgeoning, piercing and slashing damage.

Your Battle-fury lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven’t attacked a hostile creature since your last turn or taken damage since then. You can also end your Battle-fury on your turn as a bonus action. Once you have used this feature the number of times shown for your level in the Furies column of the Slayer table (2), you must finish a long rest before you can enter a Battle-fury again.

Unarmoured Defence
While you are not wearing any armour, your Armour Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield (but not a great shield) and still gain this benefit.

Reckless Attack
Starting at 2nd level, you can throw aside all concern for defence to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.

Vigilant Senses
At 2nd level, you begin to sense when danger is near. You have advantage on Wisdom (Perception) ability checks when seeking to detect nearby enemies or ambushes. To gain this benefit, you cannot be blinded, deafened or incapacitated.

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VIRTUES
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King's Guard

The Lord of the Mark has granted you a permanent position among the Riders of the King’s own House. While most young lords among the Rohirrim serve in the King’s Guard for at least a few years, it is an honour to be granted to serve among them for life. Whenever you are in Edoras you train with some of the finest warriors of the Mark, and while away you are expected to enforce the King’s will.

You learn one of the three listed abilities of your choice when you first select this virtue. You may later acquire another ability as an undertaking during a Fellowship phase. (You may acquire all three abilities in any order).

Sword and Spear
When you are using a broadsword, long sword or a spear while mounted on a horse, you gain a +2 bonus to damage rolls.

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BACKGROUND - Lure of the Road
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You are a rover; the road calls to you and you must answer. Sometimes, rare years, you return home to friends and family, but it does not take long before you start longing for the next adventure, to explore a new land, or meet unusual people.

You aren’t limited to roads or the towns that dot them. No, you’d just as happily camp within a cave in the Misty Mountains or make a lonely camp in a deep wood than settle down in a roadside inn for the evening. Not even the Shadow will deter you from traversing every nook and cranny in this part of the world, no matter how dark and dangerous.

Skill Proficiencies: Animal Handling (swapped for Insight), Survival

Feature: Weather Lore
As a seasoned traveller you have an uncanny ability to predict the weather; you can ‘smell’ rain or snow earlier than others or sense when a fog is about to roll in. You also know the best places to shelter from sudden storms and which areas to avoid. You have well-established habits and the ability to quickly forage what you need before settling in to wait out a storm. You also have a good grasp of creature habits in various types of weather conditions; you know where bears hibernate and where a Goblin band is likely to camp when a storm hits.

Suggested Characteristics
Those afflicted with the Lure of the Road, sometimes called rovers, tend to be adventuresome souls, always looking to explore a new land or return to an old haunt just to see what’s changed since they’ve last visited. Rovers are self-reliant and used to travelling alone, although they do enjoy the company of other travellers. Rovers also enjoy collecting stories from far-off lands, motivating them to visit the places they mention.

Distinctive Quality:
Curious. You have a natural curiosity of things you haven’t experienced before; you want to understand them.

Speciality:
Fire-making. You can make camp anywhere.

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

Despair:
My travels are simply my excuse for getting away from problems at home.

Appearance:

Illyria is reasonably short by Rohirrim standards, about 5 ft 10 inches, which is to say taller by far than most North-women (and some Northmen). Her blonde hair is braided (which she re-does each morning as part of her getting-up ritual) as is customary for the Eorlingas and her eyes are a slate grey. A bronze arm-band, emblazoned with the crest of King Fengel, proclaims her status as one of the King’s Guard to anyone with a knowledge of the Eorlingas. Her left foot is turned slightly inward (a consequence of her old injuries) and her walking gait is uneven, although not enough to stop her moving in haste when she needs to. The breaking and healing of so many bones has left her with a keen weather-sense: the ache tells her when it will rain, and she feels the damp keenly. Only on the very warmest, sunniest of days will she remove her crimson travelling cloak.

Personality:

Illyria has learned the hard way that enemies thought to be brutish and savage can nevertheless be cunning, and some of the rashness and folly of her youth has fallen away. She still has her old eager curiosity, but she can also think and be cautious when it is needful. The disaster of her first attempt at command has left her with an unwillingness to take the lead: she will offer suggestions where it is clear that she has an expertise that others lack, but in most cases she will defer to a stronger personality. In combat, she does not fight with a berserk rage but instead with a fierce concentration, looking to aim her attack where her foe is weakest and she can do the most damage.

Background:

Illyria is the middle child (one older brother, Aldor and one younger brother, Ceorl) of Theodric, a minor lord of the Eastemnet – their steading can muster perhaps a dozen spears at need. More even than most of the Eorlingas, Illyria had a great curiosity even from an early age about what lies over the next hill. As soon as she could ride, she would spend her days exploring the Riddermark. As she grew, she took to spear and sword with that same eagerness and was quickly noticed, finding herself inducted into the King’s Guard at a young age. Sadly Fengel is a vain and foolish king and his promotion of Illyria to a position of command was done from vanity and folly. Too eager to prove herself, she led her patrol in pursuit of a raiding band of orcs, even into the fastness of the Emyn Muil – after all, what can that footslogging rabble do against the might of the Rohirrim? On the bleak slopes of those mountains, with her riders caught in ambush and confusion, she found her answer, and almost her death: a poisoned arrow pierced her gut and she fell. Only a foot caught in the stirrup saved her as her horse (Fæstlîeg, a coal-black stallion of 17 hands) – wiser by far than his rider – fled the slaughter. By the time he brought her to safety, she was delirious and had broken almost a dozen bones. It took many months and experienced healers before she was able to leave her bed unaided.

After her recovery, she was pointedly not invited to return to Edoras. Returning home, she found that her father had passed away, thankfully without knowing her shame. Aldor (or rather, his wife Hilda) was now in charge. It was obviously her home no longer and she could feel her welcome wearing thin. One morning, she woke early, saddled Fæstlîeg and rode away. She had heard rumours from the North, of the Dragon slain and the Wilderlands open for exploration. It was time to leave the lands of the Riddermark.

Nobody tried to stop her, a fact which may or may not have caused her to weep bitter tears when she turned in the saddle for the last time to see her homeland had disappeared beyond the horizon. After all, it's not crying if nobody sees you do it.