Holy Guide

Jaunter's page

39 posts. Alias of ElegantlyWasted.


Full Name

Calmacil, son of Alcarin

Race

Dúnedain Wanderer 3 | HP 33 | AC 18 | Broadsword +6 (1d8+6) | Greatbow +6 (1d8+4)

Gender

Male

Size

Medium

Age

33

Location

Rhovanion

Languages

Westron, Sindarin

Strength 10
Dexterity 18
Constitution 15
Intelligence 12
Wisdom 18
Charisma 14

About Jaunter

Statistics:

Wanderer 3
Dúnedain
Passive Perception 15
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Defense
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AC 18 (Leather Corslet 12, Dex +4, Shield +2)
hp 33 (3d10+6)
Saves Strength +4
Dexterity +4
Constitution +4
Intelligence +1
Wisdom +4
Charisma +2
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Offense
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Speed 30 ft.
Melee Broadsword +6 (1d8+6)
Ranged Great Bow +6 (1d8+4)

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Statistics
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Str 10, Dex 18, Con 15, Int 12, Wis 18, Cha 14
Proficiency Bonus +2
Skills (Proficient skills in bold);
Acrobatics +4
Animal Handling +2
Athletics +2
Deception +2
History +1
Insight +4
Intimidation +2
Investigation +3
Lore +1
Medicine +4
Nature +3
Perception +6 (+8 in wilderness)
Persuasion +4
Riddle +1
Shadow-lore +3
Sleight of Hand +4
Stealth +6
Survival +6
Traditions +3

Other Gear A dark hooded travelling cloak, travelling gear for the current season, a backpack, a belt dagger, boots, 14 silver pennies, a ring that is an heirloom of my line, a pipe and pipe-weed.

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Special Abilities
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Known Lands- 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 travelling 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 travelling 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 travelling 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.

Duelling
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 travelling, 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.

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.

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.

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 final victory, 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.

Virtues:
Foresight of their Kindred
"And I say to you: if you pass the doors of Moria, beware!"
The Dúnedain still have in a measure the powerful foresight their ancestors possessed in full before their race was diminished. Some Dúnedain perceive the future in dreams, others catch sudden glimpses of what is to be with their waking eyes.

Raise your Wisdom score by 1 point.

Additionally, once every Adventuring phase, you may invoke your power of Foresight by spending Inspiration. When this happens, the Loremaster should give you a relevant piece of information regarding important events likely to occur during your current adventure. You can seldom foresee exactly what is to befall, but you may gain clear images of where you should go, places to be wary of, a wanderer you can trust and so forth. If no such information is available – or the Loremaster
prefers not to divulge it – once, before the current Adventuring phase is over, you may choose to automatically succeed at either an attack roll, a saving throw or an ability check (your Foresight led to a sudden bout of insight or deeper understanding that helped you at a key moment).

Sterner than Steel
He stood up, and seemed suddenly to grow taller. In his eyes gleamed a light, keen and commanding.

You resist Shadow corruption better than most, for your spirit is resolute, and your mind is not easily overthrown. Raise your Wisdom score by 1 point. You have advantage on Wisdom saving throws against Corruption.

Background:
Fallen Scion
"The King under the Mountain is dead, and where are his kin that dare seek revenge? Girion Lord of Dale is dead, and I have eaten his people like a wolf among sheep, and where are his sons’ sons that dare approach me?"

You are the last of a powerful bloodline, or at least that’s what your parents and those closest to them keep telling you. Your aristocratic line was highly influential, perhaps even royal, before some calamity befell them. Perhaps the lands they once ruled were overrun or a coup drove them from power. Perhaps it’s as simple as your forebears disappearing while travelling through treacherous terrain. Whatever the case, you have a powerful destiny ahead of you should you choose to seize it.

Feature: Noble Bearing
Your family’s wealth, power and holdings may be gone, but your title remains. In social gatherings you are still a lord amongst lords and you are treated accordingly as such. You may call upon the rights of hospitality in any noble home and your words and advice often carry great weight; you aren’t easily dismissed. You are also expected to live up to your expectations and obligations, whatever they may be, and several nobles curry favour from you in the hopes that you reward them when your power is restored.

Fallen Scions tend to be aristocratic no matter what their current situation. They often ‘hold court’ amongst their friends and they do their best to act honourably, as they understand both the noble and common worlds. This makes them great diplomats and negotiators and they are often called upon to lead armies into battle.

Distinctive Quality- Lordly. You carry yourself with an air of nobility no matter how meagre your actual circumstance.

Specialty- Old Lore. You are learned in the history and traditions of the world in which your family was prominent. Your perception of the present is flavoured by your knowledge of the past.

Hope- I am a paragon of my bloodline; I shall bring no shame to my ancestry.

Despair- There is nothing left to restore; my title would be an empty one.

Backstory:
Et Eärello Endorenna utúlien. Sinome maruvan ar Hildinyar tenn' Ambar-metta!

'Out of the Great Sea to Middle-earth I am come. In this place will I abide, and my heirs, unto the ending of the world'.
Thus spake Elendil the Tall, by blood and faith the surviving King of Númenor and of the Númenoreans in exile. After the sinking of Númenor, they were a fractured people, and yet they, the High Kings of Men, the descendants of the Edain of the House of Bëor, remained mighty in skill and cunning, possessing greater strength of body and skill of hand than any of the other Men of Middle-Earth. A mighty doom yet lay upon them, and all of their people were compelled to take arms against the Shadow.

While Elendil and his heirs, of the remaining Men of Númenor, claimed the closest kinship to the line of kings that was now ended, and the most direct descent from Elros, their progenitor, there were other great lords among them. Chief among the Númenoreans not of the direct royal line were those of the line of Mairen. Mairen herself was a daughter of Tar-Amandil, the High King's third child. She married Anariel, a mighty warrior of Númenor, one who wished not to rule for himself but to serve his people well. He swore a mighty oath, one which all of his children, when they came of age, they would share; that not even should they wed the High King or Queen of Númenor would they claim lordship over their people, that instead all their valour would serve and protect their realm, and though men might wish to follow them, only in battle, at the command of their lords, would they issue orders.

Since that time, near to the founding of the Númenor, the line of Anariel and Mairen have served as war leaders and captains of the King's guard.

Betimes, they have faltered in their duty.

When Elendil and Gil-galad contested the will of Sauron, not even their steadfast vassals could aid them; their might was required protecting their people from the unending horde of the servants of Shadow. Thus, neither did the High King of the Númenoreans nor the Noldor receive succor except from each other, and though they cast down the Dark Lord, they spent their lives in the bargain.

That was not the only day the line of Anariel failed their charges.

Throughout the long years, as the Númenoreans realm withered and passed to other Men, and they took up roles as the Dúnedain, the line of Mairen served the heirs of Isildur. Never did their hearts waver or by malice did they betray their lords. But there were times that their skill and foresight failed them.

As when Arathorn, chieftain of the Dúnedain for scarcely three years, was slain by an arrow while hunting Orcs with the sons of Elrond.

Alcarin, the captain of Arathorn's guard, was with him at the time, and all the members of their party were master woodsmen. No fell Orc could have detected their pursuit, and even if they had it would have had to have been some cruel chance that would have allowed so excellent a shot to pierce Isildur's heir.

No, Alcarin became convinced that they had been betrayed.

Alcarin spent the years after focused on three things; training his son Calmacil, protecting the infant Aragorn, and discovering who could have betrayed them to the Shadow.

Fourteen years have passed since then.

Calmacil had been nineteen at the time. He had still been lanky, his musculature not developing as quickly as his height. Years in the Wild have somewhat changed that; he is not as physically imposing as, say, a stocky Beorning, but his body is covered with lean, ropy muscle. Even as a boy, he had not been carefree. His father had impressed on him, from an early age, the grave importance of their oath, and the task that their line had been entrusted with. Calmacil took to that task with aplomb, becoming in skill of hand and cunning of mind all that one who would serve the High King of Men should.

Calmacil's years as a young adult had the training of his childhood as it's foundation. He wandered the Wilds, slaying servants of the Enemy wherever he found them. He was one of the very few Dúnedain aware of the identity and location of their nascent Chieftain. He traveled far and wide at the behest of his father and Lord Elrond of Rivendell, visiting the lands of Rhovanion, learning the customs of the Men and Dwarves and Elves, in preparation for the day when the Free Folk would once again need to come together and face the Shadow. When he could, Calmacil spent time with Estel, befriending the boy and even tutoring him a bit in bow and blade.

Five years ago, Calmacil went to war for the first time.

Posing as a man of the Dale, he fought with those that followed Bard the Bowman. A powerful foresight was upon him; he knew that servants of the Enemy were in wait, and would attempt to fall upon the forces of Wilderland when they were at their most vulnerable.

Calmacil was correct, and in preparation, he had gathered a small band of allies; Men, Elves and Dwarves, all of whom he had befriended in previous years, and whom he had, by word and noble bearing, convinced to keep away from the clashing of their people with one another. They were some of the first to meet the oncoming army of Orcs, a vanguard around which their people could rally.

Though the work was grim and he watched steadfast companions lose their lives, Calmacil remained unstained by the grim but valiant work of war. In the intervening years, he continued his tasks, wandering the Wild, making allies, reporting events to Elrond... and preparing for the return of the King.

Appearance:
Young in the reckoning of his people, Calmacil is young, though to others he appears as a Man in his prime. Though his clothes are generally travel worn and simple, they sit on him in an almost regal fashion. He is of dark hair and dark eye, with a full beard, and sun tanned skin. He is not beautiful, as the Eldar, but he is handsome, radiating a quiet strength and a sort of solidness.

Calmacil stands six and a half feet tall, possessing the height of the Dúnedain. He is lean, and though his clothing may seem always to bear signs of the road, his war gear is immaculately maintained.

Personality:
Calmacil is thoughtful, and though he is valorous and steadfast, he is slow to wrath. He will never shirk from battle with the Shadow, but neither does he hate them for his own sake; rather, he views his opposition the the forces of the Enemy as a sacred duty.

Calmacil is given to thought before speech, and though his reflexes and ability to react to threats are second to none, when he can he gives careful consideration to his actions. His counsel is usually wise and well thought out, and highly valued by those that can pierce the veil of his vagabond's countenance.

In quiet moments, with friends he values, Anariel enjoys telling tales of old, enjoying some Halfling leaf or fine wine and a freshly caught hare, and basking in the simple pleasures of home and hearth. It is in these moments that he remembers what he fights for.

Known Lands:
Northern Mirkwood, Western Mirkwood, Woodland Realm, Mountains of Mirkwood, West Anduin Vales, Mountain Pass, Lone-lands