Shalelu Andosana

Nariella Fuinel's page

74 posts. Alias of ElenionAncalima.


Full Name

Nariella Fuinel

Race

Elf

Classes/Levels

Rogue 1 | AC 14 | HP 9/9 | Init +3 | Str -1; Dex +5; Con +1; Int +4; Wis +0; Cha +2 | Perception +2, Insight +2

Gender

Female

Age

101

Alignment

Chaotic Good

Languages

Common, Elven, Dwarven

Strength 8
Dexterity 16
Constitution 12
Intelligence 14
Wisdom 10
Charisma 15

About Nariella Fuinel

Init +3;
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Defense
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AC 14
HP 9
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Offense
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Speed 30 ft.
Melee Rapier +5 (1d8+3), Dagger +5 (1d4+3)
Ranged Shortbow +5 (1d6+3)
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Saves
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Str -1 Dex +5 Con +1 Int +4 Wis +0 Cha +2

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Racial Abilities
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Darkvision: Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

Keen Senses. You have proficiency in the Perception skill.

Fey Ancestry: You have advantage on saving throws against being charmed, and magic can’t put you to sleep.

Trance: Elves don’t need to sleep.Instead,they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is “trance.”) While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.

Elf Weapon Training: You have proficiency with the longsword, shortsword, shortbow, and longbow.

Cantrip: You know one cantrip of your choice from the wizard spell list. Intelligence is your spellcasting ability for it. (Prestidigitation)

Extra Language: Dwarven

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Class Abilities
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Expertise: At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves’ tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies. (Stealth and Investigation)

Sneak Attack: Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon. You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll.

Thieves’ Cant: During your rogue training you learned thieves’ cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves’ cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly. In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves’ guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.

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Backgroup
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Spy (Criminal Variant): You have a reliable and trustworthy contact who acts as your liaison to a network of other spies. You know how to get messages to and from your contact, even over great distances; specifically, you know the local messengers, corrupt caravan masters, and seedy sailors who can deliver messages for you.

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Proficiencies
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Armor: Light armor

Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords

Tools: Thieves’ tools, Gaming Set

Saving Throws: Dexterity. Intelligence

Skills: Perception, Acrobatics, Insight, Investigation, Sleight of Hand, Deception, Stealth

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Skills
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*Acrobatics +5
Animal Handling +0
Arcana +2
Athletics -1
*Deception +4
History +2
*Insight +2
Intimidation +2
*Investigation +6
Medicine +0
Nature +2
*Perception +2
Performance +2
Persuasion +2
Religion +2
*Sleight of Hand +5
*Stealth +7
Survival +0

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Equipment
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Coin Purse: 14gp, 5sp, 0cp

Rapier, a shortbow and quiver of 20 arrows, Leather armor, two daggers, and thieves’ tools, a crowbar, a set of dark common clothes including a hood, and a belt pouch

Explorer’s Pack (Includes a backpack, a bedroll, a mess kit, a tinderbox, 10 torches, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it.)

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Background:

As a child, Nariella was recruited by a group of Elven spies. Having few options as an orphan, Nariella was initially pleased with the opportunity. She excelled in training and the bonds she formed with the other children made her feel like she had a family again. However, as she began actually working as a spy she realized that she was truly unhappy with the profession. The missions were lonely affairs where no one could be trusted. Even worse, her orders often required her to commit morally dubious actions, with little more explanation than, "It needs to be done". After less than a year, Nariella made the decision to quit being a spy. Her breaking point was being ordered to assassinate a dwarven merchant who had done nothing wrong, beyond witnessing something he shouldn't have. Not only did she refuse the mission, but she also tipped off the dwarf that he should leave town. The dwarf gave her his brooch, as sign of gratitude, explaining that his friend Gundren Rockseeker would gladly offer her work if she was ever in Neverwinter and showed him the brooch. Eager for a fresh start she traveled to Neverwinter to find Gundren. As promised, he was able to offer her a job escorting a wagon.

Personality: Nariella is eager to start her life as a free agent, attempting to be friendly to whoever she meets. However, in dangerous and stressful situations she is quick to fall back on her training.

Ideals: Nariella wants to help people, but while being in control of her own decisions. If she has to kill someone, she wants to know what they did to deserve it.

Bonds: Nariella was recruited as a spy because she has no biological family. However, she did form some close friendships during training. Unfortunately not all of her fellow spies were happy with her decision to quit. She is also rather afraid of what will happen should her former superiors realize she tipped off the witness.

Flaws: While Nariella wants to start forming meaningful relationships, the parts of society that she saw as a spy have given her some trust issues. She is also a little paranoid about enemies she may have created in her former life.

Trinket: An ornate brooch of dwarven design.