Elf

Rÿarkaelin Nelnaereth's page

68 posts. Alias of Krisam.


About Rÿarkaelin Nelnaereth

Fluff:

Rÿarkaelin Nelnaereth
female elven (Caransil) wildlander 1 TN
hgt: 5’4 wgt: 100 lbs
eyes: golden-brown
hair: black
skin: coffee-and-cream brown
age: 120
move: 30'

Concept:
A serious hunter means to excise the cancer of the Shadow from the world, one evil at a time.

Appearance:
Despite the delicate beauty that all elves enjoy, Rÿar cuts a somber figure, darkly dressed and rarely smiling. Quiet by nature, when she speaks, she speaks to the point. Her raven hair is tied back in a long, thick braid, and her long coat is buckled over loose pants, which are stuffed into her scuffed and worn boots. Her golden-brown eyes are startling amid all that darkness.

A necklace of a simple rawhide cord with an inch-long carving of a woman holding an acorn is kept tucked inside her tunic; her only other decorations are the three golden rings she wears in her right ear.

Rÿar

Personality:
Distant and reserved, Rÿar rarely smiles; she takes her work very seriously, almost to the exclusion of all else. One thing she feels strongly about is her parents’ reputation, and she’s very proud of them. Slow to trust, she is even-tempered and logical in her approach to all problems. She sees the minions of the Shadow as an infection that must be excised, with neither mercy nor anger. However, she is fierce in her defense of those she cares for and that which she believes in, and is not one to take an insult lightly.

Analytical and matter-of-fact, she doesn't always understand others' need for niceties. Having spent all her life in the forest, she suffers slightly from agoraphobia when in the open, with nowhere to hide. She also has a certain disdain for horses, which aren’t very useful in the dark, tangled depths.

Background:
Rÿar grew up among relatives who regaled her with the deeds of her parents, but she rarely saw them herself. Always busy fighting the Shadow, they were more idols than parents to her, and she was raised by older cousins who allowed her to learn the ways of the wilds at an early age. Baenil, Illya and Teskath were those closest to her, and affectionately called her “Kaeli.” Though they moved often, mixing with other bands on the run and preventing her from forming close associations with other elves her age, she spent much time in discussion with them and with her cousins, learning about the world outside the forest as it was and as it had been. It was her cousins who instilled in her the philosophy of treating the Shadow as a plague, to be destroyed one carrier at a time, and Rÿar loved them fiercely.

However, the forces of the Shadow struck often and deep, and one by one they fell to it, leaving Rÿar alone. Baenil, the last to fall, told her to go with the nearest band until her parents could reach her. She did, taking with her the token he had entrusted to her, as had her other cousins: beautiful looping rings, each engraved with their names and chased all around with delicate tracings of their favorite plants. These are the rings she bears in her ear.

In the years after her cousins' deaths, Rÿar took their lessons to heart. Quiet as a ghost, there and gone in the blink of an eye; that was Rÿar's goal when hunting the dangerous minions of the Shadow. She didn't do it to be a hero; she did it because plagues were dangerous, and should be excised by anyone with the skill to do so. She herself kept to the dark places, growing accustomed even to pitch darkness in her never-ending hunt. Sniping from the cover of the trees of the Caraheen, she brought down orcs just as she had been taught, one by one. Where she ran into trouble was when she took an unaccustomed risk.

A caravan of Shadow-spawn had fled from the Caraheen, the orcs abandoning their mission to push deeper after taking heavy losses, but not before destroying a halfling settlement and taking captives to be used for who knew what dark purposes. They fled toward the Burning Line, and Rÿar, encouraged by their flight, pursued them, slipping further and further beyond her company. But the burning forest was no friend to the elves, and she found herself trapped between the caravan and a snarl of burning trees, her cover destroyed by the fire. Too late, she realized her peril, and she was quickly captured by the vengeful orcs.

Languages:
High Elven, Black Tongue, Erenlander, Orcish

Crunch:

CLASS: Wildlander (<-- Favored)

Str 14
Dex 20
Con 10
Int 16
Wis 10
Cha 10

SENSES Perception +12/+14 forest, Low-light vision, Darkvision 60'

DEFENSE
AC 15 Touch 15 FF 10 (+5 Dex)

CMD 18

HP: 12

SAVES
Fort: +2
Ref: +5
Will: +4

OFFENSE
Init: +5/+7 in forest

Melee
dagger +6 (1d4+2, 19-20) WFin
longsword +4 (1d8+2, 19-20) WF
shortsword +7 (1d6+2, 19-20) WF, WFin

Ranged
dagger +6 (1d4+2, 19-20) 10'
longbow +7 (1d8, x3) 100' WF
shortbow +7 (1d6, x3) 60' WF

BAB: +1 CMB: +3

Class/Heroic path abilities:

Class abilities
Track (Ex)
Wild empathy/Intimidation (Ex)
Wildlander talents:
- Fast stealth

Heroic path: Shadow walker abilities:
Night Vision (Darkvision 60 ft.)

Traits, Feats and Skills:

Traits:
Born on the Battlefield (personal history) - Ice Water In Your Veins: +4 Will saves

Superior Intellect (spirit): Use Intelligence when making Perception/Persuasion checks. Skill Focus in those two skills.

Feats:
Innate magic

Elven fighting initiate:invisible threat (bonus)

Skill focus: Perception

Skill focus: Persuasion

Weapon finesse

Weapon focus: longbow

Weapon focus: shortbow

Weapon focus: longsword

Weapon focus: shortsword

Skills:
Acrobatics +5/+9 in trees
Climb +6/+10 in trees
Craft: bowyer/fletcher +7
Heal +4
Knowledge: dungeoneering +7
Knowledge: local (Erethor) +7
Knowledge: geography +7/+9 in forest
Knowledge: nature +7/+9 in Erethor/+11 in Caraheen
Perception +12/+14 in forest
Persuasion +6
Stealth +9/+11 in forest
Survival +4/+6 in forest/+8 in Erethor/+10 in Caraheen (+1 to track)

Equipment:

Worn equipment:
elvish traveling clothes

Carried equipment:
whip

Gear weight:
0 lbs

Capacity:
Lgt.load: 58
Med.load: 116
Max.load: 175
Over head: 175 (max load)
Off ground: 350 (max load x2)
Push/drag: 875 (max load x5)

Spells:

SPELLS

Concentration +4
Resist DC 14 (● Elven Magic: Wood elves receive a +2 racial bonus on caster level checks made to overcome spell resistance)

Spells known:
Lvl.0
Daze V,S,M close
Ghost sound V,S,M close
Resistance V,S,M touch