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Radegund, The Magpie's page

119 posts. Alias of gyrfalcon.


Gender

AC 16 (14 w/o shield) | Init +2 (+7 nr forest) | Per +5 (+7 in KL; Advantage nr forest); PP 15 (+2 in KL, +5 nr forest) | STR +3, CON +4, DEX +2, WIS +3

About Radegund, The Magpie

Radegund, The Magpie, a Woodman of the Wilderland Wanderer

Height: 5' 6", Age 17
Init +2, OR +7 within a few miles of forest; Passive Perception 15 to 22 (+2 when in Known Lands, +5 within a few miles of forest)
Inspiration: 0

0 Temporary Shadow Points
0 Permanent Shadow Points

Shadow Weakness:
Wandering-madness (Forgetful) indicates that a hero is often daydreaming and absentminded, and finds it difficult to remember even important things.

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DEFENSE
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AC: 16 (Leather Corslet 12 +2 Dex +2 Shield)
HP: 12 (1d10+2 = 8)

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OFFENSE
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Speed 30 ft.
Melee: Broadsword +4 1d8+2 slashing
Ranged: Great Bow +4 1d8+2 piercing - Ammunition (range 150/600)

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STATISTICS
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STR 12 (+1), DEX 14 (+2), CON 14 (+2), WIS 16 (+3), INT 12 (+1), CHA 8 (-1)

Proficiency Bonus +2
Armour: Light & medium armour, shields
Weapons: Simple weapons, martial weapons
Saving Throws: Strength +3, Constitution +4
Languages: Vale of Anduin Tongue
Skills: Survival (Culture), Animal Handling, Perception (Background), Athletics, Nature, Stealth, Investigation (Class)

Equipment:

Broadsword
Great bow with a quiver of 20 arrows
Leather corslet
Shield
Green travelling cloak,
Travelling gear for the current season
Belt dagger
Hunting trap

Coin: 00 GP, 10 SP, 0 CP

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RACIAL TRAITS
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Frugal

Woodcrafty You have proficiency in Survival

Languages You can speak the Vale of Anduin Tongue – an archaic version of the Common Speech, closely related to Dalish.

Virtue Gain a Woodmen Virtue.

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CLASS FEATURES
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Known Lands: The Western Eaves, Western Mirkwood, Heart of Mirkwood, The Narrows of the Forest, East Anduin Vales, East Nether Vales
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.

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VIRTUES
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Natural Watchfulness
Whether travelling, exploring or even resting, the behaviour of animals can communicate much to those who know how to interpret the signs. It could be the sudden silence of a bird, or the distant rustling of a beast in head-long flight. While in or near (within a few miles of) a forest, you have advantage on all Wisdom (Perception) ability checks. You also gain a +5 bonus to initiative rolls.

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BACKGROUND – Lure of the Road
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Radegast feels most free while traveling the wilderland, and is excited to traveled so to new territory...but when away from Rhosgobel for too long she’s torn between that excitement and missing her family.

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

Distinctive Quality Quick of Hearing. You understand that one must listen to nature as well as see it; you’ve learned a lot from hearing and interpreting those sounds.
Hope If I can teach these strange people the ways of the Woodmen, we might yet succeed.
Specialty Herb-lore. Long stretches of wilderness have taught you much about the plants that grow in them.
Despair I fear I am too small to face these dangers, and so I shall never see my home again.

Radegund was born in T.A.2929, in the small Woodmen settlement of Rhosgobel, in the shadow of Dol Guldur. She has only known the precarious balance that exists on the edge of the Mirkwood, a mere hundred miles from the tower of the Necromancer. Her parents Ramnulf and Beranhild are hunters, and her mother chose her name for it’s meaning “She who decides to fight”.

”You’ve been born into a harsh world, Little Radegund. You will need to be fast and wise to survive. [url=http://www.name-doctor.com/name-radegund-meaning-of-radegund-38135.html]May your name guide you in knowing when to fade into the bushes...and when the moment is right to fight.”

While her parents and her elder brother Arnulf tended to their herds and important business, Radegund's grandfather Barald "the Far Walker" took her under his wing and taught her to hunt, to track, and to cure hides. They lived with the rest of the clan in the Greathouse of Rhosgobel, but--especially in the autumn--Barald and Radegund would sometimes range far into the Mirkwood in search of game. Life was never easy, but it would’ve been impossible without the aid of Radagast the Brown.

When she was five years old, she first snuck off and followed a pair of scavenging magpies into Radagast’s cottage. She was amazed to see it filled with wild birds. The Brown Wizard chuckled at the girl who’d wandered in, and took them under his (not always metaphorical) wing. Radagast taught her what he’d taught many of the Woodmen before her: that the birds of the forest speak to one another--warning of predators, alerting to food--and that the wise always stop to hear what they have to say.

When she reached her womanhood, The Brown Wizard was also the one who gave her her nickname. He raised her hand up and--in the Rhosgobel Greathouse one evening, in front of the clan elders--declared: ”Even among your kin, Little Magpie, you have a rare ear for the language of the birds...and you have the curiosity and feistiness to match any Jay or Crow. Therefore, let Radegund, daughter of Ramnulf and Beranhild, be known henceforth as The Magpie.”

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APPEARANCE
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The Magpie has thick, unruly red hair, brown eyes, and ruddy cheeks. She wears a well-worn green cloak over a deer-leather corslet made by her mother, and her cloak is clasped with a large button sliced from a buck's antler. On get back is a quiver of arrows and a fine yew bow.

She stands just over five feet in height, and walks with a light step. She is prone to long pauses and can be a bit off-putting in conversation, as she has a tendency to allow any bird or beast to interrupt the speech of men.