Nature Warden

Sinathel's page

378 posts. Alias of Kana.


Full Name

Sinathel

Race

Elf

Classes/Levels

Druid 3 | XP: 7 | HP: 19/19 | Armor: 1 | Str: +1 Dex:+0 Con: +1 Int: +0 Wis: +3 Cha: -1

Gender

Female

Alignment

Chaotic

About Sinathel

Look: Wild Eyes, Braided Hair, Weathered Hides
Sinathel's dark braided hair is decorated by bright, colorful feathers collected from the brightly colored parrots of her forest. Her armor is made from different animal skins, some furs and others scales, some strips and some spots. Her eyes are a bright and vivid green, unnaturally green, looking similar to this.

Stats:

  • Strength - 15
  • Dexterity - 12
  • Constitution - 13
  • Intelligence - 9
  • Wisdom - 18
  • Charisma - 8

    Damage: d6
    Armor: 1
    HP: 19/19

    Alignment: Chaotic - Destroy a symbol of civilization

    Race: Elf - The sap of the Elder Trees flows with in you. In addition to any other attunements, the Great Forest is always considered your land.

    Bonds:
    Olivius smells more like prey than a hunter. Resolved
    The spirits spoke to me of a great danger that follows Hawke. Resolved
    I have showed Dambreth a secret rite of the Land. Resolved
    ___________ has tasted my blood and I theirs. We are bound by it.
    Hawke does not see the beauty that exists in Nature. I will educate him. Resolved
    Regos plays with volatile forces of nature, I shall keep a close eye on him. Resolved
    Bolus is a strange man from the future, but he seems to see the beauty in nature.
    Olivius is learning to be more of a hunter than prey, though he still has a long way to go. Resolved
    I shall keep my eye on Mylthanrial till he proves to be trustworthy. I have no wish to deal with jungle-fowl traitors.
    I will instruct Olivius in the ways of the People.

    Studied Essence: When you spend time in contemplation of an animal spirit, you may add its species to those you can assume using shapeshifting.

    Starting Moves

  • Born of the Soil: The Dark and Mysterious Jungles, The Great Forests Tell: Vivid green eyes, a shade of green similar to the foliage of the Jungle and just as full of life.
  • By Nature Sustained: You don't need to eat or drink. If a move tells you to mark off a ration just ignore it.
  • Spirit Tongue: The grunts, barks, chirps and calls of the creatures of the wild are as language to you. You can understand any animal native to your land or akin to one whose essence you have studied.
  • Shapeshifter: When you call upon the spirits to change your shape, roll+Wis. ✴On a 10+ hold 3. ✴On a 7–9 hold 2. ✴On a miss hold 1 in addition to whatever the GM says. You may take on the physical form of any species whose essence you have studied or who lives in your land: you and your possessions meld into a perfect copy of the species’ form. You have any innate abilities and weaknesses of the form: claws, wings, gills, breathing water instead of air. You still use your normal stats but some moves may be harder to trigger—a housecat will find it hard to do battle with an ogre. The GM will also tell you one or more moves associated with your new form. Spend 1 hold to make that move. Once you're out of hold, you return to your natural form. At any time, you may spend all your hold and revert to your natural form.

    Advanced Moves

  • Thing-Talker You see the spirits in the sand, the sea and the stone. You may now apply your spirit tongue, shapeshifting and studied essence to inanimate natural objects (plants and rocks) or creatures made thereof, as well as animals. Thing-talker forms can be exact copies or can be mobile vaguely humanoid-shaped entities.

  • Communion of Whispers When you spend time in a place, making note of its resident spirits and calling on the spirits of the land, roll+Wis. You will be granted a vision of significance to you, your allies, and the spirits around you. ✴On a 10+ the vision will be clear and helpful to you. ✴On a 7–9 the vision is unclear, its meaning murky. ✴On a miss, the vision is upsetting, frightening, or traumatizing. The GM will describe it. Take -1 forward.

    Gear:

  • Token of the Land: Bright and colorful feathers woven into her dark braided hair.
  • Defenses: Hide Armor (1 armor, 1 weight)
  • Armament: Spear (reach, thrown, near, 1 weight)
  • Poultices and herbs
  • Small metal tube (weight 0) - almost resembles a strange flute without valves, only with the mouthpiece in the center of the rod and a button on the opposite end of the mouthpiece. Pressing the button allows you to breathe clean air through the mouthpiece.
  • Cloak (0 weight) - fabled by the northern elves to never allow the wearer to grow cold.
  • Darkness Wand, 1 Weight, 15 coins: Fires a maximum of three shots from a constantly-recharging solar battery. Takes about an hour for a new shot to be ready to fire after being fired. Creates a globe of artificial darkness for 20 meters in a radius around where the tracer spell strikes.
  • Repair Necklace

    About:
    While those that respect her lands are welcome to use its bounty for their needs, she does not tolerate those who are greedy and take more than they need for their own gain. It is people like that whom destroy the habitats of the forests and jungles.

    She is close to her cousin, Dambreth. She has shown him a secret rite of the Land, trusting him for he loved the Jungle as much as she did.

    EXP Log:

    1 EXP from fail roll aiding Hawke with fall
    1 EXP Alignment
    3 EXP End of Session
    2 EXP End of Session
    2 EXP Dambreth Parting Gift
    -8 EXP To Gain Level 2 (+1 Wis, Thing-Talker)
    1 EXP Failed Spout Lore Roll
    1 EXP Failed Discern Realities Roll
    1 EXP Failed Discern Realities Roll
    1 EXP Failed Parley Roll
    1 EXP Alignment
    3 EXP End of Session
    2 EXP Resolving 2 bonds with Hawk after leaving
    -9 EXP to Gain Level 3 (+1 Wis, Communion of Whispers)
    3 EXP End of Session
    1 EXP Resolving Bond from Regalos leaving
    1 EXP Resolving Bond with Olivius