White Estrid

Wulfgith daughter of Wulf's page

121 posts. Alias of Timeskeeper.


Classes/Levels

Warden(Herald) 6| HP: 41/41 AC: 18 Spd: 30ft | Init: +3 Perc: +4 PP:14 | Great Bow: +4 (1d8), Longsword +3 (1d8) | Shadow: 0

About Wulfgith daughter of Wulf

Female Rider of Rohan Warden 6
Height: 6'2", , Age 25
Init +3; Passive Perception 14
XP: 0
Inspiration: 0

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DEFENSE
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AC: 18 (12+3+2+1)
HP: 41(8+(5*5)+8)
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OFFENSE
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Speed 30 ft.

Melee
Longsword +3 1d8 Slashing
Dagger +6 1d4 piercing

Ranged
Great bow +3 1d8+3

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STATISTICS
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Str 10 (+0), Dex +16 (+3), Con 10 (+0), Int 10 (+0), Wis 12 (+1), Cha 16 (+3)

Proficiency Bonus +3

Armour: Leather Corselt, Shield
Weapons: Long Sword 1d8 slashing versatile (1d10), Great Bow 1d8 piercing Ammunition (range 150/600) heavy two-handed, Dagger 1d4 piercing finesse, light, thrown(range 20/60)

Saving Throws: Dex, Cha

Skills: Acrobatics(Dex) +3, Animal Handling(Wis) +9, Athletics(Str) +0, Deception(Cha) +3, History(Int) +0, Insight(Wis) +0, Intimidation(Cha) +6, Investigation(Int) +0, Lore(Int) +0, Medicine(Wis) +0, Nature(Int) +0, Perception(Wis) +4, Performance(Cha) +3, Persuasion(Cha) +6, Riddle(Int) +0, Shadow-lore(Int) +0, Sleight of hand(Dex) +3, Stealth(Dex) +3, Survival(Wis) +0, Traditions(Int) +3

Languages: Tongue of Rohan, Westron, Sindarin

Equipment:
A Riding Horse named Swiftkiss, Brightly colored traveling cloak (vivid green), travelling gear for the current season, saddle bags, a belt dagger, boots, a bronze arm-band, Long sword, Great bow with a quiver of 20 arrows, a leather corslet, a shield

Shadow Weakness
Lure of Power

Coin:
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RACIAL TRAITS
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Martial

Ability Score Increase – Your Wisdom score increases by 1 and you may increase two additional ability scores by 1

Adventuring age - 25

Size – Medium

Proud Heritage – Horse Lords: You have porficiency in the Animal Handling skill

Starting Virtue – Born to the Saddle

Languages – Tongue of Rohan, Westron, Sindarin

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CLASS FEATURES
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Proficiencies:
Armor- Light armor, shields
Weapons- Simple weapons, broadswords, Long swords, shortswords,
Saving Throws- Dexterity, Charisma
Skills- Tradition, Choose two (Perception and
Proficiency bonus- +3

Warden's Gift (d8)- Bonus action on your turn, choose one creature other than yourself that is within 60 ft of you and who can hear you. That creature gains one gift die. Once within the next 10 minutes, the creature can roll the gift die and add the number rolled to one ability check, attack roll, or saving throw it attempts. The creature can wait until after it rolls the d20 before deciding to use the gift die, but must decide before the Loremaster says whether the roll succeeds or fails. Once the gift die is rolled, it is lost. A creature may have only one gift die at a time.

Ever Watchful- Wardens make a point of keeping up with the latest news both local and from afar, as well as making an effort to know the wise and the powerful. If you can freely travel about an area talking with locals and passing travellers for a few hours, you can make a DC 12 Intelligence (Investigation) ability check with advantage.

Success indicates that you hear all the latest useful rumours, including news of trouble. Failure means you hear all the latest rumours and news, but cannot descern the names, whereabouts and general appearances of all local influential, households and factions, as well as what livery, colors and heraldry they typically bear, if any.

Jack of All Trades- Wardens tend to know a little bit about everything. Starting at 2nd level, you can add half your proficiency bonus, rounded down, to any ability check you make that doesn't already include your proficiency bonus.

Campfire Tales (d6)- Beginning at 2nd level, you can help revitalise your wounded allies during a short rest. Ifyou tell tales during a short rest, then you and any nearby friendly creatures listening to your tales gain an additional 1d6 hit points per hit die spent.

Talented- At 3rd level, choose two of your skill proficiences. Your proficiency bonus is doubles for any ability check you make that uses either of the chosen proficiencies. Animal Hnadling and Persuasion

3rd Level Improvement- King's guard (Horse-archery)

Warden Expression- Counsellor

Character Improvement- Cultural Heirloom: Horsetailed Helm; +1 bonus to your Armor Class, and while wearing a horsetailed helm you are immune to the frightened condition.

Dauntless- Beginning at 5th level, you regain all of your expended uses of Warden's Gift when you finish a short or long rest.

Distraction- At 6th level, you can use your sharp wit and knowledge of the terrain to distract, confuse and otherwise sap the confidence and competence of others.

When a creature that you can see withing 6-ft of you makes an attack roll, an ability check, or a damage roll, you can use your reaction to expend one of your uses of Warden's Gift, rolling a Gift die and subtracting the number rolled from the creature's roll.

You can choose to use this feature after the creature makes its roll, but before the Loremaster determines wheather the attack roll or ability check succeeds or fails, or before the creature deals its damage. The creature is immune if it cannot hear you or if it is ummune to being charmed.

Counsellor:
Bonus Proficiency- Charisma or Wisdom skill of your choice

Discourse- 3rd level, through carefully chosen words and the force of your personality, you have an uncanny ability to lower the guard of potential enemies and sway them towards parley instead of violence. Choose one creature within earshot and make a Charisma check with advantage. your opponent may make a Wisdom saving throw. If you succeed, then that creature is considered friendly towards you.

The skill you chose for this Charisma check depends on the type of discourse that you wish to engage in: if you are trying to trick your opponenet then you use Deception; if you are using your strength of arms to make your enemy stand down then you use Intimidation; if you are trying to convice a neutral party to join you then you use Persuasion; and if you simply wish to occupy your opponent's attention for a while then you use Performance. In short, and Charisma-based skill can be used as long as there is a reasonable basis.

A Friendly creature actively tries to help you so long as it or its allies aren't threatened; any attack against a friendly creature or its allies obviously ends the discourse! If you ask a friendly creature to commit a misdeed, do something that would force it to defy its orders, or otherwise upset someone about it, then at the Loremaster's discretion it is allowed to make another Wisdom saving throw.

It takes a lot out of you to think quickly and find the best words to lower your opponent's guard. Once this feature is use, it cannot be used again until you have taken a short rest.

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VIRTUES
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Born to the Saddle (Riders of Rohan Cultural Virtues)- All Rohirrim know much about horses, but you've spent your life in the saddle, riding over the wide plains of Rohan and fighting the enemies of the Mark.
You have advantage in Wisdom (Animal Handling) ability checks whenever dealing with horses. In addition, you add double your orifucuency bonus to the check, instead of your normal proficiency bonus.

King's Guard
The Lord of the Mark has granted you a permanent position among the Riders of the King's own House. While most young lords among the Rohirrim serve in the King's Guard for at least a few years, it is an honor to be granted to serve among them for life. Whenever you are in Edoras you train with some of the finest warriors of the Mark, and while away you are expected to enforce the King's will.

You learn one of the three listed abilities of your choice when you first select this virture. You may later acquire another ability as an undertaking during a Fellowship phase. (You may acquire all three abilities in any order).

Horse-archery- You are allowed to use a bow from horseback without drawing disadvantage on your attack roll against foes within 5 feet of you. Additionally, you gain a +1 bonus to ranged combat attack rolls while mounted on a horse.

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BACKGROUND - Driven From Home
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You have no place to call home. This may be because it no longer exists, your people cast you out for some real or imagined reason, or you have done something that would prove troublesome should you ever return. For whatever reason, those who you meet know that you are no longer welcome home even if they do not know the full details. You know that you are on your own as others are intimidated by you and prefer to keep you at arm's reach, placting you only for as long as they must tolerate your presence.

Skill Proficiencies: Intimidation, Survival

Feature: Infamous- Those who know of your past speak in half-hushed whispers of what drove you from your home. For some this is reason enough to give you a wide berth, for others it hints at a person desperate enough to take any job, no matter how menial or lowly. You can always find some sort of upkeep, at least enough to match your Standard of Living, whenever you are in a settlement of some sort.

Distinctive Quality- Quick of Hearing: You have learned to hear dangers before they can get close enough to harm you.

Speciality- Woodwright: Your skill at carving wood has enabled you to make a comfortable living.

Hope- I will reclaim my home.

Despair- I shall never find comfort in a new home.

The Story:
Born of a union between a mortal man of Rohan and Elven maiden from the woods of Lórien, Lothíriel as she was named at birth by her mother, came into the world in Edoras the seat of the King of Rohan. Her mother, Calanril, had been an elf-warden and set out with other elves to hunt a group of orcs that had been foolish enough to pass by the woods. Yet the numbers had been larger than originally thought and the party faced grave losses. Yet much to the luck of Calanril, the Riders of the Mark passed by soon after the skirmish. Upon the field they found an elven maiden badly wounded, Calanril. The rider who found her, Wulf, brought her back to Edoras.
The Rohirrem tended to the elven woman, and thankfully where able to save her life. The King of Rohan had allowed her to remain for her to heal, after all it could gain the favor the the elven realm of Lórien. During her time Calanril grew close to Wulf, the rider who had saved her life, and favor turned to love. They were married and within a year they welcomed a daughter. Though the people of Rohan had mixed thoughts of the union, the child that had come from it was raised in the normal Rohirrem fashion. Though her mother's blood was strong, giving her silver almost mythril colored hair and fair features, Lothíriel sat a saddle as if she had been born to it. Wulf taught his daughter all he knew about riding and fighting, even promising she would be trained as a shieldmaiden of Rohan when the time came. Before any future for her could be set into place, Wulf was brought back to Edoras at death's door. Their group had come across wild men and one had gotten a fatal wound upon Wulf. Though he had held on long enough to return to Edoras, passing away with his head laying in his wife's lap and his daughter weeping upon his chest. Lothíriel was only twelve at the time of his passing. He was buried as is the custom in Rohan, and through the following year things got worse for the family he left behind. Without the buffer Wulf provided his wife and daughter the people of Rohan gossiped more and more. Often had they said Wulf had been bewitched by the she-elf, and that the child would bring discord to the people. Wulf’s elder brother, Guthláf who was the head of the family tried as much as he could to be the buffer his brother had been. After all he had loved his brother and he loved his niece, and with his brother now gone the child needed a proper role model. At least a role model that the people of Rohan would accept, as few took well to her mother. Calanril had mostly refused to speak the language of Rohan to her daughter. Any time the two spoke to one another it was in the elven tongue. Which the people of Rohan hated and even Guthláf had to admit he didn’t like. So more and more whispered spread, to the point that Calanril could no longer stand by and take it. With her love gone and his people slowly becoming more distrusting of her, she took her daughter to return to the woods of Lórien. Even if it left tears in her daughter’s eyes and knots in the stomachs of Wulf’s remaining family.
Lothíriel had to say good-bye to the only home she ever knew, her aunts and uncles and cousins whom she had been raised with, for the lands of her mother of which she knew nothing about. For seven years Lothíriel was raised within to halls of Lady Galadriel for whom her mother served. Yet she never felt at home. The people of her mother were nice, but years passed differently for them and her. She longed for the wide ranges of Rohan and the songs of the Hall of Edoras. Knowing her choice, Lothíriel went to her mother to say her goodbyes. Before she left Calanril gave her daughter a parting gift, a bow of Galadriel. If her daughter was going to face the world beyond these woods then she will not go unarmed. Then with the dawn rode home to Edoras. Returning to the Hall of King Fengel of Rohan, Lothíriel found one of her uncles sat well respected within one of the Marks, Guthláf. Though now she took the name Wulfgith as a memory of her father and the choice she had made in accepting the gift of man.
While at first Wulfgith was accepted, if hesitantly so, some higher up in the Mark whispered ill things about the half-breed. Calling her tainted blood. Yet that couldn’t do anything against her at the moment. She was a good rider, and even better a shot especially while mounted upon her steed. Yet within a few years they finally found an excuse to expel Wulfgith. During one of the outings of Wulfgith’s group they found themselves set upon by orcs. The scouts had not seen them somehow, and it was a surprise in the worse way. During the battle Wulfgith had a choice to make, save her captain or a group of her fellow riders. The group of which held her cousin and uncle Guthláf’s only child, Wulf. Named for her own father. Her choice was made, and she’d never regret it. Wulfgith circled her steed Swiftkiss around, raining arrows upon the orc and forming a hole in their ranks so that her fellow riders could escape. This did mean the death of her captain. When those who survived limped back home to Edoras, and explained what happened the elders swiftly pounce on what could be their only chance. They told their ailing King that Wulfgith had made the choice she did to open a place up for herself. They had lost a dedicated captain that would need to be replaced, and they argued it was a position she herself wanted. While those she saved praised her, thanked her for their lives, those who lead them spoke the news. Wulfgith would be stripped of her position in the Mark, and cast out from Rohan. Many of those who fought alongside Wulfgith were speechless… while those who lead the Mark and liked Wulfgith had tried to speak out against it, they just ended up being too few.
Wulfgith walked down the steps of the Great Hall, keeping her tears back as she would not let these men see her cry! However a voice stopped her in her tracks. Guthláf, her uncle came down the steps and handed his niece a helm. His horsetailed helm. If hell had not been raised before, it was now. Those who lead the Mark alongside Guthláf yelled at him, saying he had no right to give such a thing to an outcast. Guthláf simple reminded them it was his to give as he saw fit! While they argued one of the others moved to snatch the helm from Wulfgith’s hands yet never got that far. Swiftkiss, who had made her way there from all of the noise, barreled through, knocking the fool of a man away from her rider. He toppled to the ground, Swiftkiss between Wulfgith and the man. The demeanor of the horse gave other pause, as the mare seemed more than ready to take them on. Wulfgith donned the helm, mounted Swiftkiss, and looked to her uncle and cousin who had moved forward. They said goodbye, and saw Wulfgith ride away, the horse hair of the helm whipping in the wind as she rides.
With nothing left, Wuflgith returned to her mother. She needed help to find a way back home. Calanril did have the answers for her daughter, but she knew someone who did. Trying to give Wulfgith some form of peace of mind, Calanril told Wulfgith the story of Elrond. He was another half-elf who had chosen his elven blood, and maybe he could give Wulfgith the answers she sought. So Wulfgith left the woods of Lórien to travel to Rivendale, and see this Elrond that her mother spoke of.
Coming to Rivendale was a long ride, but Wulfgith was welcomed. She explained to Elrond what had happened, and that her mother suggested she come to see him, as he somewhat might understand her plight. Elrond listened, gave her some words of wisdom, but mainly a suggestion. He had sent a group out to the trollshire to deal with a problem. He told her to go and find them. Her time with them may surprise the young woman, and give her some insight to herself. He tells her that Wulfgith must make peace with what she is and accept both sides of herself, before other could ever accept her the same way.