About Éothain of East EmnetAge 25 Height 6 ft, 1 in Weight 285 lb.
APPEARANCE:
The tall Red Rider of Rohan has golden hair bearded and braided down his back. He wears sturdy boots and a brightly colored, scarlet traveling cloak with a decorative cloak-clasp over a plain red woolen tunic and a scale hauberk. His weapon’s belt holds a longsword and belt dagger.
A teenager hovers not far away from Éothain tending two riding horses; one with red furniture and a sheathed spear with a red pennant. While the boy’s golden hair is also braided, his face is bare and fresh. He is already almost as tall as his knight, but his frame his lean and lanky. He wears a dagger belted over plain woolen traveling clothes.
PERSONALITY:
Distinctive Quality: Quick of Hearing. You have learned to hear dangers before they can get close enough to harm you.
Specialty: Story-telling. You have a talent for sharing the stories of your people and your travels in an entertaining way. Hope. I will reclaim my home. Despair. I shall never find comfort in a new home. Shadow Weakness. Curse of Vengeance 1 level of degeneration = Spiteful BACKGROUND:
Éothain of East Emnet was born in 2922 TA and grew up on the backs of horses and in the saddle riding across the rolling hills of East Emnet. His ancestors, father, and brother held the title of Marshal of East-Mark. Éothain earned his gold spurs at the age of eighteen and joined the personal guard of the fifteenth King of Rohan.
The next six years proved very challenging. King Fengel's rule was characterized by recurring conflicts with his family and military commanders that stemmed from his gluttonous and avaricious nature. Then last year, Fengel falsely accused Éothain’s older brother Eofor who was stripped of his title of Marshal of East-Mark and executed. Éothain was dragged from the court of Edoras by his fellow King’s Guards before he could kill the king. Éothain returned home. After much broken furniture and brooding, Éothain became inspired by the words of King Bard summoning heroes to Lake Town. Before he could leave on his self-imposed exile, a family friend asked him to take his young son Folc, as his esquire. The two rode north following the great river Anduin. He has become known as the Red Rider of Rohan, due to his scarlet tunic, red furniture of his horse, and spear pennant.
Race Rider of Rohan
Initiative +2 Senses Passive Perception 14 ==DEFENSE==
==OFFENSE==
==STATISTICS==
==PROFICIENCIES ==
==SKILLS==
Languages You can speak the tongue of Rohan which is loosely related to the tongue of the Anduin Vales. You can also speak Westron and easily make yourself understood in accented Sindarin. ==ABILITIES ==
Having an esquire with you gives you advantage in Wisdom (Insight) and (Perception), and Intelligence (Traditions) ability checks. Additionally, your esquire will promptly recover your mount should you fall from the saddle or be thrown down from it by failing a Dexterity saving throw. They will bring you a spare shield or weapon should you see it smashed or dropped (he effectively grants a bonus action to allow recovery of such items) and finally they will carry you from the field should you be knocked unconscious by the blows of an enemy, automatically stabilizing you. While you won’t allow your esquire to be directly engaged in combat, they are is considered to be always about and eager to perform their duties. Virtue: 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 virtue. You may late acquire another ability as an undertaking during a Fellowship phase. (You may acquire all three abilities in any order). Shield-raising — When you are using a shield while mounted, your shield increases your Armor Class by +3. Battle-fury — In battle, you fight with white-hot rage or cold, deadly precision. Whatever the character of your anger, on your turn, you can enter a Battle-fury as a bonus action. While in a Fury, you gain the following benefits if you aren’t wearing heavy armor:
You can also end your Battle-fury on your turn as a bonus action. Once you have used this feature the number of times shown for your level in the Furies column of the Slayer table, you must finish a long rest before you can enter a Battle-fury again. Unarmored Defense — While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield (but not a great shield) and still gain this benefit. Reckless Attack — Starting at 2nd level, you can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn. Vigilant Senses — At 2nd level, you begin to sense when danger is near. You have advantage on Wisdom (Perception) ability checks when seeking to detect nearby enemies or ambushes. To gain this benefit, you cannot be blinded, deafened or incapacitated. Armored Fury Starting when you choose this path at 3rd level, you gain the full benefits of your Battle-fury while wearing heavy armor. In addition, if you do not already have it, you also acquire the heavy armor proficiency. Extra Attack Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Fast Movement Starting at 5th level, your Speed increases by 10 feet while you aren’t wearing heavy armor. Hooped & Hasped Beginning at the 6th level, your armor no longer impedes you in any way. You add your full Dexterity modifier as a bonus to your Armour Class, regardless of the type of armor you are wearing. You are no longer subject to stealth disadvantage when wearing medium or heavy armor. 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. == EQUIPMENT ==
Worn
Load: 71 lb. Carrying Capacity: Str x15 = 240 lb. CHANGES IN WEALTH:
Creation Expenses
Expenses since creation Income Cash on Hand 7 sp |