Dancers in Shadow/Erin the Bold

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Erin the Bold[edit]

Race Half-Elf GenderFemale Alignment Chaotic Good Background Folk Hero

Class Ranger Level 3 Ranger Archetype Hunter Proficiency Bonus +2

Height 6' Weight 160 lbs. Size M Speed 30 ft. Senses N/A

Abilities Str 14 (+2), Dex 16 (+3), Con 15 (+2), Int 10 (+0), Wis 16 (+3), Cha 12 (+1)

Roleplaying[edit]

Personality Traits Erin feels the need to surround herself with people, but only feels truly at peace when she is alone in the wild.

Ideal The rule of tyrants must be opposed and the weak protected from their predation.

Bond Erin is intensely local to her fellow outlaws, fighting against the tyranny of the lords of Rajere.

Flaw Erin feels a need to show off and act flamboyantly, to show that she can indeed live up to “the Bold” part if her name--even if such action is not always the wisest.

Feature Rustic Hospitality: You can find a place to hide, rest, or recuperate among other commoners, unless you have shown yourself to be a danger to them.

Combat[edit]

Initiative +8 (Alert Feat) Armor Class 15 Hit Dice 3d10+6 Hit Points 24

Melee Short Sword (finesse, light): bonus to hit: +5, damage: 1d6+3 piercing

Ranged Longbow & arrows (heavy, two-handed): bonus to hit: +5, damage: 1d8+3 piercing, range: 150/600

Spell Save DC 13 Spell Attack +5

Proficiencies[edit]

Armor Light & medium armor, shields

Weapons Simple & martial weapons

Tools Blacksmith’s tools, land vehicles

Saving Throws Strength, Dexterity

Skills Animal Handling (Wisdom): +5, Nature (Intelligence): +2 (Advantage), Perception (Wisdom): +5 (Advantage), Stealth (Dexterity): +5 (Advantage), Survival (Wisdom): +5

Languages Common, Elven, Goblinoid

Class Features[edit]

Favored Enemy : Goblinoids: You have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.

Natural Explorer : Favored Terrain: Forest. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you’re proficient in.

Fighting Style: Archery: +2 to attack rolls you make with ranged weapons.

Primeval Awareness: You can use your action and expend one ranger spell slot to focus your awareness on the region around you. For 1 minute per level of the spell slot you expend, you can sense whether the following types of creatures are present within 1 mile of you (or within up to 6 miles if you are in your favored terra in): aberrations, celestials, dragons, elementals, fey, fiends, and undead. This feature doesn't reveal the creatures' location or number.

Hunter’s Prey: Horde Breaker: Once on each of your turns when you make a weapon attack, you can make another attack with the same weapon against a different creature that is within 5 feet of the original target and within range of your weapon.

Spell Slots: 3 1st Level

Spells Prepared: Ensnaring Strike, Longstrider, Speak with Animals

Feats[edit]

Alert:

  • You gain a +5 bonus to initiative.
  • You can't be surprised while you are conscious.
  • Other creatures don't gain advantage on attack rolls against you as a result of being hidden from you.

Equipment[edit]

Blacksmith’s tools Common clothes Explorer’s pack: Backpack, bedroll, mess kit, tinderbox, 10 torches, 10 days rations, waterskin, 50’ hemp rope Iron pot Longbow & quiver of twenty arrows Short swords x2 Shovel Studded leather armor


History[edit]

Erin was born in the province of Rajere, which is ruled by a particularly corrupt aristocracy. The Priest-Kings have heard rumors of the corruption and sometimes sent agents out to investigate and try to clean things up, but the trouble runs so deep that, while they have punished a few nobles here and there, they have been unable to do anything to solve the problem. Erin’s family were blacksmiths--her mother, Nellaine, in particular was renowned for her skill in making swords. The local lord, Baron Renault Carvaessen, demanded that she make the finest sword possible for the knighting ceremony of his eldest son, Vaeden. When the Baron refused to pay the agreed upon price, Nellaine protested, saying that she had put so much time and resources into it, she would not be able to feed her family. The Baron told her, “Well, I will make sure you will never be able to feed your family again,” and killed her on the spot. Erin’s father, Othric, tried to hurry the children out of the house, but the Baron killed him, as well as all of Erin’s siblings but one, her older brother Dell. The two of them were forced to wander the roads as beggars. They did better than one might expect, since Erin had a good eye and was skilled at killing rabbits and other small game for food with a sling.

One day, when Erin was in her early teens, a member of the Free Company, a loose network of social bandits operating all across Rajere, saw her in action and approached her, asking her story and how a beggar had grown so skilled with a sling. Impressed that she had such good aim with no training and moved by her tale, he invited her and Dell to join the Free Company. Erin suddenly found herself with a new home and a new family--and a new purpose. As they trained her, Erin quickly took to the bow as well as the sling. She heard many others’ tales of injustice and suffering at the hands of the lords of Rajere. And she heard their grand plans of overthrowing the lords and creating a republic instead, where all citizens would be equal and none would lord it over another. Erin considers the outlaws her family now and is dedicated to them and their cause. Indeed, due to her skill at arms and her charisma, she has risen in their ranks, being elected the one of the lieutenants of the Free Company. She has also begun to grow frustrated. The Free Company is able to snipe at the lords, steal from them and give some of the money to the poor, right a few wrongs here and there--but they seem no closer to their long-term goals of overthrowing the aristocracy.

Like her fellow social bandits, Erin is skeptical of most authority figures, including the Priest-Kings. As far as she can tell, they have done little to help the people of Rajere. When asked about any future role they might have in a republic, Erin is likely to suggest a primarily religious one, with them perhaps acting as advisers to the elected leaders of the republic. Like many members of the Free Company, Erin has a particularly strong dislike for goblinoids--the Lords of Rajere often hire some of the tribes from the nearby mountains to act as mercenaries and assassins, particularly for night time raids and actions the lords want to be able to deny responsibility for.

Erin’s experiences have left her inclined to be morose and withdrawn--something she tries to hide not only from others, but herself as well. She usually likes to surround herself with people and show off--including doing daring, flamboyant things in battle, even things she knows are foolhardy. Occasionally though, she finds she needs to simply be alone and wander in the woods, in the presence only of her own thoughts and the wild.

Description[edit]

Erin is a tall, muscular woman, with long blond hair (neatly bound up in braids) and green eyes. Her skin is tanned and somewhat weathered from much time outdoors. She tends to dress practically, in the green and brown clothes of a hunter and guide.

Erin the Bold.jpg