Character Name:
Aramil Nailo
Class & Level:
Ranger 3
Race:
Wood Elf
Background:
Outlander
Alignment:
Chaotic Neutral
Experience Points
900
Abilities & Modifiers
Strength: 10
Dexterity: 18 (16 base + 2 racial bonus)
Constitution:12
Intelligence: 12
Wisdom: 17 (16 base + 1 racial bonus)
Charisma: 9 (9 base)
Skills
Acrobatics: 4
Animal Handling*: 8
Arcana: 1
Athletics*: 5
Deception: -1
History: 1
Insight: 3
Intimidation: -1
Investigation: 1
Medicine: 3
Nature*: 9
Perception*: 5
Performance: -1
Persuasion: -1
Religion: 3
Sleight of Hand: 4
Stealth*: 9
Survival*: 8
Armor Class:
15
Hit Point Maximum/Current Hit Points:
25
Personality Traits:
I place no stock in wealthy or well-mannered folk. Money and manners won't save you from a hungry owlbear.
Ideals:
Life is like the seasons, in constant change, and we must change with it.
Bonds:
My family, clan, or tribe is the most important thing in my life, even when they are far from me.
Flaws:
I am slow to trust members of other races, tribes, and societies.
Features &Traits:
Equipment/Money:
Weapons:
Shortsword x2, Longbow, and 20 arrows
Armor
Leather
Misc:
Backpack, bedroll, a mess kit, a tinderbox, 10 torches, 10 days of rations, a waterskin, and 50 feet of hempen rope
Money:
10 GP
Other Proficiencies & Languages:
Languages:
Common and Elven
Character Appearance (picture required):
Age:
150
Height:
5'2
Weight:
125lbs
Eyes:
Silver
Skin:
Lightly Tan
Hair:
Black
Allies & Organizations:
None
Character Backstory:
Aramil was born as Faen and grew up in the vast forests to the north with his small, secluded tribe. Born into a family of hunters, Faen was taught how to use a bow almost from the moment he could walk and make a fist. His father was her main teacher and taught Faen how to track, stalk, and kill prey from a distance with a bow and arrow. He was taught how to live off the land, how to know how many resources he would need to survive the night, and how to find those resources.
Upon reaching his fiftieth birthday, Faen was sent out to the wilds to survive for two how decades by himself with only a knife and flint as his tools for survival. Facing wild beasts, harsh weather, and complete isolation, Faen was pushed to his limits to survive and grew stronger as a hunter and Ranger. By the time he had returned to the village, he already felt a deeper connection to nature but he had also developed a thirst for hunting stronger then any he felt before
On his hundredth birthday, a group of adventurers from the south visited his people and, under seemingly peaceful circumstances, spent some time in the village. However, unknown to the tribe, the group had stolen a treasured artifact from a tribe of nearby orcs, angering them. In the middle of the night, the orc launched a raid on the tribe, taking them by surprise. As Faen fought alongside his tribesmen and helped hold off the invaders, he caught the adventurers trying to sneak away with the artifact. Confronting them, he was struck by a bolt to the chest by one of the group before they made their escape and left the elf to die.
Thankfully, Faen was found by one of the village healers and was not among the dead that night. Taking in the sight of the ruined tribe and seeing that things would have to change, Faen felt anger for the cowards who dared run away after his tribe had provided them shelter. Swearing vengeance, he told the remaining elders of the tribe what he had discovered and requested to right the wrong that had been inflicted upon them. He was granted permission but only after he became an adult.
So Faen spent the next few decades training and upon his hundredth birthday, took the name Aramil. Packing his things, Aramil set off and began his hunt. Fifteen years have passed and he is no closer to finding his quarry. But, upon hearing about groups of adventurers being hired to find an ancient artifact, Aramil headed for Ulna Themar, hoping this would bring his closer to his tribe's vengeance.
Treasure:
Iron symbol of an unknown god.
Aramil Nailo
Class & Level:
Ranger 3
Race:
Wood Elf
Background:
Outlander
Alignment:
Chaotic Neutral
Experience Points
900
Abilities & Modifiers
Strength: 10
Dexterity: 18 (16 base + 2 racial bonus)
Constitution:12
Intelligence: 12
Wisdom: 17 (16 base + 1 racial bonus)
Charisma: 9 (9 base)
Skills
Acrobatics: 4
Animal Handling*: 8
Arcana: 1
Athletics*: 5
Deception: -1
History: 1
Insight: 3
Intimidation: -1
Investigation: 1
Medicine: 3
Nature*: 9
Perception*: 5
Performance: -1
Persuasion: -1
Religion: 3
Sleight of Hand: 4
Stealth*: 9
Survival*: 8
Armor Class:
15
Hit Point Maximum/Current Hit Points:
25
Personality Traits:
I place no stock in wealthy or well-mannered folk. Money and manners won't save you from a hungry owlbear.
Ideals:
Life is like the seasons, in constant change, and we must change with it.
Bonds:
My family, clan, or tribe is the most important thing in my life, even when they are far from me.
Flaws:
I am slow to trust members of other races, tribes, and societies.
Features &Traits:
Equipment/Money:
Weapons:
Shortsword x2, Longbow, and 20 arrows
Armor
Leather
Misc:
Backpack, bedroll, a mess kit, a tinderbox, 10 torches, 10 days of rations, a waterskin, and 50 feet of hempen rope
Money:
10 GP
Other Proficiencies & Languages:
Languages:
Common and Elven
Character Appearance (picture required):
Age:
150
Height:
5'2
Weight:
125lbs
Eyes:
Silver
Skin:
Lightly Tan
Hair:
Black
Allies & Organizations:
None
Character Backstory:
Aramil was born as Faen and grew up in the vast forests to the north with his small, secluded tribe. Born into a family of hunters, Faen was taught how to use a bow almost from the moment he could walk and make a fist. His father was her main teacher and taught Faen how to track, stalk, and kill prey from a distance with a bow and arrow. He was taught how to live off the land, how to know how many resources he would need to survive the night, and how to find those resources.
Upon reaching his fiftieth birthday, Faen was sent out to the wilds to survive for two how decades by himself with only a knife and flint as his tools for survival. Facing wild beasts, harsh weather, and complete isolation, Faen was pushed to his limits to survive and grew stronger as a hunter and Ranger. By the time he had returned to the village, he already felt a deeper connection to nature but he had also developed a thirst for hunting stronger then any he felt before
On his hundredth birthday, a group of adventurers from the south visited his people and, under seemingly peaceful circumstances, spent some time in the village. However, unknown to the tribe, the group had stolen a treasured artifact from a tribe of nearby orcs, angering them. In the middle of the night, the orc launched a raid on the tribe, taking them by surprise. As Faen fought alongside his tribesmen and helped hold off the invaders, he caught the adventurers trying to sneak away with the artifact. Confronting them, he was struck by a bolt to the chest by one of the group before they made their escape and left the elf to die.
Thankfully, Faen was found by one of the village healers and was not among the dead that night. Taking in the sight of the ruined tribe and seeing that things would have to change, Faen felt anger for the cowards who dared run away after his tribe had provided them shelter. Swearing vengeance, he told the remaining elders of the tribe what he had discovered and requested to right the wrong that had been inflicted upon them. He was granted permission but only after he became an adult.
So Faen spent the next few decades training and upon his hundredth birthday, took the name Aramil. Packing his things, Aramil set off and began his hunt. Fifteen years have passed and he is no closer to finding his quarry. But, upon hearing about groups of adventurers being hired to find an ancient artifact, Aramil headed for Ulna Themar, hoping this would bring his closer to his tribe's vengeance.
Treasure:
Iron symbol of an unknown god.