Post by Delvnegv on Feb 16, 2015 9:28:17 GMT
Torniel Nailo
Played by: Delvnegv
Character Sheet: Torniel Nailo
Race: Wood Elf
Classes: Ranger 1, Barbarian 1, Fighter 2, Fist of the Forest 1
Effective Character Level: 5th
Gender: Female
Age: 126
Alignment: Chaotic/Neutral
Deity: Rillifane Rallathil
Height/Weight: 4'6" / 93 lbs
Personality: Torniel is quiet but curious. She will investigate, but she generally keeps her mouth shut around strangers, only opening up to them once they've proven themselves to be worthy of her attentions. At which point, she likely will not leave them be. As a member of the Guardians of the Green, she finds herself often on the wrong side of the law, so she tends to be quiet and keep her head down in the presence of the constabulary.
Appearance: Torniel is short, even by elven standards. She carries long red hair that can be kind of bushy and is, for the most part, totally unkempt. Torniel has shockingly green eyes, and though it is common among the elves, it is rarely so bright a color. If questioned about the scar running down from her left eye, she will rapidly make a joke or pass it off with a completely unbelieveable tale.
History: Though many adventurers have a torn childhood, Torniel and her twin brother Florian were met with a pleasant lifestyle growing up and when they decided to leave home, it wasn't from some great tragedy or to right some wrong, they simply had begun to feel that wonderlust that drives all young people to want to travel.
The tribe in which they’d been raised was a tribe of hunters in the high forest, and so each of the elves was taught the ways of a hunter as they came of age. Though hunting was somewhat unspecialized, they took their training quite seriously. As they grew older, a feracity started to grow within the both of them, and the tribe’s elders thought it likely that they would become wildrunners. And so the twins underwent training to hone their lust for blood and gore. Before long, the twins would embark on their journey. Needing to get away from the tribe, would be, for some, a necessity as the wilds called to them.
Upon leaving home, the twins were of two minds about how to handle their travels, and so for the first time in their lives, the two separated. Torniel travelling towards Cormyr, and Florian travelling in the direction of Neverwinter. In her travels, Torniel began training herself in the unarmed arts, growing an appreciation for settling conflicts with her bare hands over other, less personal, means. During her time, she spent time as a mercenary and a wanderer, but only recently did she find a calling in life.
While traversing the Reaching Woods, Torniel became entangled with a group calling themselves the Guardians of the Green. It struck her with wonder as she looked about and saw the natural world truly for the first time. Knowing her calling at last, Torniel took an oath to forever protect the natural world from the ever-encroaching presence of the ‘civilized’ world.
Now Torniel wanders the realms defending the wild world and keeping to her oath. She is an initiate of the Guardians of the Green and strives to live her oath. Recently, her superiors have sent her to investigate troubles near the Dalelands and she has obliged them more than willingly.
Threads: None, as of yet.
Party Role Proficiency:
Battlefield Control: 3 Not really a controller of the battlefield, this lady is all about stomping some face
Buffer: 4 Barbarian. No.
Curiosity: 3 I'm not sure that elven barbarians are commonality, but I don't think they're totally unheard of.
Debuffer: 4 Barbarian. No.
Dominator: 3 Maybe with the use of the intimidate skill? But not really her thing.
Game Changer: 4 Barbarian. No.
Healer: 4 Barbarian. No.
Meat Shield: 1 Having an exceptionally high constitution score helps this, having good class features and good AC makes this even more feasible.
Melee Damage: 2 Maybe not built for as a damage junkie, but she can still dish it out.
Mobility: 2 With a boost to speed from two classes, she's likely to get around whatever she wants,
Party Face: 3 She has a decent charisma score, so it could happen, but she has no patience or grace with words, and no interest in using them anyway.
Ranged Damage: 3 Not how she's built, but I bet she could throw a knife not half bad. This might change over time.
Sage: 4 There is no wisdom to be found here. Please, move along.
Scout: 3 A little sneaky, but she hates taking her time unless she's hunting.
Thief: 3 Not really what she enjoys doing, but if she needs something, she's not unable to get it.
Summoner: 4 Nope. Barbarian.
Trapfinder: 3 It could happen. Maybe.
Racial Abilities:
Racial Ability Score Adjustments: +2 to strength and dexterity, -2 to intelligence and constitution
Racial Skill Bonus: +2 to listen, search, and spot checks
Immunity: Immune to magic sleep effects
Arcane Defense: +2 to saves against enchantment spells and effects
Low Light Vision: See twice as far as humans in starlight, moonlight or other similar conditions
Detect Secret Doors: An elf that passes within 5 ft of a secret door gets a search check as though actively looking for it.
Martial Weapon Proficiency: Proficient with the rapier, longsword, shortbow, and longbow
Feats:
1st Level: Great Fortitude (Player's Handbook): +2 to fortitude saves
Ranger 1st: Track (Player's Handbook): Track using the survival skill
3rd Level: Extend Rage (Complete Warrior): Rage and other similar abilites last for +5 rounds
Fighter 1st: Improved Unarmed Strike (Player's Handbook): Unarmed strike treated as a weapon, always armed, deal lethal damage with unarmed strikes.
Fighter 2nd: Power Attack (Player's Handbook): Trade Attack bonus for extra damage
Class Abilities:
Favored Enemy (Magical Beast): +2 to all bluff, listen, sense motive, spot, survival, and weapon damage rolls made against magical beasts
Wild Empathy: +5 check to improve an animal's mood
Rage: Once per day, fly into a rage as a free action. +4 to strength and constitution, +2 to will saves, -2 to AC, Lasts for a number of rounds equal to your new and improved constitution modifier +3(plus an additional five rounds from Extend Rage), Fatigued afterwords (-2 str and dex, cannot run or charge)
Fast Movement: +20 feet to base movement
Unarmed Damage: Unarmed strikes deal 1d8+str damage
Armor Class Bonus: Add your constitution bonus as an untyped bonus to armor class as long as you are unarmored an unencumbered
Feral Trance: Once per day, slip into a feral trance as a free action. +4 to dexterity and +2 to unarmed strike damage rolls. Gain a bite attack that deals 1d6+str. When entering a trance, any shoes or gloves you are wearing are destroyed. This ability stacks with the rage ability and has the same activation, duration, and ending penalty. If both effects are used together, afterwards you are exhausted instead of fatigued (Move at half speed, -6 to strength and dexterity).
Primal Living: In order to retain the attributes of the fist of the forest class levels, you must not sleep indoors more than three days in a month, or purchase food in any way. You may steal, beg, hunt or gather food, but you must not buy it. You may not sleep indoors without special circumstance and even then, any more than three times in a month, and your fist of the forest abilities will cease to function until you've lived as an animal for 30 consecutive days or until a member of the Guardians of the Green casts atonement on you.
Equipment:
Bracers of Armor +2 (Dungeon Master's Guide): Grants a +2 armor bonus to armor class -4000 gp
Ring of Protection +1 (Dungeon Master's Guide): Grants a +1 deflection bonus to armor class -2000 gp
Amulet of Natural Armor +1 (Dungeon Master's Guide): Grants a +1 natural armor bonus to armor class -2000 gp
2 Potions of Cure Moderate Wounds (Dungeon Master's Guide): Heals 2d8+3 damage -700 gp
5 Potions of Cure Light Wounds (Dungeon Master's Guide): Heals 1d8+1 damage -250 gp
50 feet of hemp rope (Player's Handbook): -1 gp
Flint and Steel (Player's Handbook): -1 gp
Pouch of dry tinder for quick fire-starting (No source): -1 gp
Dagger (Player's Handbook): -2 gp
Waterskin (Player's Handbook): -1 gp
Spade (Player's Handbook): -2 gp
Winter Blanket (Player's Handbook): -5 sp
Total Inventory Cost: 8958 gp, 5 sp
Companions: Guardians of the Green (Complete Champion)
Other Misc Information: Initiate of the Green (Complete Champion): grants a +2 bonus to survival checks made in natural locations