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Tauredhel

Wanderer 6 Lure of the Road (Weather-Lore)


3
High Elves Wandering-madness

Jack of All Trades:

✔ +3
+3
0 ✔ +5 17 +3 30
10 -1
+4
+1

+3 52
16 +4 6d10

+2  ✔ +6 Hardy Your body is used to long hours on the road.


 ✔ +7 You weather extreme conditions well.
14
 0
 +1
Fire-making. You can make camp anywhere.
 -1

-1  ✔ +7 Only by exploring new places can we forge new


 +1
bonds.
8  -1
 -1 I’ve seen nothing in my travels that suggests that
 +4 we’ll be all right when the Shadow descends upon us.
 ✔ +2
+4  ✔ +7
Night Vision - 60 ft.
18  +1
 +1 Elvish Dreams - four hours of reverie act as full rest

 -1 Against the Unseen - perceives creatures in the wraith world & Immune to frightened
 ✔ +2
Known lands (see p.3)
+1  +3
Ways of the Wild: When in the wild you have advantage on Survival for tracking
12  ✔ +6

 ✔ +7 Ways of the Wild: When in the wild you have advantage on attacks for the first round of combat

 -1
Fighting Style: Duelling +2 to damage with broadsword

Natural Watchfulness: Doubled proficiency in Perception while in the wild


17
Extra Attack

Rumour of the Earth (see p.3)

Simple weapons, martial weapons Hunter of Shadows - Foe of the Enemy All attacks against servants of the Enemy

Light armour, medium armour, shields. inflict +2 damage

Leatherworker’s tools

Westron, Sindarin, Quenya

Broadsword +5 1d8+5 slashing

Great Bow +5 1d8+3 piercing

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822 5'7" 120 lb
Grey Black Fair
Prosperous

Grey travelling cloak


Boots
Wineskin
Travelling gear for the current season
Backpack
Belt dagger
Hunting knife
Corslet of Mail
Shield
Quiver of arrows (20)
Great bow, long sword
Long sword
Athelas salve (Heals 1d4+1 hit points)

20

Most of the Elves in Eriador regard Imladris


as a refuge, a place of peace and security.
But for you Imladris represents idleness and
disregard for the wide world. The first time
you left the House of Elrond, and slept in the
wild, many years ago, was the first time you
felt truly alive. Back then you trained under
Lord Elladan in the ways of the wild. Now,
you are a true rover; the road calls to you
and you must answer. Rarely you return
home, but it does not take long before you
leave again, to explore a new land, to camp
within a cave in the North Downs or maybe a
deep wood. Not even the Shadow will deter
you from traversing every nook and cranny
in Eriador, no matter how dark and
dangerous.

Why is she in Fornost Erain:


These last years darkness has descended
upon the wilds of Eriador. Taking action was
always your incentive and it now leads you
to Fornost Erain, to join the fray and defend
the last bastion of the Dunedain in Eriador.

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Features and Abilities

Background - Weather-Lore: As a seasoned traveller you have an Class - Known Lands: Long years spent roaming over the land
uncanny ability to predict the weather; you can `smell' rain or have given you vast amounts of knowledge about some of the
snow earlier than others or sense when a fog is about to roll in. regions of Middle-earth. When you make an Intelligence or
You also know the best places to shelter from sudden storms and Wisdom check related to a land you know, your proficiency bonus
which areas to avoid. You have well-established habits and the is doubled if you are using a skill you are proficient in. When you
ability to quickly forage what you need before settling in to wait are travelling in one of your Known Lands you gain the following
out a storm. You also have a good grasp of creature habits in benefits:
various types of weather conditions; you know where bears • If any part of a journey passes through a land you know, the DC
hibernate and where a Goblin band is likely to camp when a storm of your personal Event tests are lowered by 2.
hits. • If the entire journey passes through lands you know, and you act
as Guide, you lower the Peril Rating of the Journey by 2.
Culture - Night Vision: You can see in dim light within 60 feet of • You cannot become lost under normal circumstances.
you as if it were bright light, and in darkness as if it were dim light. • You know at least one place in each Known Land where you can
safely take a long rest.
Culture - Elvish Dreams: Your sleep is not like that of mortals. • You have advantage on Dexterity (Stealth) ability checks and can
When you sleep, you retain full consciousness of your move stealthily at a normal pace.
surroundings and you needn't close your eyes. Four hours spent in • While tracking other creatures, you automatically learn their
such dreams acts on you as if you had rested an entire night. exact number, their sizes and how recently they passed through
the area.
Culture - Against the Unseen: High Elves can perceive creatures
that dwell in the wraith-world, be they spirits or ghosts, even Class - Ways of the Wild: You have a great deal of experience
when they are normally Invisible to the eyes of the living. from travelling through the wilderness and surviving the various
Additionally, High Elves are immune to the Frightened condition dangers that the wild constantly offers You have advantage on all
when the source of that condition is an undead creature. Wisdom (Survival) ability checks when tracking through the
wilderness. When fighting in the wilderness, your first round of
Culture - Elf-wise: You have fought against the Dark Lord for years attacks in every combat has advantage.
uncounted, and will continue to strive against the Enemy. You are
proficient in Corruption checks. A Corruption check is any Wisdom Class - Fighting Style (Duelling): When you are wielding a melee
saving throw that risks 1 or more Shadow points for failure. weapon in one hand and no other weapons, you gain a +2 bonus
to damage rolls with that weapon.
Class - Natural Watchfulness: You have learned to constantly pay
attention to the sights and sounds of the world about you. When Class (Hunter of Shadows) - Foe of the Enemy: All of your attacks
in the wilderness, your proficiency bonus for Perception is made against servants of the Enemy inflict +2 damage. Such
doubled. servants are Orcs, Goblins, Spiders, Trolls, many Evil Men and any
other creature that willingly serves the Lord of Mordor
Class - Rumour of the Earth: When you stretch yourself upon the
ground with your ear pressed against the turf you can decipher
the sounds of the earth. You can hear it groan when the enemy
treads upon it, or echo the distant gallop of horses, or sing in tune
with the rushing of tumbling waters. Between each long rest, you
may make a DC 15 Wisdom (Survival) ability check. On a success,
the Loremaster must give you a useful piece of information about
a quarry you are hunting or a place you are seeking. If you get 25
or higher as a result, the information gleaned may very well seem
near-miraculous to others.

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