Adran Ilphelstacia

Wood-Elf Ranger

Description:

Adran_Ilphelstacia.pngRanger[/U][/B][/CENTER]

“Character Information”][B]Name: Adran Ilphelstacia[/B]
[B]Race:[/B] Wood Elf
[B]Gender:[/B] Male?
[B]Class:[/B] Ranger
[B]Alignment:[/B] CG
[B]Party Role:[/B] Long Range DPS, Survivalist, Do-Gooder
[B]Trinket:[/B] A black Wooden Pipe that creates puffs of smoke that look like skulls [/fieldset]
[fieldset=Personality]Tending to be rather grim and a glass half empty kind of Person. Adran Ilphelstacia is one that most do not tend to be around for long. Having not much of a hopeful outlook on life they bring down the mood a bit. But those that can move pass Adran’s rather melancholy personality find a faithful ally and a loyal friend at their side.[/fieldset]
[fieldset=Background] Haunted
[B]Feature:[/B]
Heart of Darkness ~ Those who look into your eyes can see that you have faced unimaginable horror and that you are no stranger to darkness. Though they might fear you, commoners will extend you every courtesy and do their utmost to help you. Unless you have shown yourself to be a danger to them, they will even take up arms to fight alongside you, should you find yourself facing an enemy alone.
[B]Unique:[/B] Harrowing Event ~ All the known cities of the three warring kingdoms were suddenly immortalized in stone. The large scale plague has been deemed, “The Frozen Pestilence“, and it is commonly known that you will join their fate if you enter those ruins. No one knows the how or why the sudden catastrophe, but that puzzle has been the unsolved for nearly a century.
Adran witnessed first hand this plague and just barely survived the horrors, watching as his friends turn to stone before him. This has forever scarred and tainted his mind with the true terror of that event.
[B]Personality Traits:[/B] -I live for the thrill of the hunt.
-I put no trust in Divine beings.
-I refuse to be a victim, and I refuse others to be victimized.
[B]Ideals:[/B] (Good) I kill monsters to make the world a safer place, and to exorcise my own demons.
[B]Bonds:[/B] -I keep my thoughts and discoveries in a journal. That journal is my legacy.
-I would sacrifice my life and soul to protect the innocent.
[B]Flaws:[/B] -I have an addiction (Alchoholic)
-I am a purveyor of doom and gloom who lives in a world without hope.[/fieldset]
[r=1,1][Center][B][COLOR=“DarkOrchid”] “Of all sad words of tongue and pen, the saddest are these, ‘It might have been.’” ~ Adran [/COLOR][/B]

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Little Bit of Theme Music[/B]

[URL=“https://youtu.be/nI4GMhSwahs”] Sweet Dreams ~ by Emily Browning (Sucker Punch) (Edited Version) [/URL]
[/CENTER]

young elf stands a little under 6 feet tall and weighs just a little under 150 pounds. Having shoulder length black hair and piercing green eyes Adran’s appearance is rather average for an elf or even a human. Tending to have most of of their body covered in their leather armor or clothing it’s quite hard to distinguish if they are an elf or human. However their eyes, although a bright green, shows a hidden darkness and sorrow behind them. The expression on their face that of a life that simply gets by day by day and one that has seen to much in their life.[/FIELDSET][/table]

, or Ara at the time, grew up in a clan of wood elfs that lived off the land outside of most human settlements. In time treaties and agreements were made and soon archers were posted as guards for the humans while the humans promised safety for their clan. Dedicated to help the clan Ara began their training as a hunter and archer to become a guard and guide for the humans for further protection.

In time Ara’s training was complete and they took the name Adran to signify their growth into an adult. With a smile that didn’t know of what is soon to come, Adran set out to do their duty as a guard and guide to the human. Posted in one of the more further outposts from the city the few days Adran spent there was rather peaceful. However after those few days is when tragedy struck, they were just heading towards the closer outpost to check up on their archers when they saw it. People turning to stone, their own Archers suffering the fate, Adran frozen in fear as one of the clan mates that were stationed in the same outpost ran in to help. It wasn’t long before they too suffered the same fate, all Adran could do was run, run to the clan and inform them of what is happening.

Adran spent years recovering, trying to recenter, meditating for days to find calm, all to no avail. In time Adran focused on training as an archer to try and focus the body first, while it did focus the body, the mind was still tainted with the darkness of what happened. So Adran left the clan and wandered through the wilderness, surviving and providing some help to those nearby. With every person helped Adran feelt a small part of the nightmare fade away, and so a goal was formed, to help everyone to shred away the nightmares of the mind. However, after years of doing this and ending up at the city of Sensay, Adran’s mind not much better than that fated day. This city sparked curiosity though, as it was untouched by the plague, and another goal entered Adran’s life; to solve the mysteries of the plague and undo the affliction on the clan members.

Now Adran is known as The Elven Hunter having spent several years just outside of the town and acting as a guide to those traveling out of the city or by it. Living in a small abandoned hut Adran found and slowly fixed over the years with the help of those within the city as payment for services provided. It’s now a decent abode that Adran can rest and store gear, most of the food and medicine gained is from foraging and money is generally spent on some minor repairs or information.[/FIELDSET]

[FIELDSET=“Goals”] 1. To undo the plague affecting the elves of his clan and solve the mystery behind it
2. To finally shake off the nightmares that haunt his waking dreams [/FIELDSET]

Ilphelstacia(Star Blossom)[/url][/b] Elf Ranger 1 CG[/i]

] 15 [b]HP[/b] 11 [b]Speed[/b] 35ftft

] 9 (-1) [b]Dex[/b] 18 (4) [b]Con[/b] 12 (1) [b]Wis[/b] 14 (2) [b]Int[/b] 8 (-1) [b]Cha[/b] 11 (0) [b]Com[/b] 10 (0) [b]Lck[/b] 10 (0)

]
[b]Longbow (150/600)[/b] 6 1d84 P
[b]Dagger (Thrown, 20/60)[/b] 6 1d44 P

]
[OOC=“Darkvision”]Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.[/OOC] ~ [OOC=“Keen Senses”]You have proficiency in the Perception skill.[/OOC] ~ [OOC=“Fey Ancestry”]You have advantage on saving throws against being charmed, and magic can’t put you to sleep.[/OOC] ~ [OOC=“Trance”]Elves don’t need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is “trance.”) While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.[/OOC] ~ [OOC=“Elf Weapon Training”]You have proficiency with the longsword, shortsword, shortbow, and longbow.[/OOC] ~ [OOC=“Fleet of Foot”]Your base walking speed increases to 35 feet.
Mask of the Wild: You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.[/OOC]

]
[OOC=“Natural Explorer”]You area master of navigating the natural world, and you react with swift and decisive action when attacked. This grants you the following benefits:
•You ignore difficult terrain.
•You have advantage on initiative rolls.
•On your first turn during combat, you have advantage on attack rolls against creatures that have not yet acted.
In addition, you are skilled at navigating the wilderness. You gain the following benefits when traveling for an hour or more:
•Difficult terrain doesn’t slow your group’s
travel.
•Your group can’t become lost except by magical means.
•Even when you are engaged in another activity while traveling(such as foraging, navigating, or tracking), you remain alert to danger.
•If you are traveling alone, you can move stealthily at a normal pace.
•When you forage, you find twice as much food as you normally would.
•While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.[/OOC] ~ [OOC=“Favored Enemy (Humanoids)”]Beginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy commonly
encountered in the wilds.
Choose a type of favored enemy: beasts, fey, humanoids, monstrosities, or undead. You gain a +2 bonus to damage rolls with weapon attacks against creatures of the chosen type. Additionally, you have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.
When you gain this feature, you also learn one language of your choice, typically one spoken by your favored enemy or creatures associated with it. However, you are free to pick any language you wish to learn.[/OOC][/CENTER][/FIELDSET]

[FIELDSET=“Other”] Let me know if anythign needs to be adjust or you have questions! [/FIELDSET]

Bio:

Adran Ilphelstacia

Cursed Kingdom marktj1983