Riven

En tant qu'aventuriers, qu'il s'agisse de chercheurs de sensations fortes ou de chasseurs de trésors, ceux qui espèrent faire une pièce de monnaie pour eux-mêmes ou ceux qui cherchent à aider réellement les moines, et ceux-là pour d'autres raisons, peut-être personnelles. Mais l'un d'eux s'est retenu, s'en tenant aux ombres des ruelles voisines, restant assez près pour entendre l'annonce. La figure, entièrement vêtue de noir et d'une capuche couvrant leur visage, s'appuyait contre le mur de l'allée, les bras croisés. Une fois l'annonce terminée, ils se sont poussés du mur et sont descendus dans l'allée, ils se cachent derrière eux.
Peu de temps après, le même personnage est entré dans un magasin d'armes. Sans abaisser leur capot, ils marchaient parmi la collection de métal et de bois de forme. Il a pris son temps avant d'attraper une arbalète de main et un ensemble complet de vingt boulons avant de monter au comptoir, en se chamaillant la tête pour qu'on ne puisse pas voir son visage. La dernière chose dont il avait besoin, c'était qu'un gardien de magasin flippe à cause de son apparence.
"J'aimerais acheter ça." Il a dit, sa voix un faible grognement. Il a pris son arc court de son épaule et l'a placé sur le comptoir avec toutes les flèches qu'il avait. l'arme lui avait bien servi, mais il l'a trouvé encombrant pour quand il voulait basculer entre les attaques de gamme et ses lames. Peut-être que l'arme plus petite s'avérerait plus utile à cet égard. "J'aimerais aussi que le commerce dans ces aussi. J'aide les Eteyar dans l'expédition. J'ai entendu dire que ça pouvait me faire une remise."
- C'est quoi, ça?
Aramil
Aramil était parmi la foule comme l'elfe a prononcé son discours. Pendant que le vieil elfe parlait, Aramil examinait ceux qui l'entouraient, les dimensionnait et essayait de s'en sortir si l'un d'eux était à distance digne de confiance. Aucun d'eux ne l'a fait quand le discours était terminé, il s'est éloigné de tout le monde et s'est dirigé vers l'endroit où les bons étaient, murmurant pour lui-même avec colère. Il avait besoin d'être avec au moins deux personnes de plus mais il ne connaissait ni ne faisait confiance à personne là-bas. Cela pourrait à lui seul s'avérer fatal si le groupe s'effondre en raison d'opinions ou de personnalités contradictoires. Il n'était pas impatient de mourir, pas avant de trouver le peuple qui avait apporté la destruction à sa tribu.
Une fois arrivé à l'endroit où tous les groupes se rassemblaient, il a trouvé un endroit où s'asseoir et s'est mis à vérifier ses armes, en particulier son arc et les flèches qu'il avait. Il a fait confiance à cette arme plus que n'importe quelle autre qu'il possédait et la dernière chose dont il avait besoin était qu'elle lui éclate. Les flèches pourraient aussi avoir besoin de nouvelles plumes pour voler droit et vrai et les bords de ses lames pourraient avoir besoin d'affûter. Donc, il a vérifié son équipement et a attendu pour voir si quelqu'un allait s'approcher de lui.
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:
Fey Ancestry. You have advantage on saving throws against being charmed, and magic can’t put you to sleep
Mask of the Wild (racial): You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena
Favored Enemy: Beast
Natural Explorer/Favored Terrain (Forest): Gain double proficiency bonuses to Wis and Int checks involving skill you are proficient in involving your favored terrain. After traveling for one hour in your favored terrain, your group isn't slowed by difficult terrain and can't become lost in forest. For yourself, you remain alert for danger when doing other activities like foraging or tracking, can move stealthily at a normal pace, can find twice as much food while foraging, and can figure out more details about enemies you are tracking: how many there are, what size, and how long ago they passed through the area.
Fighting Style (Archery): +2 bonus to attack rolls with ranged weapons.

Hail of Thorns: The next time you hit a creature with a ranged weapon attack before the spell ends, this spell creates a rain of thorns that sprouts from your ranged weapon or ammunition. In addition to the normal effect of the attack, the target of the attack and each creature within 5 feet of it must make a Dexterity saving throw. A creature takes 1dlO piercing damage on a failed save, or half as much damage on a successful one.
Hunter's Mark: You choose a creature you can see within range and mystically mark it as your quarry. Until the spell ends, you deal an extra 1d6 damage to the target whenever you hit it with a weapon attack, and you have advantage on any W isdom (Perception) or W isdom (Survival) check you make to find it. If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to mark a new creature
Goodberry: Up to ten berries appear in your hand and are infused with magic for the duration. A creature can use its action to eat one berry. Eating a berry restores 1 hit point, and the berry provides enough nourishment to sustain a creature for one day. The berries lose their potency if they have not been consum ed within 24 hours of the casting of this spell.

Primeval Awareness: can expend one spell to sense aberrations, dragons, elementals, fey, fiends, and undead within one mile of you for 1 minute per level of the spell expended. You cannot sense the location or the number of these creatures.

Horde Breaker: 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.
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.