Name: Tiel Nyril
Age: 25
Gender: Male
Appearance: Cropped black hair, stubble on chin, Tiel is still a growing man. He likes to wear his hunting gear when out, and walks quietly by nature.
Personality: Generous a protective to his brothers and sisters, he extends this grace to all the people he cares about, but takes a while to make friends. He thinks people who give trust freely are silly.
Background:
Tiel was born on the relatively small peninsula of Duert just off the mainland, in a small town mostly populated by the lower class peasantry. He lived in a family of butchers and tanners (his father, his mother, his two brothers and one sister), processing the kills of game hunts conducted by the nobles who presided over the town, or the livestock seldom kept by the townspeople. This family business gave the Nyrils the ability to eke out a meagre existence, which, though unrewarding, kept everyone from starving. Sometimes they even got to keep some of the scraps of meat from the carcass that nobody else wanted. Tiel was the odd one out, having an uncanny ability to work with bows and other weapons of physics, making him a bowyer.
However, a animal confined disease got to the town from the predators that sometimes preyed upon the livestock of the townspeople, and the money flow stopped coming. Additionally, the health of the town overall decreased as a result of the premature deaths of most of the meat in the area. The nobles, however, protecting their game with fences, managed to reduce this effect on their land.
Tiel resorted to using the family hunting bow to go out hunting wild game on noble's land to keep the family fed, leaving a little before dawn, making a kill if lucky, and dragging it into the bushes to butcher before coming back in the wee hours of the morning, as well as coming back with any edible plants he saw. Occasionally he mistook one plant for another, but his mother identified them as soon as he came back from a hunt, which prevented any poisoning that could have taken place. This actually led to the Nyrils having more food than they had ever had in their lives, and as a result they were very careful in consuming and distributing (they were a kind folk) the food. During this time he made friends with a falcon fledgeling that had been abandoned or lost by it's parents, possibly because it couldn't fly very well. He took care of it for a while during his poaching period, more for curiosity than out of pity for the bird, and eventually it flew off. He still sees it once in a while.
The nobles eventually became suspicious about the better well being of their subjects in conjunction with the disappearance of a reasonable amount of their game. Private investigators were called in, and soon found Tiel strolling around on private property at dawn. Luckily Tiel saw them too, and was smart enough to grab a few possessions, run by home to warn his family, and leave for another refuge.
A few days he was at a dock on the edges of the mainland, deciding where to go, when he happened upon a strange man advertising life in a place known as the Frostfell Wastes, once again with the young falcon he decided to call Herald at his side. Knowing he had no other place to go, Tiel left his family, his home, in search of a safe refuge in a land where it is said even the law fears to find you.
Class: Ranger
Job: Poacher/Bowyer, Cook
Level: 1
EXP: 0/1000
HP: 40+CON[1]=41
SP: 15+AGI*2[8]=23
Init: AGI(4)+1d20 at the start of each combat=4-24
DR: 5+Armor[1]=6
Stats:
Strength: 1
Dexterity: 6 [8]
Intelligence: 2
Charisma: 4
Agility: 4 [5]
Constitution: 1
Perks:
Call of the Wild - Tiel finds himself more at ease and able to focus while in the bush, providing +1 to damage/lvl while in the wild places.
First shot - On the first shot Tiel takes against an enemy, he deals +3 damage. However, for three shots afterwards he deals -1 (minimum 0) damage.
Equipment:
Iron plated leather: Made mostly of leather but with some iron plates for extra protection. Definitely not as good as actual armor, but at least it's quiet.
Item Name: Iron plated leather
Class Preference: Ranger
Job Preference: Tailor, Smith
Stat Bonuses: +1 Agility, +1 Dexterity, +1 Armor
Active Effect: None
Passive Effect: None
Traits: Quiet - Tiel can move almost silently in this garb.
Mat Level = 3
Family Bow: An exceptionally well crafted bow, passed down through the generations, and surprisingly still in good shape. It is covered in the inlaid names of ancestors.
Item Name: Family Bow
Class Preference: Ranger
Job Preference: Bowyer
Stat Bonuses: +1 Dex
Active Effect: None
Passive Effect: Munition consuming - Requires compatible ammunition to attack with this weapon, consuming an appropriate amount.
Traits:
Hunting Knife: Generally used for skinning and butchering of game, the hunting knife is not very good in combat and tends to get stuck in opponents.
Item Name: Hunting Knife
Class Preference: None
Job Preference: Smith
Stat Bonuses: 1d4 Damage, 1d4-2(minimum 0) when stuck
Active Effect: Provides a tool for food preparation
Passive Effect: None
Traits: Can get stuck - The hunting knife can get stuck in opponents, giving a similar effect to stuck arrows
Skills:
Clean Shot - Tiel can make a shot that pierces vital points, dealing far greater damage. He can make only one successful Clean Shot per encounter.
Steady aim - Tiel can take one turn to steady his aim on a particular location, increasing his chance to hit anything within a small vicinity of the place he aimed at.
Call of the Herald - Herald comes down for a short time in a place indicated by Tiel, providing a distraction and revealing any enemies Herald can see. 4 turn cooldown.
Overwatch - Tiel can 'overwatch' on one turn, providing he has not taken a shot, and shoot at any enemies that walk into his line of sight on the next without needing to use an action, dealing 75% of normal damage. 1 turn cooldown.
Rapid Fire - Tiel shoots twice in turn, dealing 50% damage on the second shot.
Inventory:
Large Quiver (30 arrow storage)
- Self-fletched stonehead arrows(20): These self fletched arrows are definitely not as good as the high-grade metal tipped ones. Deal - 1d6 damage, 1d4-1(minimum of 0) if stuck. Cannot pierce metal armor.
- Iron tipped arrows(10): Made locally, cheaper than the finer ones from the mainland. Deal 1d8 damage. Deal a 1d4 damage attack every turn against a target when stuck in them. Has a 5-Con% chance of sticking.
Belt
- Birdseed: What it says on the tin - a small bag of birdseed with the name 'Herald' burned onto it.
Backpack
- Sleeping Roll
- Long rope
- String
- Candle