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Valfaren Foxwish - "Wild Child" - Primal Druid / Barbarian


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Character Information
Name Valfaren Foxwish Title Wild Child
Race Elf (Sylvan) Class Primal Druid / Barbarian
Alignment Neutral Religion x

Age 47 Gender Female
Height 5'5" Weight 120 lbs.
Eyes Dark brown Hair Blue-black

Language Proficiency
Common Elf
Dwarf Gnome
Goblin Halfling
Orc  
Personality

More pragmatic and straight-forward in verbiage than a typical Elf, Valfaren is not a common specimen for her race on many fronts. She enjoys a good joke, but harbors a deep and intense anger that she desperately struggles to control. This rage allows her to throw herself into battle and come out the victor more oft than not.

Where many Elves hold a modicum of disdain for the shorter-lived species, Valfaren sees amusement in them, much as one would a pet. She prefers the company of them over that of an Elf, for she does not typically live up to the standards of even other Sylvans.

While not outright cold and heartless, Val has been known to refuse to help those she finds weak. She claims that the world belongs to the strong. It can take an obtuse amount of cajoling to turn her toward more altruistic goals.

Appearance

As a Sylvan Elf, Valfaren's skin holds a green hue and she often smells of woodland vegetation and wild geraniums, even after bathing. Needing to stay mobile at all times, she eschews heavy armor and long weaponry. Unlike other druids, Val uses metal arms and armor.

Valfaren is often seen in smaller, tighter, slightly-revealing clothing. She knows the natural grace of the Elves can catch the other species off guard--especially when they can see her thighs.

Long, unkempt raven-black hair hangs from Val's head which looks blue in sunlight. She enjoys wearing bright, gold jewelry and topaz gems to accent her skintone.

Background

The Foxwish family had been given the duties of protecting their forest and its occupants generations ago. It was said--though spoken rarely--that a witch had set a curse upon the family, such that her wrath would be forever known to them. With Elves having such a long lifespan, much of the actual details had been lost to time.

The curse affected only the first-born of each member of the bloodline; from father to daughter to son and so forth. It is this supposed curse--as it has never been proven to exist--that keeps the Foxwishes on the outskirts of proper company and one that has turned them toward a more pragmatic view of life and Nature.

Supposedly at maturity a first-born Foxwish will show signs of a temperament dubbed the Fireblood; a maddening, jealous rage. Valfaren is no different, though she refuses to acknowledge aloud that anything is wrong with her, and has gotten into a number of brawls over accusations which only prove the point.

 

Main Statistics
Primary Attribute Mod Saves
  Strength 17 +2 Paralysis, Constriction
  Dexterity 16 +2 Breath Weapons, Traps
Constitution 14 +1 Disease, Energy Drain, Poison
  Intelligence 11 +0 Arcane Magic, Illusions
Wisdom 15 +1 Confusion, Divine Magic, Gazes, Petrification, Polymorph
  Charisma 14 +1 Death Attack, Charm, Fear

 

Racial Abilities
Name Effect
Enhanced Senses See clearly up to 2 miles when outdoors; +2 listen
Twilight Vision See color/detail up to 1 mile when outdoors in light
Move Silently Stealth ½ speed when outdoors; -5 up to full speed; -20 running
Spell Resistance +10 vs. charm/sleep effects
Spot Hidden Doors Passing within 5' of concealed doorway grants +2 Wisdom check
Weapon Training +1 to hit with: longbow (+comp), shortbow (+comp), longsword, shortsword.

 

Class Abilities
Name Effect
Weapon Proficiency Anything 3 lbs. and under; no crossbows
Armor Proficiency Padded, leather coat/armor, ring mail, hide, chain mail, breastplate (any)
Nature Lore Water potability, Shelter/ForagingAlways find basic shelter and food for daily sustenance.

6 hours hunting/gathering provides food/water for an additional 2-8 people for one day. Can be used for larger groups; consult text for details.

Usable 3 times/day.
Trackless Step Leave hardly a trace traveling through wilderness; CL 10+level+CK
Woodland Stride Move through non-magic overgrowth/briars without difficulty
Combat Sense +2 vs. surprise, negate flank bonus, ½ back/rear bonus
Deerstalker Start fires, find north, scale nat. slope/incline, ford/swim water
Primeval Instincts +4 on checks to push body physically (hold breath, running, extreme weather)
Track Find tracks, determine creature/characteristics, +2 vs. Humanoids/Giants

 

Combat Statistics
AC (Total) Base Armor Shield Dexterity Mod Misc.
17 10 5 0 2 0
To Hit Melee/Ranged (Total) Base to Hit Strength/Dexterity Mod Misc.
+3 / +3 +1 2 / 2 0
Maximum HP Hit Die Encumbrance Weight (w/o pack)
24 d10 22.5/25.5 93.1 (35.1)

 

Equipment
Weapon To Hit Damage Weight Encumbrance Notes
Falchion sword +3 2d4+2 3 3  
Longbow (composite) +3 1d8 3 4 110'
Armor / Shield / Helm AC Bonus Weight Encumbrance Notes
ElvenTreated as 25% weight reduction chain w/coif 5 20 / 4 0 Taken from Rubella the Red Wind
Item / Clothing Weight Encumbrance Notes
Large Expert Shoulder Pack (• in) (‣ out) 58 13.5 17/18 capacity, 3 sec. quick-release (1 w/Dex CL9)
‣ Summer bedroll     Tied to bottom
Torch x2     In bedroll
‣ 50’ silk rope      
‣ 1 quart waterskin x2      
‣ Hatchet/hammer      
‣ Small shovel      
• Bandages x4     Treats 2 wounds
• Small steel mirror      
• Razor      
• Soap bar      
• Sewing kit      
• Small steel flask      
• Whistle      
• Flint/steel      
• 100' silk rope      
• Splitting wedge      
• Spikes x10      
• Whetstone      
• Candle x5      
• Flask of oil x2      
• Extra clothing      
• Iron rations x7     Food for 1 day
• Potion of Invisibility 1 0 Also hides scent
Oil of Flames (in pocket) 1 0 +d6 fire damage/10 rounds, counts as magic, torch light
Acorn of Repose (in pocket) .1 0 Full notesWhen tossed into viable mud or soil, a tree will grow to maturity over the course of 1 round.

Food: This tree is fruit bearing, providing a full day's food for up to six people.

Shelter: Its branches shelter everyone beneath it from natural weather effects and provide +2 to the saving throws of anyone so sheltered against area of effect spells.

Spell: It also functions per the Alarm spell for those resting around it by shaking its branches and making a sound akin to wind whipping through leaves.

Duration: It remains for 24 hours before withering away, but the soil it grew from is left refreshed and fertile for growing.
Quiver w/arrows x20 3 2  

 

Money
Platinum Gold Silver Copper Jewels
0 158 0 0 0

 

Mount / Animal Companion / Familiar
Name Type HP AC Move Attacks Damage Saves Notes
x x x/x x x x x List x

 

Spell Book (Druidic)
0th Level
Spells / Day Bonus Spells
3 0
1st Level
Spells / Day Bonus Spells
2 1
2nd Level
Spells / Day Bonus Spells
1 0
3rd Level
Spells / Day Bonus Spells
0 0
4th Level
Spells / Day Bonus Spells
0 0
5th Level
Spells / Day Bonus Spells
0 0
6th Level
Spells / Day Bonus Spells
0 0
7th Level
Spells / Day Bonus Spells
0 0
Name
HP level 2 or 5 HP
3
1d10 3
HP level 3 or 5 HP
6
1d10 6
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  • 2 weeks later...

Questions

  • What is Valfaren's relationship with her immediate family?

    • Val is a daddy's girl, constantly vying for his affection but rarely receiving it. Her mother became sickly after giving birth to Val's second sibling, taking all of her father's attention. Val had to raise her brother and sister, often taking them with her on the hunt for food so that they would be prepared one day when she would leave. She is on good terms with her siblings, but her father is upset at her for leaving. Val's mother was never a true warrior; the two parted on neutral terms but she secretly roots her daughter on.

  • Who would they consider to be their best friend? What about their worst enemy, or perhaps greatest rival?

    • Best friend: An venerable veteran Human man--Danev Eo'ry--that she met in a wild jungle, fighting for his life against a tiger. She saw his skill and decided to help him and the two became fast friends, sharing stories of strength and courage.

    • Worst enemy/rival: An Elven Ranger--Talion Redleaf--that Val left for dead after the two were hired (by separate parties) to bring back the same artifact for a village. The ranger wanted to join forces, but Val was greedy and put herself above Talion's need. He ended up getting maimed in a trap and now harbors a deep grudge.

  • What is the worst thing the curse has led her to do? How does she feel about it?

    • A bar room brawl over a slight that Val can't remember escalated into clumsy furniture-throwing. Things got so bad that a chair flew into a lantern, knocking it over and spilling flaming oil about. The tavern burned to the ground and the ensuing fire caught three other buildings in its wake before being extinguished. Val is no longer welcome in the town of Geinsburg.

    • Val was actually imprisoned over the event, since she had gotten far too drunk to properly defend herself, and spent six months doing hard labor to pay for damages. That term was supposed to be fifteen years, but she ended up strangling the warden with her chains and escaped.

    • There's a part of her that feels remorse for what happened, but Valfaren would never admit to such a thing. She'd definitely not proud of it, and works to avoid it coming up.

  • If given the chance to rid herself of the curse, how far would she be willing to go to see it done?

    • Valfaren believes the curse is the ultimate cause of misfortune in her life and would do terrible things to achieve it. She would stop short of mass killing, hurting a loved one, or destroying an ecosystem. Anything else may very well be on the table as an option, if presented in the right context.

  • Does she have a relationship with an enclave of sylvan elves or does she live apart from them? How does she feel about that?

    • While she is Sylvan, Valfaren doesn't seek out other Sylvan Elves on purpose. Their company in general makes her remember home, and the role her family played on the outskirts of it. She feels like an outsider again when around them which is emotionally draining. This tends to make her drink heavily. Part of her feels that it's unfair, but another recognizes that she isn't healthy to be near.

  • Which ability provided by Primal Druid most calls to her or is most comfortable for her?

    • Trackless Step comes to Val most naturally, allowing her to stalk prey quietly as though she were a predator of the forest.

  • As above, which ability provided by Barbarian (all available, ignoring the restrictions for Class and a Half) does the same?

    • Gotta be Intimidate; Val loves to roar as she throws herself into battle while her blood boils.

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