Arafin Com’Ynth

Elven ranger, animist in training

Description:

Name(s): Arafin Com’Ynth
Status: Alive, nobility revealed, Seargent. Emissary to elves
Loyalties/Groups: Handymans guild, Banner Man party
Presence
Concept: Wyld Elf, noble lineage, training to lead his people past the incursion of grollens and humans.
> Purpose: open
Description: Wyld Elf/ Plains, Male, 5’9, 150, Tan skin, Brown hair, Green eyes, right handed
> Size: 9 / Size Factor (SF) = 0
> Markings: [tattoos, scars, etc.] > Looks: Pleasing +1cs (youthful appearance)
> Essence: 12-3=5
Mannerisms:
> Social Standing: [current] / Pedigree: Son of tribal chief, heir, sergeant in handyman’s guild

Aptitude
Kinetic 4, Divine 1

Attributes
Charisma = 3
Intuition = 3
Perception = 4
Reactions = 8 +1 to direct rolls (Agile Disposition)
Reason = 3
Sanity = 4
Strength = 6
Vigor = 6

Traits
Physical: Sharp hearing (+1), Light Sleeper, Bonded Soul Gem, Narrowly Adaptive, Starlight Vision, Natural acrobat, Chi pool (1)
Mental: Short Fuse, Intolerance: Grollens, Slow Learner, Code Of the Animist, Code of conduct: Good, Synergy Pool (7)
Other: Good Luck, Conviction (animist) 1, Preferred weapon and enhanced proficiency: Living Bow, Air sense 2, Spark flow: Air buffet, +2 to communicate with elementals

Familiaritys
swords, bows, blades, shields, tumble, dodge, elude, air sparks-rank 1,

Skills
Combat: Evade 2+5(high probability—4ms +1mq even on fails), Melee 32, Propel 1+1, Shoot 4+1, Team Tactics 1
Athletics: Climb 2+2, Jump 2+2, Running 2+1, Swim 2+2, Ride 2+1,
Communications: Feyloise 4/4, Gladnorean 2, Slyph 2+2
Knowledge: Meditation 1+1, Survival 2+2, Military Lore 2, streetwise 3, mana sense 1+4, undead 1, nightmares 1, air sense 1+3
Stalking: Stealth 2+1, Camouflage 2+1, Tracking 2, Form Spark 1+3, Lore: Sparks 1+2, danger sense 1(sword rolls on a 7 for 5 mana)

Special Abilities: full bond with the Amber blade, permanently have a minor bond with the Amber Blade, regardless of you keeping it or not.

Air spark- does things

Divine
Synergy Pool (7) = 44
Shared Litany, Faith Rites knowledge
Slyph Bond: +1 cs to Survival, Void Sense and Shade Sense. Automatic Stabilization, +1 cs to speak/ Interact or Bind Air elementals and Sparks, No limit to speaking the air language, No cp cost to bind air spark or 1 cp to bind rank 2, +4 cs to resist self destructive urges
Ranged attacks are at a -1 MS to hit
Blessings:

Occult
Mana Pool (1) = 25

Kinetic
Chi Pool (1) = 42

Psychic
Focus Pool (0) =

Combat
Health = 54
CON:
> Endurance Threshold (ET) = CON + Toughness Levels + Survival Proficiency Level
Familiarities: Sparks, Swords, Bows, Blades
Tactics:

Equipment
Armor/Defenses: Fendalkrayne pv 9(regen 10 per day) pr 90/, embris resolve: 50pv 250pr- durable, bearing 2, minor resistance to shadow, and raidence +1ms to resist and a 1mq incoming damage, 1/day phantasmal state for 10 rounds-san check and -1essence for a week
> Feet:
> Hands:
> Head:
Weapons/Offense: _Slim sword 9 dam, 3 am. Living Bow 2/1 Am 13 dam, +1 cs when firing ling ammo, can be drawn in 0 AM, Amber Blade 3am-ghostly presence, san check to attack me, amber ray 3/day
30 meters away—stunning strike, death evoidence—1/session 10 mana causes you to shrug off a death dealing blow,
Typical Clothes:

Encounter: [for casual, low threat, about town type situation or stripped for full combat] Day: [for day trip, where sustenance and hydration is important and always having min supplied for single night] Travel: [pathfinding, multi-day trips] Mounts/Vehicle/Carry Assistance

3400 silvers, 4 assets (Living Bow), 2 land (Developed tree farm, Allow for purchase of living weapons), 1000 silver allowance, Contact: No cost, no disclosure, shelter and resources for up to 1 month a year, Living Bow: 2/1 am, 13 base damage, 3 RCT 8 STR, 1 ENC, 1 cs when firing living munitions, Can be drawn from case in 0 AM if it is a preferred weapon. Fendelkrayne: 1 fv, 6 armor 72 health. Slim Sword, Dagger (1 cs to melee and propel, 5 base damage, Durable, worth 1000 silvers ), 78 arrows, 18 living arrows, 20 combat living, 20 Fatigue Living, Arrows of slaying 25 base damage (+2ms +2mq) – elf, orc, oger, shade, moate(bright lands), ducadian, half breed, half orish
4 blue fire stuff (safe signal), 2 purple fire stuff (Danger Signal)
Survival Suit
50
Rough Exposure; negates 1 SCF from exposure/-1 AM action

Travel Kit (3 ENC) > Basic clothes (3 sets), good clothes (2 sets), fancy clothes (1 set), 2 sets boots, sandals, nice slippers, warm wool cape, overnight pack, bedroll, cook gear (utensils, whetstone, bowl, cup, 1 pot, 1 pan), flint & tinder, lamp, 3 flasks lamp oil, 3 torches, 60m of rope, 2 belts, 2 light tarps, 1 small tent, 1 grease tin (waterproofing), 2 small sacks, walking stick (light staff), wine skin w/watered wine, 1 week worth of preserved rations, 1 week worth of fresh rations, horse w/saddle bags and tack (saddle/harness/stirrups; 4 CS ride), 1 crude map of the realms, 50 SC in jewelry. 5 healing Salves (1 healing on wound check)
Armor: Hide – Thin

Cavalry Horse (light)
2500
Size 100; Will not run from combat – “Habituated” training

Standard Living: 50 silvers
Fatigue Living: 75 silvers
Combat Living: 200 silvers (AP, Aggravating)
History
Created: 1/1/2014 (orig)/System: 5.x > Revision (version # or milestone)
[What happened After After Character Creation]

Bio:

Background
Arafin is traveling the world as a bet between him and his father. should he prove unsuccessful on his own he forfeits his right as heir. He remains with the party because while he feels he has won his bet there is still much for him to learn among these people, and he believes that spending his youth among the humans will accelerate his growth and allow him to bring much more back to his tribe.

Activity Record:
Character Points: 5

Action Points: 2
[Total can never be higher than CHA rating]

GM Only

Felrin Fieldkin= true name