Eliza Rose Faylin
Eliza Rose Faylin
Sheet
AC 14 · HP 11 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- ArcanaINT
- AthleticsSTR
- DeceptionCHA
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
6 featuresAlways on
- Favored EnemyLevel 1
You have significant experience studying, tracking, hunting, and even talking to a certain type of enemy. You have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them. Chosen Enemy: Undead.
- Natural ExplorerLevel 1
You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you're proficient in. Chosen Terrain: Forest.
- TraitHalf-ElfDarkvision (60 ft.)
- TraitHalf-ElfFey Ancestry (Advantage against charmed, magic cannot put you to sleep)
- TraitHalf-ElfSkill Versatility (Two extra skill proficiencies)
- WandererOutlander
You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.
Spells
Spellcasting. Eliza Rose Faylin casts with Wisdom (spell save DC 11, to hit with spell attacks).
Gear
9 itemsWeapons
- 2×ShortswordFinesse martial weapon dealing 1d6 piercing damage.
- LongbowHeavy martial weapon dealing 1d8 piercing damage, range 150/600.
Armor
- Leather ArmorLight armor made from tanned hides.
Tools
- Hunting TrapA heavy iron trap for catching prey.
- Pan FluteA small musical instrument made of pipes.
Gear
- Quiver of ArrowsHolds 20 arrows.
- Explorer's PackIncludes backpack, bedroll, mess kit, tinderbox, 10 torches, 10 days of rations, and a waterskin.
- Wolf Tooth PendantA trophy from a beast Eliza tracked through the deep forest.
Purse
- Gold PouchContains 10 gold pieces.
Appearance
Eliza stands five feet eight inches tall with a lithe and muscular build. She has long, auburn hair usually pulled back in a practical, wind-swept braid that is littered with small twigs and leaves. Her skin is tanned and marked by thin scars from years of navigating brambles. Her most striking feature is her vivid green eyes, which often seem to be tracking movement that others cannot yet see. She wears well-oiled leather armor over forest-green tunics, looking every bit the ghost of the woodlands.
Mannerisms
Eliza rarely stands still, often shifting her weight or looking toward the nearest exit or window. She has a habit of squinting at the horizon as if searching for a distant signal even when she is indoors.
Personality
Eliza is fiercely independent and prefers the company of oaks to the company of lords. She has little patience for the formalities of city life and speaks with a blunt, refreshing honesty. Despite her rough exterior, she possesses a deep, quiet empathy for those who are marginalized or helpless. She believes that the wild is the only place where a person can truly discover who they are supposed to be.
Ideals
Independence. I must be free to move as the wind and follow the path that nature reveals to me.
Bonds
I carry my mother's bow as a promise to protect the border between the world of men and the wild shadows.
Flaws
I find it difficult to trust anyone who has never slept under the stars, and I am often perceived as cold or unfriendly.
Quirks
Background
Born on the fringes of a Great Forest, Eliza is the child of a human master-gardener and an elven ranger who defended the village borders. From a young age, she found the organized rows of her father's garden less interesting than the chaotic, shifting paths of her mother's woods. She learned to listen to the wind and track the deer long before she learned the protocols of human greeting. Her childhood was a blend of two worlds that never quite merged, leaving her feeling like a perpetual outsider in both civilized elven enclaves and bustling human towns. When a plague of unnatural undead began to seep from the forest depths and threaten her home, Eliza did not wait for the local militia to organize. She took her mother's longbow and tracked the source of the rot herself, spending months alone in the heart of the woods. She found that the silence of the hunt brought her a clarity she had never known. Now, she travels the world to act as a barrier between the common folk and the shadows that crawl out from the dark, untamed places of the earth. She views herself not as a hero, but as a necessary balance in a world that often forgets its origins.
“From a young age, she found the organized rows of her father's garden less interesting than the chaotic, shifting paths of her mother's woods.”
- Background
- Outlander
Connections
Species
Half-Elf
Media
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