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Mara Thorne

Human · Fighter · Level 1 · Outlander

Mara Thorne

Mara is a person of few words, preferring to observe her environment before engaging.
AC14
HP13/13
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 14 · HP 13 · 30 ft.
AlignmentLawful NeutralGenderFemaleAge27
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

  • AcrobaticsDEX
  • Animal HandlingWIS
  • ArcanaINT
  • AthleticsSTR
  • DeceptionCHA
  • HistoryINT
  • InsightWIS
  • IntimidationCHA
  • InvestigationINT
  • MedicineWIS
  • NatureINT
  • PerceptionWIS
  • PerformanceCHA
  • PersuasionCHA
  • ReligionINT
  • Sleight of HandDEX
  • StealthDEX
  • SurvivalWIS

Armor

Light Armor,
Medium Armor,
Heavy Armor,
Shields

Weapons

Simple Weapons,
Martial Weapons

Tools

Flute

Languages

Common,
Elvish,
Sylvan

Features

4 features

Bonus action

  • Second WindLevel 1

    On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level. Once you use this feature, you must finish a short or long rest before you can use it again.

Always on

  • Fighting Style: ArcheryLevel 1

    You gain a +2 bonus to attack rolls you make with ranged weapons.

  • Extra LanguageHumanYou can speak, read, and write one extra language of your choice.
  • 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. Additionally, 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.

Gear

9 items

Weapons

  • Longbow
    A heavy ranged weapon, 1d8 piercing, heavy, two-handed, range 150/600.
  • 2×
    Shortsword
    Finesse martial weapon, 1d6 piercing.

Armor

  • Leather Armor
    Light armor made of tough leather.

Gear

  • 20×
    Arrows
    Projectiles for a bow.
  • Dungeoneer's Pack
    Includes a backpack, a crowbar, a hammer, 10 pitons, 10 torches, a tinderbox, 10 days of rations, and a waterskin.
  • Staff
    A walking staff.
  • Hunting Trap
    A heavy steel trap used to catch game.
  • Bear Claw Trophy
    A trophy from an animal you killed.
  • Traveler's Clothes
    Rugged clothes for travel.

Appearance

Mara is a woman of lean, wiry build with the steady, unblinking gaze of a predator. Her chestnut hair is kept in a tight, practical braid to keep it from interfering with her bowstring. Her skin is tanned and weathered from years spent in the sun and wind, marked by small, faded scars from brambles and stray arrows. She wears well worn leather armor that has been darkened with oil to minimize reflection, and her forest green cloak is tattered along the hem from travel.

Mannerisms

Mara speaks in short, declarative sentences and rarely uses honorifics. When she is deep in thought, she habitually adjusts the fit of her archery bracer.

Personality

Mara is a person of few words, preferring to observe her environment before engaging. She views the world through the lens of logistics and survival, showing a cold discipline that some mistake for heartlessness. She remains calm in high pressure situations, focusing entirely on the task at hand and the most efficient path to its completion. She does not seek approval or friendship, valuing competence and reliability above all other traits.

Ideals

Responsibility. I do what needs to be done, and I alone carry the weight of the consequences.

Bonds

I carry a lead slug in my pocket, a reminder of the first time I failed to act fast enough, it serves as my anchor to reality.

Flaws

I have no patience for those who allow emotions to cloud their judgment, which often makes me seem cruel or detached to my companions.

Quirks

Always sits with her back to a wall and eyes on the exit.
Subconsciously checks the direction of the wind every few minutes.
Polishes her arrows with obsessive care during every rest period.

Background

Born in the harsh expanse of the Northern Reach, Mara was raised by a father who tracked elk and a mother who hunted the wolves that threatened their settlement. Before she could read, she could read the sign of a broken twig or the depth of a hoofprint. Her childhood was one of quiet vigils and the harsh lessons of nature, where a single mistake often meant a hungry winter. When she was conscripted into a scouting unit for the regional militia, she found that her frontier instincts translated perfectly into the art of war. She flourished under the command of Captain Harlen, a man who taught her that a soldier is merely a tool for achieving a specific result. The defining moment of her career came during a raid on a hostage camp. Mara was positioned in the treeline, her arrow nocked and aimed at the raider leader who held a child as a shield. There was no perfect shot, and the reinforcement window was closing. Calculating the loss of many against the risk of the one, Mara took the shot. The raider fell, the hostage survived with a permanent scar, and the remaining raiders were neutralized. While her peers debated the morality of her choice, Mara simply cleaned her bow. She accepted the burden of that choice, recognizing that in a world of impossible outcomes, hesitation is the only true failure. She now travels the world as a freelancer, guided by a code of cold, unwavering utility.

“Before she could read, she could read the sign of a broken twig or the depth of a hoofprint.”
From their backstory
Background
Outlander

Connections

Species

Human

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