Ryder Amarin
Ryder Amarin
Sheet
AC 16 · HP 12 · 35 ft.Saving throws
Skills
- Animal HandlingWIS
- AthleticsSTR
- InsightWIS
- InvestigationINT
- NatureINT
- PerceptionWIS
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
12 featuresAlways on
- Longbow Attack
When When an enemy is within longbow range
Make a ranged weapon attack against a creature that enters the area. On a hit, the target takes normal weapon damage plus 1d8 piercing damage.
- Dual Shortsword Assault
When When fighting at close range with both shortswords drawn
Make two melee weapon attacks, one with each shortsword. Each attack uses a separate attack roll and damage roll.
- Ranger Skill ProficienciesLevel 1
Ryder has proficiency in two skills of his choice from the ranger skill list. He is proficient in Animal Handling, Perception, and Stealth from this class selection, though Perception and Stealth are represented among his total skill proficiencies below.
- Favored EnemyLevel 1
Ryder has chosen humanoids, specifically agents and hunters affiliated with the Veiled Meridian, as his favored enemy. He has advantage on Wisdom (Survival) checks to track them and Intelligence checks to recall information about them. He also learns one language of his choice, Undercommon, associated with his favored enemy.
- Natural ExplorerLevel 1
Ryder is particularly familiar with one type of natural environment, forests. When traveling for an hour or more in forest terrain, he gains the benefits described by Natural Explorer, including greater alertness, improved navigation, finding extra food, and moving stealthily while traveling alone.
- DarkvisionElfRyder can see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light, though he cannot discern color in darkness.
- Keen SensesElfRyder is proficient in the Perception skill.
- Fey AncestryElfRyder has advantage on saving throws against being charmed, and magic cannot put him to sleep.
- TranceElfRyder does not need to sleep and can complete a long rest in four hours of meditation.
- Elf Weapon TrainingElfRyder is proficient with the longsword, shortsword, shortbow, and longbow.
- Wood ElfElfRyder's walking speed is 35 feet, and he can attempt to hide even when only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.
- WandererOutlander
Ryder has an excellent memory for maps and geography, and he can recall the general layout of terrain, settlements, and natural features he has seen. He can also find food and fresh water for himself and up to five other people each day, provided the land offers those resources.
Gear
12 itemsWeapons
- 2×ShortswordA compact martial blade suitable for close fighting and quick defensive cuts.
- LongbowA longbow with a quiver containing twenty arrows.
Armor
- Scale mailMedium armor made of overlapping metal plates and leather backing. Wearing it imposes disadvantage on Dexterity (Stealth) checks.
Tools
- Hunting trapA compact metal trap used to catch small game or hinder a pursuer.
- Musical instrument, fluteA small bamboo flute learned during years spent traveling with frontier communities.
Gear
- 20×ArrowsA quiver holding twenty arrows for the longbow.
- Explorer's packA pack containing gear for extended travel, including provisions, rope, cookware, and other necessities.
- StaffA simple wooden staff used for walking, measuring snow depth, and testing uncertain ground.
- Trophy from a hunted animalA preserved silver-winged moth mounted in a small wooden case, taken from the forest where Ryder first defied the Meridian.
- Traveler's clothesPlain, durable clothing suited to travel through the wilderness.
- PouchA small pouch containing his remaining travel money.
Purse
- 10×Gold piecesStarting funds remaining after purchasing necessities.
Appearance
A lean male wood elf with warm bronze skin, shoulder-length dark brown hair, and calm hazel-green eyes. A narrow scar crosses his left cheek, and a faded silver oath-mark has been burned into the inside of his right wrist. He dresses in weathered green and brown leathers beneath practical armor, with a longbow wrapped in oilcloth and a small ivory pendant hidden beneath his collar.
Mannerisms
Ryder speaks softly and rarely wastes words. He studies exits, wind direction, and footprints whenever he enters a new place. When thinking, he rolls a small arrowhead between his fingers. He addresses frightened animals before he addresses frightened people.
Personality
Quiet, observant, and unfailingly patient, Ryder notices small details others overlook. He is gentle with frightened people and animals, but becomes intensely focused when someone is being hunted. He prefers practical kindness over grand declarations and often communicates through brief gestures, carefully chosen gifts, or silently taking the more dangerous watch.
Ideals
Mercy. A life should not be ended merely because powerful people have declared it inconvenient. The law is only worthy of obedience when it protects the vulnerable.
Bonds
The heir is the first person Ryder ever chose to protect without permission, and he will sacrifice nearly anything to keep her alive. He also carries the name of the village that sheltered them during their first winter, determined that the Veiled Meridian will never learn who helped them.
Flaws
Ryder assumes every kindness has a hidden price, and he is slow to trust even people who have earned it. When frightened, he becomes secretive and controlling, believing that carrying the entire danger alone is the same as protecting others. He cannot resist following a trail connected to the Veiled Meridian, even when doing so risks exposing the heir or endangering companions.
Quirks
Background
Ryder Amarin was raised among a secluded elven border lodge where children were taught to read weather, spoor, and silence before they learned the songs of their ancestors. His keen senses and patient nature drew the attention of the Veiled Meridian, an organization that trained scouts, hunters, and quiet-handed agents for powerful patrons. Ryder became exceptionally skilled at tracking people through wild country, moving unseen, and surviving far from roads. He told himself that the work protected the innocent, even when the orders grew colder and less defensible. Years ago, Ryder was ordered to eliminate the last heir of an ancient bloodline. Instead, he refused. He helped her escape, becoming an outlaw in the eyes of the organization that trained him. Now, every bounty hunter, assassin, and mercenary chasing them believes one thing: Ryder knows where she is. The truth is more complicated. He does know the hidden routes, abandoned shrines, and old ranger paths that might keep her alive, but he has never revealed her location. He travels alone when he must, leaving false trails across the frontier while searching for proof that the bloodline was condemned because its heir possesses a claim capable of exposing the Meridian's oldest crimes. His life has become a quiet war between the instincts that made him useful and the conscience that finally made him free.
“Ryder became exceptionally skilled at tracking people through wild country, moving unseen, and surviving far from roads.”
- Background
- Outlander
Connections
Species
Elf
Media
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