Drixanna of Valengar 

Ranger

Time 7.5
Hit points 1600
bonus 100
total 1700
Dice 9
sides 9
Recover .50
Spell level 10

BackGround

Gender: Female
Type of Character: Elf


Character Description:

Hair: waist length auburn hair

Eyes: Ice Blue

Height: 5’0

Weight: 109 lbs

Birthmarks or distinguishing marks: A scar that runs down the length of her back from when her family was attacked by the drow when she was young.

Mortal Enemy:  Drow

Companion:  Black Panther

Talisman: A necklace all three girls were given at birth, it allows the wearers to determine the other sibling’s whereabouts with in a ten-mile radius

Weapons:

 Elvin Bow +1: This deceptively delicate longbow packs one hell of a punch. It is dark-brown wood, with a reddish tint to it when examined in bright light.  Elvin bows adapt to their wielders strength and are always considered mighty bows of the proper bonus.

 Scimitar style blade-The 38 1/8” long sword boasts a sweeping “fanged” scimitar-style blade inscribed with Elvin runes that translate, “death before dishonor.” With a hardwood handle, solid metal pommel, rattail tang construction, it is an awesome weapon to behold in the hands of an Elvin ranger (all three sisters have one, they were forged at birth)

 Two 15" single sided daggers, finish is dark blade with black pommel/guard and Elvin finish is bright silver blade with gold pommel/guard.

Character History:

Over two hundred years ago a secret union produced rare results. Aurora of Valengar, a royal personage from the House of Valengar had secretly wed Branddar of Riverglenn, a common woodland elf.  From this union came into being a set of triplets.  Single births were rare, twins even more uncommon, but triplets were almost unheard of.  The mother bestowed upon the infant girls the names Jathondie, Drixanna and Skylar. The two youngest shared the auburn hair of their woodland elf father, but the eldest, Jathondie had the silvery white hair of high elf heritage. For this, Jathondie was taken from her mother and her sisters by the Elders. Their mother returned to Valengar when Drixanna and Skylar were 20, having finally resigned to the Elders dictations and promises to return the stolen triplet.  The Elders had planned to remove the woodland taint from the girls bodies and prepare them for their seat in society as were proper by the dictates of the Valengar.  Though seemingly compliant with the Elders wishes, Aurora went through the motions of going along with the statutes and rules set down by the Elders, but in private, she kept up her liason with Branddar, her hearts love.   Drixanna and Skylar were identical twins, and Aurora imagined the lost Jathondie to resemble the auburn haired blue eyed girls. Skylar and Drixanna have only the faintest of memories of their sister, as they grew up without her.

 When the girls were at the age of fifty Valengar was attacked one night by a Drow clan, the elders tried to act quickly but were only able to grab Skylar and rush to safety.  Branddar and Aurora were caught off guard, but defiantly tried to fend off the Drowish raiding party but in vain.  With both parents dead, Drixanna had no defense and was drug out into the woods that surrounded her home. Her please and cries fell upon the deaf ears of her Drowish captor, who took great delight in disemboweling the helpless Drixanna.  With several stab wounds and mortally wounded, the sadistic drow was satiated and left her for dead. Near death, the cries of horror by a Elvish house that was being annihilated were unheard by the deathly still elf.  Life fleeing her, Drixanna barely felt herself being picked up and carried off deeper into the forest.  Drixanna’s last conscious memory was the sounds of screams of horror fading as she was carried into the forest and oblivion.

 Several days later, Drixanna awoke to find her fatal wounds were healed as well as the cuts and bruises. As she explored her newly healed body, she came to the realization that she was high in the leafy bower of an ancient tree. Panic that rose quickly in her throat subsided as her eyes came to rest upon the kindly face face of another woodland elf. Spending the next few seasons with her rescuer, who informed her that none had survived the Drowish extermination, and who taught her the ways of the forest. Finding peace and harmony within the vast forest, Drixanna decided to follow in the Rangers footsteps, training as a Ranger herself. For a long while, she felt at ease losing herself within the foliage, tracking prey and protecting the animals.  She found kinship with the other woodland elves, who adopted her as one of their kin.  But eventually the emptiness of two halves broken was un-ignorable. Drixanna felt raw without Skylar, and even Jathondie, the sister she barely remembered. Believing them to be both dead, Drixanna would pray to her goddess for the peace and mercy for her lost family’s souls.

 When Drixanna was about 100, she realized that the affection she had for her rescuer had blossomed into love. Not telling him, she harbored her love for him a secret as she trained feverishly with him learning everything she could from him, just to be near him.  On the night Drixanna decided to confess her undying love to her mentor, and ask him to teach her a lesson only a man could teach a woman, Drixanna made her way to his tree, her heart beating furiously.  Her beloved listened to her heartfelt confession of her love, Drixanna spilling out her feelings for him in rapid succession.  Thinking he would sweep her into his arms, the lovestruck Drixanna was stunned when she received a fatherly brush on her head, and the statement that he indeed love her, but as a daughter. Humilated, Drixanna went from his abode before he could say anything else to her, making her humilation even worse.  As Drixanna lingered in the forest, she caught sight of another female making her way towards her beloveds tree.  Lingering longer, she saw that indeed, it was her beloveds tree that the female Ranger climbed. Jealousy filled her heart as she saw the female ranger and her mentor embrace, and then her mentor told his lady about Drix’s confession.  Drixanna took his soft and amused tone as one of mocking as he told his lady about how Drixanna had poured forth endearments of love, and the female rangers response of laughter and a comment about silly children turned Drixanna’s jealousy to a cold disdain for romantic involvements.

With new resolve, Drixanna left the place that had been her home for so long, traveling around the world. On her travels Drixanna has made a few lasting friendships, one impressing friendship was an old dragon by the name of Khaeos Drao-Kin but as with time Drixanna found herself once again alone yearning for the hole in her soul to be filled.  Her travels have brought her to an island hidden in the Bermuda Triangle, her instincts lead her to her sister she believed for years was dead and feared to believe the leads that she acquired.  She was reunited with old friendships and working on new ones.  There is one certain unusual elf that has taken Drixanna by surprised but will her heart conquer her mind, time will only tell

 

As he learned early in life he carries a satchel with many of the tricks of the trade, he is never without his sword he was given by the High Commander of the United Royal Armies, as a show of gratitude for his actions in the battle fields. On his back he carries a bow and quiver, the arrows are specially coated with a thin oil that will easily ignite. The tips are of a Silver alloy. On his side is an Elven dagger with a ruby handle presented to him by Alucard in the old world charmed so that he can speak with the recent dead and to aid her in some of her necromancy .

 

Abilities and Skills

 

Tracking-enables the ranger to track a specified target by scent or visual ( scent must be fresh and uncovered)

Master Archer

Herbal lore-enables the ranger to identify plant material to heal wounds non-magickally or create poison (must use real herbs in scroll)

Infravision-enables the elf to see up to 160 feet dark, (innate default ability)

Sense traps/hidden entries-enables the ranger to sense a trap or a hidden entry way (85 percent) (must out roll Target, if magical will need to counter ritual)

Leather work-enables the ranger to repair and create leather articles

Languages-can speak sylvan, English and dwarf.

Spell craft-enables the ranger to learn higher spells (must show scroll of three continuous hours of practice per spell each time it is used)

Improved Camouflage-enables the ranger to disappear into nearby foliage.

Sneak-enables the ranger to walk almost silently through foliage (would not work on some with high senses)

 

Heal:

Lvl 1. Heal Minor Wounds-enables the caster to heal minor inflicted wounds. 

(roll of 5)(costs 1/4 of healed points)      

Lvl 2. Detect Poison-enables the caster to determine what kind of poison is being used. 

(roll of 10 )(doesn't heal just recognize)

            Lvl 3. Detect Disease-enables the caster to determine what kind of disease is present.

                (roll of 10) (doesn't heal just recognize)

                Lvl 4. Detect Sickness-enables the caster to determine what kind of illness is present.

                     (roll of 10) (doesn't heal just recognize)

                Lvl 5. Heal Major Wounds-enables the caster to heal major inflicted wounds.

                (roll of 14) (costs 1/2)

Spells:

 Mind Abilities:

Lvl 1.  Telepathy-enables the caster to create a mindlink from the caster to the target and allowing

them to have a conversation mentally with each other (low roll if elven, 12 or higher non)

Lvl 2.  Mind Shield-enables the caster to weave a shield around her mind to block others from

mentally mind linking with her.  It also shields her mind from mind control spells such as charm,

command mind, sleep, thought alterations, etc. (out roll target)

Lvl 3.  Empathy-enables the caster to concentrate on persons within a 2 foot radius around her, she

will be able to pick up on their moods and emotions unless magickally shielded. (out roll target)

Lvl 4. Threne of the Chameleon- This quiet song escapes the lips as barely a whisper. While it is sung the Ranger is cloaked in shadow, invisible to the eyes of his foes. Skin and clothing swirl

and fade as the Ranger blends seamlessly into the background. (roll of 10)

 

Teleportation:

Lvl 1. Portal-enables the caster to create a temporary portal, she maybe travel anywhere she has

been to previously, once the caster steps through the portal it will closes behind her, she will have

to recast the spell to return(one way only)

Lvl 2 Locate: the caster is able to locate an item they have lost recently; for someone else’s item,

the caster is able to get a generalized idea of location. To locate a person the caster must have

something that once belong to the target, by using the target’s signature (ownership) the caster is

able to get a generalized idea of location. (roll of 15)

Lvl 3.  Nexus-enables the caster to teleport to anywhere she has been to previously but is able to

keep the portal behind her opened for a quick return. (short time open)

Lvl 4. Plant walk-enables the caster to use the plants to travel from one plant location to another

plant location, the caster must have a pretty good idea of the layout on the other side ( for example

if she walks into a rose bush she will have to emerge from another rose bush, so if where she is

going actually doesn’t have a rosebush or it was removed, she could find herself in a completely

different place then she had planned on and will have to figure out how to get back.)

 

Forces:

Lvl 1. Earth Elemental-enables the caster utilize the Earth for her aide.

Sub level one- Earth Shield-enables the caster to call up on the earth and summon up rock and earth to create a wall to block attacks. The wall is 10 feet tall and 15 feet wide, the caster can choose to have the wall vertical or circular. (roll of 15 costs 5 points of abuse)

Sub level two- Take Root-enables the caster to call upon the earth and take the form of a plant to regenerate health and also to gain nourishment. (uses 75% of regenerate chart)(roll of 20)

Sub level three- Enchant Plant-enables the caster to enchant plants for various needs; example, to make a temporary dwelling, entangle enemy, conceal the caster, etc. (roll of 10 for non-attack) (out roll defense) (roll of 5 over to attack)

Sub level four- Earthquake-enables the caster to call upon the earth to cause it to begin to shake violently beneath her in a ten-foot radius (no damage to the caster but if abused the earth will open up and take the caster as well as the targets.)(roll of 24)

Sub level five- Create Stone Golems- enables the caster to create a stone golem to come to her aide for three rounds with the casters dice roll.  If abused (called upon too much the earth will ignore the casters pleas)  (out roll target)

 

 

 

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