Eztil ✗
TangledWorms
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- 1 year, 7 months ago
- Creator
- TangledWorms
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Profile
| Name | Eztil | Alignment | Chaotic Good |
| Class | Ranger | Race | Tabaxi |
| Background | Outlander | Level | 6 |
| Gender | Masc. Non-Binary | Pronouns | They / Him |
Eztil was born and raised in the Outer Ring by parents who bore a Nobel title. Their childhood was quite difficult, filled with scolding, bullying, and mistreatment by most of their peers and relatives. They struggled desperately to fit into the upper class into which they were born. By the age of 15, Eztil had come up with a plan to escape the grasp of the wealthy and make their way to the first layer of the city. It took some time for Eztil to adjust to life on the streets, learning how to swipe small scraps of food just to survive. Eventually, they convinced a coal factory that they would be a useful and inexpensive labor source. Eztil spent countless days hammering and hauling the dusty material, still unable to establish himself as a strong link within the company. Due to the unfavorable treatment they received from the crew, they were paid very little for their work, making it difficult for them to afford even basic necessities like food and shelter. In their growing desperation, they sought easier ways to make ends meet. The only option they found was to sell the materials they transported daily as if they were their own. However, the vigilant eyes of the night crew quickly caught on to their scheme. Deep-seated anger was unleashed upon Eztil, as the life was nearly beaten out of his body. In fear of getting caught and punished for their actions, the crew hauled Eztil's body down to the 2nd layer, dumping them in the running waters in hopes of the flourishing forest feasting upon them. Due to the kindness and gentleness of a Groff, Eztil was given a second chance at life. The Groff nurtured Eztil back to health by wrapping their wounds in nutrient-rich aquatic plants and feeding them mouthfuls of bugs. On special occasions, when the Groff was successful in a hunt, they provided fresh meat as well. Eventually, Eztil learned to navigate the vines of the forest, understanding the ways of the winds and the rushes of the drives, and began hunting alongside the Groff. However, one day, the waters became contaminated, bringing a terrible disaster to this unusual family.
The responsibility of retrieving nutrients fell on the young tabaxi's shoulders. They gathered berries, mushrooms, and bugs for their forest friend. Despite their growing knowledge of these plants, they mistakenly picked a deathcap mushroom and delivered it directly to Groff's lips. Tragically, the beloved savior succumbed to the poison soon after. Causing a great wave of grief to rattle them. As the seasons changed, they devoted themselves to the forest, continually expanding their knowledge of its flora and fauna. Eztil had a deep respect for the circle of life, honoring its cycles and the lives it nurtures and takes. However, Eztil struggled to come to terms with the loss of even a single life and was desperate to preserve it with a legendary item—the Rod of Resurrection—rumored to be obtainable for 35,000 GP. Living among the treetops, Eztil works to protect the lands he calls home. They defend against poachers and hunter traps, finding their actions revolting and unethical. After their hunts, Eztil ensures that they use every part of the animal, selling the hides to save any coin for the valuable items that could restore a lost connection.
PERSONALITY
Impulsive and erratic, Eztil makes it difficult to understand their motives and objectives. They are determined to let actions speak louder than words, believing that simple talk is a sign of cowardice, despite having a sharp tongue themselves. Eztil struggles to find solemnity within a guild, feeling out of place among others, except when surrounded by the calming trees that raised them. As the open sky becomes overcast, their sense of calm diminishes, as they feel deeply connected to the winds.
IDEALS
Rather than debating the potential consequences of their actions, they rely on their instincts to survive at any cost. They are unfazed by lying or breaking promises if it helps them reach their goals. They prioritize the significance of the natural world over the constructs of elite civilization, striving to assist those who face struggles similar to their own, regardless of the personal sacrifices involved.
BONDS
After distancing themselves from their family and escaping their past, they found solace in the thriving forest, where even the smallest creatures and life forms felt enchanting and worthy of protection. Burdened by guilt, they are determined to find a magical artifact that could restore life to those who have been lost.
FLAWS
Driven by their resentment towards the power and lifestyle of the Outer Ring, they often experience a yearning to return to the elite class. Having been away from that lifestyle for so long, they find it difficult to assess the appropriate prices for items, frequently paying whatever amount is initially offered to them. Living in the wild has also led to challenges with both speech and nourishment. They are unreserved in their communication, expressing their opinions freely and without hesitation. After experiencing hunger numerous times, they developed significant issues with food aggression.
| Proficiency Bonus | +3 | Passive Wisdom | 19 |
| Speed | 40ft | Armour Class | 16 |
| Hit Points | 52 | Temporary Hit Points | 00 |
| Hit Dice | 6d10 | Inspiration | +0 |
STRENGTH
+0
11
- +3 Saving Throw
- +0 Strength
DEXTERITY
+5
20
- +8 Saving Throw
- +5 Acrobatics
- +5 Slight of Hand
- +8 Stealth
CONSTITUTION
+2
14
- +2 Saving Throw
INTELLIGENCE
+0
10
- +0 Saving Throw
- +0 Arcana
- +0 History
- +3 Investigation
- +3 Nature
- +0 Religion
WISDOM
+3
16
- +3 Saving Throw
- +3 Animal Handling
- +3 Insight
- +3 Medicine
- +9 Perception
- +9 Survival
CHARISMA
-2
07
- -2 Saving Throw
- -2 Deception
- -2 Intimidation
- -2 Performance
- -2 Persuasion
| PROFICIENCIES |
| Languages |
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| Armour |
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| Weapons |
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| Other |
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Tabaxi Trait
Humanoid creature
Tabaxi Trait
smole - 3'4 - 40LBS - Age range ???
Tabaxi Trait
Darkvision - 60 feet - Can see clearly in dim light - Seeing in pitch black as if lights were dim.
Tabaxi Trait
Cats Claws - Climbing speed 20ft - Natrual attack does 1d6+0 slishing dmg on hit.
Tabaxi Trait
Feline Agility - Move at double speed on turn once, able to use again after spending one turn moving 0ft.
ATTACKS
| Shortsword | +8 | 1d6+5 |
| Longbow | +10 | 1d8+5 |
| Cat Claws | +2? | 1d6+0 |
SPELLCASTING
SPELLCASTING CLASS
Half
SPELLCASTING ABILITY
16
SPELL SAVE DC
14
SPELLCASTING BONUS
+6
LEVEL 1 SPELLS
SLOTS 4
Spell Entangle
Spell Hunter's Mask
Spell Goodberry
LEVEL 2 SPELLS
SLOTS 2
Pass Without A Trace
LEVEL 3 SPELLS
SLOTS 0
Not Achived Yet
LEVEL 4 SPELLS
SLOTS 0
Not Achived Yet
LEVEL 5 SPELLS
SLOTS 0
Not Achived Yet