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         name ┋ Luthien Tinvuiel


         Age ┋ Immortal.

         Appearence Age ┋ twenty Three.

         date of birth ┋ Summer of the first age.


         Race ┋ Eldar.


         Gender ┋ Female


         Marital Status ┋ Single


         Orientation ┋ Straight


         Occupation ┋ Healer and Ranger


         Affiliation ┋ she has none

Roamer

32,825 Points
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  • Master Slayer 200
  • Foolhardy Benefactor 500
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         Weight ┋ 130lbs
.

         Height ┋ 5'7"


         Body Type ┋ curvaceous


         Skin-tone ┋ Fair


         Hair/Eye ┋ She has learned a spell that allows her to change the hair length, and the structure of the hair ( wavy, curly etc ). But her original hair color is a strange color and rare: light blond ( royal icing color). Her eye color is a steel grey.

Roamer

32,825 Points
  • Supreme Supporter 500
  • Master Slayer 200
  • Foolhardy Benefactor 500
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         Likes
        →sweets
        →tranquility
        →wandering
        →reading
        →starry nights
        → The ocean
        →The forests

.


         Dislikes
        →rudeness
        →People assuming/jumping to conclusions
        →Mud
        →Untidy things
        →badly cooked food
        → Needless killing
        →Being flirted with when she is married
        →Stupidity.
.

Roamer

32,825 Points
  • Supreme Supporter 500
  • Master Slayer 200
  • Foolhardy Benefactor 500

         Healer Skills








.


         Ranger Skills
        Racial Abilities:
        Immunity to magic sleep effects

        Low-Light Vision- can see up to 60 feet in dim light

        Keen Senses-Elves know the deep secrets of the wild like no others, especially secrets of the forests.

        Silent Hunter-Elves are renowned for their subtlety and skill. Elves with this racial trait reduce the penalty for using Stealth while moving by 5 and can make Stealth checks while running at a –20 penalty (this number includes the penalty reduction from this racial trait)

        woodcraft-Elves know the deep secrets of the wild like no others, especially secrets of the forests. Elves with this racial trait gain a +1 racial bonus on Knowledge (nature) and Survival checks. In forest terrain, these bonuses improve to +2

        Elemental Resistance: Elves who dwell in the most extreme environments, from arctic wastelands to volcanic plains, develop natural resistance to the dangers of their homelands over the course of a few generations. Elves with this racial trait gain elemental resistance 5 to acid, cold, electricity, or fire.



        Class abilities for Ranger

        track-A ranger adds half his level (minimum 1) to Survival skill checks made to follow tracks.
        Wild Empathy-A ranger can improve the initial attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person
        mounted combat

        Favored Terrain-The ranger gains a +2 bonus on initiative checks and Knowledge (geography), Perception, Stealth, and Survival skill checks when he is in this terrain. A ranger traveling through his favored terrain normally leaves no trail and cannot be tracked (though he may leave a trail if he so chooses).

        Woodland Stride - ranger may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at his normal speed and without taking damage or suffering any other impairment.Thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion, however, still affect him.

        Swift Tracker-a ranger can move at his normal speed while using Survival to follow tracks without taking the normal –5 penalty. He takes only a –10 penalty (instead of the normal –20) when moving at up to twice normal speed while tracking.
        evasion-a ranger can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the ranger is wearing light armor, medium armor, or no armor. A helpless ranger does not gain the benefit of evasion.

        camouflage-A ranger of 12th level or higher can use the Stealth skill to hide in any of his favored terrains, even if the terrain doesn't grant cover or concealment.
        Evasion:A ranger can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the ranger is wearing light armor, medium armor, or no armor.

        Hide in plain sight: While in any of his favored terrains, a ranger of 17th level or higher can use the Stealth skill even while being observed.


        level one spells

        delay poison for 1 hour
        Entangle: Plants entangle everyone in 40-ft.-radius circle.
        pass without a trace: leaves no footprints or signs she was there
        Summon Nature's Ally I: Calls animal to fight for you.
        Cheetah’s Sprint: A wild surge of energy courses through your body and propels you into a sprint.
        Detect Animals or Plants: Detects kinds of animals or plants.
        Dream Feast: Dream of a rich feast and when you awake, you are sated as if you ate and drank a nutritious meal.
        Diagnose Disease: Detect and identify diseases.
        Keep Watch: Targets are able to stand watch or keep vigil throughout the night without any ill effects.
        Nature’s Paths: The target instinctively knows the shortest, easiest, and fastest way through the wilderness. =
        Negate Aroma: Subject cannot be tracked by scent.
        Speak with animals: You can communicate with animals.
        Feather Step: Subject ignores adverse movement effects in difficult terrain

        level two spells

        Speak with Plants: She can talk to normal plants and plant creatures.
        Hold Animal: Paralyzes one animal for 1 hour.
        Lay of the Land: In a flash of recognition, you learn about the geography of your surroundings within a radius of 1 mile per 2 caster levels (minimum 1 mile). This instant familiarity grants you an insight bonus equal to your caster level (maximum +5) on Knowledge (geography) checks and Survival checks to avoid getting lost so long as you remain in the affected area.
        Web Shelter: Create a comfortable shelter made of webbing.
        Wild Instinct: This spell sharpens your senses, allowing you to perceive threats you would otherwise miss.
        Forest Friend: Plants in a forested area become helpful instead of hindering you and your allies.


        level three spells
        Aerial Tracks: Track flying creatures through the air.
        Water Walk: Subject treads on water as if solid.
        Command Plants: Sway the actions of one or more plant creatures.
        Darkvision: See 60 ft. in total darkness.
        Residual Tracking: Tell creature’s appearance by footprint.


        level four spells

        Unerring Tracker:Follow an entire trail unerringly.
        Commune with Nature: Learn about terrain for 1 mile.
        Freedom of Movement: Subject moves normally despite impediments.
        Family
        Find Quarry: You can sense whether a particular creature is within 20 miles of your location.
.


         Clothing


.



.

         Powers
        →She has the gift of healing and can heal any major wound as long as it can be healed. Can cure broken or withered plants, wounds, broken bones, low vitality, and even diseases. Typically the user can’t raise the dead, however some can revive people if they have very recently died. Small wounds will regenerate new tissue, large wounds like missing limbs and broken bones need to be put back together if the injury is fresh, or they can be regenerated by advanced healers She can manipulate healing and healing process, speeding any or all aspects of healing to the point of regenerating, or slowing and blocking healing even if the victim possesses healing abilities such as Enhanced Regeneration. They can sense the health of anyone and the causes of wounds, diseases or injuries, the health history and possibly even genetic weaknesses and predispositions. Users may be able learn to reopen old wounds and re-inflict old illnesses and conditions, or even inflict completely new ones. Her abilities as a huntress now are a bit different. She is a very skilled tracker and a deadly marksman; rarely does she miss her shot. Can survive for years solely on the environment around her. healing powers. Very recently has she gained the elemental lore of nature manipulation. It is still new to her and she is a novice at it. Yet even then she is still dangerous as Luthien can manipulate the very forces of nature around her.
.

Roamer

32,825 Points
  • Supreme Supporter 500
  • Master Slayer 200
  • Foolhardy Benefactor 500
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         personality
        Luthien is a rather soft spoken half elf who likes to simply observe before talking to someone. This in her case will take days before considering even approaching the individual. She can be blunt at times given how a person approaches her and they’re attitude towards her. She is a wanderer as well as a day dreamer. When it comes down to fighting, Luthien honestly wishes to simply avoid it all together. When it can’t be avoided however she is confrontational and straight to the point



         History
        She was born in the realm of Lorwyn to an elven father and a human mother. Of course this was considered taboo since the two were forbidden from having a child of two different species. The two and Luthien were henceforth banished from the great forest of Lorwyn. For days they wandered the grassy fields until they eventually came to a small lake where her father and mother settled down to build a small cottage. The three were happy for a time. As Luthien grew older so did her curiousity about the world of Lorwyn. Naturally she was getting into some trouble in the nearby town solely because she was half elven. This would cause the little one to lash out and gain a temper. The towns healer however saw some great potential in her and so after much coaxing and convincing to the parents took her on as his apprentice. Years would go by and she mellowed out greatly to the point of where her temper was nonexistent. She gained much knowledge about the herbs in Lorwyn as well as the poisons in Shadowmoor. A century went by and she had taken to becoming a wandering healer, using her knowledge to those that sought aid. Yet rarely was she welcomed in a town for and extended time. Soon Luthien left Lorwyn entirely and came to travel new lands and learn many things. She happened upon Gaia one day and has lived in the area ever since. One day while out, she was accidently kidnapped by a redratur named Harp and his friend Jude. Despite the shock and anger, she became friends with the two. Yet she confided in Harp one day about her issues with suitors and the two struck a bargain: He would be her "Husband" until a man worthy enough could truly claim her. There were no feelings at first but soon they started and Luthien was truly terrified of them. Harp went away for sometime now and Luthien only had Jude to talk too. soon, Luthien drifted away from Harp and fell in love with Jude and he returned her love with equality. She told Harp a few days later and the two reluctantly broke their marriage for the sake of happiness. Luthien never had contact with him again. It would be a year of happiness until she was called away for six months, she never had time to tell Jude. When Luthien returned, she was a huntress and a fine one at that. Jude, happy to have his dear elleth back, married her within a short time span.

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