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Sat Oct 3rd, 2020 @ 11:32am

Bronze Sophia Parsons

Name Sophia Lillian Parsons

Position Ranger

Rank Bronze


General Information

Gender Female
Species Human
Age 20

Status Information

Occupation Huntress
Organization Sunbrawlers
Class Ranger
Orcish Nakfa Gold: 5 coins
Silver: 0 coins
Bronze: 0 coins
Copper: 0 coins

Physical Appearance

Height 4.8
Weight
Hair Color Black
Eye Color Green
Physical Description Sophia Lillian Parsons is 4.8 feet tall with a thin figure, green eyes, and jet black hair that falls all the way down past her midsection. Most of the time she keeps her hair tied in a long ponytail to help keep it controlled for when she’s out in the field. When she is hunting or tracking Sophia keeps her hair wrapped around the base of her neck with the end in front of her. Unusual for someone who spends so much time outdoors she has a pale complexion. Sophia has a very earthy aroma about her, doesn’t wear any makeup, and lacks any distinguishing marks on her body. She still has a somewhat higher pitched voice, but eventually hopes that it may deepen a little bit with age. Her ears are small and generally hidden from view by her hair. This hasn’t hindered her ability to hear the slightest noise however.
Languages

Social Connection

Spouse
Children
Father Emory Lafayette Parsons
Mother Emilia Adella Parsons
Brother(s)
Sister(s) Daisy Theodora Parsons
Other Family
Friends/Contacts

In-depth Information

Personal History Sophia Lillian Parsons was born in 120 Tralirs. Sophia was born into the House of Parsons, a small and proud family with a long line of adventurers. Her grandfather and great grandfather were both adventurers. Sophia is named for both of her grandmothers, Sophia on her mother’s side and Lillian on her father’s side. All throughout her childhood Sophia enjoyed sneaking up on her parents in order to frighten them. The main house sits on the eastern side of the City of Alderworth. As a child Sophia’s parents took her to the forested region to the east. These trips to the forest to the east began when she was as young as two years old and she began to learn how to use a bow as young as four.

She became very appreciative of nature and its many wonders. Her father, being an avid game hunter, taught Sophia how to use a bow starting at a young age. Sophia was able to learn how to hunt for herself, and steadily learned how to survive on her own out in the forests. When she was six years old her parents had a second daughter whom they named Daisy Theodora. Sophia both loved and protected her baby sister, a trait that continues to this day, and much of what Sophia was taught her sister would be taught as well. The family went on regular hunting trips. It was during one of these trips where Sophia realized she had some magical affinity and was capable of healing wounds by touching someone.

Sophia’s father was wounded during one of the hunting expeditions when it was just the two of them out. Her mother and sister had been left behind in the small cabin where the family would stay during the trips. The wild game that Sophia and her father were hunting charged them and caused lacerating wounds. At the time Sophia was thirteen years old and when she touched her father his wounds were healed slightly. When Sophia turned eighteen she made the decision to go and join the local fighting guild Sunbrawlers. She continued to live at home with her parents and her younger sister and so when she wasn’t off taking a contract Sophia would be either home with her parents or out in the nearby forests hunting and tracking.

Since joining the Sunbrawler Guild Sophia has generally chosen to go on long hunts following her contracts. It’s her way of honing her skills and taking time out for herself at the same exact time. Following one of her many hunting excursions Sophia found an injured rabbit and spent the next several weeks nursing it back to full health. She had spent the entire time living off the land in the forest and went the entire time without hearing from anyone or speaking with anyone. After the rabbit had been nursed back to full health she brought the animal home and gave it to her sister Daisy as a gift. Only recently has Sophia returned back to the City of Alderworth and she is ready to take on her next contract.

Personality & Traits

General Overview Sophia prefers actions to words and knowledge of the situation to outright action. She is very patient and calculated in all situations, choosing to explore all of her options as opposed to making quick decisions. She is very cautious and very quiet, this is especially true in public places or large crowds. Sophia prefers the simplicity of natural surroundings such as a forested area to being in an urban setting. Sophia loves and is very protective of her younger sister who is only thirteen at the present time. She is far from social as she feels very uncomfortable in such settings. She is always looking to do what is right by other people, though she prefers to avoid other people when she can. Sophia is very kind and generous with her dealings of others and is constantly looking for the good in others. Her biggest motivator is her little sister and both of her parents. Other things that motivate her is the desire to not see other people suffer from the consequences of a dangerous world.
Strengths & Weaknesses
Ambitions
Hobbies & Interests

Skills

Known Skills 1. Stealth
2. Nature
3. Medicine
4. Survival

Spells

Known Spells 1. Cure Wounds:
- A creature you touch regains a small amount of health. Ineffective on Undead and Constructs.
2. Detect Poison & Disease:
- For the duration, you can sense the presence and location of poisons, poisonous creatures, and diseases within 30 feet of you. You also identify the kind of poison, poisonous creature, or disease in each case.
- The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
3. Lesser Restoration:
- You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned.
4. Hunter’s Mark:
- You choose a creature you can see within range and mystically mark it as your quarry. Until the spell ends, you deal extra damage to the target whenever you hit it with a weapon attack, and you have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find it. If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to mark a new creature.
- When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours.
5. Locate Animals or Plants:
- Describe or name a specific kind of beast or plant. Concentrating on the voice of nature in your surroundings, you learn the direction and distance to the closest creature or plant of that kind within 5 miles, if any are present.

Equipment

Equipment Longbow
Daggers
Skinning Knife
Adventurer’s Gear/Backpack
Sunbrawler’s Armor (Light)
Clothes