Name: Faedryt
Description:
A tall, lean, white haired, tan-skinned humanoid with a vaguely elven appearance. He wears a heavy bronze breastplate tarnished with a sea green petina in addition to a similarly tarnished bronze scale skirt and pauldrons. Aside from his armor he wears little aside from light shoes, an amulet, and a belt, carrying not even a weapon on him. His ice-blue eyes gleam with an eager anticipation of what may come to pass over the course of his adventures.
He has traveled a little ways in Hades thus far and has already found himself down on luck in Davenhall, guarding a caravan for pay and transport. When fighting he creates a protective armor of ice around him to augment his otherwise ornamental armor. In addition to this supplemental armor he creates his weapon from ice, allowing for even his massive two-handed sword to be available anywhere with ease.
PictureLevel: 3
Race: Water Elemental
+ 2 Con
10 hp/level
5 skills
Any KOM (Int)
Con KDM
Any bonus feat
Tracks:
Fast - Just blade
Medium - Elementalist
Slow - Water Elemental
Stats:
Str: 14
Dex: 12
Con: 16 (Racial +2)
Int: 20 (Item +2)
Wis: 12
Cha: 10
Max HP: 52
KOM: +5 (Int)
KDM: +3 (Con)
BAB: +1 (Good)
Combat Maneuver:
AC: 16 (10, +3 KDM, +1 BAB, +2 Armor)
DR: 1
Speed: 35 ft (Run/Swim)
Initiative: +1 (+1 dex)
Saves:
Fortitude: +7 (4 base, +3 Con)
Reflex: +5 (1 base, +5 int, -1 armor)
Willpower: +5 (4 base, +1 Wis)
Defences:
Awareness: 12
Bluff: 12
Diplomacy: 15
Intimidate: 11
Perception: 11
Trained Skills:
Acrobatics: 4 (3, +1 Dex)
Athletics: 5 (3, +2 Str)
Arcana: 9 (3, +4 int, +2 Arcane Magister)
Perception: 4 (3, +1 Wis)
Vigor: 6 (3, +3 Con)
Feats:
Something of a Traditionalist (Extra HP per level, charge + imbue grim heritor)
Arcane Magister (+2 Elementalist spell DC, +2 Arcana check)
Weapons:
Grim Heritor
Brutal 3
Energized (+2 Cold Damage)
Attack - 1d20 + 6 (+1 BAB, +5 KOM)
Damage - 1d6 + 12 (+1 str, +5 KOM, +4 Brutal, +2 Cold)
Magic Items:
Grim Heritor (Above)
Amulet (+2 int)
Consumables:
3 health potions
Mundane Items:
Rope
A week's rations
Filled waterskin
Track Abilities:
- Just Blade:
1st Circle – Grim Heritor: As a swift action, or part of another swift action, you may form a melee weapon of your choice out of pure energy, though it may include a decorative hilt as part of your personal stylings. This weapon is treated as a normal weapon of its type. While this weapon is drawn, you count as having a Good Base Attack Bonus (equal to your character level).
2nd Circle – Mental ThrustSU: As a move action, a single opponent within [Close] range must make a Reflex save against a DC equal to 10 + ½ your character level + Key Offensive Modifier, or be [Blown away] in a direction of your choosing. If they would pass through the square you occupy, they provoke an attack of opportunity before passing on their less than merry way.
- Elementalist:
1st Circle – Elemental Burst: At will, you can summon a burst of energy targeting a single 5 ft square within [Close] range. It does 1d6 elemental damage per level you possess, plus the mental ability modifier that you use to calculate DCs for this track, and allows a save for half damage. The save required is Reflex if you channel [Electricity] or [Fire], or Fortitude if you channel [Acid] or [Cold].
DC: 17
Damage: 2d6+8
- Water Elemental:
1st Circle – Agile SeaEX: You ignore difficult terrain and can take two 5 ft steps per [Round], but only if they are in the same direction