Vale Temros

Slate Feldspar's page

24 posts. Alias of Varrian Lunari.


Full Name

Slate Feldspar

Race

Suli

Classes/Levels

Bloodrager Level 1 (HP 13/13 | AC:13 | T:11 | FF:12 CMB: 5 | CMD:16 | Fort:+4 | Ref:+1 | Will:+1 | Init:+3 | Perc: +1 | Speed 40')

Gender

Male

Size

Medium

Age

19

Alignment

Chaotic Good

Deity

Gorum & Nethys

Location

Trunau

Languages

Common, Sulis

Occupation

Guard

Strength 18
Dexterity 12
Constitution 14
Intelligence 9
Wisdom 12
Charisma 16

About Slate Feldspar

Backstory:
Slate Feldspar was left abandoned as an infant outside of the gates of Janderhoff on a dark night. He is the offspring of a human and jann. His human mother was killed and his genie father deposited him at the front gates. A single note was left with Slate. It read: “Slate Feldspar son of the earth.” Found by a patrol that night, Slate was taken into the city where clerics of Torag communed with their god to find the meaning behind the words son of the earth.

After many hours of prayer a glimpse of Slate's life was bestowed to the clerics. His deep connection to the earth was revealed and the Dwarves of Janderhoff decided to adopt him as one of their own. As he grew he came to learn many things about himself including his innate ability to resist acid and understand the earth. The role of fighting came naturally to him yet he always felt attuned with the elements and that of magic. His anger though was always something the Dwarves could not train out of him. They found that he could be as violent as a storm or as steady as the earth. His emotions always showing on him.

When he came of age Slate began making trading runs to Trunau acting as a guard for the caravans. On one ill fated run Slate's caravan was attacked on the road by a young red dragon. The devastation was horrendous and the death of many Dwarves cane that day. Slate was one of the lucky ones although his left arm is burned from one of the dragon's breathe attacks. Escape was the only option for the few Dwarves and Slate. They retreated as fast as possible back to Janderhoff. A literal army of Dwarves was sent out to try and find this dragon. They never did find it.

Eventually Slate decided to leave Janderhoff and settle in Trunau, believing that he could hone his fighting ability against his peoples most hated foes, the orcs and denizens of the Mindspin Mountains. Slate works under Jagrin Grath and his sons. He fell in will them after showing off his fighting prowess on one particular raid. Slate also has begun talking to Agrit Staginsdar about the feelings he has inside having to do with magic. He also appreciates that someone else from Janderhoff resides within this town. He has also started talking to Sara, through Agrit about her wares and has had her repair his greataxe on multiple occasions.

Appearance:
Slate Feldspar stands 6’-5” and weighs 210lbs. His skin has a very dark quality to it with an almost hard rocky look even though his skin is not rough. He has brown eyes and his head is shaved. His left arm is horribly burned from dragon fire. In honor of his adoptive parents Slate wears a neatly trimmed beard of pure black. Slate wears his emotions on his sleeve never truly able to hide how he is feeling. This comes from the torrent of elements within his body. Slate is steadfast and loyal when it comes to fighting. He will never leave a comrade behind even if it means giving his life. He holds a lot of the same beliefs that the Dwarves hold especially when it comes to comrades and blood, however his choice in deities comes from his occupation and internal magical aptitude which has yet to be explored. He now works as a guard in Trunau pulling his weight and earning his keep slaughtering the regions deadly foes.

Drives/Goals/Aspirations:

Slate strives to be a better fighter and person. He devotes everyday to training and helping others even if it means putting himself out.

His goals in Trunau are to find people willing to go with him into the surrounding mountains and hunt giants and dragons.

People say that dragons are a force of nature themselves but Slate wants to prove that wrong by showing people what a true force of nature looks like. His elemental background pushes him to accomplish this task.

IC Post:

"Do you miss it?" Agrit Staginsdar asked Slate from across the table.

Slate took a long drink and a long moment to think over Agrit's question. He looked up from his drink at Agrit. "No." It was a simple response but one that held a lot of feeling. After a moment of silence Slate spoke again. "I miss family... My adopted family but I do not miss Janderhoff. I have grown past what it can offer me for now."

Agrit looked over to Sara and then back to Slate. "You are an interesting person Slate, not many people are as accepting of our marriage as you have been."

Slate's mouth split into a big grin. "Agrit... do you really think I, a Suli, raised by Dwarves have any room to talk about who you want to be with. I can only hope that I am as lucky as you to find true love one day." This brought a smile and a laugh from both Agrit and Sara.

They all sat quietly for a minute. Slate took on pensive look. I wonder if my axe is ready yet...Slate opened his mouth to ask Sara just that when a commotion caught all three of their attentions. From the bar came a shouting match between two drunk adventurers that had just come in from the road. Slate looked over to Sara knowing Agrit would want nothing to do with what he knew was coming. "You want to help me break this up?"

Sara's face split into a big grin. "Always!"

Just as she responded the two adventurers broke into a fist fight and the tavern started to get rowdy. Slate and Sara both got up from their chairs and headed over to the bar. Agrit could only smile knowing that Sara and her were blessed to find such a good friend in such a harsh environment.

Slate Feldspar
Male Suli Bloodrager 1
CG Native Outsider (Suli)

Defense:
Init +3; Senses Perception +1
AC 13, touch 11, flat-footed 12 (+1 Dex)
hp 13 (1d10+3)
Fort +4, Ref +1, Will +1, Will(Rage) +3

Offense:
Speed 40 ft.
Melee
Greataxe: Att: +5, Dmg: 1d12+6, Crit: x3
Greataxe: w/Power Attack: Att: +4, Dmg: 1d12+,9 Crit: x3
Greataxe: w/PA & Rage: Att: +6, Dmg: 1d12+12, Crit: x3

Statistics:

Str 18, Dex 12, Con 14, Int 9, Wis 12, Cha 16
Base Atk +1; CMB +5; CMD 16

Feats:
Power Attack (Combat)

You can make exceptionally deadly melee attacks by sacrificing accuracy for strength.

Prerequisites: Str 13, base attack bonus +1.

Benefit: You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.

Traits:
Dwarf-Trained: Dwarves are well acquainted with the threats posed by giants and orcs, and
hey have spent centuries honing their techniques for fighting these foes. You have trained with the dwarves and have learned some of the tactics they use against their hated enemies. You gain a +2 dodge bonus to AC against creatures with the giant subtype (this does not stack with the bonus granted by the defensive training racial trait of dwarves and gnomes) and a +1 trait bonus on attack rolls against creatures with the orc subtype (this does not stack with the bonus granted by the dwarf hatred racial trait). Dwarves and gnomes can’t choose this trait.

Dragonfoe: You’ve always hated dragons. Perhaps one of your ancestors was a well-known dragonslayer, or a rampaging dragon killed your family or friends. Maybe the stories you grew up hearing about knights rescuing captive princes and princesses from the lutches of evil dragons inspired you to slay dragons. Whatever the reason for your obsession, it has driven you to study how to fight dragons and defend yourself against their fearsome attacks. You gain a +1 dodge bonus to AC against creatures with the dragon type and a +2 trait bonus on Reflex saves against breath weapon attacks.

Dedicated Defender: When a companion is down, you fight harder. You gain a +1 trait bonus on attack rolls and on checks made to overcome spell resistance while you are adjacent to a dying or disabled ally, animal companion, eidolon, familiar, or mount.

Special Qualities:
Elemental Assault (Su) [Acid]: Once per day as a swift action, a suli can shroud her arms in acid, cold, electricity, or fire. This lasts for one round per level, and can be dismissed as a free action. Unarmed strikes with her arms or hands (or attacks with weapons held in those hands) deal +1d6 points of damage of the appropriate energy type.

*While Blooraging - Elemental Strikes (Su): At 1st level, three times a day as a swift action you can imbue your melee attacks with elemental energy. For 1 round, your melee attacks deal 1d6 points of additional damage of your energy type.

Energy Strike (Su) [Earth]: A Suli with this racial trait has a stronger connection to one energy type than to the other three used by Sulis. Choose one energy type: acid, cold, electricity, or fire. The Suli's elemental assault ability can only deal energy damage of this type. The Suli has resistance 5 to this energy type and no racial resistance to the other three types. While her elemental assault is active, the Suli gains an additional ability based on the chosen energy type.

Earthfoot (acid): Whenever the Suli moves through difficult terrain related to earth and stone (rubble, mud, sand, and so on), she may move through 5 feet of that difficult terrain each round as if it were normal terrain. This allows the Suli to take a 5-foot step into that difficult terrain. Other kinds of difficult terrain (ice, caltrops, foliage, and so on) affect the Suli normally.

Energy Resistance 5: Sulis has resistance to acid 5.

Negotiator: Sulis are keen negotiators, and gain a +2 racial bonus on Diplomacy and Sense Motive checks.

Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.

Fast Movement (Ex): A bloodrager's land speed is faster than is normal for his race by 10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor, and not carrying a heavy load. Apply this bonus before modifying the bloodrager's speed due to any armor worn or load carried. This bonus stacks with any other bonuses to the bloodrager's land speed

Bloodline [Elemental]: Each bloodrager has a source of magic somewhere in his heritage that empowers his bloodrages, bonus feats, and bonus spells. Sometimes this source reflects a distant blood relationship to a powerful being, or is due to an extreme event involving such a creature somewhere in his family's past. Regardless of the source, this influence manifests in a number of ways. A bloodrager must pick one bloodline upon taking his first level of bloodrager. Once made, this choice cannot be changed.

Bloodline Power when raging:
Earth Acid

Bloodrage (Su): The bloodrager's source of internal power grants him the ability to bloodrage. At 1st level, a bloodrager can bloodrage for a number of rounds per day equal to 4 + his Constitution modifier. The total number of rounds of bloodrage per day is renewed after resting for 8 hours, although these hours need not be consecutive. 6/day

Gear:
Backpack (2gp), Bedroll (1sp), Bell Net (2gp), Canteen (2gp), Flint & Steel (1gp), Grappling Hook (1gp), Grooming Kit (1gp), Hammer (5sp), 2x Iron Spike (10cp), Journal (10gp), Magnet (5sp), Miner’s Pick (3gp), 5x Pitons (5sp), Signal Whistle (8sp), Silk Rope (10gp), Sledge (1gp), Smoked Goggles (10gp), Weapon Cord (1sp), Whetstone (2cp), Explorer’s Outfit (3gp)