13-green-dragon-FINAL 2 avatar

Trent Dunn's page

188 posts. Alias of Raventhorn.


Full Name

Trenton Dunn

Race

Human

Classes/Levels

Gestalt Expert/Sorceror/Magus 1

Gender

Male

Size

5'7''

Age

19

Alignment

NG

Strength 14
Dexterity 17
Constitution 12
Intelligence 13
Wisdom 13
Charisma 14

About Trent Dunn

Background:
Trenton is a rather shy young man of the age 19, that has never really fit in anywhere in the standard groups that seem to dominate highschool. He is an army brat his fathers rising military career keeps the family moving and with Trenton it always seems that as soon as he makes some friends they are moving. His mind is always off in some medieval world or some such his imagination is amazing and occasionally he dabbles in writing stories. Recently his family has just moved to Springfield and has just gone to the first few days of Pathfinder High.

Trenton has always loved the water, he began swimming at the age of five and later on became a lifeguard to help his training as well as be near the water.

Wishing to follow his father into the military Trenton has trained for years to try and join the special forces in the navy but had his hopes crushed when they told him he wouldn't be allowed to join due to his flat feet. Lately Trenton has just wished he could go to some other place and belong somewhere have something tell him "this is what your intended for".

Appearance:
Standing at 5'7'' Trenton is never an imposing figure at first glance. His blue, long hair sometimes covers his face, hiding his deep blue eyes. Mothers are always telling him he is such a cute boy but he never understands that. His build is of a professional military man. Not the rippling pectorals jocks sport but the lean hard muscle one gets from swimming for miles and running them as well. Schooled in a few martial arts Trenton knows he can handle himself but due to his shy nature he never starts fights but if hes in one people often misjudge his small stature and lean build for weakness.

Fort:+3
Reflex:+3
Will:+3

CMB:+2
CMD:15

Skills trained:

Acrobatics +7, Climb +6, Diplomacy +6, Handle Animal +6, Know (Nature) +5, Perception +5, Sense motive +6, Survival +5, Swim +6

Languages Known:

Common-English
Liziak
*Delven

Feats:

Dodge Free Feat from Leorn
Mobility learned from Arastil

Spells:

Spells initially know subject to change with Shano's new spells

Extra Spells once a day
Create water-as in book
Ray of Frost-as in book

Elemental Manipulation
Level = 1/2 the caster level rounded down
School:Transmutation
Components: V,S, and M (Your Element be present)
Casting Time: 1 Action to start
Range: 30ft + 10ft/Level
Effect: Allows user to manipulate a specific element to a minor degree. Simple movements
Duration: Concentration. As long as the players can maintain the spell, it takes a standard action to maintain it and the player cannot move out of the spells range of the affected component.
This spell is used to manipulate the element causing it to move in unnatural ways. As of yet the spell cannot be used as a weapon but can be used as a starting component for other more powerful spells. As you level it's effect will grow stronger. All it is good for is moving around the element.

The spell you learned is Water gun. A level 1 spell a ranged touch attack with a 30 foot +5 per level feet in range. It has more force the closer the target. At 30 feet and greater it does a d3 in force damage. At 20 feet it deals d4 damage and it does a bull rush adding the damage to the total dice roll. At 10 feet it does a d6 in force damage and knocks the target prone. Every 2 levels the effect range of each of those increments increases by 5 feet. Every four levels add an additional dice to each damage.

Sorceror Elemental Bloodline traits:

Bloodline Arcana: Whenever you cast a spell that deals
energy damage, you can change the type of damage to match the type of your bloodline. This also changes the spell’s type to match the type of your bloodline.

Bloodline Powers: One of the four elements infuses
your being, and you can draw upon its power in times
of need. At first level, you must select one of the four
elements: air, earth, fire, or water. This choice cannot be
changed. A number of your abilities grant resistances and
deal damage based on your element, as noted below.

Elemental Ray (Sp): Starting at 1st level, you can unleash an
elemental ray as a standard action, targeting any foe within
30 feet as a ranged touch attack. This ray deals 1d6 points of
damage of your energy type + 1 for every two sorcerer levels
you possess. You can use this ability a number of times per
day equal to 3 + Hit dice.