Sorcerer

Ankra's page

43 posts. Alias of Philo Pharynx.


About Ankra

Ankra
Human hydrokineticist 4 (Advanced Player's Guide, Lost Omens Firebrands, Rage of Elements)
Medium, Human, Humanoid
Heritage versatile human
Background sailor
Perception +7
Languages Common, Hallit
Skills Acrobatics +7, Athletics +11, Diplomacy +7, Nature +7, Sailing Lore +6
Str +3, Dex +1, Con +4, Int -1, Wis +1, Cha +1
Items breastplate, dagger, backpack, bedroll, bottomless stein[LOGM], chalk (10), crowbar, everlight crystal, flint and steel, gate attenuator, rations (1 week) (2), rope (foot) (50), soap, waterskin, purse (44 gp, 8 sp, 5 cp)
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AC 21; Fort +12; Ref +9; Will +9
HP 56
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Speed 30 feet
Melee elemental blast +11/+6/+1 (1d8+3 (+7 2 action) C/B/P/S) (choose: agile, backswing, forceful, reach, sweep)
Melee dagger +9 (versatile S, thrown 10 ft., agile, finesse), Damage 1d4+3 P
Ranged elemental blast 11/+6/+1 (1d8(+3/+1/+0) (+7/+5/+4 2 action) C/B/P/S) (choose: 20' thrown; 50' propulsive; 100' volley 30')
Ranged dagger +7 (versatile S, thrown 10 ft., agile, finesse), Damage 1d4+3 P
Focus Spells 2 Focus Points, DC 16; 2nd Lay on Hands, Protector's Sacrifice
Ancestry Feats Natural Ambition
Class Feats Blessed One Dedication[APG], Blessed Sacrifice[APG], Deflecting Wave, Ocean's Balm, Safe Elements, Tidal Hands, Weapon Infusion, Winter's Clutch
General Feats Armor Proficiency, Fleet
Skill Feats Combat Climber, Steady balance, Underwater Marauder

Water impulse junction, move one creature 5' (10' in water) with 2A infusion.
Deflecting Wave: Reaction, resist 4 B/S or 8 A/F
Ocean's Balm: 1A, 2d8 healing, touch, 3 fire resist 1 minute, new save vs persistent fire. Tgt immune 10 minute
Tidal Hands: 2A overflow, 30' cone or 2 non-overlapping 15' cones, 2d8 bashing, Basic Reflex 20, push 5' on crit fail
Winter's Clutch: 2A, 10' burst within 60', 3d4 C basic Reflex 20, leaves difficult terrain
Lay on Hands: 1A, Focus, touch heal 12
Protectors' Sacrifice: Reaction, Focus, redirect 6 points of damage from an ally in 30' to yourself.

history:

Ankra was born on the river. His people ride the waters, moving goods and people up and down. At a young age, he discovered that the water sang to him. He could move it and eventually use it as a weapon. He doesn't know how this happened. There are no stories showing where this could have come from. In trying to understand this, he found some druids to talk with at Lake Reykal. They brought him to Vesi, who had a particular knowledge of water. The two came from different worlds, but ended up with a connection. They did occasionally talk about escaping, and he did offer a space on the ship. It was only one season, as his family went upstream and back. When they came back through he had to go with them.

But the idea of escape stayed in his mind. Sharing a boat with your parents and siblings and cousins eventually grows too small. He had been thinking of moving on for a while. Maybe seeing some lands more than a bowshot from the shore. That was when the news of the Fire Queen started spreading. Some group trying to tame the lands and make something more.

This seemed to be an opportunity not just to travel, but to do something interesting. So he said farewell and headed off onto dry land.

Picture

description:

Ankra is tall with muscles forged from hard work. When prepared for battle, he wears a bronzed breastplate with equally defined musculature.He carries no weapons, just a knife that's more of a tool than a fighting implement. His long black hair hangs down, often damp as if he's just gotten out of the water. His piercing blue eyes show his emotions on his sleeve.