Camper

Azriel Kyr's page

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Full Name

Azriel Kyr

Race

Riverfolk Gillmen

Classes/Levels

Wildblood Sorcerer

Gender

Male

Size

Medium

Age

21

Special Abilities

Land Speed: 30 ft | Swim speed : 30 ft

Alignment

Neutral Good

Languages

Common, Aboleth

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

About Azriel Kyr

Racial traits and Character Traits:

Riverfolk

Some gillmen groups live in colonies along vast riverways, and have adapted to living on land for much longer periods. Gillmen with this trait have a thin coating of natural oil that keeps their skin from cracking even without water. However, this natural oil also makes such gillmen particularly susceptible to flames, and they gain vulnerability to fire. This racial trait replaces water dependent.

Amphibious: Gillmen can breathe both water and air.

Enchantment Resistance:

Gillmen gain a +2 racial bonus to saving throws against non-aboleth enchantment spells and effects, but take a –2 penalty on such saving throws against aboleth sources.

Soaring Sprinter

As a youth, you often leaped and ran at treacherous heights, either because it was the only place with enough freedom for you to play or because it was not a good idea to play any lower.

Benefit(s): You gain a +2 trait bonus on Acrobatics checks to keep your balance or jump, and Acrobatics becomes a class skill for you.

Feat:

Spell Focus (Conjuration) +1 bonus on save DCs for one school

Statistics:

H.P.

Ac

F.F Ac

Tch Ac

Bloodline powers Groveborn:

Bloodline Arcana

Your powers of compulsion can affect even plant creatures. Whenever you cast a mind-affecting or language-dependent spell, it affects creatures of the plant type as if they were humanoids that understood your language.

This ability replaces the Verdant Bloodline Arcana.

Tanglevine (Sp): At 1st level, as a standard action, you can create a 15-foot-long, animated vine that springs from your hand. This vine lasts for 1 round and can be used to make a single disarm, steal, or trip combat maneuver, using your sorcerer level plus your Charisma modifier in place of your normal CMB. You can use this power a number of times per day equal to 3 + your Charisma modifier.

Spells: