Lady Audara Drovust

Edmund Wright's page

36 posts. Alias of FluidSynchronicity.


Race

| HP: 57/57 | AC: 22 (13 Tch, 19 Fl) | CMB: +10, CMD: 23 | F: +6, R: +6, W: +8 | Init: +5 | Perc: +11, SM: +2

Classes/Levels

| Speed 20ft | Fervor : 6/6 | Spells: 1st 6/6, 2nd 3/5 3rd 4/4 | Active conditions: None.

Gender

Male NG Sylph Warpriest (Forgepriest) 9

About Edmund Wright

Edmund Wright:

Sylph Warpriest (Forgepriest) 9
NG Medium Outsider (Native)
Init +4; Senses Darkvision 60 ft Perception +12

Defense
AC 23, touch 12, flat-footed 21 (+2 Dex, +11 Armor)
hp 58 (9d8+9)
Fort +6, Ref +5, Will +9
Resistance 5 fire, 5 electricity

Offense
Speed 20 ft.
Melee +1 Flaming Sunsilver Greatsword +11 (2d6+12+1d6 force+1d6 fire) 19/20

Space 5 ft.; Reach 5 ft.
Special Attacks Crafter's Wrath (7/8)

Warpriest Spells Prepared (CL 9st; concentration +12)
. . 0 — Create Water, Mending, Light, Guidance, Resistance
. . 1st — Shield x2, Divine Favor x4
. . 2nd Iron Skin x2, Restoration (Lesser)
. . 3rd Versatile Weapon, (1/2) Channel Vigor x2, Deadly Juggernaut

Statistics
Str 18, Dex 14, Con 10, Int 12, Wis 16, Cha 7
BAB +6/1; CMB +10; CMD 23

Feats & Traits::

Feats WP1 Weapon Focus (Greatsword), 1 Extra Traits, 3 Craft Wondrous Item, WP3 Craft Magic Arms and Armor, 5 Craft Construct, 7 Swift Iron Style, 9 Swift Refuge, WP9 Power Attack

Traits Fate’s Favored, Spark of Creation, Hedge Magician, Reactionary

Skills::

Skills
Craft (Armor) +19 (1 Int, 9 Rank, 3 Class, 6 Class)
Craft (Weapons) +19 (1 Int, 9 Rank, 3 Class, 6 Class)
Perception +12 (3 Wis, 9 Rank)
Spellcraft +13 (1 Int, 9 Rank, 3 Class)

Languages Common, Sylph, Makers Script

Gear::

+2 Mithril Hell Knight Plate, Anvil of the Skyseeker, +1 Flaming Sunsilver Greatsword

Wealth
650gp

Encumbrance
Light 0-100 lbs.
Medium 101-200 lbs.
Heavy 201-300 lbs.
Current Load 34 lbs.

Special Abilities::

Class Abilities
Aura A warpriest of a chaotic, evil, good, or lawful deity has a particularly powerful aura (as a cleric) corresponding to the deity’s alignment (see detect evil).
Blessing (Artifice)A warpriest’s deity influences his alignment, what magic he can perform, his values, and how others see him. Each warpriest can select two blessings from among those granted by his deity (each deity grants the blessings tied to its domains). A warpriest can select an alignment blessing (Chaos, Evil, Good, or Law) only if his alignment matches that domain. If a warpriest isn’t devoted to a particular deity, he still selects two blessings to represent his spiritual inclinations and abilities, subject to GM approval. The restriction on alignment domains still applies.
Each blessing grants a minor power at 1st level and a major power at 10th level. A warpriest can call upon the power of his blessings a number of times per day (in any combination) equal to 3 + 1/2 his warpriest level (to a maximum of 13 times per day at 20th level). Each time he calls upon any one of his blessings, it counts against his daily limit. The save DC for these blessings is equal to 10 + 1/2 the warpriest’s level + the warpriest’s Wisdom modifier.
If a warpriest also has levels in a class that grants cleric domains, the blessings chosen must match the domains selected by that class. Subject to GM discretion, the warpriest can change his former blessings or domains to make them conform.
Crafter's Wrath At 1st level, you can touch one melee weapon and grant it greater power to harm and destroy crafted objects. For 1 minute, whenever this weapon deals damage to constructs or objects, it bypasses hardness and damage reduction.
Sacred Weapon (1d8/+2) At 1st level, weapons wielded by a warpriest are charged with the power of his faith. In addition to the favored weapon of his deity, the warpriest can designate a weapon as a sacred weapon by selecting that weapon with the Weapon Focus feat; if he has multiple Weapon Focus feats, this ability applies to all of them. Whenever the warpriest hits with his sacred weapon, the weapon damage is based on his level and not the weapon type. The damage for Medium warpriests is listed on Table 1–14; see the table below for Small and Large warpriests. The warpriest can decide to use the weapon’s base damage instead of the sacred weapon damage—this must be declared before the attack roll is made. (If the weapon’s base damage exceeds the sacred weapon damage, its damage is unchanged.) This increase in damage does not affect any other aspect of the weapon, and doesn’t apply to alchemical items, bombs, or other weapons that only deal energy damage.
At 4th level, the warpriest gains the ability to enhance one of his sacred weapons with divine power as a swift action. This power grants the weapon a +1 enhancement bonus. For every 4 levels beyond 4th, this bonus increases by 1 (to a maximum of +5 at 20th level). If the warpriest has more than one sacred weapon, he can enhance another on the following round by using another swift action. The warpriest can use this ability a number of rounds per day equal to his warpriest level, but these rounds need not be consecutive.
These bonuses stack with any existing bonuses the weapon might have, to a maximum of +5. The warpriest can enhance a weapon with any of the following weapon special abilities: brilliant energy, defending, disruption, flaming, frost, keen, and shock. In addition, if the warpriest is chaotic, he can add anarchic and vicious. If he is evil, he can add mighty cleaving and unholy. If he is good, he can add ghost touch and holy. If he is lawful, he can add axiomatic and merciful. If he is neutral (with no other alignment components), he can add spell storing and thundering. Adding any of these special abilities replaces an amount of bonus equal to the special ability’s base cost. Duplicate abilities do not stack. The weapon must have at least a +1 enhancement bonus before any other special abilities can be added.

If multiple weapons are enhanced, each one consumes rounds of use individually. The enhancement bonus and special abilities are determined the first time the ability is used each day, and cannot be changed until the next day. These bonuses do not apply if another creature is wielding the weapon, but they continue to be in effect if the weapon otherwise leaves the warpriest’s possession (such as if the weapon is thrown). This ability can be ended as a free action at the start of the warpriest’s turn (that round does not count against the total duration, unless the ability is resumed during the same round). If the warpriest uses this ability on a double weapon, the effects apply to only one end of the weapon.
Forge Mastery A 2nd level, the forgepriest adds a bonus equal to half his level to all Craft checks to make metal items, armor, and weapons. (This benefit is gained from the altered version of blessings, above.)
Fervor (6/6) 3d6At 2nd level, a warpriest can draw upon the power of his faith to heal wounds or harm foes. He can also use this ability to quickly cast spells that aid in his struggles. This ability can be used a number of times per day equal to 1/2 his warpriest level + his Wisdom modifier. By expending one use of this ability, a good warpriest (or one who worships a good deity) can touch a creature to heal it of 1d6 points of damage, plus an additional 1d6 points of damage for every 3 warpriest levels he possesses above 2nd (to a maximum of 7d6 at 20th level). Using this ability is a standard action (unless the warpriest targets himself, in which case it’s a swift action). Alternatively, the warpriest can use this ability to harm an undead creature, dealing the same amount of damage he would otherwise heal with a melee touch attack. Using fervor in this way is a standard action that provokes an attack of opportunity. Undead do not receive a saving throw against this damage. This counts as positive energy.
An evil warpriest (or one who worships an evil deity) can use this ability to instead deal damage to living creatures with a melee touch attack and heal undead creatures with a touch. This counts as negative energy.
A neutral warpriest who worships a neutral deity (or one who is not devoted to a particular deity) uses this ability as a good warpriest if he chose to spontaneously cast cure spells or as an evil warpriest if he chose to spontaneously cast inflict spells.
As a swift action, a warpriest can expend one use of this ability to cast any one warpriest spell he has prepared with a casting time of 1 round or shorter. When cast in this way, the spell can target only the warpriest, even if it could normally affect other or multiple targets. Spells cast in this way ignore somatic components and do not provoke attacks of opportunity. The warpriest does not need to have a free hand to cast a spell in this way.
Craft Magic Arms and ArmorAt 3rd level, a forgepriest gains Craft Magic Arms and Armor as a bonus feat.
This ability replaces the bonus feat gained at 3rd level.
Creator’s BondAt 4th level, when a forgepriest uses his sacred weapon ability with an item he created personally, he can expend two uses of his fervor ability to increase the bonus granted by 1. Once the forgepriest has the sacred armor ability, he can also use this ability in conjunction with that.
This ability replaces channel energy.
Heat of the Forge At 6th level, a forgepriest gains fire resistance 5. At 13th level, this resistance increases to 10.
This ability replaces the bonus feat gained at 6th level.

Racial Abilities
Breeze-Kissed Breezes seem to follow most sylphs wherever they go, but some sylphs are better able to control these winds than others. A Sylph with this racial trait surrounds herself with swirling winds, gaining a +2 racial bonus to AC against non-magical ranged attacks. The Sylph can calm or renew these winds as a swift action. Once per day, the Sylph can channel this wind into a single gust, making a bull rush or trip combat maneuver attempt against one creature within 30 feet. Whether or not the attempt succeeds, the winds are exhausted and no longer provide a bonus to the sylph’s AC for 24 hours. This is a supernatural ability.
Electrical Resistance Sylphs have electricity resistance 5.
Spell Like Ability Sylphs can use feather fall 1/day (caster level equals the sylph’s total level).
Darkvision Sylphs can see perfectly in the dark up to 60 feet.

Background::

Edmund was born in Light in the Lostflow Refineries District to a fairly poor brickmaker father and mother. From a young age Edmund was interested in Mithril and the Silver-Bringer, he learned all he could from the Mithril Makers and by the time he was 45 had begun an apprenticeship under Killian Masters the 3rd in command of the Makers. He learned the trade of smithing and imbuing items with essentia over the next 18 years.

Well he was apprenticed to Killian he also began studying the word of the Silver-Bringer in earnest at the Vulture Perches. He began to combine the two to call small servitors to help with menial tasks he was assigned at the Makers. He found aid in a personal Tutor who specialized in the alchemical components that never seemed to make sense to Ed. They also became fast freinds and began to work together to try to find the secrets of Celerity, Mithril and where they overlap

Meanwhile he also began training with the weapons and armor he made as he wanted to be able to use the gifts given to him by the Silver-Bringer. This led him to create his own armor and fighting style. reliant on taking blows to his armor and trusting its craftsmanship in order to hit back harder/ He trained with the merger military of Light for five more years while working at the Makers after graduating his apprenticeship.

He then began escorting monthly Caravans to and from Forge containing the works of the Mithril makers and returning with raw materials for them to refine. This journey, though usually fairly uneventful also gave Edmund the chance to hone his combat skills and learn to channel his divine gifts into combat. He also was able to meet other warriors from Light. including Zephyr a supposed Druid of Sky whose powers could not be denied.


Personality::

1: Agreements Edmund thinks of himself as bridging the gaps between Zephyr and Al. He likes to think that he has an understanding of the properties of alchemy if not the same level of expertise as Al, he also however can see the powers offered by the gods even in death. Edmund tries to right these two worldviews where he can offering deference to the gods in order to help his own and Elenkind’s technological progress. Edmund agrees with Al that the goal of alchemy ought to be forwarding the world.

2: Disagreements Edmunds biggest disagreement with Al is on what ought to motivate progress. though they share the same end goal of a better world Edmunds underprivileged background causes him to be motivated by economic gain and social fame more than Al he stockpiles resources because of the potential of a catastrophe. Edmund’s biggest disagreement with Zephyr is in the nature of Sky. Though the powers Zephyr has been granted are undeniable Edmund finds it somewhat laughable that Sky is still here, he sees Zephyr’s powers as a last echo of the dead gods power, though he mostly keeps to himself about his doubts.

3: Trust Edmund always was fairly quick to trust as he tried to see the best in people, however after Moonfall and especially after the Silver-Bringer was revealed to be Moon in disguise he began to re-evaluate his relationships. Edmund still regards Al as one of his closest friends as he helped to get Ed into the makers (Ed is younger so I was thinking that he might have been one of Als students when he was a tutor) Zephyr he is a little more wary of, though he shares many values Ed has begun to fear that if Silver-Bringer was in truth Moon that this manifestation of Sky’s power may also be Moon in disguise.


Description::

Edmund is a rather tall light blue Sylph standing at 6'3" which is further magnified by his additional height gained from the soles of his sabatons and elevated head from his helmet which he is almost always wearing. With them on he appears around 6'7". This massive height looks somewhat strange however as his proportions appear slightly off, its as though all his appendages kept growing and maturing to be much more muscled than almost all other Sylphs but his torso and head are still that of a academic. Almost everyone however see him inside his armor which he wears everywhere unless he is forging and covers this strange proportional phenomena. The armor in question is a masterwork of mithril, thinner than most blades cutting edges with more filigree than would be needed to gild the palm of the general of Forge. The filigree depicts the Silver-Bringer helping the Ifrits and Sylphs to harness the power of Mithril and Celerity as well as the warriors of Forge clearing a path of light though the darkness.