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About Elise of the Red Hill-----------------------------
1/day - Breath of Fire: 10d6 fire, 30' cone, DC 21[24] ref for half Colour Magic [Intermediate Red, CL 6, Concentration +12, Cast mod: Con] Pool Size: 6 Virtues: Breath of Speed (1sp to downgrade action: Standard -> Swift -> Free) Leaf barrier: Summon a swirling set of leaves around you that deal 1d3 damage to any enemy that starts its turn adjacent to you. This lasts for a number of rounds equal to your character level. If you spend a spell point you may summon the leaves as a swift action and they deal 1d6 damage instead. Roots beneath the earth: Choose an enemy within close range and make a ranged touch attack. If you succeed they are entangled for 1d3 rounds. If you spend a spell point they are entangled for 3 rounds and take 3 points of force damage at the end of each of your turns. The plants are alive: You may choose a tree or a branch (that may be unattached) to be the target of thise spell within close range. If it is a tree one of its branches is animated and attacks enemy targets within 10ft at the end of each of your turns. It attacks at your attack bonus and the following damage roll: 1d10+8 /x2. If the target is a branch it floats and may move 30ft during your turn before it attacks, it also attacks with your attack bonus but the damage roll is 1d6+4 /x2. The animation lasts for class level rounds. You may use a spell point as a free action on your turn to have the animation end in an explosion of leaf shards. Creatures within 10ft of the animated tree or branch take 1d6 damage per level and are entangled. If they pass a reflex save they only take the damage. Spells (CL 6, Concentration +6)
Bonus HP- 5 per tier
Groundshaker (Su) As a standard action, you can expend one use of mythic power to stomp or punch the ground with mighty force, forcing creatures within 5 feet per tier to attempt a Reflex save (DC = 10 + your tier + your Strength modifier). Non-mythic creatures that fail their saves fall prone and are staggered for 1 round. Non-mythic creatures that succeed at their saves and mythic creatures that fail are staggered for 1 round. Mythic creatures that succeed at their saves are unaffected. You are not affected by this ability, and you may designate a number of creatures up to your tier to also not be affected.
Gear - in backpack:
----------------------------- Extra clothes: Hot, Cold, Explorers & Courier s(with matching silver medallion) outfits, Poncho Scrolls of Bed of Iron x2, Featherfall, Mount, Obscuring Mist & Swift Girding Waterproof bag containing the extra clothes and the scrolls Various useful small stuff: Soap, Animal glue, Heatstone, Small steel mirror, Twine (49 ft.),Vials of Acid x2, Alchemists Kindness x10, Tindertwigs x10, Sunrods x4, Perfume (Common)x3, Candle lamp with candles x10 Bullseye lantern with 10 pints of oil Food & drink: Spare Bullets x15 Various kits; gear maintenance, grooming, mess Camping gear: Bedroll, Blanket, Hammock and Flint & Steel Potions: Invigorate x5, Cure Light Wounds Weaponblanch: Cold Iron x2, Silver x3 Silk Rope (50 ft.) Red Magic Conduit (Claw) 1154gp 5sp 3cp ----------------------------- Gear notes:
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Cloak of Fangs wrote: Wearing this Backstory:
------------------------------ Signs in the Sky The cold and dark winter night Elise was born was almost like any other that the village on the eastern fringe of the Realm of the Linnorm Kings had faced. Almost. There were two key differences - one, for sure, were the fact that a child was born. The other were the night sky; for upon it danced the Aurora Borealis, the northern light. It was a potent omen to be born under. Nevertheless, the girl named Elise grew up and was considered a quite average child with no special talents. But as the elders said - the signs don't lie ... Earning a Name
The Blood of a Dragon
"The Blood of Dragons flows thickly in your veins. And for those chosen for this divine fate there is only one destiny - one goal; to slay a Linnorm" The elders nodded in agreement. But the elders were wise - they knew that a Linnorm is more then a match for anyone so young and inexperienced to face, divine blood or not. They gathered what money and equipment they could spare and sent Elise south - in the hope that she would learn and allow herself to attain her full potential so that she one day could fulfil her destiny. The Challenge Ahead
----------------------------- Physical Description:
On the first glance Elise looks like the typical Ulfen - tall and blonde with her hair in a thick braid. Her presence however is far from typical - she seemingly radiates power and the temperature around her feels a few degrees hotter. Her gaze is steady and full of determination - evaluating all that she sees and quickly categorizes them; either in 'interesting' or 'inconsequential'. The most striking feature of her being is her hands - they are not quite human but not really a dragons talon but somewhere in between: fearsome talons more then capable of tearing apart men and beast alike. She wears typical northern style clothing with an assortment of practical pockets and a deep-red tabbard with runes of luck, bravery and success embrodied along the trim. Her armour is made out of metallic red scales and covers all her vital areas while still leaving plenty of room for manoeuvring in combat. By her belt hangs one of the onehanded doubledged swords favoured by her kind and she holds an large axe with a crescent blade.
----------------------------- Used resources:
Arena rage rounds 1 arcane surge (shield) mps 1 ----------------------------- Shoping list:
Dragonscale Breastplate +1 1700gp Gladius -15 gp Masterwork Bardiche - 363gp Quickdraw light wooden shield - 53gp Cold weather outfit - 8gp Hot weather outfit - 8gp Explorers outfit x2 - 10gp (1 free) Couriers outfit - 30gp Jevelry; silver medalion -50gp Poncho -0.5gp Tabard with decorative trim -30gp Perfume (common) x3 -3gp Backpack -2gp Bar of Soap -0.01gp Animal Glue -0.5gp Heatstone -20gp Small steel mirror -10gp Rope, silk (50 ft.) -10gp Twine (50 ft.) -0.01gp Candles x10 -0.1gp Candle lamp -5gp Bullseye lantern -12gp Oil x10 -1gp Sunrods x5 -10gp Mead -2gp Chocolate -5gp Trail rations x10 -5gp Spellcomponent pouch -5gp Waterproof bag -0.5gp Scroll of Bed of Iron x2 -25gp Scroll of Feather Fall -12.5gp Scroll of Mount -12.5gp Scroll of Obscuring Mist -12.5gp Scroll of Swift Girding -12.5gp Waterskin -1gp Hipflask -1gp Acid x2 -20gp Alchemists kindness x10 -10gp Tindertwigs x10 -10gp Smokestick -20gp Kit, gear maintenance -5gp Kit, grooming -1gp Kit, mess -0.2gp Flint and steel -1gp Die x2 -0,2gp Sling Bullets x20 -0.2gp Bedroll, Blanket & Hammock -0.7gp Weapon blanch, cold iron x2 -100gp Weapon blanch, silver x3 15gp Potions of Invigorate x5 250gp Potions of Cure Light Wounds x2 100gp Share of the explosive caskets 25 gp +1000gp (arena fight; added to backpack)
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