Full Name |
Ezgara the Misanther |
Race |
Male Elf 7 | Perc +15 (E; Low-Light) | Speed: 40' | HP: 69 | AC: 23 (25) | Fort: +12 Ref: +14 Will: +15 (Resist Fire 3, Cold 3, elec 5, +1 circ vs Fire; +1 circ. emotion & S-> CS) |
Classes/Levels |
| Spellbook | Exploration: Search | Status: | Hero Points: 1 |
About Ezgara
A half-grin twitches on the old hermit's features as he stares through the glowing gate that stands alone in the gloomy, snow-covered pines.
Wind howls through his grey-and-black tangle of hair, blowing it across his subtly misshapen skull and covering his right eye. His brows beetle and knot to match the baffling and disquieting storm of emotions on the wrinkled face beneath them. His good eye glitters; focused, but vaguely fevered. The other is clouded and pale, like a pig's eye; it stares blindly at a disquieting angle. He sways and mutters to himself, a habit the misanthropic hermit picked up over hundreds of years alone in the Crown of the World, nothing but the rare Erutaki traveler for company and supplies.
“Kill what's built by imprudence, kill what pollutes. Rain must be pure. The sacred precinct of Sevenarches, pristine again. I see it. Can it be? What of Obnubilate? And the obdurate? Fools." His face twists. "Idiot! No unwelcome visitors permitted. No elves. All welcome if they are gone, eh? Heh? Dead? Burnt to a crisp!” He giggles and steps closer to the gate. "I remain suspicious, of course." A pause. Another tentative step. "I know the tales. Smiling mask on back of head. Teleportation. Twisting. The future? The Past? Now? No clue. Irrelevant." He reaches out to the vision in the gate. "Home is home. Ageless. Finally there, finally alone." He touches it at last.
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ABOUT
Ancestry Arctic Elf
Background Sense of Belonging
Languages Common, Druidic, Elven, Erutaki, Hallit, Sylvan
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DEFENSE
HP 69
AC 23 (25: Shield)
Speed 40’
[dice=Fort (E)]1d20+12[/dice]
[dice=Ref (E)]1d20+14[/dice]
[dice=Will (E)]1d20+15[/dice] +1 circ. vs Emotion
[dice=Perception (E)]1d20+15[/dice] Low-Light
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OFFENSE
See Spellbook macros Sheet
[dice=Club]1d20+8[/dice]
[dice=B]1d6[/dice]
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SKILLS
[dice=Ezgara's Acrobatics (T)]1d20+12[/dice]
[dice=Ezgara's Arcana (T)]1d20+13[/dice]
[dice=Ezgara's Athletics (U)]1d20+0[/dice]
[dice=Ezgara's Crafting (T)]1d20+13[/dice]
[dice=Ezgara's Deception (U)]1d20+0[/dice]
[dice=Ezgara's Diplomacy (U)]1d20+0[/dice]
[dice=Ezgara's Intimidation (U)]1d20+0[/dice]
[dice=Ezgara's Medicine (E)]1d20+17[/dice]
[dice=Ezgara's Nature (T)]1d20+13[/dice]
[dice=Ezgara's Occultism (T)]1d20+13[/dice]
[dice=Ezgara's Performance (T)]1d20+9[/dice]
[dice=Ezgara's Religion (T)]1d20+13[/dice]
[dice=Ezgara's Society (U)]1d20+4[/dice]
[dice=Ezgara's Stealth (U)]1d20+3[/dice]
[dice=Ezgara's Survival (T)]1d20+15[/dice]
[dice=Ezgara's Thievery (U)]1d20+2[/dice]
LORE
‾‾‾‾
[dice=Ezgara's Scouting (T)]1d20+13[/dice]
[dice=Ezgara's Folktale (T)]1d20+13[/dice] Can be used for any topic
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USEFUL MACROS
Healing
‾‾‾‾
[dice=Treat Wounds DC 20]1d20+17[/dice]
[dice=Healing]2d8+10[/dice]
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SPECIAL ABILITIES
Spin Tale ♦ (auditory, linguistic) Frequency once every 10 minutes; Effect You tell a story, designating one of your allies (but not yourself) as the hero of the story, and one enemy as the villain; both must be within 60 feet. The hero gains a +1 status bonus to attack rolls and saving throws against the villain until the start of your next turn. If you Spin a Tale on your next turn, the story continues for another round, for a maximum of 10 rounds. While the tale continues, minor, crude illusions spring into being in your space; these are arcane illusion effects that have no mechanical impact other than illustrating your tale.
Eerie Flicker ↺ (rare, conjuration, deviant, magical) Trigger A enemy's Strike would hit you and you weren't already concealed, hidden, or undetected by that enemy. Your body flickers momentarily into the Ethereal Plane. You become concealed for 1 round, and the flat check for concealment applies to the Strike that would have hit you. If the flat check fails, the Strike misses you.
Awakening You can choose to compress your flickering movement into a single moment, increasing your chance to avoid the triggering attack in exchange for a shorter-lived effect. If you choose to do so, the flat check for concealment against the triggering attack increases to DC 9, but the concealment affects only the triggering Strike.
Storming breath ♦♦ (rare, deviant, evocation, magical) You spit out a freezing breath or sonic scream. You deal 4d6 damage, plus 1d6 damage for every level you have beyond 6th, to all creatures in a 30-foot cone, with a basic Reflex save.
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BOTTING
Burn electrocute and yell at people.
[.spoiler=If Crit by a Strike]eerie flicker DC9 flat check vs Concealment[/spoiler]
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EQUIPMENT
See ITS
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HERO POINTS
Begin AP: +1
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LEVELING
Level 1
‾‾‾‾
Ancestry: Elf
Heritage: Arctic Elf
Ancestry Feat: Forlorn
Background: Sense of belonging (Forager feat, Eerie Flicker)
Abilities: 10 str, 14 dex, 10 con, 16 int, 18 wis, 8 cha
Initial prof: Survival, Scouting (background), Acrobatics, Arcana, Crafting, Medicine, Occultis, Nature, Performance, Religion
Primal spellcasting
Anathema: Polluting the air or allowing those who cause major air pollution or climate shifts to go unpunished
Druidic language
Druidic order: Storm Storm-Born
Shield Block
Wild empathy
Languages: Common, Druidic, Elven, Erutaki, Hallit, Sylvan (Can swap hallit for another regional language depending on party comp)
Level 2
‾‾‾‾
Free Archetype: folklorist
Skill Feat: battle Medicine
Druid Feat: Order explorer (Flame)
Level 3
General Feat: Ancestral paragon -> Nimble Elf (+5 speed)
Skill Increase: Medicine -> E
Character plan
Level 3
‾‾‾‾
2nd-level spells
Alertness: Expert Perception
General feat: Ancestral paragon
Great fortitude: Expert Fort
Skill increase: medicine -> E
Level 4
‾‾‾‾
Druid feat: Fire resistance
Skill Feat: Continual Recovery
FA Feat Folklorist Lore
Level 5
‾‾‾‾
Dex, Con, Int, Wis
Fiendish resistance
Reflex -> E
Survival -> E
Level 6
‾‾‾‾
Druid feat: Advanced elemental spell (flame)
FA feat: Narrative conduit (whatever)
HERO POINTS
‾‾‾‾
- Spent one on investigation of donkey