Sunlord Thalachos

Glade Wolf's page

325 posts. Alias of DoubleGold.


Full Name

Glade Wolf

Race

Azta-Blooded Aasimar

Classes/Levels

Efreeti Bloodline Sorcerer 1: Spd:30, Init:3, AC:15, FF:12, T:13, (5 cold, electric and acid resistance) Fort:3, Ref:3, Will:2, HP:10/10

Gender

Male

Size

M

Age

20

Alignment

NG

Deity

Shelyn

Languages

Common, Celestial, Draconic

Strength 15
Dexterity 16
Constitution 16
Intelligence 13
Wisdom 10
Charisma 16

About Glade Wolf

Azata-Blooded Assimar, Musetouched, alternate Assimar
Azata-Blooded (Musetouched)
The musetouched epitomize freedom and joy, and travel the world to liberate less fortunate individuals.
+2 Dex, +2 Charisma: Aasimars are insightful, confident, and personable.
Native Outsider: Aasimars are outsiders with the native subtype.
Medium: Aasimars are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Aasimars have a base speed of 30 feet.
Darkvision: Aasimars can see in the dark up to 60 feet.
Celestial Resistance: Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5.
Languages: Aasimars begin play speaking Common and Celestial.
Alternate Racial ability, Crusading Magic
Many aasimars feel obligated to train to defend the world against fiends such as the invaders from the Worldwound. These aasimars gain a +2 racial bonus on caster level checks to overcome spell resistance and on Knowledge (planes) checks. This racial trait replaces the skilled and spell-like ability racial traits.

Class Stuff
1. Eschew Materials
2. Bloodline Power-Efreeti
3. 4 Cantrips and 2 First level spells
4. Fire Ray (Sp): Starting at 1st level, you can unleash an elemental ray as a standard action, targeting any foe within 30 feet as a ranged touch attack. This ray deals 1d6 points of fire damage + 1 for every two sorcerer levels you possess. You can use this ability a number of times per day equal to 3 + your Charisma modifier.
5. Favored Class Bonus-1 HP

Spells
Cantrips: Detect Magic, Ghost Sound, Ray of Frost, Mage Hand.
Level 1 Spells, 4 per day: Magic Missile, Snowball.

Feats and Traits
1st Trait: Armor Expert: You have worn armor as long as you can remember, either as part of your training to become a knight’s squire or simply because you were seeking to emulate a hero. Your childhood armor wasn’t the real thing as far as protection, but it did encumber you as much as real armor would have, and you’ve grown used to moving in such suits with relative grace. When you wear armor of any sort, reduce that suit’s armor check penalty by 1, to a minimum check penalty of 0.
Campaign Trait: Audrahni’s Ally: "What happened to your parents?”: Grants a +1 trait bonus
to Fortitude saving throws
Level 1: Light Armor Proficiency
Class Feat: Eschew Materials
Planned Feats
Level 3: Planned feat-Arcane Armor Training

Skills
1. Acrobatics: 1 point, 2 dex: 3
2. Spellcraft: 1 point, 1 int, 3 trained: 5
3. Stealth: 1 point, 2 dex: 3

Equipment
0. Entertainer's Clothing, free outfit.
1. Lamellar cuirass: 15 GP, 8 LBS: AC+2, Max Dex+4, penalty+0, arcane failure 5%.
2. Bandolier: .5 GP, 0 LBS
3. Backpack: 2 GP, 2 LBS
4. Bedroll: .1 GP, 5 LBS
5. Waterskin: 1 GP, 4 LBS
6. Crowbar: 2 GP, 5 LBS
7. 3 Trail Rations: 1.5 GP, 3LBS
8. ShortSpear: 1 GP, 3 LBS, thrown 20 feet. 1d6+str piercing damage
9. 46.9 Gold left over and carrying 30 LBS

Offense
BAB+0
Melee+2
Ranged+3
Speed:30
Init:2
+3 to hit: Fire Ray (Sp): Starting at 1st level, you can unleash an elemental ray as a standard action, targeting any foe within 30 feet as a ranged touch attack. This ray deals 1d6 points of fire damage + 1 for every two sorcerer levels you possess. You can use this ability a number of times per day equal to 3 + your Charisma modifier. 6 per day
+3 to hit: Ray of frost. 1d3 cold damage.
Shortspear, +2 to hit: 1d6+2 piercing damage, can throw 20 feet.

Defense
Fort=4 (0 base +3 con, +1 trait)
Ref=3 (0 base +3 dex)
Will=2 (2 base +0 will)
AC=15 (10 +2 Armo r+3 dex)
HP=10 (6 Class +3 Con +1 favored class bonus)

Background:
Glade Wolf was born in one of the outer planes. The exact plane he was born in is unknown to him and not even his parents remember. His parents always traveled to other planes, the fire plane, the water plane, heaven and even the astral plane. His mom was asleep when he was born and his dad was busy fighting a war. His mom swore she was last on the plane of fire, but when she woke up, she was in the Nirvana, and she didn't remember traveling there before her water broke. Glade does remember seeing these planes as his parents still traveled to other planes when he was born. However, he was no older than one, so he only vaguely remembers what they looked like and sees them in his dreams. A war broke out on the plane of air, where his parents had lived. His dad was always fighting a war, but this one was on their home world. At the age of one years old, his parents gave him up for adoption, afraid for their sons life. The war didn't take place anywhere near their exact location, but the fact that it was on the air plane itself had them worried. They sent him to Magnimar, a city they believed to be well protected and a good opportunity for him to learn stuff. Glade grew up alongside Audrahni, and other guards. She got to know the boy well. She even helped tutor him in school. Some of the guards taught him how to fight, but they soon realized he ain't much of a fighter. Still, it helped him learn how use certain weapons and armor in combat. In school, he did above average, his grades weren't excellent, but he was learned a lot. He wasn't popular in school, he was just an average kid. As he grew up, some of the guards bullied him. Not the same way a bully, bullies others, but in the way a Marine bullies his subjects, they bullied him with the idea to toughen him up. At first, glade didn't understand, but he eventually understand why they did it and they taught him some things well. In fact they made him wear heavy armor while he fought and had to cast spell. After they Glade did this for months, they moved him down to medium, then light armor, it was their way of getting him use to casting in armor and maneuver well in it. It did work, as Glade was able to maneuver in armor better without and it hindered him less. As he grew older he got to know Audrahni more, she taught him why the guards did what they did to him, and they shared stories together. Glade found out he was different and he did wonder what happened to his parents, and Audrahni let him know he was adopted by a couple of guards. Glade then asked "what happened to your parents?" Glade is still looking for his parents.

Glade is a nice guy, but also expects a lot from everyone. Glade does not want excuses, instead he wants results at all costs. If you tell him it will take five days to get there, he expects everyone to exert themselves and do it in four and a half days. Glade also always does what is right and just.